{"id":16930,"date":"2025-03-23T10:58:05","date_gmt":"2025-03-23T14:58:05","guid":{"rendered":"https:\/\/havenrpg.net\/newsite\/?page_id=16930"},"modified":"2025-05-27T14:33:06","modified_gmt":"2025-05-27T18:33:06","slug":"helpfiles","status":"publish","type":"page","link":"https:\/\/havenrpg.net\/newsite\/game-info\/helpfiles\/","title":{"rendered":"Helpfiles"},"content":{"rendered":"\n<div class=\"wp-block-columns is-layout-flex wp-container-core-columns-is-layout-9d6595d7 wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\" style=\"flex-basis:66.66%\"><div class=\"custom-category-posts-display \"><article id=\"post-18129\" class=\"category-display-post\"><a id=\"911\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">911<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> 911 &lt;message&gt;<\/p>\n<p>The 911 command sends an emergency message to the police band channel, which<br \/>is visible to characters with at least 1 level in hacking and a police scanner<br \/>and members of any of the factions.<\/p>\n<p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> You must have a working cell phone with a signal. You cannot<br \/>use this command while helpless, mute, gagged, dead, or as a ghost. The<br \/>command won&#8217;t work during city blackouts<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17823\" class=\"category-display-post\"><a id=\"abduct\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Abduct<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Abduct (target)<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Tuckin (target)<br \/><span style=\"color:#ffffff\">Syntax:<\/span> lookfor (target)<\/p>\n<p>This command can be used in a room where a player has logged off and, if<br \/>successful, will bring the unconscious body back into the game where it<br \/>can be interacted with. No one will be able to wake the character until the<br \/>player logs back on. Abduct can only be used within a few hours of the<br \/>target logging off.<\/p>\n<p>To determine whether or not the attempt is successful, a number of factors<br \/>are taken into consideration based on the abductor&#8217;s stats, the abductee&#8217;s<br \/>stats, and the location the abduction is taking place in. Some degree of<br \/>luck is accounted for as well.<\/p>\n<p>The abductor will get bonuses based on his stealth skill and whether or not<br \/>he has legitimate access to the property.<\/p>\n<p>The abductee will get bonuses based on his acute senses, fast reflexes,<br \/>perception, and, should he be abducted from a house, the household security<br \/>and household guards of that location. If a warding ritual is in place, the<br \/>abductee will also be significantly harder to abduct. An abduction will<br \/>always succeed if the abductee is tied up. Abductions cost money and require<br \/>cash on hand to cover the costs of the drugs used. The cost will vary<br \/>depending<br \/>on how difficult the person is to abduct, with higher tiers costing more.<\/p>\n<p>Unsuccessful attempts may result in the victim fleeing to another property or<br \/>the forest.<\/p>\n<p>The tuckin command can be used to place the character back into a regular<br \/>logged off state.<\/p>\n<p>with you.<br \/>The abductcheck command can be used to see if a logged off person is currently in<br \/>the room with you.<\/p>\n<\/div><\/div><\/article><article id=\"post-18541\" class=\"category-display-post\"><a id=\"abductcheck\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">abductcheck<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> abductcheck (name)<\/p>\n<p>This command determines if the player by the specified name is logged out in this room.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#abduct\" target=\"_blank\">Abduct<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17754\" class=\"category-display-post\"><a id=\"abilities\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Abilities<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Ability (abilityname) (target or arguments)<br \/><span style=\"color:#ffffff\">Syntax:<\/span> showability (abilityname)<\/p>\n<p>Abilities are special types of stats. They can be used in combat with ability<br \/>(abilityname) (target or argument) or in most cases just (abilityname)<br \/>(target or argument)<\/p>\n<p>When used in combat abilities are stronger the longer it has been<br \/>since you used them. Magic abilities usually reduces the effectiveness<br \/>of your attacks.<\/p>\n<p>Showstat can be used to show the room that you have a certain<br \/>ability.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#magiccharge\" target=\"_blank\">Magiccharge<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#antimagic\" target=\"_blank\">antimagic<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18223\" class=\"category-display-post\"><a id=\"acedia\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Acedia<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Acedia, also known as hollow, is a kind of malaise that affects more<br \/>powerful individuals,<br \/>specifically those who are at least tier three.<br \/>Acedia is generally defined as a state of listlessness or torpor, of not<br \/>caring even about the fact that one does not care.<\/p>\n<p>In game higher tier characters will gain Acedia as they engage in most forms<br \/>or roleplay or productive activities, the higher the tier of the character<br \/>the faster they will gain Acedia.<\/p>\n<p>Acedia does not go up during activities like being on plots or being in a<br \/>fight.<\/p>\n<p>Acedia goes down when a character inflicts invitation on others, or engages in<br \/>other more hostile or predatory actions.<\/p>\n<p>As Acedia builds up it will increase the minimum amount of time between a<br \/>character being able to move rooms, and eventually the minimum amount of time<br \/>between emotes and other RP actions as they become more and more overcome with<br \/>lethargy and listlessness.<\/p>\n<p>This represents the fact that as individuals become more powerful they become<br \/>more jaded and bored with the world, and it requires more extreme, taboo and immoral<br \/>things to interest them.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#invitation\" target=\"_blank\">Invitation<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#archetype\" target=\"_blank\">Archetype<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#moraltier\" target=\"_blank\">Moral Tier<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18001\" class=\"category-display-post\"><a id=\"acrobatics\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Acrobatics<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Rank 2-3 requires Tier 2-3<\/p>\n<p>This stat determines how capable your character is at performing acrobatic<br \/>maneuvers such as rolls and tumbles.<\/p>\n<p>Acrobatics -1<br \/>Less acrobatic than most people; unable to do even simple rolls.<br \/>Acrobatics 0<br \/>As acrobatic as the average person; simple rolls and other equivalent<br \/>maneuvers.<br \/>Acrobatics 1<br \/>Capable of simple acrobatic maneuvers; roll, back roll, shoulder rolls or<br \/>dives into rolls and maybe a running flip.<br \/>Acrobatics 2<br \/>Can roll, flip and tumble like a professional acrobat; forward and backward<br \/>flips from standing or running, double and triple turns from assisted jumps.<br \/>Acrobatics 3<br \/>Supernaturally acrobatic; flip multiples times and perform other impossibly<br \/>advanced maneuvers.<\/span><\/span><\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#stats\" target=\"_blank\">stats<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17732\" class=\"category-display-post\"><a id=\"acute-hearing\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Acute Hearing<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>This stat represents unusually acute hearing.<\/p>\n<p>Acute Hearing 0 means you have normal hearing.<br \/>Acute Hearing 1 means you have particularly acute hearing<\/p>\n<p>Myrooms extra with the name acutehearing will add something to a room only<br \/>visible to those with acute hearing.<\/p>\n<\/div><\/div><\/article><article id=\"post-17733\" class=\"category-display-post\"><a id=\"acute-sight\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Acute Sight<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>This stat represents unusually acute sight.<\/p>\n<p>Acute Sight 0 means you have normal vision.<br \/>Acute Sight 1 means you have particularly acute vision.<\/p>\n<p>Myrooms extra with the name acutesight will add something to a room only<br \/>visible to those with acute sight.<\/p>\n<\/div><\/div><\/article><article id=\"post-17734\" class=\"category-display-post\"><a id=\"acute-smell\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Acute Smell<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>This stat represents an unusually acute sense of smell.<\/p>\n<p>Acute Smell 0 means you have a normal sense of smell. Acute Smell 1 means<br \/>you have a particularly acute sense of smell.<\/p>\n<p>Myrooms extra with the name acutesmell will add something to a room only<br \/>visible to those with an acute sense of smell.<\/p>\n<p>Describe smell can be used to add something to your character description<br \/>only visible to those with an acute sense of smell.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Smell<\/p>\n<p>This command toggles tracking by scent, allowing you to detect the scents<br \/>people leave as they move around.<\/p>\n<\/div><\/div><\/article><article id=\"post-17855\" class=\"category-display-post\"><a id=\"adddesc\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">adddesc<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> adddesc<\/p>\n<p>This command is used to add or modify a temporary description in a room.<\/p>\n<\/div><\/div><\/article><article id=\"post-17524\" class=\"category-display-post\"><a id=\"addhidden\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Addhidden<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Addhidden<\/p>\n<p>A command to add or modify a hidden description in a room that will appear<br \/>if a character searches it.<\/p>\n<\/div><\/div><\/article><article id=\"post-17617\" class=\"category-display-post\"><a id=\"addicted\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Addicted<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Negative Tier Modifier<\/p>\n<p>Removable: Yes.<\/p>\n<p>This modifier represents someone whose abilities are impaired by some sort<br \/>of chemical addiction. In order to qualify the addiction must always be<br \/>impairing them. That is to say the character is always either impaired by<br \/>being drunk\/high or so on, or they are impaired because they are in<br \/>withdrawals\/hung over etc.<\/p>\n<\/div><\/div><\/article><article id=\"post-18138\" class=\"category-display-post\"><a id=\"adesc\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">adesc<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> adesc create [target character] [keyword] [location] &lt;hours to lock&gt;<br \/>adesc delete [keyword]<br \/>adesc activate [keyword]<br \/>adesc deactivate [keyword]<br \/>adesc list<br \/>adesc search [keyword]<\/p>\n<p>The adesc command manages additional appearance descriptions for characters.<\/p>\n<p>CREATE: Adds a description to another character, tied to a specific body<br \/>location. The system opens a string editor for you to write the description.<br \/>If the target is helpless, you can optionally lock the description for a<br \/>period of time, preventing them from removing it. The maximum lock duration<br \/>depends on your relationship level with the target.<\/p>\n<p>Locations can be body parts or special categories like: &#8211; lightmakeup,<br \/>mediummakeup, heavymakeup, scent, hairstyle<\/p>\n<p>DELETE: Removes a description with the specified keyword from your character.<br \/>You cannot delete descriptions that are still time-locked.<\/p>\n<p>ACTIVATE: Makes a description with the specified keyword visible on your<br \/>character. If the location isn&#8217;t covered by clothing, a message announcing<br \/>the change is shown to the room.<\/p>\n<p>DEACTIVATE: Hides a description with the specified keyword. If the location<br \/>isn&#8217;t covered by clothing, a message announcing the change is shown to the<br \/>room. You cannot deactivate descriptions that are still time-locked.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#ddesc\" target=\"_blank\">ddesc<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17919\" class=\"category-display-post\"><a id=\"afk\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">afk<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> AFK (time in minutes) OR (lower time &#8211; higher time in minutes)<\/p>\n<p>This command will send a message to the room your character is in.<\/p>\n<p>For example: afk 6<br \/>PCName goes AFK. (They expect to return in 6 minutes.)<\/p>\n<p>For example: afk 4 8<br \/>PCName goes AFK. (They expect to return between 4 and 8 minutes from now)<\/p>\n<p>Typing AFK puts your character in a tell-saving mode as follows: any tell to<br \/>you is stored in a special buffer, and can be seen later by typing replay.<br \/>This is useful when you need to leave the mud for 5 or 10 minutes, but don&#8217;t<br \/>want to miss tells. AFK shows up in your prompt until it is turned off.<br \/>Tells to link-dead players are stored in a similar fashion, and can also be<br \/>seen by typing replay. (unless of course the player logs off before<br \/>reading them).<\/p>\n<\/div><\/div><\/article><article id=\"post-17629\" class=\"category-display-post\"><a id=\"aged-vampire\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Aged Vampire<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Four Archetype<\/span><\/p>\n<p>Supernatural<\/p>\n<p>This archetype represents those vampires with centuries of experience. See<br \/>help vampires for more information in general.<\/p>\n<p>Age: Been undead between two hundred and eight hundred years.<\/p>\n<p><span style=\"color:#ffffff\">Available Negative Modifiers:<\/span> Disfigured, Catatonic.<\/p>\n<p><span style=\"color:#ffffff\">Available Positive Modifiers:<\/span> Demonic Pact Holder, Unliving.<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> Has up to three points to spend on focus stats at tier four.<\/p>\n<\/div><\/div><\/article><article id=\"post-18028\" class=\"category-display-post\"><a id=\"ageless\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Ageless<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Tier 3, or T3 archetype with negative modifier, several<br \/>archetypes obtain this stat for free.<\/p>\n<p>This stat represents a character attaining immortality and stopping aging.<br \/>Vampires do not need to gain this stat to not age.<\/p>\n<p>Ageless 0 means your character ages like normal.<\/p>\n<p>Ageless 4 means your character has stopped aging.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ageless (age)<\/p>\n<p>After obtaining the skill, use the ageless command to set the age when your<br \/>character stopped aging.<\/span><\/span><\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#stats\" target=\"_blank\">stats<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17625\" class=\"category-display-post\"><a id=\"ageless-angelborn\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Ageless Angelborn<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Four Archetype<\/span><\/p>\n<p>Supernatural<\/p>\n<p>This archetype represents a human with angel blood who&#8217;s moved beyond aging<br \/>and has many decades of experience as an active member of the supernatural<br \/>world. See help angelborn lore for more information in general.<\/p>\n<p>Age: At least 100 years old, apparent age at least 23.<\/p>\n<p><span style=\"color:#ffffff\">Available Negative Modifiers:<\/span> Crippled.<br \/><span style=\"color:#ffffff\">Available Positive Modifiers:<\/span> Demonic Pact Holder, Fleshformed.<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> Has up to three points to spend on focus stats at tier four.<\/p>\n<\/div><\/div><\/article><article id=\"post-17624\" class=\"category-display-post\"><a id=\"ageless-demigod\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Ageless Demigod<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Four Archetype<\/span><\/p>\n<p>Supernatural<\/p>\n<p>This archetype represents a human with god blood who&#8217;s moved beyond aging<br \/>and has many decades of experience as an active member of the supernatural<br \/>world. They also sometimes have the blood of one of the high gods running<br \/>through their veins, such as Zeus or Odin. See help demigod lore for more<br \/>information in general.<\/p>\n<p>Age: At least 100 years old, apparent age at least 23.<\/p>\n<p><span style=\"color:#ffffff\">Available Negative Modifiers:<\/span> Crippled.<\/p>\n<p><span style=\"color:#ffffff\">Available Positive Modifiers:<\/span> Demonic Pact Holder, Fleshformed.<\/p>\n<p>Physical Characteristics: Silver Irises<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> Has up to three points to spend on focus stats at tier four.<\/p>\n<\/div><\/div><\/article><article id=\"post-17626\" class=\"category-display-post\"><a id=\"ageless-demonborn\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Ageless Demonborn<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Four Archetype<\/span><\/p>\n<p>Supernatural<\/p>\n<p>This archetype represents a human with demon blood who&#8217;s moved beyond aging<br \/>and has many decades of experience as an active member of the supernatural<br \/>world. See help demonborn lore for more information in general.<\/p>\n<p>Age: At least 100 years old, apparent at at least 23.<\/p>\n<p><span style=\"color:#ffffff\">Available Negative Modifiers:<\/span> Crippled.<br \/><span style=\"color:#ffffff\">Available Positive Modifiers:<\/span> Demonic Pact Holder, Fleshformed.<\/p>\n<p>Physical Characteristics: Red irises.<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> Has up to three points to spend on focus stats at tier four.<\/p>\n<\/div><\/div><\/article><article id=\"post-17627\" class=\"category-display-post\"><a id=\"ageless-faeborn\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Ageless Faeborn<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Four Archetype<\/span><\/p>\n<p>Supernatural<\/p>\n<p>This archetype represents a human with fae blood who&#8217;s moved beyond aging<br \/>and has many decades of experience as an active member of the supernatural<br \/>world. See help faeborn lore for more information.<\/p>\n<p>Age: At least 100 years old, apparent age at least 23.<\/p>\n<p>Physical Characteristics: Blue or Green hair.<\/p>\n<p><span style=\"color:#ffffff\">Available Negative Modifiers:<\/span> Crippled.<br \/><span style=\"color:#ffffff\">Available Positive Modifiers:<\/span> Demonic Pact Holder, Fleshformed.<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> Has up to three points to spend on focus stats at tier four.<\/p>\n<\/div><\/div><\/article><article id=\"post-17628\" class=\"category-display-post\"><a id=\"ageless-werewolf\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Ageless Werewolf<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Four Archetype<\/span><\/p>\n<p>Supernatural<\/p>\n<p>This archetype represents a werewolf who&#8217;s moved beyond aging and has many<br \/>decades of experience in the supernatural world. See help werewolves for<br \/>more information in general.<\/p>\n<p>Age: At least 100 years old, apparent age at least 23.<\/p>\n<p><span style=\"color:#ffffff\">Available Negative Modifiers:<\/span> Crippled.<br \/><span style=\"color:#ffffff\">Available Positive Modifiers:<\/span> Demonic Pact Holder, Lunacy Embracer,<br \/>Fleshformed.<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> Has up to three points to spend on focus stats at tier four.<\/p>\n<\/div><\/div><\/article><article id=\"post-17806\" class=\"category-display-post\"><a id=\"aid\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">aid<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> aid (person) (message)<\/p>\n<p>Sends someone an OOC message, used to give OOC aid to new players.<\/p>\n<\/div><\/div><\/article><article id=\"post-20815\" class=\"category-display-post\"><a id=\"album\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">album<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> album list\/view &lt;number&gt;\/delete &lt;number&gt;<\/p>\n<p>A way to list and view photos you&#8217;ve been send on your phone.<br \/>You can use photo (target) (number) to forward on an image from your album.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#photo\" target=\"_blank\">Photo<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17546\" class=\"category-display-post\"><a id=\"alchemy\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Alchemy<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Ranks 2-5 require arcane focus 1-4.<\/p>\n<p>This stat represents your skill with alchemy. It increases the returns from<br \/>harvesting character&#8217;s lifeforce and from drawing infused blood. It also<br \/>decreases the cost of making memory potions.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18202\" class=\"category-display-post\"><a id=\"alts\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Alts<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>The rules on alt interactions boil down to simply this. You may not use<br \/>one alt to benefit another.<\/p>\n<p>This includes using one alt to talk up another, to make them seem smarter or<br \/>cooler or better in any way. To use them to provide support for, to do<br \/>services for, to provide resources or aid to your other characters. To make<br \/>them more<br \/>sympathetic, to provide them with an enemy and so on.<\/p>\n<p>You may use an alt to represent your character&#8217;s employees if they have any,<br \/>but their relationship must be purely professional. They must not believe<br \/>their boss is an unusually good boss or their employee an unusually good<br \/>employee or anything similar.<\/p>\n<\/div><\/div><\/article><article id=\"post-17671\" class=\"category-display-post\"><a id=\"ammochange\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Ammochange<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Ammochange (weapon) [clip object]<\/p>\n<p>This command allows you to swap out the ammunition of a ranged weapon,<br \/>allowing you to suspend the use of silver rounds or augmented rounds until<br \/>you use the command again. It can only be done on ranged weapons and<br \/>consumes an attack if used in combat unless your highest ranged discipline<br \/>is bows or thrown weapons.<\/p>\n<p>If used with a firearm, requires an ammoclip object to switch between<br \/>ammunition types.<\/p>\n<\/div><\/div><\/article><article id=\"post-17623\" class=\"category-display-post\"><a id=\"ancient-vampire\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Ancient Vampire<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Five Archetype<\/span><\/p>\n<p>Supernatural<\/p>\n<p>This archetype represents vampires who&#8217;ve been a member of the undead for at<br \/>least a thousand years. See help vampires for more information.<\/p>\n<p>Age: been a vampire for at least 1000 years.<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> Has up to four points to spend on focuses at tier five.<\/p>\n<\/div><\/div><\/article><article id=\"post-17622\" class=\"category-display-post\"><a id=\"ancient-werewolf\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Ancient Werewolf<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Five Archetype<\/span><\/p>\n<p>Supernatural<\/p>\n<p>This archetype represents a werewolf from one of the earliest, primal packs<br \/>of werewolves. See help werewolves for more information.<\/p>\n<p>Age: Apparent age at least 30, been a werewolf for at least 3000 years.<\/p>\n<p>Physical Characteristics: White Hair, Much larger when in transformed wolf<br \/>shape.<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> Up to four points to spend on focus stats at tier five.<\/p>\n<\/div><\/div><\/article><article id=\"post-17642\" class=\"category-display-post\"><a id=\"angelborn\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Angelborn<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Two Archetype<\/span><\/p>\n<p>Supernatural<\/p>\n<p>This archetype represents humans with some Angel blood in them. But those<br \/>who are fairly new and inexperienced with their powers. See help Angelborn<br \/>Lore for more information.<\/p>\n<p><span style=\"color:#ffffff\">Minimum Age:<\/span> 18<\/p>\n<p><span style=\"color:#ffffff\">Available Negative Modifiers:<\/span> Mentally Ill, Injured, Ill, Addicted.<br \/><span style=\"color:#ffffff\">Available Positive Modifiers:<\/span> Relic Holder, Demonic Pact Holder,<br \/>Fleshformed.<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> Has one point to spend on focus stats at tier two.<\/p>\n<\/div><\/div><\/article><article id=\"post-17404\" class=\"category-display-post\"><a id=\"angelborn-champion-focus\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Angelborn Champion Focus<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Combat Focus<\/p>\n<p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Angelborn<\/p>\n<p>This stat represents the ability of angelborn to use their supernatural gifts<br \/>in combat. Each rank offers increased access to physical stats. Angelborn<br \/>Champions can learn to use angelic combat in battle to wield fire and<br \/>manipulate gravity. At max rank Angelborn Champions can learn glide, granting<br \/>them a short period of flight in combat.<\/p>\n<p><span style=\"color:#008080\">[<\/span>Angelborn Champion One<span style=\"color:#008080\">]<\/span>:<br \/><span style=\"color:#008080\">Angelic Combat <span style=\"color:#ffffff\">1<\/span\/span>: A power tree focused on fire and gravity; all fire at this<br \/>rank.<br \/><span style=\"color:#008080\">Super Jumping<\/span>: A power that helps you close distance in combat.<br \/><span style=\"color:#808000\">Blurring Speed<\/span>: A legendary power that doubles your running speed, including<br \/>over the normal cap of 5.<\/p>\n<p><span style=\"color:#008080\">[<\/span>Angelborn Champion Two<span style=\"color:#008080\">]<\/span>:<br \/><span style=\"color:#008080\">Angelic Combat<\/span> 2: A power tree focused on fire and gravity.<br \/><span style=\"color:#008080\">Running<\/span> 4: Increase move distance per round in combat.<\/p>\n<p><span style=\"color:#008080\">[<\/span>Angelborn Champion Three<span style=\"color:#008080\">]<\/span>:<br \/><span style=\"color:#008080\">Strength 4<\/span>: Determines inventory limit and influences both social and active<br \/>combat.<\/p>\n<p><span style=\"color:#008080\">[<\/span>Angelborn Champion Four<span style=\"color:#008080\">]<\/span>:<br \/><span style=\"color:#008080\">Glide<\/span>: Allow temporary flight in combat.<br \/><span style=\"color:#008080\">Running<\/span> 5: Maximum proficiency; increases move distance per round in combat.<\/span><\/span><\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17985\" class=\"category-display-post\"><a id=\"angelborn-lore\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Angelborn Lore<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Also Read: Help Angelborn Mechanics<\/p>\n<p>A long time ago, the Gods created the ultimate servants for<br \/>themselves. They designed them to be beautiful, to have wings and the power<br \/>of flight for speedy transportation, and most importantly to be incredibly,<br \/>supernaturally empathic. These beings would feel the wants, needs, pains and<br \/>dislikes of those around them even more keenly than their own. If you wanted a<br \/>message delivered, they wanted to deliver it; if you wanted your feet rubbed<br \/>they wanted to rub your feet. They were the perfect servants, however<br \/>the secret to creating them was eventually lost, and over time they have all<br \/>but died out.<br \/>Their descendants however, remain. It&#8217;s unclear if they were named Angels<br \/>because of their similarity to the biblical beings, or if indeed the<br \/>biblical beings were named Angels because of their similarity to them.<\/p>\n<p>Their descendants today are referred to as angelborn, exceedingly few today<br \/>still have<br \/>wings or any remnants of them, but many have an innate appreciation for<br \/>heights and dream of flying.<br \/>They are also more attractive than most people and tend to live a little<br \/>longer. Most importantly, they still have some degree of the original Angelic<br \/>empathy. While not nearly as strong, they still naturally want the same<br \/>things as those around them. It works like a sort of unspoken peer<br \/>pressure, and draws them naturally to jobs and lifestyles that are more<br \/>selfless or service oriented. It&#8217;s common to find them working in charities<br \/>or as aid workers, or even as masseuses or prostitutes.<\/p>\n<p>The tears of the Angelborn can be used to make a sort of love potion. If<br \/>someone swallows a shot glass or so worth of Angelborn tears they will be<br \/>infected by a powerful version of angelic empathy, focused on the first<br \/>person they become aware of. For the next 5-6 days that person&#8217;s wants and<br \/>desires will become their wants and desires and they&#8217;d do whatever they can<br \/>to fulfill them.<\/p>\n<p>Today angelborn genes are erratic like other supernatural genes. Usually<br \/>activating only once every three of four generations. The chances of any of<br \/>your direct family also being active angelborn is astronomically small, but<br \/>it is possible for a grandparent or great grandparent to be. There&#8217;s also a<br \/>decent chance that twins, either fraternal or identical, will share the trait<br \/>if one has it.<\/p>\n<p>Angelborn much like faeborn and demonborn can be either latent, passive or<br \/>active.<\/p>\n<p>Latents are effectively entirely human, but there is a chance that at some<br \/>point in their adult lift the latent genes will activate and they will<br \/>become either active or passive.<\/p>\n<p>Passive angelborns are mostly human, but they have the appearance of<br \/>angelborn and their supernatural empathy.<\/p>\n<p>Active angelborns are passives until around the end of puberty, usually<br \/>seventeen to nineteen, when they activate. They also sometimes activate<br \/>later in life, although this is very rare in people not living near New Haven.<br \/>As well as the effects of passive angelborns, actives may also gain other<br \/>amazing supernatural powers.<\/p>\n<p>Note: Angelborns are physically entirely human in appearance.<\/p>\n<p>When they were first created angels were given a vulnerability to obsidian<br \/>in case their empathy ever failed at keeping them in line. While this has<br \/>never truly been needed, the vulnerability is still present to this day.<br \/>Angels and their angelborn descendants become weakened whenever struck by<br \/>obsidian weapons and cannot break out of obsidian bonds or cages no matter<br \/>their preternatural strength.<\/p>\n<\/div><\/div><\/article><article id=\"post-17833\" class=\"category-display-post\"><a id=\"angelborn-mechanics\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Angelborn Mechanics<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Angelborn pick up on the desires of those around them and feel an urge to<br \/>fulfill them. See Help Desire.<\/p>\n<p>Angelborn are more susceptible to supernatural influence.<\/p>\n<p>Angelborn receive additional stagger when struck with weapons augmented with<br \/>obsidian.<\/p>\n<\/div><\/div><\/article><article id=\"post-17379\" class=\"category-display-post\"><a id=\"angelborn-modifiers\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">angelborn modifiers<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Angelborn may select from the following modifiers:<\/p>\n<p>(T2) Angelborn:<br \/>Negative Modifiers: Addicted, Injured, Ill, Mentally Ill<br \/>Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder<\/p>\n<p>(T3) Angelborn Veteran:<br \/>Negative Modifiers: Crippled, Cursed<br \/>Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder<\/p>\n<p>(T4) Ageless Angelborn:<br \/>Negative Modifiers: Crippled<br \/>Positive Modifiers: Fleshformed, Demonic Pact Holder<\/p>\n<\/div><\/div><\/article><article id=\"post-17598\" class=\"category-display-post\"><a id=\"angelborn-stat\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Angelborn Stat<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Non-Supernatural<\/p>\n<p>This stat makes your character considered an angelborn, even if they do not<br \/>have an angelborn archetype; it represents latent or passive blood. Your<br \/>character will become desire sensitive.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17631\" class=\"category-display-post\"><a id=\"angelborn-veteran\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Angelborn Veteran<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Three Archetype<\/span><\/p>\n<p>Supernatural<\/p>\n<p>This archetype represents a human with angel blood who&#8217;s been supernatural<br \/>and active in the supernatural community for at least ten years. See help<br \/>angelborn lore for more information in general.<\/p>\n<p><span style=\"color:#ffffff\">Minimum Age:<\/span> 28<\/p>\n<p><span style=\"color:#ffffff\">Available Negative Modifiers:<\/span> Cursed, Crippled.<\/p>\n<p><span style=\"color:#ffffff\">Available Positive Modifiers:<\/span> Relic Holder, Demonic Pact Holder,<br \/>Fleshformed.<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> Has up to two points to spend on focuses at tier three.<\/p>\n<\/div><\/div><\/article><article id=\"post-17566\" class=\"category-display-post\"><a id=\"angelic-combat\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Angelic Combat<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Requirements : Rank 1 requires <span style=\"color:#008080\">Angelborn Champion <span style=\"color:#ffffff\">1<\/span\/span><br \/>               Rank 2 requires <span style=\"color:#008080\">Angelborn Champion <span style=\"color:#ffffff\">2<\/span\/span><\/p>\n<p><span style=\"color:#008080\">[<span style=\"color:#c0c0c0\">Rank One<span style=\"color:#008080\">]<span style=\"color:#c0c0c0\">:<br \/><span style=\"color:#008080\">Fieryweapon<span style=\"color:#c0c0c0\">: Self-target; enhances your weapons with fire, making them do 30%<br \/>more damage for one round.<br \/><span style=\"color:#ffffff\">Roleplay<span style=\"color:#c0c0c0\">: You can cause fire with a touch.<\/p>\n<p><span style=\"color:#008080\">Incandescence<span style=\"color:#c0c0c0\">: Self-target; glow with intense light, taking 20% less melee<br \/>damage but 20% more ranged damage for<br \/>one round.<br \/><span style=\"color:#ffffff\">Roleplay<span style=\"color:#c0c0c0\">: You can glow with an intense light.<\/p>\n<p><span style=\"color:#008080\">[<span style=\"color:#c0c0c0\">Rank Two<span style=\"color:#008080\">]<span style=\"color:#c0c0c0\">:<br \/><span style=\"color:#008080\">Heataura<span style=\"color:#c0c0c0\">: Self-target; start radiating heat, debuffing anyone close to you by<br \/>making them uncomfortably hot.<br \/>More effective in hot weather.<br \/><span style=\"color:#ffffff\">Roleplay<\/span\/span>\/span: You can radiate heat.<\/p>\n<p><span style=\"color:#008080\">Lightfeet<span style=\"color:#c0c0c0\">: Self-target; make your body weigh less temporarily, increases<br \/>speed by 150% for one round.<br \/><span style=\"color:#ffffff\">Roleplay<span style=\"color:#c0c0c0\">: You can temporarily make yourself weigh less.<\/p>\n<p><span style=\"color:#008080\">Burden<\/span\/span>\/span: Unspecified range; increases gravity on the target, making them<br \/>slower and causing them to do 20% less damage for one round.<br \/><span style=\"color:#ffffff\">Roleplay<span style=\"color:#c0c0c0\">: You can temporarily make someone or something else weigh more.<\/span\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17706\" class=\"category-display-post\"><a id=\"animal-genus\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Animal Genus<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Genus is the genetic family of an animal form.<\/p>\n<p>Insect<br \/>Max size: Tiny<br \/>Specials: Poisonous, Flying, no eye color.<\/p>\n<p>Rodent<br \/>Max Size: Small<br \/>Specials: Flying, Amphibious, No eye color.<\/p>\n<p>Bird<br \/>Max Size: Small-Medium<br \/>Specials: Flying.<\/p>\n<p>Aquatic<br \/>Max size: Very Large<br \/>Specials: Underwater movement and breathing, faster movement in water, 30%<br \/>tooth and claw bonus in water.<\/p>\n<p>Reptile<br \/>Max Size: Very Large<br \/>Specials: Amphibious, poisonous, No eye color.<br \/>Penalties: Weaker in cold outdoor rooms.<\/p>\n<p>Mammal<br \/>Max Size: Very Large<\/p>\n<p>Mythological<br \/>Max Size: Very Large<br \/>Specials: Poisonous, Armored, Amphibious, Flying<br \/>Restrictions: Requires Mythological Shifting<\/p>\n<\/div><\/div><\/article><article id=\"post-17704\" class=\"category-display-post\"><a id=\"animal-stats\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Animal Stats<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>After the first decreases your pool size by 20%, stacking<br \/>multiplicatively. Your first form gets a bonus 5 points.<\/p>\n<p>Stats:<\/p>\n<p>Power: Costs 5 points. First rank gives +20 tooth and claw and -10<br \/>natural toughness, each successive rank gives 2 less tooth and claw and takes<br \/>1 less<br \/>toughness.<\/p>\n<p>Toughness: Costs 5 points. First rank gives +20 natural toughness and -10<br \/>tooth and<br \/>claw, each successive rank gives 2 less natural toughness and takes 1 less<br \/>tooth and<br \/>claw.<\/p>\n<p>Camouflage: Costs 1 for Small\/Tiny, 2 for Medium\/Medium-small, 3 for<br \/>Mansized, 4 for Large, 5 for Very Large. Each point gives +1 stealth in<br \/>natural or dark areas.<br \/>Makes all movement in natural areas invisible to those with too low<br \/>perception.<\/p>\n<p>Speed: Costs 4 for Tiny, 3 for Small, 2 for Small-Medium, 1 for Medium, 2<br \/>for Mansized, 3 for Large, 4 for Very Large. Each point gives +1 running,<br \/>can exceed human running limits.<\/p>\n<p>Agility: Costs 2 for Small\/Tiny, 1 for Medium\/Small-Medium, 2 for Mansized,<br \/>4 for Large, 5 for Very large. Gives +1 ranged defense, +1 dexterity.<br \/>Every two points gives +1 fast reflexes. At four points gives super jumping<br \/>if Small-Medium or larger.<\/p>\n<p>Senses: Cost 1. Each point gives +1 perception in natural areas, every 2<br \/>points gives +1 perception in other areas.<\/p>\n<p>Powers:<\/p>\n<p>Flying: Costs 5 points. Grants the ability to fly.<\/p>\n<p>Nocturnal: Costs 2 points. Gives night vision and +1 perception at night.<\/p>\n<p>Poisonous: Costs 5 points. If small ups offense to 100% of base. If tiny<br \/>ups offense to 50% of base.<\/p>\n<p>Amphibious: Costs 4 points. Gives ability to breath underwater and fight in<br \/>water without penalty.<\/p>\n<p>Armored: Costs 5 points. Grants +30 natural armor.<\/p>\n<p>Smelling: Gives acute smelling and +1 senses.<\/p>\n<p>Seeing: Gives acute sight and +1 senses.<\/p>\n<p>Hearing: Gives acute hearing and +1 senses.<\/p>\n<\/div><\/div><\/article><article id=\"post-17705\" class=\"category-display-post\"><a id=\"animal-weights\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Animal Weights<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Base offensive discipline is equal to best unarmed discipline plus best<br \/>armed discipline plus half of best ranged discipline.<\/p>\n<p>Base defensive discipline is equal to armor disciplines + toughness.<br \/>With diminishing returns for values above 60.<\/p>\n<p>Tiny Animals<br \/>Size: 0.2 Pounds and under, 0.1 kilograms and under.<br \/>Combat: 10% of base offense, 1% of base defense. +2 ranged defense.<br \/>Other: Movement in all rooms invisible to those with low perception, flies<br \/>half as fast.<br \/><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Fae Knight or Primal Focus 4, Natural\/Illusory Magic 4, Dark<br \/>Magic 3.<\/p>\n<p>Small Animals<br \/>Size: 0.2 &#8211; 11 pounds, 0.1 &#8211; 5 kilograms.<br \/>Combat: 40% of base offense, 25% of base toughness. +1 ranged defense.<br \/>Other: Movement in all rooms invisible to those with too low perception.<br \/><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Fae Knight\/Primal 3, Natural Magic 2, Illusory 3, Dark 4.<\/p>\n<p>Small-Medium Animals<br \/>Size: 11-88 pounds, 5-40 kilograms.<br \/>Combat: 75% of base offense, 50% of base defense.<br \/><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Fae Knight\/Primal 3, Natural Magic 3, Illusory 4, Dark Magic 4.<\/p>\n<p>Medium Animals<br \/>Size: 88-154 pounds, 40-70 kilograms.<br \/>Combat: 90% of base offense, 80% of base defense.<br \/><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Fae Knight or Primal Focus 2.<\/p>\n<p>Mansized Animals<br \/>Size: 154-220 pounds, 70-100 kilograms.<br \/>Combat: 100% of base offense, 100% of base defense.<br \/><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Fae Knight or Primal Focus 1.<\/p>\n<p>Large Animals<br \/>Size: 220-441 pounds, 100-200 kilograms.<br \/>Combat: 110% of base offense, 110% of base defense.<br \/><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Fae Knight or Primal Focus 2.<\/p>\n<p>Very Large Animals<br \/>Size: 441-2004 pounds, 200-1000 kilograms.<br \/>Combat: 120% of base offense, 120% of base defense.<br \/><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Fae Knight or Primal Focus 4.<\/p>\n<p>Note: Mansized animals and larger will be picked up if they linger too long in<br \/>public areas. A smaller animal can be picked up if the point social is used<br \/>on it.<\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18023\" class=\"category-display-post\"><a id=\"animals\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Animals<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Animals 4-5 requires Natural magic\/Primal 2-3.<\/p>\n<p>This stat represents how well a character interacts with animals. This skill<br \/>is purely for roleplay purposes.<\/p>\n<p>Animals 0<br \/>No skill<br \/>Animals 1<br \/>Pretty well<br \/>Animals 2<br \/>Really well<br \/>Animals 3<br \/>Natural bond<br \/>Animals 4<br \/>Empathic understanding<br \/>Animals 5<br \/>Supernatural bond<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17426\" class=\"category-display-post\"><a id=\"announce\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">announce<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> announce (string)<\/p>\n<p>When a room becomes crowded, the announce command can be used to ensure your<br \/>emote goes to everyone there. You will need to join a place to make use of<br \/>this command, and it works in a similar way to emote.<\/p>\n<\/div><\/div><\/article><article id=\"post-17436\" class=\"category-display-post\"><a id=\"antag-rituals\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Antag Rituals<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Life Force Costs per level of Ritualism: 1: 21%, 2: 12%, 3: 9%, 4: 6%, 5: 4%<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual mute (target) Cost: 100%<br \/>Render the target unable to speak for some time.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span>: Ritual deafen (target) Cost: 100%<br \/>Render the target unable to hear for some time.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual techhex (target) Cost: 25%<br \/>Applies a magical affect to the target which makes all their technology fail<br \/>to operate properly for the duration.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual lunacy (target) Cost: 100%<br \/>Trigger lunacy in a werewolf even if it isn&#8217;t a full moon, filling them with<br \/>rage and anger.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual corrupt (target) Cost: 100%<br \/>Temporarily disables the target&#8217;s empathy, turning them into a sociopath<br \/>for the duration.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual lure (target) Cost: 100%<br \/>Will cause the target to unconsciously move towards the room the spell was<br \/>cast from whenever they use automatic moving systems such as driving or<br \/>walking.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual mist Cost: 100%<br \/>Cause the supernatural mist in New Haven to rise, rendering all outside areas<br \/>unpublic and allowing the monsters of the forest to venture deeper in.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual sleepwalk (target) Cost: 100%<br \/>Forces a reasonably idle character to sleepwalk out to where you are without<br \/>realizing it.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual illness (target) Cost: 100%<br \/>Inflicts the target with an illness which lowers their effective life force<br \/>for some time.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual madness (target) Cost: 200%<br \/>Inflict the target with temporary insanity, causing them to see things that<br \/>aren&#8217;t there and suffering from hostile delusions. Costs twice as much life<br \/>force as most rituals.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual persecution (target) Cost: 200%<br \/>Inflict the target with a curse that causes everyone around them to grow<br \/>more hostile towards them. Costs twice as much life force as most rituals.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual arthritis (target) Cost: 75%<br \/>Inflicts the target with a curse that simulates arthritis, making their<br \/>joints ache particularly when they try to run. They have their move speed<br \/>halved in combat and delay on moving out of combat is four times longer.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual enfeeble (target) Cost: 100%<br \/>Inflicts the target with a curse that reduces their fighting skill.<br \/>Reduces all disciplines by 25%.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual sexchange (target) Cost:150%<br \/>Ritual sexchange switches the target&#8217;s sex for the duration.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual summoning (target) Cost:100%<br \/>Must be done in a room with a place called &#8216;binding circle&#8217; will summon<br \/>a higher power to that location and make them unable to leave or use their<br \/>powers in significant ways for the duration on anyone not in the same place.<br \/>break circle can be used to destroy a binding circle, freeing the higher<br \/>power.<\/p>\n<\/div><\/div><\/article><article id=\"post-28927\" class=\"category-display-post\"><a id=\"antiabuse\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">antiabuse<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> antiabuse<\/p>\n<p>The antiabuse command can only be used by players with at least 1000<br \/>community credit, it will monitor channels and emotes from all players<br \/>for a short while afterwards and automatically ban anyone who sends<br \/>an abusive message.<\/p>\n<\/div><\/div><\/article><article id=\"post-18214\" class=\"category-display-post\"><a id=\"antimagic\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Antimagic<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> antimagic (target)<\/p>\n<p>This ability can only be used by mancers and inflicts the target with<br \/>a magic dampening effect. If the target tries to use magic it will be less<br \/>powerful.<br \/>Additionally any magic effects applied to them positive or negative will also<br \/>be less impactful.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#abilities\" target=\"_blank\">Abilities<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#magiccharge\" target=\"_blank\">Magiccharge<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17327\" class=\"category-display-post\"><a id=\"anupharis\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Anupharis<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Anupharis unfolds under a relentless sun, a vast tapestry of ochre and gold<br \/>woven from endless dunes and shimmering heat haze. This southern jewel of the<br \/>Godrealm is a testament to both divine might and mortal tenacity. Ages ago,<br \/>drawn by the earth&#8217;s hidden wealth, gods shaped the very sands, raising<br \/>cyclopean monuments and cities whose geometries defy mortal understanding. The<br \/>grandest, Aethelgard, the City of Brass and Sunstone, stands not upon the<br \/>sands but seems to grow from their depths.<\/p>\n<p>The city is constructed around a colossal sundial that serves not only to mark<br \/>the passage of time but also as an intricate calendar predicting celestial<br \/>events. The High Priests of the Sun Temple control access to the city&#8217;s<br \/>central oasis, the largest in all Anupharis, using this power to maintain<br \/>their authority.<\/p>\n<p>Scattered throughout the dunes are the Life Wells, oases that serve as vital<br \/>waypoints for desert caravans. Each is jealously guarded by nomadic clans who<br \/>have developed intricate water-sharing rituals and laws older than many<br \/>kingdoms. The most sacred of these, the Oasis of First Dawn, is said to have<br \/>waters that grant visions of the future.<\/p>\n<p>Beneath the sands slither the Dunebreakers, colossal sand serpents whose<br \/>passage creates temporary valleys and whose shed scales are prized for armor<br \/>that turns aside both blade and spell. The desert also harbors the dreaded<br \/>Grit Storms, localized tempests of sand that can strip flesh from bone in<br \/>moments. Some claim these storms are sentient, hunting those who disturb<br \/>ancient burial sites.<\/p>\n<p>To the west, the Godspine Mountains rise like the vertebrae of some primordial<br \/>titan. Their caves and deep valleys serve as sanctuaries for the undergods,<br \/>lesser divinities who find the politics of the greater houses too treacherous.<br \/>Deep in the mountains is the Sunken Quarter, a region where ancient cataclysm<br \/>caused miles of desert to collapse, revealing a lost city of black glass and<br \/>tarnished silver. <\/p>\n<p>In the deep desert, where even the nomads fear to tread, stand the Titan<br \/>Bones, massive skeletal remains of beings that predate even the gods. Some<br \/>ribs arch hundreds of feet into the air, creating natural shelters where<br \/>strange cults perform rituals to entities best left unnamed. The marrow within<br \/>these ancient bones is known to be a valuable ingedient for many arcanists.<\/p>\n<\/div><\/div><\/article><article id=\"post-17389\" class=\"category-display-post\"><a id=\"arcane-focus\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Arcane Focus<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>There are three main focus paths: the arcane tree (minions, rituals, mancing);<br \/>the combat tree (melee and ranged combat); and the professional tree (wealth,<br \/>contacts, and social\/job skills). Each focus tree has its own set of foci<br \/>within it. Every point spent in one of these trees, regardless of whether or<br \/>not it&#8217;s on the same focus, unlocks greater potential for development in terms<br \/>of stats and occasionally powers. When points are spent on the same focus, you<br \/>develop additional abilities related to that focus line. The following are the<br \/>unlocked abilities for the arcane tree:<\/p>\n<p>[Arcane One]:<br \/>Alchemy 2: Reduces cost of makepotion and increases returns from selling life<br \/>force.<br \/>Clairaudience: A power that enables hearing and speaking to ghosts.<br \/>Clairvoyance: A power that enables seeing ghosts.<br \/>Incantation 1: Reduces time to cast rituals by half per rank.<br \/>Minions 1: Each rank enables more points to be spent on a combat pet&#8217;s stats.<br \/>Limited by tier.<br \/>Occult Knowledge 3: Greater knowledge of the occult underground.<br \/>Ritualism 2: Reduces cost of rituals; unlocks ritual maintain.<\/p>\n<p>[Arcane Two]:<br \/>Alchemy 3: Reduces cost of makepotion and increases returns from selling life<br \/>force.<br \/>Incantation 2: Reduces time to cast rituals by half per rank.<br \/>Minions 2: Each rank enables more points to be spent on a combat pet&#8217;s stats.<br \/>Limited by tier.<br \/>Occult Knowledge 4: Greater knowledge of the occult underground.<br \/>Ritualism 3: Reduces cost of rituals.<\/p>\n<p>[Arcane Three]:<br \/>Alchemy 4: Reduces cost of makepotion and increases returns from selling life<br \/>force.<br \/>Incantation 3: Reduces time to cast rituals by half per rank.<br \/>Know Vampires: The ability to recognise vampires on sight.<br \/>Know Werewolves: The ability to recognise werewolves on sight.<br \/>Minions 3: Each rank enables more points to be spent on a combat pet&#8217;s stats.<br \/>Limited by tier.<br \/>Occult Knowledge 5: Greater knowledge of the occult underground.<br \/>Ritualism 4: Reduces cost of rituals.<\/p>\n<p>[Arcane Four]:<br \/>Alchemy 5: Maximum proficiency; reduces cost of makepotion and increases<br \/>returns from selling life force.<br \/>Incantation 4: Maximum proficiency; reduces time to cast rituals by half per<br \/>rank.<br \/>Minions 4: Each rank enables more points to be spent on a combat pet&#8217;s stats.<br \/>Limited by tier.<br \/>Ritualism 5: Maximum proficiency; reduces cost of rituals.<\/p>\n<p>[Arcane Five]:<br \/>Know Supernaturals: Enables you to see the nightmare manifestations of others<br \/>at all times.<br \/>Minions 5: Each rank enables more points to be spent on a combat pet&#8217;s stats.<\/p>\n<\/div><\/div><\/article><article id=\"post-17668\" class=\"category-display-post\"><a id=\"arcane-society\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Arcane Society<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>While practitioners of magic are a very varied group, when they come together<br \/>there are some customs they all tend to follow.<\/p>\n<p>Due to the greater ease of stealing youth while somewhat physically old, most<br \/>arcanists tend to appear to be in their forties or fifties.<\/p>\n<p>Arcanist or Practitioner are the most accepted terms for anybody who uses magic,<br \/>with Practitioner being preferred in non-supernaturally aware society.<\/p>\n<p>Those who can use battle magic but not yet throw around pure force are usually<br \/>called Mancers, and battle magic of this type is generally referred to as<br \/>Mancing.<\/p>\n<p>Those who can throw around pure bolts of fire or lightning or similar forces are<br \/>called Sorcerers, and that type of magic sorcery.<\/p>\n<p>Most arcanists first spend time as an apprentice, working for their master in<br \/>exchange for tutelage. In some organizations apprentices might be apprenticed to<br \/>a group instead of an individual. In formal introductions it&#8217;s customary to give<br \/>the name of your master, and often even their master even if the arcanist is no<br \/>longer an apprentice. Such as: &#8220;I am Jane Smith, student of John Smith, student<br \/>of John Doe.&#8221; An apprentice would introduce themselves as &#8220;I am Jane<br \/>Smith, apprentice of John Smith, student of John Doe.&#8221;<\/p>\n<p>Apprenticeships vary significantly in length, few are shorter than one year or<br \/>longer than ten. Abuse of apprentices if a very common practice in many magical<br \/>circles, but rarely discussed. It is not uncommon for them to be taken advantage<br \/>of sexually by their masters, to be beaten physically for poor performance, to<br \/>be sacrificed in rituals if they do not perform, to have their life force fed<br \/>upon, or their possessions and finances claimed by their master.<\/p>\n<p>A rogue is someone who belongs to no arcane group.<\/p>\n<p>A hedge mage\/witch is someone who has been self taught and are generally looked<br \/>down upon.<\/p>\n<p>A magical duel is a fight in which neither participant may assault the other<br \/>except through magical means, and continues until either the participant is no<br \/>longer able to stand, or no longer able to keep fighting such as if they have no<br \/>sorcery and their minion has been dispelled. Among mancers this becomes in<br \/>essence a test of minion against minion, with their mancing being used to try<br \/>and effect the outcome, among sorcerers however it usually becomes much more a<br \/>battle of energy vs energy. It is almost impossible under the rules of a<br \/>standard magical duel for a mancer to defeat a sorcerer.<\/p>\n<\/div><\/div><\/article><article id=\"post-17655\" class=\"category-display-post\"><a id=\"archetype\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Archetype<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Archetype represents the basic concept of your character and is the most<br \/>important factor in determining who they are and what sorts of powers and<br \/>abilities they have. It also determines if your character is considered<br \/>human, or supernatural. When combined with your modifier it determines your<br \/>overall power tier, higher tier characters cost more karma to create and are<br \/>also more monstrous. The possible archetypes are:<\/p>\n<p><span style=\"color:#ffffff\">Tier One:<\/span> Local, Visitor, Fantasy<\/p>\n<p><span style=\"color:#ffffff\">Tier Two:<\/span> <span style=\"color:#008080\">Soldier<\/span>, <span style=\"color:#008080\">Timeswept<\/span>, <span style=\"color:#008080\">Wildling<\/span>, <span style=\"color:#008080\">Important Local<\/span>,<br \/> <span style=\"color:#808080\">Vampire<\/span>, <span style=\"color:#808000\">Werewolf<\/span>, <span style=\"color:#008000\">Faeborn<\/span>, <span style=\"color:#ffffff\">Angelborn<\/span>, <span style=\"color:#800000\">Demonborn<\/span>, <span style=\"color:#00ffff\">Demigod<\/span>,<br \/><span style=\"color:#ffff00\">Gifted<\/span>, <span style=\"color:#008080\">Dreamchild<\/span>, <span style=\"color:#800080\">Elseborn<\/span><\/p>\n<p><span style=\"color:#ffffff\">Tier Three:<\/span> <span style=\"color:#008080\">Special Forces<\/span>, <span style=\"color:#008080\">Local Celebrity<\/span>, <span style=\"color:#008080\">Pillar of the Community<\/span>,<br \/><span style=\"color:#808080\">Veteran Vampire<\/span>, <span style=\"color:#808000\">Veteran Werewolf<\/span>, <span style=\"color:#008000\">Faeborn Veteran<\/span>, <span style=\"color:#ffffff\">Angelborn Veteran<\/span>,<br \/><span style=\"color:#800000\">Demonborn Veteran<\/span>, <span style=\"color:#00ffff\">Demigod Veteran<\/span><\/p>\n<p><span style=\"color:#ffffff\">Tier Four:<\/span> <span style=\"color:#808080\">Aged Vampire<\/span>, <span style=\"color:#808000\">Ageless Werewolf<\/span>, <span style=\"color:#008000\">Ageless Faeborn<\/span>, <span style=\"color:#ffffff\">Ageless<br \/>Angelborn<\/span>, <span style=\"color:#800000\">Ageless Demonborn<\/span>, <span style=\"color:#00ffff\">Ageless Demigod<\/span><\/p>\n<p><span style=\"color:#ffffff\">Tier Five:<\/span> <span style=\"color:#808080\">Ancient Vampire<\/span>, <span style=\"color:#808000\">Ancient Werewolf<\/span>, <span style=\"color:#ff0000\">DemiDemon<\/span>, <span style=\"color:#ffffff\">Freed Angel<\/span>, <span style=\"color:#00ffff\">God<br \/>Child<\/span>, <span style=\"color:#00ff00\">Fae Child<\/span> <\/p>\n<p>You can type help (modifier name) for more information on any of the<br \/>archetypes.<\/p>\n<p>Tier Two costs 25, 000 Karma.<br \/>Tier Three costs 50, 000 Karma.<br \/>Tier Four costs 100, 000 Karma.<br \/>Tier Five costs 150, 000 Karma.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#moraltier\" target=\"_blank\">Moral Tier<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#acedia\" target=\"_blank\">Acedia<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#invitation\" target=\"_blank\">Invitation<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17755\" class=\"category-display-post\"><a id=\"armored\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Armored<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Demonborn<\/p>\n<p>This stat gives you +20 natural armor discipline and reduces all ranged damage<br \/>you take by 15 points, down to a minimum of 1.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17813\" class=\"category-display-post\"><a id=\"arrange\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">arrange<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Arrange (Object) (new string)<\/p>\n<p>This command allows you to temporarily restring an object on the ground, you<br \/>can use this to represent arranging it a certain way etc. Using the command<br \/>with nothing at the end will reset it back to its default, as will picking<br \/>it up. This change doesn&#8217;t carry over with copyovers.<\/p>\n<p>The new string needs to have the item&#8217;s name or keywords in it, as these<br \/>are not automatically added.<\/p>\n<\/div><\/div><\/article><article id=\"post-17479\" class=\"category-display-post\"><a id=\"arrange-hit\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Arrange Hit<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Underworld Mogul 1<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> arrangehit<\/p>\n<p>This stat represents those with enough influence in the criminal community<br \/>that they can arrange accidents against NPCs outside of Haven such as the<br \/>friends and relatives of other PCs. These accidents can be either fatal or<br \/>non fatal. When used the command will put you into a special editor to<br \/>create a news item for the event, it has a 3 week cooldown.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17858\" class=\"category-display-post\"><a id=\"artifacts\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Artifacts<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Artifacts are magical items possessed by many members of the supernatural<br \/>world and used to augment them in various ways. There are three types,<br \/>Charms, Amulets and weapons.<\/p>\n<p>Activate (item)<br \/>-Activates an artifact, costs 2% of your life force to do so.<\/p>\n<p>Artificeweapon (item) (minor\/major\/legendary) (discipline)<br \/>-Create an artifact weapon, when activated will give +5 or +10 to the<br \/>specified offensive discipline.<\/p>\n<p>Artificeamulet (item) (minor\/major) (discipline)<br \/>-Creates an amulet out of a piece of jewelry, when activated will give +5 or<br \/>+10 to the specified defensive discipline.<\/p>\n<p>Aritificecharm (item) (minor\/major\/bloodline\/legendary) (stat)<br \/>-Creates a charm out of a piece of jewelry, when activated will give +1 or<br \/>+2 to the specified stat. Not all stats can be magically enhanced.<\/p>\n<p>Bloodline artifacts can be used to grant legendary powers, but only powers your character qualifies for through their archetype or focuses.<\/p>\n<p>Legendary artifacts can give access to legendary powers or to large weapon boosts but only work while offworld.<\/p>\n<p>Minor artifacts cost 500 favor, Major ones 3000.<br \/>Bloodline and Legendary both cost 1500.<\/p>\n<p>Bloodline artifacts cause a significant life force penalty for a day after they are used.<\/p>\n<\/div><\/div><\/article><article id=\"post-18011\" class=\"category-display-post\"><a id=\"artistic-ability\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Artistic Ability<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Requirements : Rank 4 requires Professional 1<\/p>\n<p>This stat determines what artistic abilities a character has and covers things<br \/>such as musical performance, writing, visual art, dancing, or acting. Each<br \/>artistic ability, up to three, is a counted as a separate stat; this<br \/>specialisation shows up when you use the showstat command.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> art (slot) (artistic area)<br \/>Sets the specific artistic ability the stat is meant to represent. This<br \/>command will echo to the room.<br \/>Example: art 1 playing the sitar<\/p>\n<p>[Artistic Ability 0]:<br \/>No special ability.<\/p>\n<p>[Artistic Ability 1]:<br \/>Hobbyist level; school plays, garage band, or sketching for fun.<\/p>\n<p>[Artistic Ability 2]:<br \/>Professional level; good enough to earn a living utilizing the artistic skill.<\/p>\n<p>[Artistic Ability 4]:<br \/>Among the best in the world; top selling writers, symphony orchestra members,<br \/>or world class painters.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#stats\" target=\"_blank\">stats<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17564\" class=\"category-display-post\"><a id=\"aspects-of-day\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Aspects of Day<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Requirements : Rank 1 requires Demigod Warrior 1, and Dual Aspects with<br \/>Aspects of Night<br \/>Rank 2 requires Demigod Warrior 2, and Dual Aspects with Aspects of Night<\/p>\n<p>[Rank One]:<br \/>MessengerAspect : Self-target; move 150% faster for two rounds.<br \/>Roleplay : You can make yourself unusually swift for a dozen seconds or<br \/>so.<\/p>\n<p>SunAspect : Self-target; take 20% less melee damage but 20% more ranged<br \/>damage for two rounds.<br \/>Roleplay : You can make your body give off a radiant solar light for a<br \/>dozen seconds or so.<\/p>\n<p>[Rank Two]:<br \/>WarriorAspect : Self-target; inflict 25% more melee damage but 25% less<br \/>ranged damage.<br \/>Roleplay : You can gain the knowledge of a veteran warrior for a dozen or<br \/>so seconds, sacrificing some of your knowledge of ranged combat in the<br \/>process.<\/p>\n<p>SmithAspect : Self-target; limits the amount of damage you can take per<br \/>round to 80, with any remaining being converted to stagger.<br \/>Roleplay : You can make your skin as hard as wood for a dozen or so<br \/>seconds.<\/p>\n<p>HealerAspect : Self-target; do more damage to enemies whose defense is<br \/>above 50%, but up to 50% less to those below it.<br \/>Roleplay : You can gain an expert understanding of the biology of healthy<br \/>creatures, allowing you to much more accurately predict their actions and<br \/>injure them for a dozen or so seconds, but sacrifice some of your<br \/>understanding of injured ones to do so.<\/p>\n<p>Demigods can choose one ability to double its effectiveness by using change<br \/>divinefocus (aspect) to select their focus.<\/p>\n<p>Note that the selection of a divine focus is permanent.<\/p>\n<\/div><\/div><\/article><article id=\"post-17563\" class=\"category-display-post\"><a id=\"aspects-of-night\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Aspects of Night<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Requirements : Rank 1 requires Demigod Warrior 1, and Dual Aspects with<br \/>Aspects of Day<br \/>Rank 2 requires Demigod Warrior 2, and Dual Aspects with Aspects of Day<\/p>\n<p>[Rank One]:<br \/>UnderworldAspect : Self-target; do more damage to enemies with less than 50%<br \/>defense and less to those with more than 50% defense.<br \/>Roleplay : You can gain an expert understanding of wounds, disease and<br \/>weakness for a dozen or so seconds, making you better able to fight impaired<br \/>and wounded enemies, but sacrifice some of your understanding of healthy<br \/>creatures to do so.<br \/>Will always does increased damage against undead.<\/p>\n<p>MoonAspect : Self-target; take 20% less ranged damage but 20% more melee<br \/>damage for two rounds.<br \/>Roleplay : You can lengthen and enhance the shadows around you, making<br \/>you harder to see at a distance.<\/p>\n<p>[Rank Two]:<br \/>ThunderAspect : Self-target; cause all melee attacks to inflict an<br \/>additional 20 stagger on their targets.<br \/>Roleplay : You can deliver an electric shock with a touch, and charge an<br \/>object with electricity.<\/p>\n<p>WindAspect : Self-target; enables use of Super Jumping for two rounds,<br \/>or enhances your jump distance if you already have the power.<br \/>Roleplay : You can leap preternaturally through the air, supported by a<br \/>supernatural wind.<\/p>\n<p>HunterAspect : Self-target; inflict 25% more ranged damage but 25% less<br \/>melee damage.<br \/>Roleplay : You can gain the knowledge of a veteran sniper or ranger for<br \/>a dozen or so seconds, sacrificing some of your knowledge of melee combat in<br \/>the process.<\/p>\n<p>Demigods can choose one ability to double its effectiveness by using change<br \/>divinefocus (aspect) to select their focus.<\/p>\n<p>Note that the selection of a divine focus is permanent.<\/p>\n<\/div><\/div><\/article><article id=\"post-18139\" class=\"category-display-post\"><a id=\"assist\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">assist<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> assist [character] [assistance description]<\/p>\n<p>The assist command allows you to help another character with a try roll<br \/>When used, it announces your assistance to the room and describes how you&#8217;re<br \/>helping.<\/p>\n<p>The command requires both a target character (who must be in the same room)<br \/>and a description of how you&#8217;re assisting them. Your assistance description<br \/>is limited to 120 characters.<\/p>\n<p>If an action-locking clock is running the room you will only be able to use<br \/>this<br \/>command once per tick.<\/p>\n<p>You can also use this command to assist someone who&#8217;s currently butchering a creature.<\/p>\n<\/div><\/div><\/article><article id=\"post-18243\" class=\"category-display-post\"><a id=\"associations\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Associations<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Associations, also known as sponsors, are groups that operate throughout the<br \/>supernatural world. Characters will often be working for one of these groups<br \/>when doing plots and can build their reputation with them, leading to more<br \/>powerful contacts.<\/p>\n<p>The different associations are:<\/p>\n<p>The Numinous Accord<br \/>The Prometheans<br \/>The Concordat<br \/>Trinity<br \/>The Boardroom<br \/>The Untamed<br \/>The Syndicate<br \/>The Free<br \/>The Grey<br \/>The Twilight Bureau<br \/>The Invisible College<br \/>Vanguard<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#reputation\" target=\"_blank\">Reputation<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17928\" class=\"category-display-post\"><a id=\"at\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">at<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> at &lt;location&gt; &lt;command&gt;<\/p>\n<p>At executes the given command (which may have arguments) at the given<br \/>location. The location may be specified as a vnum, as the name of<br \/>a mobile, or as the name of an object.<\/p>\n<p>At works by temporarily moving you to that location, executing the<br \/>command, and then moving you back (if the command didn&#8217;t change your<br \/>location).<\/p>\n<\/div><\/div><\/article><article id=\"post-17726\" class=\"category-display-post\"><a id=\"atemote\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">atemote<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Atemote (person) (emote)<\/p>\n<p>Used by SRs on people who have trusted them to at least moderate levels,<br \/>this command delivers a remote echo to the room at the target&#8217;s location.<\/p>\n<\/div><\/div><\/article><article id=\"post-17335\" class=\"category-display-post\"><a id=\"atlantis\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Atlantis<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>At the foundation of New Haven&#8217;s layered history rests Atlantis, the first and<br \/>greatest of the between cities, partially submerged in black water that defies<br \/>analysis. This liquid, neither fully water nor entirely something else,<br \/>maintains a constant level throughout the ruins regardless of displacement or<br \/>evaporation attempts. Objects submerged in it emerge dry but permanently<br \/>altered. Many parts of the city are entirely inaccessible except by going<br \/>underwater, and navigating in the depths is notoriously difficult, leading<br \/>many divers to be unable to find a way back up once they have gone under.<\/p>\n<p>The architecture of Atlantis bears no resemblance to any known human<br \/>civilization, constructed around geometric principles that induce cognitive<br \/>dissonance in observers. Corridors twist in directions that conventional<br \/>geometry insists are impossible, creating paths that return travelers to their<br \/>starting point despite continuous forward movement. Rooms expand and contract<br \/>subtly as though breathing, their dimensions shifting by fractions of an inch<br \/>in patterns that match no known mathematical sequence. The most intact<br \/>structures feature walls of a metal-ceramic composite with properties similar<br \/>to both superconductors and biological membranes, suggesting a civilization<br \/>that saw no distinction between technology and living tissue.<\/p>\n<p>Throughout Atlantis, doorways present puzzle-like challenges to those seeking<br \/>passage. These are not simple mechanical locks but integrated systems that<br \/>respond to combinations of light, sound, and electromagnetic stimulation. The<br \/>most complex require coordinated actions from multiple individuals positioned<br \/>at specific points throughout the ruins, suggesting the Atlanteans valued<br \/>collective effort over individual achievement. Several expedition teams have<br \/>dedicated years to deciphering these mechanisms, though success often reveals<br \/>chambers containing only more elaborate puzzles rather than conventional<br \/>treasures.<\/p>\n<p>The black water harbors life forms unlike any in Earth&#8217;s evolutionary history.<br \/>Translucent creatures resembling geometric constructs, perfect spheres<br \/>trailing tendrils in Fibonacci spirals, cubic entities that unfold into two-<br \/>dimensional planes when hunting, and colonies of microscopic organisms that<br \/>arrange themselves into patterns mimicking written language all move beneath<br \/>the<br \/>surface with apparent purpose. These beings generally ignore human presence<br \/>unless disturbed, at which point they exhibit defensive capabilities ranging<br \/>from bioelectric discharges to localized manipulation of gravitational forces.<\/p>\n<p>Throughout the ruins, the black water ripples with movements that originate<br \/>from depths no exploration team has successfully reached. Sonar mapping<br \/>reveals structures extending miles below the accessible portions of Atlantis,<br \/>their scale and complexity increasing with depth. The few probes sent into<br \/>these abyssal regions have either ceased functioning or returned with data so<br \/>corrupted it suggests fundamental incompatibility between whatever exists<br \/>below and the principles upon which our technology is based. .<\/p>\n<\/div><\/div><\/article><article id=\"post-17943\" class=\"category-display-post\"><a id=\"attack\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Attack<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>When used outside of combat the attack command will start a fight, in<br \/>fast combat all people will then be able to start moving or attacking as<br \/>they wish, in an emote fight it will generate a turn order and start to work<br \/>through them.<\/p>\n<p>Typing attack skip will skip your turn in emote combat, in fast combat it<br \/>won&#8217;t have any real effect except that if all participants in a fight type<br \/>attack skip the fight will end.<\/p>\n<p>Possible syntaxes for attack are:<\/p>\n<p>Attack (person)<\/p>\n<p>When the command is used like this on a target in melee range it will pick<br \/>your highest melee discipline to use, when used on a target at range it will<br \/>pick the highest ranged discipline to use. Note the highest ranged<br \/>discipline might not always be the most effective discipline to use<br \/>depending on the range of the target.<\/p>\n<p>Attack (person) (discipline)<\/p>\n<p>This syntax allows you to pick the discipline you&#8217;d like to use for the<br \/>attack.<\/p>\n<p>Attack (person) (customname)<\/p>\n<p>This syntax allows you to use a custom attack, in fast combat your attack<br \/>will use the message you&#8217;ve written for this attack instead of the default<br \/>message. In both fast combat and emote combat it will attach any special<br \/>affect you&#8217;ve set up on that custom to the attack.<\/p>\n<p>(Customname) (person) is an alternate syntax for using custom attacks. See<br \/>also Help Myattacks.<\/p>\n<p>Attack (person) knockout<\/p>\n<p>Used in melee range on someone who has run out of defense to knock them out<br \/>to be captured.<\/p>\n<p>Attack defend<\/p>\n<p>Skip your chance to attack to instead take 66% damage until your next turn<br \/>to attack.<\/p>\n<p>You can also use tackle (target) to move your character instantly up to two<br \/>rooms towards the target and immediately start a fight.<\/p>\n<\/div><\/div><\/article><article id=\"post-18130\" class=\"category-display-post\"><a id=\"attempt\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">attempt<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> attempt [character name] [emote text]<\/p>\n<p>The attempt command lets you propose an emote involving another character,<br \/>requiring their consent before the action is performed.<\/p>\n<p>When you use this command:<br \/>1. The specified character will receive a<br \/>notification with your proposed emote<br \/>2. They can respond with &#8216;yes&#8217; to<br \/>approve or &#8216;no&#8217; to decline<br \/>3. If approved, your emote will be displayed to<br \/>the room with a note showing it was approved<br \/>4. If declined, no emote appears<br \/>(you can then RP either a failed attempt or something else)<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#try\" target=\"_blank\">try<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17992\" class=\"category-display-post\"><a id=\"attractiveness\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Attractiveness<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>This stat represents a baseline attractiveness that isn&#8217;t brought about by any<br \/>special skills, deals, powers or behaviors.<\/p>\n<p>-1: Someone who is less attractive than average<br \/>0: Someone of average attractiveness<br \/>1: Someone who is more attractive than average<\/p>\n<\/div><\/div><\/article><article id=\"post-17687\" class=\"category-display-post\"><a id=\"attractiveness-score\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">attractiveness score<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Whenever you look at any unmasked character you will see a number out of<br \/>ten representing how attractive they are to your own character.<\/p>\n<p>The attractiveness stat puts a floor on how low someone&#8217;s appearance can go.<\/p>\n<p>There are three other aspects that go into attractiveness:<\/p>\n<p>Body: Determined primarily by the physical conditioning stat.<br \/>Provides enhanced benefit if you are wearing less clothing than you<br \/>typically do.<\/p>\n<p>Presentation: Determined primarily by the fashion knowledge stat.<br \/>Provides enhanced benefit if you are wearing an outfit that is more<br \/>expensive than you typically do.<\/p>\n<p>Face\/Skin: Determined primarily by the beauty rituals stat.<br \/>Provides enhanced benefit if it has been less time since your most<br \/>recent shower than typical and\/or you are wearing more makeup than<br \/>is typical.<\/p>\n<p>You can use the &#8216;checkout&#8217; command to look at the breakdown of a<br \/>character&#8217;s appearance.<\/p>\n<p>Being higher tier will also add an additional boost for each tier<br \/>above 1. And small boosts can also be obtained from perfume, shapewear,<br \/>ambient light levels, and character effectslike orientation, vehicle<br \/>buffs, praise etc.<\/p>\n<p>Attractiveness works exactly the same for men and women.<\/p>\n<p>The bloodbath command can be used to partially reset your characters<br \/>history for body\/presentation\/face\/skin. See Help Bloodbath.<\/p>\n<\/div><\/div><\/article><article id=\"post-17522\" class=\"category-display-post\"><a id=\"augment\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Augment<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Augment (weapon\/armor) (Type)<\/p>\n<p>When used in an engineering bay this command enhances a weapon or set<br \/>of armor for cash.<\/p>\n<p>The Engineering skill reduces the cost and increases the duration of<br \/>augments, the hunter focus reduces the cost of augments except for<br \/>advanced, and the commander focus increases the duration of augments. Augments<br \/>on melee weapons have an indefinite duration.<\/p>\n<p>The possible types are:<\/p>\n<p>Advanced<br \/>Costs $1, 000. Causes weapons to do 20% more damage or armor wearers to<br \/>take 20% less damage for the duration. Is temporary, even on melee<br \/>weapons, unlike other augmentations.<\/p>\n<p>Silver<br \/>Costs $250. Causes weapons to apply<br \/>additional stagger to werewolves struck with them.<\/p>\n<p>Gold<br \/>Costs $250. Causes weapons to apply<br \/>additional stagger to characters with a gold vulnerability.<\/p>\n<p>Bone<br \/>Costs $250. Causes weapons to apply<br \/>additional stagger to characters with a bone vulnerability.<\/p>\n<p>Wood<br \/>Costs $250. Causes weapons to apply<br \/>additional stagger to vampires.<\/p>\n<p>Incendiary<br \/>Costs $250. Ranged weapons only. Makes them unaffected by a vampires<br \/>damage per round cap.<\/p>\n<p>Iron<br \/>Costs $250. Causes weapons to apply<br \/>additional stagger to faeborn.<\/p>\n<p>Quartz<br \/>Costs $250. Causes weapons to apply<br \/>additional stagger to demonborn.<\/p>\n<p>Obsidian<br \/>Costs $250. Causes weapons to apply<br \/>additional stagger to angelborn.<\/p>\n<p>Radioactive<br \/>Costs $250. Causes weapons to apply<br \/>additional stagger to demigods.<\/p>\n<p>Flechette<br \/>Costs $250. Causes ranged weapons to do more damage based on the max<br \/>and current defense value of the target with a bonus to those without<br \/>clothing.<\/p>\n<p>Armorpiercing<br \/>Costs $500. Attacks do less damage overall but do sixty<br \/>percent of that damage to targets in cover.<\/p>\n<p>Stagger is only applied if an attack does at least 5 damage. Augmented weapons<br \/>cannot be poisoned.<\/p>\n<\/div><\/div><\/article><article id=\"post-17703\" class=\"category-display-post\"><a id=\"aura-shifting\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Aura Shifting<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Fae Knight 3, Natural Magic 2, Illusory Magic 3, Dark Magic 3<\/p>\n<p>This stat allows people shifting into animal forms smaller than mansized to<br \/>bring their clothes and belongings with them.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17344\" class=\"category-display-post\"><a id=\"autofire\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">autofire<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Autofire<\/p>\n<p>When toggled on, a character will automatically attack when their attack<br \/>becomes available.<\/p>\n<p>It will always reuse the last attack used when auto attacking.<\/p>\n<\/div><\/div><\/article><article id=\"post-17794\" class=\"category-display-post\"><a id=\"autoskip\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">autoskip<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Autoskip<\/p>\n<p>Sets a toggle that will make you automatically skip your turn in emote<br \/>combat.<\/p>\n<\/div><\/div><\/article><article id=\"post-17433\" class=\"category-display-post\"><a id=\"availability\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Availability<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> availability (high\/low\/normal)<\/p>\n<p>This OOC command alters your PC&#8217;s availability for RP. Characters with high<br \/>availability are locatable with the where command and can be supernaturally<br \/>lured. They are more likely to be chosen for encounters and patrol events.<\/p>\n<p>Characters with low availability are much less likely to be chosen for<br \/>encounters and patrol events, but suffer some mild RPXP and influence<br \/>penalties.<\/p>\n<\/div><\/div><\/article><article id=\"post-18056\" class=\"category-display-post\"><a id=\"award\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">award<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Award (player) (reason)<\/p>\n<p>Award is an SR command that gives the target a bonus to their ability to<br \/>earn karma up to a certain point. SRs earn awards to give out as they<br \/>engage in SR activities and this is tracked over their account.<\/p>\n<p>A reason has to be given and that shows to any other SRs online as well as<br \/>to any staff and is logged. Award is in place to reward people for<br \/>particularly good RP, using it to try and simply help out yourself or your<br \/>friends may get your ability to SR removed.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#storyrunnercommands\" target=\"_blank\">story runner commands<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17336\" class=\"category-display-post\"><a id=\"babylon\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Babylon<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>In the claustrophobic depths before one reaches Atlantis lies humanity&#8217;s first<br \/>great city, Babylon, its massive ziggurats and broad processional ways<br \/>preserved in a perpetual state of decay that never quite reaches dissolution.<br \/>The air here burns the lungs with sulfurous heat, carrying the scent of<br \/>ancient fires and something older &#8211; the breath of creation itself, some<br \/>delvers claim; preserved from when the world was young and gods walked openly among<br \/>their creations.<\/p>\n<p>The ziggurat of Etemenanki dominates the cityscape, its seven tiers<br \/>representing the known planets of the ancient world. Though partially<br \/>collapsed on its eastern face, the structure remains largely intact, its mud-<br \/>brick core having transmuted over millennia into something resembling basalt<br \/>but with properties that allow it to repair minor damage over time. The temple<br \/>at its summit, once dedicated to Marduk, now houses something else, a presence<br \/>better felt than seen, which causes electromagnetic equipment to fail and<br \/>organic materials to age rapidly when brought too close.<\/p>\n<p>The walls of Babylon bear the earliest forms of writing, cuneiform texts that<br \/>cover nearly every vertical surface in the ruins. These inscriptions defy<br \/>conventional understanding, as they appear to rearrange themselves when not<br \/>directly observed, forming new sentences and concepts that respond to the<br \/>questions in delvers&#8217; minds. Linguists who have studied photographs of the<br \/>same wall sections taken minutes apart have identified subtle changes that<br \/>cannot be explained by lighting or perspective, confirming this phenomenon is<br \/>not mere hallucination.<\/p>\n<p>The hanging gardens remain, though what they now nurture would have horrified<br \/>their original creators. Plants that feed on sound grow in dense thickets,<br \/>their leaves vibrating to absorb the energy of footsteps or whispered<br \/>conversations. Flowers bloom with approximations of human faces, their<br \/>expressions changing to mimic those who observe them. Most disturbing are the<br \/>arbor-forms, tree-like structures that have grown into humanoid shapes, rooted<br \/>in place but capable of limited movement, their branches reaching toward<br \/>passersby with apparent purpose.<\/p>\n<p>Throughout the ruins, delvers encounter evidence of advanced knowledge that<br \/>should have been beyond ancient Babylonian capability; astronomical<br \/>calculations accurate to six decimal places, mathematical proofs that wouldn&#8217;t<br \/>be rediscovered until the 20th century, and architectural principles that<br \/>achieve perfect acoustic properties through seemingly simple design. This<br \/>knowledge appears alongside ritualistic instructions for communicating with<br \/>entities described as &#8220;those who dwell between stars&#8221; and warnings about &#8220;the<br \/>price of wisdom freely given.&#8221;<\/p>\n<p>The most dangerous aspect of Babylon is what lurks in its shadows, forms which<br \/>move only when not directly observed, composed of darkness deeper than the<br \/>absence of light. These entities leave no footprints and register on no<br \/>sensors, their existence confirmed only through the consistent testimony of<br \/>survivors who describe feeling watched from angles that shouldn&#8217;t exist within<br \/>three-dimensional space. Expedition members who become separated from their<br \/>groups are often found in states of catatonia, their eyes fixed on empty<br \/>corners and their mouths forming words in languages they never learned.<\/p>\n<\/div><\/div><\/article><article id=\"post-18132\" class=\"category-display-post\"><a id=\"balance\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">balance<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> balance<\/p>\n<p>Displays your character&#8217;s complete financial information, including:<\/p>\n<p>Current cash on hand<br \/>Bank account balance<br \/>Special credit accounts (shopping, housing, commercial, and faction credits if<br \/>applicable)<br \/>Date of your next payday<br \/>Financial projections including:<br \/>Estimated upcoming pay<br \/>Estimated lifestyle expenses (living costs)<br \/>Estimated vehicle maintenance costs<\/p>\n<\/div><\/div><\/article><article id=\"post-18046\" class=\"category-display-post\"><a id=\"ballistic-armor\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Ballistic Armor<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Defensive<\/p>\n<p>This discipline covers the use of modern armor, often made from Kevlar and<br \/>fashioned most often specifically to absorb gunfire. Starting with a simple<br \/>and fairly low cost vest ballistic armor can range up to full suits made<br \/>from cutting edge materials.<\/p>\n<p>Takes 80% damage from all firearms.<br \/>Takes 90% damage from bows, thrown weapons and spearguns.<br \/>Takes 90% damage from striking attacks.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#disciplines\" target=\"_blank\">disciplines<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17537\" class=\"category-display-post\"><a id=\"ballistic-shields\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Ballistic Shields<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Defensive<\/p>\n<p>This discipline covers the use of modern shields that are designed<br \/>specifically to counteract gunfire. Due to the large size of shields<br \/>anyone attempting to use them who didn&#8217;t have them out at the start of the<br \/>fight will suffer debuffs.<\/p>\n<p>Note: With shields, your &#8216;shield&#8217; armor must be exposed.<\/p>\n<p>Takes 80% damage from Shotguns.<br \/>Takes 90% damage from Rifles, Carbines and Pistols.<br \/>Takes 90% damage From Melee weapons, Bows, Thrown Weapons and Spearguns<br \/>Takes 90% damage from grappling attacks.<br \/>Takes 80% damage from sorcery.<\/p>\n<\/div><\/div><\/article><article id=\"post-17819\" class=\"category-display-post\"><a id=\"banish\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">banish<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Syntax Banish (person) \/ Unbanish (person)<\/p>\n<p>This command can only be used by society leaders, when used it will remove<br \/>someone from New Haven and send them to Boston, they will also be unable to<br \/>return to the city unless a society leader lifts the banishment with the<br \/>unbanish command. The person lifting the banishment does not have to be the<br \/>same person who gave it. When someone is unbanished they become immune to<br \/>banishment for a day or two.<\/p>\n<p>This command is primarily designed to be an anti-troll mechanism, it allows<br \/>players to quickly and easily get rid of people playing ridiculous<br \/>characters with no respect for the society&#8217;s authority. Obviously as long<br \/>as just one society leader thinks you&#8217;re ok they can easily reverse it and<br \/>prevent it from being used on you, so it&#8217;s only real purpose is against<br \/>people who&#8217;re pissing off everybody at once.<\/p>\n<\/div><\/div><\/article><article id=\"post-17686\" class=\"category-display-post\"><a id=\"banktransfer\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Banktransfer<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Banktransfer (person) (amount in dollars)<\/p>\n<p>This command allows people to send money to the bank account of others<br \/>remotely, even if they&#8217;re not online. The minimum amount is $10 and every<br \/>transfer attracts a $2.50 fee.<\/p>\n<p>A new character on grid will not be immediately able to use banktransfer.<\/p>\n<\/div><\/div><\/article><article id=\"post-18140\" class=\"category-display-post\"><a id=\"bargain\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">bargain<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax<\/span>: bargain &lt;untie|flight|fight|knowledge|strength|life&gt;<\/p>\n<p>This command allows you to make bargains with demons for various benefits,<br \/>but at a cost of increasing your invitation level and also possibly your<br \/>acedia.<\/p>\n<p>Each bargain type provides different assistance:<\/p>\n<p>Untie: Will continue to untie yourself when using the &#8216;escape&#8217; command even if<br \/>being actively RPed with or in a mist monster lair.<\/p>\n<p>Flight: Helps with escaping situations, allows you to instantly flee once you<br \/>have broken out of your bindings.<\/p>\n<p>Fight: Provides a powerful combat boost for five minutes after breaking out of<br \/>your bindings.<\/p>\n<p>Knowledge: Provides 10k RPXP that can be used only on this character.<\/p>\n<p>Strength: Provides 20K Combat XP that can be used only on this character.<\/p>\n<p>Life: A powerful bargain that resurrects you if you&#8217;re dead, transforming you<br \/>into a Wight. This bargain requires you to be at least tier 2 and cannot be used <br \/>if you&#8217;re already a Wight. Wights cannot be resurrected by any other means <br \/>either.<\/p>\n<p>Purity: Trades RPXP for reduced invitation and potentially acedia.<\/p>\n<p>Characters who are already invite level 10 cannot use this command, the three<br \/>escape powers remain active for twenty four hours after use.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#invitation\" target=\"_blank\">Invitation<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#acedia\" target=\"_blank\">Acedia<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#wights\" target=\"_blank\">Wights<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17807\" class=\"category-display-post\"><a id=\"battle\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">battle<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> battle follow (person)<br \/><span style=\"color:#ffffff\">Syntax:<\/span> battle attack (person)<br \/><span style=\"color:#ffffff\">Syntax:<\/span> battle atwill<br \/><span style=\"color:#ffffff\">Syntax:<\/span> battle transfer (person)<\/p>\n<p>The battle command is used to instruct NPC soldiers in operations.<\/p>\n<p>Battle follow will assign the soldiers to follow the assigned ally. Battle<br \/>attack will order the soldiers to attack the assigned target. Battle atwill<br \/>will relieve the soldiers of their orders and allow their base AI to take<br \/>over. Battle transfer is used to grant command of the soldiers in the<br \/>operation to another ally.<\/p>\n<p>Known Issues: Battle instructions seem to override the order instructions for<br \/>allied NPC minions and muscle, even if they do not specifically belong to you.<br \/>Play with this in mind.<\/p>\n<\/div><\/div><\/article><article id=\"post-17557\" class=\"category-display-post\"><a id=\"beauty-rituals\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Beauty Rituals<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Neither physical conditioning or fashion knowledge already at<br \/>that rank.<\/p>\n<p>This stat represents a characters use of beauty products, hygiene and even<br \/>mystical arts<br \/>to appear more attractive to others. Will provide a larger benefit when a<br \/>character has<br \/>showered more recently than is typical and\/or is wearing more makeup.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17709\" class=\"category-display-post\"><a id=\"becoming-supernatural\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Becoming Supernatural<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Supernatural development usually begins right as puberty starts to end.<br \/>The most typical age for this in males is 18, 16 for females. Development<br \/>takes on average three years.<\/p>\n<p>Supernatural development generally begins quite subtly, with mild increases<br \/>in health and physical performance, those around the developing supernatural<br \/>might notice that they generally seem to have more energy than normal, and<br \/>begin to perform better in sports.<\/p>\n<p>The development takes its toll however, only a few months in most would be<br \/>supernaturals start to exhibit mental symptoms. Mild to severe psychiatric<br \/>disorders, as well as irresponsibility, poor judgment, recklessness are all<br \/>common side effects. While mental disease is no more common in adult<br \/>supernatural than adult naturals, a full 75% of them will have a past<br \/>history of mental disease or crime. Short prison stints or periods in<br \/>asylums are relatively common.<\/p>\n<p>About midway through the process actual supernatural abilities and talents<br \/>will begin to develop, usually starting off very uncontrollable and of<br \/>extremely mild power but slowly increasing in strength. It&#8217;s also common at<br \/>this time for characters to begin to have dreams related to their ancestry.<\/p>\n<p>As the process comes to a close, the mental effects fade away, the dreams<br \/>become much less common and the individual&#8217;s abilities both grow stronger<br \/>and come more completely under their control. As far as the world is<br \/>concerned the individual has successfully managed to &#8216;turn their life<br \/>around.&#8217;<\/p>\n<p>There are two ways for supernatural development to be blocked. The first is<br \/>insanity, characters who&#8217;re highly mentally unstable will be stuck in a stage<br \/>where their powers are weak and uncontrollable, they also are often stuck<br \/>with the ancestry dreams as well, which can make them useful research<br \/>subjects for trying to glean more information about the past of<br \/>supernaturals. This also means that despite their likely troubled past,<br \/>serious mental disorders of the mundane type are all but unheard of amongst<br \/>active supernaturals.<\/p>\n<p>The second is complete closed-mindedness to the possibility of the<br \/>supernatural. This has to go far beyond normal scientific skepticism. It<br \/>can occur when treatment for their mental illness is particularly severe and<br \/>effective, or when someone has been raised into a strong belief that<br \/>contradicts the existence of the supernatural. Occasionally people with<br \/>particularly distressing powers or who&#8217;ve used them in particularly<br \/>distressing ways will create a subconscious block themselves preventing<br \/>their belief. Societies also occasionally brainwash people into this belief<br \/>in order to lock their abilities away.<\/p>\n<p>Mature development also occurs but is much rarer in the world at large.<br \/>Only 5% of supernaturals will develop late, but there&#8217;s no particular time<br \/>when it will occur if they do. It&#8217;s much more common than this in New Haven<br \/>however because of the proximity to the gate. It also occurs if someone has<br \/>a block that occurred before or during supernatural development that then<br \/>breaks in later life. Mature development is much faster, usually taking<br \/>place over only a few weeks. However it is also more dangerous, if the<br \/>individual develops psychological or behavioral problems they&#8217;re likely to<br \/>be much more severe, causing people to become raging psychotics or malicious<br \/>psychopaths for short periods of time before the effects fade.<\/p>\n<p>Many people attempt to become supernatural, fortunately a good portion of<br \/>the world&#8217;s population has some fragment of a supernatural gene within them,<br \/>and thus have a chance of manifesting it if they try. When successful these<br \/>attempts produce something very similar to mature development, although the<br \/>psychological and behavioral side effects are usually less common, only<br \/>affecting about 25% of deliberately manifested people.<\/p>\n<p>Methods:<\/p>\n<p>Alchemy) Experimentation with potions comprised of mixtures of mundane and<br \/>supernatural ingredients can be effective at triggering a manifestation.<br \/>Although the exact same potion will never work on two different people.<\/p>\n<p>Gene Therapy) Modern science also has a solution, genetic therapies based on<br \/>the genes of manifested supernaturals can be effective at triggering<br \/>manifestation, although again each treatment is unique to the patient.<\/p>\n<p>Meditation) Some people are able to trigger manifestation after prolonged<br \/>periods of mastering monk-like meditation practices.<\/p>\n<p>Ritualism) Experimentations with mystical rituals directed at the target can<br \/>be effective at inducing manifestation, although again the exact ritual will<br \/>be unique to the individual, it also tends to go through a lot of blood<br \/>before the right one is found.<\/p>\n<p>Trauma) Sometimes manifestation is brought on by serious physical or mental<br \/>trauma, in some cases this may be used to attempt to induce manifestation.<br \/>Sometimes in very primitive ways such as torture, other times in more<br \/>clinical ways such as anesthetized electroshock therapy.<\/p>\n<\/div><\/div><\/article><article id=\"post-18141\" class=\"category-display-post\"><a id=\"bedwindow\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">bedwindow<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> bedwindow [character name]<\/p>\n<p>This command allows you to break into another player&#8217;s bedroom by climbing<br \/>through their window. You must be within 10 distance of their bedroom<br \/>location to succeed. If you&#8217;re too far away, the game will tell you which<br \/>direction to travel. This command requires that you have an invite level of<br \/>at least 5 with the target player.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#invitation\" target=\"_blank\">Invitation<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17721\" class=\"category-display-post\"><a id=\"behead\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">behead<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> behead (target)<\/p>\n<p>Used on a helpless target to cut off their head and instantly kill them.<br \/>Produces the severed head as an item.<\/p>\n<\/div><\/div><\/article><article id=\"post-18120\" class=\"category-display-post\"><a id=\"bind\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">bind<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> bind (target)<\/p>\n<p>Used on a helpless target to bind them and render them permanently helpless<br \/>until rescued and untied. It can also be used to turn a blindfolded target<br \/>helpless.<\/p>\n<p>You can also use bind (target) hands, or bind (target) feet to restrain<br \/>someone&#8217;s ability to act but not move, or move but not act.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#capturing\" target=\"_blank\">capturing<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#untie\" target=\"_blank\">untie<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17745\" class=\"category-display-post\"><a id=\"biokinesis\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Biokinesis<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Rank 1 requires Demon Warrior or Fae Knight 1.<br \/>Rank 2 requires Demon Warrior or Fae Knight 2.<\/p>\n<p>Level One<\/p>\n<p>Adrenaline: No target, do 20% more damage with your next melee range attack.<br \/>Roleplay : You can cause a surge of adrenaline in your own body.<\/p>\n<p>Heal: No target, recover half your taken damage and turns it into stagger.<br \/>Up to a maximum of 20 times your tier.<br \/>Roleplay : You can increase your healing rate, and close wounds.<\/p>\n<p>Level Two<\/p>\n<p>ResistPain: No target, gain 100 extra defense for one round.<br \/>Roleplay : You can temporarily shut off your body&#8217;s pain receptors.<\/p>\n<p>Recover: No target, reduce stagger by half.<br \/>Roleplay : You can rapidly recover your balance and sense of equilibrium.<\/p>\n<p>Oxygenate: No target, move at 150% speed next round.<br \/>Roleplay : You can oxygenate your muscles for a brief peak in performance.<\/p>\n<p>As biokinesis affects the biological processes of a living body, the undead<br \/>cannot make use of it. Characters with the Fae Knight focus can only use<br \/>Biokinesis abilities while<br \/>shifted.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17340\" class=\"category-display-post\"><a id=\"biringan\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Biringan<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>The most recently fallen of the cities-between presents a unique challenge to<br \/>delvers, as much of the physical structure seems to flicker between corporeal<br \/>and incorporeal states. Streets that appeared solid moments before may<br \/>suddenly become translucent, allowing glimpses of chambers below, while<br \/>buildings waver like heat mirages despite the perpetual dampness of the air.<\/p>\n<p>Streets paved with opalescent stone shift and rearrange themselves when<br \/>travelers look away, creating a network of roads that defy mapping.<br \/>Cartographers<br \/>who have attempted to document Biringan have produced wildly different charts,<br \/>each valid only for the moment it was created. The central plaza, constructed<br \/>around<br \/>a crystalline clock tower whose hands move counter-clockwise, serves as the<br \/>only reliable landmark. Even then, the tower sometimes appears as a solid<br \/>structure of translucent crystal and other times as little more than a<br \/>suggestion of architecture, its outline barely distinguishable from the mist<br \/>that perpetually shrouds the city.<\/p>\n<p>Sometimes this shifting reality gives opportunities to access locked chambers<br \/>full of strange treasures, but just as often it causes the ground to fall away<br \/>beneath the feet of an explorer. These phase shifts also cause electronics to<br \/>behave strangely.<\/p>\n<p>The deeper chambers of Biringan harbor creatures that adapted to the magical<br \/>environment; translucent crabs with crystalline shells that can phase through<br \/>solid matter, schools of fish that swim through air as easily as water, and<br \/>more troubling entities that some delvers describe as &#8220;human silhouettes<br \/>filled with starlight.&#8221; These beings observe explorers from a distance but<br \/>vanish when approached, leaving behind only the faint sound of wind chimes.<\/p>\n<\/div><\/div><\/article><article id=\"post-17663\" class=\"category-display-post\"><a id=\"birthday\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Birthday<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>This field represents when your character was born and is of the format<br \/>(year) (month) (day). All archetypes have different limits on what their<br \/>ages can be.<\/p>\n<\/div><\/div><\/article><article id=\"post-17689\" class=\"category-display-post\"><a id=\"bite\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Bite<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Bite (target) (neck\/thigh\/wrist)<\/p>\n<p>Vampires and blood drinkers need to regularly bite PCs to keep their life<br \/>force<br \/>up. This command always works on helpless targets otherwise there&#8217;s a chance<br \/>for it to succeed based on environmental factors. Nobody else can be around<br \/>to serve as a witness. Characters need hypnotism 1 to bite non-helpless<br \/>targets.<\/p>\n<p>Wights also need to use the bite command to feed, they can only bite helpless<br \/>targets and do so with simply bite (target).<\/p>\n<p>Effects of Blood on Vampires:<br \/>Vampires can feed on supernaturals, but this blood is inevitably unusable for<br \/>rituals due to an inherent taint. Supernatural blood, or human blood with a<br \/>supernatural origin, has special effects on a vampire who drinks it.<\/p>\n<p>Blood Type: Effect:<br \/>Angelborn Feel more sensitive and humane.<br \/>Demigod Similar to cocaine. Feel fearless. Become prone to recklessness.<br \/>Demonborn Feel disassociated from human emotions or sensitivities.<br \/>Faeborn Similar to ecstasy. Become more prone to amorous activities.<br \/>Werewolf Feel more primal. Become likely to give in to baser impulses for<br \/>sex and violence.<\/p>\n<\/div><\/div><\/article><article id=\"post-18231\" class=\"category-display-post\"><a id=\"black-sun\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Black Sun<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Black Sun is the name of a private military organization who works<br \/>for an unspecified collection of billionaires, corporations and<br \/>countries. They specifically offer services to be a bulwark against<br \/>the strange or supernatural that many of these powerful individuals<br \/>find unsettling or worrying.<\/p>\n<p>One of their primary functions is to gather intelligence on the supernatural<br \/>world and to investigate ways to leverage the supernatural into<br \/>marketable technology.<\/p>\n<p>To that end, on a semi-regular basis the Black Sun will occupy New<br \/>Haven, black-bagging many characters, especially supernaturals,<br \/>and imprisoning them in the Palladium Clinic in order to interrogate<br \/>them or experiment on them.<\/p>\n<p>Characters can use clinic tipoff (amount) (character name) to spend<br \/>favor in order to increase the chances that the target character<br \/>will be among those black-bagged into the clinic.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#clinic\" target=\"_blank\">Clinic<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17541\" class=\"category-display-post\"><a id=\"blade-defense\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Blade Defense<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Blade Disciple 4.<\/p>\n<p>This stat conveys a mastery of melee defense. You take no stagger when hit<br \/>with melee weapons and take 10% reduced damage from them as well. This<br \/>bonus increases to 20% if the weapon you are being struck with is your<br \/>strongest.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17403\" class=\"category-display-post\"><a id=\"blade-disciple-focus\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Blade Disciple Focus<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Combat Focus<\/p>\n<p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Supernatural<\/p>\n<p>This stat represents those who&#8217;re dedicated to a supernatural path of learning<br \/>melee combat skills. Each rank offers increased access to physical stats.<br \/>Blade Disciples can learn to use telekinesis to enhance themselves in combat<br \/>and manipulate the battleground. At max rank Blade Disciples can learn blade<br \/>defense, making them particularly proficient at fighting multiple armed<br \/>opponents at once. They do not need to use bladed weapons; any melee weapon<br \/>will suffice.<\/p>\n<p>[Blade Disciple One]:<br \/>Dexterity 2: Influences social combat.<br \/>Telekinesis 1: A power tree that controls the movement of others in combat.<br \/>Hypernatural Reflexes: A legendary power that doubles your fast reflexes and<br \/>helps reduce damage taken.<\/p>\n<p>[Blade Disciple Two]:<br \/>Fast Reflexes 2: Determines turn order in combat.<br \/>Super Jumping: A power that helps you close distance in combat.<br \/>Telekinesis 2: A power tree that controls the movement of others in combat.<\/p>\n<p>[Blade Disciple Three]:<br \/>Dexterity 3: Influences social combat.<\/p>\n<p>[Blade Disciple Four]:<br \/>Blade Defense: A power that removes incoming stagger from melee weapons and<br \/>helps reduce damage taken.<br \/>Fast Reflexes 3: Maximum proficiency; determines turn order in combat.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-19751\" class=\"category-display-post\"><a id=\"bless\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">bless<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> bless (target) or bless flowers or bless (target) (liege\/solar\/fertility\/lunar\/ocean\/war\/luck<\/p>\n<\/div><\/div><\/article><article id=\"post-17589\" class=\"category-display-post\"><a id=\"blessing-of-battle\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Blessing of Battle<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Demigod<\/p>\n<p>Characters with this power may use bless (target) to bestow a buff that<br \/>increases all combat disciplines by a small amount. May be self targeted.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17825\" class=\"category-display-post\"><a id=\"blindfold\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">blindfold<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Blindfold (target\/self)<\/p>\n<p>Places a blindfold on someone or takes it off, the target must be tied up or<br \/>unconscious if it isn&#8217;t self targeted.<\/p>\n<\/div><\/div><\/article><article id=\"post-17384\" class=\"category-display-post\"><a id=\"blinking\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Blinking<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Tier 4 for level 3, Tier 5 for level 5.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> move (target) blink<\/p>\n<p>This allows you to instantly teleport to a location up to 85 distance away.<br \/>Can only be used when at 100% defense and 0 stagger.<\/p>\n<p>At rank 3 it applies 20 stagger on use and consumes your move. At rank 5 it<br \/>doesn&#8217;t apply any stagger and in fast fights only causes a movement delay of<br \/>1\/5th normal.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18220\" class=\"category-display-post\"><a id=\"blood-drinker\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Blood Drinker<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Requirements : None<\/p>\n<p>Blood drinkers are non vampires who nonetheless feed on blood. They can use<br \/>the &#8216;bite&#8217; command like a vampire but the max life force buffs and penalties<br \/>for them are half as high.<\/p>\n<p>Blood drinkers can be anything from people who have somehow been partially<br \/>affected by vampirism to those whose need to drink blood comes from a completely<br \/>different source.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#stats\" target=\"_blank\">stats<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#originstat\" target=\"_blank\">Origin Stat<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17367\" class=\"category-display-post\"><a id=\"bloodbath\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Bloodbath<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> bloodbath<\/p>\n<p>Used in a bathroom this command can reset your attractiveness history to make<br \/>it easier to get the active boost from attractiveness. Requires a significant<br \/>amount of blood however obtained from using the victimize command. Must be<br \/>done in a bathroom.<\/p>\n<\/div><\/div><\/article><article id=\"post-17349\" class=\"category-display-post\"><a id=\"bloodtest\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Bloodtest<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> bloodtest (item)<\/p>\n<p>When used on blood items acquired through victimization, will provide details<br \/>about that blood such as supernatural lineage. Costs $10.<\/p>\n<\/div><\/div><\/article><article id=\"post-17768\" class=\"category-display-post\"><a id=\"blunt-weapons\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Blunt Weapons<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Melee<br \/>Max Range: 1<br \/>Cap: Tier 1:20, 2:30, 3: 40, 4:80, 5:120<\/p>\n<p>This discipline covers the ability to fight with large, blunt weapons<br \/>such as staves, maces or hammers. Requires a large weapon<br \/>object to use.<\/p>\n<\/div><\/div><\/article><article id=\"post-17560\" class=\"category-display-post\"><a id=\"blurring-speed\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Blurring Speed<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Requirement: Running 3+<br \/>and : Angelborn Champion 1<\/p>\n<p>This stat doubles your running speed, allowing it to go above 5.<\/p>\n<\/div><\/div><\/article><article id=\"post-17498\" class=\"category-display-post\"><a id=\"bone-vulnerability\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Bone Vulnerability<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Supernatural, not a vampire or werewolf.<\/p>\n<p>This power reduces the stagger you&#8217;d normally take from weapons augmented<br \/>against your archetype by two thirds, but means you take stagger from<br \/>weapons augmented with bone instead. Characters who research you can<br \/>discover your vulnerabilities.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18142\" class=\"category-display-post\"><a id=\"boroughs\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">boroughs<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> borough [borough_name]<\/p>\n<p>The borough command displays detailed information about a specific borough.<br \/>The city is broken up into eleven boroughs. All the boroughs other than<br \/>downtown have regular city elections.<\/p>\n<p>There are two elections every two weeks so all boroughs will cycle about<br \/>once every 10 weeks.<\/p>\n<p>Winning an election means the governing group&#8217;s members will earn favor<br \/>every week which will be distributed based on the strength of the borough<br \/>and the contributions of the individual.<\/p>\n<p>Schemes, Monsters and Raids can reduce the strength of a borough temporarily.<\/p>\n<p>The more boroughs a group controls the harder it will be to control further<br \/>boroughs, and the longer a group has held a particular borough the harder<br \/>it will be to hold onto it.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#favor\" target=\"_blank\">Favor<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#politicalcapital\" target=\"_blank\">Political Capital<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18033\" class=\"category-display-post\"><a id=\"bows\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Bows<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Ranged<br \/>Optimum Range: 70<br \/>Cap: Tier 1:50, 2:60, 3:70, 4:80, 5:100<\/p>\n<p>This discipline covers the ability to use older types of projectile weapons<br \/>such as longbows, shortbows and crossbows. Covering both the strength of<br \/>the pull as well as accuracy when using the weapons. Bows have the advantage<br \/>of functioning offworld and are compatible with toxins. Bows do no damage to<br \/>cover.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#disciplines\" target=\"_blank\">disciplines<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18133\" class=\"category-display-post\"><a id=\"brainwash\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">brainwash<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> brainwash<br \/>implant\/neutralizer\/extraction\/loyalty\/pacifist\/reidentity\/fatecraft\/cleanse\/reversal<br \/>[target] [arguments]<\/p>\n<p>The brainwash command allows characters to perform various mind-altering<br \/>procedures on helpless targets in a brainwashing facility.<\/p>\n<p>Each brainwashing type has specific requirements:<\/p>\n<p>1. IMPLANT: Installs a remote-controlled device in the target&#8217;s head,<br \/>requiring Medicine 2 skill, 50 favor, and causing severe injury. This creates<br \/>a controller item that can be used with the &#8220;control&#8221; command. Invite level 3<br \/>or willingness.<\/p>\n<p>2. NEUTRALIZER: Installs a device that nullifies supernatural abilities,<br \/>requiring Medicine 2 skill, 50 favor, and causing severe injury. Invite level<br \/>3 or willingness.<\/p>\n<p>3. EXTRACTION: Attempts to remove a neutralizer implant. Requires 100 favor,<br \/>can only be performed on healthy targets, causes severe injury, and has a low<br \/>success chance improved by Medicine and Engineering skills.<\/p>\n<p>4. LOYALTY: Brainwashes the target to be loyal to a specified person or<br \/>faction, requiring 100 favor. The target will receive regular imprints about<br \/>maintaining loyalty. Invite level 9 or willingness.<\/p>\n<p>5. PACIFIST: Prevents the target from attacking others, requiring 100 favor.<br \/>Invite level 9 or willingness.<\/p>\n<p>6. REIDENTITY: Makes the target believe they are someone else, requiring 100<br \/>favor and a specified new identity. Invite level 9 or willingness.<\/p>\n<p>7. FATECRAFT: Alters the target&#8217;s psychological past, requiring 100 favor and<br \/>a new fate argument. Invite level 6 or willingness.<\/p>\n<p>8. CLEANSE: Removes all bad and dark memories from the target, requiring only<br \/>10 favor. Invite level 4 or willingness.<\/p>\n<p>9. REVERSAL: Reverses all non-implant brainwashing procedures, requiring 200<br \/>favor. This restores a character to their original mindset but doesn&#8217;t remove<br \/>implants. Invite level 9 or willingness.<\/p>\n<p>All brainwashing procedures: &#8211; Require the target to be helpless &#8211; Must be<br \/>performed in a brainwashing facility (except some types in detention areas) &#8211;<br \/>Have a consent mechanism requiring targets to type &#8216;yes&#8217; within 10 minutes &#8211;<br \/>Cannot be performed on targets who have been mind-altered recently (cooling<br \/>period) &#8211; Share a monthly cooldown<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#control\" target=\"_blank\">control<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#invitation\" target=\"_blank\">invitation<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17577\" class=\"category-display-post\"><a id=\"branding\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Branding<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Tier 3<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Brand (person) (location) (message)<br \/>Example: Brand John neck a flaming skull<br \/>Appearance: He has a symbol of a flaming skull on his neck.<\/p>\n<p>Branding is the go to method of choice for more powerful supernaturals to<br \/>keep control over less powerful beings and devoted humans. The power<br \/>conveys an ability to press their hand against someone&#8217;s exposed skin and<br \/>leave a permanent mark of their symbol there which will appear as &#8216;He\/She<br \/>has a symbol of (message) on his\/her (location)&#8217;<\/p>\n<p>It costs the user some amount of life force, generally around 20% for<br \/>branding someone of equal power level to yourself.<br \/>There is a cooldown of several weeks between branding people.<\/p>\n<p>When a victim is branded any compulsions, body compulsions, triggered<br \/>instructions or triggered body instructions will become sealed in and will<br \/>never fade until the brand is removed. Triggered instructions that are<br \/>sealed will fade when satiated, but will simply return again once the<br \/>trigger occurs once more.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Brand phantom (target) (sensation)<br \/>This command uses the brand link to send one of a selection of unpleasant<br \/>sensations to a body part of your victim. Useful as an easy access tool for<br \/>disciplining your property.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Brand incapacitate (target)<br \/>This command sends a surge of pain along the brand link to render your<br \/>target temporarily insensible in order to easily recapture property that&#8217;s<br \/>trying to flee.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Brand listen\/brand listen stop<br \/>For about 0. 1% of your life force this command allows you to enter a<br \/>state in which you can hear everything any one of your branded can hear.<br \/>Useful for checking on your property to ensure loyalty.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Brand watch\/brand watch stop<br \/>For the truly paranoid human owner, for 2.5% of your life force you can<br \/>enter an even deeper state of observation where you also see what they are<br \/>doing.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Brand remove(target)<br \/>Performed in a magical workshop this command allows someone to be<br \/>released from a mystical branding. It costs $15, 000 in resources if done<br \/>immediately, but the longer the person has had the brand the further the<br \/>cost reduces, down to a minimum of $500 at a rate of $10 per<br \/>hour, logged in or out.<\/p>\n<p>Branding someone costs around 300 favor, depending on your tier and the victim&#8217;s tier. Removing a brand costs between 50 and 1000 favor, depending on how long it has been in place, with long lasting brands cheaper to remove.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17828\" class=\"category-display-post\"><a id=\"breakin\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Breakin<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> breakin (direction)<\/p>\n<p>This command can be used to force entry into a property by breaking down a<br \/>door<br \/>or wall in the direction specified. It uses your demolitions or strength score<br \/>to challenge the household toughness rating of the room you are currently<br \/>trying to break into.<\/p>\n<p>The first use of breakin on a property cost $50, but not any successive<br \/>times until the next reboot.<\/p>\n<\/div><\/div><\/article><article id=\"post-18143\" class=\"category-display-post\"><a id=\"breakout\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">breakout<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> breakout<\/p>\n<p>This command allows you to break free from bindings or escape from a room,<br \/>but only when specific conditions are met.<\/p>\n<p>When bound (either completely or just your feet): &#8211; If you&#8217;ve initiated the<br \/>break binding process and it has completed, you&#8217;ll break free<br \/>from your bindings &#8211; You will recover all health &#8211; If you have an active<br \/>flee bargain, you&#8217;ll automatically escape to another room.<br \/>Otherwise, you&#8217;ll receive a broken chair leg as a weapon. If you have an<br \/>active fight bargain, you&#8217;ll receive a temporary boost for 5 minutes<\/p>\n<p>When not bound: &#8211; If you&#8217;ve initiated the room escape process and it has<br \/>completed (timer = 1), you&#8217;ll escape the room you are in back to your home<br \/>room.<\/p>\n<\/div><\/div><\/article><article id=\"post-17918\" class=\"category-display-post\"><a id=\"brief\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">brief<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Brief helps set your display options for the game. Typing<br \/>brief toggles on and off the showing of room descriptions<br \/>when you move around (considerably reducing the text to<br \/>be processed).<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> brief<\/p>\n<\/div><\/div><\/article><article id=\"post-17821\" class=\"category-display-post\"><a id=\"broadcast\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Broadcast<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Broadcast (message)<br \/>Broadcast (message) with (stat\/disciplines) (and) (stat\/disc) (and)<br \/>(stat\/disc)<\/p>\n<p>Used by SRs to sent a global message to the game, can also have stats or<br \/>disciplines included to only go to people with those particular stats or<br \/>disciplines.<\/p>\n<\/div><\/div><\/article><article id=\"post-18219\" class=\"category-display-post\"><a id=\"brute\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Brute<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Requirements : Combat Focus 1 and Strength 2.<\/p>\n<p>Brutes are individuals who are built rather brutishly.<br \/>They are limited to having at most a 5.0 attractiveness score but do 15% bonus<br \/>damage to other PCs in melee combat and double damage to minions and allies in<br \/>melee combat.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#stats\" target=\"_blank\">stats<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17693\" class=\"category-display-post\"><a id=\"bug\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Bug<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>See help petition.<\/p>\n<\/div><\/div><\/article><article id=\"post-17680\" class=\"category-display-post\"><a id=\"bugsweep\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">bugsweep<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Bugsweep<\/p>\n<p>Perform a bugsweep in the current room for $50, you will be notified if any<br \/>spy cameras were previously set up in that room and those cameras will be<br \/>rendered inactive.<\/p>\n<\/div><\/div><\/article><article id=\"post-17736\" class=\"category-display-post\"><a id=\"burn\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">burn<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> burn (body)<\/p>\n<p>Uses gasoline to set a body alight. This destroys forensic evidence, but is<br \/>quite obvious, leaving the remains horribly burned.<\/p>\n<\/div><\/div><\/article><article id=\"post-17390\" class=\"category-display-post\"><a id=\"business-person-focus\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Business Person Focus<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Professional Focus<\/p>\n<p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> None<\/p>\n<p>This stat represents those who have dedicated themselves to the art of the<br \/>deal. In addition to the standard professional focus bonuses, each rank also<br \/>allows the business person to ignore $1,000 of shop rent each month. Later,<br \/>they can use financial ruin to utterly devastate their enemies.<\/p>\n<p>[Business Person One]:<br \/>Financial Ruin: A legendary power that completely zeroes someone&#8217;s bank<br \/>account.<\/p>\n<p>[Business Person Two]:<br \/>None.<\/p>\n<p>[Business Person Three]:<br \/>None.<\/p>\n<p>[Business Person Four]:<br \/>None.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17476\" class=\"category-display-post\"><a id=\"butcher\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">butcher<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Butcher (corpse)<\/p>\n<p>Used on the corpses of creatures encountered in the mist, this process<br \/>will harvest some part of the monster which can be contributed in faction<br \/>drop boxes.<\/p>\n<p>More powerful creatures are worth more when butchered, in an exponential<br \/>fashion. So a creature which is twice as powerful is worth more than twice<br \/>as much in resources.<\/p>\n<p>Higher occult knowledge reduces the time it takes to finish butchering.<\/p>\n<p>Other characters can use assist (player) to help speed up your butchering.<\/p>\n<\/div><\/div><\/article><article id=\"post-17846\" class=\"category-display-post\"><a id=\"buy\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">buy<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> buy (number)<\/p>\n<p>Used to buy an item from a store.<\/p>\n<\/div><\/div><\/article><article id=\"post-17871\" class=\"category-display-post\"><a id=\"calendar\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Calendar<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>The calendar is a way for players and Story Runners to set up times for<br \/>particular roleplay or events.<\/p>\n<p>To see a list of all current calendar events type calendar list, to get more<br \/>information on one type calendar info (number)<\/p>\n<p>To make a new calendar event simply type calendar create. This will create<br \/>a blank calendar entry, you can then use calendar list to see all the<br \/>calendar entries, and find the one you just made in order to edit it.<\/p>\n<p>Calendar title (number) (string)<br \/>-Will set the name of your event, which will be seen on the list.<\/p>\n<p>Calendar type (number) (Type)<br \/>-Sets event type (Social, Meeting, Plot, College)<\/p>\n<p>Calendar subtype (number) (subtype)<br \/>-Sets the event subtype if it&#8217;s a social event.<\/p>\n<p>Calendar location (number) (string)<br \/>-Will set where your event will occur, which can be seen when someone looks at<br \/>its info.<br \/>Calendar description (number)<br \/>-Will put you into an editor where you can write a description of the<br \/>event, which can be seen when someone looks at its info.<\/p>\n<p>Calendar private (number)<br \/>-Toggle an event between private and public, private events are only seen<br \/>by those on the invite list.<\/p>\n<p>Calendar invitelist (number)<br \/>-Enter an editor where you can list names with spaces between them of<br \/>individuals you want to see your private event.<\/p>\n<p>Calendar hidelist (number)<br \/>-Enter an editor where you can list names with spaces between them of<br \/>individuals you want to not be able to see your otherwise public event.<\/p>\n<p>Calendar securitybanlist (number)<br \/>-Costs $100, enter an editor where you can list names of individuals<br \/>to be banned from the event, they will be unable to enter the same room<br \/>as the author or the same property.<\/p>\n<p>Calendar securitypermitlist (number)<br \/>-Costs $100, enter an editor to list names of individuals to be allowed<br \/>into an event. Using this means all other individuals are considered banned<br \/>by default.<\/p>\n<p>Calendar stats (number) (string)<br \/>-Can only be used by Story Runners and is used to show what stats are relevant<br \/>to getting involved in the story that this event is part of. It can be seen<br \/>when someone looks at its info.<\/p>\n<p>Calendar timeminutes\/timehours\/timedays (number) (value)<br \/>Shift the time the event will occur, for example timehours 2 will move it<br \/>two hours into the future, timedays -1 will bring it one day closer.<\/p>\n<p>Calendar comment (number) (string)<br \/>-Will let you leave comments on someone&#8217;s event, these can only be seen by<br \/>the creator of the calendar event. This is good for things like indicating<br \/>an interest in participating, telling the author what times you can make the<br \/>event etc.<\/p>\n<p>Calendar dedicate (number) (name)<br \/>-Dedicate an event to a particular Eidolon, extending their domain into the<br \/>room with the calendar author for the duration.<\/p>\n<p>Calendar protect (number)<br \/>-Used by an Eidolon to extend protection over an event for a thousand<br \/>resources<br \/>from their cult.<\/p>\n<p>Calendar stoplog (number)<br \/>-Used to end the log of a calendar event.<\/p>\n<p>Calendar warnings (number) (string<br \/>-Used to set the content warnings for an event.<\/p>\n<\/div><\/div><\/article><article id=\"post-18069\" class=\"category-display-post\"><a id=\"call\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">call<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> call (number\/person)<br \/>Use this command while holding a phone to call someone.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#speeddial\" target=\"_blank\">speeddial<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#phones\" target=\"_blank\">phones<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17485\" class=\"category-display-post\"><a id=\"call-of-nature\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Call of Nature<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Natural Magic 1<\/p>\n<p>This power means an arcanist will summon two minions at once, but they will be<br \/>weaker if not summoned in a natural area.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17484\" class=\"category-display-post\"><a id=\"call-of-the-grave\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Call of the Grave<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Dark Magic 1<\/p>\n<p>This power allows slain minions to come back to life as a weaker version of<br \/>themselves when destroyed.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18245\" class=\"category-display-post\"><a id=\"calltry\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">calltry<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> calltry (player) (optional message)<\/p>\n<p>Used by SRs to ask a player to make a roll.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#storyrunnercommands\" target=\"_blank\">Storyrunner Commands<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17338\" class=\"category-display-post\"><a id=\"camelot\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Camelot<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>The legendary seat of Arthur&#8217;s court now resides in perpetual twilight, its<br \/>once-proud towers and walls reduced to crumbling stone embraced by the earth.<br \/>The caverns housing Camelot&#8217;s remains are perpetually filled with mist that<br \/>swirls and eddies as though stirred by phantom breezes, occasionally forming<br \/>shapes that resemble armored knights or ladies in flowing gowns before<br \/>dissolving back into formlessness.<\/p>\n<p>The Round Table Chamber remains partially intact, though the famous table<br \/>itself has collapsed into the center where the floor gave way centuries ago.<br \/>What remains is a circular room with stone seating for fifty knights, each<br \/>position marked with a barely-legible Norman French inscription naming its<br \/>occupant. The ceiling above has partially fallen in, creating a shaft through<br \/>which pale light filters down, illuminating motes of dust that dance like<br \/>falling stars. Delvers report that on certain days, particularly those<br \/>associated with Arthurian legend, the dust arranges itself into maps<br \/>of battles or scenes from the king&#8217;s life.<\/p>\n<p>Camelot&#8217;s courtyard, once the site of tournaments and celebrations, now hosts<br \/>a grove of gnarled oak trees whose bark bears patterns resembling faces in<br \/>torment. These trees have somehow adapted to grow without sunlight, their<br \/>leaves a pale silver that reflects even the faintest illumination. The roots<br \/>of these trees have penetrated deep into the foundations of surrounding<br \/>structures, simultaneously supporting and disrupting the ancient stonework.<br \/>Botanists examining samples from these trees have discovered cellular<br \/>structures unlike any known plant species, suggesting they may not be trees at<br \/>all, but rather something merely adopting their form.<\/p>\n<p>Throughout the ruins, the sound of metal striking metal echoes at irregular<br \/>intervals, the phantom clash of swords from duels and melees long concluded.<br \/>These<br \/>sounds intensify near what appears to have been an armory, now collapsed into<br \/>a heap of rusted weapons and armor fragments. Occasionally, pieces of this<br \/>ancient arsenal levitate briefly before clattering back to the ground, as<br \/>though being inspected by invisible hands. The few intact weapons recovered<br \/>from this site exhibit metallurgical properties that defy modern analysis,<br \/>with compositions that include elements not found on the periodic table.<\/p>\n<p>Beneath the main structure of Camelot lies a network of tunnels that appears<br \/>to have been constructed as an escape route but was never completed. These<br \/>passages terminate abruptly in smooth stone walls carved with prophecies in a<br \/>mixture of Latin, Old English, and symbols that linguists have tentatively<br \/>identified as Proto-Celtic. These texts speak of Arthur&#8217;s promised return and<br \/>contain descriptions of events throughout history with disturbing accuracy,<br \/>including some that have not yet occurred.<\/p>\n<p>The wisps that float through Camelot&#8217;s mists avoid direct contact with<br \/>intruders but seem to observe them with intelligence. These ethereal lights<br \/>occasionally form complex patterns that correspond to constellations not<br \/>visible from Earth&#8217;s surface, suggesting either astronomical knowledge beyond<br \/>medieval capability or communication with entities beyond our world. Delvers<br \/>who have spent more than three consecutive days in the ruins report dreaming<br \/>of these wisps speaking to them in voices they recognize from their waking<br \/>lives, though they cannot recall the content of these conversations upon<br \/>waking.<\/p>\n<p>Valuable treasures remain scattered throughout Camelot&#8217;s ruins: ceremonial<br \/>daggers with blades that never dull, chalices whose water never stagnates, and<br \/>tapestries whose colors remain vibrant despite centuries of darkness and damp.<br \/>However, removing these items often triggers collapse of nearby structures, as<br \/>if the ruins themselves resist being plundered.<\/p>\n<\/div><\/div><\/article><article id=\"post-18119\" class=\"category-display-post\"><a id=\"capturing\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">capturing<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> attack (target) knockout<br \/>bind (target)<br \/>untie (target)<br \/>execute (target)<br \/>behead (target)<br \/>force (target) (actions)<br \/>drag (target)<br \/>carry (target)<br \/>wound (target) (Mild\/Severe\/Critical) (Wound String)<br \/>mark (target) (message)<br \/>wake (target)<br \/>blindfold (target)<br \/>gag (target)<br \/>maim (target) (message)<br \/>brand (target) (location) (message)<br \/>victimdescribe (target)<br \/>abduct (person)<\/p>\n<p>It is possible in Haven to take enemies prisoner instead of simply killing<br \/>them, when a PC has run out of defense a melee range attack can be used with<br \/>attack (person) knockout or simply knockout (person). This attack has a 1<br \/>in three chance of success and will knock the target out for half an hour.<\/p>\n<p>While knocked out the target can be tied up with the bind command which will<br \/>permanently lock them into a helpless state until someone else unties them.<\/p>\n<p>When someone is helpless, either through being bound or unconscious they can<br \/>be moved around regardless of their permission by using drag or carry<br \/>commands, or in the case of traveling or cars by including their name after<br \/>the destination.<\/p>\n<p>They also cannot move around on their own, or communicate with their phone.<br \/>Several other commands also become usable on them.<\/p>\n<p>Execute will kill a captive at the price of significant political capital.<br \/>Attempting to execute someone without the required capital will not work.<\/p>\n<p>Wound will let you inflict a certain level of wound on your target, you can<br \/>also add a message that will appear when people look at them until that<br \/>wound has healed.<\/p>\n<p>Mark will let you put a temporary message that will appear when people<br \/>look at them for a while afterwards.<\/p>\n<p>Force will allow you to do other things such as change their clothes or<br \/>appearance, rob them or turn them into a vampire\/werewolf.<\/p>\n<p>Abduct can be used in a room where a player has logged off and if successful<br \/>will bring their unconscious body back into the game where it can be<br \/>interacted with. See help abduct.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#combat\" target=\"_blank\">combat<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18010\" class=\"category-display-post\"><a id=\"car\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Car<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Cars and motorcycles help you get around New Haven. To obtain a car you need<br \/>to use the garage command, see help garage for more information.<\/p>\n<p>Vehicles may be of one or two types, and of five different quality levels.<br \/>Vehicles of two types cost twice as much to obtain the same level of<br \/>quality. Each type conveys different bonuses. These quality levels are<br \/>seen as junker, economy, standard, high and excellent quality.<\/p>\n<p>Vehicles are paid for every week, the default value is 0.5% of the<br \/>vehicle&#8217;s value, but those with multiple vehicles garaged may pay less for<br \/>their extra ones if they aren&#8217;t being loaned out, with the discount<br \/>increasing based on the owner&#8217;s wealth stat.<\/p>\n<p>Once you have a vehicle you can use it with the drive or ride commands, and<br \/>can use park to stop your vehicle prematurely, drive slow to slow down, or<br \/>stall to pause in your travel where you currently are.<\/p>\n<p>Vehicles have to be driven from the point they were last driven to, if the<br \/>vehicle is new or their location is invalid for some reason they can be<br \/>driven from any intersection.<\/p>\n<p>Vehicles have stashes inside them accessible from their last driven to<br \/>location.<\/p>\n<p>Damaged vehicles repair automatically, but are unavailable until they are<br \/>repaired fully.<\/p>\n<p>Characters who hide in the same room as their vehicle will gain a stealth<br \/>bonus to represent their stake out.<\/p>\n<p>Types<\/p>\n<p>Safe: Less likely to have an accident when driving in the mist, less<br \/>likely to be injured when attacked or in an accident.<br \/>Excellent Bonus: Impossible to have an accident in the mist when driving<br \/>slowly.<\/p>\n<p>Sport: Does more damage when running into pedestrians and other vehicles.<br \/>Excellent Bonus: Moves around the grid at approximately double speed.<\/p>\n<p>Luxury: Gives influence bonuses to the owner when set as the active vehicle.<br \/>Excellent Bonus: Gives an attractiveness boost when set as the active vehicle.<\/p>\n<p>Van: Can store more passengers.<br \/>Excellent Bonus: Stealth bonus when hiding in a room with the van doubled.<\/p>\n<p>Tough: Less likely to be forced into an accident when attacked.<br \/>Excellent Bonus: Bulletproof.<\/p>\n<p>Sportsbike: Quality levels cheaper<br \/>Excellent Bonus: Moves around the grid at approximately double speed.<\/p>\n<p>Cruiser: Quality levels cheaper<br \/>Excellent Bonus: Attractiveness boost when active vehicle<\/p>\n<p>Horse: Can be ridden offworld.<\/p>\n<p>Syntaxes:<br \/>Garage Lease\/Unlease\/Drive\/Loan\/Locate\/Reclaim\/Name\/Describe<br \/>Drive\/Ride (location) (passengers)<br \/>Drive\/Ride Slow<br \/>Park<br \/>Stall<br \/>Runinto (pedestrian\/vehicle\/wall)<br \/>Attack (vehicle)<br \/>Force (victim) givekeys<br \/>Travel car (number) (passengers)<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#wgarage\" target=\"_blank\">WGarage<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#vehiclecostsx\" target=\"_blank\">Vehicle Costsx<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17769\" class=\"category-display-post\"><a id=\"carbines\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Carbines<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Type<\/span>: Ranged<br \/><span style=\"color:#008080\">Optimal Range<\/span>: <span style=\"color:#ffffff\">85<\/span><br \/><span style=\"color:#008080\">Cap<\/span>: Tier 1:50, 2:60, 3:70, 4:80, 5:100<\/p>\n<p>This discipline covers the ability to use large, carbine rifles such as<br \/>M-16s. Those with higher levels in the discipline can fire more accurately<br \/>and faster.<\/p>\n<p>Firearms do not function on realms other than Earth.<\/p>\n<\/div><\/div><\/article><article id=\"post-17737\" class=\"category-display-post\"><a id=\"cardinal\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">cardinal<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Cardinal<\/p>\n<p>Toggles cardinal directions on and off, those who don&#8217;t use cardinal<br \/>directions will gain some benefits in the form of increased influence gains.<\/p>\n<\/div><\/div><\/article><article id=\"post-17854\" class=\"category-display-post\"><a id=\"carry\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">carry<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Carry (person)<\/p>\n<p>This command is used to pick up a helpless or bound person in order to carry<br \/>them to other rooms.<\/p>\n<p>You can also use it on someone who is following you to carry them into<br \/>air if you have flying or super jumping skills.<\/p>\n<\/div><\/div><\/article><article id=\"post-17969\" class=\"category-display-post\"><a id=\"cars\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Cars<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>See help car.<\/p>\n<\/div><\/div><\/article><article id=\"post-17610\" class=\"category-display-post\"><a id=\"catatonic\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Catatonic<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Negative Tier Modifier<\/p>\n<p>Removable: Yes.<\/p>\n<p>This modifier represents vampires who have spent long periods of their<br \/>unlife under the earth. As a result they tend to be very disconnected from<br \/>reality, they move slowly and lethargically and are very disconnected from<br \/>events going on around them. Often seem permanently slightly dazed. These<br \/>effects can fade however if the vampire spends a long enough period out of<br \/>the earth, or is in some other way jolted into more full awareness of the<br \/>world.<\/p>\n<\/div><\/div><\/article><article id=\"post-17430\" class=\"category-display-post\"><a id=\"cauterize\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">cauterize<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Cauterize (own name)<\/p>\n<p>If a character has been turned to a werewolf, using this command allows the<br \/>change to be stopped at a cost of 1000 karma.<\/p>\n<p>It also severely wounds the character, the wound and karma cost is applied<br \/>even if the char using the command would not actually turn into a werewolf.<\/p>\n<\/div><\/div><\/article><article id=\"post-18148\" class=\"category-display-post\"><a id=\"cdrives\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">cdrives<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> cdrives [list|add &lt;#&gt;|remove &lt;#&gt;|plot &lt;fear\/ambition&gt; &lt;#&gt;<br \/>&lt;message&gt;|character &lt;fear\/ambition&gt; &lt;#&gt; &lt;name&gt; &lt;message&gt;|rate &lt;char&gt; &lt;0-10&gt;]<\/p>\n<p>The cdrives command allows players to manage their character&#8217;s personal<br \/>motivations through &#8220;drives&#8221; &#8211; divided into ambitions (things you want) and<br \/>fears (things you dread).<\/p>\n<p>When used without arguments, cdrives displays your active drives. The &#8216;list&#8217;<br \/>option shows all available drives in the system, with your active ones<br \/>marked.<\/p>\n<p>Players can have up to 3 active ambitions and 5 active fears at once. Use<br \/>&#8216;add&#8217; to activate a drive by its number, and &#8216;remove&#8217; to deactivate one.<\/p>\n<p>Character drives can be used for roleplay opportunities:<br \/>Using &#8216;plot&#8217; submits a request to a Storyrunner in your room for a score<br \/>based on one of your drives. This indicates an instance where one of your<br \/>drives<br \/>caused your character to make a mistake.<\/p>\n<p>Using &#8216;character&#8217; sends a request to another player in your room to score you<br \/>based on one of your drives. This indicates an instance where one of your<br \/>drives<br \/>caused interpersonal failings or conflict.<br \/>Using &#8216;rate&#8217; allows you to rate another player&#8217;s drive request on a scale of<br \/>0-10 (0 dismisses the request)<\/p>\n<\/div><\/div><\/article><article id=\"post-17481\" class=\"category-display-post\"><a id=\"celebrity\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Celebrity<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> socialite Focus 1<\/p>\n<p>This stat represents those who&#8217;ve gained enough supernatural influence and<br \/>power to arrange to get themselves genuine celebrity status. Their fame<br \/>flag is visible to everyone and is set with fame (string).<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17332\" class=\"category-display-post\"><a id=\"celestriana\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Celestriana<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Celestriana rises from the western reaches of the Other, a jagged monument<br \/>to nature&#8217;s most sublime and terrible aspects. Towering mountains of obsidian<br \/>and quartz catch the light of twin moons, creating a landscape that seems to<br \/>shimmer and shift when viewed from different angles.<\/p>\n<p>The terrain is dominated by the Spire Mountains, whose peaks are said to<br \/>pierce the very fabric of reality, allowing glimpses into other worlds through<br \/>the aurora-like phenomena that dance between them. Within these mountains lie<br \/>countless caves and ravines, many leading to vast underground networks that<br \/>the few human inhabitants have learned to navigate by necessity rather than<br \/>choice.<\/p>\n<p>Most notorious among these cavern systems is the Labyrinth of Echoes, where<br \/>sounds repeat and distort until they transform into voices that whisper<br \/>secrets or madness, depending on the listener. Fae lords occasionally use this<br \/>natural wonder as a venue for their more elaborate games, releasing captives<br \/>into the maze and wagering on how long they survive before the darkness claims<br \/>them.<\/p>\n<p>The largest human settlement, Solace, exists in a deep valley protected by<br \/>natural formations that disrupt the hunting patterns of nocturnal predators.<br \/>Built primarily underground with only minimal structures visible on the<br \/>surface, the community has survived for seven generations by maintaining<br \/>strict protocols: no fires after sunset, no metal objects that might gleam in<br \/>moonlight, and no children allowed outside the central chambers until they can<br \/>recite the complete Litany of Silence, the formal rules of quiet and not<br \/>drawing attention.<\/p>\n<p>By day, Celestriana offers resources worth the considerable risk, rare<br \/>crystals with inherent magical properties, herbs that grow nowhere else in the<br \/>Other, and the precious, luminous fungi that serve as both food sources and<br \/>trading commodities for the human enclaves. Gathering expeditions are<br \/>carefully timed and coordinated, with sentries posted to watch for the first<br \/>signs of dusk.<\/p>\n<p>Abandoned Fae structures dot the landscape, elegant ruins of impossible<br \/>architecture left behind when their creators grew bored or moved on to new<br \/>diversions. The wisest travelers use these locations sparingly and never twice<br \/>in succession.<\/p>\n<\/div><\/div><\/article><article id=\"post-18314\" class=\"category-display-post\"><a id=\"census\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">census<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Census<\/p>\n<p>Display the counts of various type of characters who have logged on in the last week.<\/p>\n<\/div><\/div><\/article><article id=\"post-18124\" class=\"category-display-post\"><a id=\"change\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">change<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax: change (hair\/skin\/eyes) (newstring) <br \/>Syntax: change breasts (larger\/smaller) <br \/>Syntax: change age (value) <br \/>Syntax: change height (inches\/feet) (value) <br \/>Syntax: change sex<\/span><br \/>Changes a character&#8217;s physical attributes. <\/p>\n<p>Changing a character&#8217;s eyes, breasts, height, or sex may be changed for free in<br \/>the first five hours after creation in case a mistake was made. After that, the<br \/>procedure command must be used instead. Changing a character&#8217;s age can only be<br \/>done in newbie school and will choose a random birthday for the desired age.  <\/p>\n<p><span style=\"color:#ffffff\">Syntax: change lastname (newname)<\/span><br \/>Allows someone to change their last name for a small fee. <br \/><span style=\"color:#ffffff\">Syntax: change archetype (archetype) (modifier) <\/span><br \/>Changes your current modifier for karma, can also use none to remove a modifier.<\/p>\n<p><span style=\"color:#ffffff\">Syntax: Change identity (newname)<\/span><br \/>Changes your coded name, drops all relationships except for a vampire&#8217;s sire,<br \/>leaves your society, resets your influence rank. Costs $2500, doesn&#8217;t change<br \/>appearance. Resets hours played. For the first five hours after use you can join<br \/>a society as new recruit with <span style=\"color:#ffffff\">society join (society)<\/span>  <\/p>\n<p><span style=\"color:#ffffff\">Syntax: Change eyecolor\/contacts\/haircolor\/hairdye (color)<\/span><br \/>This syntax allows you to set your genetic eye color and hair color as well as<br \/>the color of any hair dye or contacts you&#8217;re wearing for use in other parts of<br \/>the game. Options besides hair dye and contacts are irrevocable.<\/p>\n<\/div><\/div><\/article><article id=\"post-17685\" class=\"category-display-post\"><a id=\"channel\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">channel<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>See: Help csay.<\/p>\n<\/div><\/div><\/article><article id=\"post-18149\" class=\"category-display-post\"><a id=\"charm\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">charm<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> charm &lt;list|equip|stash|trash&gt; [charm name]<\/p>\n<p>The charm command allows you to manage your collection of magical charms.<br \/>Charms are usually small objects like coins or charm bracelets that convey<br \/>some minor supernatural power when in your possession. You can only have<br \/>three active charms at a time.<\/p>\n<p>Available options:<\/p>\n<p>List: Displays all charms you currently own, their status<br \/>(Equipped\/Stashed), cost, and description.<br \/>Equip [charm name]: Activates a charm from your stash. You can have a maximum<br \/>of three charms<br \/>equipped at once. Must be used in a bedroom.<br \/>Stash [charm name]: Deactivates an equipped charm and returns it to your<br \/>stash.<br \/>Trash [charm name]: Permanently removes a charm from your collection. Must be<br \/>used in a bedroom.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#market\" target=\"_blank\">market<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18150\" class=\"category-display-post\"><a id=\"charon\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">charon<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> charon resurrect &lt;name1,name2,&#8230;&gt;<br \/>charon cost &lt;name1,name2,&#8230;&gt;<\/p>\n<p>The charon command allows players to resurrect dead characters by paying a<br \/>fee in Charon coins. Each Charon coin costs 100 favor to purchase.<\/p>\n<p>With &#8220;charon cost&#8221;, you can check how many coins would be required to<br \/>resurrect one or more characters without actually performing the<br \/>resurrection.<\/p>\n<p>With &#8220;charon resurrect&#8221;, you can bring characters back to life if you have<br \/>enough Charon coins to pay the fee.<\/p>\n<p>When resurrecting multiple characters at once, a discount is applied &#8211; each<br \/>additional character costs 80% of what they would normally cost. Characters<br \/>are listed in a comma-separated format.<\/p>\n<p>Some characters may not be available for resurrection or may be permanently<br \/>lost.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#favor\" target=\"_blank\">Favor<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18144\" class=\"category-display-post\"><a id=\"chat\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">chat<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> chat [message]<\/p>\n<p>Sends a message to your current active chatroom. Your message will be visible<br \/>to all players who are in the same chatroom and have a phone (or<br \/>electropathic ability). Messages are formatted with the chatroom name and<br \/>your profile handle, and are stored in the chatroom&#8217;s history. You must have<br \/>a profile, be holding a phone (or have electropathic ability), have cell<br \/>signal, and be in a chatroom to use this command. Cannot be used while<br \/>fighting, dead, helpless, or in hostile rooms.<\/p>\n<\/div><\/div><\/article><article id=\"post-18116\" class=\"category-display-post\"><a id=\"chatroom\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">chatroom<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Chatrooms allow characters to keep in touch with others online, in order to<br \/>use the chatroom you need to have a myHaven profile and your handle from that<br \/>profile is what individuals will see you as.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Chatroom list<br \/>-Show all the available chatrooms.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Chatroom listen (name)<br \/>-Start listening to a given chatroom<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Chatroom join (name)<br \/>-Join a chatroom and send to it via the chat command.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Chat (message)<br \/>-Send a message to a chatroom you have joined.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Chatroom tuneout (name)<br \/>-Stop listening to a chatroom.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Chatroom history (name)<br \/>-View the last 100 messages sent in a chatroom.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Chatroom create (name) (description)<br \/>-Create a new chatroom.<\/p>\n<\/div><\/div><\/article><article id=\"post-17364\" class=\"category-display-post\"><a id=\"checkout\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Checkout<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Checkout (target)<\/p>\n<p>This command can be used to see a more detailed breakdown of a person&#8217;s<br \/>appearance. It is visible to other people that you are checking someone out<br \/>unless you are targeting yourself.<\/p>\n<\/div><\/div><\/article><article id=\"post-17607\" class=\"category-display-post\"><a id=\"chemically-augmented\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Chemically Augmented<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Positive Tier Modifier<\/p>\n<p>Replaceable: Yes.<\/p>\n<p>This modifier represents a character who&#8217;s using either scientific, or<br \/>alchemical substances to try to improve their abilities and perform above<br \/>their normal level of competence. These chemicals usually have many side<br \/>effects however, mood instability and increased vulnerability to<br \/>supernatural pressures are among the most common.<\/p>\n<\/div><\/div><\/article><article id=\"post-18090\" class=\"category-display-post\"><a id=\"chug\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">chug<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Used to drink all of a drink at once.<\/p>\n<\/div><\/div><\/article><article id=\"post-17786\" class=\"category-display-post\"><a id=\"clairaudience\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Clairaudience<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Demigod or arcane focus 1 or scientist 3<\/p>\n<p>This ability allows a character to hear ghosts, though the exact mechanism is<br \/>at the player&#8217;s discretion to flesh out. Clairaudience is used<br \/>automatically for determining if player ghosts are heard when speaking, but<br \/>must be roleplayed out when dealing with NPCs.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17787\" class=\"category-display-post\"><a id=\"clairvoyance\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Clairvoyance<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Demigod or arcane focus 1, or scientist 3<\/p>\n<p>This ability allows a character to see ghosts though the exact mechanism is at<br \/>the player&#8217;s discretion to flesh out. Clairvoyance is used automatically for<br \/>determining if player ghosts are seen, but must be roleplayed out when dealing<br \/>with NPCs.<\/p>\n<p>Clairvoyance 1: Characters can see when a ghost moves into the room they&#8217;re<br \/>occupying, but not ghosts in adjacent rooms or the ghost itself<br \/>even should that ghost be in the same room.<\/p>\n<p>Clairvoyance 2: Characters are able to see ghosts all the time.<\/p>\n<p>Characters have a chance of detecting ghosts who enter a room they occupy<br \/>based<br \/>on their perception even if they don&#8217;t possess Clairvoyance. Such characters<br \/>will not see the identity of the ghost even should they detect the presence of<br \/>one.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17973\" class=\"category-display-post\"><a id=\"clean\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">clean<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> clean (object)<br \/>Will clean the blood and anything else off an object for a small fee.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#clothing\" target=\"_blank\">clothing<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17463\" class=\"category-display-post\"><a id=\"climb\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Climb<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> climb (direction)<\/p>\n<p>Climbing allows characters to scale walls in certain areas that have been<br \/>specifically selected to be scaled by grid builders.<\/p>\n<\/div><\/div><\/article><article id=\"post-17370\" class=\"category-display-post\"><a id=\"clinic\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">clinic<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Clinic roster<\/span><br \/><span style=\"color:#ffffff\">    &#8211;<\/span>Show a roster of the active patients in the clinic.<\/p>\n<p><span style=\"color:#008080\">Clinic Staff<\/span><br \/><span style=\"color:#ffffff\">    &#8211;<\/span>Show a roster of the active staff in the clinic.<\/p>\n<p><span style=\"color:#008080\">Clinic Page (person)<\/span><br \/><span style=\"color:#ffffff\">    &#8211;<\/span>Send a message across the institute for the selected person to come to your current room.<\/p>\n<p><span style=\"color:#008080\">Clinic Announce (message)<\/span><br \/><span style=\"color:#ffffff\">    &#8211;<\/span>Send a message across the institute.<\/p>\n<p><span style=\"color:#008080\">Clinic diagnose (person) (diagnosis)<\/span><br \/><span style=\"color:#ffffff\">    &#8211;<\/span>Sets the diagnosis for a particular patient.<\/p>\n<p><span style=\"color:#008080\">Clinic nophone (person)<\/span><br \/><span style=\"color:#ffffff\">    &#8211;<\/span>Removes or restores the ability of the target to get a cell phone signal on the grounds.<\/p>\n<p><span style=\"color:#008080\">Clinic tipoff (amount) (person)<\/span><br \/><span style=\"color:#ffffff\">    &#8211;<\/span>Contribute the specified amount of favor to get Black Sun to abduct the target.<\/p>\n<p><span style=\"color:#008080\">Clinic release (target)<\/span><br \/><span style=\"color:#ffffff\">    &#8211;<\/span>Free the target from the clinic if you have the authority to do so.<\/p>\n<p><span style=\"color:#008080\">Clinic suspend (target)<\/span><br \/><span style=\"color:#ffffff\">    &#8211;<\/span>Used to suspend lower ranked staff from their clinic responsibilities.<\/p>\n<p><span style=\"color:#008080\">Clinic unsuspend (target)<\/span><br \/><span style=\"color:#ffffff\">    &#8211;<\/span>Used to remove the suspension on another member of staff.<\/p>\n<p><span style=\"color:#008080\">Clinic remove (target)<\/span><br \/><span style=\"color:#ffffff\">    &#8211;<\/span>Have a non-institute individual escorted off the premesis.<\/p>\n<p><span style=\"color:#008080\">Clinic summon (target)<\/span><br \/><span style=\"color:#ffffff\">    &#8211;<\/span>If the target is a patient you have authority over, have them brought to your current location.<\/p>\n<p><span style=\"color:#008080\">Clinic straightjacket (target)<\/span><br \/><span style=\"color:#ffffff\">    &#8211;<\/span>If the target is a patient you have authority over, have them placed into a straight jacket. <\/p>\n<p><span style=\"color:#008080\">Clinic report (person)<\/span><br \/><span style=\"color:#ffffff\">    &#8211;<\/span>Have the target patient taken off and put into a cell for up to two hours.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#blacksun\" target=\"_blank\">Black Sun<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18246\" class=\"category-display-post\"><a id=\"clock\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">clock<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Clock<br \/>Start\/Stop\/Pause\/Pushback\/Speedup\/Slowdown\/List\/Info\/Delete\/Forcetick<\/p>\n<p>The &#8216;clock&#8217; command allows SRs to create, manage, and display<br \/>timed progress trackers. These clocks can represent anything<br \/>from the duration of a ritual, the approach of reinforcements, the progress of<br \/>a complex task, or rounds in the scenario.<\/p>\n<p>Clocks tick automatically at specified intervals (in real-world minutes). They<br \/>can optionally be divided into segments to track progress towards a goal.<br \/>If turn limited is enabled players will only be be able to use try and<br \/>attempt once per tick of that clock.<\/p>\n<p>Only the SR who creates a clock can manage it using these commands. Players in<br \/>the room will see messages when clocks start, tick, pause, stop, or complete,<br \/>based on the clock&#8217;s description.<\/p>\n<p>Creating Clocks:<br \/>Use the &#8216;make clock&#8217; command to initiate the clock creation process. You will<br \/>be prompted for the following information:<\/p>\n<p>Name: A unique name to identify this clock for commands (e.g.,<br \/>&#8220;RitualTimer&#8221;, &#8220;GuardPatrol&#8221;).<br \/>Desc: A description shown to players in the room when the clock<br \/>starts, ticks, etc. (e.g., &#8220;The arcane ritual pulses&#8221;, &#8220;Distant<br \/>footsteps grow louder&#8221;).<br \/>Minutes: The number of real-world minutes between each tick of the clock.<br \/>Segments: (Optional) The total number of segments (ticks) the clock needs<br \/>to complete. Enter 0 or leave blank if the clock should tick<br \/>indefinitely until stopped or deleted. Progress is shown as<br \/>&#8220;current\/total&#8221; (e.g., 3\/6).<br \/>TurnLimiting: Enter &#8216;Yes&#8217; or &#8216;No&#8217;. If &#8216;Yes&#8217;, each tick of this clock will<br \/>reset the ability to use try and assist for players.<\/p>\n<p>Type &#8216;done&#8217; when finished editing the clock details.<\/p>\n<p>Commands:<\/p>\n<p>clock list<br \/>Lists all clocks you have created, showing their name, status, minutes per<br \/>turn, and segment progress (if applicable).<\/p>\n<p>clock info &lt;clock_name&gt;<br \/>Displays detailed information about the specified clock, including its<br \/>name, description, status, minutes per turn, segment progress, turn<br \/>limiting status, next scheduled tick time, and last used time.<\/p>\n<p>clock start &lt;clock_name&gt;<br \/>Starts a stopped or paused clock.<\/p>\n<p>clock stop &lt;clock_name&gt;<br \/>Stops a running or paused clock.<\/p>\n<p>clock pause &lt;clock_name&gt;<br \/>Pauses a currently running clock. It retains its current progress and<br \/>remaining time until the next tick but stops counting down. Use &#8216;clock<br \/>start&#8217; to resume.<\/p>\n<p>clock pushback &lt;clock_name&gt; [number]<br \/>For a running, segmented clock, reduces the current segment count by the<br \/>specified number (default is 1). The segment count cannot go below 1.<br \/>If a clock represented some impending doom, this could be used to<br \/>represent players delaying that.<\/p>\n<p>clock speedup &lt;clock_name&gt; [minutes]<br \/>Decreases the time better ticks by the specified<br \/>amount (default is 1 minute). The interval cannot be reduced below 1<br \/>minute per turn.<\/p>\n<p>clock slowdown &lt;clock_name&gt; [minutes]<br \/>Increases the time between ticks by the specified<br \/>amount (default is 1 minute).<\/p>\n<p>clock forcetick &lt;clock_name&gt;<br \/>Immediately triggers a tick for a running clock, bypassing the normal timer.<\/p>\n<p>clock delete &lt;clock_name&gt;<br \/>Permanently deletes the specified clock from the database. This action<br \/>cannot be undone.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#storyrunnercommands\" target=\"_blank\">Storyrunner Commands<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17421\" class=\"category-display-post\"><a id=\"clone\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">clone<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> clone (object being overwritten) (object you wish to duplicate)<\/p>\n<p>This command will clone the various aspects of one object, including<br \/>descriptions, and cost, onto another. Be aware that cloning does charge you<br \/>the difference in cost between the two objects, in addition, this command can<br \/>duplicate and overwrite items in your stash.<\/p>\n<\/div><\/div><\/article><article id=\"post-17904\" class=\"category-display-post\"><a id=\"close\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">close<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> close &lt;object\/dir&gt;<\/p>\n<p>Close closes an opened object or door.<\/p>\n<\/div><\/div><\/article><article id=\"post-18152\" class=\"category-display-post\"><a id=\"clothemote\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">clothemote<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> clothemote [item] [emote]<\/p>\n<p>This command allows you to perform a customized emote with a special<br \/>&#8220;faecloth&#8221; item. The command works by finding a faecloth item either in your<br \/>inventory or in another player&#8217;s inventory (if they&#8217;re in the same room) that<br \/>matches the specified name and belongs to you.<\/p>\n<p>The emote will then appear as if the clothing item is doing it.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#faecloth\" target=\"_blank\">Faecloth<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17938\" class=\"category-display-post\"><a id=\"clothing\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Clothing<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Clothing and jewelry are item types that can be customized and worn. Some<br \/>bag items can also be worn. The outfit system can be used to create<br \/>and change into full outfits easily.<\/p>\n<p>Clothing, jewelry and all customized items should be set as close to their<br \/>real life counterparts as possible. Clothing that is too cheap is likely<br \/>to be treated as such in game by other characters, particularly high-end<br \/>brands, which will likely be treated as knockoffs.<\/p>\n<p>Layering:<br \/>Clothing, jewelry, bag and armor items can all be set to a specific layer.<br \/>Layers range from 0-5. 5 represents the outermost layer, 1 represents the<br \/>innermost layer, and 0 will put the object on whatever layer it can fit on<br \/>when worn.<\/p>\n<p>Clothing and armor will cover whatever body parts they are set to cover,<br \/>as well as hiding any clothing in an inner layer that covers the same spots.<br \/>Inner layers can be exposed or hidden with the zip command if any spots<br \/>are set for the outer layer.<\/p>\n<p>Jewelry will never cover body parts or inner layers. However, it can be<br \/>hidden by outer layers of clothing, provided it has a cover spot set. For<br \/>example, a common piece of jewelry is a ring, which is usually worn on the<br \/>hands. If set to cover hands, a clothing item such as a pair of gloves will<br \/>hide the ring when the gloves are worn, provided it is set on an outer layer.<\/p>\n<p>A maximum of 10 items can be worn per layer.<\/p>\n<p>Cleaning:<br \/><span style=\"color:#ffffff\">Syntax:<\/span> clean (item)<br \/>Cost: $10<br \/>Clothing and jewelry that has gotten dirty can be cleaned with the clean<br \/>command for $10 per item, or will clean themselves in a stash while your<br \/>character is online, though this method is slower.<\/p>\n<p>Outfitproof:<br \/><span style=\"color:#ffffff\">Syntax:<\/span> outfitproof (item)<br \/>Cost: $0<br \/>An outfitproof item will never be automatically stashed with the outfit<br \/>commands. However, if not saved in an existing outfit, the item will be<br \/>removed and put in the inventory when your character changes. This is useful<br \/>for things like wedding rings.<\/p>\n<p>Waterproof:<br \/><span style=\"color:#ffffff\">Syntax:<\/span> waterproof (item)<br \/>Cost: $20<br \/>Certain items will become see-through when wet, namely items which have the<br \/>keywords sheer, white, ivory, etc. Waterproofing these items will prevent this<br \/>from happening in the future.<\/p>\n<\/div><\/div><\/article><article id=\"post-18153\" class=\"category-display-post\"><a id=\"clothprivate\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">clothprivate<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> clothprivate &lt;person&gt; &lt;item&gt; &lt;emote&gt;<\/p>\n<p>This command allows you to perform a private emote using a faecloth item. The<br \/>emote is only seen by you and the target player.<\/p>\n<p>The faecloth item must be an item you bought and in you inventory or the<br \/>inventory of the person being targeted.<\/p>\n<p>The target will then see the item acting in a private emote.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#faecloth\" target=\"_blank\">Faecloth<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18154\" class=\"category-display-post\"><a id=\"clothrecall\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">clothrecall<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> clothrecall [character]<\/p>\n<p>This command allows you to magically recall your fae cloth from another<br \/>character&#8217;s possession. When used, it searches the target character&#8217;s<br \/>inventory for a fae cloth item that belongs to you and returns it directly<br \/>to your inventory.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#faecloth\" target=\"_blank\">Faecloth<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17682\" class=\"category-display-post\"><a id=\"cloud-summoning\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Cloud Summoning<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Cloud summon\/dismiss<\/p>\n<p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Natural Magic focus 2<\/p>\n<p>This power allows people to exert some control over the weather, while they<br \/>cannot force storms to appear or disappear they can manipulate clouds to<br \/>make them more likely and block or reveal the moon at night.<\/p>\n<p>At level one this power only gives you the ability to summon clouds, at<br \/>level two you can either summon or dismiss.<\/p>\n<p>This power has a rather high cooldown.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-19269\" class=\"category-display-post\"><a id=\"clues\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Clues<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Clues are hints to various IC events, there are four types of possible clues.<\/p>\n<p><span style=\"color:#008080\">Plot Clues<span style=\"color:#008000\">:<\/span\/span> Created by SRs with the plot addclue function, these go to random<br \/>characters in the game. Characters with those clues can give them to others<br \/>with <span style=\"color:#008080\">give plot clue (character)<\/span> Or they can be tortured out of them by<br \/>using <span style=\"color:#008080\">victimize (target) sublimate<\/span>. This requires the torture to have been reasonably<br \/>successful to work.<\/p>\n<p><span style=\"color:#008080\">Scheme Clues<span style=\"color:#008000\">:<\/span\/span> Created automatically when someone creates a scheme and held by<br \/>all members of the faction that scheme is being run by. Characters with these<br \/>clues can give them to others with <span style=\"color:#008080\">give scheme clue (character)<\/span> Or they can<br \/>be tortured out of them using <span style=\"color:#008080\">victimize (target) sublimate<\/span>. Characters also have<br \/>a one in three chance to get a scheme clue when they &#8216;roughup&#8217; a member of the<br \/>faction running the scheme. Alternatively scheme research spends 100 favor to<br \/>get the intel without needing to acquire a clue. Once this has been obtained a<br \/>character can see the full info with scheme info and attempt to thwart the scheme.<\/p>\n<p><span style=\"color:#008080\">Witness Clues<span style=\"color:#008000\">:<\/span\/span> Given out to characters in the borough that a haunting is<br \/>taking place in, or if they are the target of a predatory patrol of someone with<br \/>a haunting in that borough. These characters can share the clue with an investigator<br \/>by using the <span style=\"color:#008080\">witness<\/span> command.<\/p>\n<p><span style=\"color:#008080\">Haunting Clues<span style=\"color:#008000\">:<\/span\/span> Created by the individual haunting a borough, these need to<br \/>be rundown using the investigation rundown command.<\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17418\" class=\"category-display-post\"><a id=\"cognitive-dissonance\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">cognitive dissonance<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>See help lorestick.<\/p>\n<\/div><\/div><\/article><article id=\"post-17445\" class=\"category-display-post\"><a id=\"cold-specialization\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Cold Specialization<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Not Undead<\/p>\n<p>Characters with this stat are particularly comfortable in cold climates,<br \/>they get a 10 percent life force buff in any operation in a tundra terrain,<br \/>or when it&#8217;s snowing. They also may get up to +10 percent life force buff<br \/>whenever it is below 50 degrees F.<\/p>\n<p>They also get a 10 percent life force debuff when in areas above 85 degrees<br \/>F or in operations in desert terrains.<\/p>\n<p>This stat cannot be negtrained.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17371\" class=\"category-display-post\"><a id=\"college\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">college<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">College Enroll (freshman\/sophomore\/junior\/senior) (None\/Goth\/Jock\/Nerd\/Prep\/Delinquent\/Theater)<\/span><br \/><span style=\"color:#ffffff\">    &#8211;<\/span>Used to join the college, you need to be under Tier 3.<\/p>\n<p><span style=\"color:#008080\">College Quit<\/span><br \/><span style=\"color:#ffffff\">    &#8211;<\/span>Leave the college.<\/p>\n<p><span style=\"color:#008080\">College progress<\/span><br \/><span style=\"color:#ffffff\">    &#8211;<\/span>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.<\/p>\n<p><span style=\"color:#008080\">College graduate<\/span><br \/><span style=\"color:#ffffff\">    &#8211;<\/span>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.<\/p>\n<p><span style=\"color:#008080\">College remove (person)<\/span><br \/><span style=\"color:#ffffff\">    &#8211;<\/span>Can be used by staff to remove non-institute individuals from the grounds.<\/p>\n<p><span style=\"color:#008080\">College page (person)<\/span><br \/><span style=\"color:#ffffff\">    &#8211;<\/span>Send a message over the intercom for the targeted person to come to your current room.<\/p>\n<p><span style=\"color:#008080\">College announce (message)<\/span><br \/><span style=\"color:#ffffff\">    &#8211;<\/span>Used by staff to send a message over the intercom to the entire institute.<\/p>\n<p><span style=\"color:#008080\">College roll<\/span><br \/><span style=\"color:#ffffff\">    &#8211;<\/span>View all the active enrolled students.<\/p>\n<p><span style=\"color:#008080\">College staff<\/span><br \/><span style=\"color:#ffffff\">    &#8211;<\/span>View all the active college staff.<\/p>\n<p><span style=\"color:#008080\">College readfile (person)<br \/><span style=\"color:#ffffff\">    &#8211;<\/span\/span>Used by staff to read a student&#8217;s file.<\/p>\n<p><span style=\"color:#008080\">College writefile (person)<br \/><span style=\"color:#ffffff\">    &#8211;<\/span\/span>Used by staff to add to a student&#8217;s file.<\/p>\n<p><span style=\"color:#008080\">College commit (person)<br \/><span style=\"color:#ffffff\">    &#8211;<\/span\/span>Used by staff to commit a student to the clinic.<\/p>\n<p><span style=\"color:#008080\">College suspend (person)<br \/><span style=\"color:#ffffff\">    &#8211;<\/span\/span>Used by staff to suspend students or other lower ranked staff.<\/p>\n<p><span style=\"color:#008080\">College unsuspend (person)<br \/><span style=\"color:#ffffff\">    &#8211;<\/span\/span>Used by staff to lift someone&#8217;s suspension.<\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17360\" class=\"category-display-post\"><a id=\"college-groups\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">College Groups<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>There are six different groups you can be part of as a college student:<br \/>Goths: Ritualism and Incantation stat counted as 1 higher when target is on<br \/>campus.<br \/>Jocks: Guaranteed ability to pin any other non-Jock student.<br \/>Nerds: Increased GPA earning.<br \/>Preps: Subsidized Rent.<br \/>Delinquent: Increased alcohol tolerance.<br \/>Theatre: All Artistic abilities at 1, and at 3 while on campus.<\/p>\n<\/div><\/div><\/article><article id=\"post-17916\" class=\"category-display-post\"><a id=\"color\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">color<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Syntax<span style=\"color:#008000\">: <span style=\"color:#ffffff\">color<span style=\"color:#c0c0c0\"><br \/> Toggles color mode on or off for the mud.<\/p>\n<p><span style=\"color:#008080\">Syntax<span style=\"color:#008000\">: <span style=\"color:#ffffff\">&#8220;<span style=\"color:#008000\">(<span style=\"color:#ffffff\">color code<span style=\"color:#008000\">)<span style=\"color:#c0c0c0\"><br \/> Note this key is a backtick, the one on the same key as the tilde. Color codes<br \/>are able to be used in most aspects of the game, but not all.<\/p>\n<p><span style=\"color:#008080\">Color Codes<span style=\"color:#008000\">:<span style=\"color:#c0c0c0\"><br \/> `00<span style=\"color:#c0c0c0\"> or <span style=\"color:#800000\">r<span style=\"color:#c0c0c0\"> &#8211; <span style=\"color:#800000\">Red<span style=\"color:#c0c0c0\"><br \/> <b>1<span style=\"color:#c0c0c0\"> or <span style=\"color:#008000\">g<span style=\"color:#c0c0c0\"> &#8211; <span style=\"color:#008000\">Green<span style=\"color:#c0c0c0\"><br \/> <i>2<span style=\"color:#c0c0c0\"> or <span style=\"color:#808000\">y<span style=\"color:#c0c0c0\"> &#8211; <span style=\"color:#808000\">Yellow<span style=\"color:#c0c0c0\"><br \/> <u>3<span style=\"color:#c0c0c0\"> or <span style=\"color:#000080\">b<span style=\"color:#c0c0c0\"> &#8211; <span style=\"color:#000080\">Blue<span style=\"color:#c0c0c0\"><br \/> <\/b>4<span style=\"color:#c0c0c0\"> or <span style=\"color:#800080\">m<span style=\"color:#c0c0c0\"> &#8211; <span style=\"color:#800080\">Purple<span style=\"color:#c0c0c0\"><br \/> <\/i>5<span style=\"color:#c0c0c0\"> or <span style=\"color:#008080\">c<span style=\"color:#c0c0c0\"> &#8211; <span style=\"color:#008080\">Cyan<span style=\"color:#c0c0c0\"><br \/> <\/u>6<span style=\"color:#c0c0c0\"> or <span style=\"color:#c0c0c0\">w<span style=\"color:#c0c0c0\"> &#8211; <span style=\"color:#c0c0c0\">White (Default color)<span style=\"color:#c0c0c0\"><br \/> `77<span style=\"color:#c0c0c0\"> or <span style=\"color:#808080\">d<span style=\"color:#c0c0c0\"> &#8211; <span style=\"color:#808080\">Grey<span style=\"color:#c0c0c0\"><br \/> `88<span style=\"color:#c0c0c0\"> or <span style=\"color:#ff0000\">R<span style=\"color:#c0c0c0\"> &#8211; <span style=\"color:#ff0000\">Bright Red<span style=\"color:#c0c0c0\"><br \/> `99<span style=\"color:#c0c0c0\"> or <span style=\"color:#00ff00\">G<span style=\"color:#c0c0c0\"> &#8211; <span style=\"color:#00ff00\">Bright Green<span style=\"color:#c0c0c0\"><br \/> `!!<span style=\"color:#c0c0c0\"> or <span style=\"color:#ffff00\">Y<span style=\"color:#c0c0c0\"> &#8211; <span style=\"color:#ffff00\">Bright Yellow<span style=\"color:#c0c0c0\"><br \/> `@@<span style=\"color:#c0c0c0\"> or <span style=\"color:#0000ff\">B<span style=\"color:#c0c0c0\"> &#8211; <span style=\"color:#0000ff\">Bright Blue<span style=\"color:#c0c0c0\"><br \/> `##<span style=\"color:#c0c0c0\"> or <span style=\"color:#ff00ff\">M<span style=\"color:#c0c0c0\"> &#8211; <span style=\"color:#ff00ff\">Bright Purple<span style=\"color:#c0c0c0\"><br \/> `$$<span style=\"color:#c0c0c0\"> or <span style=\"color:#00ffff\">C<span style=\"color:#c0c0c0\"> &#8211; <span style=\"color:#00ffff\">Bright Cyan<span style=\"color:#c0c0c0\"><br \/> `%%<span style=\"color:#c0c0c0\"> or <span style=\"color:#ffffff\">W<span style=\"color:#c0c0c0\"> &#8211; <span style=\"color:#ffffff\">Bright White<span style=\"color:#c0c0c0\"><br \/> `^^<span style=\"color:#c0c0c0\"> or <span style=\"color:#808080\">D<span style=\"color:#c0c0c0\"> &#8211; <span style=\"color:#808080\">Black<span style=\"color:#c0c0c0\"><\/p>\n<p><span style=\"color:#008080\">Syntax<span style=\"color:#008000\">:<\/span\/span>\/span Saycolor <span style=\"color:#008000\">(<span style=\"color:#ffffff\">000-255)<\/span\/span><br \/>Used to set a color for the say portion of emotes.<\/p>\n<p>Note you can also use 000-255 or #(Any six digit hex color code) after the color symbol to use more color types.<br \/>` can be used to return to the default color.<\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17939\" class=\"category-display-post\"><a id=\"combat\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Combat<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Combat explained<br \/>-An overview of the combat system, recommended for new players.<br \/>Fast Combat<br \/>-An overview of fast combat.<br \/>Emote Combat<br \/>-An overview of emote combat.<br \/>Attack<br \/>-An explanation of the attack command.<br \/>Move<br \/>-An explanation of the move command.<br \/>Specials<br \/>-An explanation of specials.<br \/>Special List<br \/>-A list of all the specials.<br \/>Custom attacks<br \/>-Information on setting up custom attacks.<br \/>Fatigue<br \/>-An explanation of fatigue.<br \/>Wounds<br \/>-An explanation of wounds.<br \/>Death<br \/>-An explanation of death.<br \/>Capturing<br \/>-An explanation of capturing people.<br \/>Player Conflict<br \/>-The ins and outs of fighting other players.<br \/>Social Combat<br \/>-Information on social combat.<br \/>Combat Mechanics<br \/>-An explanation of the numbers behind combat.<br \/>Map<br \/>-A command to show a map of the room you&#8217;re in.<br \/>Scan<br \/>-A command to list people in the room by proximity.<br \/>Diminish<br \/>-A command to reduce your combat power for RP reasons.<br \/>Spar<br \/>-A command to engage in less lethal combat.<br \/>RPFight<br \/>-An explanation on type of conflict which is more heavily based on roleplay<br \/>and<br \/>narrative than rules-based combat mechanics.<\/p>\n<\/div><\/div><\/article><article id=\"post-17940\" class=\"category-display-post\"><a id=\"combat-explained\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Combat explained<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>There are two types of combat in Haven; fast combat and emote combat.<br \/>Fast combat is what is normally used during on-grid combat between players or<br \/>when NPCs are involved in the fight,<br \/>such as when leveling up in the outer boroughs. During fast combat you<br \/>can attack and\/or move every 12 seconds, each one being on a separate timer.<br \/>Attacks are normally made with either a default message, or with a custom<br \/>pre-written message. Also see Help Speed.<\/p>\n<p>Emote combat is normally used when PCs are sparringeach other. During<br \/>emote combat characters take it in turns to pick where they want to move and<br \/>how they want to attack, they then write an emote, when the emote is<br \/>finished and sent the relevant attacks and moves are performed. Emote<br \/>combat is started by a player typing &#8216;attack&#8217; in a sparring room.<\/p>\n<p>Both combat types use the exact same values and calculations. Disciplines<br \/>are used primarily for combat and are improved with experience gained by<br \/>using them. There are three types of discipline, ranged, melee and<br \/>defensive. Ranged disciplines all have different ranges, and will do<br \/>maximum damage at half that range, dropping off to 0 at above max range and<br \/>0 at melee range. Melee disciplines always do max damage if at melee range,<br \/>but otherwise can&#8217;t hit.<\/p>\n<p>Each Discipline does its value in damage ordinarily, unless affected by<br \/>range or other effects. Defensive disciplines provide 5 times their value<br \/>in defense.<\/p>\n<p>Once all your defense is gone, attacks will cause you to suffer wounds,<br \/>wounds can take a long time to heal and if severe enough might cause you to<br \/>die without hospital care.<\/p>\n<p>Characters can move a base of 10 per turn in any direction, they can also<br \/>charge directly at someone, doubling how far they can move.<\/p>\n<p>The most basic way to attack is simply attack (target), picking a default<br \/>discipline, or attack (target) (discipline) to choose your own discipline,<br \/>lastly attack (target) (customname) to use a custom attack.<\/p>\n<p>To move you simply type move (person) away\/charge\/(distance as a number to<br \/>move towards them). You can also use move (xcoord) (ycoord), move flee or<br \/>the cardinal direction commands.<\/p>\n<p>Custom attacks can be set up with the &#8216;make attack&#8217; command, and have a<br \/>name, discipline, a string for how they look like as well as an optional<br \/>special flag. Special flags allow you to attach effects to attacks.<\/p>\n<p>You can also type map to see a visual representation of the battlefield.<\/p>\n<\/div><\/div><\/article><article id=\"post-17407\" class=\"category-display-post\"><a id=\"combat-focus\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Combat Focus<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>There are three main focus paths: the arcane tree (minions, rituals, mancing);<br \/>the combat tree (melee and ranged combat); and the professional tree (wealth,<br \/>contacts, and social\/job skills). Each focus tree has its own set of foci<br \/>within it. Every point spent in one of these trees, regardless of whether or<br \/>not it&#8217;s on the same focus, unlocks greater potential for development in terms<br \/>of stats and occasionally powers. When points are spent on the same focus, you<br \/>develop additional abilities related to that focus line. The following are the<br \/>unlocked abilities for the combat tree:<\/p>\n<p>[Combat One]:<br \/>Melee Attack 2: Increases melee damage.<br \/>Melee Defense 2: Decreases melee damage taken.<br \/>Ranged Attack 2: Increases ranged damage.<br \/>Ranged Defense 2: Decreases ranged damage taken.<br \/>Stamina 3: Increases stagger recovery rate in combat.<br \/>Strength 2, 3: Determines inventory limit and influences both social and<br \/>active combat.<\/p>\n<p>[Combat Two]:<br \/>Giant Slayer: Halves penalty for fighting characters with more combat focus<br \/>investment.<\/p>\n<p>[Combat Three]:<br \/>Melee Attack 3: Increases melee damage.<br \/>Melee Defense 3: Decreases melee damage taken.<br \/>Ranged Attack 3: Increases ranged damage.<br \/>Ranged Defense 3: Decreases ranged damage taken.<\/p>\n<p>[Combat Four]:<\/p>\n<p>Melee Attack 4: Increases melee damage.<br \/>Melee Defense 4: Decreases melee damage taken.<br \/>Ranged Attack 4: Increases ranged damage.<br \/>Ranged Defense 4: Decreases ranged damage taken.<br \/>Stamina 4: Increases stagger recovery rate in combat.<\/p>\n<\/div><\/div><\/article><article id=\"post-17949\" class=\"category-display-post\"><a id=\"combat-mechanics\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Combat Mechanics<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Ranged weapons do 100% damage if within 15 units of their optimal range.<br \/>Ranged weapons do 66% damage between 16-40 units away from optimal range.<br \/>Ranged weapons do 66% damage and have a 50% chance to miss if further than 40<br \/>units away from optimal range.<br \/>Ranged weapons do 150% damage if hitting at exactly optimal range.<\/p>\n<p>Anything beyond 120 distance is always counted as not within the 100% damage<br \/>zone.<\/p>\n<p>Ranged attacks do 40% less damage in a round after being hit by melee.<br \/>+ or &#8211; affects from specials.<\/p>\n<p>Armored and undead PCs generally cannot take more than 10% Max DF + 40 defense<br \/>per round. Damage in excess of that will be turned into stagger instead at a<br \/>rate of 3 to 1.<\/p>\n<p>Shifters do not benefit from these defenses, but bypass them when attacking<br \/>others.<\/p>\n<\/div><\/div><\/article><article id=\"post-17931\" class=\"category-display-post\"><a id=\"combine\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">combine<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> combine<\/p>\n<p>To put together. While combine is on your inventory looks<br \/>a bit like this:<\/p>\n<p>(2) a stake<\/p>\n<p>if it is off it would look like this:<\/p>\n<p>a stake<br \/>a stake<\/p>\n<\/div><\/div><\/article><article id=\"post-17391\" class=\"category-display-post\"><a id=\"commander-focus\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Commander Focus<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Professional Focus<\/p>\n<p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> None<\/p>\n<p>This stat represents those who have dedicated themselves to learning how to<br \/>lead soldiers. In addition to the standard professional focus bonuses, each<br \/>rank also offers discounts on weapon augmentations and higher ranks unlock<br \/>abilities to enhance the NPC soldiers of the commander even further.<\/p>\n<p>[Commander One]:<br \/>Military Training: This power allows 20% more experience to be spent on<br \/>allies.<\/p>\n<p>[Commander Two]:<br \/>Protection Detail: This power makes allies appear twice as fast in combat.<br \/>Powered Armor: Boosts augmented armour to grant +<b> to all physical stats and<br \/>super jumping.<\/p>\n<p>[Commander Three]:<br \/>None.<\/p>\n<p>[Commander Four]:<\/p>\n<p>None.<\/b><\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17750\" class=\"category-display-post\"><a id=\"commando\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Commando<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Requirements : Hunter 1, Soldier 1, or Warrior 1<\/p>\n<p>[Rank Two]:<br \/>Caltrops : No target; leaves a field of caltrops behind on your next<br \/>move. Anyone moving within 10 distance of the centre of the field will be<br \/>slowed for two rounds.<br \/>Roleplay : You can skillfully spread caltrops.<br \/>Requires and consumes a caltrops object.<br \/>Consumes your attack for one round.<\/p>\n<p>Combat Sprinting : Passive; you take less speed penalties from weapons and<br \/>armor while sprinting.<br \/>Roleplay : You are skilled in combat sprinting.<\/p>\n<p>[Rank Three]:<br \/>Landmine : No target; leaves a landmine behind on your next move.<br \/>Anyone moving within 5 distance of the landmine will take 50% of their maximum<br \/>defence as damage.<br \/>Roleplay : You can arm and deploy landmines.<br \/>Consumes your attack for one round.<\/p>\n<p>Bola : Range 30; renders the target unable to move for one round.<br \/>Roleplay : You know how to throw a bola.<br \/>Requires and consumes a bola object.<\/p>\n<p>Deadswitch : No target; turns on or off a dead switch. When on, if you<br \/>are knocked out or killed, everyone within 10 distance of you will take 20% of<br \/>their maximum defence in damage, including you. Has shortened cooldown.<br \/>Roleplay : You can create and arm deadswitch explosives.<\/p>\n<\/div><\/div><\/article><article id=\"post-17908\" class=\"category-display-post\"><a id=\"commands\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">commands<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Commands<\/p>\n<p>Typing commands will show you a list of all the commands in<br \/>the game.<\/p>\n<\/div><\/div><\/article><article id=\"post-18115\" class=\"category-display-post\"><a id=\"communication\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">communication<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Apart from the IC methods listed in help roleplaying there are several<br \/>forms of communication in game.<\/p>\n<p>Notes is one such method and allows leaving of messages, either ICly or<br \/>OOCly to one or more people, see help note.<\/p>\n<p>There is also the newbie channel. Newbie is used for helping new<br \/>characters. Used by newbie (message) or (channel) social (social) or<br \/>(channel) emote (emote)<\/p>\n<p>Aid can be used to send an OOC message similar to a tell to new players to<br \/>help them out.<\/p>\n<p>The STalk channel can be used by SRs to talk amongst themselves, and also by<br \/>players to contact the SRs. Players will not be able to see STalk, so respond<br \/>to them directly with tells.<\/p>\n<p>Typing the channel name by itself will also turn the channels on or off.<\/p>\n<p>Immortals may send players private tells, and Story Runners may send them<br \/>private STells. In both cases reply can be used to respond.<\/p>\n<p>Players may contact the staff by creating a petition, see help petition for<br \/>more information.<\/p>\n<\/div><\/div><\/article><article id=\"post-17793\" class=\"category-display-post\"><a id=\"community-credit\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Community Credit<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Community credits are earned by supporting the game such as by donating money<br \/>to<br \/>help with server costs, recruiting players, or finding bugs. A list below<br \/>covers<br \/>the most common methods along with a range typifying the reward granted;<\/p>\n<p>When applying for credits, it&#8217;s imperative to clearly list the reason why<br \/>you&#8217;re<br \/>applying for them. Bundling several small items in one request will help<br \/>facilitate the processing of credit requests and cut down on the amount of<br \/>spam<br \/>the admins need to deal with.<\/p>\n<p>cAward   Task                                                           Frequency<br \/><span style=\"color:#008000\">&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/span><br \/><span style=\"color:#008080\">   10   per dollar donated                                            Cumulative<\/span><\/p>\n<p><span style=\"color:#008080\">1-200   for advertising the game in some way                          Cumulative<\/span><br \/>          This may be any form of advertisement or publicity so long as it&#8217;s not<br \/>          in poor taste such as spamming another game&#8217;s OOC channels.  Doing so<br \/>          will not earn any community credits.<\/p>\n<p><span style=\"color:#008080\">5-250   per serious bug reported                                      Cumulative<\/span><br \/>          Credits rewarded will vary depending on how advantageous reporting the<br \/>          bug is versus exploiting it.<\/p>\n<p><span style=\"color:#008080\">   50   for mentoring another player                                  Cumulative<\/span><br \/>          When a character reaches 100 hours on their first character and<br \/>          applies for the associated credits, they may supply the name of the<br \/>          player who mentored them.<\/p>\n<p><span style=\"color:#008080\">  100   for reaching 100 forum posts                                        Once<\/span><\/p>\n<p><span style=\"color:#008080\">  100   for reaching 100 hours on your first character                      Once<\/span><br \/>          This will only be honored if requested between 100 and 150 hours.<br \/>          Otherwise players may reapply for it when their next character reaches<br \/>          100 hours.<\/p>\n<p><span style=\"color:#008080\">  200   for recruiting another player                                 Cumulative<\/span><br \/>          When a character reaches 100 hours on their first character and<br \/>          applies for the associated credits, they may supply the name of the<br \/>          player who recruited them.<\/p>\n<p><span style=\"color:#008080\">1-100   for anything else that helps the game                         Cumulative<\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17783\" class=\"category-display-post\"><a id=\"community-credit-rewards\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Community Credit Rewards<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Credits<br \/>Displays a character&#8217;s current credits and unlocked rewards.<\/p>\n<p><span style=\"color:#008080\">Credit   Rewards                           Frequency<br \/><span style=\"color:#008000\">&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/><span style=\"color:#008080\">  1     100 RPXP and 100 XP                Reoccurring reward up to 1000 credits<\/span\/span>\/span<\/p>\n<p><span style=\"color:#008080\">  1     $<span style=\"color:#008080\">2.00                              Reoccuring<\/span\/span><\/p>\n<p><span style=\"color:#008080\">250     One recolor                         Reoccurring reward every 250 credits<\/span><br \/>        Used by entering color instead of done while customizing an item<br \/>          This will allow the long and short strings that have been set to<br \/>          retain their color codes.<\/p>\n<p><span style=\"color:#008080\">500     One shadow attack                   Reoccurring reward every 500 credits<\/span><br \/><span style=\"color:#008080\">        Syntax<span style=\"color:#008000\">: <span style=\"color:#ffffff\">myattacks shadow <span style=\"color:#008000\">(<span style=\"color:#ffffff\">name<span style=\"color:#008000\">) (<span style=\"color:#ffffff\">discipline<span style=\"color:#008000\">)<\/span\/span>\/span<br \/>                <span style=\"color:#ffffff\">myattacks unshadow <span style=\"color:#008000\">(<span style=\"color:#ffffff\">name<span style=\"color:#008000\">)<\/span\/span>\/span<br \/>          This sets one of a character&#8217;s custom attacks to appear to be another<br \/>          discipline.  The attack will use the same stats and special of the<\/p>\n<p>          original however.  This allows a character to utilize a single attack<br \/>          of a type he might not otherwise possess for the purposes of roleplay.<\/p>\n<p><span style=\"color:#008080\">750     One magic bandaid                   Reoccurring reward every 750 credits<\/span><br \/>        <span style=\"color:#008080\">Syntax<span style=\"color:#008000\">: <span style=\"color:#ffffff\">credit bandaid<\/span\/span>\/span<br \/>          These can restore one wound state on your character so long as the<br \/>          character isn&#8217;t critically wounded.  Bandaids can only be applied from<br \/>          the admissions area of the clinic.<\/p>\n<p><span style=\"color:#008080\">1000    Global OOC channel                                Unlocked per character<\/span><br \/>        <span style=\"color:#008080\">Syntax<span style=\"color:#008000\">: <span style=\"color:#ffffff\">ooc <span style=\"color:#008000\">(<span style=\"color:#ffffff\">message<span style=\"color:#008000\">)<\/span\/span>\/span<\/p>\n<p><span style=\"color:#008080\">1000    Trollreport<span style=\"color:#c0c0c0\"><br \/>        <span style=\"color:#008080\">Syntax<span style=\"color:#008000\">:<span style=\"color:#ffffff\"> trollreport <span style=\"color:#008000\">(<span style=\"color:#ffffff\">target<span style=\"color:#008000\">)<span style=\"color:#c0c0c0\"><\/p>\n<p><span style=\"color:#008080\">1000    Account rename                             Reoccurring reward every 1000<\/span\/span>\/span<br \/>        <span style=\"color:#008080\">Syntax<span style=\"color:#008000\">: <span style=\"color:#ffffff\">credit rename <span style=\"color:#008000\">(<span style=\"color:#ffffff\">account name<span style=\"color:#008000\">)<\/span\/span>\/span<\/p>\n<p><span style=\"color:#008080\">1250    Custom walk                                       Unlocked per character<\/span><br \/>        <span style=\"color:#008080\">Syntax<span style=\"color:#008000\">: <span style=\"color:#ffffff\">credit walk <span style=\"color:#008000\">(<span style=\"color:#ffffff\">new string<span style=\"color:#008000\">)<\/span\/span>\/span<br \/>          This will display a string other than &#8216;walks&#8217; when a character moves<br \/>          from room to room.<\/p>\n<p><span style=\"color:#008080\">1500    Playable ghosts                                   Unlocked per character<\/span><br \/>        <span style=\"color:#008080\">Syntax<span style=\"color:#008000\">: <span style=\"color:#ffffff\">change ghost<\/span\/span>\/span<br \/>          This command can be used after a character has died so long as they<br \/>          have not rerolled.  For more information, see <span style=\"color:#ffffff\">help ghosts<\/span>.<\/p>\n<p><span style=\"color:#008080\">1750    Custom Discipline                                 Unlocked per character<\/span><br \/>        <span style=\"color:#008080\">Syntax<span style=\"color:#008000\">: <span style=\"color:#ffffff\">credit discname <span style=\"color:#008000\">(<span style=\"color:#ffffff\">new string<span style=\"color:#008000\">)<\/span\/span>\/span<br \/>          This allows you to buy the custom skill to set up a<br \/>          ranged discipline with a customized name.<\/p>\n<p><span style=\"color:#008080\">2000    Custom rank                                       Unlocked per character<\/span><br \/>        <span style=\"color:#008080\">Syntax<span style=\"color:#008000\">: <span style=\"color:#ffffff\">credit rank <span style=\"color:#008000\">(<span style=\"color:#ffffff\">new string<span style=\"color:#008000\">)<\/span\/span>\/span<br \/>          This allows a custom string to replace the rank listed next to the<br \/>          character on the who list.  This ability may not be used to mimic<br \/>          ranks that already exist. <\/p>\n<p><span style=\"color:#008080\">3000    Legends channel                                   Unlocked per character<\/span><br \/>        <span style=\"color:#008080\">Syntax<span style=\"color:#008000\">: <span style=\"color:#008080\">legends <span style=\"color:#008000\">(<span style=\"color:#ffffff\">message<span style=\"color:#008000\">)<\/span\/span>\/span<br \/>          This grants access to a more exclusive OOC channel.<\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17906\" class=\"category-display-post\"><a id=\"compact\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">compact<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> compact<\/p>\n<p>Compact helps set your display options for the game. Typing<br \/>compact removes the extra blank line before your prompt. Typing compact again<br \/>undoes this change.<\/p>\n<\/div><\/div><\/article><article id=\"post-18127\" class=\"category-display-post\"><a id=\"compete\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">compete<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> compete against (person) with (stat) and (stat) and (stat)<\/p>\n<p>This command allows you to test your stats against someone else&#8217;s, up to<br \/>three at a time.<\/p>\n<p>For instance if you wished to arm wrestle with someone, use &#8216;compete against<br \/>(person)<br \/>with strength&#8217;.<\/p>\n<p>This would test your strength against theirs, or for a game of darts you might<br \/>enter &#8216;compete against (person) with games and dexterity&#8217;.<\/p>\n<p>On completion of the command it will send an echo to the room of who won.<\/p>\n<p>Normally the winner will always be the person with the highest stat total,<br \/>if the stat totals are equal it will be a fifty\/fifty chance. However<br \/>this may change based on the inclusion of certain stats.<\/p>\n<p>Currently games is the only stat which deviates from this, when adding<br \/>games as one of the stats tested it will always introduce an element of<br \/>randomness to the calculation while still significantly favoring the<br \/>person with higher stats.<\/p>\n<p>For each 1 point below the other person you are in a game calculation, your<br \/>chance of winning will lower by a multiplicative 20%. So if stat levels<br \/>are the same you&#8217;ll have 50% chance, if you&#8217;re one lower 40%, if 2 lower<br \/>32% etc.<\/p>\n<p>As optional syntax you can also drop the &#8216;against&#8217; and simply type compete<br \/>(person) with (stats)<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#roleplaying\" target=\"_blank\">roleplaying<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17915\" class=\"category-display-post\"><a id=\"conditions\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Conditions<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Conditions are things which SRs can place on players for<br \/>the duration of a scene, a limited period of time and\/or<br \/>until cured.<\/p>\n<p>Current conditions are:<br \/>-Weaken<br \/>This condition will lower a player&#8217;s disciplines by 30%, useful<br \/>in situations where a PC may have been cursed or fallen sick<br \/>etc.<\/p>\n<p>-Noheal<br \/>This condition will stop a player&#8217;s defense from regenerating,<br \/>useful in situations such as during survival oriented scenes.<\/p>\n<p>-Nomove<br \/>This condition will stop a player from being able to use the<br \/>travel command, useful when your PCs should be stuck in a small<br \/>area.<\/p>\n<p>-Localmove<br \/>This condition will stop a player from being able to travel to<br \/>non-adjacent rooms, useful for when your PCs should be stuck<br \/>in a smallish area.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#inflict\" target=\"_blank\">Inflict<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#cure\" target=\"_blank\">Cure<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17550\" class=\"category-display-post\"><a id=\"contact-jobs\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Contact Jobs<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Muscle<br \/>-Every contact assigned to this job will provide you with an ally to use in<br \/>combat. Use make ally to configure your ally, then use an attack with the<br \/>asummon special to make them arrive in combat. Allies usually take 4 rounds<br \/>to show up. You can use command allies attack\/follow\/atwill (target) to<br \/>command them in fights. Allies do less damage if the person who summoned<br \/>them has used their attack that round. The power of allies is determined by<br \/>the average score of all contacts assigned to the muscle job. Each ally has<br \/>60k experience, times the number of skillpoints invested into the muscle<br \/>contact in experience to spend. So 60k at rank 1, 180k at rank 2 and 900,<br \/>000 at rank 5. When an ally is defeated in combat they become injured and<br \/>the contact is unable to be used again for about three days.<br \/>It takes 20 minutes after a fight for your allies to refresh.<\/p>\n<p>You can use &#8216;Ally info to see information on your allies.<\/p>\n<p>Politics<br \/>-A contact assigned to this job will give you more societal standing every<br \/>time you log on, only one character can benefit from this.<\/p>\n<p>Planning<br \/>-A contact assigned to this job will give you more scheme influence every<br \/>time you log on, only one character can benefit from this.<\/p>\n<p>Shopping<br \/>-A contact assigned to this job will provide shopping credit.<\/p>\n<p>Housing<br \/>-A contact assigned to this job will provide housing credit.<\/p>\n<p>Commercial<br \/>-A contact assigned to this job will provide commercial credit.<\/p>\n<p>Resupply<br \/>-A contact assigned to this job will provide faction credit.<\/p>\n<p>Recover<br \/>-Set a contact to recover from their present job so they might soon take a new<br \/>one.<\/p>\n<\/div><\/div><\/article><article id=\"post-17551\" class=\"category-display-post\"><a id=\"contacts\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">contacts<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Contacts are gained through the contact stats, you have one assignable<br \/>contact for each contact stat you have, with their power being determined by<br \/>the levels of those stats.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Contact<br \/>-See a list of all your contacts.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Contact name (contact) (new name)<br \/>-Set the name for your contact, such as contact name military John Doe<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Contact description (contact)<br \/>-Enter an editor to provide a description of your contact. This should<br \/>describe their relationship with you, not just their physical appearance.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Contact association (contact stat) (association)<br \/>-Set the association for the contact, making them stronger the higher<br \/>your reputation is with that association.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Contact job (contact) (job)<br \/>-Set what task you what your contact to be undertaking, possible jobs are:<br \/>Idle, Muscle, Politics, Planning, Shopping, Housing, Commercial, Resupply.<br \/>Jobs must be set to recover for approximately 4 days before they can be<br \/>assigned to a new job. See help Contact Jobs for more information.<\/p>\n<p>Contacts without names or descriptions will not function.<\/p>\n<\/div><\/div><\/article><article id=\"post-18201\" class=\"category-display-post\"><a id=\"content-policy\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Content Policy<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>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&#8217;s behavior is likely to be a violation of the rules.<\/p>\n<p>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 &#8216;make warning&#8217; 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.<\/p>\n<p>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.<\/p>\n<p>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&#8217;s up to you to be sufficiently vague to avoid introducing the restricted content.<\/p>\n<p>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&#8217;re doing likely would show up in the plotline of a story like that.<\/p>\n<p>To reiterate:<br \/><span style=\"color:#ff0000\">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.<\/span><br \/><span style=\"color:#ff0000\">You have the absolute right to not encounter any material that is restricted that you do not want to no matter the circumstances.<\/span><\/p>\n<p><u>Environments<\/u><br \/>When it comes to environments, e.g. room descriptions. You can only include restricted<br \/>subjects when they are behind locked doors and not advertised publicly.<\/p>\n<p><u>Gray Areas:<\/u><br \/>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&#8217;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.<\/p>\n<p><u>The Restricted content types are:<\/u><br \/>Sex\/Nudity: Exposed genital and\/or common, consensual sex acts. Does not include incidental\/accidental nudity.<br \/>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.<br \/>Illegal Sex: Severe sexual violations and forcible sexual assault, including acts that would constitute serious criminal offences.<br \/>Sexualized Insults: Verbal attacks on someone&#8217;s sexual behaviour, worth or gender validity. E.g. slut, creep, sissy.<br \/>Addiction\/Self-Harm: Use of drugs or other addictive substances which is clearly detrimental to the user&#8217;s health and other forms of self-harm and\/or suicide.<br \/>Harming Animals: Killing pets, torturing animals, exposing people to content of animals in pain or distress.<br \/>Harming Children: Crimes or other poor treatment of children.<br \/>Nauseating: Things people are likely to find gross or nauseating such as bodily fluids, throwing up, spoilt food, bad odors etc.<br \/>Body Horror: Mutilations, medical procedures and other physical transformations or modifications that people may find disturbing.<br \/>Degradation: Attempts to attack someone&#8217;s pride\/dignity or others&#8217; respect for them by subjecting them to seriously demeaning or degrading treatment.<br \/>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.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#contentwarnings\" target=\"_blank\">Content Warnings<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18203\" class=\"category-display-post\"><a id=\"content-warnings\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Content Warnings<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Make Warning<\/p>\n<p>This places you into an editor to toggle content warnings on or off for the<br \/>given target character. Type &#8216;Done&#8217; when finished. Content warnings can specify<br \/>either a regular character or a dreamworld persona and be set to last until<br \/>changed or until logout.<\/p>\n<p>Setting a content warning to &#8216;enabled&#8217; means you are okay with that content.<br \/>Leaving a content warning &#8216;disabled&#8217; means you are not consenting to that<br \/>content.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#contentpolicy\" target=\"_blank\">Content Policy<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18637\" class=\"category-display-post\"><a id=\"contribute\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Contribute<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span><br \/>In Faction Base: Contribute (item) (borough)<br \/>In shop with vault: Conribute (item) (vault code)<\/p>\n<p>This command is used to contribute valuable items to your faction or group<br \/>for political capital.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#vault\" target=\"_blank\">Vault<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17458\" class=\"category-display-post\"><a id=\"control\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Control<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> control surrender (target)<br \/>When used on a target that has been brainwashed loyal to you or your society<br \/>it will make them tie themselves up.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> control incapacitate (target)<br \/>When used without a target it will cause any character with an implant that<br \/>matches your controller to be shocked unconscious. When used with a target<br \/>it will cause that target to be shocked unconscious as long as they are a<br \/>slave class of your society.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> control trace(target)<br \/>When used without a target it will generate a map of the location of any<br \/>character with an implant that matched your controller. When used with a<br \/>target it will generate a map of the location of the target as long as they<br \/>are a slave class of your society.<\/p>\n<p>&#8211;The Last Vigil&#8211;<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Control forcefollow (target)<br \/>Force the victim to be electronically leashed to you, unable to not follow<br \/>you without suffering terrible pain.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Control efence (target)<br \/>Locks the victim into an electronic fence around the current property, they<br \/>cannot leave it without being incapacitated.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#societies\" target=\"_blank\">Societies<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#societypositions\" target=\"_blank\">Society Positions<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#brainwash\" target=\"_blank\">Brainwash<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17309\" class=\"category-display-post\"><a id=\"courier-patrols\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Courier Patrols<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Courier patrols are events wherein one person carrying valuable items<br \/>for their faction or group is attacked by another to steal those items.<\/p>\n<p>To be the target of a courier patrol you need an opportunity and incitement.<\/p>\n<p>To find a target for a courier patrol you need to use the lookfor command.<\/p>\n<p>Courier patrols are combat that occur using the rpfight system.<\/p>\n<p>The winner on the conflict will gain an item they can contribute for<br \/>political capital.<\/p>\n<\/div><\/div><\/article><article id=\"post-17464\" class=\"category-display-post\"><a id=\"cover\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Cover<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Cover is generally only found in operations, but can also be summoned by<br \/>natural magic mancers.<\/p>\n<p>When in the same location as cover you will only take 10% damage from ranged<br \/>attacks, and will take half damage from AOE splash.<\/p>\n<p>You will also be unable to protect other people in the same cover location<br \/>however.<\/p>\n<p>Armorpiercing rounds do 60% damage to those in cover.<\/p>\n<p>If you have not taken damage for some time and are in cover your defenses<br \/>will regenerate.<\/p>\n<p>Cover generally has 550 defense.<\/p>\n<\/div><\/div><\/article><article id=\"post-17461\" class=\"category-display-post\"><a id=\"creating\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Creating<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Archetype &#8211; Overview of the character archetypes and the tier system.<br \/>Territory &#8211; An overview of the territory system.<br \/>Habit &#8211; An overview of the habit system, recommended for new players.<br \/>Sin &#8211; An overview of the sin system, recommended for players open to<br \/>staff intervention on their roleplay.<br \/>Goals &#8211; How to set your character&#8217;s goals, for staff and SRs to see.<br \/>Fears &#8211; How to set your character&#8217;s fears, for staff and SRs to see.<br \/>Secrets &#8211; How to set your character&#8217;s secrets, for yourself to see.<br \/>Relationship &#8211; An overview of the in game relationship system.<br \/>Train &#8211; How much stats and disciplines generally cost per level.<br \/>Stats &#8211; -Information on what stats represent and what they cost.<br \/>Negtrain &#8211; Information on what the negtrain command does for you.<br \/>Detail &#8211; Information on how to fine tune your character&#8217;s appearance.<br \/>Talk &#8211; Information on how to set your character&#8217;s voice string.<br \/>Customize &#8211; How to customize nearly every object in the game.<br \/>Outfit &#8211; An overview on how to manage your character&#8217;s clothing.<br \/>The Academy &#8211; Information on how to make an Academy character.<\/p>\n<\/div><\/div><\/article><article id=\"post-17473\" class=\"category-display-post\"><a id=\"credit\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Credit<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Credit allows you to pay for things without using your cash, there are four<br \/>types of credit.<br \/>Shopping Credit: Allows you to buy general items.<br \/>Housing Credit: Allows you to pay for your housing.<br \/>Commercial Credit: Allows you to pay for shops and commercial properties.<br \/>Faction Credit: Allows you to pay for items in faction shops.<\/p>\n<p>You can get more credit by exchanging favor or through particular<br \/>contact jobs.<\/p>\n<\/div><\/div><\/article><article id=\"post-17614\" class=\"category-display-post\"><a id=\"crippled\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Crippled<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Negative Tier Modifier<\/p>\n<p>Removable: Yes.<\/p>\n<p>This modifier represents someone who has been injured in a way that a normal<br \/>human could never recover from. As a supernatural they may or may not<br \/>recover depending on the injury. Injuries such as missing limbs can not be<br \/>recovered from without fleshforming, but others such as paralysis or<br \/>shattered bones can be healed by supernaturals given enough time and help.<\/p>\n<\/div><\/div><\/article><article id=\"post-17820\" class=\"category-display-post\"><a id=\"crisis\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Crisis<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Crises are coded events that Story Runners can use to affect the entire<br \/>citytemporarily. Because of their citywide nature only senior SRs or<br \/>Staff can use them. To be senior, a SR has to have been around for a while<br \/>and done a certain amount of RP.<\/p>\n<p>Crisis brainwash on (Message)<br \/>-Places a level 1 imprint on everyone in the city.<br \/>Crisis brainwash off<br \/>-Stop the brainwash.<\/p>\n<p>Crisis flood on<br \/>-Floods the city, making the streets and parks like water rooms<br \/>and the caves and tunnels like underwater rooms.<br \/>Crisis flood off<br \/>&#8211;<\/p>\n<\/div><\/div><\/article><article id=\"post-17744\" class=\"category-display-post\"><a id=\"cryomancy\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Cryomancy<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Requirements : Rank 1 requires Elemental Magic 1<br \/>Rank 2 requires Elemental Magic 2<\/p>\n<p>[Rank One]:<br \/>Chill : Unspecified range; the target is weakened for one round. More<br \/>effective in cold weather.<br \/>Roleplay : You can cause objects to rapidly cool by up to 15C (27F).<br \/>If target is under the effects of Pyromancy&#8217;s Sweat, removes Sweat and doesn&#8217;t<br \/>apply<br \/>weaken.<br \/>Consumes your attack for one round.<\/p>\n<p>Reinforce : Unspecified range; the target&#8217;s armor is reinforced with ice<br \/>drawn from the air. Slows movement, but grants 30% damage resistance if<br \/>armor&#8217;s worn.<br \/>Roleplay : You can reinforce objects with ice drawn from the air.<br \/>If target is under the effects of Burnarmor, removes them.<br \/>Consumes your attack for one round.<\/p>\n<p>Colddiscipline : Unspecified range; the target does increased damage with<br \/>ranged weapons but is slowed.<br \/>Roleplay : You can still your autonomic system temporarily.<br \/>Consumes your attack for one round.<\/p>\n<p>[Rank Two]:<br \/>Stickweapons : Unspecified range; the target is unable to effectively use<br \/>long blades, pistols, thrown weapons or short blades for two rounds if they<br \/>did not use them the<br \/>previous round.<br \/>Roleplay : You can temporarily freeze weapons into their holsters and<br \/>sheaths.<br \/>Consumes your attack for one round.<\/p>\n<p>Coldsnap : Unspecified range; the target cannot attack or move for one<br \/>round.<br \/>Roleplay : You can turn small amounts of water to ice instantly.<br \/>Only usable outdoors in the rain.<br \/>Consumes your attack for one round.<\/p>\n<p>All abilities require a magical focus.<\/p>\n<\/div><\/div><\/article><article id=\"post-17739\" class=\"category-display-post\"><a id=\"cryptographic-mind\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Cryptographic Mind<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Tier 3.<\/p>\n<p>Individuals with this stat have trained themselves to think in unusual ways<br \/>that<br \/>can fool most mind readers.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18146\" class=\"category-display-post\"><a id=\"csay\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">csay<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> csay [message]<\/p>\n<p>The csay command allows you to communicate with all members of your cult.<br \/>Your message will be sent to every online player who belongs to the same cult<br \/>as you. This command will not work if you are not a member of a cult or if<br \/>you are in a battleground area.<\/p>\n<\/div><\/div><\/article><article id=\"post-18147\" class=\"category-display-post\"><a id=\"cult\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">cult<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> cult [arguments]<\/p>\n<p>The cult command allows you to interact with cult factions in the game. It<br \/>functions identically to the faction command but specifically designates that<br \/>you are interacting with cult-type factions.<\/p>\n<\/div><\/div><\/article><article id=\"post-17429\" class=\"category-display-post\"><a id=\"cult-creation\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">cult creation<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Creating a cult is a multi-step process; first, you should come up with a<br \/>theme for your cult and think about what change it is they&#8217;re looking to enact<br \/>upon the world, even if it is just locally. Once you have a theme in mind, you<br \/>can then use the following commands to work your way through the creation<br \/>process:<\/p>\n<p>[Mandatory Commands]:<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Cult create (name)<br \/>Create a new cult by the name specified. Costs 50,000 scheme influence.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Cult (field)<br \/>Enter the editor to edit the description in Cult\/Sect info (society). Valid<br \/>fields are summary, history, roles, npcs.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Cult symbol (string)<br \/>Sets your society&#8217;s symbol to the string; see the symbol section in &#8216;help<br \/>customize&#8217;.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Cult positions (position) (stance)<br \/>Sets the society&#8217;s political and philosophical positions; see help society<br \/>positions.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Cult restriction (restriction\/soft)<br \/>Sets the society&#8217;s restrictions; see help society restrictions.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Cult soldiername (string)<br \/>Assign your society&#8217;s NPC soldiers a short description.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Cult soldierdescribe<br \/>Enter the editor to describe your soldiers in greater detail.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Cult makeeidolon (Demon\/Fae\/Divine\/Ghost\/Cthulian\/Primal) (Name)<br \/>Set the name and type of the Eidolon for your Cult or Sect.<\/p>\n<p>[Optional Commands]:<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Cult closed<br \/>Toggle whether your society is joinable from creation.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Cult canalt<br \/>Toggle whether your society will accept alts.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Cult stasis<br \/>Puts a society into stasis, where it will begin to recover secrecy; full<br \/>secrecy should be restored within 3 months.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Cult unstasis (society name)<br \/>Takes a society out of stasis.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Cult eidolonplayers<br \/>Enter an editor where you can list player names, those players can become your<br \/>Eidolon even if not part of the cult\/sect with cult\/sect becomeeidolon (group<br \/>name)<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Cult changeeidolon (Demon\/Fae\/Divine\/Ghost\/Cthulian\/Primal) (Name)<br \/>Change the name and type of the Eidolon for your Cult or Sect. Costs some<br \/>resources.<\/p>\n<\/div><\/div><\/article><article id=\"post-17361\" class=\"category-display-post\"><a id=\"cults\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Cults<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Cults are societies dedicated to the advancement of a particular Eidolon.<\/p>\n<p>See Help Eidolon Lore for more information on Eidolons.<\/p>\n<p>You can use the csay command to talk to people in your cult or in an alliance<br \/>with your cult.<\/p>\n<p>See Help society creation or help society commands for more information.<\/p>\n<\/div><\/div><\/article><article id=\"post-18145\" class=\"category-display-post\"><a id=\"cure\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">cure<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> cure [character] [condition] [reason]<\/p>\n<p>Removes a negative condition from a player character. This is a storyrunner-<br \/>only command that allows GMs to cure various debilitating effects.<\/p>\n<p>Available conditions:<br \/>weaken: Removes weakness effect, restoring the character&#8217;s strength.<br \/>noheal: Restores the character&#8217;s ability to recover\/heal normally.<br \/>nomove: Restores the character&#8217;s ability to move around.<br \/>localmove: Restores the character&#8217;s ability to move around.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#inflict\" target=\"_blank\">Inflict<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#storyrunnercommands\" target=\"_blank\">Storyrunner Commands<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17612\" class=\"category-display-post\"><a id=\"cursed\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Cursed<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Negative Tier Modifier<\/p>\n<p>Removable: Yes.<\/p>\n<p>This modifier represents some sort of permanent or semi-permanent curse that<br \/>weakens your character and renders them less effective. While each have<br \/>their own quirks the most common effects are similar to that of chronic<br \/>fatigue syndrome. Those suffering under such curses are additionally more<br \/>vulnerable to negative magic of all other times, and all magical debuffs and<br \/>offensive rituals against them are more powerful.<\/p>\n<\/div><\/div><\/article><article id=\"post-17677\" class=\"category-display-post\"><a id=\"curseobject\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">curseobject<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Curseobject (object) (body\/mind) (imprint)<\/p>\n<p>This command can only be performed in an arcane workshop and costs up<br \/>to three hundred dollars. Arcane focus and dark magic focus reduces<\/p>\n<p>the cost.<br \/>A body cursed object will create the imprint &#8216;Your body (message)&#8217; when<br \/>worn, a mind one the imprint &#8216;You need to (message)&#8217;<\/p>\n<p>These last until the object is removed.<\/p>\n<p>Those with occult knowledge of at least 4 can identify if an object is<br \/>cursed, but only if they have it in their possession.<\/p>\n<p>Cursed objects will only apply their effects if worn willingly, and not<br \/>forced onto someone. If a cursed object is force removed from someone it will<br \/>cause the effect to linger for an extremely long time afterwards regardless.<\/p>\n<\/div><\/div><\/article><article id=\"post-17490\" class=\"category-display-post\"><a id=\"curtains\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">curtains<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> curtains (direction)<\/p>\n<p>Close or open curtains over a window. Can only be done when indoors.<\/p>\n<\/div><\/div><\/article><article id=\"post-17958\" class=\"category-display-post\"><a id=\"custom-attacks\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">custom attacks<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> make attack or myattacks create<\/p>\n<p>Used to create a new custom attack for your character with the following<br \/>fields:<\/p>\n<p>Name: The name given to the custom attack will be the command used. For<br \/>example. If the name is stab, the syntax in combat will be: stab (target).<br \/>Discipline: The discipline specifies which discipline the custom attack uses.<br \/>Special: Special refers to any special effects added. See Also: Special List.<br \/>Myself: The message displayed to you when the attack is used.<br \/>Target: The message displayed to the target when the attack is used.<br \/>Bystanders: The message displayed to everyone else when the attack is used.<\/p>\n<p>Delayed messages are those seen when a delayed attack hits.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> myattacks list<br \/>Will list the name, disc and special effects for saved custom attacks.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> myattacks info (custom name)<br \/>Will show information about the created custom attack.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> myattacks delete (custom name)<br \/>Will delete an already made custom attack.<\/p>\n<p>In addition, you can change parts of an already created attack individually<br \/>with the following syntaxes:<\/p>\n<p>myattacks rename (name) (newname)<br \/>myattacks discipline (name) (discipline)<br \/>myattacks special (name) (special)<br \/>myattacks myself (name) (message)<br \/>myattacks target (name) (message)<br \/>myattacks bystanders (name) (message)<br \/>myattacks myselfdelayed (name) (message)<br \/>myattacks targetdelayed (name) (message)<br \/>myattacks bystandersdelayed (name) (message)<\/p>\n<p>When you want to refer to other people in the strings, you can use the<br \/>following keys.<\/p>\n<p>$N &#8211; target&#8217;s name $n &#8211; your name.<br \/>$M &#8211; target&#8217;s him\/her $m &#8211; your him\/her.<br \/>$S &#8211; target&#8217;s his\/hers $s &#8211; your his\/her.<br \/>$E &#8211; target&#8217;s he\/she $e &#8211; your he\/she<\/p>\n<p>In fast combat, your attacks will always have their effect added to the<br \/>end, such as &#8216;mildly wounds him&#8217; or &#8216;deflects off her armor&#8217;. So it is good<br \/>to leave the end open-ended when writing the way it looks for the sections<br \/>of myself, target, bystanders, etc, by using words like this, that, which,<br \/>&#8216;the attack&#8217;, etc.<\/p>\n<\/div><\/div><\/article><article id=\"post-18315\" class=\"category-display-post\"><a id=\"custom-defense-stat\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Custom Defense Stat<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> At least 1750 community credits, no other custom disciplines, supernatural.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> credit defdisc (new defensive string)<\/p>\n<p>This stat gives you a new discipline with a custom name to use in combat.<br \/>It needs to be trained like any other defensive discipline and takes 90%<br \/>damage from all sources.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18316\" class=\"category-display-post\"><a id=\"custom-melee-stat\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Custom Melee Stat<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> At least 1750 community credits, no other custom disciplines.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> credit meleediscname (new string)<\/p>\n<p>This stat gives you a new discipline with a custom name to use in combat.<br \/>It is equal to your highest large weapon melee discipline and inherits all its<br \/>characteristics except for damage types. It can be used to represent with<br \/>exotic or unusual weaponry. Requires a large melee weapon to make use of.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18317\" class=\"category-display-post\"><a id=\"custom-ranged-stat\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Custom Ranged Stat<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> At least 1750 community credits, no other custom disciplines.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> credit rangeddiscname (new string)<\/p>\n<p>This stat gives you a new discipline with a custom name to use in combat.<br \/>It is equal to your highest ranged discipline and inherits all its<br \/>characteristics except for damage types. It can be used to<br \/>represent with exotic or unusual weaponry such as flamethrowers. Requires a<br \/>ranged weapon to make use of.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18103\" class=\"category-display-post\"><a id=\"customize\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">customize<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>The customize command allows players to alter the properties of an object so<br \/>that they can better represent props in their stories. The command can be<br \/>used<br \/>in any store that sells the type of object being customized.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> customize (object)<br \/>Enters the object editor.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> customize (object) (field) (value)<br \/>Possible fields are: cover, zips, shortstring, longstring, names, wear,<br \/>description, extra, layer, symbol, cost, badge, large, focus, angeliccollar,<br \/>relic, playlist, aura, skilllist.<\/p>\n<p>Symbol, badge, large, focus, angeliccollar, relic, and<br \/>playlist take no values.<\/p>\n<p>An explanation of fields follows:<\/p>\n<p>Cover: Toggles cover location. A cover location is any area which the object<br \/>should normally cover when worn.<\/p>\n<p>Zips: Toggles a zip&#8217;s location. A zip&#8217;s location is any area which is revealed<br \/>when the zip command is used.<\/p>\n<p>Shortstring: Sets the phrase used to describe an object is manipulated such as<br \/>with the wear, remove, drop, or get commands. This is also the string used<br \/>for the stash command as well.<\/p>\n<p>Longstring: Sets the phrase used to describe an object when it is seen on a<br \/>character, in a room, or in an inventory.<\/p>\n<p>Names: Sets the keywords used to interact with the object. Each space in a<br \/>names value will indicate the start of a new keyword.<\/p>\n<p>Wear: Sets the phase used after the item when displayed, or<br \/>or before it if wrapped in ()<\/p>\n<p>Description: Opens the editor for an object&#8217;s description. This blurb will be<br \/>displayed when an object is looked at directly.<\/p>\n<p>Extra: Opens the editor for an object&#8217;s extra. This creates an extra with the<br \/>name specified as a value. Whenever this keyword is looked at, the blurb will<br \/>be displayed.<\/p>\n<p>Layer: Sets the layer an object occupies. Objects with higher layer values<br \/>are<br \/>always worn over top of objects with lower values. This may cause objects to<br \/>obscure others beneath them depending on the cover locations of each. A zero<br \/>value will make the item wearable in any layer depending on the order in which<br \/>it is worn.<\/p>\n<p>Symbol: Attaches the symbol of the character&#8217;s society to the object. Wearing<br \/>an object with a symbol allows a character to earn respect while he is role<br \/>playing. This also allows the sheriff&#8217;s department to create items with their<br \/>symbol on it. All symbols can be used to access the goblin market. A type of<br \/>symbol that identifies an item as a goblin key can be created by characters<br \/>without a society and with occult knowledge 1 or greater. These keys allow<br \/>access to the goblin market, but confer no additional symbol benefits.<\/p>\n<p>Cost: Sets the object&#8217;s cost. An object&#8217;s cost can only increase from what it<br \/>is currently set to.<\/p>\n<p>Large: Makes the object a large object. Large objects require the lift<br \/>command to move.<\/p>\n<p>Focus: Designates the object as a magical focus.<\/p>\n<p>Angeliccollar: Designates the object as an angelic collar.<\/p>\n<p>Relic: Designates the object as a relic.<\/p>\n<p>Playlist: Sets up the playlist for a game or playback item.<\/p>\n<p>Skilllist: Adds a list of skills\/abilities etc for performing better with game<br \/>items.<\/p>\n<p>Aura: Sets a custom aura for a gemstone effect.<\/p>\n<p>Warmth\/Breathable: Adding the following keywords to a clothing&#8217;s short<br \/>description can make them warmer or more breathable\/cooling: vented,<br \/>insulated, heated, padded, quilted, merino, thermal,<br \/>wool, fur.<\/p>\n<p>Discipline (name): Sets the discipline of a weapon.<\/p>\n<\/div><\/div><\/article><article id=\"post-18045\" class=\"category-display-post\"><a id=\"dark-fighting\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Dark Fighting<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Melee<br \/>Max Range: 1<\/p>\n<p>This discipline covers the ability of creatures to fight with<br \/>dark energy in close proximity, by conjuring and deploying it either<br \/>directly to a close quarters opponent or channeling it through a weapon or<br \/>body part upon striking. Restricted to monster guests.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#disciplines\" target=\"_blank\">disciplines<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17388\" class=\"category-display-post\"><a id=\"dark-magic-focus\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Dark Magic Focus<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Arcane Focus<\/p>\n<p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Gifted or Supernatural, does not have Natural Magic focus<\/p>\n<p>This stat represents those who&#8217;ve studied the dark occult arts. In addition to<br \/>the standard arcane focus bonuses, it grants the user haemomancy and<br \/>necromancy, allowing them to harm and manipulate the living and unliving alike<br \/>in combat. At higher ranks it grants limited access to shapeshifting and at<br \/>max rank allows the learning of magical overload, allowing for an additional<br \/>use of mancing abilities in combat.<\/p>\n<p>[Dark Magic One]:<br \/>Haemomancy 1: Exclusive with Necromancy; A power tree focused on debilitating<br \/>and killing the living.<br \/>Know Vampires: The ability to recognise vampires on sight.<br \/>Necromancy 1: Exclusive with Haemomancy; A power tree focused on debilitating<br \/>the undead.<br \/>Call of the Grave: A legendary power that allows minions to resurrect when<br \/>they die.<br \/>Dark Sorcery: A legendary power that grants the dark sorcery combat<br \/>discipline.<br \/>Swarm Shifting: A legendary power that allows you to shapeshift into a large<br \/>swarm of creatures.<\/p>\n<p>[Dark Magic Two]:<br \/>Haemomancy 2: Exclusive with Necromancy; A power tree focused on debilitating<br \/>and killing the living.<br \/>Necromancy 2: Exclusive with Haemomancy; A power tree focused on debilitating<br \/>the undead.<\/p>\n<p>[Dark Magic Three]:<br \/>Aura Shifting: A power that brings your things with you when you shift into a<br \/>smaller form.<\/p>\n<p>Ghost Walking: A power that enables leaving your body to become a roaming<br \/>spirit.<br \/>Haemomancy 1: In addition to Necromancy; A power tree focused on debilitating<br \/>and killing the living.<br \/>Necromancy 1: In addition to Haemomancy; A power tree focused on debilitating<br \/>the undead.<br \/>Shapeshifting 1, 2: A power that grants points that can be allocated to<br \/>enhance shapeshifted forms.<\/p>\n<p>[Dark Magic Four]:<br \/>Haemomancy 2: In addition to Necromancy; A power tree focused on debilitating<br \/>and killing the living.<br \/>Magical Overload: A power that enables the emergency use of powers even on<br \/>cooldown.<br \/>Necromancy 2: In addition to Haemomancy; A power tree focused on debilitating<br \/>the undead.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18055\" class=\"category-display-post\"><a id=\"dark-shield\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Dark Shield<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Defensive<\/p>\n<p>This discipline covers the use of dark magic to form a protective shield<br \/>that will block incoming attacks until the energy is all used up. Normally<br \/>invisible except when being struck.<\/p>\n<p>This is not currently available for characters to take. Restricted to monster<br \/>guests.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#disciplines\" target=\"_blank\">disciplines<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17505\" class=\"category-display-post\"><a id=\"dark-sorcery\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Dark Sorcery<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Dark Magic 1.<\/p>\n<p>This power grants the dark sorcery discipline.<br \/>You can use this discipline once every five rounds.<br \/>All characters hit by this discipline become weakened, doing less damage.<\/p>\n<p>Optimum Range: 75<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17383\" class=\"category-display-post\"><a id=\"daydreaming\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Daydreaming<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> None<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> daydream (dream world)\/Wake<\/p>\n<p>This allows you to enter and interact with dream worlds while your character<br \/>is still awake. When daydreaming preface any command with &#8216;d&#8217; to send it into<br \/>the dreamworld instead of the main grid.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18155\" class=\"category-display-post\"><a id=\"ddesc\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">ddesc<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> ddesc create (keyword) (location)<br \/>ddesc delete (keyword)<br \/>ddesc edit (keyword)<br \/>ddesc activate (keyword)<br \/>ddesc deactivate (keyword)<br \/>ddesc list<br \/>ddesc search (keyword)<\/p>\n<p>The ddesc command allows you to create and manage dynamic descriptive<br \/>elements for your character&#8217;s appearance.<\/p>\n<p>You can create up to 100 different descriptions, each associated with a<br \/>specific keyword and body location. These descriptions can be activated or<br \/>deactivated to change your character&#8217;s visible appearance.<\/p>\n<p>As well as body locations you can also target: lightmakeup, mediummakeup,<br \/>heavymakeup,<br \/>scent, and hairstyle.<\/p>\n<p>When you activate or deactivate a description, others in the room will see a<br \/>message about your appearance changing (if that location isn&#8217;t covered by<br \/>clothing).<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#adesc\" target=\"_blank\">adesc<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#descriptions\" target=\"_blank\">descriptions<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17948\" class=\"category-display-post\"><a id=\"death\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Death<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>When your character is attacked while critically wounded, or succumbs<br \/>to critical wounds they will die. Death in Haven is semi-permanent, your<br \/>character will leave a corpse(Unless they&#8217;re a vampire) and be moved<br \/>to an OOC grave room where you can still do all the OOC things on the<br \/>game and contemplate your next character.<\/p>\n<p>A dead character may be resurrected by the living through the use of Charon<br \/>coins. Alternatively, the dead may bargain for an undead existence as a wight.<br \/>See Help Charon and Help Bargain.<\/p>\n<\/div><\/div><\/article><article id=\"post-17662\" class=\"category-display-post\"><a id=\"deathday\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Deathday<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>This field represents when your character was turned into a vampire, and<br \/>is of the format (year) (month) (day).<\/p>\n<\/div><\/div><\/article><article id=\"post-17827\" class=\"category-display-post\"><a id=\"decorate\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Decorate<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>The decorate command can be used to customize a house or shop property that<br \/>you own. It is extremely versatile and has many options, but at a bare minimum<br \/>rooms should feature a name and description.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> decorate (argument) [additional modifier]<\/p>\n<p>The arguments for decorate are as follows:<\/p>\n<p><span style=\"color:#008000\">[<span style=\"color:#008080\">Description Commands<span style=\"color:#008000\">]<\/span\/span>\/span:<br \/>Decorate roomtitle (string)<br \/>Changes the title of the room you&#8217;re in, displaying at the top of its look info.<\/p>\n<p>Decorate name (string)<br \/>Changes the name of the room you&#8217;re in, displaying when looking at it from afar.<br \/>For example, &#8216;decorate name a carpeted hallway&#8217; would display &#8216;Ahead of you is<br \/>a carpeted hallway&#8217; at the bottom of the look info when facing it from another<br \/>room.<\/p>\n<p>Decorate description<br \/>Enters an editor to write the description of the room you&#8217;re currently in.<\/p>\n<p>Decorate extra (string)<br \/>Enters an editor to write the description of an extra detail people in the<br \/>room can view when looking at any word in its name. Can be used again to edit<br \/>an existing extra&#8217;s description, if keywords match. See &#8216;help extra keywords&#8217;<br \/>for special keywords seen by people with appropriate powers.<br \/>Example: &#8220;decorate extra an ornate oil painting on the western wall&#8221;<\/p>\n<p>Decorate extradelete (keyword)<br \/>Deletes an extra description. Be careful using a keyword that is in use by<br \/>multiple extras, if more than one is present.<\/p>\n<p>Decorate place (string)<br \/>Creates a new place in the room people can join, and enters an editor to write<br \/>its description. Can be used again to edit an existing place&#8217;s description, if<br \/>keywords match.<\/p>\n<p>Decorate placedelete (keyword)<br \/>Deletes a place. Be careful using a keyword that is in use by multiple extras,<br \/>if more than one is present.<\/p>\n<p>Decorate doorname (exit) (string)<br \/>Replaces the default name of &#8216;door&#8217; with a string of your choice. Affects both<br \/>sides of the door. The first word should always be a noun.<br \/>Example: &#8220;decorate doorname west gate of wrought iron&#8221; will yield, &#8220;The gate<br \/>is closed&#8221; and &#8220;You open the western gate of wrought iron&#8221;.<\/p>\n<p>Decorate atmosphere<br \/>Enters an editor to write a list of one-line atmosphere messages, which will<br \/>periodically echo to the room. Each new line is a new message. They are<br \/>selected randomly.<\/p>\n<p><span style=\"color:#008000\">[<span style=\"color:#008080\">Room Modifying Commands<span style=\"color:#008000\">]<\/span\/span>\/span:<br \/>Decorate decor (0-3)<br \/>Variable low cost. Sets the decor of the room you&#8217;re in: cheap, average,<br \/>expensive, or extravagant. No cost to downgrade.<\/p>\n<p>Decorate indoors<br \/>Sets the room to be inside.<\/p>\n<p>Decorate outdoors<br \/>Sets the room to be outside.<\/p>\n<p>Decorate hotspot<br \/>Makes the room a hotspot, which will show the number of players within it on<br \/>where.<\/p>\n<p>Decorate sparring<br \/>Costs $500. Makes a room into a sparring room; see &#8216;help spar&#8217;.<\/p>\n<p>Decorate public<br \/>Shop only. Sets the room to be public, in a sense of law enforcement having a<br \/>swiftly-responding presence there. Affects nudity, displays of the<br \/>supernatural, carrying weapons, etc.<\/p>\n<p>Decorate private<br \/>Shop only. Sets the room to be private, in a sense of it existing outside the<br \/>plausible immediate enforcement of the law. Suitable for offices, back rooms,<br \/>bathrooms, etc.<\/p>\n<p>Decorate bathroom<br \/>Costs $80. House only. A bathroom allows you to create a shower or bath place<br \/>within, and automatically and always includes a mirror for exiting the<br \/>nightmare. To add a shower or tub, use &#8220;decorate place&#8221; with one of those<br \/>words as a keyword somewhere in the string.<br \/>Example: &#8220;decorate place a glass-walled shower enclosure&#8221;<\/p>\n<p>Decorate bedroom<br \/>Costs $80. House only. A bedroom allows you to stash items within, set up a<br \/>magic wardrobe (see below), and gives you an area to log out.<\/p>\n<p>Decorate kitchen<br \/>Costs $80. House only. A kitchen allows you to customize food and drink items,<br \/>and use make food and make drink to create new ones on the fly.<\/p>\n<p>Note that a single room in a house may have multiple types, as may be the case<br \/>for a studio apartment or small cabin. Using the command again will remove the<br \/>specified room type at no cost.<\/p>\n<p><span style=\"color:#008000\">[<span style=\"color:#008080\">Room Building Commands<span style=\"color:#008000\">]<\/span\/span>\/span:<br \/>Decorate door (direction)<br \/>Installs or removes a door in the specified direction.<\/p>\n<p>Decorate hiddendoor (direction)<br \/>Costs $200. Builds a hidden door in the specified direction.<\/p>\n<p>Decorate wall (direction)<br \/>Installs a wall in the specified direction, blocking movement.<\/p>\n<p>Decorate demolish (direction)<br \/>Costs $20. Knocks down any walls, windows, or doors in the specified<br \/>direction.<\/p>\n<p>Decorate largewindow (direction)<br \/>Installs a visible window in the specified direction.<\/p>\n<p>Decorate smallwindow (direction)<br \/>Installs a non-visible window in the specified direction.<\/p>\n<p>Decorate magicwardrobe (who) (wall)<br \/>Costs $2500. In a bedroom, creates a magic link in the specified direction so<br \/>long as the target is also in a bedroom and has permission to use the decorate<br \/>command there. Both characters must pay the fee, for a total of $1,000.<\/p>\n<p>Decorate destroywardrobe<br \/>Destroys any magic wardrobes built inside the current bedroom. Ideally, must<br \/>be used in both rooms to avoid strangeness.<\/p>\n<p>Decorate build (up\/down)<br \/>Expand your property up or down from where you are. Be advised that<br \/>subterranean rooms may flood, lack reception below the first subterranean<br \/>level, and must always be attached to another room to avoid being immediately<br \/>reclaimed by the game. Not all properties in the citymay be expanded in this<br \/>way.<\/p>\n<p><span style=\"color:#008000\">[<span style=\"color:#008080\">Room Security Commands<span style=\"color:#008000\">]<\/span\/span>\/span:<br \/>Decorate lock (direction)<br \/>Locks a door from the side you are currently on. Must be used on both sides if<br \/>you want the door locked on both sides.<br \/>Example: &#8220;decorate lock west&#8221; will make the door locked for anyone in your<br \/>current room heading west.<\/p>\n<p>Decorate access<br \/>Enters an editor where you may write the names of characters, separated by a<br \/>space. Each of these people will have access to this room regardless of its<br \/>locked\/unlocked status. The names must be accurate; no nicknames or aliases.<br \/>Example list: Aleister Genesis Samael Dolores Eugen<\/p>\n<p>Decorate noaccess<br \/>Enters an editor where you may write the names of characters, separated by a<br \/>space. Each of these people will be barred from entry to this room regardless<br \/>of its locked\/unlocked status.<\/p>\n<p>Decorate signalproof<br \/>Costs $500. Makes a room immune to signals; when in such a room, all comms,<br \/>radios, phones, telepathy, and electropathy cannot reach in or out. Also<br \/>prevents view of roleplay by SRs. No cost to remove.<\/p>\n<p>Decorate toughness (0-4)<br \/>Variable low cost. Sets the toughness of the room you&#8217;re in. Toughness is the<br \/>defense against the breakin command, and competes against demolitions. No cost<br \/>to downgrade.<\/p>\n<p>Decorate security (0-4)<br \/>Variable low cost. Sets the security of the room you&#8217;re in. Security is the<br \/>defense against the picklock command, and competes against larceny. No cost to<br \/>downgrade.<\/p>\n<p>Decorate stash<br \/>Install a stash in a store.<\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17917\" class=\"category-display-post\"><a id=\"delete\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">delete<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> delete<br \/>This command deletes your current character. You keep 80% of spent combat<br \/>and roleplay experience when you do this, with the first 350k RPXP spent<br \/>returning to your account without penalty. Invested regular karma is also<br \/>returned, but banked to return slowly over time. Personal karma is not<br \/>banked and must be re-earned.<\/p>\n<p>There is a cooldown period between playing characters tier 3 and higher.<br \/>For T3, the cooldown is 1 week. For T4, the cooldown is 1 month. For T5,<br \/>the cooldown is 2 months.<\/p>\n<p>You will need to confirm<br \/>this action. The last character on your account cannot be deleted.<\/p>\n<p>Characters in stasis can be deleted from the character selection<br \/>screen using: delete (char name)<\/p>\n<\/div><\/div><\/article><article id=\"post-17416\" class=\"category-display-post\"><a id=\"delusional\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">delusional<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>See help lorestick.<\/p>\n<\/div><\/div><\/article><article id=\"post-17621\" class=\"category-display-post\"><a id=\"demidemon\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">DemiDemon<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Five Archetype<\/span><\/p>\n<p>Supernatural<\/p>\n<p>This archetype represents those humans who are half human, half demon.<br \/>Normally these occur when parents make deals with demons regarding their<br \/>children, or a single woman allows herself to be inseminated with a half<br \/>demon child as part of a deal. See help demonborn lore for more general<br \/>information.<\/p>\n<p>Age: Apparent age at least 20, actual age at least 100.<\/p>\n<p>Physical Characteristics: Red Irises, Inhuman and monstrous appearance,<br \/>cannot go out into public uncovered without causing alarm. At least their<br \/>eyes, hands, feet, legs and torso must be covered. The exact nature of a<br \/>Demidemon&#8217;s physical monstrousness varies between individuals.<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> Has up to four points to spend on focus stats at tier five.<\/p>\n<\/div><\/div><\/article><article id=\"post-17640\" class=\"category-display-post\"><a id=\"demigod\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Demigod<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Two Archetype<\/span><\/p>\n<p>Supernatural<\/p>\n<p>This archetype represents humans with some God blood in them, but those who<br \/>are fairly new and inexperienced with their powers. See help demigod lore<br \/>for more information.<\/p>\n<p><span style=\"color:#ffffff\">Minimum Age:<\/span> 18<\/p>\n<p><span style=\"color:#ffffff\">Available Negative Modifiers:<\/span> Mentally Ill, Injured, Ill, Addicted.<\/p>\n<p><span style=\"color:#ffffff\">Available Positive Modifiers:<\/span> Relic Holder, Demonic Pact Holder,<br \/>Fleshformed.<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> Has one point to spend on focus stats at tier two.<\/p>\n<\/div><\/div><\/article><article id=\"post-17981\" class=\"category-display-post\"><a id=\"demigod-lore\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Demigod Lore<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>A demigod refers to anybody with divine ancestry. Demigods usually<br \/>inherit some small degree of the perfection of their parents, they tend to<br \/>be more attractive, more physically capable, more resistant to disease and<br \/>injury, to heal faster and age more slowly. They often also tend to have a<br \/>psychological predisposition towards their godly ancestor&#8217;s aspects, the<br \/>descendant of<br \/>a thunder god for instance may enjoy being out in storms.<\/p>\n<p>Demigods also may be favored by their divine ancestor, who might take it upon<br \/>themselves to aid in their life or set them to tasks they wish to see<br \/>accomplished. Most, however, possess no real supernatural ability beyond<br \/>their innate remarkableness.<\/p>\n<p>In ancient times, to be taken as a god&#8217;s lover was a great privilege and the<br \/>gods bestowed a gift upon those they slept with, imbuing them with health<br \/>and longevity. Some degree of this persists in their children. After<br \/>having sex with a demigod a person will heal more rapidly for about two<br \/>days, as well as not aging or becoming sick in that period. While this can<br \/>be a great gift from a demigod lover to their lover or spouse and even has<br \/>led to some demigod couples being effectively immortal, rumors persist of<br \/>those who pay highly for captured demigods to use them forcibly in order to<br \/>stay young forever.<\/p>\n<p>Today demigod genes are erratic like other supernatural genes. Usually<br \/>activating only once every three of four generations. The chances of any of<br \/>your direct family also being an active demigod is astronomically small, but<br \/>it is possible for a grandparent or great grandparent to be. There&#8217;s also a<br \/>decent chance that twins, whether fraternal or identical, will share the trait<br \/>if one has it.<\/p>\n<p>Demigods much like Faeborn, Angelborn, and Demonborn can be either latent,<br \/>passive or active.<\/p>\n<p>Latents are effectively entirely human, but there is a chance that at some<br \/>point in their adult lift the latent genes will activate and they will<br \/>become either active or passive. Passives are mostly human but they have<br \/>some degree of the resistance to disease and aging and tend to be more<br \/>attractive and capable. They also have the effects of prolonging the life<br \/>of their sexual partners.<\/p>\n<p>Actives are passives until around the end of puberty, usually seventeen to<br \/>nineteen, when they activate. They also sometimes activate later in life,<br \/>although this is very rare in people not living near New Haven. As well as<br \/>the effects of passive demigods, actives may also gain other amazing<br \/>supernatural<br \/>powers.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#gods\" target=\"_blank\">gods<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17831\" class=\"category-display-post\"><a id=\"demigod-mechanics\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Demigod Mechanics<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Sex with a demigod temporarily halts aging.<\/p>\n<p>Demigods receive additional stagger when struck with radioactively augmented<br \/>weapons.<\/p>\n<p>Demigods can hear prayer-like thoughts, see help wish<\/p>\n<\/div><\/div><\/article><article id=\"post-17377\" class=\"category-display-post\"><a id=\"demigod-modifiers\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">demigod modifiers<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Demigods may select from the following modifiers:<\/p>\n<p>(T2) Demigod:<br \/>Negative Modifiers: Addicted, Injured, Ill, Mentally Ill<br \/>Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder<\/p>\n<p>(T3) Demigod Veteran:<br \/>Negative Modifiers: Crippled, Cursed<br \/>Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder<\/p>\n<p>(T4) Ageless Demigod:<br \/>Negative Modifiers: Crippled<br \/>Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder<\/p>\n<\/div><\/div><\/article><article id=\"post-17602\" class=\"category-display-post\"><a id=\"demigod-stat\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Demigod Stat<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Non-Supernatural<\/p>\n<p>This stat makes your character considered a demigod, even if they do not have<br \/>a demigod archetype; it represents latent or passive blood. Your character<br \/>will be able to hear wishes.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17630\" class=\"category-display-post\"><a id=\"demigod-veteran\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Demigod Veteran<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Three Archetype<\/span><\/p>\n<p>Supernatural<\/p>\n<p>This archetype represents a human with god blood who&#8217;s been supernatural and<br \/>active in the supernatural community for at least ten years. See help<br \/>demigod lore for more information in general.<\/p>\n<p><span style=\"color:#ffffff\">Minimum Age:<\/span> 28<\/p>\n<p><span style=\"color:#ffffff\">Available Negative Modifiers:<\/span> Cursed, Crippled.<br \/><span style=\"color:#ffffff\">Available Positive Modifiers:<\/span> Relic Holder, Demonic Pact Holder,<br \/>Fleshformed.<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> Has up to two points to spend on focuses at tier three.<\/p>\n<\/div><\/div><\/article><article id=\"post-17402\" class=\"category-display-post\"><a id=\"demigod-warrior-focus\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Demigod Warrior Focus<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Combat Focus<\/p>\n<p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Demigod<\/p>\n<p>This stat represents the ability of demigods to use their supernatural gifts<br \/>in combat. Each rank offers increased access to physical stats. Demigod<br \/>Warriors can learn to use day aspects or night aspects to enhance themselves<br \/>in combat and can choose one of these powers in particular to be enhanced. At<br \/>max rank Demigod Warriors can learn dual aspects, allowing them to make use of<br \/>both aspects of day and aspects of night.<\/p>\n<p>[Demigod Warrior One]:<br \/>Aspects of Day 1: Exclusive with Aspects of Night; A power tree focused on<br \/>enhancing melee combat.<br \/>Aspects of Night 1: Exclusive with Aspects of Day; A power tree focused on<br \/>enhancing ranged combat.<br \/>Strength 4: Determines inventory limit and influences both social and active<br \/>combat.<br \/>Epic Strength: A legendary power that adds additional stagger and doubles your<br \/>strength, including to over 5.<br \/>Immortality: A legendary power that grants you a per-round damage cap and<br \/>restricts how you can be killed.<\/p>\n<p>[Demigod Warrior Two]:<br \/>Aspects of Day 2: Exclusive with Aspects of Night; A power tree focused on<br \/>enhancing melee combat.<br \/>Aspects of Night 2: Exclusive with Aspects of Day; A power tree focused on<br \/>enhancing ranged combat.<br \/>Stamina 4: Increases stagger recovery rate in combat.<\/p>\n<p>[Demigod Warrior Three]:<\/p>\n<p>Strength 5: Determines inventory limit and influences both social and active<br \/>combat.<\/p>\n<p>[Demigod Warrior Four]:<br \/>Dual Aspects: Allow the purchase and use of both Aspects of Day and Aspects of<br \/>Night.<br \/>Regeneration 3: Maximum proficiency; greatly enhances wound recovery time.<br \/>Stamina 5: Maximum proficiency; increases stagger recovery rate in combat.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18014\" class=\"category-display-post\"><a id=\"demolitions\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Demolitions<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Rank 2 requires soldier, engineer, commander or underworld mogul<br \/>focus.<br \/>Rank 3 requires soldier or engineer focus 3.<\/p>\n<p>This stat represents a character&#8217;s ability to acquire and use explosives.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> breakin (direction)<br \/>This command will utilize the demolitions skill of the character to break<br \/>through walls and doors. See help breakin.<\/p>\n<p>Demolitions 0<br \/>No explosives knowledge.<br \/>Demolitions 1<br \/>Pipe bombs and similar explosives.<br \/>Demolitions 2<br \/>Improvised and military type explosives.<br \/>Demolitions 3<br \/>Can shape explosions and use any type or grade of demolitions equipment.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17401\" class=\"category-display-post\"><a id=\"demon-warrior-focus\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Demon Warrior Focus<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Combat Focus  <\/p>\n<p><span style=\"color:#008080\">Requirements<\/span\/span>: Demonborn  <\/p>\n<p>This stat represents the ability of demonborn to use their inhuman nature in<br \/>combat. Each rank offers increased access to physical stats. Demon Warriors can<br \/>learn to use biokinesis to augment themselves in combat. At max rank Demon<br \/>Warriors can learn demonic metabolism, granting them in-combat regeneration.  <\/p>\n<p><span style=\"color:#008080\">[<span style=\"color:#ffffff\">Demon Warrior One<span style=\"color:#008080\">]<\/span\/span>\/span: <br \/>   <span style=\"color:#008080\">Biokinesis <span style=\"color:#ffffff\">1<\/span\/span>: A power tree focused on melee combat, especially hardiness. <br \/>   <span style=\"color:#008080\">Strength <span style=\"color:#ffffff\">4<\/span\/span>: Determines inventory limit and influences both social and active<br \/>   combat. <br \/>   <span style=\"color:#808000\">Epic Strength<\/span>: A legendary power that adds additional stagger and doubles<br \/>   your strength, including to over 5. <br \/>   <span style=\"color:#808000\">Hypernatural Regen<\/span>: A legendary power that grants phenomenal out of combat<br \/>   regeneration, including from death and dismemberment.  <\/p>\n<p><span style=\"color:#008080\">[<span style=\"color:#ffffff\">Demon Warrior Two<span style=\"color:#008080\">]<\/span\/span>\/span: <br \/>   <span style=\"color:#008080\">Biokinesis <span style=\"color:#ffffff\">2<\/span\/span>: A power tree focused on melee combat, especially hardiness.  <\/p>\n<p><span style=\"color:#008080\">[<span style=\"color:#ffffff\">Demon Warrior Three<span style=\"color:#008080\">]<\/span\/span>\/span:  <br \/>   <span style=\"color:#008080\">Regeneration <span style=\"color:#ffffff\">3<\/span\/span>: Maximum proficiency; greatly enhances wound recovery time. <br \/>   <span style=\"color:#008080\">Stamina <span style=\"color:#ffffff\">4<\/span\/span>: Determines inventory limit and influences both social and active<br \/>   combat.  <\/p>\n<p><span style=\"color:#008080\">[<span style=\"color:#ffffff\">Demon Warrior Four<span style=\"color:#008080\">]<\/span\/span>\/span: <br \/>   <span style=\"color:#008080\">Demonic Metabolism<\/span>: Grants a small per-round regeneration of defenses. <br \/>   <span style=\"color:#008080\">Strength <span style=\"color:#ffffff\">5<\/span\/span>: Maximum proficiency; Determines inventory limit and influences<br \/>   both social and active combat.<\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17641\" class=\"category-display-post\"><a id=\"demonborn\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Demonborn<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Two Archetype<\/span><\/p>\n<p>Supernatural<\/p>\n<p>This archetype represents humans with some demon blood in them, but those<br \/>who are fairly new and inexperienced with their powers. See help demonborn<br \/>lore for more information.<\/p>\n<p><span style=\"color:#ffffff\">Minimum Age:<\/span> 18<\/p>\n<p><span style=\"color:#ffffff\">Available Negative Modifiers:<\/span> Mentally Ill, Injured, Ill, Addicted.<\/p>\n<p><span style=\"color:#ffffff\">Available Positive Modifiers:<\/span> Relic Holder, Demonic Pact Holder,<br \/>Fleshformed.<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> Has one point to spend on focus stats at tier two.<\/p>\n<\/div><\/div><\/article><article id=\"post-17984\" class=\"category-display-post\"><a id=\"demonborn-lore\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Demonborn Lore<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Also Read: Help Demonborn Mechanics<\/p>\n<p>The demonborn are a disparate group, while some are indeed the descendants<br \/>of human and demon couplings, these are very rare. Far more common are humans<br \/>who were affected by demonic forces while still in the womb. The result is<br \/>basically the same however, a human who is in some small part demon. The<br \/>demonborn tend to be physically stronger and hardier than most humans, also<br \/>with a much higher tolerance for heat. Many find themselves drawn to and<br \/>interested in fire as well. The demonborn are also infected with the innate<br \/>demonic sadism. They derive pleasure from the pain, discomfort or<br \/>unhappiness of others. While this isn&#8217;t enough to make all of them behave like<br \/>psychopaths, many do, while others tend to settle into some<br \/>lifestyle or profession that allows them to get their fix. They are<br \/>commonly found as dominatrixes or in pain-oriented kinky relationships, or<br \/>in professions such as the military, law enforcement, violent crime, or combat<br \/>sports.<\/p>\n<p>The blood of the demonborn is a potent, mystical chemical accelerant. It<br \/>will augment any natural chemical reaction such as those of explosives. A<br \/>drop of blood into the gunpowder of a bullet can double its penetrative<br \/>power, while a glass of it can make any bomb much more deadly.<\/p>\n<p>Today demonborn genes are erratic like other supernatural genes, usually<br \/>activating only once every three of four generations. The chances of any of<br \/>your direct family also being active demonborn is astronomically small, but<br \/>it is possible for a grandparent or great grandparent to be. There&#8217;s also a<br \/>decent chance that twins, whether fraternal or identical, will share the trait<br \/>if one has it.<\/p>\n<p>Demonborn much like faeborn and angelborn can be either latent, passive or<br \/>active.<\/p>\n<p>Latents are effectively entirely human, but there is a chance that at some<br \/>point in their adult lift the latent genes will activate and they will<br \/>become either active or passive.<\/p>\n<p>Passive demonborn are mostly human, but tend to be a bit stronger and<br \/>hardier than most, have more tolerance for hot temperatures as well as<br \/>possessing innate demonic sadism and the properties of their blood.<\/p>\n<p>Active demonborn are passives until around the end of puberty, usually<br \/>seventeen to nineteen, when they activate. They also sometimes activate<br \/>later in life, although this is very rare in people not living near New Haven.<br \/>As well as the effects of passive demonborn, actives may also gain other<br \/>supernatural powers.<\/p>\n<p>Note: Demonborns are physically entirely human in appearance.<\/p>\n<\/div><\/div><\/article><article id=\"post-17832\" class=\"category-display-post\"><a id=\"demonborn-mechanics\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Demonborn Mechanics<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Demonborn get a mood lift whenever someone in the room with them is<br \/>suffering. See Help suffer.<\/p>\n<p>Demonborn receive additional stagger when struck with weapons augmented with<br \/>quartz.<\/p>\n<p>Demonborn are naturally drawn towards things that will cause suffering. See<br \/>Help Dread<\/p>\n<\/div><\/div><\/article><article id=\"post-17376\" class=\"category-display-post\"><a id=\"demonborn-modifiers\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">demonborn modifiers<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Demonborn may select from the following modifiers:<\/p>\n<p>(T2) Demonborn:<br \/>Negative Modifiers: Addicted, Injured, Ill, Mentally Ill<br \/>Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder<\/p>\n<p>(T3) Demonborn Veteran:<br \/>Negative Modifiers: Crippled, Cursed<br \/>Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder<\/p>\n<p>(T4) Ageless Demonborn:<br \/>Negative Modifiers: Crippled<br \/>Positive Modifiers: Fleshformed, Demonic Pact Holder<\/p>\n<\/div><\/div><\/article><article id=\"post-17599\" class=\"category-display-post\"><a id=\"demonborn-stat\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Demonborn Stat<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Non-Supernatural<\/p>\n<p>This stat makes your character considered a demonborn, even if they do not<br \/>have a demonborn archetype; it represents latent or passive blood. Your<br \/>character will become dread sensitive.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17632\" class=\"category-display-post\"><a id=\"demonborn-veteran\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Demonborn Veteran<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Three Archetype<\/span><\/p>\n<p>Supernatural<\/p>\n<p>This archetype represents a human with demon blood who&#8217;s been supernatural<br \/>and active in the supernatural community for at least ten years. See help<br \/>demonborn lore for more information in general.<\/p>\n<p><span style=\"color:#ffffff\">Minimum Age:<\/span> 28<\/p>\n<p><span style=\"color:#ffffff\">Available Negative Modifiers:<\/span> Cursed, Crippled.<br \/><span style=\"color:#ffffff\">Available Positive Modifiers:<\/span> Relic Holder, Demonic Pact Holder,<br \/>Fleshformed<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> Has up to two points to spend on focuses at tier three.<\/p>\n<\/div><\/div><\/article><article id=\"post-17595\" class=\"category-display-post\"><a id=\"demonic-cry\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Demonic Cry<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Demonborn<\/p>\n<p>Characters with this power can use the command wail to let out an ear<br \/>piercing scream that renders everyone nearby deaf for some time afterwards.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17573\" class=\"category-display-post\"><a id=\"demonic-metabolism\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Demonic Metabolism<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Demon warrior 4<\/p>\n<p>This stat grants a character a small amount of regeneration of their<br \/>defenses every combat round.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17608\" class=\"category-display-post\"><a id=\"demonic-pact-holder\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Demonic Pact Holder<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Positive Tier Modifier<\/p>\n<p>Replaceable: No.<\/p>\n<p>This modifier represents a character who&#8217;s made a deal with a demon in<br \/>return for increased power and abilities. It cannot be taken by those with<br \/>story off and any SRs you trust to advanced will be able to see you have a<br \/>demonic pact. You can use describe pact to write a description of your<br \/>demonic deal visible to any advanced trusted SRs who look you up to enable<br \/>them to emit your demonic patron. Furthermore demonic pact holds who don&#8217;t<br \/>engage in a basic level of antagonistic RP(RPing with people who have been<br \/>captured and bound) will face debuffs to their lifeforce as their patron<br \/>punishes them. Demonic pacts once made can never be broken or escaped from.<\/p>\n<p>Characters with pacts are considered to be demonborn for stat restrictions<br \/>and requirements.<\/p>\n<\/div><\/div><\/article><article id=\"post-17597\" class=\"category-display-post\"><a id=\"demonic-seduction\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Demonic Seduction<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Demonborn<\/p>\n<p>Characters with this power receive bonuses to any attempts to hypnotize or<br \/>psychically influence someone if lust is one of the pressures chosen by<br \/>their victim.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18030\" class=\"category-display-post\"><a id=\"demons\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Demons<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Demons are biological weapons, fashioned a long time ago by wizards in an<br \/>attempt to win a war in another realm. They now run that world, which is<br \/>called Hell. There<br \/>are billions of demons in hell and more are regularly being made. Hell is<br \/>run by a central administration headed by a group of archdemons, believed to<br \/>number twelve. These are<br \/>unbelievably powerful sorcerer demons and are responsible for running hell<br \/>as well as creating most of the other types of demons.<\/p>\n<p>Several of the upper echelons of demons, including archdemons, can influence<br \/>Earth, they have the ability to reach their magic across to affect things.<br \/>They use this power to make things worse where they can and often to improve<br \/>the life of those who agree to do their bidding on earth.<\/p>\n<p>Demons of varying strengths are known to offer smaller bargains to benefit<br \/>people at the price of making them more vulnerable to dark influences, raising<br \/>their invitation level.<\/p>\n<p>When they were first created demons were given a vulnerability to quartz in<br \/>order to make controlling them easier. While this ultimately failed, they<br \/>and their descendants still have this weakness today. Even powerful demons<br \/>may be incapacitated by a quartz stake through the chest and demonborn all<br \/>become weakened when struck by quartz weapons.<\/p>\n<\/div><\/div><\/article><article id=\"post-17883\" class=\"category-display-post\"><a id=\"deposit\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">deposit<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> deposit &lt;amount&gt;<\/p>\n<p>Here at Haven a fully functional banking system is in use to save players<br \/>from carrying around all of their hard earned cash. The deposit command<br \/>lets you deposit money at the Sovereign Bank or at an ATM, from which it can<br \/>later be withdrawn.<\/p>\n<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;<\/p>\n<\/div><\/div><\/article><article id=\"post-18092\" class=\"category-display-post\"><a id=\"describe\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">describe<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Syntax is: describe &lt;location&gt;<br \/>Valid locations: self, lowerarms, upperarms, feet, lowerlegs, thighs,<br \/>groin, arse, lowerback, upperback, lowerchest, breasts, upperchest, neck,<br \/>hands, lowerface, forehead, hair, eyes, smell, taste, wolf<br \/>wolfchangeto, wolfchangefrom, merchangeto, merchangefrom, radioaction,<br \/>makeuplight, makeupmedium, makeupheavy<\/p>\n<p>Used to describe your character.<\/p>\n<p>Alt <span style=\"color:#ffffff\">Syntax:<\/span> describe replace\/append (location) (new string)<br \/>This syntax allows someone to easily on the fly replace part of their<br \/>description or append to part of it. It will keep all formatting<br \/>around the original description intact, such as the number for its order and<br \/>any spaces or empty lines after it.<\/p>\n<p>Taste is determined by your archetype automatically, though you may add extra<br \/>information which would primarily be impacted by your character&#8217;s dietary,<br \/>drug, and alcohol habits.<\/p>\n<p>Radioaction is echoed to the room whenever you use a command such as fsay.<br \/>So for example, &#8220;$n lifts $s sleeve and speaks into the cuff.&#8221; would echo<br \/>&#8220;Jane lifts her sleeve and speaks into the cuff&#8221;.<\/p>\n<\/div><\/div><\/article><article id=\"post-18091\" class=\"category-display-post\"><a id=\"description\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">description<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>See help descriptions<\/p>\n<\/div><\/div><\/article><article id=\"post-17957\" class=\"category-display-post\"><a id=\"descriptions\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Descriptions<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>How your character looks is entirely up to you.<\/p>\n<p>The intro command sets the string people see you as before they have you<br \/>remembered, for example &#8216;a tall man with black hair and blue eyes&#8217;. When<br \/>writing an intro it is a good idea to be a little distinctive with it, also<br \/>to avoid judgments or personality characteristics.<\/p>\n<p>When used in another form such as wolf or wolfman it sets the intro for that<br \/>form.<\/p>\n<p>The describe command is used to set what people see when they look at your<br \/>character with the look command.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> describe &lt;location&gt; Valid locations: self, hands, lowerarms,<br \/>upperarms, feet, lowerlegs, thighs, groin, arse, lowerback, upperback,<br \/>lowerchest, breasts, upperchest, neck, lowerface, forehead, hair, eyes,<br \/>smell, taste, wolf, wolfman, animal.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> describe order &lt;location&gt; number<br \/>This syntax allows you to set the order in which your described<br \/>elements appear.<\/p>\n<p>Descs are displayed together without spaces or new lines unless you enter<br \/>them, individual parts of the desc will disappear when that part of your<br \/>body is concealed. You should not use .f when making a description, nor<br \/>insert line breaks unless you&#8217;re sure you want them. Descriptions will wrap<br \/>automatically.<\/p>\n<p>You can also use the detail command to add more information to your<br \/>character only seen when you look at or are shown certain bodyparts.<br \/>See help detail for more information.<\/p>\n<p>You can use the change command with eyecolor, haircolor or hairdye<br \/>to set your character&#8217;s genetic eye and hair color, as well as the<br \/>color of dye they&#8217;re using.<\/p>\n<p>You can use describe file to make notes on your character other members of<br \/>your society can look up, and describe classified to make notes on your<br \/>character leaders of your society can look up.<\/p>\n<\/div><\/div><\/article><article id=\"post-17714\" class=\"category-display-post\"><a id=\"desire\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Desire<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>This command allows a player to project his or her character&#8217;s desires. If<br \/>the target is one that&#8217;s sensitive to desires, such as angelborn characters,<br \/>he or she will feel an urge to fulfill that desire. However, this wish to<br \/>fulfill the desire is usually less strong than the originator&#8217;s desire to have<br \/>it fulfilled. Characters other than angelborn may become sensitive to<br \/>desires, such as natural humans during a domination scheme. As a general rule,<br \/>most desires should begin with a verb in order to display correctly.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> desire (degree) (desire) Or desire (person) (degree) (desire)<br \/>Valid degrees are: mild, moderate, or strong.<\/p>\n<p>Example: Steve types, &#8220;desire moderate demonstrate proper use of the desire<br \/>syntax&#8221;<br \/>Result: &#8220;You slightly want to help Steve fulfil his desire to demonstrate<br \/>proper use of the desire syntax.&#8221;<\/p>\n<p>Note that a period is automatically appended for you; adding one yourself will<br \/>result in a double period.<\/p>\n<p>You can use wdesire to use a desire and wish command simultaneously. See Help<br \/>Wish.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#wwish\" target=\"_blank\">WWish<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#fate\" target=\"_blank\">Fate<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#imbue\" target=\"_blank\">Imbue<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#dread\" target=\"_blank\">Dread<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#angelbornx\" target=\"_blank\">Angelbornx<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17775\" class=\"category-display-post\"><a id=\"detail\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Detail<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> detail (location) (over\/under)<\/p>\n<p>This command allows you to add more detail to a body area, over details are<br \/>always seen, under details only when the area is exposed. Details do not<br \/>show up by default but only if an area is looked at or shown. You can show<br \/>people areas with show (location) (person), location being a bodyspot or<br \/>head\/torso\/legs\/back\/chest\/everything.<\/p>\n<p>You can look at locations with look (person) (location.) This will show all<br \/>the clothes and jewelry in that location, as well as the visible<br \/>descriptions and details.<\/p>\n<\/div><\/div><\/article><article id=\"post-23072\" class=\"category-display-post\"><a id=\"develop\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">develop<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> develop dig shallow\/dig deep\/fillin\/sanctify\/desanctify<\/p>\n<p>This command can be used to convert a room to a water room, or back to a land room.<\/p>\n<p>It can also be used to sanctify an area to a particular Eidolon or to remove such sanctification<\/p>\n<\/div><\/div><\/article><article id=\"post-18072\" class=\"category-display-post\"><a id=\"devour\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">devour<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> devour (food object)<br \/>Devour is used to eat the entirety of a food object at once.<\/p>\n<\/div><\/div><\/article><article id=\"post-18000\" class=\"category-display-post\"><a id=\"dexterity\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Dexterity<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Rank 2 requires Blade Disciple, Gun Disciple or Tier 3.<br \/>Rank 3 requires Blade Disciple 3 or Gun Disciple 3<\/p>\n<p>This stat determines how physically dexterous your character is. This impacts<br \/>things such as hand-eye coordination and agility. It is used to determine if<br \/>you can pin someone and is the primary stat checked defensively in fist fights<br \/>as well as social attacks.<\/p>\n<p>Dexterity -1<br \/>Clumsier than the average person.<br \/>Dexterity 0<br \/>As dexterous as the average person.<br \/>Dexterity 1<br \/>More dexterous than most people.<br \/>Dexterity 2<br \/>Amongst the most dexterous of people; martial artists and fighter pilots.<br \/>Dexterity 3<br \/>Supernaturally dexterous; catching thrown knives by the handle.<\/span><\/span><\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#stats\" target=\"_blank\">stats<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17674\" class=\"category-display-post\"><a id=\"diminish\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Diminish<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax<\/span>: diminish (0-100) <br \/>diminish offer (person) (0-100) <br \/>diminish accept diminish round (1-99) <br \/>diminish longterm (1-99) (hours) visible\/invisible\/combatvisible  <\/p>\n<p>This command allows people to low their damage when fighting PCs to the selected<br \/>percentage. Using diminish 75, for instance, will make you do three quarters<br \/>damage. It has no echo to others, diminish 0 or diminish 100 will clear it as<br \/>will logging off for a while. Using the command by itself shows what you&#8217;re<br \/>currently set at. Diminish does not affect the amount of stagger you deal to<br \/>your opponents.<\/p>\n<p>This allows players to represent their characters being weaker for any RP<br \/>reason, or pulling their punches\/faking weakness. <\/p>\n<p>An alternate syntax allows you to offer someone a diminishment pact, with<br \/>diminish offer (person) (number). If someone accepts this you will both be set<br \/>to be diminished to the preset amount. You can diminish yourself further if you<br \/>wish, but if you try and set your diminish higher it will cancel the pact for<br \/>both people. This will also be automatically canceled if the two people aren&#8217;t<br \/>in the same room. It is useful for people who want to engage in a coded fight,<br \/>but also want to draw it out.<\/p>\n<p>Using diminish round (number) will diminish only your next source of damage and<br \/>will also echo to the room that you&#8217;ve done so. It is useful for people who want<br \/>to RP some IC event causing a temporary weakness in their fighting. <\/p>\n<p>Using diminish longterm will allow you to debuff your character for several<br \/>hours, or even days or weeks. This will always echo to the room you are in and<br \/>if done with the visible toggle will also show in your look info, if done with<br \/>invisible won&#8217;t be seen, and if combatvisible will appear to others when you<br \/>enter a fight.<\/p>\n<\/div><\/div><\/article><article id=\"post-18062\" class=\"category-display-post\"><a id=\"disciplines\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">disciplines<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> disciplines<br \/>This command will show you a list of your current trained disciplines,<br \/>their actual trained value and their adjusted effective value in brackets.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> disciplines all<br \/>This command will show you all available disciplines that can be trained.<br \/>Check the corresponding help files for more information on each one.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> disciplines cost \/ disciplines cost (number)<br \/>This command will show you the current cost to train any disciplines a<br \/>single additional level from where you are currently trained. If you add<br \/>a number at the end, it will tell you how much total experience is<br \/>required to raise a discipline to a particular level.<\/p>\n<p>Disciplines are the stats used to determine your combat performance, and are<br \/>broken down into three categories: Melee, Ranged, and Defensive.<\/p>\n<p>The combined total of all your defensive disciplines is added and multiplied<br \/>by 5 to give your overall defense value, which works similar to hit points.<\/p>\n<p>Melee Disciplines can only be used when next to a target, with a distance<br \/>value of 1, and do their value in damage.<\/p>\n<p>Ranged Disciplines each have a unique max range and an optimum range which<br \/>is half that. Each of the help files for the ranged disciplines lists these<br \/>but this decreases towards 0 at max range or when the target is adjacent.<br \/>values. They do the same damage as a melee discipline at optimum range,<\/p>\n<p>Certain disciplines require specific weapon objects in order for them to<br \/>count as being effective. For instance, the Rifle discipline will require<br \/>a large gun object. See Also: Help Object Types<\/p>\n<p>The melee disciplines of Striking and Grappling will add to your total melee<br \/>effective value. These do not stack. For instance, if you have 10 Striking<br \/>and 20 Short Blades, your effective Short Blades if you have the weapon will<br \/>be 30 Short Blades.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#combat\" target=\"_blank\">combat<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17613\" class=\"category-display-post\"><a id=\"disfigured\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Disfigured<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Negative Tier Modifier<\/p>\n<p>Removable: Yes.<\/p>\n<p>This modifier represents injuries which no living creature could survive.<br \/>Only the undead can be injured this badly and continue to function. Many<br \/>types of disfigurement the undead can eventually recover from, but the<br \/>process is usually a very slow and painful one.<\/p>\n<\/div><\/div><\/article><article id=\"post-17932\" class=\"category-display-post\"><a id=\"display\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">display<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> display (form)<\/p>\n<p>This command will display a number of fields including name, intro, who title,<br \/>and room title. It can be made to display the information for any form, but<br \/>will default to the character&#8217;s current form if no argument is used.<\/p>\n<\/div><\/div><\/article><article id=\"post-17549\" class=\"category-display-post\"><a id=\"disposable-muscle\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Disposable Muscle<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Underworld Mogul 1<\/p>\n<p>This stat reduces the amount of time that it takes for your hired thugs to<br \/>recover. When allies are defeated in combat, they are only out of<br \/>commission for one day instead of three.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17865\" class=\"category-display-post\"><a id=\"diss\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Diss<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>The diss command uses influence in order to damage another player.<br \/>Other players won&#8217;t see the echo of it being used.<\/p>\n<p>Diss (name) character (amount) (reason)<br \/>This will penalize the target&#8217;s popularity.<\/p>\n<p>Diss (name) appearance (amount) (reason)<br \/>This will give the target a hit to their apparent attractiveness based on<br \/>the influence spent.<\/p>\n<p>Diss (name) faction (amount) (reason)<br \/>This will lose the target some respect within their faction\/cult based on the<br \/>influence spent.<\/p>\n<p>Diss (name) society (amount) (reason)<br \/>This will lose the target some respect within their society based on the<br \/>society influence spent.<\/p>\n<p>Diss (name) roleplay (message)<br \/>This will send a private, delayed message to someone and is used for giving<br \/>RP feedback, it has no coded effect and requires no influence.<\/p>\n<p>The max influence that can be spent at a time is 10000, you should not spam<br \/>the command to bypass this cap.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#popularity\" target=\"_blank\">Popularity<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#influence\" target=\"_blank\">Influence<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17325\" class=\"category-display-post\"><a id=\"district-82\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">District 82<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Far removed from the central bureaucracy of Hell&#8217;s administrative core and the<br \/>perpetual carnage of the Eternal War Fronts lies District 82, a mostly<br \/>forgotten<br \/>corner of the infernal realm where neglect has created an unexpected haven for<br \/>those who exist on the margins of demonic society. This expansive territory<br \/>centers around the vast expanse of the Black Forest, whose twisted trees grow<br \/>to impossible heights, their branches intertwining to create a canopy so dense<br \/>that in some areas, no light penetrates to the forest floor.<\/p>\n<p>The district&#8217;s primary settlement, Refuge, sprawls along the forest&#8217;s eastern<br \/>edge, a haphazard collection of structures built from scavenged materials,<br \/>bone, chitin, and the hardened secretions of various hell-beasts. Originally<br \/>established as a temporary camp for deserters from the Third Legion during the<br \/>Obsidian Rebellion, the settlement has grown over centuries into a permanent<br \/>community with its own peculiar social order. Governance falls to the Council<br \/>of Necessity, comprised of representatives from the settlement&#8217;s major<br \/>factions: deserter demons and a few desperate escapees.<\/p>\n<p>Deep within the Black Forest stands the Grove of Whispers, where trees with<br \/>bark like polished onyx grow in perfect circles around pools of luminescent<br \/>liquid that neither evaporates nor can be removed from its depression. These<br \/>pools serve as neutral ground for clandestine meetings and illicit trades, as<br \/>they dampen all magical surveillance and prevent violence within their<br \/>immediate vicinity, a property that many believe indicates they predate the<br \/>realm corrupting into hell.<\/p>\n<p>The northwestern quadrant of District 82 hosts the Reclamation Fields, where<br \/>failed experiments in fleshforming are discarded by the other legions.<br \/>This grotesque landscape of partially formed bodies and autonomous limbs is<br \/>carefully harvested by the district&#8217;s flesh-crafters, who have developed<br \/>techniques to stabilize and repurpose these castoffs.<\/p>\n<p>Beneath the surface of District 82 runs an extensive network of tunnels,<br \/>originally excavated as emergency evacuation routes during Hell&#8217;s early civil<br \/>wars but long since abandoned by official forces. These passages, known<br \/>collectively as the Undertrade, serve as both transportation system and<br \/>marketplace for goods that would be confiscated or destroyed in more regulated<br \/>areas of Hell. Access to the Undertrade is jealously guarded by the Tunnel<br \/>Wardens, a loose confederation of demons who have evolved to thrive in<br \/>perpetual darkness.<\/p>\n<p>The greatest danger facing District 82 comes not from within but from periodic<br \/>&#8220;cleansing operations&#8221; launched by Hell&#8217;s central administration, typically<br \/>when a new commander rises to power and seeks to demonstrate authority by<br \/>enforcing compliance in outlying regions. These campaigns rarely penetrate<br \/>deep into the Black Forest, as the trees themselves seem to respond to<br \/>intrusion, shifting positions to confuse invaders and occasionally exhibiting<br \/>more direct defensive capabilities against larger forces.<\/p>\n<p>For those seeking to escape notice in the infernal realms, District 82 offers<br \/>a harsh but viable alternative to the rigid hierarchies and constant warfare<br \/>that characterize much of Hell.<\/p>\n<\/div><\/div><\/article><article id=\"post-17518\" class=\"category-display-post\"><a id=\"do_spar\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">do_spar<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Spar<\/p>\n<p>With this command you can enter a less than lethal mode of fighting, ideal<br \/>for practicing and training. All damage is reduced by half and any wounds<br \/>you inflict will heal very rapidly. You can toggle it off at any time.<br \/>Fights starting in sparring rooms always set participants to spar by<br \/>default. Sparring uses slow combat.<\/p>\n<\/div><\/div><\/article><article id=\"post-17415\" class=\"category-display-post\"><a id=\"domain\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Domain<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Domain list<br \/>Can be used to show all domains.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Domain info (name)<br \/>Show more info on a particular domain.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Domain who<br \/>Show all characters currently in your domain as long as they have been there<br \/>for at least 5 minutes.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Domain sanctified<br \/>List all rooms that have been sanctified to you.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Domain describe<br \/>Used to write the info visible when someone uses domain info.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Domain ambient<br \/>Enter an editor to add ambient messages to your domain, one per line.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Domain personalambient (text)<br \/>Set a line of text which will appear in look info when you are present<br \/>in a room with other people.<\/p>\n<\/div><\/div><\/article><article id=\"post-17420\" class=\"category-display-post\"><a id=\"donate\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">donate<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>See help community credit and help community credit rewards.<\/p>\n<\/div><\/div><\/article><article id=\"post-17343\" class=\"category-display-post\"><a id=\"download\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">download<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Download (Character\/Property\/MyRooms)<\/p>\n<p>Copies data from your character, the property they&#8217;re in if they have<br \/>permission to edit it, or all their created myrooms into a text file with a<br \/>link to download it.<\/p>\n<\/div><\/div><\/article><article id=\"post-17852\" class=\"category-display-post\"><a id=\"drag\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">drag<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> drag (target)<\/p>\n<p>Used to grab a hold of a helpless or tied up target to drag them with you as<br \/>you move around.<\/p>\n<\/div><\/div><\/article><article id=\"post-17762\" class=\"category-display-post\"><a id=\"drain\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Drain<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> drain (person) (mild\/severe\/critical\/fatal)<\/p>\n<p>This command is used to forcibly remove the target&#8217;s<br \/>blood.<\/p>\n<\/div><\/div><\/article><article id=\"post-17357\" class=\"category-display-post\"><a id=\"dread\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Dread<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Dread (degree) (thing) Or Dread (person) (degree) (thing)<\/p>\n<p>This command allows a player to project things their character is dreading at<br \/>the current point in time. It will appear in the form of:<br \/>You feel (degree)ly negatively preoccupied with the prospect of (thing).<\/p>\n<p>And any demonborn will see.<br \/>You (degree) want to manifest (person)&#8217;s dread of (thing).<\/p>\n<p>This command represents the ability of those with demonic empathic abilities<br \/>to intuitively sense the things that will best illicit suffering in others.<br \/>Demonborn are not typically aware of the exact details of what someone is<br \/>dreading, it is not mind reading, but they can pick up the general themes and<br \/>ideas behind it.<\/p>\n<p>What a player chooses for the dread command and their level does not represent<br \/>what they character most fears or dreads generally, rather whatever it is most<br \/>currently on their mind which makes it heavily influenced by the situation and<br \/>circumstances. It is also often heavily influenced by their current train of<br \/>thought, for instance someone mentions getting up early tomorrow, which makes<br \/>them think about something they have to do at work tomorrow, which makes them<br \/>start dreading being told off by their boss. This can at times be a little<br \/>confusing for a demonborn who&#8217;d have no idea why they&#8217;re starting to feel like<br \/>it&#8217;d be a good idea to put on a suit and scold this person.<\/p>\n<p>Skilled demonborn interrogators work hard to try and control and influence the<br \/>train of thought of their targets in order to more usefully use this sense to<br \/>obtain valuable information or expose people&#8217;s weaknesses.<\/p>\n<\/div><\/div><\/article><article id=\"post-17474\" class=\"category-display-post\"><a id=\"dream-identity\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Dream Identity<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>While inside the dreamscape characters do not realise that they are<br \/>dreaming, or that the world they&#8217;re in is not real. Drives, desires and<br \/>situations from the real world frequently do manifest into their dreams, but<br \/>not as something external.<\/p>\n<p>For instance if you go into the dreamscape wishing to be a bird, you will<br \/>probably dream about being a bird and flying around, but you won&#8217;t be aware<br \/>that you&#8217;re not a real bird and this isn&#8217;t a real world, at least not until<br \/>you wake up. Or if you fall asleep in the bathtub, you may well end up in a<br \/>swamp or other damp locale in your dream.<\/p>\n<p>Similarly, if you go into the dreamscape with the intention of delivering a<br \/>message about yourself or someone else being held captive you might dream<br \/>about being a soldier sent to deliver their commanding officer intelligence<br \/>about someone being held captive by the Nazis, or yourself be a recently<br \/>released POW.<\/p>\n<p>People can sometimes use this to piece together events in real life, if<br \/>someone has a single theme of captivity running through all their dreams<br \/>when others encounter them frequently they might guess in the waking world<br \/>that that person is a captive, they might also be able to guess who they are<br \/>by other recurring themes in their dream identities. They wouldn&#8217;t of<br \/>course realise this in the dream however, since they also wouldn&#8217;t know it<br \/>was a dream until they awoke.<\/p>\n<p>Characters have much sharper memories of the dreams they have in the<br \/>dreamscape after they awake, compared to normal dreams.<\/p>\n<p>The creation of dreamworlds is a conscious, psychic exercise generally done<br \/>while awake or in a semi-sleeping state. Characters are aware they&#8217;ve built<br \/>a psychic realm and have consciously chosen each of its features. Characters<br \/>can while awake plan who they will be in a certain world when they fall<br \/>asleep, and focus on that desire in order to make it manifest. It<br \/>doesn&#8217;t always work; sometimes their subconscious works against their wishes<br \/>to choose a different identity for them.<\/p>\n<p>The details around how someone came to be in that place in the dream world<br \/>or whatever other parts of their backstory that are difficult to explain<br \/>will be fuzzy and hard for the dreamer to recall. If a dreamer does somehow<br \/>realise they are dreaming, they will immediately wake back up.<\/p>\n<\/div><\/div><\/article><article id=\"post-17646\" class=\"category-display-post\"><a id=\"dreamchild\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Dreamchild<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Two Archetype<\/span><\/p>\n<p>Human unless takes occult focuses.<\/p>\n<p>Dreamchildren are humans formed from the world of dreams. No one knows<br \/>entirely how they come into being, one day they simply exist in our<br \/>world instead of the dreams from which they originated. Dreamchilden<br \/>can come from the personal dreams of an individual, but more often<br \/>come from a shared dreamworld.<\/p>\n<p>Dreamchildren are entirely physically human, they typically resemble<br \/>whomever they were in dreams but do not retain any inhuman<br \/>characteristics and sometimes have other minor differences.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld associate (number)<\/p>\n<p>Extra: Dreamchild can set a custom nightmare manifestation<br \/>even if they do not have the required amount of community credits.<\/p>\n<p><span style=\"color:#ffffff\">Minimum Age:<\/span> 18<\/p>\n<p><span style=\"color:#ffffff\">Available Negative Modifiers:<\/span> Addicted, Injured, Ill, Mentally Ill.<br \/><span style=\"color:#ffffff\">Available Positive Modifiers:<\/span> Relic Holder, Demonic Pact holder,<br \/>Chemical Augmentation, Fleshformed.<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> Gives one point to spend on focuses at tier two.<\/p>\n<\/div><\/div><\/article><article id=\"post-17519\" class=\"category-display-post\"><a id=\"dreamscape\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Dreamscape<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>The dreamscape is a psychic realm that all sentient beings can access in<br \/>their sleep. Normal people only access it very rarely, maybe once or twice<br \/>a year but those in New Haven are much closer to the dreaming and access<br \/>it frequently.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Dream (dreamworld name)<br \/>-Fall asleep and enter a world within the dreamscape.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Wake<br \/>-Leave the dreamscape and start the process of waking yourself backup.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Dream sell experience (amount)<br \/>-Turns dream experience into rp experience, with 5 dream exp becoming 1 rp<br \/>exp.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Dream buy experience (amount)<br \/>-Turns rpxp into dream exp, with 1 rpxp becoming 2 dream xp.<\/p>\n<\/div><\/div><\/article><article id=\"post-17455\" class=\"category-display-post\"><a id=\"dreamvictimize\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Dreamvictimize<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> dreamvictimize &lt;victim&gt; &lt;action&gt; [arguments]<\/p>\n<p>This command allows you to manipulate a character who is under your power in<br \/>the dreamworld. The target must either be your prisoner or have been recently<br \/>defeated by you (within 10 minutes).<\/p>\n<p>Available actions:<\/p>\n<p>Takeprisoner: Convert a recently defeated character into your prisoner for<br \/>5-10<br \/>days.<br \/>Blindfold &lt;hours&gt;: Blindfold the victim for 1-48 hours<br \/>Unblindfold: Remove the victim&#8217;s blindfold<br \/>Trap &lt;hours&gt;: Trap the victim for 1-48 hours<br \/>Untrap: Release the victim from their trap<br \/>Vgearlist: View the victim&#8217;s gear inventory.<br \/>Steal &lt;item&gt;: Steal a specific piece of gear from the victim.<br \/>Release: Free the victim from being your prisoner.<br \/>Makefollow: Force the victim to follow you.<br \/>Stopfollow: Make the victim stop following you.<br \/>Vdesclist: List all descriptions associated with the victim.<br \/>Vactivate &lt;desc_name&gt;: Activate a specific description for the victim.<br \/>Vdeactivate &lt;desc_name&gt;: Deactivate a specific description.<br \/>Vadddesc &lt;gear\/nongear&gt; &lt;name&gt; &lt;days&gt; &lt;description&gt;: Add a new description to<br \/>the victim, locked for the specified number of days (1-15)<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#dreamworldcommands\" target=\"_blank\">Dreamworld Commands<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#dreaming\" target=\"_blank\">Dreaming<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17501\" class=\"category-display-post\"><a id=\"dreamworld\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Dreamworld<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Dreamworlds are small pockets within the dream scape which have their own<br \/>continuity and environment.<\/p>\n<p>Calendar events with a dreamworld in the location will have the author set<br \/>as Anonymous under calendar info and calendar list.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld list<br \/>-List all the active dreamworlds as well as your own.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld info (number)<br \/>-See basic information on a particular dreamworld.<\/p>\n<p>See Help Dreamworld Commands for a list of commands for using dreamworlds.<\/p>\n<p>See Help Dreamworld Creation for commands to create a dreamworld.<\/p>\n<p>See Help Dreamscape for information on the psychic plane.<\/p>\n<\/div><\/div><\/article><article id=\"post-17453\" class=\"category-display-post\"><a id=\"dreamworld-commands\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Dreamworld Commands<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Generally the &#8216;dreamworld&#8217; prefix does not have to be used when in a<br \/>dreamworld.<br \/>Dreamworld List<br \/>-List all the dreamworlds.<br \/>Dreamworld Info (dreamworld number)<br \/>-Shows info about the specified dreamworld.<br \/>Dreamworld associate (dreamworld number)<br \/>-Lets dreamchildren associate with a particular dream world.<br \/>Dreamworld roster (dreamworld number)<br \/>-Show a list of characters in that dreamworld.<\/p>\n<p>Dreamworld makecharacter (dreamworld number) (character name)<br \/>-Enter an editor to setup your dream character.<br \/>Dreamworld editcharacter (dreamworld number) (character name)<br \/>Dreamworld deletecharacter (dreamworld number) (character name)<\/p>\n<p>Dream (world name)<br \/>-Fall asleep and enter the specified world.<\/p>\n<p>Dreamworld raisestat (stat)<br \/>-Increase a stat.<br \/>Dreamworld buytitle (title)<br \/>-Acquire a title in the dreamworld.<br \/>Dreamworld buytrait (trait)<br \/>-Acquire a trait in the dreamworld.<br \/>Dreamworld buygear (gear name)<br \/>-Acquire some gear in the dreamworld.<br \/>Dreamworld buyunique (unique name)<br \/>-Acquire a unique item in the dreamworld.<br \/>Dreamworld score (optional dreamworld number)<br \/>-Show your dream character&#8217;s scoresheet for that world.<br \/>Dreamworld activatepersona (dreamworld number) (persona name)<br \/>-Set a particular persona in a dreamworld as your currently active one.<br \/>Dreamworld follow (character)<br \/>-Start following another dream character around the dreamworld.<\/p>\n<p>Dreamworld listgear (optional dreamworld number)<br \/>&#8211; List all the gear available in that world.<br \/>Dreamworld listuniques (optional dreamworld number)<br \/>&#8211; List all the uniques available in that world.<br \/>Dreamworld listlore (optional dreamworld number)<br \/>-Show all the lore for a particular dream world.<br \/>Dreamworld viewlore (optional dreamworld number) (lore name)<br \/>-Show the content of a particular lore item.<br \/>Dreamworld statinfo (dreamworld number) (stat name)<br \/>-Show info on a given stat.<br \/>Dreamworld gearinfo (dreamworld number) (gear name)<br \/>-Show info on given gear.<br \/>Dreamworld traitinfo (dreamworld number) (trait name)<br \/>-Show info on a given trait.<br \/>Dreamworld uniqueinfo (dreamworld number) (unique name)<br \/>-Show info on a given unique.<br \/>Dreamworld titleinfo (dreamworld number) (title name)<br \/>-Show info on a given title.<\/p>\n<p>Dreamworld addchardesc (optional dreamworld number) (desc name) (location)<br \/>(text)<br \/>-Adds a new dynamic description to the current dream persona.<br \/>Dreamworld addgeardesc (optional dreamworld number) (desc name) (location)<br \/>(text)<br \/>-Adds a new dynamic gear description to the current dream persona.<br \/>Dreamworld remchardesc (name)<br \/>-Delete a dynamic dream description.<br \/>Dreamworld remgeardesc (name)<br \/>-Delete a dynamic dream description.<br \/>Dreamworld listdescs<br \/>-List all the current dream personas active descs.<br \/>Dreamworld activatedesc (name)<br \/>-Enable a dynamic description so it appears on your character.<br \/>Dreamworld deactivatedesc (name)<br \/>-Disable a dynamic description.<\/p>\n<p>Dreamworld transferpersonas (non dream character name)<br \/>-Transfer all current character&#8217;s personas to a new character.<br \/>Dreamworld downloadrp (optional dreamworld number) (dream persona name)<br \/>-Download a .txt file of all the RP done by that character.<\/p>\n<p>Scenario (description of the start of the scenario)<br \/>-Start an AI-driven dreamworld SR.<br \/>Try (action) with (list of comma separate stats, gear, traits, environment<br \/>etc)<br \/>-Make an attempt to roll some stats to achieve something in the dreamworld.<br \/>Rpfight (person ) (fight type)<br \/>-Start a conflict in the dreamworld.<br \/>Query (Yes or no question) Ask a question in a scenario, like is the door locked?<\/p>\n<p>Other commands: look, emote, say, showstat, (movement commands)<\/p>\n<\/div><\/div><\/article><article id=\"post-17454\" class=\"category-display-post\"><a id=\"dreamworld-creation\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Dreamworld Creation<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld Create (name)<br \/>-Make a new dreamworld.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld transfer (name)<br \/>-Will transfer ownership of a dreamworld to another character.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld delete (number)<br \/>-Delete a dreamworld you have created.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld rename (number) (new name)<br \/>-Rename your dreamworld.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld description (number)<br \/>-Enter an editor to write a description of your dreamworld.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld activate\/deactive (number)<br \/>-Make a dreamworld active or not.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld doors (number)<br \/>-Enters an editor to write a description which can be seen by those in<br \/>the nightmare when doors to the world open.<\/p>\n<p><span style=\"color:#008080\">Stats<\/span><\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld statadd (number) (statname)<br \/>-Add a new statistic to your dreamworld.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld statremove (number) (statname)<br \/>-Delete a stat.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld statdescribe (number) (statname)<br \/>-Enter a description of a stat which shows up when someone uses<br \/>showstat.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld gearadd (number) (gear name)<br \/>-Add new gear to your dreamworld.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld geardescribe (number) (gear name)<br \/>-Enter a description editor for the gear.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld gearremove (gear name)<br \/>-Delete the gear from your dreamworld.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span>  Dreamworld gearstat (gear name), (stat name)<br \/>-Select the stat buffed by a particular piece of gear.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld gearlevel (gear name), (1-5)<br \/>-Choose how much the selected gear buffs the selected stat by.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld traitadd (number) (trait name)<br \/>-Add a new trait to your dreamworld.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld traitdescribe (number) (trait name)<br \/>-Enter an editor to update the trait description.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld traitremove (number) (trait name)<br \/>-Remove a trait from your dreamworld.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld uniqueadd (number) (unique name)<br \/>-Add a new unique item to your dreamworld.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld uniquedescribe (number) (unique name)<br \/>-Enter an editor to describe the unique item.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld uniqueremove (number) (unique name)<br \/>-Remove the unique.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span>  Dreamworld uniquestat (number) (unique name), (stat name)<br \/>-Set a stat to be buffed by the unique.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld uniquelevel (number) (unique name), (level)<br \/>-Set the amount the unique will buff a stat by.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld titleadd (number) (title name)<br \/>-Adds a new title to the dreamworld.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld titledescribe (number)<br \/>-Enter an editor to describe the title.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld titleremove (number) (title name)<br \/>-Remove a title from the dreamworld.<\/p>\n<p><span style=\"color:#008080\">Lore<\/span><\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span>  Dreamworld addlore (number) (lore name), (content)<br \/>-Adds new lore to the dream world.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld deletelore (number) (lore name)<br \/>-Deletes some lore from the dreamworld.<\/p>\n<p><span style=\"color:#008080\">Rooms<\/span><\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Make Room<br \/>-Create a new custom room, setting the locationt to dream allows it<br \/>to be added to your dreamworld.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Myrooms dreamroom (myroom number) (dreamworld number)<br \/>-Add or remove a created room to a dreamworld.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Myrooms dreamentrance (myroom number) (dreamworld number)<br \/>-Set a room as the entrance into your world.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Roomlist<br \/>-Will show all the rooms you can travel to inside the dreamworld. Rooms<br \/>that have exits won&#8217;t show up except to the owner of the world and will<br \/>have to be navigated to through using the exits.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld addexit (room number to link to) (exit shortcut) (exit<br \/>name)<br \/>-Build a one way exit between two rooms in your dreamworld.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld deleteexit (exit name or shortcut)<br \/>-Delete an exit.<\/p>\n<p><span style=\"color:#008080\">Fights<\/span><\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld makefighttype (dreamworld number) (fight type name)<br \/>-Create a new type of fight in the dreamworld.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld deletefighttype (dreamworld number) (fight type name)<br \/>-Delete a fight type.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld addfightstat (dreamworld number) (fight type name), (stat<br \/>name)<br \/>-Add a stat to a type of fight.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld addfightroom (dreamworld number) (fight type name)<br \/>-Adds the specified fight type as a valid type to the room you are currently<br \/>dreaming in.<\/p>\n<\/div><\/div><\/article><article id=\"post-17899\" class=\"category-display-post\"><a id=\"drink\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">drink<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> drink &lt;object&gt;<\/p>\n<p>When you are thirsty you drink something from an object or container<br \/>that holds a liquid suitable for drinking.<\/p>\n<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;<\/p>\n<\/div><\/div><\/article><article id=\"post-17853\" class=\"category-display-post\"><a id=\"drive\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">drive<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>This command allows a character to drive a car within New Haven&#8217;s limits. See<br \/>help car for more information on obtaining and making use of a car.<br \/>For motorcycles, see help ride.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> drive (destination) (passenger1) (passenger2) (&#8230;)<br \/>Acceptable destinations include: the full address for a home, full shop name<br \/>for a shop, numbered intersection on drive list, or entries in Property List.<br \/>You can optionally include passengers by specifying them after the command,<br \/>they must be following you, or helpless and being carried by you. They may<br \/>also need to be remembered by you. Bikes, horses and sports cars can only<br \/>carry 1 passenger, whilst vans can carry up to 8.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> drive list<br \/>Displays all the intersections as well as any remembered destinations.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> drive remember (1-10) (name)<br \/>Remembers the current location by the designated name for use with walk or<br \/>drive. Three custom locations can be remembered.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> drive around<br \/>You can use this syntax to start or stop driving around the city randomly.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> drive slow<br \/>You drive slow and avoid crashing in the mist.<\/p>\n<\/div><\/div><\/article><article id=\"post-18068\" class=\"category-display-post\"><a id=\"drop\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">drop<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> drop (object)<br \/>Used to put an object down.<\/p>\n<\/div><\/div><\/article><article id=\"post-17822\" class=\"category-display-post\"><a id=\"drugs\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Drugs<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>There are three hardcoded drug types, these are Rohypnol, Vampire Blood,<br \/>and Poison. There are also many recreational drugs, both prescription and<br \/>street. Recreational drugs send a message when taken and have the power to<br \/>inflict a temporary level one imprint.<\/p>\n<p>The hardcoded drugs can be either taken by drinking them, or put into a<br \/>drink or food object. To dose a drink or meal with a drug, use pour (drug)<br \/>(drink\/food)<\/p>\n<p>Poison when taken will have no immediate noticeable effect. It will take<br \/>between 20-30 minutes to affect a normal person, about double that for a<br \/>supernatural. Vampires are immune to poison. When the effect kicks in the<br \/>victim will be wounded and weakened, regeneration will not help them heal<br \/>this wound. If someone logs off before the poison has kicked in, it will<br \/>kick in when they next log on.<\/p>\n<p>Rohypnol when taken will have no noticeable or immediate effect. It will<br \/>take 20-30 minutes to effect a normal person, about double that for a<br \/>supernatural or three times for a vampire. When the effect kicks in the<br \/>victim will pass out, rendering them helpless and able to be tied up,<br \/>dragged around etc. If someone logs off before the drug kicks in they will<br \/>pass out then, disconnected but with their character remaining in the game<br \/>in the same way as if they&#8217;d been abducted. You can use the tuckin command<br \/>to send a character in this state off the game.<\/p>\n<p>Drug objects sold in stores can only be purchased by the owner, who in turn<br \/>can of course sell them or give them to other players.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#wvampiremechanicsx\" target=\"_blank\">WVampire Mechanicsx<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17574\" class=\"category-display-post\"><a id=\"dual-aspects\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Dual Aspects<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Demigod Warrior 4<\/p>\n<p>This stat allows a demigod to learn both the day and night aspect ability<br \/>lines.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17567\" class=\"category-display-post\"><a id=\"dual-elements\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Dual Elements<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Requirement: Elemental Magic Focus 4<\/p>\n<p>Characters with this stat can learn both pyromancy and cryomancy<br \/>simultaneously.<\/p>\n<\/div><\/div><\/article><article id=\"post-17900\" class=\"category-display-post\"><a id=\"eat\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">eat<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> eat &lt;food object&gt;<\/p>\n<p>Eat some of a food object. See also Help Devour.<\/p>\n<\/div><\/div><\/article><article id=\"post-17797\" class=\"category-display-post\"><a id=\"ebay\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Ebay<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> ebay (item)<\/p>\n<p>Ebay can be used to sell an item that is worth $100<br \/>or more for 10% of its value.<\/p>\n<\/div><\/div><\/article><article id=\"post-17955\" class=\"category-display-post\"><a id=\"editing\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Editing<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Editing explained<br \/>-An overview of customization, recommended for newbies.<br \/>Descriptions<br \/>-Setting up how your character looks.<br \/>History<br \/>-Setting up your character&#8217;s past.<br \/>Fears<br \/>-Setting up character fears for trusted SRs.<br \/>Goals<br \/>-Setting up your character&#8217;s goals for trusted SRs.<br \/>Secrets<br \/>-Setting up personal character secrets.<br \/>Custom attacks<br \/>-Setting up how your attacks look and work.<br \/>Editing Objects<br \/>-Customizing objects and clothing<br \/>Editing rooms<br \/>-Customizing rooms<br \/>Clothing<br \/>-Setting up your clothes.<br \/>Stash<br \/>-Storing your items.<br \/>Makeup<br \/>-A command to have your character put on or take off makeup.<\/p>\n<\/div><\/div><\/article><article id=\"post-17956\" class=\"category-display-post\"><a id=\"editing-explained\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Editing explained<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Haven is a game where almost anything can be made to look how you<br \/>want it to look, from the clothing and items your character uses<br \/>to the rooms they go to, and the way they fight.<\/p>\n<p>The describe command is used to write about how your character looks,<br \/>you can describe each individual part of your character separately and<br \/>they will show up when exposed by your clothing.<\/p>\n<p>The history command puts you into an editor where you can write your<br \/>character&#8217;s back-story.<\/p>\n<p>The charnotes command puts you into an editor where you can add notes<br \/>for SRs to your character.<\/p>\n<p>Your attacks can be customized with the custom command, this allows you<br \/>to set up the message as seen by you, your target, and everyone else in<br \/>the room as well as setting the discipline the attack uses and any attached<br \/>special effects.<\/p>\n<p>The customize command is used to edit created objects, it can be used to<br \/>change how an item looks as well as where it covers or is worn for clothing<br \/>and how it tastes for food or drink.<\/p>\n<p>The myroom command is used to list rooms you&#8217;ve created and to edit their<br \/>descriptions as well as who has access.<\/p>\n<p>The title command is used to set your OOC title as seen on the wholist.<\/p>\n<p>The roomtitle command is used to set a string that appears after your name<br \/>when people see you in the room.<\/p>\n<p>The intro command is used to set the short string you appear by before people<br \/>remember you. When used in another form it edits the intros for those forms.<\/p>\n<p>The outfit command is used to set up your characters different sets of<br \/>clothes.<\/p>\n<\/div><\/div><\/article><article id=\"post-17959\" class=\"category-display-post\"><a id=\"editing-rooms\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Editing Rooms<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>After you&#8217;ve made a room you can further edit it with the myrooms command.<br \/>A simple myrooms list will list all the rooms you can edit and then:<br \/>Myrooms description &lt;roomnumber&gt; Places you into an editor where you can<br \/>write the description of the room.<\/p>\n<p>Myrooms name &lt;room number&gt; &lt;name&gt; Sets the name of the room.<\/p>\n<p>Myrooms delete &lt;room number&gt; Deletes a room.<\/p>\n<p>Myrooms extra &lt;room number&gt; &lt;keyword&gt; Places you into an editor where you<br \/>write a description that&#8217;s seen whenever anybody looks at the keyword.<\/p>\n<p>Myrooms extradelete &lt;room number&gt; &lt;keyword&gt; Will delete an extra desc.<\/p>\n<p>Myrooms place &lt;room number&gt; &lt;keyword&gt; Places you into an editor where you<br \/>write a description for an area, similar to extra except people can join<br \/>these areas with the join command.<\/p>\n<p>Myrooms placedelete &lt;room number&gt; &lt;keyword&gt; Will delete a place.<\/p>\n<p>Myrooms keys &lt;room number&gt; Places you into an editor where you can set the<br \/>access list for private rooms, it should be the names of people you want<br \/>to have access, separated by spaces.<\/p>\n<\/div><\/div><\/article><article id=\"post-18004\" class=\"category-display-post\"><a id=\"education\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Education<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Rank 2-4 At least 21.<\/p>\n<p>This stat determines the level of education a character has achieved so far.<\/p>\n<p>Education -1<br \/>Never graduated high school.<br \/>Education 0<br \/>Graduated high school.<br \/>Education 1<br \/>Completed a bachelor&#8217;s degree or equivalent.<br \/>Education 2<br \/>Completed more than one degree or a master&#8217;s degree.<br \/>Education 3<br \/>Completed a PhD or MD.<br \/>Education 4<br \/>A professor, lecturer, or other academically established individual.<\/span><\/span><\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#stats\" target=\"_blank\">stats<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17363\" class=\"category-display-post\"><a id=\"eidolon-commands\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Eidolon Commands<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Cult becomeeidolon<br \/>-Play the Eidolon, will not work if someone else is already doing so.<\/p>\n<p>Implantdream (target)<br \/>-Implants a dream in the target.<\/p>\n<p>Possess (target)<br \/>-Possess a target anywhere in the world, must be helpless and in your domain<br \/>or a member of your cult or sect.<\/p>\n<p>SpiritWhisper (target) (message)<br \/>-Whisper to a target anywhere in the world as long as the room is dark, room<br \/>does not have to be as dark<br \/>if the target has trusted the Eidolon to at least basic. Eidolons will hear<br \/>any untargeted whisper said<br \/>by characters in the dark.<\/p>\n<\/div><\/div><\/article><article id=\"post-17362\" class=\"category-display-post\"><a id=\"eidolon-lore\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Eidolon Lore<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Eidolon is the term for a variety of different spiritual entities which draw<br \/>their power from belief, sacrifice, and the arcane and work in and through the<br \/>world.<\/p>\n<p>Origins:<br \/>Eidolons have multiple possible origins, some are created by Fae, Gods or even<br \/>powerful magical users to serve them or their interests. Sometimes Eidolons<br \/>are created by accident when a large magical working is undertaken. Some are<br \/>born from local belief and dreams and some used to be people who have<br \/>transformed themselves into an Eidolon, usually as part of a quest to<br \/>eventually ascend into godhood or a similar level of power.<\/p>\n<p>Powers:<br \/>Eidolons have limited direct power but have significant ability to work<br \/>through other agents. They can generally control animals, weather and<br \/>machinery but their main strength is working through human agents. Eidolons<br \/>have significant powers to influence and manipulate people as well as the<br \/>ability to grant them great powers and boons to enhance them. They can also<br \/>often possess people, even frequently against their will and this is their<br \/>only real way of experiencing the physical world. It is common for Eidolons to<br \/>possess people and then encourage or manipulate them into doing exciting or<br \/>interesting things for the Eidolon to experience. This often includes<br \/>extremely dangerous activities and even often fatal ones so the Eidilon can<br \/>enjoy the sensation of death before moving on.<br \/>Eidolons can create and\/or control more minor spirits and ghosts and often use<br \/>them as their agents to spread their goals and progress their interests.<\/p>\n<p>Eidolons do not have their own source of power, they need to draw on<br \/>supernatural power from other sources. Sacrifices, either of life or blood<br \/>help them gain power, so does power channeled through belief, worship and<br \/>other sacrifice but the most reliable source of power is arcane objects. The<br \/>valuable resources that supernatural societies hold in their vaults often<br \/>serve as some of the best sources of power for Eidolons.<\/p>\n<p>Types:<br \/>There are no specific rules on what an Eidolon can be, but there are several<br \/>broad types into which they tend to fall.<\/p>\n<p>Fae:<br \/>Common origins for Fae Eidolons is that they begin as some sort of spirit of<br \/>mischief that achieves a higher level of sentience and power or that they are<br \/>created by a true Fae to serve their interests or goals and grow from there.<\/p>\n<p>Divine:<br \/>Divine Eidolons are usually created by a God to be some sort of servant or<br \/>further their interests. They usually are aspected in a way very similar to<br \/>the God that created them, such that Eidolons created by a war god are often<br \/>heavily focused on war and warlike activities. Some gods support their<br \/>Eidolons ascending and even want them to become a lower ranked god in their<br \/>divine court but often the Eidolon resents their divine master and are trying<br \/>to ascend behind their back and\/or as a way to break away from their court and<br \/>control. These can often be particularly complex entities since they both<br \/>resent a particular god while still being made in their image.<\/p>\n<p>Demonic:<br \/>Demonic Eidolons are almost always created by demons as a way to influence<br \/>Earth in a way they generally cannot do while being locked in hell. Its also<br \/>common for demonic Eidolons to be humans who have been transformed as part of<br \/>some deal or pact, either done to them or something they have sought out<br \/>themselves in a quest for power and immortality. Demonic Eidolons almost<br \/>always have the same innate desire for suffering as other demons do.<\/p>\n<p>The behaviour of demonic Eidolons is usually typified by the demonic interest<br \/>in suffering, they tend to use their followers to try and create and promote<br \/>suffering and rarely can help themselves from also forcing suffering upon<br \/>their followers. This is often their greatest weakness as they try and walk<br \/>the line between maximizing the suffering and not driving people away.<\/p>\n<p>Ghost:<br \/>Ghostly Eidolons are ghosts who have been able to obtain enough followers or<br \/>power after their death to ascend into something more powerful. They are as<br \/>varied as the humans who died to become them but often are fixated on the<br \/>circumstances of their death and any injustices they suffered or other grudges<br \/>they had while alive.<\/p>\n<p>They often try to use their followers to carry on any missions or grudges they<br \/>had in life, wanting them to attack the descendants of their enemies or embody<br \/>the lifestyle or culture they used to have.<\/p>\n<p>Cthulian:<br \/>Cthulian Eidolons come from the void and almost nothing is known about their<br \/>origin. It is suspected that at least some of them used to be human however.<br \/>Cthulian Eidolons often ascend into either powerful monstrous forms or<br \/>ethereal entities but either way they always seem to disappear from the world<br \/>shortly afterwards, presumably returning to the void for unknown reasons.<\/p>\n<p>Cthulian Eidolons goals are quite alien and difficult for people to<br \/>understand, they are often unspeakably cruel but do not seem to enjoy it in<br \/>the same way as demons and often have their followers do things which make no<br \/>sense at all to the members of the cult. Hunger is the only common theme among<br \/>Cthulian Eidolons and they often will possess a human while they are feasting<br \/>or become fixating on people consuming unusual things such as drinking blood<br \/>or engaging in cannibalism.<\/p>\n<p>Primal:<br \/>Primal Eidolons are usually formed from the worship of Nature or when a<br \/>particularly remarkable and unusual animal dies but some are also human<br \/>shamans or nature worshippers who are using it as a way to ascend.<\/p>\n<p>Their interests vary depending on the origin of the spirit, those which are<br \/>evolved natural spirits are often deeply focused on preserving and growing the<br \/>natural world, fighting against industrialization and civilization. Those who<br \/>come from animal origins have goals which are heavily influenced by the type<br \/>of animal they are, predators encourage their followers to engage in more<br \/>predation and may enjoy possessing people while hunting. Pack animals have<br \/>cults which are more communal while other animals might be more contemplative<br \/>or playful.<\/p>\n<\/div><\/div><\/article><article id=\"post-17339\" class=\"category-display-post\"><a id=\"el-dorado\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">El Dorado<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Descending into El Dorado requires moving through tunnels carved with warnings<br \/>in colonial Spanish and other, older and forgotten languages. El Dorado&#8217;s<br \/>famous golden structures, though tarnished by centuries of neglect, still<br \/>catch and amplify what little light reaches them, creating pockets of amber<br \/>radiance amid the gloom.<\/p>\n<p>The central temple, a stepped pyramid whose dimensions precisely match those<br \/>of certain constellations, dominates the cityscape. Its golden surfaces have<br \/>developed a strange patina that shifts colors depending on the viewer&#8217;s angle<br \/>of approach, sometimes appearing greenish-black, other times taking on a deep<br \/>crimson hue. The temple&#8217;s interior chambers remain largely intact, though the<br \/>weight of the earth above has caused several lower levels to collapse into one<br \/>another, creating a treacherous labyrinth of broken walls and collapsed<br \/>flooring.<\/p>\n<p>Surrounding the temple complex stretches the Garden of Offerings, where<br \/>hundreds of stone altars stand in concentric circles. Each altar bears unique<br \/>carvings depicting transformation rituals, human figures morphing into<br \/>jaguars, eagles, or stranger creatures not found in any zoological text. The<br \/>ground between these altars is littered with fragments of ceremonial masks,<br \/>their expressions frozen in states of ecstasy or agony. Delvers report that<br \/>these mask fragments occasionally assemble themselves into temporary wholes<br \/>when no one is directly observing them.<\/p>\n<p>The artificial lakes once used for ceremonial purposes have long since<br \/>stagnated, becoming thick with an oily substance that exhibits unusual<br \/>properties. Objects submerged in these waters emerge coated in a metallic film<br \/>that gradually hardens into something resembling gold. More disturbingly,<br \/>living tissue exposed to the liquid experiences accelerated but unpredictable<br \/>growth, a discovery made at great cost by early exploration teams.<\/p>\n<p>The streets of the buried city are still somehow stalked by dangerous jungle<br \/>predators, and living in pockets throughout the city are twisted beast-men who<br \/>dine on human flesh and seem to have lost all language and higher thinking<br \/>long ago.<br \/>While the ghosts of those who were sacrificed mingle with remnant spirits once<br \/>conjured to drive the Spanish from their country.<\/p>\n<\/div><\/div><\/article><article id=\"post-17723\" class=\"category-display-post\"><a id=\"electricity-resistance\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Electricity Resistance<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>This ability confers near immunity to electricity and lightning. Currents<br \/>will simply pass over their skin. It conveys immunity to some abilities but<br \/>is primarily a RP stat. This does not help against shadow lightning.<\/p>\n<\/div><\/div><\/article><article id=\"post-17788\" class=\"category-display-post\"><a id=\"electropathic\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Electropathic<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Gun Disciple 3, Scientifically Augmented, or Tier 4 Demonborn.<\/p>\n<p>This ability allows you to communicate with electronic devices psychically,<br \/>it requires you to be able to see.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Teletext (number) (message)\/telesay (message)\/telessay<br \/>(message)\/telecsay (message)\/telefsay (mesage)<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17387\" class=\"category-display-post\"><a id=\"elemental-magic-focus\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Elemental Magic Focus<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Arcane Focus<\/p>\n<p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Gifted or Supernatural<\/p>\n<p>This stat represents those who&#8217;ve studied elemental magics. In addition to the<br \/>standard arcane focus bonuses, it grants either cryomancy or pyromancy,<br \/>allowing the arcanist to wield the elements against their enemies in battle.<br \/>At higher ranks it also grants access to resistances that allow the<br \/>practitioner to shrug off elemental forces and attacks that would cow lesser<br \/>individuals. At max rank it allows the learning of Dual Aspects, allowing the<br \/>arcanist to master both fire and ice.<\/p>\n<p>[Elemental Magic One]:<br \/>Cryomancy 1: A power tree focused on ice.<br \/>Pyromancy 1: A power tree focused on fire.<br \/>Fire Sorcery: A legendary power that grants the fire sorcery combat<br \/>discipline.<br \/>Ice Sorcery: A legendary power that grants the ice sorcery combat discipline.<\/p>\n<p>[Elemental Magic Two]:<br \/>Cryomancy 1: A power tree focused on ice.<br \/>Elemental Spirits: A power that allows minions to attack at range with<br \/>sorcery.<br \/>Fire Resistance: A power tree that grants near immunity to heat and fire.<br \/>Frost Resistance: A power tree that grants near immunity to the cold.<br \/>Pyromancy 1: A power tree focused on fire.<\/p>\n<p>[Elemental Magic Three]:<br \/>None.<\/p>\n<p>[Elemental Magic Four]:<br \/>Dual Elements: A power that enables training both cryomancy and pyromancy.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17483\" class=\"category-display-post\"><a id=\"elemental-spirits\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Elemental Spirits<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Elemental Magic Focus 2, supernatural or gifted.<\/p>\n<p>This power allows arcanists to summon elementally-attuned spirits to inhabit<br \/>their minions, allowing them to make minions with fire, ice or lightning<br \/>sorcery disciplines.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17369\" class=\"category-display-post\"><a id=\"elseborn\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Elseborn<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Two Archetype<\/span><\/p>\n<p>Human unless takes occult focuses.<\/p>\n<p>Elseborn are humans who are people from other worlds and dimensions<br \/>who one day find themselves in our world in a human body with no<br \/>real idea of how they got here.<\/p>\n<p>Elseborn are entirely physically human, they typically resemble<br \/>whomever they were in the other world but do not retain any inhuman<br \/>characteristics.<\/p>\n<p>(Do not use elseborn to play someone else&#8217;s character unless you have<br \/>their permission.)<\/p>\n<p><span style=\"color:#ffffff\">Minimum Age:<\/span> 18<\/p>\n<p><span style=\"color:#ffffff\">Available Negative Modifiers:<\/span> Addicted, Injured, Ill, Mentally Ill.<\/p>\n<p><span style=\"color:#ffffff\">Available Positive Modifiers:<\/span> Relic Holder, Demonic Pact holder,<br \/>Chemical Augmentation, Fleshformed.<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> Gives one point to spend on focuses at tier two.<\/p>\n<\/div><\/div><\/article><article id=\"post-17413\" class=\"category-display-post\"><a id=\"emit\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">emit<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Emit (text)<br \/>A type of emote that will not include your name, usable while SRing.<\/p>\n<\/div><\/div><\/article><article id=\"post-17921\" class=\"category-display-post\"><a id=\"emote\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">emote<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> emote (string)<br \/>This is the basic emoting syntax. Unless otherwise specified, the emote<br \/>will start with your short desc or whatever others have you remembered by.<\/p>\n<p>See help emoting for more information.<\/p>\n<\/div><\/div><\/article><article id=\"post-17942\" class=\"category-display-post\"><a id=\"emote-combat\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Emote Combat<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Emote combat usually occurs when two or more PCs begin a spar.<\/p>\n<p>The turn in which participants will be allowed to act initially favours the<br \/>target of the attack, but is also<br \/>affected by the Fast Reflexes skill, those with higher fast reflexes being<br \/>more<br \/>likely to get to act earlier in the rotation.<\/p>\n<p>When it is your turn you will have two minutes to input your attacks and moves<br \/>or you forfeit your turn, this is done just like in fast combat with the<br \/>attack<br \/>and move commands. You can still use myattacks to<br \/>attach<br \/>special effects to your attacks, but you won&#8217;t use the message associated with<br \/>that attack. See also Help Myattacks.<\/p>\n<p>Once you have input your commands you have five minutes to write an emote to<br \/>describe what your character is doing in that turn, how they are moving and<br \/>attacking. This is done with the emote command just like in regular RP. Once<br \/>the<br \/>emote is finished and sent the code will be processed and it will move to the<br \/>next person&#8217;s turn.<\/p>\n<\/div><\/div><\/article><article id=\"post-17962\" class=\"category-display-post\"><a id=\"emoting\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Emoting<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> emote (string)<br \/>This is the basic emoting syntax. Unless otherwise specified, the emote<br \/>will start with your short desc or whatever others have you remembered by.<br \/>There is a character limit, but it is fairly long. If you are used to emoting<br \/>in very long paragraphs, split them up with separate emotes.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> subtle (string)<br \/>A subtle emote is the same as a regular emote, except that it can only be<br \/>seen by someone who has joined the same place as you. If you have not<br \/>joined a place, a subtle emote will show to anyone who similarly has not.<br \/>Places will be marked as such in a room description.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> private (person) (string)<br \/>A private emote is a regular emote that can only be seen by the person you<br \/>send it to. You cannot use dialogue in a private emote. A private emote that<br \/>has not been properly targeted will show as a subtle emote.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> announce (message)<br \/>This is a form of emote that goes to everyone in the room<br \/>even when the room is crowded. Regular emotes do not go to<br \/>the whole room in crowded rooms but only to those at the<br \/>same place as you.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> internal (message)<br \/>This form of emote can only be seen by you and any SRs and allows<br \/>you to emote internal thoughts, feelings, memories etc.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> emit (message)<br \/>This form of emote can only be used when SRing and won&#8217;t include<br \/>your name at all.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span><\/p>\n<p>Targeting:<\/p>\n<p>@me: @me in an emote will force the emote not to start with your sdesc,<br \/>instead putting it wherever you place it in the paragraph. E.g.,<br \/>emote &#8220;Hello,&#8221; @me says, giving a wave.<br \/>will read as:<br \/>&#8220;Hello,&#8221; Bob says, giving a wave.<br \/>as opposed to:<br \/>emote waves and says, &#8220;Hello.&#8221;<br \/>Bob waves and says, &#8220;Hello.&#8221;<\/p>\n<p>@my: In order to have your sdesc appear possessive and force the emote<br \/>to not start with it, you must use @my. E.g.,<br \/>emote Stalking down the street, @my eyes peer owlishly around.<br \/>will read as:<br \/>Stalking down the street, Bob&#8217;s eyes peer owlishly around.<\/p>\n<p>@name: In order to target someone else in an emote, simply @theirname<br \/>or @introkeyword. E.g.,<br \/>emote glances curiously at @name.<br \/>will read as:<br \/>Bob glances curiously at Alice.<\/p>\n<p>@name&#8217;s: In order to target someone with a possessive, do the above but add<br \/>a &#8216;s as @theirname&#8217;s. E.g.,<br \/>emote grabs at @name&#8217;s bag.<br \/>will read as:<br \/>Bob grabs at Alice&#8217;s bag.<\/p>\n<p>Formatting:<\/p>\n<p>@line: @line in an emote will add a line break to your emote. E.g.,<br \/>emote The shady man, his name was&#8230; @line Bob.<br \/>will read as:<br \/>The shady man, his name was&#8230;<br \/>Bob.<\/p>\n<p>Note: Emoting is not automatically capitalized or punctuated for you.<\/p>\n<\/div><\/div><\/article><article id=\"post-17675\" class=\"category-display-post\"><a id=\"encounter\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Encounter<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Encounters are random IC events run by storyrunners that occur in an<br \/>instanced version of New Haven.<\/p>\n<p>The encounter will be launched through the lookfor system with the SR<br \/>being given a choice of two writing prompts.<\/p>\n<p>The SR will then use this writing prompt to create a small RP scene for the<br \/>participants, they will earn enhanced karma for this much like they would<br \/>for running an adventure, but not as much. During the adventure they can of<br \/>course summon in new people if there&#8217;s a reason to single them out in<br \/>particular, but they can also make use of the encounter bringin command.<\/p>\n<p>This command puts the encounter onto the where list with the string the SR<br \/>specifies, appearing as (string) is happening in (room) and also the name of<br \/>the SR and person first recruited. It also sends an echo to those most<br \/>likely to notice the encounter going on. From there players can use<br \/>encounter join (SR name) to join the encounter up to a maximum of five.<\/p>\n<p>SRs can edit encounter rooms with the decorate command.<\/p>\n<p>There is a week cooldown on running encounters.<\/p>\n<p>Be advised that encounters are not private affairs; they show up on<br \/>faction\/cult\/society report events for society members and are logged on<br \/>Haven&#8217;s website as well.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#lookfor\" target=\"_blank\">Lookfor<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18041\" class=\"category-display-post\"><a id=\"energy-fighting\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Energy Fighting<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Melee<br \/>Max Range: 1<\/p>\n<p>This discipline covers the ability of creatures to fight with<br \/>pure energy in close proximity, by conjuring and deploying the magic<br \/>directly to a close quarters opponent or channeling through a weapon or body<br \/>part upon striking. Restricted to monster guests.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#disciplines\" target=\"_blank\">disciplines<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18034\" class=\"category-display-post\"><a id=\"energy-magic\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Energy Magic<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Ranged<br \/>Optimum Range: 75<\/p>\n<p>This discipline covers the ability of certain creatures to<br \/>conjure and deploy pure energy. A type of &#8216;sorcery&#8217; that is typically used<br \/>to fire projectiles formed of an unknown nebulous energy that can either<br \/>strike hard or detonate on impact. Exclusive to monster guests.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#disciplines\" target=\"_blank\">disciplines<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18049\" class=\"category-display-post\"><a id=\"energy-shield\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Energy Shield<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Defensive<\/p>\n<p>This discipline covers the use of energy manipulation to form a protective<br \/>shield that will block incoming attacks until the energy is all used up.<br \/>Normally invisible except when being struck. Restricted to monster guests.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#disciplines\" target=\"_blank\">disciplines<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17392\" class=\"category-display-post\"><a id=\"engineer-focus\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Engineer Focus<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Professional Focus<\/p>\n<p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> None<\/p>\n<p>This stat represents those who&#8217;ve dedicated themselves to the world of<br \/>computers and mechanical engineering.<\/p>\n<p>[Engineer One]:<br \/>Demolitions 2: Greater proficiency with explosives; makes it easier to breakin<br \/>to buildings.<br \/>Engineering 3: Greater proficiency with building electronics; can signalboost<br \/>phones on White Oak campus.<br \/>Hacking 3: Greater proficiency with computers; allows jamming communications.<br \/>Powered Armor: Boosts augmented armour to grant +1 to all physical stats and<br \/>super jumping.<\/p>\n<p>[Engineer Two]:<br \/>Engineering 4: Greater proficiency with building electronics.<br \/>Hacking 4: Greater proficiency with computers.<\/p>\n<p>[Engineer Three]:<br \/>Demolitions 3: Maximum proficiency with explosives; makes it easier to breakin<br \/>to buildings.<br \/>Engineering 5: Maximum proficiency with building electronics; can create<br \/>moderately futuristic devices.<br \/>Hacking 5: Maximum proficiency with computers; allows occasional intercepting<br \/>of direct text<br \/>messages.<\/p>\n<p>[Engineer Four]:<br \/>None.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18020\" class=\"category-display-post\"><a id=\"engineering\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Engineering<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Rank 3-5 requires engineer focus 1-3<\/p>\n<p>This stat represents a character&#8217;s ability to build electronic devices.<\/p>\n<p>Engineering 0<br \/>No skill<br \/>Engineering 1<br \/>Design or build simple devices<br \/>Engineering 2<br \/>Design or build commercial quality devices<br \/>Engineering 3<br \/>Design or build cutting edge quality devices<br \/>Modify phones to temporarily work in the White Oak Institute<br \/>Engineering 4<br \/>Design and build military quality devices<br \/>Engineering 5<br \/>Design and build more advanced devices than anything that exists today. This<br \/>is limited to devices that might credibly exist in 5-10 years.<\/p>\n<p>Each rank in this skill reduces the cost of augmenting weaponry by 15% and<br \/>increases the duration of weapon augments by 5.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17440\" class=\"category-display-post\"><a id=\"enhancements-rituals\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Enhancements Rituals<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Life Force Costs per level of Ritualism: 1: 21%, 2: 12%, 3: 9%, 4: 6%, 5: 4%<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual sacrifice Cost: 100%<br \/>Sacrifices some of the character&#8217;s apparent age to turn it into pure life<br \/>force energy. Is self targeted.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual shadowcloak (target) Cost: 25%<br \/>Applies a shadowcloak to the target, making all lights in their proximity<br \/>fail until they remove it with the shadowcloak command.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual agetheft (target) Cost: 150%<br \/>Steals some of the physical age from another and gives it to the caster.<br \/>More effective the larger an age difference there is, also much more<br \/>effective if done with the target bound helpless in the same room as the<br \/>caster. Costs twice as much life force as most rituals.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual shadowwalk (target) Cost: 25%<br \/>Sets the current room as the caster as their shadowed room, at any later<br \/>when not helpless, or restrained or otherwise preoccupied they can use the<br \/>shadowwalk (victim) command to return to that room, bringing with<br \/>them anyone they are dragging or carrying.<br \/>You cannot shadowwalk while in the mist.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual dreadwatcher (target) Cost: 50%<br \/>Sets the target to temporarily have demonic empathy, receiving suffers and<br \/>dreads.<\/p>\n<\/div><\/div><\/article><article id=\"post-17729\" class=\"category-display-post\"><a id=\"enrapture\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Enrapture<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Socialite Focus 1<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Enrapture (target) Enrapture break<\/p>\n<p>Enrapture is a mystical power that makes a person fall in love with the<br \/>user. The victim must be helpless for the command to work. It is one of the<br \/>most powerful forms of enslavement there is.<br \/>The victim will believe themselves head over heels in love with the user and<br \/>willing to do almost anything to make them happy. It can only be used on<br \/>one person at a time. When the effect wears off the victim will realize<br \/>they were manipulated, but will believe their actions were less out of<br \/>character than they truly were.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17730\" class=\"category-display-post\"><a id=\"enthrall\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Enthrall<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Enthrall (target)<br \/>Enthrall break<\/p>\n<p>Enthralling is a power that can only be used on helpless<br \/>targets. When used it places the target entirely in your thrall, they will<br \/>have to obey any order given to them. It can be broken with enthrall break,<br \/>and breaks automatically if the master dies.<\/p>\n<p>Somewhat uniquely for mind control, an enthralled target is aware they&#8217;re<br \/>enthralled and may not wish to follow their orders, but is compelled to<br \/>anyway. A great exertion of will is only able to delay following an order by a<br \/>second.<\/p>\n<p>Enthralled targets are compelled to obey what they believe their master<br \/>meant, not the literal words of an order, and so can&#8217;t try to loophole<br \/>things semantically.<\/p>\n<p>An enthralled target will see &#8216;Your master&#8217; in the look info of their master<br \/>generally and will see memory cloaked masters as &#8216;Your master&#8217; instead of<br \/>their normal nondescript intro. A character can only have one person<br \/>enthralled at a time.<\/p>\n<p>If a character dies while enthralled, their master also dies.<br \/>This effect lasts for a few hours to a day or two past when<br \/>the bond ends, or much longer if the enthralled person is badly injured.<\/p>\n<\/div><\/div><\/article><article id=\"post-17561\" class=\"category-display-post\"><a id=\"epic-strength\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Epic Strength<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Requirement: Strength 3+<br \/>and : Demigod Warrior 1 or Demon Warrior 1<\/p>\n<p>This power doubles your effective strength, allowing it to go beyond 5. It<br \/>also imposes additional stagger on anyone you strike in melee combat.<\/p>\n<\/div><\/div><\/article><article id=\"post-18104\" class=\"category-display-post\"><a id=\"equipment\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">equipment<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> equipment<br \/>Will show all your characters currently worn or held items.<\/p>\n<\/div><\/div><\/article><article id=\"post-18225\" class=\"category-display-post\"><a id=\"escape\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Escape<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Escape<\/p>\n<p>The escape command can be used in various ways to get out of current<br \/>situations.<\/p>\n<p>If you are pinned you can use escape to try and break free.<\/p>\n<p>If you are tied up you can use escape to start the process of getting free of<br \/>your bindings.<\/p>\n<p>If you are not tied up you can use escape to start the process of<br \/>escaping the current room or area you are in.<\/p>\n<p>If you are in a raid and are the carrier you can use escape to advance the<br \/>raid to the next spawn wave.<\/p>\n<p>If you are fabled character who has been kidnapped by a monster you can use<br \/>&#8216;escape&#8217; by itself after enough time has passed to escape back to New Haven.<\/p>\n<p>If you are a monster you can use &#8216;escape kidnap (target)&#8217; or &#8216;escape nokidnap<br \/>(target)&#8217; to leave the city either kidnapping a fabled character to take with<br \/>you at the same time or not doing so.<\/p>\n<p>If you have been captured by the Wild Hunt you can use &#8216;escape ethically&#8217; or<br \/>&#8216;escape unethically&#8217; to escape the fae and get back to New Haven. If you escape<br \/>ethically you will not be able to tier up again for 2.5 months. If you escape<br \/>unethically you will not be able to tier up again for about a month, but your<br \/>minimum moral tier will also be increased.<\/p>\n<p>If you are in the fae for at least 2.5 months before escaping you will return<br \/>to newbie school with the option to significantly change your character<br \/>as a result of fatecrafting.<\/p>\n<\/div><\/div><\/article><article id=\"post-17897\" class=\"category-display-post\"><a id=\"examine\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">examine<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> examine &lt;container&gt;<br \/><span style=\"color:#ffffff\">Syntax:<\/span> examine &lt;corpse&gt;<\/p>\n<p>Examine is short for &#8216;Look container&#8217; followed by &#8216;Look<br \/>in container&#8217; which will show the name of the container and<br \/>what is in it. The same holds true for examine corpse, since<br \/>a corpse is basically a container.<\/p>\n<p>When used without an argument examine will show you details of the current<br \/>room, such as decor, toughness and security levels.<\/p>\n<\/div><\/div><\/article><article id=\"post-18122\" class=\"category-display-post\"><a id=\"execute\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">execute<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> execute (target)<br \/>Kills a helpless target.<\/p>\n<p>As soon as the command is entered, if the victim is helpless, they will be<br \/>killed. Costs political capital against most targets.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#capturing\" target=\"_blank\">capturing<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#politicalthuggery\" target=\"_blank\">Political Thuggery<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17425\" class=\"category-display-post\"><a id=\"exits\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">exits<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008700\">[<\/span>direction<span style=\"color:#008700\">]<\/span>  &#8211; Locked Door<br \/><span style=\"color:#008700\">(<\/span>direction<span style=\"color:#008700\">)<\/span>  &#8211; Unlocked Door<br \/><span style=\"color:#008700\">&lt;<\/span>direction<span style=\"color:#008700\">&gt;<\/span>  &#8211; Down or Up direction<br \/><span style=\"color:#0000ff\">[<\/span>direction<span style=\"color:#0000ff\">]<\/span>  &#8211; Large Window, curtains open<br \/><span style=\"color:#0000ff\">{<\/span>direction<span style=\"color:#0000ff\">}<\/span>  &#8211; Large Window &#8211; curtains closed<br \/><b>96!<\/b>direction<b>96!<\/b>  &#8211; Requires jumping or results in a fall<br \/><i>44!<\/i>direction<i>44!<\/i>  &#8211; Requires flight or results in a fall<br \/><b>00{<\/b>direction<b>00}<\/b>  &#8211; Broken, requires repairs<br \/><span style=\"color:#008700\">\/<\/span>direction<span style=\"color:#008700\">\\<\/span>  &#8211; Automatic doors<\/p>\n<p><i>26 direction<\/i>   &#8211; Light on<br \/><i>44 direction<\/i>   &#8211; Dark<br \/><span style=\"color:#008700\"> direction<\/span>   &#8211; Forest<br \/><i>31 direction<\/i>   &#8211; Road<br \/> direction   &#8211; Indoors<br \/><span style=\"color:#00ffff\"> direction<\/span>   &#8211; Sky<\/p>\n<\/div><\/div><\/article><article id=\"post-17953\" class=\"category-display-post\"><a id=\"experience\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Experience<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Experience is gained every time you engage in combat, and is determined<br \/>per blow based on how much damage you do to the enemy and how strong that<br \/>enemy is. The most reliable way to get more combat experience is to go out<br \/>into the outer streets and find monsters to battle, but this can also be very<br \/>dangerous. Sparring with other players offers a safer way to earn combat<br \/>experience, but there&#8217;s a daily cap on how much can be gained this way. You<br \/>can also convert influence into combat experience if you have excess,<br \/>although the rate isn&#8217;t that high. Lastly you can go on adventures and<br \/>convert your adventure experience into combat experience.<\/p>\n<p>Experience is used to increase your disciplines, and you can spend up to<br \/>maximum of a million combat experience on any given character, karma can be<br \/>used to increase this cap.<\/p>\n<\/div><\/div><\/article><article id=\"post-17814\" class=\"category-display-post\"><a id=\"expose\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">expose<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> expose &lt;body location&gt; or expose &lt;item&gt;<br \/>unexpose &lt;body location&gt; or unexpose &lt;item&gt;<\/p>\n<p>This command allows you to expose certain items or body locations that<br \/>wouldn&#8217;t otherwise be visible, it&#8217;s useful when RPing lifting a shirt or<br \/>rolling up a sleeve etc.<\/p>\n<\/div><\/div><\/article><article id=\"post-17514\" class=\"category-display-post\"><a id=\"exsanguinating\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Exsanguinating<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Positive Tier Modifier<\/p>\n<p>Replaceable: Yes.<\/p>\n<p>Some vampires, particularly newer ones can increase their power by glutting<br \/>themselves on human blood. Specifically by finding humans to drain<br \/>completely until dead in a process called exsanguination. This modifier<br \/>represents those vampires who make use of this to increase their strength or<br \/>power. They must use the exsanguinate command, to find and kill an NPC. Those<br \/>with this<br \/>modifier who haven&#8217;t exsanguinated anyone in two months will face serious<br \/>life force penalties.<\/p>\n<\/div><\/div><\/article><article id=\"post-17488\" class=\"category-display-post\"><a id=\"exterminate\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">exterminate<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> exterminate (target)<\/p>\n<p>This requires rank one in medicine, and must be used in a medical lab.<br \/>This will kill any parasites that might be in the target.<\/p>\n<\/div><\/div><\/article><article id=\"post-17351\" class=\"category-display-post\"><a id=\"extra-keywords\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Extra Keywords<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>decorate extra or myrooms extra can be used to write an extra detail people in<br \/>the room can view when looking at any word in its name. In addition, it can be<br \/>used to add special descriptions shown beneath the usual room description to<br \/>people with matching powers.<\/p>\n<p>The special keywords for decorate extra are as follows:<\/p>\n<p>dark will show to characters with the Night Vision power.<br \/>Example: &#8220;decorate extra dark&#8221; will put you in an editor to write a<br \/>description for those with night vision.<\/p>\n<p>acutehearing will show to characters with the Acute Hearing power.<br \/>Example: &#8220;decorate extra acutehearing&#8221; will put you in an editor to write a<br \/>description for those with acute hearing.<\/p>\n<p>acutesmell will show to characters with the Acute Smell power.<br \/>Example: &#8220;decorate extra acutesmell&#8221; will put you in an editor to write a<br \/>description for those with acute smell.<\/p>\n<p>acutesight will show to characters with the Acute Sight power.<br \/>Example: &#8220;decorate extra acutesight&#8221; will put you in an editor to write a<br \/>description for those with acute sight.<\/p>\n<p>Known Issue: In some cases, a room&#8217;s extras may be filled with junk extras<br \/>while editing them. In most cases this should automatically be cleaned after a<br \/>few days by the game, if this does not happen, writing a petition from within<br \/>that room can help to get them removed by staff.<\/p>\n<\/div><\/div><\/article><article id=\"post-17657\" class=\"category-display-post\"><a id=\"eyecolor\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Eyecolor<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>This represents the natural genetic eye color of your character.<br \/>Possible options are, amber, blue, brown, gray, green and hazel. Some<br \/>archetypes can additionally select red, golden or silver.<\/p>\n<\/div><\/div><\/article><article id=\"post-18218\" class=\"category-display-post\"><a id=\"fabled\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Fabled<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Requirements : None<\/p>\n<p>Fabled characters are those chosen by the higher powers in the world, such as<br \/>gods and fae to have an &#8216;interesting&#8217; life the better to entertain those<br \/>powers who watch mortals for their entertainment.<\/p>\n<p>This stat cannot be negtrained once it has been taken. You can not play<br \/>another fabled character for six months after creating one.<\/p>\n<p>Someone being fabled is visible in their aura to others.<\/p>\n<p>Part of being fabled is the character can never realize this about themselves<br \/>and will always rationalize away the unusual aspects of their life.<\/p>\n<p>Fabled characters are always monogamous, it&#8217;s unclear if only monogamous<br \/>people are chosen or if the magical effect changes them to be so.<\/p>\n<p>They have a mild lifeforce debuff when single, and any time they have sex<br \/>outside of a monogamous relationship they are karmically punished.<\/p>\n<p>Someone dating a fabled character receives a mild life force buff when the<br \/>fabled character is online unless they have recently slept with someone other<br \/>than the fabled character.<\/p>\n<p>All relationships with a fabled character end tragically after 2-4 months,<br \/>generally through some sort of curse that makes it impossible for the characters<br \/>to be together any more.<\/p>\n<p>Roleplaying with a fabled character slightly reduces the time until you can<br \/>make a monster guest.<\/p>\n<p>If a fabled character roleplays with a guest monster for a while, the guest<br \/>monster will be able to peacefully leave the city, with the option to either leave<br \/>alone or kidnap the fabled character offgrid with them where they&#8217;ll be stuck for a<br \/>week.<\/p>\n<p>If a fabled character is brought bound to a guest monster they can also choose<br \/>to kidnap them and leave the city.<\/p>\n<p>At the start of conflict fabled characters get a random + 25% to -25% boost to<br \/>their combat effectiveness.<\/p>\n<p>Fabled characters will randomly generate mini-quests with other characters<br \/>they interact with.<br \/>A demonborn may get a particularly strong desire to make the fabled character<br \/>suffer and will get a bonus if they do so.<br \/>A vampire may get a particularly strong urge to bite a fabled character and<br \/>get a bonus if they do so.<br \/>Another character may come into possession of a random item which can only be<br \/>contributed by the fabled character, requiring them to find the person and obtain<br \/>it from them.<br \/>Or alternatively the fabled character may come into possession of an object<br \/>that can only be contributed by some other character, and that other character will<br \/>know the direction of the fabled character until they obtain the item.<\/p>\n<p>All these quests increase the invitation level of the fabled character for<br \/>the other<br \/>PC.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#guestmonsters\" target=\"_blank\">Guest Monsters<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#stats\" target=\"_blank\">stats<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17781\" class=\"category-display-post\"><a id=\"face-stealing\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Face Stealing<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Illusory Magic 2<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> facesteal (target)<\/p>\n<p>This is a psychic trick that allows someone to seem like another person.<br \/>Mechanically, people will see you as whatever they have the target remembered<br \/>as, but you will still seem like yourself if directly looked at.<\/p>\n<p>It should be targeted on someone in the same room as you, or in a nearby room<br \/>you&#8217;re facing; use look (direction) to set where you&#8217;re facing.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17358\" class=\"category-display-post\"><a id=\"factions\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Factions<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Factions are societies which are one of the three large pre-established<br \/>organizations that operate in the supernatural world.<\/p>\n<p>These groups are The Hand, The Order and The Temple.<\/p>\n<p>You can use fsay command to talk to people in your faction.<\/p>\n<p>See help society commands for more information.<\/p>\n<\/div><\/div><\/article><article id=\"post-17980\" class=\"category-display-post\"><a id=\"fae\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Fae<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>You need Occult Knowledge of at least two to know this information.<\/p>\n<p>Similarly to the gods, the lords of the Fae were once humans who became<br \/>extremely accomplished in fleshforming. Unlike the gods however, they<br \/>had no interest in power, leadership or responsibility. Rather, they were<br \/>hedonists who used their power only for their own pleasure, rendering<br \/>themselves immortal but not entirely unkillable. They created<br \/>their own realm very early on. The Other is a world that is forever caught up<br \/>in a never-ending party. Over the centuries however, increasing boredom has<br \/>led to<br \/>entertainment becoming more and more extreme and the lords of the Fae have<br \/>long since lost any sort of human empathy. Entertainments vary from simple<br \/>stories and dance to brutal life or death contests and recreational torture.<\/p>\n<p>The Fae sometimes journey into the human world, taking on any form they<br \/>choose when they do so, male, female, or animal. Sometimes they do this in<br \/>order to capture people to bring back with them to serve in the Fae world<br \/>forever. Those chosen in this way may end up simple entertainers, or<br \/>fighting for their life against brutal and monstrous creations. Almost no<br \/>one ever escapes from the Otherafter they&#8217;ve been captured, and those that<br \/>do are rarely the same.<\/p>\n<p>Sometimes they journey out in order to play pranks on the humans, as a sort<br \/>of vacation. These pranks also are very variable, some are incredibly mild,<br \/>and may even end up helping their target, such as arranging things so that a<br \/>homeless bum becomes a millionaire overnight. Others can be incredibly<br \/>cruel. The Fae are masters of manipulating fate, having given themselves a<br \/>natural ability to do so, an elusive magic that can intelligently manipulate<br \/>a thousand small variables to bring about a desired result, seemingly simply<br \/>as a result of luck.<\/p>\n<p>Every now and then, a Fae will sleep with a human. This is rarely done for<br \/>simple pleasure however, and never for anything as trite as love. It is<br \/>almost always part of some prank, such as sleeping with a man in the form of<br \/>his<br \/>wife while she is stuck in traffic and watching the ensuing argument, or<br \/>impregnating a young religious girl and wiping from her mind the sexual<br \/>encounters so she has no explanation for her pregnancy for her parents. The<br \/>chance of impregnation is low, about one tenth the chance of a human<br \/>impregnating another but can happen. These offspring are called fae children<br \/>and their descendants<br \/>are called faeborn.<\/p>\n<p>Fae are unnaturally sensitive to magnetic fields and can even be kept weak<br \/>and near incapacitated by those that are powerful enough. Even their<br \/>descendants show some signs of this vulnerability, being made slightly dizzy<br \/>by strong fields and when struck with ferromagnetic weapons.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#lore\" target=\"_blank\">Lore<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#faeborn\" target=\"_blank\">faeborn<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17618\" class=\"category-display-post\"><a id=\"fae-child\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Fae Child<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Five Archetype<\/span><\/p>\n<p>Supernatural<\/p>\n<p>This archetype represents humans who have one fae parent, being half human<br \/>and half fae. See help faeborn lore for more general information.<\/p>\n<p>Age: At least 300, apparent age at least 18.<\/p>\n<p>Physical Characteristics: Green, Blue, Pink or Purple hair.<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> Has up to four points to spend on focus stats at tier five.<\/p>\n<\/div><\/div><\/article><article id=\"post-17400\" class=\"category-display-post\"><a id=\"fae-knight-focus\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Fae Knight focus<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Combat focus<\/span><\/p>\n<p><span style=\"color:#008080\">Requirements: <\/span>Faeborn<\/p>\n<p>This stat represents the ability of fae to use shapeshifting in combat. Each<br \/>rank increases the level at which someone can take the shapeshifting stat as<br \/>well as the number of viable sizes. Fae Knights can learn to use biokinesis when<br \/>shifted to augment themselves in combat. At max rank Fae Knights can learn fluid<br \/>shifting, making them particularly difficult to hit in combat when shapeshifting.  <\/p>\n<p><span style=\"color:#008080\">[<span style=\"color:#ffffff\">Fae Knight One<span style=\"color:#008080\">]<\/span\/span>\/span: <br \/>   <span style=\"color:#008080\">Biokinesis <span style=\"color:#ffffff\">1<\/span\/span>: A power tree focused on melee combat, especially<br \/>   hardiness.<br \/>   <span style=\"color:#008080\">Shapeshifting <span style=\"color:#ffffff\">1<span style=\"color:#008080\">, <span style=\"color:#ffffff\">2<\/span\/span>\/span: A power that grants points that can be<br \/>   allocated to enhance shapeshifted forms. <br \/>   <span style=\"color:#808000\">Monstrous Shifting<\/span>: A legendary power that allows you to shapeshift into<br \/>   truly enormous creatures. <br \/>   <span style=\"color:#808000\">Mythological Shifting<\/span>: A legendary power that allows you to shapeshift<br \/>   into extinct or fictional creatures.  <\/p>\n<p><span style=\"color:#008080\">[<span style=\"color:#ffffff\">Fae Knight Two<span style=\"color:#008080\">]<\/span\/span>\/span: <br \/>   <span style=\"color:#008080\">Biokinesis <span style=\"color:#ffffff\">2<\/span\/span>: A power tree focused on melee combat, especially<br \/>   hardiness.<br \/>   <span style=\"color:#008080\">Shapeshifting <span style=\"color:#ffffff\">3<\/span\/span>: A power that grants points that can be allocated to<br \/>   enhance shapeshifted forms.  <\/p>\n<p><span style=\"color:#008080\">[<span style=\"color:#ffffff\">Fae Knight Three<span style=\"color:#008080\">]<\/span\/span>\/span: <br \/>   <span style=\"color:#008080\">Aura Shifting<\/span>: A power that brings your things with you when you shift<br \/>   into a smaller form.  <br \/>   <span style=\"color:#008080\">Shapeshifting <span style=\"color:#ffffff\">4<\/span\/span>: A power that grants points that can be allocated to<br \/>   enhance shapeshifted forms.  <\/p>\n<p><span style=\"color:#008080\">[<span style=\"color:#ffffff\">Fae Knight Four<span style=\"color:#008080\">]<\/span\/span>\/span: <br \/>   <span style=\"color:#008080\">Fluid Shifting<\/span>: A power that reduces damage taken after shifting and<br \/>   removes shifting cooldown time. <br \/>   <span style=\"color:#008080\">Meta Shifting<\/span>: A power that enhances your human form with traits of your<br \/>   primary shapeshifted form. <br \/>   <span style=\"color:#008080\">Shapeshifting <span style=\"color:#ffffff\">5<\/span\/span>: Maximum proficiency; a power that grants points that<br \/>   can be allocated to enhance shapeshifted forms.<\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17643\" class=\"category-display-post\"><a id=\"faeborn\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Faeborn<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Two Archetype<\/span><\/p>\n<p>Supernatural<\/p>\n<p>This archetype represents humans with some Fae blood in them. But those who<br \/>are fairly new and inexperienced with their powers. See help Faeborn Lore<br \/>for more information.<\/p>\n<p><span style=\"color:#ffffff\">Minimum Age:<\/span> 18<\/p>\n<p><span style=\"color:#ffffff\">Available Negative Modifiers:<\/span> Mentally Ill, Injured, Ill, Addicted.<br \/><span style=\"color:#ffffff\">Available Positive Modifiers:<\/span> Relic Holder, Demonic Pact Holder,<br \/>Fleshformed<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> Has one point to spend on focus stats at tier two.<\/p>\n<\/div><\/div><\/article><article id=\"post-17983\" class=\"category-display-post\"><a id=\"faeborn-lore\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Faeborn Lore<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Also Read: Help Faeborn Mechanics<\/p>\n<p>The faeborn are those with Fae in their family line. These fae genes activate<br \/>erratically, usually for one child in every three or four generations. The<br \/>chances of any of your direct family being active faeborn is astronomically<br \/>small, but it is possible for a grandparent or great grandparent to be.<br \/>There&#8217;s also a decent chance that twins, either fraternal or identical will<br \/>share the trait if one has it.<\/p>\n<p>Faeborn tend to be smaller in stature than most humans, and have more<br \/>delicate, elfin features. They also tend to have a greater<br \/>predisposition towards mischief and often a bit less empathy for others<br \/>compared to most people. The faeborn tend to attract extremes in luck,<br \/>being far more likely to for instance win the lottery, but also more likely<br \/>to be wrongfully imprisoned. The faeborn&#8217;s natural uncontrolled influence<br \/>on fate can sometimes be harnessed. If a faeborn is captured and held<br \/>prisoner by any person in any way, that person will benefit from greatly<br \/>improved luck for the duration of the captivity. The faeborn also won&#8217;t<br \/>attract the same extremes in luck they normally would while held captive.<br \/>There are three basic types of faeborn: latent, active and passive.<\/p>\n<p>Latent Faeborn are effectively entirely human, but there is a chance that at<br \/>some point in their adult life the latent genes will activate and they will<br \/>become either active or passive faeborn.<\/p>\n<p>Passive Faeborn are almost entirely human, but they have the appearance of<br \/>faeborn attract the same extremes in luck and have a special type of blood<br \/>that&#8217;s used in certain rituals.<\/p>\n<p>Active Faeborn are passives usually until around the end of puberty, usually<br \/>seventeen to nineteen, when they activate. They also sometimes activate<br \/>later in life, although this is very, very rare in people not living near New<br \/>Haven. As well as the effects of passive faeborn, the Actives often manifest<br \/>amazing and varied powers, such as gaining supernatural<br \/>strength, magical abilities or shape shifting skills.<\/p>\n<p>Note: Faeborn are physically entirely human in appearance.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#fae\" target=\"_blank\">Fae<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17834\" class=\"category-display-post\"><a id=\"faeborn-mechanics\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Faeborn Mechanics<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Faeborn take bonus stagger when struck with weapons augmented with<br \/>ferromagnetic iron, and are fate sensitive. See Help Fate.<\/p>\n<\/div><\/div><\/article><article id=\"post-17375\" class=\"category-display-post\"><a id=\"faeborn-modifiers\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">faeborn modifiers<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Faeborn may select from the following modifiers:<\/p>\n<p>(T2) Faeborn:<br \/>Negative Modifiers: Addicted, Injured, Ill, Mentally Ill<br \/>Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder<\/p>\n<p>(T3) Faeborn Veteran:<br \/>Negative Modifiers: Crippled, Cursed<br \/>Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder<\/p>\n<p>(T4) Ageless Faeborn:<br \/>Negative Modifiers: Crippled<br \/>Positive Modifiers: Fleshformed, Demonic Pact Holder<\/p>\n<\/div><\/div><\/article><article id=\"post-17600\" class=\"category-display-post\"><a id=\"faeborn-stat\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Faeborn Stat<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Non-Supernatural<\/p>\n<p>This stat makes your character considered a faeborn, even if they do not have<br \/>a faeborn archetype; it represents latent or passive blood. Your character<br \/>will become fate sensitive.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17633\" class=\"category-display-post\"><a id=\"faeborn-veteran\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Faeborn Veteran<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Three Archetype<\/span><\/p>\n<p>Supernatural<\/p>\n<p>This archetype represents a human with Fae blood who&#8217;s been supernatural and<br \/>active in the supernatural community for at least ten years. See help<br \/>faeborn lore for more information in general.<\/p>\n<p><span style=\"color:#ffffff\">Minimum Age:<\/span> 28<\/p>\n<p><span style=\"color:#ffffff\">Available Negative Modifiers:<\/span> Cursed, Crippled<br \/><span style=\"color:#ffffff\">Available Positive Modifiers:<\/span> Relic Holder, Demonic Pact Holder,<br \/>Fleshformed<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> Has up to two points to spend on focuses at tier three.<\/p>\n<\/div><\/div><\/article><article id=\"post-18151\" class=\"category-display-post\"><a id=\"faecloth\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Faecloth<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Favor buy faecloth<\/p>\n<p>This command allows you to use favor to buy a bolt of faecloth which can<br \/>be customized into other clothing items. In lore, faecloth can have any<br \/>type of magical effect, it could have animated patterns, be made from<br \/>mist or be animated etc.<\/p>\n<p>Faecloth doesn&#8217;t cost a dye to color but does cost a little favor every<br \/>time it is edited.<\/p>\n<p>In addition, the person who purchased the faecloth item can use the<br \/>commands &#8216;clothemote&#8217; or &#8216;clothprivate&#8217; to control their faecloth item and<br \/>have it do things, or &#8216;clothrecall&#8217; to bring an item they purchased back<br \/>to themselves.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#favor\" target=\"_blank\">Favor<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#clothemote\" target=\"_blank\">clothemote<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#clothprivate\" target=\"_blank\">clothprivate<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#clothrecall\" target=\"_blank\">clothrecall<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18005\" class=\"category-display-post\"><a id=\"fame\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Fame<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Some characters are famous in certain circles, you can use the fame<br \/>command to set what you are famous for.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Fame (reason)<\/p>\n<p>Fame is for locals to show what they&#8217;re known for in the city, also<br \/>for those with the celebrity legendary power to show what they are known for<br \/>generally.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#stats\" target=\"_blank\">stats<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18232\" class=\"category-display-post\"><a id=\"famed-families\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Famed Families<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Famed Families are families which are particularly well known in the supernatural world.<br \/>You can join one of these families by setting your surname to the appropriate family surname.<\/p>\n<p>Families: The Ransom Family, The Fairchild Family, The Rothwell Family, The Washington Family, The<br \/>Chandler-Wei Family, The Vasquez Family, The Pierce Family, The Mercer Family, The Montrose Family, <br \/>The Harrington Family<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#theransomfamily\" target=\"_blank\">The Ransom Family<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#thefairchildfamily\" target=\"_blank\">The Fairchild Family<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#therothwellfamily\" target=\"_blank\">The Rothwell Family<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#thewashingtonfamily\" target=\"_blank\">The Washington Family<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#thechandlerweifamily\" target=\"_blank\">The ChandlerWei Family<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#thevasquezfamily\" target=\"_blank\">The Vasquez Family<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#thepiercefamily\" target=\"_blank\">The Pierce Family<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#themercerfamily\" target=\"_blank\">The Mercer Family<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#themontrosefamily\" target=\"_blank\">The Montrose Family<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#theharringtonfamily\" target=\"_blank\">The Harrington Family<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17366\" class=\"category-display-post\"><a id=\"family\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Family<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Family Knowledge\/Roster\/Lookup<\/p>\n<p>This command helps you keep track of your family.<\/p>\n<p>Family Knowledge<br \/>-Used primarily by famous family characters to enter an editor in which you<br \/>can write up what is known about you by other famous family members.<\/p>\n<p>Family Roster<br \/>-Used to show all active characters who share your surname or if you are a<br \/>famous family character, list all other active famous family characters.<\/p>\n<p>Family Lookup (name)<br \/>-Used by famous family characters to view the family knowledge for another FF<br \/>character.<\/p>\n<\/div><\/div><\/article><article id=\"post-17647\" class=\"category-display-post\"><a id=\"fantasy\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Fantasy<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier One Archetype<\/span><\/p>\n<p>Human.<\/p>\n<p>Fantasies are characters from the world of dreams, they have no<br \/>physical existence outside of the dreamworld. Fantasies can later change<br \/>into dreamchildren, but not into any other archetype.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Dreamworld associate (number)<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Wake &#8211; Leave a dreamworld.<\/p>\n<p><span style=\"color:#ffffff\">Minimum Age:<\/span> 18<\/p>\n<p><span style=\"color:#ffffff\">Available Negative Modifiers:<\/span> None<br \/><span style=\"color:#ffffff\">Available Positive Modifiers:<\/span> None<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> None.<\/p>\n<\/div><\/div><\/article><article id=\"post-17556\" class=\"category-display-post\"><a id=\"fashion-knowledge\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Fashion Knowledge<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Neither physical conditioning or beauty rituals already at that rank.<\/p>\n<p>This stat represents a character&#8217;s ability to know what will look good on them and how to wear it. It will provide a larger benefit when a character&#8217;s outfit is more expensive than those they typically wear.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17941\" class=\"category-display-post\"><a id=\"fast-combat\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Fast Combat<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Fast combat occurs any time there are NPCs involved in the fight except when<br \/>the NPCs are controlled by a SR.<\/p>\n<p>In fast combat each time you use the attack command it creates a 12 second<br \/>delay before you can use it again, attempting to do so will put the command<br \/>into a buffer, where it will then automatically be used when the timer<br \/>expires.<\/p>\n<p>Move is on its own 12 second timer which works in the same way with its own<br \/>buffer.<\/p>\n<p>You can type autofire, to set a toggle which will make you<br \/>automatically repeat your last attack when available as long as it<br \/>was successful.<\/p>\n<\/div><\/div><\/article><article id=\"post-18024\" class=\"category-display-post\"><a id=\"fast-reflexes\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Fast Reflexes<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Rank 2 requires Gun or Blade Disciple 2 or Tier 3.<br \/>Rank 3 requires Gun or Blade Disciple 4.<\/p>\n<p>This stat represents how quickly your character reacts to things. It plays a<br \/>large role in determining combat order when a fight breaks out amongst PCs.<\/p>\n<p>Fast Reflexes 0<br \/>Normal reflexes<br \/>Fast Reflexes 1<br \/>Faster reflexes than most people<br \/>Fast Reflexes 2<br \/>Incredibly quick reflexes<br \/>Fast Reflexes 3<br \/>Supernaturally quick reflexes<\/span><\/span><\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#stats\" target=\"_blank\">stats<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17354\" class=\"category-display-post\"><a id=\"fate\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Fate<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> coinflip (text) or (text)<br \/><span style=\"color:#ffffff\">Syntax:<\/span> luck (text) or (text)<\/p>\n<p>Those with fae blood have the ability to manipulate the vagaries of fate, if a<br \/>room is tagged with [Fate] you can use either the coinflip or luck command to<br \/>represent this.<\/p>\n<p>Coinflip is used when a character is torn between two choices and random<br \/>chance can determine which option they choose, only the faeborn and the<br \/>character using the command will see the result of the command which will<br \/>appear in the form of (Coinflip) (person) will (text).<\/p>\n<p>Luck is used to represent random chance and how it affects a given character.<br \/>The chosen option will be shown to everyone in the room in the form of<br \/>((name)&#8217;s luck) (text).<\/p>\n<p>Normally with luck one of the options will be the character having good luck<br \/>and one of them having bad luck but this doesn&#8217;t have to always be true. You<br \/>are allowed to involve more of the world in the use of the luck command than<br \/>in normal emotes, puppeting NPCs or other world elements in more significant<br \/>ways as long as luck is the driving force. e.g. Someone&#8217;s bad luck could have<br \/>them run into a mean parking cop, but not have a parking cop decide to<br \/>specifically target them.<\/p>\n<p>A faeborn&#8217;s control over their manipulation of fate is not always conscious,<br \/>some have honed this ability and can deliberately control it but others may<br \/>influence luck based on their subconscious impulses or based on their concept.<br \/>For instance, some faeborn may always be bad luck when they are around or good<br \/>luck in the morning and bad luck in the evening etc.<\/p>\n<\/div><\/div><\/article><article id=\"post-18228\" class=\"category-display-post\"><a id=\"fate-crafting\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Fate Crafting<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Brainwash fatecraft (target) (new fate)<br \/>Will appear to the target as &#8220;Your past has been altered: (new fate)&#8221;.<br \/>Brainwash fatecraft takes 100 favor and requires either invite level 6 or<br \/>the victim to allow it.<\/p>\n<p>Fatecrafting is a type of magic which allows the altering of the past, but<br \/>only for a specific individual. It could be used to change someone&#8217;s past so<br \/>they were an orphan, or were born in a different country, or never got married<br \/>etc. After this that person exists as if they were snatched from an alternate<br \/>reality where that was true. They may have memories and the like that never<br \/>occurred for anyone else.<\/p>\n<p>Fae, Gods and other similar powers can Fatecraft someone&#8217;s whole body.<br \/>They could cause someone to be born as a different archetype or have been<br \/>assaulted and left with a scar in their past and the person will now be<br \/>that archetype or have that scar.<\/p>\n<p>Others can only do psychological fatecrafting, changing someone&#8217;s mind and<br \/>memories but not their body. It can also be removed with brainwash reversal.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#brainwash\" target=\"_blank\">Brainwash<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#thewildhunt\" target=\"_blank\">The Wild Hunt<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17531\" class=\"category-display-post\"><a id=\"fates-protection\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Fate&#8217;s Protection<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Defensive<\/p>\n<p>This discipline represents those who are able to manipulate luck in order to<br \/>protect themselves, while it does nothing to protect them from an attack if<br \/>it lands it&#8217;s usually enough to make most attacks go just slightly wrong<br \/>enough to miss or fail to do much of consequence.<\/p>\n<p>Take 80% damage from rifles, carbines and pistols.<br \/>Take 90% damage from spears and blunt weapons.<br \/>Take 80% damage from bows, thrown weapons and spear guns.<br \/>Take 80% damage from striking attacks.<\/p>\n<\/div><\/div><\/article><article id=\"post-17872\" class=\"category-display-post\"><a id=\"fatigue\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Fatigue<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Fatigue builds up over time as you fight, going up a little when you<br \/>attack or move. When it reaches one hundred you will get penalties to your<br \/>disciplines and experience gains.<\/p>\n<p>Fatigue can be lowered by eating, drinking and roleplaying, and will also go<br \/>down over time.<\/p>\n<\/div><\/div><\/article><article id=\"post-18156\" class=\"category-display-post\"><a id=\"favor\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">favor<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> favor buy &lt;option&gt; [amount\/specific-item] [location]<\/p>\n<p>Favor is gained by being in a group with controls one of the boroughs<br \/>of the city, the amount of favor you will earn is based on your total<br \/>political contributions for that group. Each borough produces up to<br \/>1000 favor per week.<\/p>\n<p>The favor command allows players to spend their accumulated account favor on<br \/>various benefits and items.<\/p>\n<p>Options include:<br \/>Karma: Converts favor to karma at a 1:1 ratio<br \/>Shopping: Converts favor to shopping credit at a 1:5 ratio.<br \/>Commercial: Converts favor to commercial credit at a 1:20 ratio.<br \/>Faction: Converts favor to faction credit at a 1:10 ratio.<br \/>Housing: Converts favor to housing credit at a 1:2 ratio.<br \/>Charon: Purchases a charon coin for 100 favor. These coins can be used to<br \/>resurrect people.<br \/>Faecloth: Purchases a bolt of faecloth for 2500 favor.<br \/>Gemstone &lt;type&gt; &#8211; Purchases a gemstone for 1000 favor.<br \/>Tattoo &lt;type&gt; &lt;location&gt; &#8211; Gets a tattoo for 500 favor. Types: metallic,<br \/>glowing, animated.<br \/>Invitation: Converts favor into lowering your invitation.<br \/>Speedpregnancy: Advance your pregnancy by 3 months for 500 favor.<br \/>Guards &lt;1-4&gt; (Person) &#8211; Assigns 1-4 guards to a person for 100 favor each.<\/p>\n<p>You can also use favor report (borough) to see your favor totals in a given borough.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#politicalcapital\" target=\"_blank\">Political Capital<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#faecloth\" target=\"_blank\">Faecloth<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#mysticgemstones\" target=\"_blank\">Mystic Gemstones<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#mystictattoos\" target=\"_blank\">Mystic Tattoos<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#relics\" target=\"_blank\">Relics<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#artifacts\" target=\"_blank\">Artifacts<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#charms\" target=\"_blank\">Charms<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18221\" class=\"category-display-post\"><a id=\"fear-feeding\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Fear Feeding<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Requirements : Supernatural<\/p>\n<p>This power represents the ability of a character to feed on fear, they drain<br \/>the lifeforce from those around them when those others are afraid.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#stats\" target=\"_blank\">stats<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17447\" class=\"category-display-post\"><a id=\"feedback\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">feedback<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>You can leave feedback on another character either ICly or OOCly by using<br \/>the praise and diss command.<\/p>\n<p>Every now and then you may be selected to fill out a feedback form for<br \/>someone you have roleplayed with. You will be guided through a series of<br \/>prompts and asked to rate the various aspects of their RP on a scale of -10<br \/>to 10. You will also be given the opportunity to expand on this in more<br \/>detail and doing so will give you a little bit of karma.<\/p>\n<\/div><\/div><\/article><article id=\"post-17851\" class=\"category-display-post\"><a id=\"feel\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">feel<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Feel (message)<\/p>\n<p>Will send a message to SRs about how your character is feeling, is an aid to<br \/>story.<\/p>\n<p>Feel should only include information about the feeling and emotion itself,<br \/>rather than what might be causing it. Werewolves can sense the feelings of<br \/>their packmates over a distance.<\/p>\n<\/div><\/div><\/article><article id=\"post-17661\" class=\"category-display-post\"><a id=\"feet\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Feet<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>This field represents how tall your character is in feet, combining with<br \/>inches to represent total height.<\/p>\n<\/div><\/div><\/article><article id=\"post-28747\" class=\"category-display-post\"><a id=\"festival\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Festival<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Make Festival<\/p>\n<p>Can be used by the leader of a faction that controls a borough once every two weeks, you can edit fields to set a description appended to room descs in that area, a You feel imprint, text for entering the area and news text. Festivals last for a day.<\/p>\n<\/div><\/div><\/article><article id=\"post-18009\" class=\"category-display-post\"><a id=\"fifth-language\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Fifth Language<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>See Help Second Language.<\/p>\n<\/div><\/div><\/article><article id=\"post-17700\" class=\"category-display-post\"><a id=\"file\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">File<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>A file is information on your character that other members of your society can<br \/>easily look up by doing an order file on you. You can set your file with<br \/><span style=\"color:#ffffff\">describe file<\/span>. You can also used classified to add a part to your file only<br \/>leaders will be able to see. Done with <span style=\"color:#ffffff\">describe classified<\/span>. Faction\/Society\/Cult<br \/>leaders can use <span style=\"color:#ffffff\">Faction<\/span>\/<span style=\"color:#ffffff\">Society<\/span>\/<span style=\"color:#ffffff\">Cult filenote (person)<\/span> to add notes to someone&#8217;s<br \/>file.<\/p>\n<p>Ordering a file on your society mates is free and nearly instant.<\/p>\n<p>They can also add files on people who aren&#8217;t in their faction\/society\/cult with<br \/><span style=\"color:#ffffff\">faction<\/span>\/<span style=\"color:#ffffff\">society<\/span>\/<span style=\"color:#ffffff\">cult filenote (person)<\/span><\/p>\n<p>This will be readable by any member of the same faction\/society\/cult who orders<br \/>a file on that person. When ordering a file on someone who is not part of your<br \/>faction\/society\/cult this is all you will see. To make a filenote on someone who<br \/>isn&#8217;t, they must online and either in the room with you or not whoinvis.  <\/p>\n<p>Order file is free and very quick.<\/p>\n<\/div><\/div><\/article><article id=\"post-17898\" class=\"category-display-post\"><a id=\"fill\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">fill<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> fill &lt;object&gt; &lt;water source&gt;<\/p>\n<p>Fill fills a drink container with water.<\/p>\n<\/div><\/div><\/article><article id=\"post-17310\" class=\"category-display-post\"><a id=\"fimagine\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Fimagine<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> fimagine (target) (imagining)<\/p>\n<p>Can be used on characters with at least invitation 2 to cause their mind to wander and<br \/>them to imagine the given argument.<\/p>\n<\/div><\/div><\/article><article id=\"post-17480\" class=\"category-display-post\"><a id=\"financial-ruin\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Financial Ruin<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Business Focus 1<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Financialruin (character)<\/p>\n<p>This stat represents those with preternatural influence in the financial<br \/>sector. It sets the target&#8217;s bank account to 0 and is on a 2 week cooldown.<br \/>This is a legendary power.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17478\" class=\"category-display-post\"><a id=\"find-secrets\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Find Secrets<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Socialite Focus 1, Underworld Mogul Focus 1, or Hacking 4<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> findsecrets (target)<\/p>\n<p>This stat represents those with an unnatural ability to get blackmail on<br \/>people. When used it will reveal everything about the character that a trusted<br \/>storyrunner could see with lookup, as well as who they&#8217;ve been praising,<br \/>dissing, and sleeping with. It is on a two week cooldown.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-21193\" class=\"category-display-post\"><a id=\"findtimes\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">findtimes<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> findtimes (list of space separated characters)<br \/>This command helps try to find some times when the included characters are likely to be available to assist with scheduling.<\/p>\n<\/div><\/div><\/article><article id=\"post-17933\" class=\"category-display-post\"><a id=\"finger\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">finger<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> finger &lt;character&gt;<\/p>\n<p>Finger is a command that allows a player to see the fingerset information of<br \/>a character. It can include their geographic location, the best time to catch<br \/>them online.<\/p>\n<\/div><\/div><\/article><article id=\"post-17882\" class=\"category-display-post\"><a id=\"fingerset\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">fingerset<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> fingerset time &lt;best contact time&gt;<br \/><span style=\"color:#ffffff\">Syntax:<\/span> fingerset place &lt;where you live&gt;<\/p>\n<p>The fingerset command allows you to set several different fields of<br \/>information<br \/>that will display whenever another player uses the finger command on your<br \/>character name.<\/p>\n<\/div><\/div><\/article><article id=\"post-18042\" class=\"category-display-post\"><a id=\"fire-fighting\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Fire Fighting<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Melee<br \/>Max Range: 1<\/p>\n<p>This discipline covers the ability to fight with fire in close proximity, by<br \/>conjuring and deploying it either directly to a close quarters opponent or<br \/>channeling it through a weapon or body part upon striking. Restricted to<br \/>monster guests.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#disciplines\" target=\"_blank\">disciplines<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17724\" class=\"category-display-post\"><a id=\"fire-resistance\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Fire Resistance<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Elemental Magic 2<\/p>\n<p>This ability confers near-immunity to heat and fire. The character can survive<br \/>almost any hot temperature environment, and walk unharmed through fire; they<br \/>are still affected by smoke, however. While it does convey immunity to some<br \/>abilities, particularly pyromancy, it is primarily a roleplay-based stat. Note<br \/>that the character must be alive for this to work; their corpse can be burned<br \/>just as easily as anyone<br \/>else&#8217;s.<\/p>\n<p>This does not help against hellfire.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18050\" class=\"category-display-post\"><a id=\"fire-shield\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Fire Shield<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Defensive<\/p>\n<p>This discipline covers the use of fire magic to form a protective shield<br \/>that will block incoming attacks until the energy is all used up. Normally<br \/>invisible except when being struck. Restricted to monster guests.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#disciplines\" target=\"_blank\">disciplines<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17508\" class=\"category-display-post\"><a id=\"fire-sorcery\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Fire Sorcery<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Elemental Magic 1.<\/p>\n<p>This power grants the Fire Sorcery discipline.<br \/>You can use this discipline once every five rounds.<br \/>All characters hit by this discipline are affected by burnt armor, causing<br \/>them to take more damage if they are using armor.<\/p>\n<p>Optimum Range: 75<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17382\" class=\"category-display-post\"><a id=\"fish\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">fish<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Fish<\/p>\n<p>When used near water can catch fish.<\/p>\n<\/div><\/div><\/article><article id=\"post-17785\" class=\"category-display-post\"><a id=\"fist-fighting\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Fist Fighting<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>A fist fight can be started by the victim of a social attack, to do so<br \/>they simply type punch (target).<\/p>\n<p>Once it&#8217;s begun punch (target) high\/low will set where you attack next,<br \/>attacks occur every 10 seconds. Guard High\/Low sets where you&#8217;re guarding,<br \/>taking reduced damage in that area.<\/p>\n<p>Retreat lets you pull out of the fist fight, after you&#8217;ve successfully<br \/>retreated you should move out of the room if someone hasn&#8217;t stopped punching<br \/>you.<\/p>\n<p>Fist fighting uses a special pool called endurance, when you&#8217;re down to half<br \/>endurance you will start getting messages about the blows staggering you.<br \/>When you hit 0 you will take a mild wound and your endurance will reset.<br \/>The second time it&#8217;s depleted, or first time if you&#8217;re already mildly<br \/>wounded you will be knocked out if hit in the head, or severely wounded if<br \/>hit in the body.<\/p>\n<p>Disciplines and stats augment your fist fighting prowess.<\/p>\n<\/div><\/div><\/article><article id=\"post-17356\" class=\"category-display-post\"><a id=\"fixation\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Fixation<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Fixation occurs during predatory patrol events when the pursuer elects<br \/>to continue after the pursued even though they are making it more difficult<br \/>to do so.<\/p>\n<p>Fixation builds over time but will only take effect if the target is captured.<br \/>As a target you can avoid fixation by either by abandoning the chase or<br \/>Letting them go when they try to dash past you.<\/p>\n<p>If instead the target is captured, the pursuer will be affected by fixation<br \/>for some time afterwards, for a duration based on the level of fixation.<br \/>While affected by fixation in this way, they will have lower life force when<br \/>Not in the same room as the person they are fixated by and will have a<br \/>Harder time paying attention to other things going on. Meanwhile the<br \/>Victim&#8217;s invitation to them will be elevated. They can terminate<br \/>this effect early if they murder the target of their fixation, but this will<br \/>also cause a life force debuff for several weeks afterwards. They will earn<br \/>Some karma for roleplaying with the target of their fixation.<\/p>\n<p>Fixation increases the Invitation level of the target to the predator.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#invitation\" target=\"_blank\">Invitation<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17582\" class=\"category-display-post\"><a id=\"fleet-of-foot\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Fleet of Foot<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Angelborn<\/p>\n<p>Characters with this power get bonuses to how quickly they move around both<br \/>in and out of combat.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17735\" class=\"category-display-post\"><a id=\"fleshformed\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">fleshformed<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Positive Tier Modifier<\/p>\n<p>Replaceable: No.<\/p>\n<p>This modifier represents a character having been physically altered by<br \/>transformative powers<br \/>after their birth. Either by a higher power such as a Fae or God or by a<br \/>human practitioner of fleshforming magic. They often have been improved by<br \/>the process, made more attractive of more physically adept but also may have<br \/>been given inhuman characteristics. Fleshformed are typically considered<br \/>freaks and outcasts, and targeting them with hostile actions does not cost<br \/>political capital. After taking this modifier<br \/>characters can self target the fleshform command for 24 hours.<\/p>\n<\/div><\/div><\/article><article id=\"post-17718\" class=\"category-display-post\"><a id=\"fleshforming\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Fleshforming<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Science Focus 1<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Fleshform (target)<br \/>(skin\/hair\/eyes\/height\/breasts\/gender\/appearance\/younger\/older)<\/p>\n<p>This legendary power represents attaining a basic mastery over fleshforming,<br \/>although<br \/>still far shy of that of gods, fae, or demons. It can only be used on a<br \/>helpless target.<\/p>\n<p>For applicable syntax, each use of the command will move the target up or<br \/>down one increment. For height this is inches, and for age, this is one year<br \/>per use.<\/p>\n<p>When using the &#8216;appearance&#8217; syntax, it causes all people who have the target<br \/>remembered to be reset.<\/p>\n<p>Each use of the command costs approximately 1% LF. Targeting &#8216;Self&#8217; costs<br \/>nothing<br \/>for most forms of fleshforming, fleshform self younger costs approximately 30%<br \/>LF.<\/p>\n<p>This power only allows for milder human-like changes on most people. Those<br \/>with the Fleshformed modifier may be subject to more fantastic, inhuman<br \/>changes. See Help Fleshformed.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17997\" class=\"category-display-post\"><a id=\"flight\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Flight<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Natural Magic 1 or vampirism.<\/p>\n<p>This stat allows someone to fly through the air.<\/p>\n<p>Out of combat use fly to toggle if you will fly or not and then simply move<br \/>up into air rooms and move around normally.<\/p>\n<p>In combat &#8216;fly&#8217; or &#8216;up&#8217; will consume your movement for one round and move you<br \/>up<br \/>into an air room if it is above you, your movement speed is set to 100<br \/>whenever you are in air rooms in combat. You are able to attack anyone at 1<br \/>distance with melee disciplines but must be further for ranged disciplines.<\/p>\n<p>Anyone with Super Jumping, Flight or Aspects of Night can attack you with<br \/>melee weapons at 1 distance, as well as with ranged weapons, they count as<br \/>whatever their elevation is for determining range.<\/p>\n<p>Flight lets you use Super Jumping in combat.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17585\" class=\"category-display-post\"><a id=\"floral-blessing\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Floral Blessing<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Faeborn<\/p>\n<p>Characters with this power may use the command bless to make bouquets appear<br \/>spontaneously wherever they are.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17575\" class=\"category-display-post\"><a id=\"fluid-shifting\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Fluid Shifting<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Fae Knight 4.<\/p>\n<p>Those with this stat take 40% less damage in the round immediately after<br \/>shifting, and also have no restrictions out of combat on how long they have<br \/>to wait between shifting. They only receive this bonus in combat if they<br \/>aren&#8217;t shifting back into the form they were most recently in.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17446\" class=\"category-display-post\"><a id=\"fly\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">fly<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> fly<\/p>\n<p>If you have the ability to fly, either through the legendary power flight or<br \/>with a shapeshifting form capable of it, in combat fly or up will consume<br \/>your movement for one round and move you up into an air room if it is above<br \/>you, your movement speed is set to 100 whenever you are in air rooms in<br \/>combat. You are able to attack anyone at 1 distance with melee disciplines<br \/>but must be further for ranged disciplines.<\/p>\n<\/div><\/div><\/article><article id=\"post-17495\" class=\"category-display-post\"><a id=\"focus\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Focus<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Focus refers to a particular type of stat that represents what fields<br \/>your character has spent their life learning or mastering. They come in<br \/>three families, combat, arcane and professional. You can train focus stats<br \/>like any other stat but can not negtrain them once you are out of newbie<br \/>school, you are also limited in how many you can train by your effective<br \/>tier.<\/p>\n<p>Each effective tier grants access to a specific number of focus points.<br \/>Your effective tier is shown when you type score.<\/p>\n<p>Tiers: # Focus Points<br \/>Tier One: 0 Focus Points<br \/>Tier Two: 1 Focus Points<br \/>Tier Three: 2 Focus Points<br \/>Tier Four: 3 Focus Points<br \/>Tier Five: 4 Focus Points<\/p>\n<p>For every 1 point of combat focus your character has against another<br \/>character, you deal 10% more damage to that character and take 10% less<br \/>damage from them.<\/p>\n<\/div><\/div><\/article><article id=\"post-18109\" class=\"category-display-post\"><a id=\"follow\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">follow<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> follow (person)\/follow self<br \/>Used to start following someone, wherever they go you will<br \/>also go. You can stop following someone with &#8216;follow self&#8217;.<\/p>\n<\/div><\/div><\/article><article id=\"post-17970\" class=\"category-display-post\"><a id=\"following\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Following<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>To follow someone simply type follow (person) to stop type follow self or just<br \/>follow by itself. You will automatically<br \/>follow someone whenever you can, if they use public transport you will go into<br \/>the room with them for that, if they drive<br \/>or fly they may specify you to come along as a passenger, otherwise if they<br \/>drive and you have a car you will tail them.<br \/>This means you&#8217;ll take your own car but arrive at the same time, if they fly<br \/>and you can fly you will follow them.<\/p>\n<p>If they fly and you can&#8217;t fly, you won&#8217;t be able to follow them, and if they<br \/>speed and your car is slower you will arrive<br \/>significantly after them, meaning they will be able to lose you quite easily.<\/p>\n<\/div><\/div><\/article><article id=\"post-17910\" class=\"category-display-post\"><a id=\"for\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">for<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>\/* Super-AT command:<br \/>FOR ALL action<br \/>FOR MORTALS action<br \/>FOR GODS action<\/p>\n<p>Executes action several times, either on ALL players (not including yourself),<br \/>MORTALS (including trusted characters), GODS (characters with level higher<br \/>than<br \/>L_HERO), MOBS (Not recommended) or every room (not recommended either!)<br \/>If you insert a # in the action, it will be replaced by the name of the<br \/>target.<br \/>If # is a part of the action, the action will be executed for every target<br \/>in game.<\/p>\n<p>there is no #, the action will be executed for every room containing<br \/>at least one target, but only once per room. # cannot be used with FOR EVERY-<br \/>WHERE. # can be anywhere in the action.<\/p>\n<p>Example:<br \/>FOR ALL SMILE -&gt; you will only smile once in a room with 2 players.<br \/>FOR ALL TWIDDLE # -&gt; In a room with A and B, you will twiddle A then B.<br \/>Destroying the characters this command acts upon MAY cause it to fail. Try to<br \/>avoid something like FOR MOBS PURGE (although it actually works at my MUD).<br \/>FOR MOBS TRANS 3054 (transfer ALL the mobs to Midgaard temple) does NOT work<br \/>though \ud83d\ude42<\/p>\n<p>The command works by transporting the character to each of the rooms with<br \/>target in them. Private rooms are not violated.<br \/>*\/<\/p>\n<\/div><\/div><\/article><article id=\"post-18123\" class=\"category-display-post\"><a id=\"force\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">force<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> force (target) (action) (field)<br \/>Forces a helpless or possessed target to perform an action. Valid actions:<br \/>wear, remove, show, take, use, eat, drink, expose, unexpose, join,<br \/>givekeys, emote, and zip. Givekeys requires no field, and keys must be<br \/>be held in order to be used.<\/p>\n<p>See individual command helpfiles for more information.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> force (target) (abortion\/abort)<\/p>\n<p>This command has a 90 percent success rate. It has a base wound of<br \/>mild, but can be scaled up by other factors. If additional factors = 3,<br \/>the character dies. If additional factors = 2, it&#8217;s a critical wound.<br \/>If additional factors = 1, it&#8217;s a severe wound.<\/p>\n<p>The scaling factors are:<\/p>\n<p>* A random 10 percent chance.<br \/>* A 50 percent chance if the character is forcing their own abortion.<br \/>* If the target is wounded already.<\/p>\n<\/div><\/div><\/article><article id=\"post-17530\" class=\"category-display-post\"><a id=\"force-protection\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Force Protection<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Defensive<\/p>\n<p>This discipline represents those who are able to protect themselves with<br \/>force projection abilities. As each attack approaches, their aura applies a<br \/>pressure to deflect it away from them.<\/p>\n<p>Take 90% damage from rifles, carbines and pistols.<br \/>Take 90% damage from long blades and spears.<br \/>Take 80% damage from knives, bows, thrown weapons and spearguns<br \/>Take 80% damage from striking attacks.<\/p>\n<\/div><\/div><\/article><article id=\"post-17533\" class=\"category-display-post\"><a id=\"force-shield\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Force Shield<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Defensive<\/p>\n<p>This discipline represents those who are able to bring supernatural force to<br \/>bear to protect them directly, creating an invisible suit of force armor<br \/>around their body to deflect or absorb attacks.<\/p>\n<p>Take 80% damage from rifles, carbines and pistols.<br \/>Take 90% damage from shotguns and long blades.<br \/>Take 80% damage from knives, bows, thrown weapons and spearguns.<br \/>Take 80% damage from striking and grappling.<\/p>\n<\/div><\/div><\/article><article id=\"post-17764\" class=\"category-display-post\"><a id=\"forensics\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Forensics<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> 20 years old.<\/p>\n<p>This skill covers a workable knowledge of forensics gained either through<br \/>study<br \/>or practical experience. People with this stat will be able to identify the<br \/>cause of death and other important details from cadavers.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17707\" class=\"category-display-post\"><a id=\"form\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">form<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Characters with the appropriate paths or stats can shift into animal<br \/>shapes. This command allows you to customize your alternate forms.<\/p>\n<p>Form Create (name)<br \/>Creates a new animal shape with the specified name, you need a base animal<br \/>form pool of at least 8 to do this.<\/p>\n<p>Form View (name)<br \/>Views information on the specified form, or if used without an argument, all<br \/>forms.<\/p>\n<p>Form Genus (name) (genus)<br \/>Sets the Genus of the animal, valid options are: Insect, Rodent, Bird,<br \/>Aquatic, Reptile, Mammal, Mythological. See help animal genus for more<br \/>information.<\/p>\n<p>Form Species (name) (species)<br \/>Sets the species of the animal, the species can be anything you wish within<br \/>it&#8217;s genus.<\/p>\n<p>Form Weight (name) (weight in pounds)<br \/>Sets the weight of the animal between 0.1 and 2205 pounds. See help<br \/>animal weights for more information.<\/p>\n<p>Form Intro (name) (introduction)<br \/>Sets the string the animal will appear by when not remembered.<\/p>\n<p>Form Describe (name)<br \/>Places you in an editor to write the description of your animal.<\/p>\n<p>Form Rename (name) (newname)<br \/>Renames an animal form.<\/p>\n<p>Form Delete (name)<br \/>Deletes an animal form.<\/p>\n<p>Form Train (name) (animal stat)<br \/>Trains an animal stat, see help animal stats for more information<\/p>\n<p>Form Untrain (name) (animal stat)<br \/>Lowers an animal stat.<\/p>\n<p>Form Changeto (name)<br \/>Places you in an editor to write the message for changing into this form.<\/p>\n<p>Form changefrom (name)<br \/>Places you into an editor to write the message from changing out of this form.<\/p>\n<\/div><\/div><\/article><article id=\"post-18008\" class=\"category-display-post\"><a id=\"fourth-language\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Fourth Language<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>See Help Second Language.<\/p>\n<\/div><\/div><\/article><article id=\"post-17620\" class=\"category-display-post\"><a id=\"freed-angel\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Freed Angel<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Five Archetype<\/span><\/p>\n<p>Supernatural<\/p>\n<p>This archetype represents a pure blooded angel who&#8217;s been released from<br \/>their service or somehow freed. See help angelborn lore for more general<br \/>information.<\/p>\n<p>Age: Apparent age at least 18, actual age at least 100.<\/p>\n<p>Physical Characteristics: More attractive to people even if outside of their<br \/>ideal age range or not their preferred gender.<\/p>\n<p>Collar: Freed Angels can make empathy limiting collars for themselves with<br \/>customize (item) collar. When wearing such they aren&#8217;t affected by people&#8217;s<br \/>desires at all, but when not wearing the collar are extremely powerfully<br \/>affected by them.<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> Has up to four points to spend on focuses at tier five.<\/p>\n<\/div><\/div><\/article><article id=\"post-17516\" class=\"category-display-post\"><a id=\"friend\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Friend<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Your friends list is a list of your OOC contacts who also play the game.<br \/>You can set it so people on it are notified whenever you log on.<br \/>Additionally you can send tells to people on your friends list even when<br \/>you haven&#8217;t interacted with their current character that much.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Friend list<br \/>-List everyone on your friend&#8217;s list.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Friend add character\/account (name)<br \/>-Add the specified character or account to your list.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Friend remove (name)<br \/>-Remove someone from your list.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Friend notify<br \/>-Toggle if people on your friend&#8217;s list are notified when you log on.<\/p>\n<\/div><\/div><\/article><article id=\"post-17725\" class=\"category-display-post\"><a id=\"frost-resistance\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Frost Resistance<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Elemental Magic 2<\/p>\n<p>This ability confers near immunity to the cold. The character can survive<br \/>almost any low temperature environment. While it does convey immunity to some<br \/>abilities, particularly cryomancy, it is primarily a roleplay-based stat.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17427\" class=\"category-display-post\"><a id=\"fsay\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">fsay<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> fsay (message)<br \/><span style=\"color:#ffffff\">Syntax:<\/span> fsay to phone (message)<\/p>\n<p>Used to communicate with others in your faction.<\/p>\n<\/div><\/div><\/article><article id=\"post-17753\" class=\"category-display-post\"><a id=\"gadgets\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Gadgets<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Requirements : None<\/p>\n<p>[Rank One]:<br \/>Pepperspray : Range 10; blinds opponent.<br \/>Roleplay : You know how to skillfully use pepper spray.<br \/>Requires a pepper spray object.<br \/>Consumes your attack for one round.<\/p>\n<p>Triage : Melee range; restores 10% of target&#8217;s maximum defense, twice as<br \/>effective when used on someone else. Not as effective on undead.<br \/>Roleplay : You know how to skillfully use bandages for triage.<br \/>Requires a bandage, which is consumed.<br \/>Consumes your attack for one round.<\/p>\n<p>[Rank Two]:<br \/>Taser : Melee range; renders the target slowed and unable to attack.<br \/>Roleplay : You know how to skillfully use a taser.<br \/>Requires a taser object.<br \/>Consumes your attack for one round.<\/p>\n<p>[Rank Three]:<br \/>Tasergun : Range 20; renders target slowed and unable to attack.<br \/>Roleplay : You know how to skillfully use a taser gun.<br \/>Requires a taser object and a taser dart. The dart is consumed.<br \/>Consumes your attack for one round.<\/p>\n<p>Tranq : Range 50; renders target slowed and weakened.<br \/>Roleplay : You know how to skillfully use a tranq gun, firing darts that<br \/>will temporarily induce weakness and lethargy in humans.<br \/>Requires tranquiliser gun and a tranquiliser dart. The dart is consumed.<\/p>\n<\/div><\/div><\/article><article id=\"post-17527\" class=\"category-display-post\"><a id=\"gag\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">gag<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> gag (target)<\/p>\n<p>Places a gag on a helpless target. The victim can still attempt to speak<br \/>but it will come out low volume and muffled.<\/p>\n<\/div><\/div><\/article><article id=\"post-18126\" class=\"category-display-post\"><a id=\"games\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">games<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Rank 3 requires faeborn.<\/p>\n<p>This stat determines how good a character is at various types of games whether<br \/>they be card games, video games, board games, or sports.<\/p>\n<p>Games 0<br \/>Average<br \/>Games 1<br \/>Above average<br \/>Games 2<br \/>Very Good<br \/>Games 3<br \/>Among the best<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17711\" class=\"category-display-post\"><a id=\"garage\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">garage<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>The process to lease a car for the first time involves first using<br \/>garage lease (value) (typeone) (typetwo) and then garage drive (number)<br \/>and lastly, go to an intersection on drive list and drive from there.<\/p>\n<p>Garage lease (value) (typeone) (typetwo)<br \/>-Leases a new vehicle and adds it to your garage, vehicles may be of one or<br \/>two types; valid types are<br \/>safe\/sport\/luxury\/tough\/van\/sportsbike\/cruiser\/horse.<br \/>For example: garage lease 5000 sport<\/p>\n<p>Garage view<br \/>-Shows the contents of your garage.<\/p>\n<p>Garage drive (number)<br \/>-Sets which vehicle is your current vehicle.<br \/>After the first 10 hours, this command can only be used from a safe location,<br \/>such as from the hospital, a hotel room or in a house.<\/p>\n<p>Garage loan (number)<br \/>-Produce a set of keys that can be given to someone else to allow them to<br \/>drive your vehicle.<\/p>\n<p>Garage locate (number)<br \/>For $5 you can get a GPS location on your vehicle.<\/p>\n<p>Garage reclaim (number)<br \/>-Reclaim a loaned vehicle with the keys.<\/p>\n<p>Garage recover (number)<br \/>Reclaim a vehicle when you do not have the keys, costs $200 and takes two<br \/>days.<\/p>\n<p>Garage name (number) (newname)<br \/>-Gives a vehicle a new name.<\/p>\n<p>Garage describe (number)<br \/>-Enters an editor where you can write your vehicle&#8217;s description.<\/p>\n<p>Garage unlease (number)<br \/>End your lease on, and ownership of, a vehicle.<\/p>\n<p>Other car commands: drive\/ride\/park\/runinto\/attack (vehicle)\/force (victim)<br \/>givekeys<\/p>\n<p>Some commands (e.g. drive, loan, describe, name) require being in a<br \/>safe location (such as a residential living space, a hotel, a hospital,<br \/>a bedroom) after your character reaches 10 hours of play.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#wcar\" target=\"_blank\">WCar<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#vehiclecostsx\" target=\"_blank\">Vehicle Costsx<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18159\" class=\"category-display-post\"><a id=\"gear\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">gear<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> gear &lt;list|purchase|equip|stash|trash&gt; [item name]<\/p>\n<p>Gear are items you can use in stat rolls with the try command, this<br \/>allows characters to bring along specialized gear that might help<br \/>on an adventure like rope, or a fire extinguisher. The following commands,<br \/>besides &#8216;list&#8217; must be done from a bedroom.<\/p>\n<p>&#8211; list: Displays all items you own with their status (Stashed, Equipped, or<br \/>Temporary), cost, and description.<\/p>\n<p>&#8211; purchase &lt;name&gt; &lt;cost&gt; &lt;description&gt;: Buys a new piece of gear. The name<br \/>and description must be at least 2 characters long. Cost must be between<br \/>10-100 dollars. Items are automatically stashed upon purchase.<\/p>\n<p>&#8211; equip &lt;item name&gt;: Moves an item from your stash to your equipped gear. You<br \/>can only have 3 non-temporary items equipped at once.<br \/>&#8211; stash &lt;item name&gt;: Stores an equipped item in your stash. Temporary items<br \/>cannot be stashed.<\/p>\n<p>&#8211; trash &lt;item name&gt;: Permanently removes an item from your inventory.<\/p>\n<\/div><\/div><\/article><article id=\"post-17664\" class=\"category-display-post\"><a id=\"gender\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Gender<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>This is your character&#8217;s biological gender. Valid options are Male and<br \/>Female.<\/p>\n<\/div><\/div><\/article><article id=\"post-17903\" class=\"category-display-post\"><a id=\"get\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">get<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> get &lt;object&gt;<br \/><span style=\"color:#ffffff\">Syntax:<\/span> get &lt;object&gt; &lt;container&gt;<\/p>\n<p>Getgets an object, either lying on the ground, or from a container, or even<br \/>from a corpse. Takeis a synonym for get.<\/p>\n<\/div><\/div><\/article><article id=\"post-17307\" class=\"category-display-post\"><a id=\"gharrek\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Gharrek<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>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.<\/p>\n<p>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.<\/p>\n<p>North of Nar&#8217;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&#8217;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.<\/p>\n<p>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.<\/p>\n<p>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.<\/p>\n<p>Beneath Gharrek&#8217;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.<\/p>\n<p>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.<\/p>\n<\/div><\/div><\/article><article id=\"post-17438\" class=\"category-display-post\"><a id=\"ghost-rituals\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Ghost Rituals<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Life Force Costs per level of Ritualism: 1: 21%, 2: 12%, 3: 9%, 4: 6%, 5: 4%<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual binding (target) Cost: 100%<br \/>When complete, any ghosts in the room with the target, including the target<br \/>themselves, will be stuck in the room they&#8217;re currently in, unable to move<br \/>from it or in the case of ghost walkers unable to return to their own body.<br \/><b>59This ritual completes instantly.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span\/b> Ritual unbinding (target) Cost: 100%<br \/>When complete, any ghosts in the room with the target, including the target<br \/>themselves, will be freed from any binding curse previously holding them to<br \/>that location.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual banish (target) Cost: 200%<br \/>When complete any ghosts in the room with the target, including the target<br \/>be bound to the graveyard for a month. If the target is a ghost walker they<br \/>be sent back to their body and critically wounded.<br \/><b>59This ritual completes instantly.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span\/b> Ritual corpsescry (target) Cost: 10%<br \/>Look through the eyes of a corpse.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual corpsesummon (target) Cost: 100%<br \/>Summon a corpse to you, recreates a corpse if it no longer exists.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17780\" class=\"category-display-post\"><a id=\"ghost-walking\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Ghost Walking<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Dark Magic 3<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> ghostwalk<\/p>\n<p>This stat allows a player to leave their body and become a spirit, able<br \/>to travel around as a ghost. It also however leaves them highly vulnerable.<br \/>They will leave a comatose form behind when traveling, this form can be<br \/>interacted with through the bind, blindfold, untie, wound, drag and execute<br \/>commands. The ghost will feel things being done to their body, but not<br \/>the details. Additionally ghosttouch (person) (message) Will send a message<br \/>to the ghost of You feel (message) and is appropriate if people are messing<br \/>with the ghostwalkers body.<\/p>\n<p>Additionally ghost walkers can be snared by binding rituals, and will be<br \/>stuck until such time as someone unbinds them. If someone uses a banishing<br \/>ritual on a ghost walker they will be sent back to their body, which undergoes<br \/>an extremely unpleasant experience culminating in a critical wound after<br \/>about a minute.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17784\" class=\"category-display-post\"><a id=\"ghosts\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Ghosts<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Ghosts are the imperfect copies created when a character whether NPC or PC<br \/>dies.<br \/>Not all deaths create ghosts and the exact mechanism for doing so is unknown,<br \/>however many ghosts become obsessed with particular aspects of their previous<br \/>life. Whether this is due to regret, being unable to let go, or simply<br \/>because of the brain damage-like condition in which all ghosts exist isn&#8217;t<br \/>clear.<\/p>\n<p>Each ghost is as unique as the person who spawned it. They&#8217;re unable to<br \/>change, but retain much of the special abilities they possessed in life.<br \/>Though ghosts have no concrete form and can move through otherwise solid<br \/>objects, any ghost who could not fly when they were alive, for example,<br \/>is similarly bound in death, if only by the belief that flying isn&#8217;t<br \/>possible. Ghosts who die while shifted will be shifted ghosts and unable to<br \/>shift back into human form. Ghosts who were not shifted when they died<br \/>will not be able to shift into their alternative form any more.<\/p>\n<p>Ghosts may not enter the Lodge or any home which has been ritually warded.<br \/>Furthermore, they are generally bound to Haven and can&#8217;t leave the city. They<br \/>can only be seen by characters with clairvoyance and only heard by characters<br \/>with clairaudience. Characters without either of these supernatural stats can<br \/>detect when a ghost enters or leaves a room with perception however and the higher<br \/>that character&#8217;s perception, the more likely they will notice the ghost&#8217;s movement.<br \/>Movement in peripheral rooms can not be detected in the same way.<\/p>\n<p>Ghosts do not precisely occupy the same space as the living and interacting<br \/>with them and their world is strenuous. Though they may interact with other<br \/>characters who possess either clairaudience or clairvoyance with less restrictions,<br \/>player ghosts receive a pool of actions each day to represent their endurance. This<br \/>pool is referred to as willpower and will be visible with the score command as<br \/>a ghost. Willpower will not be depleted for actions taken which do not attempt<br \/>to breach the veil between the spirit and living spaces. Ghost walkers receive<br \/>half as much willpower to expend each day to represent their investment in the<br \/>corporeal world.<\/p>\n<p>Some examples of actions that require manifestation are moving an object,<br \/>touching another character, being able to been seen or heard plainly, or<br \/>utilizing one of their supernatural powers. Verbal actions in particular are<br \/>especially difficult for ghosts and even the most powerful ghosts can only<br \/>muster concrete language in a low voice or whisper. Despite being able to<br \/>interact with their environment in limited ways, ghosts may not engage or be<br \/>engaged in combat.<\/p>\n<p><span style=\"color:#008080\">Syntax<span style=\"color:#008000\">: <span style=\"color:#ffffff\">visible<\/span\/span>\/span<br \/>  For ghosts, this command toggles whether or not the ghost is attempting to be<br \/>  visible in their next action.  Toggling it doesn&#8217;t eat away at any specific<br \/>  uses per day however while it is active, the ghost will be considered to be<br \/>  manifesting as well.  This will replace &#8220;something unseen&#8221; with <span style=\"color:#ffffff\">emote<\/span> and<br \/>  in actions with the ghost&#8217;s name or intro depending on whether or not the<br \/>  ghost is known to the viewer.  A special prefix &#8220;the ghost of&#8221; is attached<br \/>  before the ghost&#8217;s intro or name in the event that the viewer has at least<br \/>  clairvoyance 1 and can recognize the nature of the ghost immediately.<\/p>\n<p><span style=\"color:#008080\">Syntax<span style=\"color:#008000\">: <span style=\"color:#ffffff\">manifest<\/span\/span>\/span<br \/>  This toggle allows ghosts to determine whether or not the ghost will attempt<br \/>  to perform an action which can be detected without supernatural aid.  This is<br \/>  both a safety mechanism to prevent ghosts from depleting their daily pools<br \/>  unwittingly and to differentiate between the limited and unlimited version of<br \/>  some commands such as <span style=\"color:#ffffff\">say<\/span>, <span style=\"color:#ffffff\">emote<\/span>, and <span style=\"color:#ffffff\">private<\/span>.<\/p>\n<p><span style=\"color:#008080\">Willpower Costs<span style=\"color:#008000\">:<\/span\/span><br \/>  Private         10<br \/>  Emote           15<br \/>  Manifestations  20<br \/>  Speech          25<\/p>\n<p><span style=\"color:#008080\">Note<span style=\"color:#008000\">:<\/span\/span> If an action qualifies for multiple categories, it will use the greater<br \/>  cost.<\/p>\n<p>Some rituals such as <span style=\"color:#ffffff\">binding<\/span>, <span style=\"color:#ffffff\">unbinding<\/span>, and <span style=\"color:#ffffff\">banishment<\/span> can effect ghosts.<\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17553\" class=\"category-display-post\"><a id=\"giant-slayer\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Giant Slayer<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Combat Focus 2<\/p>\n<p>This stat halves the penalty for fighting characters with more combat focus<br \/>investment than you have.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17639\" class=\"category-display-post\"><a id=\"gifted\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Gifted<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Two Archetype<\/span><\/p>\n<p>Human<\/p>\n<p>This archetype represents humans who&#8217;ve attained some mastery of magic<br \/>through study. While human they can train arcane focuses and use rituals<br \/>and mancing. Gifted cannot make use of supernatural abilities like<br \/>shapeshifting that may come with arcane focuses.<\/p>\n<p><span style=\"color:#ffffff\">Minimum Age:<\/span> 25<\/p>\n<p><span style=\"color:#ffffff\">Available Negative Modifiers:<\/span> Mentally Ill, Injured, Ill, Addicted.<br \/><span style=\"color:#ffffff\">Available Positive Modifiers:<\/span> Relic Holder, Demonic Pact Holder,<br \/>Fleshformed, Scientifically Augmented.<\/p>\n<p>Note that while you can take the Young modifier as a Gifted, you will not be<br \/>able to remove it until your character is age 25.<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> Has one point to spend on arcane focus stats at tier two.<\/p>\n<\/div><\/div><\/article><article id=\"post-17902\" class=\"category-display-post\"><a id=\"give\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">give<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> give &lt;object&gt; &lt;character&gt;<br \/><span style=\"color:#ffffff\">Syntax:<\/span> give &lt;amount&gt; dollars &lt;character&gt;<br \/><span style=\"color:#ffffff\">Syntax:<\/span> give plot clue &lt;character&gt;<br \/><span style=\"color:#ffffff\">Syntax:<\/span> give scheme clue &lt;character&gt;<\/p>\n<p>Gives someone an object, money or a clue.<\/p>\n<\/div><\/div><\/article><article id=\"post-17849\" class=\"category-display-post\"><a id=\"giveblood\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">giveblood<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> GiveBlood<\/p>\n<p>Used by vampires to produce small glasses of vampire blood. Vampire<br \/>blood can be added to other food or drink with the &#8216;pour&#8217; command. See Help<br \/>Vampire Blood.<\/p>\n<\/div><\/div><\/article><article id=\"post-18134\" class=\"category-display-post\"><a id=\"glance\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">glance<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> glance [character]<\/p>\n<p>The glance command provides a condensed view of your surroundings or a<br \/>specific character.<\/p>\n<p>When used without arguments, glance shows a brief description of the current<br \/>room, similar to the look command but with less detail.<\/p>\n<p>When used with a character name it will show just the things about that<br \/>character that have changed since the last time you targeted them with &#8216;look&#8217;<\/p>\n<\/div><\/div><\/article><article id=\"post-17576\" class=\"category-display-post\"><a id=\"glide\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Glide<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Angelic Champion 4, Super Jumping<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Glide<\/p>\n<p>When used in combat this power grants the ability to<br \/>fly for three rounds.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17619\" class=\"category-display-post\"><a id=\"god-child\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">God Child<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Five Archetype<\/span><\/p>\n<p>Supernatural<\/p>\n<p>This archetype represents humans who have a divine parent, being half human<br \/>and half god. See help demigod lore for more general information.<\/p>\n<p>Age: At least 300, apparent age at least 25.<\/p>\n<p>Physical Characteristics: Golden irises.<\/p>\n<p>Focus: Has up to four points to spend on focus stats at tier five.<\/p>\n<\/div><\/div><\/article><article id=\"post-17979\" class=\"category-display-post\"><a id=\"gods\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Gods<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>You need Occult Knowledge of at least two to know this information.<\/p>\n<p>The gods were all once men a long, long time ago. Men and women who became<br \/>so accomplished at the recently rediscovered art of fleshforming that they<br \/>were able to<br \/>create for themselves new, perfect bodies. Bodies that could not be<br \/>damaged, would never age or die, truly immortal. As time passed and these<br \/>individuals continued to not age and grow stronger their influence became<br \/>all the greater. Some humans began to worship on their own, others assumed<br \/>the identity of pre-created pagan deities.<\/p>\n<p>As their power and influence grew, different groups came more and more into<br \/>conflict and the world was half torn apart by the fighting between these<br \/>powerful beings. Finally they met and settled on an accord of peace and<br \/>non-interference. Creating for themselves their own pocket dimension in<br \/>which to retreat peacefully into, a realm called Asgard, Olympus or any one<br \/>of a number of other names. From there they continued to have some limited<br \/>interaction with the human world, often venturing into it in disguise or<br \/>taking it upon themselves to help certain favored individuals but mostly<br \/>remained aloof and apart from it. Masters of fleshforming, they have filled<br \/>their world with various amazing and dreadful creatures, as well as<br \/>semi-human servants and vassals.<\/p>\n<p>Sometimes a god will sleep with a human while visiting the human world, at<br \/>times they do this while in the visage of another, such as the human&#8217;s<br \/>lover, at other times they do not. The reasons can be as varied as falling<br \/>in love with a human to a simple lark. The chance of a god impregnating or<br \/>being impregnated by a human is low, about one tenth of the chance of a<br \/>human with a human but can happen. These offspring are known as god children<br \/>and their descendants are<br \/>called demigods.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#lore\" target=\"_blank\">Lore<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#demigod\" target=\"_blank\">demigod<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17499\" class=\"category-display-post\"><a id=\"gold-vulnerability\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Gold Vulnerability<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Supernatural, not a vampire or werewolf.<\/p>\n<p>This power reduces the stagger you&#8217;d normally take from weapons augmented<br \/>against your archetype by two thirds, but means you take stagger from<br \/>weapons augmented with gold instead. Characters who research you can<br \/>discover your vulnerabilities.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17772\" class=\"category-display-post\"><a id=\"grappling\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Grappling<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Melee<br \/>Max Range: 1<br \/>Cap: Lower of 10 + Combat Focus times 5 or 10 + Tier times 5<\/p>\n<p>This discipline covers the ability to apply pins, and joint locks to<br \/>your opponent, as well as perform throws and other unarmed grappling<br \/>techniques, covering fighting forms such as wrestling or Jiu Jitsu.<\/p>\n<\/div><\/div><\/article><article id=\"post-17684\" class=\"category-display-post\"><a id=\"graves\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Graves<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Make Grave<\/p>\n<p>With this command you can add a gravesite to commemorate the passing of<br \/>another player. It requires you to be in a cemetery.<\/p>\n<p>There are three types of grave; a plaque is a simple commemorative plaque<br \/>suitable for those who&#8217;ve been cremated or whose bodies are somehow missing,<br \/>it costs $50.<\/p>\n<p>An occupied grave is a standard grave with headstone and costs $100. It<br \/>requires you to have a corpse object old enough to be disposed of to use.<\/p>\n<p>An unoccupied grave is a standard grave with nobody buried in it and costs<br \/>$1000.<\/p>\n<p>When visiting the cemetery you&#8217;ll see if graves or plaques are in that room<br \/>and can use look graves or look plaques to see a list. You can then look at<br \/>or join these.<\/p>\n<\/div><\/div><\/article><article id=\"post-17874\" class=\"category-display-post\"><a id=\"greeting\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">greeting<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><i>30.<\/i>                                                  <i>55, &#8211; &#8211; &#8211; ,<\/i>            <br \/>                          <b>89.<\/b>                     <i>55, &#8216;<\/i><span style=\"color:#ffffff\"> : : : : : <\/span><i>55&#8242; ,<\/i>        <br \/>                                              <i>55, <\/i><span style=\"color:#ffffff\">: : : : : : : : : <\/span><i>55,<\/i>      <br \/>          <span style=\"color:#FFE4E1\">.<\/span>                                  <i>55, <\/i><span style=\"color:#ffffff\">: : : : : : : : : : <\/span><i>55,<\/i>     <br \/>                                            <i>55, <\/i><span style=\"color:#ffffff\">: : : : : : : : : : : <\/span><i>55,<\/i>    <br \/>                       <span style=\"color:#ffffff\">.<\/span>                   <i>55, <\/i><span style=\"color:#ffffff\">: : : : : : : : : : : : <\/span><i>55,<\/i>   <br \/>     <i>30.<\/i>                                     <i>55, <\/i><span style=\"color:#ffffff\">: : : : : : : : : : : : <\/span><i>55,<\/i>   <br \/>                                           <i>55, <\/i><span style=\"color:#ffffff\">: : : : : : : : : : : : <\/span><i>55,<\/i>   <br \/>                                           <i>55, <\/i><span style=\"color:#ffffff\">: : : : : : : : : : : : <\/span><i>55,<\/i>   <br \/>              <span style=\"color:#ffffff\">*<\/span>                            <i>55, <\/i><span style=\"color:#ffffff\">: : : : : : : : : : : : <\/span><i>55,<\/i>   <br \/>                   <i>36.<\/i><i>38|<\/i>        <span style=\"color:#ffffff\">*<\/span>             <i>55, <\/i><span style=\"color:#ffffff\">: : : : : : : : : : : <\/span><i>55,<\/i>    <br \/>                   <i>38| |<\/i>                      <i>55, <\/i><span style=\"color:#ffffff\">: : : : : : : : : : <\/span><i>55,<\/i>     <br \/>                   <i>38|&#8217;|<\/i>            <i>36._____<\/i>     <i>55, <\/i><span style=\"color:#ffffff\">: : : : : : : : : <\/span><i>55,<\/i><br \/>           <i>36___<\/i>    <i>38|<\/i>  <i>38|<\/i>     <span style=\"color:#ffffff\">*<\/span>      <i>38|<\/i><b>72.<\/b>   <i>38|&#8217; .&#8212;&#8220;|<\/i> <i>55,&#8217;<\/i><span style=\"color:#ffffff\"> : : : : : <\/span><i>55&#8242; ,<\/i> <span style=\"color:#ffffff\"><\/span> <br \/>   <span style=\"color:#ffffff\">*<\/span>    <i>36.-&#8216;   &#8216;-.<\/i> <i>38|<\/i>  <i>38|<\/i>     <i>38.&#8211;&#8216;|<\/i>  <i>38||<\/i>   <i>38|<\/i> <span style=\"color:#ffffff\">*<\/span><i>38|<\/i> <i>08<u>nn\/i><\/u <i>38|<\/i>   <i>55&#8242; &#8211; &#8211; &#8211; &#8216;<\/i><br \/><i>36.-&#8216;|<\/i>  <span style=\"color:#ffffff\">*<\/span><i>36.<\/i><i>38|<\/i>  <i>38|<\/i>    <i>38||<\/i>   <i>38&#8242;-<\/i><span style=\"color:#ffffff\">*<\/span><i>38_<\/i>  <i>38|<\/i>   <i>38|<\/i>  <i>38|<\/i>    <i>38||<\/i>      <i>38|<\/i><br \/><i>38|&#8217; |<\/i> <i>38|.<\/i>    <i>38|<\/i>  <i>38|<\/i> <i>38||<\/i>       <i>38|<\/i> <i>38|<\/i>   <i>38|<\/i>  <i>38|<\/i>    <i>38||<\/i>      <i>38|<\/i>  <span style=\"color:#00d7d7\">_   _<\/span> <br \/><i>38|<\/i>  <i>38&#8242;-&#8216;<\/i>     <i>38&#8242;<\/i>    <i>38&#8243;&#8221;<\/i> <i>08<u>nn\/i><\/u <i>08<u>nn\/i><\/u <i>38&#8242;-&#8216;<\/i>   <i>38&#8242;-.&#8217;<\/i>    <i>38&#8217;&#8220;<\/i>      <i>38|<\/i> <span style=\"color:#00d7d7\">| \\ | |<\/span> <span style=\"color:#00d7d7\">_____      __<\/span><br \/><i>38|<\/i> <b>17__<\/b> <i>38|<\/i>  <i>38|<\/i>  <i>38|<\/i>    <i>38||<\/i>       <i>38|<\/i> <i>38|<\/i>   <i>38|<\/i>  <i>38|<\/i>    <i>38||<\/i>      <i>38|<\/i> <span style=\"color:#00d7d7\">|  \\| |<\/span><span style=\"color:#00d7d7\">\/ _ \\ \\ \/\\ \/ \/<\/span><br \/><i>38|<\/i>    <i>38|<\/i>     <i>38|<\/i>    <i>38||<\/i>     <i>20*<\/i> <i>38|<\/i> <i>38|<\/i> <b>17_<\/b> <i>38|<\/i>  <i>38|<\/i>    <i>38||<\/i>      <i>38|<\/i> <span style=\"color:#00d7d7\">| |\\  |<\/span><span style=\"color:#00d7d7\">  __\/\\ V  V \/<\/span><br \/><i>38|<\/i>    <i>38|<\/i>  <i>38|<\/i>  <i>38|<\/i>    <i>38||<\/i>       <i>38|<\/i> <i>38|<\/i>   <i>38|<\/i>  <i>38|<\/i>    <i>38||<\/i>      <i>38|<\/i> <span style=\"color:#00d7d7\">|_| \\_|<\/span><span style=\"color:#00d7d7\">\\___| \\_\/\\_\/<\/span>                <br \/><i>38|<\/i>    <i>38|<\/i>     <i>38|<\/i>    <i>38||<\/i>       <i>38|<\/i> <i>38|<\/i>   <i>38|<\/i>  <i>38|<\/i>    <i>38||<\/i>   <b>72.<\/b>  <i>38|<\/i> <span style=\"color:#00d7d7\">| | | |<\/span> <span style=\"color:#00d7d7\">__ ___   _____ _ __<\/span><br \/><i>38|<\/i>    <i>38|<\/i>  <i>38|<\/i>  <i>38|<\/i>    <i>38||<\/i>   <b>72.<\/b>   <i>38|<\/i> <i>38|<\/i>   <i>38|<\/i>  <i>38|<\/i>    <i>38||<\/i>      <i>38|<\/i> <span style=\"color:#00d7d7\">| |_| |<\/span><span style=\"color:#00d7d7\">\/ _&#8220; \\ \\ \/ \/ _ \\ &#8216;_ \\<\/span><br \/><i>38|<\/i>    <i>38|<\/i>     <i>38|<\/i>    <i>38||<\/i>       <i>38|<\/i> <i>38|<\/i>   <i>38|<\/i>  <i>38|<\/i>    <i>38||<\/i>      <i>38|<\/i> <span style=\"color:#00d7d7\">|  _  |<\/span><span style=\"color:#00d7d7\"> (_| |\\ V \/  __\/ | | |<\/span><br \/><i>38|<\/i>    <i>38|<\/i>  <i>38|<\/i>  <i>38|<\/i>    <i>38||<\/i>       <i>38|<\/i> <i>38|<\/i>   <i>38|<\/i>  <i>38|<\/i>    <i>38||<\/i>      <i>38|<\/i> <span style=\"color:#00d7d7\">|_| |_|<\/span><span style=\"color:#00d7d7\">\\__,_| \\_\/ \\___|_| |_|<\/span><br \/><i>38|<\/i>    <i>38|<\/i>  <i>38|<\/i>  <i>38|<\/i>    <i>38||<\/i>       <i>38|<\/i> <i>38|<\/i>   <i>38|<\/i>  <i>38|<\/i>    <i>38||<\/i>      <i>38|<\/i><br \/><i>38|<\/i>    <i>38|<\/i>     <i>38|<\/i>    <i>38||<\/i>       <i>38|<\/i> <i>38|<\/i>   <i>38|<\/i>  <i>38|<\/i>    <i>38||<\/i>      <i>38|<\/i><br \/><i>38|<\/i>    <i>38|<\/i>  <i>38|<\/i>  <i>38|<\/i>    <i>38||<\/i>       <i>38|<\/i> <i>38|<\/i>   <i>38|<\/i>  <i>38|<\/i>    <i>38||<\/i>      <i>38|<\/i> <span style=\"color:#005f87\"><i>-_= -_= _-=- -_= _=- = -_= -_<\/i\/span><br \/><i>36|____|_____|____||_______|_|___|__|____||______|<\/i><span style=\"color:#5f87af\"><i> -_= -_= _-=- -_= _= -_= -_= _<\/i\/span><br \/><i>36|_______________<u>\/\/\/i><\/u<i>36____________<u>\/\/i><\/u<i>36__<u>\/\/i><\/u<i>36_____________|<\/i><span style=\"color:#005f87\"><i>-_ =-=_-= _-= _ =-_ =-=_-= _-=<\/i\/span>         <\/p>\n<p><span style=\"color:#008080\">                             https:\/\/havenrpg.net                             <\/span><\/p>\n<p><i>49In the shadow of antiquity stands New Haven, a city that exists between worlds,<\/i><br \/><i>47founded in colonial times yet somehow birthed anew in 2025, where locals smile<\/i><br \/><i>45knowingly at visitors who mention the strange harbor lights or the moon-bound<\/i><br \/><i>43howling. This immersive text-based roleplaying experience invites you to become<\/i><br \/><i>42an agent of influence in a metropolis where reality bends, factions vie for<\/i><br \/><i>41control, and every gift of power comes with invisible chains. Here, heroic<\/i><br \/><i>40horror meets modern gothic sensibility: victories against darkness prove<\/i><br \/><i>39fleeting, monsters can be beaten back but never their creators, and the<\/i><br \/><i>38supernatural bleeds into everyday life as both metaphor and reality. You&#8217;ve<\/i><br \/><i>37already glimpsed too much to turn away, the veil has parted, revealing <\/i><br \/><i>36a world where the most powerful have all fallen to corruption or dance on<\/i><br \/><i>35another&#8217;s strings. Welcome to New Haven, where your words shape worlds and<\/i><br \/><i>35your choices echo across realities; the City Between awaits.<\/i><\/p>\n<p><span style=\"color:#ffffff\">What is your account name?<\/span><\/span><\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17801\" class=\"category-display-post\"><a id=\"groinkick\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">groinkick<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Groinkick (target) &#8211; This command makes you kick at your target&#8217;s groin,<br \/>the message output depends on the relative stats and disciplines of the two<br \/>parties.<\/p>\n<\/div><\/div><\/article><article id=\"post-17776\" class=\"category-display-post\"><a id=\"group\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Group<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Group create<br \/>(name)\/rename\/describe\/list\/info\/join\/banish\/vote\/leave\/announce\/roster<\/p>\n<p>Groups are player made associations, anyone can create a group and then join<br \/>members to it, once in however leadership is determined democratically.<br \/>Groups have a name, and a description, which can be seen with group list and<br \/>then group info. If someone belongs to a group this will appear in<br \/>investigation orders. Groups can also announce news to other members with<br \/>group announce.<\/p>\n<\/div><\/div><\/article><article id=\"post-17359\" class=\"category-display-post\"><a id=\"grouptext\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Grouptext<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Grouptext create (name)<br \/>-Create a new group text.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Grouptext list<br \/>-List all the group texts you are a part of.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Grouptext info (name)<br \/>-Show all the numbers in the specified group text.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Grouptext addnumber (name of group) (number or speeddial name)<br \/>-Add a new number to a grouptext you are part of.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Grouptext leave (name)<br \/>-Leave a specified group text.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Text (groupname) (message)<br \/>-Send a text message to everyone in the group text.<\/p>\n<\/div><\/div><\/article><article id=\"post-17470\" class=\"category-display-post\"><a id=\"gtg\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">gtg<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> gtg (number of minutes) or gtg (minimum number of minutes)<br \/>(maximum number of minutes)<\/p>\n<p>This command informs others in the room with you of how long before you have<br \/>to log off OOCly.<\/p>\n<\/div><\/div><\/article><article id=\"post-17311\" class=\"category-display-post\"><a id=\"guarded\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Guarded<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Requirements<span style=\"color:#008000\">:<\/span\/span> 1 point professional focus.<\/p>\n<p>Those who have this skill are always well guarded, if any PC or NPC allied to them is near them<br \/>when they are attacked, that other character will take the blow for them.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17756\" class=\"category-display-post\"><a id=\"guarded-mind\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Guarded Mind<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>This stat makes you immune to imprints and other forms of mind control such<br \/>as rituals and schemes. It does not offer protection against vampire blood<br \/>or brainwashing.<\/p>\n<p>This skill is no longer available.<\/p>\n<\/div><\/div><\/article><article id=\"post-17513\" class=\"category-display-post\"><a id=\"guardian-angel\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Guardian Angel<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Angelborn<\/p>\n<p>Characters with this power take less damage in combat when protecting<br \/>people.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17466\" class=\"category-display-post\"><a id=\"guardmind\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">guardmind<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> guardmind<\/p>\n<p>Used when your character is particularly on guard against attempts to<br \/>hypnotise them, indicating a higher engagement of fight\/flight response.<br \/>The protection lasts for five minutes and there is no notification when it<br \/>expires. Successive uses of the command cause exponentially increasing life<br \/>force costs owing to the stress of maintaining such a mindset without<br \/>action. You cannot use this command if your lifeforce is below<br \/>approximately 85%.<\/p>\n<\/div><\/div><\/article><article id=\"post-17799\" class=\"category-display-post\"><a id=\"guards\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">guards<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Guards attack (person)<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Guards dismiss<\/p>\n<p>This command allows someone to dismiss or command their allies and minions<br \/>to attack a specific target. One at a time will be dismissed.<\/p>\n<\/div><\/div><\/article><article id=\"post-17818\" class=\"category-display-post\"><a id=\"guest\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Guest<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Guest (type) (name)<\/p>\n<p>This command is used to create a temporary character, your existing character<br \/>isn&#8217;t altered by using this command. Upon successful use you are logged off<br \/>and sent into creation to set up the guest. Some stats can&#8217;t be obtained by<br \/>guests, and they cannot make use of your normal experience pools, instead<br \/>having their own pool determined by their tier. The possible types are:<\/p>\n<p>Monster: A player or staff made guest, creating this type of guest will freeze<br \/>your PC until they are deleted. See help Monster Guests for more information.<\/p>\n<p>Lieutenant: A guest who is a lieutenant of the 63rd, they can only<br \/>operate in areas controlled by the 63rd.<\/p>\n<\/div><\/div><\/article><article id=\"post-17399\" class=\"category-display-post\"><a id=\"gun-disciple-focus\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Gun Disciple Focus<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Combat Focus<\/p>\n<p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Supernatural<\/p>\n<p>This stat represents those who&#8217;re dedicated to a supernatural path of learning<br \/>firearm skills. Each rank offers increased access to physical stats. Gun<br \/>Disciples can learn<br \/>to use magnokinesis to enhance themselves in combat and manipulate the<br \/>battleground. At max rank, Gun Disciples can learn quick reload, making them<br \/>able to seamlessly change ammunition types in the middle of combat. Every<br \/>rank in gun disciple reduces the penalty for shooting someone behind cover.<\/p>\n<p>[Gun Disciple One]:<br \/>Dexterity 2: Influences social combat.<br \/>Magnokinesis 1: A power tree that affects combat equipment, primarily<br \/>defensively.<br \/>Hypernatural Reflexes: A legendary power that doubles your fast reflexes and<br \/>helps reduce damage taken.<\/p>\n<p>[Gun Disciple Two]:<br \/>Fast Reflexes 2: Determines turn order in combat.<br \/>Magnokinesis 2: A power tree that affects combat equipment, primarily<br \/>defensively.<\/p>\n<p>[Gun Disciple Three]:<br \/>Dexterity 3: Influences social combat.<br \/>Electropathic: You can use electronics, such as your phone, psychically.<\/p>\n<p>[Gun Disciple Four]:<br \/>Fast Reflexes 3: Maximum proficiency; determines turn order in combat.<br \/>Quick Reload: A power that removes the loss of an attack for using ammochange.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17798\" class=\"category-display-post\"><a id=\"habit\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">habit<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> habit\/ habit (category) (amount\/frequency)<\/p>\n<p>The Habit command is used to set your characters offline habits, this serves<br \/>several purposes. Firstly it&#8217;s visible to trusted SRs when they look you<br \/>up, and can give them a good idea of what your character is about. Secondly<br \/>it helps players themselves think about what their character does and thus<br \/>what they should know.<\/p>\n<p>Habits also can have code ramifications, but these are generally small and<br \/>bi-directional, so a small buff and small nerf to prevent there being any<br \/>optimum habit set.<\/p>\n<p>Habits are very important for some archetypes however. Demonborns can use<br \/>them to set how often they generally give into their demonic sadism. Based<br \/>on this setting they may occasionally get a message that they were mean to<br \/>someone the day before, it&#8217;s up to them to RP what actually happened.<\/p>\n<p>Vampires use it to set their feeding habits, careful is the default and<br \/>means the vampire takes care when selecting victims to choose those they<br \/>think will survive. These kill about one a year and have a small chance of<br \/>going hungry. Animal setting vampires feed on animals and bagged blood,<br \/>they never kill anyone but are less healthy and often hungry. Reckless are<br \/>vampires who don&#8217;t care about human lives, they kill about 3 a year and<br \/>never go hungry.<\/p>\n<p>Vampires have a small chance when they logon to get a message about having<br \/>killed someone the day previous. It&#8217;s up to them to RP how\/why this<br \/>happened. They will be tainted for this as well, but nobody will have any<br \/>real way of knowing they were responsible to aura them, unless they tell<br \/>them.<\/p>\n<p>Werewolves can use the command to set what they do during the full moon.<br \/>Calmed means they take efforts to keep themselves calm, such as taking<br \/>valium on the full moon. Chained means they keep themselves locked up<br \/>during the full moon. Careless means they go about their business as usual,<br \/>and embracing means they embrace the lunacy. Depending on these factors<br \/>Werewolves have a chance to get a message about having killed or seriously<br \/>injured someone the day before, again they&#8217;ll be tainted and it&#8217;s up to them<br \/>to RP what happened.<\/p>\n<p>You are free to RP accidentally killing\/seriously injuring someone on your<br \/>characters even when you don&#8217;t get a message, in fact we&#8217;d encourage most<br \/>new vampires\/werewolves to do a scene on the first time they accidentally kill<br \/>someone, as that&#8217;s a character defining moment.<\/p>\n<\/div><\/div><\/article><article id=\"post-18015\" class=\"category-display-post\"><a id=\"hacking\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Hacking<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Rank 3 requires Thief, Hunter, Scientist or Engineer focus.<br \/>Rank 4 to 5 requires engineer focus 2-3<\/p>\n<p>This stat determines the ability of a character to hack computer systems.<\/p>\n<p>Hacking 0<br \/>No ability to hack.<br \/>Hacking 1<br \/>Able to determine the presence of unencrypted information sent over a<br \/>network.<br \/>Hacking 2<br \/>Able to read unencrypted material sent over a network, such as emails.<br \/>Hacking 3<br \/>Able to hack into poorly protected computers.<br \/>Hacking 4<br \/>Able to hack into most computers and read almost any legally encrypted<br \/>material sent over a network.<br \/>Hacking 5<br \/>Able to hack into most professionally encrypted sites and can often<br \/>crack even military-grade encryption.<\/p>\n<p>Hacking the Police Band:<br \/>Characters with Hacking 2 and over can hack the local police band to<br \/>listen to ongoing dispatch messages. To do this, one must purchase a<br \/>police scanner and simply hold it in one&#8217;s inventory.<\/p>\n<p>Each rank of hacking reduces the cost of doing a phone trace by 15%.<br \/>At Rank 3 it allows the jamming of a traced individual&#8217;s communications.<br \/>At Rank 5 it allows the interception of some of the traced individual&#8217;s<br \/>communications.<\/p>\n<p>When combined with engineering to a total of at least 5, they can detect<br \/>bugs in any room they enter.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17747\" class=\"category-display-post\"><a id=\"haemomancy\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Haemomancy<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Requirements : Rank 1 requires Dark Magic 1, or 3 with Necromancy<br \/>Rank 2 requires Dark Magic 2, or 4 with Necromancy<\/p>\n<p>[Rank One]:<br \/>Burstvessel : Unspecified range; Target is blinded for one round, left with<br \/>lingering bloodshot eyes.<br \/>Roleplay : You can burst minor surface blood vessels, blinding someone for<br \/>several seconds if it targets the eyes.<br \/>Consumes your attack for one round.<\/p>\n<p>Declot : Unspecified range; Target will take 15% more damage from all non<br \/>blunt attacks next round.<br \/>Roleplay : You can temporarily stop wounds from clotting like they should.<br \/>Consumes your attack for one round.<\/p>\n<p>SlowHeart : Unspecified range; Target can move or attack next round, but not<br \/>both.<br \/>Roleplay : You can slow down someone&#8217;s heart, causing them to feel faint and<br \/>lightheaded.<br \/>Consumes your attack for one round.<br \/>[Rank Two]:<br \/>Bleed : Unspecified range; Target takes 10% of their missing defense in<br \/>damage.<br \/>Roleplay : You can cause someone to bleed far more intensely for a few<br \/>seconds.<br \/>Consumes your attack for one round.<\/p>\n<p>Heartattack : Unspecified range; If the target has defense lower than your<br \/>power, they are instantly dropped to 0 defense and wounded.<br \/>Roleplay : You can speed up someone&#8217;s heart, potentially leading to a panic<br \/>attack or death in an already badly injured person.<br \/>Consumes your attack for one round.<\/p>\n<p>All abilities require a magical focus.<\/p>\n<\/div><\/div><\/article><article id=\"post-17659\" class=\"category-display-post\"><a id=\"haircolor\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Haircolor<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>This field represents the basic natural hair color of your character.<br \/>Possible options are: black, brown, blonde, auburn, chestnut, red, gray,<br \/>white. Some archetypes can also take the options: blue, pink, purple or<br \/>green.<\/p>\n<\/div><\/div><\/article><article id=\"post-17658\" class=\"category-display-post\"><a id=\"hairdye\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Hairdye<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>This field can be left blank, otherwise it represents what type of hair<br \/>dye your character uses. It can be any text string and will appear as<br \/>He\/She has (string) hair.<\/p>\n<\/div><\/div><\/article><article id=\"post-18094\" class=\"category-display-post\"><a id=\"hangup\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">hangup<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> hangup<br \/>Used to end a phone conversation<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#phones\" target=\"_blank\">phones<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18164\" class=\"category-display-post\"><a id=\"haunting\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">haunting<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> haunting list<br \/>haunting info &lt;number&gt;<br \/>haunting delete [confirm]]<br \/>haunting investigations<br \/>haunting addclue &lt;cluetext&gt;<br \/>Make Haunting<\/p>\n<p>Hauntings are instances where a particular character is &#8216;haunting&#8217; a<br \/>particular<br \/>borough, that is they are preying upon the people of that borough in some way.<br \/>They could be a vampire out drinking, a monster out preying on victims, a<br \/>criminal<br \/>out mugging people or any other similar venture.<\/p>\n<p>Haunting a borough allows you to gain favor in that borough as you use your<br \/>haunting<br \/>to manipulate the population, making those who dislike you and your groups<br \/>more<br \/>afraid to live there, for example.<\/p>\n<p>Hauntings can be investigated by other PCs and eventually ended if those<br \/>investigators<br \/>succeed in unmasking all the details.<\/p>\n<p>&#8216;hauntings list&#8217; displays all active hauntings updated in the last month,<br \/>showing their location and whether you own them.<br \/>&#8216;hauntings info &lt;number&gt;&#8217; provides detailed information about a specific<br \/>haunting<br \/>from the list.<br \/>&#8216;hauntings delete confirm&#8217; ends your active haunting.<br \/>&#8216;hauntings investigations&#8217; shows who is currently investigating<br \/>your haunting and their progress.<br \/>&#8216;hauntings addclue &lt;clue text&gt;&#8217; adds a new clue to your haunting. Clues must<br \/>be<br \/>at least 120 characters long, and you can only add one clue per week. Adding<br \/>clues increases your favor in the borough and keeps your haunting active.<\/p>\n<p>Use make haunting to create a haunting for a specific borough.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#investigation\" target=\"_blank\">Investigation<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#witness\" target=\"_blank\">Witness<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17802\" class=\"category-display-post\"><a id=\"headbutt\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">headbutt<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Headbutt (target) &#8211; This command headbutts the target, the message output<br \/>depends on the relative stats and disciplines of the two parties.<\/p>\n<\/div><\/div><\/article><article id=\"post-18162\" class=\"category-display-post\"><a id=\"healthtimer\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">healthtimer<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> healthtimer<br \/>Toggles health break reminders on or off.<br \/>When enabled, you will receive periodic reminders to take<br \/>screen breaks.<\/p>\n<\/div><\/div><\/article><article id=\"post-23570\" class=\"category-display-post\"><a id=\"hellfire\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Hellfire<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Hellfire can be used once every five rounds.<br \/>It applies an effect which makes all enemies considered out of cover for the duration.<br \/>Optimum Range: 75<\/p>\n<\/div><\/div><\/article><article id=\"post-17669\" class=\"category-display-post\"><a id=\"helpless\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Helpless<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Helpess\/Helpless request (person) (reason)<\/p>\n<p>This command toggles you between helpless and non helpless state. You<br \/>cannot use it to get out of a helpless state if you are rendered helpless by<br \/>other means such as being bound.<\/p>\n<p>It allows people to perform commands on you that can only be done on<br \/>helpless targets however.<\/p>\n<p>Using helpless request (person) (reason) will echo to the target (Your name)<br \/>wants you to become helpless so that (reason) and can be used if you need<br \/>someone to become helpless for whatever you are attempting ICly and want to<br \/>convey that information.<\/p>\n<p>It is not illegal to mislead people with the reason given, although<br \/>obviously it is very bad RP if the reason given couldn&#8217;t possibly cover<br \/>allowing a vulnerability to the act actually performed.<\/p>\n<\/div><\/div><\/article><article id=\"post-18163\" class=\"category-display-post\"><a id=\"helpsearch\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">helpsearch<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> helpsearch [search term]<\/p>\n<p>Searches all help files for entries matching your search term. The command<br \/>looks for your search term in both help keywords and the actual text content<br \/>of all help files. Results are displayed as a comma-separated list of help<br \/>topics that match your search criteria. Only help entries appropriate for<br \/>your character level will be included in the search results.<\/p>\n<\/div><\/div><\/article><article id=\"post-18082\" class=\"category-display-post\"><a id=\"hide\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">hide<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> hide<br \/>Used to conceal yourself using the stealth skill, people who are<br \/>in the room when you hide will still be able to see you, and many<br \/>actions will reveal your location.<\/p>\n<p>You can type &#8216;visible&#8217; or &#8216;unhide&#8217; to stop hiding.<\/p>\n<\/div><\/div><\/article><article id=\"post-17719\" class=\"category-display-post\"><a id=\"hire\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Hire<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>The hire command can be used to pay for private investigations with money.<br \/>This command works very similarly to the order command, but hired<br \/>investigators do not have a cooldown and do not have any requirements<br \/>outside of the cash in hand.<\/p>\n<p>The character being researched does not need to be targeted by coded name.<br \/>Remembered names or short descriptions will work as well, regardless if<br \/>it is a mask, although inexact keywords may return an unintended target.<br \/>If the target changes their appearance by shifting or masking, the command<br \/>will return, &#8220;Cannot be found.&#8221; Characters who are not online or not<br \/>targetable will return a blank line.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> hire investigate &lt;target&gt;<br \/>Cost: $200<br \/>An investigation returns the target&#8217;s basic information, such as their<br \/>full name, date of birth, address and phone number. The report also<br \/>may include any society and subfaction associations, owned properties,<br \/>and registered vehicle license plate numbers.<\/p>\n<p>Once the results of an investigation has been returned to you, it is not<br \/>saved on the server. You must manually save it yourself.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> hire research &lt;scheme number\/target&gt;<br \/>Cost: $200<br \/>If used on a scheme, this will return details about what type it is.<br \/>If used on a character, this will return what is in their public history.<\/p>\n<p>Once the results of a background check have been returned to you, it is not<br \/>saved on the server. You must manually save it yourself.<\/p>\n<p>RP Note: If you are using the research command to find a character&#8217;s<br \/>history for a report, note that your report should be rephrased<br \/>and not just copy\/pasted.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> hire tail &lt;target&gt;<br \/><span style=\"color:#ffffff\">Syntax:<\/span> scout &lt;target&gt;<br \/>Cost: $400<br \/>A hired tail will inconspicuously follow your target, reporting their<br \/>location so long as it is in a public area. Tails will stay on your<br \/>target for quite some time, perhaps up to half a day. In order to find<br \/>out where your target last was seen, use the scout command.<\/p>\n<\/div><\/div><\/article><article id=\"post-17894\" class=\"category-display-post\"><a id=\"histories\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">histories<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> history<\/p>\n<p>The history command puts you into an editor where you can<br \/>write your character&#8217;s history.<\/p>\n<p>At a certain point you will need a character history to progress, character<br \/>histories must be at least<br \/>500 characters.<\/p>\n<p>SRs who you have trusted to at least level 2 will be able to view your history<br \/>with the lookup command.<br \/>Information in the game such as help roleplaying guide can aid you in writing<br \/>a good character history.<\/p>\n<\/div><\/div><\/article><article id=\"post-17895\" class=\"category-display-post\"><a id=\"history\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">history<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> history<\/p>\n<p>Puts you in a buffer where you can write your character&#8217;s history.<br \/>A history of at least 500 characters is required to progress after a<br \/>certain point.<\/p>\n<p>A history should contain what you feel would be turned up in a typical<br \/>background check on your character. Histories can be looked up by other<br \/>player characters in game. They are also visible to storyrunners whom<br \/>you have trusted to at least basic, as well as all immortals.<\/p>\n<p>Major character secrets that do not fit in your background are likely<br \/>better suited to character notes.<\/p>\n<\/div><\/div><\/article><article id=\"post-18093\" class=\"category-display-post\"><a id=\"hold\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">hold<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> hold (object)<br \/>Used to hold an object in your hands.<\/p>\n<\/div><\/div><\/article><article id=\"post-17791\" class=\"category-display-post\"><a id=\"holdings\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Holdings<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> holdings (property type)<\/p>\n<p>Without an argument, this command will list all properties owned by the<br \/>player. Only shops and houses are supported at the moment. The output is<br \/>similar to shop info and contains fields for property type, address amount<br \/>due, due date, and the name of the property. For the purposes of this<br \/>command, houses can be named similarly to shops with the house name (name)<br \/>command.<\/p>\n<\/div><\/div><\/article><article id=\"post-17741\" class=\"category-display-post\"><a id=\"hostile\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Hostile<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Hostile (target)<\/p>\n<p>As long as the target is someone you could attack, this command makes you<br \/>take a hostile stance. When in this stance if anybody in the room tries to<br \/>use text, call, csay, fsay, ssay, move, pin, execute, bind, untie, wound or<br \/>wake a<br \/>fight will start instead, additionally knockout punch will never actually<br \/>knock anybody out. You can use the command again to lower yourself out of<br \/>your hostile stance.<\/p>\n<\/div><\/div><\/article><article id=\"post-17444\" class=\"category-display-post\"><a id=\"hot-specialization\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Hot Specialization<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Not Undead<\/p>\n<p>Characters with this stat are particularly comfortable in hot climates, they<br \/>get a 10 percent life force buff when in an operation in a desert terrain<br \/>and up to +10 percent life force buff when in areas above 85 degrees F.<\/p>\n<p>They get a 10 percent life force debuff when in areas below 50 degrees F or<br \/>in an operation in tundra terrain.<\/p>\n<p>This stat cannot be negtrained.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18161\" class=\"category-display-post\"><a id=\"hotspot\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">hotspot<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> hotspot<\/p>\n<p>Marks or unmarks your current location as a &#8220;hot spot&#8221; for the where command.<br \/>This command functions as a toggle &#8211; using it once will mark your current<br \/>location, and using it again will remove the mark.<\/p>\n<\/div><\/div><\/article><article id=\"post-17796\" class=\"category-display-post\"><a id=\"house\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">house<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>There are a wide variety of housing types that individuals in New Haven<br \/>can purchase with the house commands and then customize with the<br \/>decorate command.<\/p>\n<p>Additional information about static housing can be found in help houses.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> house\/apartment\/brownstone\/loft\/dormroom\/hotelroom list [borough]<br \/>Lists all houses and their status. Filters by borough if provided with an<br \/>argument.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> house owned<br \/>Lists all houses owned by a character<br \/><span style=\"color:#ffffff\">Syntax:<\/span> house info (number)<br \/>Displays details about a particular house.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> house buy (number)<br \/>Purchase a house that is for sale. It&#8217;s not necessary to be on the property.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> house sell (number) (price)<br \/>Set a house for sale at a certain price. Set the price to 0 to take the house<br \/>off the market. It&#8217;s not necessary to be on the property.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> house name (string)<br \/>Sets the name of a character&#8217;s house as displayed in holdings. The name is<br \/>private and will not show up on house list.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> house roster<br \/>Displays everyone who has a housekey to the owner.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> house housekey (name)<br \/>Allows another character bypass all locks in the property. It is required for<br \/>house trust. The other character must be present.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> house lockchange (name)<br \/>Revokes a character&#8217;s key.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> house trust (name)<br \/>Allows another character control over decorate commands as well as the ability<br \/>to edit house goods and housekeepers.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> House newaddress (Number)<br \/>Resets the address of the house in case the road name has changed.<\/p>\n<\/div><\/div><\/article><article id=\"post-17995\" class=\"category-display-post\"><a id=\"household-security\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Household security<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>This stat determines how advanced the security on a character&#8217;s house is. It<br \/>defeats larceny attempts equal to its value.<\/p>\n<p>Household security 0<br \/>Normal locks.<br \/>Household security 1<br \/>Advanced locks.<br \/>Household security 2<br \/>Advanced locks and a basic burglar alarm.<br \/>Household security 3<br \/>Advanced electronic locks and a standard burglar alarm.<br \/>Household security 4<br \/>Advanced electronic locks and a sophisticated alarm system.<\/p>\n<\/div><\/div><\/article><article id=\"post-17996\" class=\"category-display-post\"><a id=\"household-toughness\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Household Toughness<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>This stat determines how much it takes to break into a character&#8217;s house by<br \/>force. Below are descriptions of each level and the requirements to overcome<br \/>them.<\/p>\n<p>Household toughness 0<br \/>Normal doors and windows; anyone can break in.<br \/>Household toughness 1<br \/>Reinforced doors; demolitions 1 or strength 1.<br \/>Household toughness 2<br \/>Reinforced doors and barred windows; strength 3, or demolitions 1.<br \/>Household toughness 3<br \/>Steel reinforced doors and barred windows; strength 5 or demolitions 2.<br \/>Household toughness 4<br \/>Steel reinforced doors, reinforced walls, and bulletproof windows;<br \/>strength 8 or demolitions 3.<\/p>\n<\/div><\/div><\/article><article id=\"post-18105\" class=\"category-display-post\"><a id=\"hp\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">hp<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> hp<br \/>Shows your prompt<\/p>\n<\/div><\/div><\/article><article id=\"post-17406\" class=\"category-display-post\"><a id=\"hunter-focus\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Hunter Focus<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Combat Focus<\/p>\n<p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> None<\/p>\n<p>This stat represents those who have focused on how to kill things, but not<br \/>necessarily in a very glorious way, such as hitmen, assassins and hunters.<br \/>Each rank offers discounts to weapon ammunition alterations and stealth<br \/>focused stats. Hunters can make use of the commando and martial arts ability<br \/>line in combat to help them escape and evade direct conflict. At max rank<br \/>they gain access to the poisonous toxin ability, allowing them to lace some of<br \/>their weapons with a single-use poison.<\/p>\n<p>[Hunter One]:<br \/>Commando (full): A power tree focused on aggressive combat gadgets.<br \/>Hacking 3: Greater proficiency with computers; allows jamming communications.<br \/>Martial Arts (full): A power tree focused on disabling foes in melee combat.<br \/>Paralytic Toxin: A single-use poison that causes stagger on enemies.<br \/>Stealth 3: Greater proficiency with stealth.<\/p>\n<p>[Hunter Two]:<br \/>Stealth 4: Greater proficiency with stealth.<\/p>\n<p>[Hunter Three]:<br \/>Poisonous Toxin: A single-use poison that causes percentage damage to defense.<br \/>Stealth 5: Maximum proficiency with stealth.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17492\" class=\"category-display-post\"><a id=\"hybrid-shifting\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Hybrid Shifting<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Primal 1<\/p>\n<p>This stat unlocks the hybrid genus type for shifters, or turns werewolves&#8217;<br \/>wolf form automatically into a hybrid form. In hybrid form, shifters will<br \/>retain their items, human disciplines, and full capacity for speech. Hybrid<br \/>forms can only be mansized.<\/p>\n<p>This also gives +5 to animal shapeshifting pools to a minimum of 15.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17493\" class=\"category-display-post\"><a id=\"hypernatural-reflexes\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Hypernatural Reflexes<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Gun or Blade Disciple 1<\/p>\n<p>This stat gives someone preternaturally good reflexes, it double the effect<br \/>of your fast reflexes on combat turn and reduces all damage you take by 20<br \/>minus your current stagger. So at 0 stagger you reduce attacks by 20, at 10<br \/>stagger by 10, and at 20 or higher stagger you do not reduce them at all.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17559\" class=\"category-display-post\"><a id=\"hypernatural-regen\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Hypernatural Regen<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Demon Warrior 1<\/p>\n<p>This stat gives massively enhanced regeneration when out of combat, causing<br \/>even serious wounds to disappear in a few minutes and even allowing someone<br \/>to regrow limbs. If a character with this power dies they will return to<br \/>life a few hours later if their body isn&#8217;t burned.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17993\" class=\"category-display-post\"><a id=\"hypnotism\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Hypnotism<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Rank 1 requires Supernatural<br \/>Rank 2 requires Vampire or Tier 2<br \/>Rank 3 and 4 require Tier 3<\/p>\n<p>[Rank One]:<br \/>Trance<br \/><span style=\"color:#ffffff\">Syntax:<\/span> trance (target)<br \/>Displays as: Does not display to target.<br \/>Places the target into a trance; this requires you to make eye contact, which<br \/>eye coverings will hamper. While in a trance, the target is rendered helpless<br \/>for several minutes, though most actions attempted will jerk them out of the<br \/>trance and fail. Characters can, however, use the other hypnotism abilities on<br \/>tranced targets, and vampires may bite them up to a mild wound. Trances<br \/>usually last about five minutes. You do not manually need to place someone<br \/>into a trance before using more hypnosis; it is engaged automatically. Note<br \/>that this cannot be used on individuals significantly more powerful than you<br \/>are.<\/p>\n<p>[Rank Two]:<br \/>Amnesia<br \/><span style=\"color:#ffffff\">Syntax:<\/span> hypnotize (target) amnesia (thing to forget)<br \/>Displays as: You forget (thing to forget), recollecting it as if it happened<br \/>in a dream instead of reality.<br \/>This command makes someone remember the event described as having happened in<br \/>a dream instead of in reality. While they might eventually figure out this<br \/>isn&#8217;t true if confronted with others who experienced it, it is the go to tool<br \/>for supernaturals wanting to cover up paranormal events.<\/p>\n<p>Instruction<br \/><span style=\"color:#ffffff\">Syntax:<\/span> hypnotize (target) instruction (pressure one) (pressure two) (pressure<br \/>three) (instruction)<br \/>Displays as: You need to (instruction).<br \/>This command attempts to send someone an instruction, usually a task or<br \/>condition to fulfil. Once completed, the imprint can be completed with satiate<br \/>(instruction) and will fade away immediately.<\/p>\n<p>[Rank Three]:<br \/>Compulsion<br \/><span style=\"color:#ffffff\">Syntax:<\/span> hypnotize (target) compulsion (pressure one) (pressure two) (pressure<br \/>three) (instruction)<br \/>Displays as: You need to (instruction).<br \/>This command attempts to send someone&#8217;s mind a compulsion that will stick with<br \/>them until their next sleep, provided they have satiated it at least once with<br \/>satiate (instruction).<\/p>\n<p>Body Instruction<br \/><span style=\"color:#ffffff\">Syntax:<\/span> hypnotize (target) body instruction (pressure one) (pressure two)<br \/>(pressure three) (instruction)<br \/>Displays as: Your body (instruction).<br \/>This command sends an instruction that bypasses someone&#8217;s higher brain<br \/>altogether to instead be carried out by their body without them intending to<br \/>do so at all. It is single use and will fade after the character carries it<br \/>out and uses satiate (instruction).<\/p>\n<p>Body Compulsion<br \/><span style=\"color:#ffffff\">Syntax:<\/span> hypnotize (target) body compulsion (pressure one) (pressure two)<br \/>(pressure three) (instruction)<br \/>Displays as: Your body (instruction).<br \/>This command sends a compulsion that bypasses someone&#8217;s higher brain<br \/>altogether; this works the same as the body instruction above, but lasts until<br \/>their next sleep provided they have satiated it at least once with satiate<br \/>(instruction).<\/p>\n<p>Triggered Instruction<br \/><span style=\"color:#ffffff\">Syntax:<\/span> hypnotize (target) triggered instruction (pressure one) (pressure two)<br \/>(pressure three) (trigger) (instruction)<br \/>Displays as: You need to (instruction).<br \/>This command seeds a regular instruction in the target, but the instruction<br \/>does not take effect until they hear, speak, or read the trigger message. You<br \/>must enclose the trigger in rounded brackets () to separate it from the<br \/>instruction itself.<\/p>\n<p>Triggered Body Instruction<br \/><span style=\"color:#ffffff\">Syntax:<\/span> hypnotize (target) triggered body instruction (pressure one) (pressure<br \/>two) (pressure three) (trigger) (instruction)<br \/>Displays as: Your body (instruction).<br \/>This command seeds a regular body instruction in the target, but the body<br \/>instruction does not take effect until they hear, speak, or read the trigger<br \/>message. You must enclose the trigger in rounded brackets () to separate it<br \/>from the instruction itself.<\/p>\n<p>[Rank Four]:<br \/>Triggered Compulsion<br \/><span style=\"color:#ffffff\">Syntax:<\/span> hypnotize (target) triggered compulsion (pressure one) (pressure two)<br \/>(pressure three) (trigger) (instruction)<br \/>Displays as: You need to (instruction).<br \/>This command seeds a compulsion in the target, but the compulsion does not<br \/>take effect until they hear, speak, or read the trigger message. You must<br \/>enclose the trigger in rounded brackets () to separate it from the instruction<br \/>itself.<\/p>\n<p>Triggered Body Compulsion<br \/><span style=\"color:#ffffff\">Syntax:<\/span> hypnotize (target) triggered body instruction (pressure one) (pressure<br \/>two) (pressure three) (trigger) (instruction)<br \/>Displays as: Your body (instruction).<br \/>This command seeds a body compulsion in the target, but the body compulsion<br \/>does not take effect until they hear, speak, or read the trigger message. You<br \/>must enclose the trigger in rounded brackets () to separate it from the<br \/>instruction itself.<\/p>\n<p>Lock Compulsion<br \/><span style=\"color:#ffffff\">Syntax:<\/span> hypnotize (target) lock (pressure one) (pressure two) (pressure three)<br \/>(instruction)<br \/>Displays as: Does not display to target.<br \/>This command locks an already-present compulsion, making it so that it will<br \/>never fade until it is unlocked.<br \/>Unlock Compulsion<br \/><span style=\"color:#ffffff\">Syntax:<\/span> hypnotize (target) unlock (pressure one) (pressure two) (pressure<br \/>three)<br \/>Displays as: Does not display to target.<br \/>This command attempts to unlock a previously locked instruction in someone&#8217;s<br \/>mind. If the pressures are correctly selected, the compulsion will fade. If<br \/>not, it will backlash and hurt the person attempting the unlocking.<br \/>The wording of the compulsion is not required in order to unlock it. The<br \/>correct order of pressures, however, IS required.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17578\" class=\"category-display-post\"><a id=\"hypnotism-mechanics\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Hypnotism Mechanics<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Whenever someone attempts to use either hypnosis or psychic influence on<br \/>a target they will have to input a list of three pressures as well as the<br \/>message to be followed.<\/p>\n<p>The target will then see a message about the imprint, including the message<br \/>to be followed, they have about five minutes to either resist or accept<br \/>before they accept automatically.<\/p>\n<p>If they resist they need to enter the three pressures most likely to make<br \/>their character succumb to that imprint. These two lists are then compared,<br \/>in the case of hypnosis compulsions if the hypnotizer has perfectly<br \/>predicted the resistance imprints the imprint will automatically succeed and<br \/>will become locked, permanently sealing in place until someone unlocks it.<\/p>\n<p>Otherwise the target will be given a cost in life force to resist the<br \/>imprint, this cost is higher the better the hypnotizer was able to predict<br \/>their vulnerabilities. They can then either accept the imprint, or resist<br \/>it and pay the cost in life force. If they do this the compulsion<br \/>backlashes and hurts the person attempting to influence them, charging them<br \/>about half the lifeforce it cost the target in return.<\/p>\n<p>Other factors can also influence this cost, such as vampire blood, siren<br \/>songs, being angelborn, or being drunk. Generally psychic influence is much<br \/>more affected by these secondary factors than hypnosis is.<\/p>\n<p>For these reasons characters who are particularly successful at influencing<br \/>minds need to be adept at understanding and or manipulating the psychology<br \/>of their targets, and skilled at picking compulsions that won&#8217;t be resisted<br \/>at any cost by the target&#8217;s player.<\/p>\n<\/div><\/div><\/article><article id=\"post-18160\" class=\"category-display-post\"><a id=\"hypnotize\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">hypnotize<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> hypnotize [person] [subcommand] [parameters]<\/p>\n<p>Subcommands:<br \/>&#8211; amnesia [thing to forget]<br \/>&#8211; lock [pressure1] [pressure2] [pressure3] [instruction to lock]<br \/>&#8211; unlock [pressure1] [pressure2] [pressure3]<br \/>&#8211; instruction [pressure1] [pressure2] [pressure3] [instruction]<br \/>&#8211; compulsion [pressure1] [pressure2] [pressure3] [instruction]<br \/>&#8211; body instruction [pressure1] [pressure2] [pressure3] [instruction]<br \/>&#8211; body compulsion [pressure1] [pressure2] [pressure3] [instruction]<br \/>&#8211; triggered instruction [pressure1] [pressure2] [pressure3] ([trigger])<br \/>[instruction]<br \/>&#8211; triggered compulsion [pressure1] [pressure2] [pressure3] ([trigger])<br \/>[instruction]<br \/>&#8211; triggered body instruction [pressure1] [pressure2] [pressure3] ([trigger])<br \/>[instruction]<br \/>&#8211; triggered body compulsion [pressure1] [pressure2] [pressure3] ([trigger])<br \/>[instruction]<\/p>\n<p>The hypnotize command allows characters with the Hypnotism skill to implant<br \/>suggestions, compulsions, and manipulate memories in other characters&#8217; minds.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#hypnotismmechanics\" target=\"_blank\">Hypnotism Mechanics<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#imprintpolicy\" target=\"_blank\">Imprint Policy<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#hypnotism\" target=\"_blank\">Hypnotism<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18043\" class=\"category-display-post\"><a id=\"ice-fighting\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Ice Fighting<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Melee<br \/>Max Range: 1<\/p>\n<p>This discipline covers the ability to fight with water in close proximity,<br \/>by conjuring and deploying the magic either directly to a close quarters<br \/>opponent or channeling it through a weapon or body part upon striking.<br \/>Restricted to monster guests.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#disciplines\" target=\"_blank\">disciplines<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18051\" class=\"category-display-post\"><a id=\"ice-shield\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Ice Shield<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Defensive<\/p>\n<p>This discipline covers the use of water magic to form a protective shield<br \/>that will block incoming attacks until the energy is all used up. Normally<br \/>invisible except when being struck. Restricted to monster guests.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#disciplines\" target=\"_blank\">disciplines<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17507\" class=\"category-display-post\"><a id=\"ice-sorcery\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Ice Sorcery<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Elemental Magic 1.<\/p>\n<p>This power grants the Ice Sorcery discipline.<br \/>You can use this discipline once every five rounds.<br \/>All characters hit by this discipline are slowed.<\/p>\n<p>Optimum Range: 75<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17777\" class=\"category-display-post\"><a id=\"ignore\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Ignore<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Ignore list<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Ignore (name)<\/p>\n<p>This command allows an individual to filter out a specific source of OOC tells<br \/>without resorting to going into quiet mode. Ignore list will display all<br \/>the players that have been set to ignore. Ignore (name) will toggle<br \/>whether or not an individual is being filtered and will work regardless of<br \/>whether that individual is currently logged in.<\/p>\n<p>This will block both ooc and ic notes, though you may still get notifications<br \/>of them.<\/p>\n<\/div><\/div><\/article><article id=\"post-17615\" class=\"category-display-post\"><a id=\"ill\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Ill<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Negative Tier Modifier<\/p>\n<p>Removable: Yes.<\/p>\n<p>This modifier represents someone suffering from an illness which causes an<br \/>overall impairment of their functioning. This can be used to represent both<br \/>curable and incurable conditions, although obviously should not be removed<br \/>in the case of incurable ones. It does not extend to mental health<br \/>conditions.<\/p>\n<\/div><\/div><\/article><article id=\"post-17765\" class=\"category-display-post\"><a id=\"illusions\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Illusions<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Illusory Magic 2<\/p>\n<p>This ability allows someone to influence another&#8217;s mind to see something that<br \/>isn&#8217;t really there. Illusions are entirely visual.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Illusion (person) (What they&#8217;ll see)<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17570\" class=\"category-display-post\"><a id=\"illusory-affinity\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Illusory Affinity<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Illusory Magic Focus 4<\/p>\n<p>Characters with this stat can use illusory magic and telepathy while<br \/>shifted.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17386\" class=\"category-display-post\"><a id=\"illusory-magic-focus\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Illusory Magic Focus<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Arcane Focus<\/p>\n<p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Gifted, Faeborn or a Blood Drinker<\/p>\n<p>This stat represents those who&#8217;ve studied the art of illusory magics. In<br \/>addition to the standard arcane focus bonuses, it grants the user illusory<br \/>mancing, allowing them to use their magic to manipulate the battlefield and<br \/>trick their enemies. At higher ranks it grants limited access to shapeshifting<br \/>and at max ranks allows the learning of illusory affinity, allowing an<br \/>arcanist to use their mancing powers as well as telepathy even while<br \/>shapeshifted.<\/p>\n<p>[Illusory Magic One]:<br \/>Illusory Mancing 1: A power tree focused on trickery and debilitating others.<br \/>Lightup: A power that enables lighting a room with your presence.<br \/>Memory Cloak: A legendary power that renders you unnoticeable unless you act<br \/>drastically.<br \/>Prismatic Sorcery: A legendary power that grants the prismatic sorcery combat<br \/>discipline.<\/p>\n<p>[Illusory Magic Two]:<br \/>Face Stealing: A power that enables you to look like someone else at a glance.<br \/>Illusions: A power that allows you to make others see things you wish them to<br \/>see.<br \/>Illusory Mancing 2: A power tree focused on trickery and debilitating others.<br \/>Stealth 3: Greater proficiency with stealth.<\/p>\n<p>[Illusory Magic Three]:<br \/>Aura Shifting: A power that brings your things with you when you shift into a<br \/>smaller form.<br \/>Mimic: A power that allows you to appear as any other archetype.<br \/>Shapeshifting 1, 2: A power that grants points that can be allocated to<br \/>enhance shapeshifted forms.<br \/>Stealth 4: Greater proficiency with stealth.<\/p>\n<p>[Illusory Magic Four]:<br \/>Illusory Affinity: A power that enables usage of illusory mancing and<br \/>telepathy while shifted.<br \/>Stealth 5: Maximum proficiency with stealth.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17748\" class=\"category-display-post\"><a id=\"illusory-mancing\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Illusory Mancing<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Requirements : Rank 1 requires Illusory Magic 1<br \/>Rank 2 requires Illusory Magic 2<\/p>\n<p>[Rank One]:<br \/>Distract : Unspecified range; Target does 50% less damage for one round.<br \/>Roleplay : You can cause a momentary distraction in the corner of someone&#8217;s<br \/>vision.<br \/>Consumes your attack for one round.<\/p>\n<p>Double : Unspecified range; Pick two targets, for one round if anyone<br \/>attacks one they&#8217;ll instead target the other and vice-versa.<br \/>Roleplay : You can cause someone to temporarily confuse you with another<br \/>person.<br \/>Consumes your attack for one round.<\/p>\n<p>Trick : Unspecified range; Your target&#8217;s next attack will appear to come<br \/>from someone else.<br \/>Roleplay : You can make it look as if someone else performed an action instead<br \/>of yourself.<br \/>Consumes your attack for one round.<\/p>\n<p>[Rank Two]:<br \/>Aura : Unspecified range; All ranged damage against the target is<br \/>increased by 15% for one round.<br \/>Roleplay : You can make someone glow briefly.<br \/>Consumes your attack for one round.<\/p>\n<p>Cloak : Unspecified range; Pick two targets, for one round the first is<br \/>untargetable by the second.<br \/>Roleplay : You can cause someone to be unable to see you for up to 8 seconds.<br \/>Consumes your attack for one round.<\/p>\n<p>All abilities require a magical focus.<\/p>\n<\/div><\/div><\/article><article id=\"post-17355\" class=\"category-display-post\"><a id=\"imbue\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Imbue<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> imbue (item) or force (target) imbue (item)<\/p>\n<p>When used by an angelborn, demonborn or faeborn of at least tier two, this<br \/>command<br \/>will infuse an item with some of their blood, granting them the effects of<br \/>being desire sensitive, suffering sensitive or fate sensitive respectively. It<br \/>can only be done once per week, and cannot be done to an item with a society<br \/>symbol on it. You can also force a helpless target to use the command but the<br \/>item must be in their inventory at the time.<\/p>\n<p>When used by a demigod this gives the item the ability to convey the ability<br \/>to hear wishes.<\/p>\n<\/div><\/div><\/article><article id=\"post-17722\" class=\"category-display-post\"><a id=\"immortality\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Immortality<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Demigod Warrior 1<\/p>\n<p>This power reduces the amount of damage a character will take per-round. It<br \/>also makes the character unable to be taken below 1 defense by any attack<br \/>not made by a long blade weapon. Characters with this power also cannot be<br \/>executed in normal ways, but must instead be beheaded.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17368\" class=\"category-display-post\"><a id=\"implantdream\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Implantdream<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> implantdream (target)<\/p>\n<p>This command can be used by an Eidolon to implant a dream into the mind of the<br \/>target that they will see the next time they log on. It can be used on offline<br \/>targets but can only be used on targets in dark rooms.<\/p>\n<\/div><\/div><\/article><article id=\"post-17648\" class=\"category-display-post\"><a id=\"important-local\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Important Local<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Two Archetype<\/span><\/p>\n<p>Human<\/p>\n<p>This archetype represents those locals living in Haven who&#8217;ve established<br \/>themselves socially. They might have important jobs or be part of<br \/>influential families. They can make use of the fame command to set a string<br \/>that other locals established individuals in the city will see when they<br \/>look at them, appearing like, He\/She is well known locally for (string)<\/p>\n<p><span style=\"color:#ffffff\">Minimum Age:<\/span> 24<\/p>\n<p><span style=\"color:#ffffff\">Available Negative Modifiers:<\/span> Addicted, Ill<br \/><span style=\"color:#ffffff\">Available Positive Modifiers:<\/span> Chemical Augmentation, Fleshformed, Demonic<br \/>Pact Holder<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> One point to spend in the professional focus family at tier two.<\/p>\n<\/div><\/div><\/article><article id=\"post-17870\" class=\"category-display-post\"><a id=\"imprint\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">imprint<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Imprint<br \/>-Shows a list of all your current mental influences. See help imprint<br \/>types<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Imprint accept<br \/>-Accept an attempt to alter your character&#8217;s mind.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Imprint resist (pressure one) (pressure two) (pressure three)<br \/>-Resist an attempt to alter your character&#8217;s mind, the pressures listed<br \/>should be those most effective at influencing your character to do<br \/>something, starting with the one most likely to do so.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Imprint resist<br \/>-Pay life force to resist an attempt to alter your character&#8217;s mind, causes<br \/>some backlash to the imprinter and prevents your character from being put into<br \/>a trance<br \/>again for a long time.<\/p>\n<\/div><\/div><\/article><article id=\"post-17580\" class=\"category-display-post\"><a id=\"imprint-types\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Imprint Types<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>You feel (message).<br \/>-Caused by drug object types to convey their chemical effects.<\/p>\n<p>You want to (message).<br \/>-Caused by some types of magic or schemes, which conveys a desire to do a<br \/>certain thing onto their targets. Targets are unaware they&#8217;ve been affected<br \/>or that the desire to follow the message is at all unnatural. Whether they<br \/>follow it or not however depends on how it conflicts with their other<br \/>desires but most people will follow most instructions. It is a fairly<br \/>strong desire.<\/p>\n<p>Your body (message).<br \/>-Caused by body hypnosis, this type of control bypasses someone&#8217;s higher<br \/>brain entirely, they body essentially follow the commands entirely of it&#8217;s<br \/>own accord. It can be used for other alterations beyond simple puppeteering<br \/>as well, changing how someone&#8217;s body reacts or moves in different<br \/>situations, or even temporarily rewiring sensations or reflexive behaviors.<br \/>A character under this sort of imprint is aware that they aren&#8217;t in control<br \/>of their body or whatever they are doing.<\/p>\n<p>You need to (message).<br \/>-Caused by psychic influence, as well as hypnotic instructions, compulsions<br \/>and cursed objects. A character under this sort of influence is completely<br \/>unaware that whatever they are doing is out of character for them and will<br \/>rationalize it both while under the imprint and afterwards. Characters can<br \/>use satiate (instruction) to note when they&#8217;ve fulfilled such an imprint.<\/p>\n<p>You have a vivid recollection of (message).<br \/>-Caused by alchemical memory potions, this memory seems natural to the<br \/>target, although they may realize once they&#8217;re told it&#8217;s fake that it is.<\/p>\n<p>You cannot remember (message).<br \/>-Caused by alchemical memory potions, the hole in the person&#8217;s memory won&#8217;t<br \/>generally be noticed unless someone specifically draws attention to it.<\/p>\n<\/div><\/div><\/article><article id=\"post-17552\" class=\"category-display-post\"><a id=\"incantation\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Incantation<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Arcane Focus 1-4<\/p>\n<p>This stat represents your ability to do rituals much more quickly than<br \/>others.<\/p>\n<p>Ritual Time<\/p>\n<p>Rank Zero: 120 Minutes<br \/>Rank One: 60 Minutes<br \/>Rank Two: 30 Minutes<br \/>Rank Three: 15 Minutes<br \/>Rank Four: 7 Minutes<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17660\" class=\"category-display-post\"><a id=\"inches\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">inches<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>This field represents how tall your character is in inches.<\/p>\n<\/div><\/div><\/article><article id=\"post-18169\" class=\"category-display-post\"><a id=\"incitement\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Incitement<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span><br \/>incitement list<br \/>incitement delete &lt;number&gt;<br \/>incitement activate &lt;number&gt;<br \/>incitement deactivate &lt;number&gt;<br \/>Make Incitement<\/p>\n<p>Incitements provide a plausible IC reason for why the character using lookfor<br \/>would engage with your character. For example them being enemies in a<br \/>conflict.<\/p>\n<p>Each incitement has a description and eligibility:<br \/>Possible criteria: &#8216;Anyone&#8217;, &#8216;Tier(number)&#8217;, &#8216;(faction name)&#8217;, &#8216;(character name)&#8217;.<br \/>Multiple criteria can be separated by commas.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#lookfor\" target=\"_blank\">Lookfor<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#patrolevents\" target=\"_blank\">Patrol Events<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#encounters\" target=\"_blank\">Encounters<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#opportunity\" target=\"_blank\">Opportunity<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17372\" class=\"category-display-post\"><a id=\"infernohelp\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">infernohelp<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Information Combat Roleplaying<\/p>\n<p>Progression Creating Editing<\/p>\n<p>Traveling Societies Lore<\/p>\n<p>User Interface Story Runners Communication<\/p>\n<p>Type help followed by one of the above headings.<br \/>Alternately newbie (message) gives access to a help channel<br \/>and pray (message) sends a message to the immortals.<br \/>You can use helpsearch (word) to search for helpfiles.<\/p>\n<\/div><\/div><\/article><article id=\"post-17914\" class=\"category-display-post\"><a id=\"inflict\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Inflict<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> inflict (character) (condition)<br \/><span style=\"color:#ffffff\">Syntax:<\/span> cure (character) (condition)<\/p>\n<p>This command allows an SR to inflict a PC with one of several different<br \/>conditions. These will last for a certain amount of time or until cured with<br \/>the cure command.<\/p>\n<p>SRs at trust 1 or below can only inflict conditions while running a room and<br \/>those conditions will go away as soon as the RP ends. Otherwise the condition<br \/>will last for a time roughly equal to 6 hours multiplied by the trust level of<br \/>the SR squared in play time.<\/p>\n<\/div><\/div><\/article><article id=\"post-18229\" class=\"category-display-post\"><a id=\"influence\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Influence<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Influence<\/p>\n<p>This command will show the amount of social, scheme and society influence<br \/>you currently have.<\/p>\n<p>Influence is a metric which measures your general sway in the world.<\/p>\n<p>Social Influence is gained by being more generally visible in the game<br \/>and the world, so being out in public more, visible on the wholist etc. It<br \/>can be gained, in particular, by hanging out and RPing in the shop currently<br \/>listed as the Peak Hours shop and by buying items from stores currently<br \/>listed as the Peak Hours store.<\/p>\n<p>Social Influence can be used to praise or diss other character which<br \/>can boost or penalize their popularity, appearance, or standing in a<br \/>faction or cult.<\/p>\n<p>Scheme influence is earned by setting one of your contacts to the<br \/>&#8216;planning&#8217; job and it is used to launch schemes as well as for creating<br \/>cults.<\/p>\n<p>Society influence is earned differently depending on the society you<br \/>are in and only used for the society type of praise\/diss to effect<br \/>the standing of others within that group.<\/p>\n<p>In The Illusium Court it is primarily earned by earning political capital for<br \/>the society.<br \/>In The Hollow Conclave it is primarily earned by victimizing helpless<br \/>characters.<br \/>In The Iron Moon Lodge it is primarily earned by winning fights, contributing<br \/>items from slain NPCs and using &#8216;roughup&#8217; on enemies.<br \/>In The Sons of Olympia it is primarily earned by using &#8216;roughup&#8217; on enemies,<br \/>running schemes, and planning\/attending city raids.<br \/>In The Last Vigil it is primarily earned by tormenting helpless supernatural<br \/>allies and enemies.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#praise\" target=\"_blank\">Praise<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#diss\" target=\"_blank\">Diss<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#popularity\" target=\"_blank\">Popularity<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17977\" class=\"category-display-post\"><a id=\"information\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Information<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Score<br \/>-Displays information about your character such as name and birth date.<br \/>Balance<br \/>-Display the money in your bank account and on hand.<br \/>Who<br \/>-Shows who&#8217;s currently online.<br \/>Whoinvis<br \/>-Hides from the who list.<br \/>Commands<br \/>-Brings up a list of all commands.<br \/>Socials<br \/>-Brings up social information such as how much influence you have.<br \/>Stats<br \/>-Brings up a list of your stats.<br \/>Disciplines<br \/>-Brings up a list of your disciplines<br \/>Rules<br \/>-Brings up a list of the rules.<br \/>Rank<br \/>-Displays your ranks.<br \/>Staff<br \/>-Brings up information on the staff.<br \/>Credits<br \/>-Brings up your community credit rewards.<\/p>\n<\/div><\/div><\/article><article id=\"post-18073\" class=\"category-display-post\"><a id=\"injure\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">injure<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> injure (PC\/NPC) mild\/severe\/critical\/fatal\/knockout<\/p>\n<p>Used by an SR to inflict wounds on PCs or NPCs, the wound level<br \/>that PCs can sustain is based on their trust with the SR. It is<br \/>appropriate to use if players have for instance just fallen down<br \/>a pit or otherwise done something in RP that would hurt them.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#storyrunnercommands\" target=\"_blank\">story runner commands<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17616\" class=\"category-display-post\"><a id=\"injured\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Injured<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Negative Tier Modifier<\/p>\n<p>Removable: Yes.<\/p>\n<p>This modifier represents someone who&#8217;s suffering from a serious, but not<br \/>permanent injury. Such as serious fractures. This has the effect of<br \/>permanently impairing their abilities until they heal.<\/p>\n<\/div><\/div><\/article><article id=\"post-17408\" class=\"category-display-post\"><a id=\"innate-powers\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Innate Powers<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Innate abilities are abilities that help further define your character&#8217;s<br \/>specific archetype, particularly in a racial sense. While there are no tier<br \/>restrictions on innate abilities, any given character may only possess a<br \/>single one; training one removes the option to train the others. All these<br \/>abilities have their own helpfile, but here is a short summary of each<br \/>archetype&#8217;s innates for quick reference.<\/p>\n<p>[Any Archetype]:<br \/>Timeswept: This allows you to use the timeswept command to set your origin<br \/>period even if you do not possess the timeswept archetype.<br \/>Blooddrinker: This allows you to drink blood.<br \/>Fabled: This means a character is marked by fate, does not stop other innates<br \/>from being taken.<\/p>\n<p>[Non-Supernaturals]:<br \/>You will remain non-supernatural even after selecting one of these innates.<br \/>Taking an innate will make you vulnerable to the material weakness of your<br \/>chosen bloodline (obsidian, radioactive material, quartz, or iron).<br \/>Angelborn: A passive angelborn; you will become sensitive to desires and<br \/>allows higher perception and running stats.<br \/>Demigod: A passive demigod; you will gain access to higher stamina and<br \/>perception stats, and be capable of hearing wishes.<br \/>Demonborn: A passive demonborn; you will become sensitive to suffering.<br \/>Faeborn: A passive faeborn; you will gain access to higher games and stealth<br \/>stats, and gain fate sensitivity.<br \/>Sensitive: A human; you will become sensitive to ghosts and the nightmare; see<br \/>help sensitive.<\/p>\n<p>[Angelborn]:<br \/>Fleet of Foot: You move faster in and out of combat.<br \/>Guardian Angel: You take less combat damage protecting others.<br \/>Soothing Aura: You help others around you heal faster.<\/p>\n<p>[Demigod]:<br \/>Blessing of Battle: You may bless someone to enhance their combat disciplines.<br \/>Lover&#8217;s Blessing: You may bless someone to increase their attractiveness and<br \/>fertility.<br \/>Lunar Blessing: You may bless someone to enhance their life force during the<br \/>night.<br \/>One with the Waves: You may bless someone to let them breathe underwater and<br \/>enhance them when near it.<br \/>Solar Blessing: You may bless someone to enhance their life force during the<br \/>day.<br \/>Storm Calling: You can sometimes summon a storm.<br \/>Underworld Touch: You may use deathtouch on someone to slow their injury<br \/>healing time.<\/p>\n<p>[Demonborn]:<br \/>Demonic Cry: You can wail to deafen others around you.<br \/>Demonic Seduction: Attempts to resist any psychic pressures from you using<br \/>lust are penalized.<br \/>Enrage: Attempts to resist any psychic pressures from you using anger are<br \/>penalized.<br \/>Rage Fueled: You can enrage to sacrifice your defensive disciplines to gain<br \/>greater offensive disciplines in combat.<\/p>\n<p>[Faeborn]:<br \/>Floral Blessing: You may bless the area around you to spontaneously conjure<br \/>floral bouquets.<br \/>Luck Changing: You may bless or curse someone to bestow good or bad luck upon<br \/>them.<br \/>Mershifter: When you enter deep water, you automatically become a merperson.<br \/>Sense Weakness: When you look at someone, you can see if they are wounded or<br \/>suffering from certain debuffs.<br \/>Song of the Sirens: You may sing to lower the defence of others around you to<br \/>psychic persuasion.<\/p>\n<\/div><\/div><\/article><article id=\"post-18539\" class=\"category-display-post\"><a id=\"instruct\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Instruct<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Instruct (npc name) (instruction)<\/p>\n<p>This can be used by SRs to give an NPC an instruction for their next emote.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#storyrunnercommands\" target=\"_blank\">Storyrunner commands<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17469\" class=\"category-display-post\"><a id=\"internal\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">internal<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> internal (message)<br \/>This form of emote can only be seen by you and any SRs and allows<br \/>you to emote internal thoughts, feelings, memories etc.<\/p>\n<p>See help emoting for additional forms of emoting.<\/p>\n<\/div><\/div><\/article><article id=\"post-18070\" class=\"category-display-post\"><a id=\"intro\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">intro<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>This field represents a short string which people will see instead of<br \/>your name when they haven&#8217;t yet remembered you. You can change it late with<br \/>intro (newstring)<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#descriptions\" target=\"_blank\">descriptions<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17878\" class=\"category-display-post\"><a id=\"introduction\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">introduction<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Introductions allow you to learn the name of a person. Until you know<br \/>someone&#8217;s name, you will only see their intro description, which many refer<br \/>to as short descriptions, or sdescs. To set your own short description,<br \/>simply type intro followed by the description you want.<\/p>\n<p>To remember someone else&#8217;s name after they have introduced themselves to<br \/>you, type remember followed by a keyword from their short description<br \/>followed by their name. For example, if you saw &#8216;a hairy middle-aged man&#8217;<br \/>in the room, and he introduces himself as Huor, you could type remember<br \/>hairy huor or remember middle huor. Remember that people can lie about<br \/>their names.<\/p>\n<p>You can see your current intro by typing display.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Introduction (short description of the form you&#8217;re currently in)<br \/>Changes your short description to whatever you want.<\/p>\n<\/div><\/div><\/article><article id=\"post-17670\" class=\"category-display-post\"><a id=\"introstory\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">introstory<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>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 &#8220;BRIDE&#8217;S BITCH.&#8221; Two rows up, a couple hisses at each other in the careful way of people trying not to make a scene, she&#8217;s got mascara tracks on her cheeks, he keeps checking his phone like it holds absolution. The woman across the aisle hasn&#8217;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.<\/p>\n<p>&#8220;<span style=\"color:#5fafd7\">Long ride to New Haven,<\/span>&#8221; comes a voice from beside you, <i>when did she sit down?<\/i> The acrid smell of gas station coffee stings your nostrils as she peels off the lid. &#8220;<span style=\"color:#5fafd7\">You got people there? In New Haven?<\/span>&#8221; She doesn&#8217;t wait for an answer. &#8220;<span style=\"color:#5fafd7\">Or are you just looking for a fresh start, wanting to remake yourself?<\/span>&#8221; She emphasizes &#8216;remake&#8217; strangely, like it&#8217;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&#8217;s trying to stab someone through it. &#8220;<span style=\"color:#5fafd7\">Funny thing about that place,<\/span>&#8221; your seatmate continues, voice casual as discussing weather. &#8220;<span style=\"color:#5fafd7\">Everyone I&#8217;ve met who&#8217;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&#8217;t remember how.<\/span>&#8220;<\/p>\n<p>She shifts, and there&#8217;s something wrong in the reflection of her face in the window. Too many angles, or maybe not enough. &#8220;<span style=\"color:#5fafd7\">But you seem smart.<\/span>&#8221; She&#8217;s talking again, breaking you from your reverie. &#8220;<span style=\"color:#5fafd7\">Probably already know the city&#8217;s got a reputation. Party town. What happens in New Haven stays in New Haven, all that.<\/span>&#8221; Her laugh is soft, almost fond. &#8220;<span style=\"color:#5fafd7\">They&#8217;re not wrong. It&#8217;s just&#8230;<\/span>&#8221; She pauses, watching the still woman two rows up who hasn&#8217;t blinked once in the last five minutes. &#8220;<span style=\"color:#5fafd7\">Just remember that every party has a host, and every host expects payment. The smart ones figure out what they&#8217;re willing to pay before they walk through the door.<\/span>&#8220;<\/p>\n<p>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&#8217;s still steaming, lipstick marks on the rim. The woman who hasn&#8217;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: <b>66NEXT STOP &#8211; NEW HAVEN, 10 MILES.<\/b> In the back, one of the bachelor party starts laughing in his sleep, shrill and hysterical, until his friend shakes him awake.<\/p>\n<\/div><\/div><\/article><article id=\"post-17905\" class=\"category-display-post\"><a id=\"inventory\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">inventory<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> inventory<\/p>\n<p>Inventory lists all the items you have but are not wearing. See also Help<br \/>Equipment.<\/p>\n<\/div><\/div><\/article><article id=\"post-18165\" class=\"category-display-post\"><a id=\"investigate\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">investigate<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> investigate open &lt;moniker&gt;<br \/>investigate rundown &lt;clue text&gt;<br \/>investigate moveboard &lt;moniker&gt;<br \/>investigate closedown &lt;moniker&gt;<br \/>look board<\/p>\n<p>This command allows you to investigate a particular haunting.<\/p>\n<p>The &#8216;investigate open &lt;moniker&gt;&#8217; subcommand begins a new investigation of a<br \/>haunting with the specified moniker. It creates an investigation board in<br \/>your current room, which must be a room you can decorate. You can only have<br \/>one active investigation at a time.<\/p>\n<p>The &#8216;investigate rundown &lt;clue text&gt;&#8217; subcommand allows you to investigate a<br \/>specific clue related to your active haunting. This advances your<br \/>investigation if the clue is legitimate, but you can only run down one clue<br \/>per week for each investigation. False clues will be identified and won&#8217;t<br \/>increase your progress.<\/p>\n<p>The &#8216;investigate moveboard &lt;moniker&gt;&#8217; subcommand moves your investigation<br \/>board for the specified haunting to your current room. You must be able to<br \/>decorate the new room.<\/p>\n<p>&#8216;look board&#8217; can be used in the room with your investigation to get more<br \/>details.<\/p>\n<p>While investigating someone you will have +2 to your invitation level for them<br \/>and have an active opportunity and incitement against them in the borough you<br \/>are investigating.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#haunting\" target=\"_blank\">Haunting<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#witness\" target=\"_blank\">Witness<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18222\" class=\"category-display-post\"><a id=\"invitation\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Invitation<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Invitation is the term for the degree to which a character has invited evil<br \/>into their life.<br \/>Like in much of folklore, evil gains more power over people the more they act<br \/>in ways that invite it in, even though those ways are often unfair or unknown to<br \/>the potential victim.<\/p>\n<p>Invitation goes up as characters interact with those of a higher moral tier.<br \/>The more personal or focused the attention is the faster it increases, for example,<br \/>roleplaying one on one in a private setting. Invitation doesn&#8217;t go up if the characters<br \/>are engaged in some activity like they&#8217;re on a plot or in a fight. Invitation can<br \/>also be increased by making bargains with demons.<\/p>\n<p>Invitation can then be boosted by various bonuses specific to the other<br \/>character, such as being the target of someone&#8217;s fixation or having a fabled<br \/>interaction, or investigating that individual.<\/p>\n<p>Roleplaying with characters of an equal or lower moral tier reduces your<br \/>invitation.<\/p>\n<p>You can see someone&#8217;s invitation level in their aura with &#8216;look (person) aura&#8217;<br \/>if you have an aura charm.<\/p>\n<p>Invitation Beckoner(1)<br \/>Free Supernatural Lure for higher tiers.<br \/>Adesc lock for up to 6 hours.<\/p>\n<p>Marked(2)<br \/>Can be the target of spiritwhisper.<br \/>Can be the target of the fimagine command, forcing the target to imagine<br \/>something.<br \/>Adesc lock for up to 18 hours.<\/p>\n<p>Darkened(3)<br \/>Can see their inventory at any time with examine.<br \/>Can also view their stash with stashview.<br \/>Face no penalty for stealing less expensive items.<br \/>Can install an implant or neutralizing implant against the target&#8217;s will.<br \/>Adesc lock for up to 54 hours.<\/p>\n<p>Marred(4)<br \/>Can hack their MyHaven.<br \/>Can brainwash cleanse against their will.<br \/>Can apply temporary brands with tbrand against their will.<br \/>Adesc lock for up to 100 hours.<\/p>\n<p>Tarnished(5)<br \/>Can use the bedwindow command to infiltrate their bedroom.<br \/>Can be the target of the locate command to see the room they are in and<br \/>the direction of it.<br \/>Isn&#8217;t required to be helpless for people to steal from them.<br \/>Adesc lock for up to 200 hours.<\/p>\n<p>Tainted(6)<br \/>Can be bitten without needing to be helpless or tranced.<br \/>Cannot defeat higher tiers in combat, and always can be pinned by them.<br \/>When a higher tier pays attention to them, they sometimes experience bliss.<br \/>Cannot resist brainwash fatecraft.<br \/>Adesc lock for up to 300 hours.<\/p>\n<p>Stained(7)<br \/>Can have their stash stolen from with the stashsteal command.<br \/>Cannot resist being fleshformed.<br \/>Knockoutpunch always succeeds when done by a higher tier.<br \/>Adesc lock for up to 400 hours.<\/p>\n<p>Twisted(8)<br \/>Cannot resist being branded.<br \/>No penalty for other characters for stealing any item.<br \/>Cannot resist having imprints locked.<br \/>Adesc lock for up to 500 hours.<\/p>\n<p>Damned(9)<br \/>Cannot resist being turned.<br \/>Cannot resist any brainwash command.<br \/>No penalty for being maimed.<br \/>Adesc lock for up to 600 hours.<\/p>\n<p>Lost(10)<br \/>No penalty for being killed.<br \/>If at this invite level without modifiers, cannot be resurrected and invite<br \/>level will never go back down.<br \/>Adesc lock for up to 1000 hours.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#moraltier\" target=\"_blank\">Moral Tier<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#acedia\" target=\"_blank\">Acedia<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17347\" class=\"category-display-post\"><a id=\"invitecode\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">InviteCode<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> InviteCode or Invitecode (text)<\/p>\n<p>When used without an argument by someone with at least 1000 community credits<br \/>this will display an invite code as a series of text.<\/p>\n<p>A player who has a suspicious IP address can access the game by using<br \/>Invitecode (text), this only has to be done once per account. A record is kept<br \/>of whose invitecode is used to give access to a given account.<\/p>\n<\/div><\/div><\/article><article id=\"post-17348\" class=\"category-display-post\"><a id=\"iprecheck\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">IPRecheck<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> IPRecheck<\/p>\n<p>Check if you are using a proxy or suspicious IP address. You only have to<br \/>clear this check once per account. If you cannot clear it you can either use<br \/>an invite code or contact the administration for more help.<\/p>\n<\/div><\/div><\/article><article id=\"post-17873\" class=\"category-display-post\"><a id=\"item_container\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">item_container<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Container Flags:<br \/>closeable<br \/>pickproof<br \/>closed<br \/>locked<br \/>puton &#8211; objects will be put on container, instead of in<br \/>lockable<\/p>\n<\/div><\/div><\/article><article id=\"post-17929\" class=\"category-display-post\"><a id=\"jetlag\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">jetlag<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>============================================================<br \/>Keyword: Jetlag<br \/>============================================================<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> jetlag &lt;number&gt;<\/p>\n<p>Used to adjust the MUD time to your own time where number<br \/>is the hours to add to the MUD time. Negative numbers will work for timezones<br \/>behind that of New Haven.<\/p>\n<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;<\/p>\n<\/div><\/div><\/article><article id=\"post-17708\" class=\"category-display-post\"><a id=\"jobs\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">jobs<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>After your character&#8217;s first week in New Haven, he will need to get a job in<br \/>order to receive the full benefits of his wealth stat. Characters who<br \/>do not work will receive a greatly reduced paycheck. To fulfil this<br \/>requirement, your character needs to visit the location he took his job.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> job take (job type) (job title)<br \/>Take a new job. Job types are explained below. You may take up to two<br \/>jobs, but only the best-paying job will affect your paycheck.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> job quit (exact job title)<br \/>Quit a current job. You must type the job title by its exact name in<br \/>order to successfully renounce it. It will disappear from job info.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> job info<br \/>Returns information about your character&#8217;s current jobs.<\/p>\n<p>Local Job Types:<br \/>Local job types can be taken inside the bounds of Haven. When taking a<br \/>local job, you must go to the location you wish to work and enter the<br \/>job take syntax. In order to be paid for a local job, you must go to<br \/>that exact room every 2-3 days.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> job take parttime (job title)<br \/>Work part time at a local business. Part time work awards 65% of a full<br \/>paycheck if taken at a shop property, or 55% if taken at a home business.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> job take fulltime (job title)<br \/>Work full time at a local business. Full time work awards 100% of a full<br \/>paycheck if taken at a shop property, or 80% if taken at a home business.<\/p>\n<p>Commuter Job Types:<br \/>Commuter jobs do not require checking in at a local property, but instead<br \/>represent a character working anywhere outside the bounds of New Haven.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> job take parttimecommute (job title)<br \/>Take a part time commuting job at 65% of your regular pay.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> job take fulltimecommute (job title)<br \/>Take a full time commuting job for 100% of your regular pay.<\/p>\n<p>Student Job Types:<br \/>This type of job represents your character currently attending school.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> job take parttimestudent (job title)<br \/>Study part time, awarding 45% of your regular pay.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> job take fulltimestudent (job title)<br \/>Study full time, awarding 45% of your regular pay.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> job take college (job title)<br \/>Take a job at the college, awarding 100% of regular pay.<\/p>\n<\/div><\/div><\/article><article id=\"post-17968\" class=\"category-display-post\"><a id=\"join\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Join<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> join (name of place)<br \/>join<\/p>\n<p>This command will let you move to a certain place in a room, when used by<br \/>itself it will move you out of all places. When in a place you can use<br \/>whisper by itself to only be heard by people there, you can also use subtle<br \/>to send emotes only to people there.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#places\" target=\"_blank\">places<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#whisper\" target=\"_blank\">whisper<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#subtle\" target=\"_blank\">subtle<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17864\" class=\"category-display-post\"><a id=\"karma\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Karma<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Karma is a game resource mostly used to create higher tier characters and<br \/>also to increase your experience or roleplay experience cap.  It is<br \/>generally only given out for activities that add to the story of the game<br \/>world such as StoryRunning.<\/p>\n<p>Personal Karma is gained just by regular roleplaying, but only 25, 000<br \/>personal karma can be used on any individual character.<\/p>\n<p>Otherwise karma can be gained by SRing plots, encounters and scheme thwarts<br \/>and to a lesser degree by playing monster guests, and doing predatory patrols.<\/p>\n<p><span style=\"color:#008080\">Syntax<span style=\"color:#008000\">: <span style=\"color:#ffffff\">change archetype <span style=\"color:#008000\">(<span style=\"color:#ffffff\">archetype<span style=\"color:#008000\">) (<span style=\"color:#ffffff\">modifier<span style=\"color:#008000\">\/<span style=\"color:#ffffff\">none<span style=\"color:#008000\">)<\/span\/span>\/span<br \/>        <span style=\"color:#ffffff\">change modifier <span style=\"color:#008000\">(<span style=\"color:#ffffff\">modifier<span style=\"color:#008000\">)<\/span\/span>\/span<br \/><span style=\"color:#ffffff\">        karma buy <span style=\"color:#008000\">(<span style=\"color:#ffffff\">xpcap<span style=\"color:#008000\">\/<span style=\"color:#ffffff\">rpxpcap<span style=\"color:#008000\">\/<span style=\"color:#ffffff\">experience<span style=\"color:#008000\">\/<span style=\"color:#ffffff\">rpexperience<span style=\"color:#008000\">\/<span style=\"color:#ffffff\">influence<span style=\"color:#008000\">\/<span style=\"color:#ffffff\">respect<span style=\"color:#008000\">\/<span style=\"color:#ffffff\">cash<span style=\"color:#008000\">\/<span style=\"color:#ffffff\">dreamexp<span style=\"color:#008000\">\/<span style=\"color:#ffffff\">focus<span style=\"color:#008000\">\/<span style=\"color:#ffffff\">origin<span style=\"color:#008000\">\/<span style=\"color:#ffffff\">unfabled<span style=\"color:#008000\">)<\/span\/span>\/span<br \/>                  <span style=\"color:#008000\">(<span style=\"color:#ffffff\"><span style=\"color:#ffffff\">karma to spend<span style=\"color:#c0c0c0\"><span style=\"color:#008000\">)<\/span\/span>\/span<\/p>\n<p>Karma returns to your new characters after deleting or rerolling slowly<br \/>over time.<\/p>\n<p>Using karma buy focus Will give your character an additional focus point.<br \/>This costs 12 000 karma for the first point, and then 1.5x the previous<br \/>cost for every subsequent point.<\/p>\n<p>Using karma buy origin (stat name) Will give your character an additional<br \/>origin stat power. This costs 10 000 karma.<\/p>\n<p>Using karma buy unfabled will remove fabled status for 7500 karma.<\/p>\n<p>Faction Leaders can grant awards to players which increases<br \/>their rate of karma gain until they&#8217;ve earned a set amount and can help make<br \/>accruing karma easier. Impressing your Storyrunners with your roleplaying<br \/>and impressing your society leaders with your usefulness are the best ways<br \/>to obtain these awards.<\/p>\n<p>Cdrives can also increase the rate at which you earn karma.<\/p>\n<p><span style=\"color:#008080\">Conversions<span style=\"color:#008000\">:<span style=\"color:#c0c0c0\"><\/p>\n<p>XP\/RPXP Cap<span style=\"color:#00ff00\">:<\/span\/span>\/span 25 per 1 karma spent.<br \/>XP<span style=\"color:#008000\">:<\/span> 50 per 1 karma spent.<br \/>RPXP<span style=\"color:#00ff00\">:<\/span> 10 per 1 karma spent.<br \/>Influence<span style=\"color:#00ff00\">:<\/span> 50 per 1 karma spent.<br \/>Respect<span style=\"color:#00ff00\">:<\/span> 5 per 1 karma spent.<br \/>Cash<span style=\"color:#00ff00\">:<\/span> $0.5 per 1 karma spent.<br \/>Dreamexp<span style=\"color:#00ff00\">:<\/span> 5 per 1 karma spent.<\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#cdrives\" target=\"_blank\">Cdrives<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17824\" class=\"category-display-post\"><a id=\"knock\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Knock<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Knock (direction)<\/p>\n<p>Knock on a door to send a message to everyone inside the house or everyone<br \/>on the other side of the door.<\/p>\n<\/div><\/div><\/article><article id=\"post-17800\" class=\"category-display-post\"><a id=\"knockoutpunch\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">knockoutpunch<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Knockoutpunch (target)<\/p>\n<p>This command makes you throw a punch at the target, against innocents or<br \/>much weaker enemies it will instantly knock them out cold.<\/p>\n<\/div><\/div><\/article><article id=\"post-17763\" class=\"category-display-post\"><a id=\"know-supernaturals\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Know Supernaturals<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Arcane Focus of 5.<\/p>\n<p>Those with this stat are able to tell the archetype of whoever they look at<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18026\" class=\"category-display-post\"><a id=\"know-vampires\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Know Vampires<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Vampire, Arcane focus of 3 or Dark magic focus of 1.<\/p>\n<p>This stat represents an ability to identify vampires on sight.<\/span><\/span><\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#stats\" target=\"_blank\">stats<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18027\" class=\"category-display-post\"><a id=\"know-werewolves\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Know Werewolves<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Werewolf, Arcane Focus of 3, or Natural magic focus of 1<\/p>\n<p>This stat represents an ability to identify werewolves on sight.<\/span><\/span><\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#stats\" target=\"_blank\">stats<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18022\" class=\"category-display-post\"><a id=\"larceny\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Larceny<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Rank 3 requires underworld mogul or thief.<br \/>Ranks 4 and 5 require thief focus 2.<br \/>Rank 3-5 Requires tier 2-4.<\/p>\n<p>This stat represents the ability to bypass security systems and locks.<br \/>and is counteracted by the property security level.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> picklock (direction)<br \/>This command utilizes the larceny skill to bypass locked doors.<\/p>\n<p>Larceny 0<br \/>No skill<br \/>Larceny 1<br \/>Simple locks<br \/>Larceny 2<br \/>Advanced physical locks<br \/>Larceny 3<br \/>Advanced physical locks and basic alarms<br \/>Larceny 4<br \/>Advanced electronic locks and standard alarms<br \/>Larceny 5<br \/>Almost any lock and sophisticated alarms<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17665\" class=\"category-display-post\"><a id=\"lastname\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Lastname<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>This is your character&#8217;s surname, it can be multiple words and does not<br \/>have to be unique.<\/p>\n<\/div><\/div><\/article><article id=\"post-17334\" class=\"category-display-post\"><a id=\"lauriea\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Lauriea<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Lauriea is a land of impossible beauty and calculated danger where the veil<br \/>between wonder and terror is gossamer-thin. This central continent serves as<br \/>the crown jewel of Fae territories, its landscape meticulously cultivated over<br \/>millennia to reflect the aesthetic sensibilities of its immortal masters.<\/p>\n<p>Dominating the exact center of Lauriea stands the Golden City, a metropolis of<br \/>such architectural splendor that mortal minds struggle to comprehend its full<br \/>scope. Towers of liquid metal solidified mid-flow reach toward skies that<br \/>shift color with the emotional tenor of the city&#8217;s rulers. The streets follow<br \/>patterns based on mathematical principles unknown to human scholars, creating<br \/>a labyrinth that seems to rearrange itself when not directly observed. At the<br \/>city&#8217;s heart rises the Palace of Changing Seasons, where the High Court of the<br \/>Fae, comprising representatives from all major and minor courts, convenes to<br \/>settle disputes and coordinate the grand machinations that occupy immortal<br \/>attention.<\/p>\n<p>Radiating outward from the Golden City, perfectly straight roads of polished<br \/>stone cut through the landscape like sunbeams, each exactly one hundred feet<br \/>wide and enchanted to remain clear of obstruction regardless of the wilderness<br \/>that presses against their edges. These arterial highways extend in every<br \/>direction until they reach the coast, facilitating the movement of Fae<br \/>processions and the transportation of tribute from outlying territories.<\/p>\n<p>The forests of Lauriea represent the pinnacle of Fae manipulation, ancient<br \/>trees with bark of deep purple or midnight blue, their canopies forming<br \/>perfect geometric patterns when viewed from above. These woods are carefully<br \/>tended by the Sylvan Fae, who shape living matter as a sculptor shapes clay.<br \/>The most renowned of these forest-shapers, Lord Thornheart, spent three<br \/>centuries creating the Labyrinth of Whispers, where trees grow in tight<br \/>corridors that capture and transmute the sounds of visitors, sometimes<br \/>preserving conversations for decades until another traveler passes to hear<br \/>them.<\/p>\n<p>Human presence in Lauriea is strictly controlled, with most mortals existing<br \/>as direct servants or possessions of Fae nobles. The Palace of Changing<br \/>Seasons alone houses over a thousand human attendants, their lives extended<br \/>through Fae magic to provide centuries of service. These servants are marked<br \/>by elaborate tattoos that denote their owner and function, with the most<br \/>valued bearing marks that glow with inner light.<\/p>\n<p>The coastal regions of Lauriea host the Ports of Exchange, where vessels<br \/>constructed from materials that should not float, glass, stone, or<br \/>occasionally the bones of extinct creatures, dock to unload treasures and<br \/>curiosities from distant realms.<\/p>\n<p>Beneath the surface splendor of Lauriea runs a current of ancient tensions and<br \/>rivalries. The seeming harmony of the Golden City masks countless intrigues<br \/>among the Fae courts, each maneuvering for position and influence in games of<br \/>power that have continued uninterrupted for thousands of years. Mortal<br \/>visitors who fail to recognize these underlying dynamics often become<br \/>unwitting pieces in plots spanning generations, their entire lives<br \/>representing nothing more than a single move in a game whose rules they cannot<br \/>hope to comprehend.<\/p>\n<\/div><\/div><\/article><article id=\"post-18217\" class=\"category-display-post\"><a id=\"leadership\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Leadership<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Requirements : Professional Focus 1<\/p>\n<p>This stat governs someone ability to effectively lead and support others<br \/>in combat or other fraught situations.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Brace (emote message)<br \/>Reduces damage taken from your allies by enemies who have recently moved<br \/>if they have not recently moved.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Advance (emote message)<br \/>Reduces damage taken by your allies when they are moving.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Shieldwall (emote message)<br \/>Reduces damage taken by your allies when they are protecting someone<br \/>else.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Surroundtarget (target) (emote message)<br \/>Specified target does less damage to your allies.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Disabletarget (target) (emote message)<br \/>Whenever your allies hit the target they apply additional stagger.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Encourage (emote message)<br \/>All you allies do additional damage and take less damage.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Laststand (emote message)<br \/>Your allies won&#8217;t get taken below 0 hit points this round(6 round cooldown)<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Refresh (emote message)<br \/>All your allies will be less negatively affected by stagger for the round.<\/p>\n<p>All these commands consume your attack when used and require a message<br \/>like the emote command to roleplay how you are doing these various<br \/>actions.<\/p>\n<p>These abilities are more powerful the more professional focus points you<br \/>have, they are also more powerful for righteous factions when used by T2<br \/>and below and are stronger for faction and society leaders.<\/p>\n<p>When done without an emote message they are 90 percent as effective.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#stats\" target=\"_blank\">stats<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17529\" class=\"category-display-post\"><a id=\"legendary-powers\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Legendary powers<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Legendary Powers generally represent the most powerful abilities in the<br \/>game. A character can only obtain a legendary power once they&#8217;ve attained<br \/>tier four. Characters at tier 5 can have two.<\/p>\n<\/div><\/div><\/article><article id=\"post-18106\" class=\"category-display-post\"><a id=\"length\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">length<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> length (number)<\/p>\n<p>Used to set the number of lines you will see on your screen before a hit<br \/>enter to continue prompt appears. Setting length to 0 will disable paging.<\/p>\n<\/div><\/div><\/article><article id=\"post-24451\" class=\"category-display-post\"><a id=\"lieutenants\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Lieutenants<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Lieutenants of the 63rd are a type of guest character who represent higher ranking members of the 63rd legion.<\/p>\n<p>Lieutenants have additional powers over boroughs that are controlled by the 63rd.<br \/>They can breakdown any door.<br \/>They can use the &#8216;control&#8217; command on anyone in one of those boroughs, including the options generally restricted to the Last Vigil.<br \/>They can use the &#8216;examine&#8217; command on any character to frisk them and see their inventory.<br \/>They can use the &#8216;steal&#8217; command on any character to confiscate any low value items.<br \/>They can use enforce arrest (character in the room with them) to send that character to their camp where they&#8217;ll be detained for three hours.<br \/>They can use enforce warrant (character online) to place a warrant out for that character, if they linger in public<br \/>They can use enforce checkpoint (character online) to set up a checkpoint, if the character drives through a demon controlled territory they will be detained and the lieutenant will be sent to the same room with them in hostile mode.<\/p>\n<p>Each raid orchestrated by the 63rd legion will also have an NPC lieutenant as the main adversary of that raid. These lieutenants will have custom abilities which will affect enemies in an AOE around their target, the longer the ability channels for the larger the AOE.<\/p>\n<\/div><\/div><\/article><article id=\"post-17502\" class=\"category-display-post\"><a id=\"life-force\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Life Force<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Life force represents your character&#8217;s overall health and vitality.<br \/>Almost everything is affected by life force, it makes you do more damage in<br \/>combat and take less, it improves the powers of your spells, it makes you<br \/>look more attractive, it improves your influence pools and it makes you earn<br \/>more money. It is represented as a value out of 100% and will every day<br \/>move closer towards 100%.<\/p>\n<p>Characters can lose lifeforce by being wounded, harvested or fed upon by<br \/>vampires or psychic predators. They can also expend it to power magical<br \/>objects or spells or some other supernatural abilities.<\/p>\n<p>Characters physically older than 60 have reduced lifeforce, as do<br \/>vampires in the daytime.<\/p>\n<p>Characters with a demonic pact who have not engaged in much antagonism will<br \/>have lower life force, as will those with a relic who&#8217;ve lost their relic,<br \/>exsanguinating vampires who haven&#8217;t exsanguinated anyone in some time and<br \/>lunacy embracing werewolves who haven&#8217;t roamed free under the full moon in<br \/>some time.<\/p>\n<p>Werewolves in general have higher life force during the full moon unless they<br \/>drug themselves, and lower life force during the new moon.<\/p>\n<p>Life force can go above 100% through supernatural means.<\/p>\n<p>If a character is taken below 75% life force they may pass out for a time, or<br \/>if taken below 60% may even die.<\/p>\n<\/div><\/div><\/article><article id=\"post-17848\" class=\"category-display-post\"><a id=\"lift\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">lift<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> lift (object)<\/p>\n<p>Used to pick up objects that are too large to pick up with the get command<br \/>such as furniture.<\/p>\n<\/div><\/div><\/article><article id=\"post-18044\" class=\"category-display-post\"><a id=\"lightning-fighting\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Lightning Fighting<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Melee<br \/>Max Range: 1<\/p>\n<p>This discipline covers the ability of creatures to fight with<br \/>electricity in close proximity, by conjuring and deploying it either directly<br \/>to a close quarters opponent or channeling it through a weapon or body part<br \/>upon striking. Restricted to monster guests.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#disciplines\" target=\"_blank\">disciplines<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18052\" class=\"category-display-post\"><a id=\"lightning-shield\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Lightning Shield<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Defensive<\/p>\n<p>This discipline covers the use of lightning magic to form a protective<br \/>shield that will block incoming attacks until the energy is all used up.<br \/>Normally invisible except when being struck. Restricted to monster guests.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#disciplines\" target=\"_blank\">disciplines<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17506\" class=\"category-display-post\"><a id=\"lightning-sorcery\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Lightning Sorcery<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Natural Magic 1.<\/p>\n<p>This power grants the Lightning Sorcery discipline.<br \/>You can use this discipline once every five rounds.<br \/>All characters hit by this discipline gain extra stagger.<\/p>\n<p>Optimum Range: 75<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17424\" class=\"category-display-post\"><a id=\"lights\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">lights<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> lights<\/p>\n<p>Used to turn the lights in the current room on or off.<\/p>\n<\/div><\/div><\/article><article id=\"post-17845\" class=\"category-display-post\"><a id=\"lightswitch\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">lightswitch<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> lights<\/p>\n<p>Used to turn the lights in the current room on or off.<\/p>\n<\/div><\/div><\/article><article id=\"post-17795\" class=\"category-display-post\"><a id=\"lightup\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Lightup<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Angelborn or Illusory Magic Focus 1.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Lightup<\/p>\n<p>This ability allows someone to illuminate a darkened room, in whatever<br \/>manner most suits their RP.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17847\" class=\"category-display-post\"><a id=\"list\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">list<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> list<\/p>\n<p>Used to see all the objects for sale in a store.<\/p>\n<\/div><\/div><\/article><article id=\"post-17653\" class=\"category-display-post\"><a id=\"local\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Local<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier One Archetype<\/span><br \/>Human.<\/p>\n<p>This archetype represents those who have lived in Haven for some time. They<br \/>can use the fame command to set a local fame string that will be seen by any<br \/>other local who looks at them, appearing as &#8216;He\/she is known locally for<br \/>(string)&#8217; this is usually used to represent their job, family associations<br \/>or anything else that the character is typically known for and often<br \/>includes their name.<\/p>\n<p>Available positive modifiers: Chemical Augmentation, Demonic Pact,<br \/>Fleshformed.<\/p>\n<\/div><\/div><\/article><article id=\"post-17637\" class=\"category-display-post\"><a id=\"local-celebrity\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Local Celebrity<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Three Archetype<\/span><\/p>\n<p>Human<\/p>\n<p>This archetype represents those citylocals who&#8217;ve become famous inside the<br \/>New Haven community, although that fame doesn&#8217;t extend further. For example<br \/>the<br \/>spouse of the mayor, a winner of a local pageant, or someone who appeared in<br \/>a television commercial.<\/p>\n<p><span style=\"color:#ffffff\">Minimum Age:<\/span> 18<\/p>\n<p><span style=\"color:#ffffff\">Available Negative Modifiers:<\/span> Addict<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> Can spend up to two points in the focus stat &#8216;Socialite&#8217; at tier<br \/>three.<\/p>\n<\/div><\/div><\/article><article id=\"post-17432\" class=\"category-display-post\"><a id=\"locate\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">locate<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Locate (character name)<\/p>\n<p>This command shows the direction of a character who has at least invite level<br \/>5 to you.<\/p>\n<\/div><\/div><\/article><article id=\"post-17462\" class=\"category-display-post\"><a id=\"lock\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Lock<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> lock (direction)<br \/><span style=\"color:#ffffff\">Syntax:<\/span> lock (character)<\/p>\n<p>This command can be used to lock doors in certain locations such as the<br \/>academy<br \/>which are not owned by any specific individual. It&#8217;s also used to lock<br \/>Neutralizer collars on characters.<\/p>\n<\/div><\/div><\/article><article id=\"post-17443\" class=\"category-display-post\"><a id=\"log\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">log<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Log start\/stop\/pause\/view\/clear<\/p>\n<p>This command starts logging RP that your character is doing or can see. You<br \/>can use log view to see the log up to that point at any time.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Log report (notes)<\/p>\n<p>This command sends your logs to the societies in New Haven as a scout report<br \/>with notes of whatever you include in the message describing how and why the<br \/>scouts recorded it.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Log download<\/p>\n<p>This command points you to a URL where you can download your character&#8217;s RP<br \/>history.<\/p>\n<\/div><\/div><\/article><article id=\"post-17774\" class=\"category-display-post\"><a id=\"long-blades\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Long Blades<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Melee<br \/>Max Range: 1<br \/>Cap: Tier 1:20, 2:30, 3: 40, 4:80, 5:120<\/p>\n<p>This discipline covers the ability to fight with large, close quarters<br \/>bladed weapons such as swords, or axes. Requires a large weapon<br \/>object to use.<\/p>\n<\/div><\/div><\/article><article id=\"post-18095\" class=\"category-display-post\"><a id=\"look\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">look<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> look<br \/>look (person)<br \/>look (object)<br \/>look (room feature)<br \/>look (person) (object)<br \/>look memory (character name)<\/p>\n<p>Used to look at the room you are in or at things within it.<\/p>\n<\/div><\/div><\/article><article id=\"post-18211\" class=\"category-display-post\"><a id=\"lookfor\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Lookfor<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Purpose:<br \/>The lookfor command allows you to signal your interest in various types of<br \/>activities and locations within the game. By setting your preferences, you<br \/>make yourself available for automated matching with other players who share<br \/>similar interests.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> lookfor &lt;option&gt; [target_name]<\/p>\n<p>Activities:<br \/>Tell the system what kind of gameplay you are interested in.<br \/>lookfor chat \/ lookfor chatting<br \/>Signals interest in finding someone for casual IC or OOC chat (often matched<br \/>via MyHaven).<br \/>lookfor date \/ lookfor meetup<br \/>Signals interest in finding a partner for an IC date or social meetup (often<br \/>matched via MyHaven).<br \/>lookfor patrol \/ lookfor patrolling<br \/>Signals interest in joining or initiating group patrols (often involving<br \/>supernatural investigations or threats). Requires finding other players<br \/>interested in patrolling the same area.<br \/>lookfor social \/ lookfor socialize<br \/>Signals interest in finding general social RP encounters. May present<br \/>opportunities via the Opportunity system.<br \/>lookfor courier \/ lookfor ambush<br \/>Signals interest in finding opportunities to intercept\/ambush couriers.<br \/>Requires finding a suitable target via the Opportunity system.<br \/>lookfor predatory<br \/>Signals interest in finding predatory RP opportunities. Requires finding a<br \/>suitable target via the Opportunity system.<br \/>lookfor encounter \/ lookfor doencounter<br \/>Signals interest in running a pre-defined scene or encounter for another<br \/>player.<br \/>lookfor biggame \/ lookfor hunt<br \/>Signals interest in joining or initiating a group hunt for powerful creatures.<br \/>Requires finding other players interested in hunting in the same area.<br \/>lookfor invasion<br \/>Looks for 63rd incursions in their controlled boroughs<br \/>lookfor whatever<br \/>A catch-all flag indicating you&#8217;re generally open to various activities not<br \/>specifically listed.<\/p>\n<p>Boroughs:<br \/>Specify where you are interested in activities taking place. You can select<br \/>multiple boroughs.<br \/>lookfor &lt;borough_name&gt; or lookfor &lt;borough_nickname&gt;<br \/>Examples: lookfor Downtown, lookfor crosshaven, lookfor the quarter, lookfor<br \/>Bayview, lookfor redstone, lookfor the heights, lookfor Greencliff, lookfor<br \/>highgate, lookfor the vale, lookfor the park, lookfor the valley.<br \/>Toggles your interest for activities specifically in that borough.<br \/>lookfor Wherever<br \/>Toggles your interest for activities in any borough. This is broader than<br \/>selecting specific ones.<\/p>\n<p>Flags:<br \/>Control how the system uses your preferences.<br \/>lookfor active<br \/>Toggles whether you are actively searching for matches right now. If ON, the<br \/>system will periodically try to find partners\/activities for you based on your<br \/>selected interests.<br \/>This flag will automatically turn OFF if the system successfully matches you<br \/>into an activity.<br \/>lookfor support<br \/>Toggles whether you are explicitly willing to support others. If ON, you are<br \/>much more likely to be chosen by someone else who is lookfor active.<br \/>This flag will automatically turn OFF if the system successfully matches you<br \/>into an activity.<\/p>\n<p>Targeting:<br \/>Focus your search on a specific individual.<br \/>lookfor target &lt;player_name&gt;<br \/>Sets a specific player as your desired target for relevant activities (Social,<br \/>Courier, Predatory, Chat, Date). This greatly increases the chance of matching<br \/>with them if they are also available and seeking interaction.<br \/>Costs 2% Lifeforce to set a target.<br \/>Example: lookfor target Bob<br \/>lookfor target (with no name)<br \/>Clears your currently set target.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#opportunity\" target=\"_blank\">Opportunity<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#patrolevents\" target=\"_blank\">Patrol Events<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#predatorypatrols\" target=\"_blank\">Predatory Patrols<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#courierpatrols\" target=\"_blank\">Courier Patrols<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18084\" class=\"category-display-post\"><a id=\"lookup\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">lookup<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> lookup (person)<br \/>At trust level one will show you the character notes of that char.<br \/>Higher trusts will also show you the character&#8217;s full history.<br \/>Can also be used by players on themselves.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> lookup stats<br \/>View a list of statistics about your character and their behaviors.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#storyrunnercommands\" target=\"_blank\">Story Runner Commands<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17978\" class=\"category-display-post\"><a id=\"lore\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Lore<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Vampires<br \/>-Information about vampires.<br \/>Werewolves<br \/>-Information about werewolves.<br \/>Faeborn Lore<br \/>-Information about the faeborn.<br \/>Angelborn Lore<br \/>-Information about the angelborn.<br \/>Demonborn Lore<br \/>-Information about the demonborn.<br \/>Magic<br \/>-Information about magic in the game.<br \/>Gods<br \/>-Information about the gods.<br \/>Fae<br \/>-Information about the fae<br \/>Worlds<br \/>-Information about the other worlds.<br \/>Supernatural History<br \/>-An overview of the history of the supernatural world.<\/p>\n<p>Superpowers<br \/>-Information on Demons, Fae and Gods.<br \/>Becoming Supernatural<br \/>-Information on the process of humans turning into supernaturals.<br \/>The Treaty of Venice<br \/>-Information about the supernatural treaty.<\/p>\n<\/div><\/div><\/article><article id=\"post-17417\" class=\"category-display-post\"><a id=\"lorestick\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">lorestick<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>The lorestick is a tool that can be applied by staff when they feel that the<br \/>actions of your character are contrary to the established lore. The lorestick<br \/>will give you a message about what actions are in question, and will apply a<br \/>life force penalty for the duration.<\/p>\n<p>The staff setting the lorestick determines the length of time it will last and<br \/>how much lifeforce is penalised.<\/p>\n<\/div><\/div><\/article><article id=\"post-17588\" class=\"category-display-post\"><a id=\"lovers-blessing\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Lover&#8217;s Blessing<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Demigod<\/p>\n<p>Characters with this power may use bless (target) to bestow a buff that<br \/>increases attractiveness slightly and significantly enhances someone&#8217;s<br \/>fertility. May be self targeted.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17699\" class=\"category-display-post\"><a id=\"lsay\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Lsay<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>See Help Second Language.<\/p>\n<\/div><\/div><\/article><article id=\"post-17587\" class=\"category-display-post\"><a id=\"luck-changing\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Luck Changing<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Faeborn<\/p>\n<p>Characters with this power may use bless (target) or curse (target) to<br \/>bestow good or bad luck upon someone, giving them occasional random bonuses<br \/>or penalties to stats as they use them. May be self targeted.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17604\" class=\"category-display-post\"><a id=\"lunacy-embracer\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Lunacy Embracer<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Positive Tier Modifier<\/p>\n<p>Replaceable: Yes.<\/p>\n<p>This modifier represents those werewolves who revel in the power of lunacy<br \/>and use the energy of being being able to run free during the full moon to<br \/>empower them the rest of the time. They suffer serious lifeforce penalties<br \/>if it&#8217;s been more than two months since they were transformed and out in the<br \/>open under the full moon.<\/p>\n<\/div><\/div><\/article><article id=\"post-17591\" class=\"category-display-post\"><a id=\"lunar-blessing\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Lunar Blessing<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Demigod<\/p>\n<p>Characters with this power may use bless (target) to bestow a buff upon<br \/>someone that enhances them whenever it is night time, may be self targeted.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17431\" class=\"category-display-post\"><a id=\"lure\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">lure<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Lure (character) (OOCly\/Supernaturally\/Destiny) (reason)<\/p>\n<p>This command sends a message to the target character inviting them to head<br \/>to where you are for RP, it appears like.<\/p>\n<p>You might want to head to (room name), possibly because (reason)<br \/>You want to head to (room name), possibly because (reason)<br \/>You really want to head to (room name), possibly because (reason)<\/p>\n<p>The first version appears if you use the OOC version of the command and can<br \/>be used on anyone, however the syntax will show the same to you even if the<br \/>person is offline.<\/p>\n<p>The supernatural version can only be used on characters who have high<br \/>availability or are visible on where, the second string appearing when you<br \/>Have sufficient supernatural power over the target. Characters need to be<br \/>either in a society or a supernatural with some level or arcane ability or<br \/>hypnotism to use supernatural lures at all. Supernatural lures also cost 1%<br \/>life force to use if successful.<\/p>\n<p>If your character is dreaming when they use this message, your dream location<br \/>will be used instead.<\/p>\n<p>Destiny is similar to the OOC version but appears as:<br \/>Fate conspires to make you want to head to (room name), possibly because<br \/>(reason)<\/p>\n<\/div><\/div><\/article><article id=\"post-17987\" class=\"category-display-post\"><a id=\"magic\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Magic<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>There are many types of magic in the world, only a few are very well<br \/>documented.<\/p>\n<p>Sorcery<br \/>Basically sorcery consists of drawing on a source of energy and directing<br \/>and shaping it. What this source of energy is exactly is unclear, it&#8217;s<br \/>pretty well known that it is extra dimensional however. It&#8217;s often called<br \/>simply &#8216;The source&#8217; or &#8216;The Ocean&#8217; some believe it&#8217;s an ocean of energy on<br \/>some other world, others believe it&#8217;s some kind of deity.<\/p>\n<p>Opening a way to this energy allows it to flood through, opening the way<br \/>further, it can then be transformed into other forms of energy and directed<br \/>as the wielder wishes.<\/p>\n<p>Humans are not usually capable of this type of magic.<\/p>\n<p>Rituals<br \/>Rituals are a type of magic that can be performed by almost anyone. All<br \/>they require is access to the proper instructions which every society<br \/>library should have. They also require specific ingredients however, in<br \/>particular they require human blood.<\/p>\n<p>It&#8217;s believed that rituals function by draining a form of energy from this<br \/>blood, which is then fed through the ritual to spirits who carry out the<br \/>request. Exactly what these spirits are or where they come from is unclear.<\/p>\n<\/div><\/div><\/article><article id=\"post-17510\" class=\"category-display-post\"><a id=\"magical-focus\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Magical Focus<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Customize (object) focus<\/p>\n<p>This makes an object a magical focus, arcanists need these to use many of<br \/>their arcane abilities. Focuses cost $250 to create and can be any item of<br \/>jewelry or any item that&#8217;s held. They must be exposed in order to work.<\/p>\n<\/div><\/div><\/article><article id=\"post-17568\" class=\"category-display-post\"><a id=\"magical-overload\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Magical Overload<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Dark Magic Focus 4<\/p>\n<p>Characters with this stat can use an ability while their abilities are still<br \/>on cooldown, although this pushes the cooldown back by one further round.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18215\" class=\"category-display-post\"><a id=\"magiccharge\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Magiccharge<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> magiccharge (target)<\/p>\n<p>This ability can only be used by mancers and inflicts the target with a<br \/>magic empowering effect. If the target uses magic it will be stronger.<br \/>Additionally any magic effects applied to them positive or negative will be<br \/>more impactful.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#abilities\" target=\"_blank\">Abilities<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#antimagic\" target=\"_blank\">Antimagic<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17746\" class=\"category-display-post\"><a id=\"magnokinesis\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Magnokinesis<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Requirements : Rank 1 requires Gun Disciple 1<br \/>Rank 2 requires Gun Disciple 2<\/p>\n<p>[Rank One]:<br \/>Jam : Unspecified range; the target cannot effectively use firearms<br \/>for one round.<br \/>Roleplay : You can apply random force to small metal objects, jamming<br \/>mechanical devices.<\/p>\n<p>Overload : Unspecified range; the target cannot use any electronic<br \/>equipment for three rounds.<br \/>Roleplay : You can overload electronic devices, causing them to shut down<br \/>and wiping magnetic storage.<\/p>\n<p>[Rank Two]:<br \/>Curvebullets : Self-target; you inflict 20% more damage with firearms for one<br \/>round.<br \/>Roleplay : You can slightly curve the flight of bullets.<\/p>\n<p>Reflect : Unspecified range; if the target shoots you next round, the<br \/>bullets fly back to strike them instead.<br \/>Roleplay : You can create magnetic slingshots with a few seconds preparation<br \/>and enough space, redirecting metal projectiles.<br \/>Consumes your attack for one round.<\/p>\n<p>Repel : Unspecified range; the target cannot effectively use any metal<br \/>weapons for one round.<br \/>Roleplay : You can powerfully repel metal objects, up to the weight of a<br \/>small car.<\/p>\n<\/div><\/div><\/article><article id=\"post-17526\" class=\"category-display-post\"><a id=\"maim\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Maim<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Maim (character) (message)<\/p>\n<p>This command when used on a helpless target will inflict a permanent and<br \/>serious injury. The target will suffer from reduced effective life force<br \/>there after and will have a message in their look info.<\/p>\n<p>If it is the first time they&#8217;ve been maimed it will appear as He\/She<br \/>(message).<\/p>\n<p>If it is the second or more it will appear as He\/She (message one) and<br \/>(message two).<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#politicalthuggery\" target=\"_blank\">Political Thuggery<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18066\" class=\"category-display-post\"><a id=\"makeobject\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">makeobject<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>This command puts you in an editor to make a new object.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#creating\" target=\"_blank\">Creating<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17676\" class=\"category-display-post\"><a id=\"makepotion\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Makepotion<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> makepotion memory\/repression (message)<br \/><span style=\"color:#ffffff\">Syntax:<\/span> stab (name) syringe<\/p>\n<p>The makepotion command is only usable in an arcane workshop within the<br \/>goblin market. It can be used to implant or repress memories in a helpless<br \/>victim.<\/p>\n<p>Making a potion costs $100 at base cost. The cost of potions is reduced by<br \/>20% for each point in the alchemy skill.<\/p>\n<p>Alchemical syringes last forever on T1 characters unless reversed with a<br \/>brainwash reversal. For characters T2 and above, alchemically suppressed<br \/>memories have a 20% chance to return per day so long as the character is at or<br \/>near 100% life force.<\/p>\n<p>Automatic reversal does not have a chance to affect false memories.<\/p>\n<p>Alchemical syringes do not cause any wounds.<\/p>\n<p>MEMORY SYRINGES<\/p>\n<p>A memory syringe implants a fresh, clear memory of whatever is specified.<\/p>\n<p>Memory syringes appear as: You have a vivid recollection of (message).<\/p>\n<p>REPRESSION SYRINGES<\/p>\n<p>A repression syringe will block someone&#8217;s memories. It can be used to target<br \/>specific recollections or broader categories such as &#8216;all memories before you<br \/>were ten&#8217;.<\/p>\n<p>Repression syringes appear as: You cannot remember (message).<\/p>\n<\/div><\/div><\/article><article id=\"post-18065\" class=\"category-display-post\"><a id=\"makeroom\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">makeroom<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> make room\/makeroom<\/p>\n<p>This will put you in a buffer for creating rooms outside New Haven.<\/p>\n<p>Location:<br \/>Location sets the area your new room will be in. This determines how far<br \/>a character will have to travel in order to reach the room in question.<\/p>\n<p>Valid locations<br \/>Earth: America, Boston, BrownUniversity, USA, Canada, Mexico, SouthAmerica,<br \/>Europe, Africa, Asia and Australia.<br \/>Dreamworld: Dreamscape<br \/>Delves: Biringan, Eldorado, Camelot, Shangri-la, Babylon, Atlantis<br \/>Other worlds: Lauriea, Nissenia, Celestriana, Westrend, Navorost, Gharrek,<br \/>Navvere, Northgard, ANupharis, Rhagost, District 82<\/p>\n<p>You can also use the area &#8216;Mists&#8217; this is a generic area for plots which can<br \/>be used if nothing else is appropriate.<\/p>\n<p>Type:<br \/>The type of room determines what kind of room you are building. Room types<br \/>have some coded effects, including how dirty characters standing in it get.<\/p>\n<p>Valid types are:<br \/>air, alley, bank, basement, beach, cafe, cave, club, commercial, forest,<br \/>hospital, house, park, restaurant, rooftop, shop, street, swamp, tunnels,<br \/>underwater, warehouse, water.<\/p>\n<p>Status:<br \/>The first room must be set public if you want to build a new map. Private<br \/>rooms will be built off whichever room you are standing in. Private rooms<br \/>will not trip public alarm for blood, armor or weapons.<\/p>\n<p>Quadrant:<br \/>This determines which quadrant of the area you have chosen the room will<br \/>be built in. This is mostly relevant to travel times. You can only set<br \/>quadrants in public rooms.<\/p>\n<p>Valid quadrants are:<br \/>N, NE, E, SE, S, SW, W, NW, C<\/p>\n<p>Adjacent is a special type of quadrant used to represent an area too far<br \/>away to drive to, but only a few minutes away by car or bus.<\/p>\n<p>Exit:<br \/>Used for private rooms, this will determine where the room connects to the<br \/>room you are building off of.<\/p>\n<p>Description:<br \/>This sets the room&#8217;s description.<\/p>\n<p>Once a room is made, you can use the myrooms or some of the decorate<br \/>commands to edit it.<\/p>\n<\/div><\/div><\/article><article id=\"post-17778\" class=\"category-display-post\"><a id=\"makeup\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">makeup<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> makeup remove\/light\/medium\/heavy (masculine\/feminine\/androgynous)<\/p>\n<p>Sets your level of makeup, can provide some attractiveness benefits<br \/>particularly<br \/>for those with good beauty ritual stats. If medium or heavy makeup is applied<br \/>an additional optional field can allow someone to alter their perceived<br \/>gender.<\/p>\n<\/div><\/div><\/article><article id=\"post-17972\" class=\"category-display-post\"><a id=\"making-objects\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Making Objects<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> buy (list number)<br \/><span style=\"color:#ffffff\">Syntax:<\/span> customize (object keyword)<\/p>\n<p>Objects cannot be created from scratch in Haven. Instead, they must be bought<br \/>from a shop. There are both player-run shops and NPC-run shops located in<br \/>the city.<br \/>In order to customize an object, you must be in a room with a vendor who sells<br \/>the same type of item, with the exception of thing, food or drink type<br \/>objects.<\/p>\n<p>Objects must have a value of $.01 or greater when initially created, or, in<br \/>the<br \/>case of starting gear, customized. Although it is technically possible to<br \/>create a valuable object and price it extremely cheaply, many roleplayers will<br \/>treat an object which does not have a correct value assigned as a cheap, fake<br \/>item. As New Haven is set in a world very similar to our own, going by real<br \/>life<br \/>prices is a good idea.<\/p>\n<p>There are several types of objects that cannot be customized and must be<br \/>bought<br \/>from faction bases. These are ability-centric items such as bandages,<br \/>bolas, caltrops, etc.<\/p>\n<\/div><\/div><\/article><article id=\"post-18117\" class=\"category-display-post\"><a id=\"map\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">map<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> map<\/p>\n<p>Typing map out of combat will bring up links to New Haven&#8217;s grid map.<\/p>\n<p>Typing map in combat will bring up an ASCII map of the room you&#8217;re in and<br \/>those surrounding it, useful to work out who is where at a glance.<\/p>\n<p>Using &#8216;map level&#8217; in a property will show an ASCII map of the level of the<br \/>property you are on.<\/p>\n<\/div><\/div><\/article><article id=\"post-17475\" class=\"category-display-post\"><a id=\"map-key\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">map key<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Accessible rooms<br \/>Dark Indoors <span style=\"color:#808080\">\/<\/span><br \/>Public Indoors <span style=\"color:#ffffff\">\/<\/span><br \/>Other  Indoors \/<br \/>Underwater <span style=\"color:#808080\">}<\/span><br \/>Surface Water <span style=\"color:#0000ff\">}<\/span><br \/>Shallow water <span style=\"color:#008080\">}<\/span><br \/>Dark Natural area <span style=\"color:#808080\">+<\/span><br \/>Dark Street <span style=\"color:#808080\">=<\/span><br \/>Park\/Forest <span style=\"color:#008000\">+<\/span><br \/>Beach <span style=\"color:#808000\">+<\/span><br \/>Dirt roat <span style=\"color:#808000\">=<\/span><br \/>Street <span style=\"color:#008080\">=<\/span><br \/>Alley <span style=\"color:#808080\">=<\/span><br \/>sidewalk =<\/p>\n<p>Can access room underneath<br \/>Dark <span style=\"color:#808080\">v<\/span><br \/>Public <span style=\"color:#ffffff\">v<\/span><br \/>Other <span style=\"color:#808000\">v<\/span><\/p>\n<p>Room above<br \/>Dark <span style=\"color:#808080\">^<\/span><br \/>Accessible <span style=\"color:#808000\">^<\/span><br \/>Other <span style=\"color:#00ffff\">^<\/span><\/p>\n<p>Otherwise<br \/><span style=\"color:#808080\">#<\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18540\" class=\"category-display-post\"><a id=\"market\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Market<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Market list\/buy\/price (charms\/gemstones\/tattoos\/relics\/faecloth\/pets) (item name)<\/p>\n<p>This command is used to buy objects with favor, the price of items tends to go down over time but will increase every time someone buys one of those items.<\/p>\n<p>You can also use &#8216;Market renew (item)&#8217; to refresh the lifespan of an item.<\/p>\n<\/div><\/div><\/article><article id=\"post-17752\" class=\"category-display-post\"><a id=\"martial-arts\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Martial Arts<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Requirements : Hunter 1 or Warrior 1<\/p>\n<p>[Rank Two]:<br \/>Grapple : Melee range; renders the target unable to move.<br \/>Roleplay : You know how to grapple with someone to stop them leaving.<br \/>Consumes your movement for one round.<\/p>\n<p>Trip : Melee range; renders the target unable to move.<br \/>Roleplay : You are adept at trips and leg sweeps.<\/p>\n<p>[Rank Three]:<br \/>Disarm : Melee range; renders your target unable to successfully use any<br \/>weapon-based attacks for one round.<br \/>Roleplay : You can disarm most weapons up close.<\/p>\n<p>Bodyshield : Melee range; renders the target unable to move for one round.<br \/>Attacks that would hit you instead hit the target until either character moves<br \/>again.<br \/>Roleplay : You can use others as a bodyshield.<br \/>Consumes your movement for one round.<\/p>\n<p>Throw : No target; the next person to charge or jump at you will be<br \/>flung over your head to some distance away.<br \/>Roleplay : You can use others&#8217; momentum against them to throw them when they<br \/>run at you.<\/p>\n<\/div><\/div><\/article><article id=\"post-17712\" class=\"category-display-post\"><a id=\"mask\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Mask<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Mask wear One\/Two, Mask remove, mask intro one\/two.<\/p>\n<p>This command allows your character to obscure their appearance in someway,<br \/>most often used when wearing some sort of mask. You can have up to two<br \/>alternate appearances with this command.<\/p>\n<\/div><\/div><\/article><article id=\"post-18018\" class=\"category-display-post\"><a id=\"medicine\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Medicine<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Requires: Rank 3-5 requires scientist focus 1-3<br \/>Requires: Rank 4-5 requires a character to be at least 26.<\/p>\n<p>This stat represents your character&#8217;s medical skills.<\/p>\n<p>Medicine 0 means you have no medical training.<\/p>\n<p>Medicine 1 means you know basic first aid.<\/p>\n<p>Medicine 2 means you know advanced first aid.<\/p>\n<p>Medicine 3 means you have some level of professional medical training, such<br \/>as a paramedic or nurse. While not in combat or restrained your character<br \/>conveys the same bonuses as being in a hospital for injury recovery to<br \/>others in the room.<\/p>\n<p>Medicine 4 means you have the equivalent medical training of a doctor.<br \/>While not in combat or restrained your character conveys the same bonuses as<br \/>being in a hospital for injury recovery to others in the room.<\/p>\n<p>Medicine 5 means you are as capable medically as the best doctors. While<br \/>not in combat or restrained your character conveys the same bonuses as being<br \/>in a hospital for injury recovery to others in the room.<\/p>\n<p>Rank 1 allows the use of the exterminate command.<\/p>\n<p>Rank 4 allows the brainwash implant and brainwash neutralizer commands to<br \/>function.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#stats\" target=\"_blank\">stats<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18047\" class=\"category-display-post\"><a id=\"medieval-armor\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Medieval Armor<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Defensive<\/p>\n<p>This discipline covers the use of older styles of armor, usually featuring<br \/>metal plates or woven chainmail worn over thick or padded clothing. Today<br \/>most often deployed using high tech materials and crafting methods the armor<br \/>is often more effective at general purpose protection than modern<br \/>equivalents but is usually significantly heavier and more restrictive.<\/p>\n<p>Takes 80% damage from spears, longblades, knives and animal attacks.<br \/>Takes 90% damage from blunt weapons, bows, spearguns, thrown weapons and<br \/>striking attacks.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#disciplines\" target=\"_blank\">disciplines<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17536\" class=\"category-display-post\"><a id=\"medieval-shields\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Medieval Shields<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Defensive<\/p>\n<p>This discipline covers the use of more primitive shields designed<br \/>specifically to ward off blows from melee weapons. Due to the large size of<br \/>shields anyone attempting to use them who didn&#8217;t have them out at the start<br \/>of the fight will suffer debuffs.<\/p>\n<p>Note: With shields, your &#8216;shield&#8217; armor must be exposed.<\/p>\n<p>Takes 80% damage from Spears, longblades, blunt weapons and animal attacks.<br \/>Takes 90% damage from Knives, Bows, Thrown Weapons, and Spearguns.<br \/>Takes 90% damage from grappling attacks.<br \/>Takes 80% damage from sorcery.<\/p>\n<\/div><\/div><\/article><article id=\"post-17555\" class=\"category-display-post\"><a id=\"melee-attack\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Melee Attack<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Supernatural or combat focus 1 for tier 2. Combat focus or<br \/>tier 3-5 for 3-5<\/p>\n<p>Every point in this stat increases the damage you do in melee range by 3.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17760\" class=\"category-display-post\"><a id=\"melee-defense\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Melee Defense<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Rank 2 requires combat focus 1 or supernatural.<br \/>Ranks 3-5 require tier 3-5 or combat focus 3-5<\/p>\n<p>Every point in this stat reduces the damage you take from melee range<br \/>attacks by 3. Or by 1 against monsters in the forest.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17731\" class=\"category-display-post\"><a id=\"memory-cloak\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Memory Cloak<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Illusory Magic 1<\/p>\n<p>Memory cloak is a power that allows the user to force others to forget their<br \/>appearance as soon as they see them; people will always recall them as utterly<br \/>nondescript and ordinary, and be unable to describe their appearance to others<br \/>afterwards. They also project a little static with his power, which causes<br \/>them to show up as blurs on cameras when using it.<\/p>\n<p>Mechanically, when using a memory cloak characters won&#8217;t be seen to move or in<br \/>room lists in public rooms. They will be targetable if they draw attention to<br \/>themselves, but will appear as nondescript men or women. People who try to<br \/>look for them too often however will lose the ability to spot them.<br \/>Supernaturally aware characters will be able to recognize a memory cloak after<br \/>they&#8217;ve drawn attention to themselves.<\/p>\n<p>Looking at someone under a memory cloak gives you about a fifty percent chance<br \/>to recall one detail about them the next time you sleep, but there&#8217;s also a<br \/>high chance you could end up remembering a detail wrong.<\/p>\n<p>Memory cloak won&#8217;t work if the character stands out in some dramatic way, such<br \/>as being masked, naked, or in a non-human shape.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17439\" class=\"category-display-post\"><a id=\"mental-rituals\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Mental Rituals<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Life Force Costs per level of Ritualism: 1: 21%, 2: 12%, 3: 9%, 4: 6%, 5: 4%<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual scry (target) Cost: 25%<br \/>See through the target&#8217;s eyes for a brief second.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual imprint (target) (message) Cost: 100%<br \/>Places a desire on the target, making them see You want to (message). For<br \/>some time afterwards depending on the strength of the ritual.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual haunt (target) Cost: 80%<br \/>After casting the practitioner can use the haunt command to send the target<br \/>visual and auditory hallucinations no matter where they are. They can<br \/>also see any RP they do while under the effects.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual dreambelief (target) (dreamworld #) Cost: 100%<br \/>This ritual will make the target believe that are their identity from that<br \/>particular dreamworld, they will also hallucinate all other PCs as their<br \/>identities from that same world if they are part of it. It has no effect on<br \/>people who are not part of that world.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual dreamidentity (target) (dreamworld #) (text) Cost: 150%<br \/>will make the target believe they are the specified identity from that<br \/>dreamworld, which can be any text and does not require the target to have<br \/>joined that world. It will also cause them to hallucinate all other PCs as<br \/>their identities from that world.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual trace (target) Cost: 50%<br \/>This ritual will identify the last person to cast a ritual on the target.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual bodyimprint (target) (message) Cost: 100%<br \/>This ritual with place a body compulsion on the target.<\/p>\n<\/div><\/div><\/article><article id=\"post-18054\" class=\"category-display-post\"><a id=\"mental-shield\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Mental Shield<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Defensive<\/p>\n<p>This discipline covers the use of telekinetic energy to form a protective<br \/>shield that will block incoming attacks until the energy is all used up.<br \/>Normally invisible except when being struck. Restricted to monster guests.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#disciplines\" target=\"_blank\">disciplines<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17611\" class=\"category-display-post\"><a id=\"mentally-ill\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Mentally Ill<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Negative Tier Modifier<\/p>\n<p>Removable: Yes.<\/p>\n<p>This modifier represents a mental illness that impairs your character and<br \/>their abilities. Very often it is actually the drugs used to treat the<br \/>condition that result in the impairment, but in other instances it may be<br \/>the condition itself. The condition or it&#8217;s treatment must be something<br \/>that would realistically impair a character however. Mental illness is<br \/>particularly common amongst new supernaturals.<\/p>\n<\/div><\/div><\/article><article id=\"post-18074\" class=\"category-display-post\"><a id=\"mentor\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">mentor<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> mentor (person)<br \/>Used to ask an older player to be your mentor or to become<br \/>the mentor of a new player.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> mentor reject\/accept<br \/>Used to reject or accept a mentor or mentoree when prompted.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> mentor off\/on<br \/>Turn off\/on getting a mentor or being offered a mentoree.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> mentor list<br \/>Will show all the people currently online who will hear your<br \/>mtalk channel.<\/p>\n<p>If you are in a society and you have mentoring currently set<br \/>to on, you will automatically be connected with a mentor and<br \/>you will receive an IC notification on your PC&#8217;s phone for it.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#mtalk\" target=\"_blank\">mtalk<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17586\" class=\"category-display-post\"><a id=\"mershifter\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Mershifter<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Faeborn<\/p>\n<p>Characters with this power will automatically turn into a mermaid or merman<br \/>upon entering deep water, they can swim faster than most people and breathe<br \/>underwater.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Describe Tail\/Intro (text) while transformed.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18059\" class=\"category-display-post\"><a id=\"messages\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Messages<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> messages view<br \/>messages clear<br \/>message (person) (message)<\/p>\n<p>The message command can be used to send IC messages to other players<br \/>regardless of if they are online or offline. How you use it is up to you,<br \/>if you have their email address you may RP it as sending an email, a phone<br \/>number might lead to a text message. Otherwise it could be an actual<br \/>messenger or even physical mail.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#roleplaying\" target=\"_blank\">Roleplaying<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17702\" class=\"category-display-post\"><a id=\"meta-shifting\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Meta Shifting<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Fae Knight Focus 4 or Primal Focus 2<\/p>\n<p>This stat conveys the ability for people to have access to some of the<br \/>powers and strengths of their animal form while in human shape.<br \/>Metashifters are also often mildly physically influenced and moderately<br \/>psychologically influenced by their primary animal form. While this won&#8217;t<br \/>extend to developing non human physical characteristics it may mean their<br \/>hair color matches the fur color of their animal form, or that it grows<br \/>faster or hardier. It&#8217;s also likely to affect the way they move or carry<br \/>themselves. Psychologically they&#8217;re likely to adapt similar patterns to<br \/>their animal form when it comes to base instincts like aggression, diet or<br \/>sex. Carnivorous metashifters may develop a taste for heavily meat based<br \/>diets and rawer meats, they also become prone to violence and stalking.<br \/>Metashifters whose animal forms have mating cycles will find themselves<br \/>influenced by those same cycles and so on. It&#8217;s very common for predatory<br \/>metashifters to have a history of violent crime.<\/p>\n<p>This skill grants up to: Your animal&#8217;s acrobatics skill, their acute senses,<br \/>their<br \/>nightvision, half their running, half their strength\/power, half their<br \/>dexterity, half their ranged defense, half their perception, half their<br \/>stealth, half their power as melee specialization.<br \/>You will generally get whichever is higher, your base stats or your<br \/>metashifted<br \/>stats.<\/p>\n<p>Note: Meta shifting&#8217;s benefits will only draw from your primary form. This<br \/>will be your wolf form if you are a werewolf, or your main form if you are<br \/>another type of shapeshifter.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18208\" class=\"category-display-post\"><a id=\"metagaming-policy\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Metagaming Policy<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Metagaming refers to playing the game outside of the game and covers<br \/>anything you do outside of the game which changes things which happen<br \/>inside the game. This often could mean asking, telling or pressuring<br \/>people OOCly to have their character do certain things, or could mean<br \/>telling other players things OOCly which will likely change their<br \/>choices for their character. Such as giving them info their character<br \/>wouldn&#8217;t know, or telling them that some other character is played<br \/>by some particular person to influence how they view that character.<\/p>\n<p>Some level of metagaming is unavoidable and normal, but the more of<br \/>it there is the worse the story and roleplay become as the IC world<br \/>becomes less sensible, believable and immersive.<\/p>\n<p>In general when judging if metagaming is going so far as to warrant<br \/>discipline or removal from the game the staff look at a few factors.<\/p>\n<p>Unavoidability: The fewer characters who might have their behaviour altered<br \/>by an instance of metagaming the less of a concern it is. So for example<br \/>if you have a friend you regularly chat to about game stuff and neither of<br \/>you chat to anyone else, telling them something has very low unavoidability.<br \/>It&#8217;s only going to impact their specific character and presumably they&#8217;ve<br \/>opted-in to being your friend. But if you started saying the same thing<br \/>to several people who all talk to several other people it becomes very<br \/>unavoidable, even someone who deliberately is choosing not to talk to you<br \/>because they don&#8217;t want things spoiled is likely to be effected as the<br \/>statement spreads.<br \/>Things done on the game or on the game&#8217;s official channels also are usually<br \/>taken more seriously for this reason, nobody playing the game can really<br \/>avoid the information.<\/p>\n<p>IC Effect Size: How big of an impact is this likely to have on the behaviour<br \/>of characters? If it&#8217;s some mild piece of trivia or a small suggestion on<br \/>someone&#8217;s play style it&#8217;s not likely to be that large a concern, if it&#8217;s<br \/>something which may significantly change how someone RPs then it&#8217;s a bigger<br \/>problem. Similarly if it only has an OOC effect it isn&#8217;t a major concern,<br \/>like telling someone they should not talk to the account &#8220;Charles&#8221; OOCly<br \/>cause they&#8217;re dodgy would be fine if Charles&#8217; characters weren&#8217;t known, but<br \/>telling someone they should avoid the character &#8216;Charles&#8217; would be a<br \/>significant problem.<\/p>\n<p>Negativity\/Anticompetetiveness: To what extent would the effect cause someone<br \/>else on the game to have a worse time or be put at some sort of disadvantage?<br \/>Some people enjoy some level of being told OOCly what to do, and as long as<br \/>they&#8217;re the only one getting the message then even if the IC effect is<br \/>significant on them it&#8217;s unlikely to be a big deal. But if someone doesn&#8217;t<br \/>want things spoiled for them and you&#8217;re spoiling it that&#8217;s a big problem, or<br \/>if you&#8217;re outing the alt of someone who doesn&#8217;t want to be outed, or causing<br \/>IC problems for a particular other player etc. that&#8217;s a much larger issue.<\/p>\n<p>We understand that some games embrace OOC coordination and that&#8217;s great for<br \/>them, we&#8217;re not that game. Haven aims for a high level of immersion and IC<br \/>actions leading to credible and immersive IC consequences.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#rules\" target=\"_blank\">Rules<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#policies\" target=\"_blank\">Policies<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17547\" class=\"category-display-post\"><a id=\"military-training\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Military Training<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Commander Focus 1<\/p>\n<p>Characters with this stat can spend 25% more experience on their allies.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17717\" class=\"category-display-post\"><a id=\"mimic\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Mimic<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Illusory Magic 3.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Mimic (archetype)<\/p>\n<p>This stat allows you to psychically mimic other archetypes to appear as they<br \/>do to all detections. If you mimic a human archetype you will appear as non<br \/>supernatural so long as you have no other supernatural attributes besides<br \/>mimic.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18207\" class=\"category-display-post\"><a id=\"mind-control-policy\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Mind Control Policy<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Many PCs and NPCs in Haven have some kind of mind control abilities.<br \/>These abilities as well as things like drugs cause characters to have<br \/>various &#8216;imprints&#8217; telling them that they want to or need to do certain<br \/>things.<\/p>\n<p>With the exception of body-imprints characters are never aware of their<br \/>behaviour has been affected by a mind control ability and must rationalize<br \/>their behaviour.<\/p>\n<p>The more serious types of imprints, those that state a character needs<br \/>to do a certain thing can almost always be resisted by paying some life<br \/>force.<\/p>\n<p>In general how an imprint effects a character is the sole business of<br \/>the player controlling them. There is no policing of this and part of<br \/>the risk you take when you use those abilities is that you can&#8217;t control<br \/>how they will be followed\/interpreted. That makes it particularly unideal<br \/>to try to use them in a way adversarial to the interests of the target<br \/>character&#8217;s player.<\/p>\n<p>The only exception to this is where someone is serially and conspicuously<br \/>ignoring imprints, or when they have an option to resist an imprint are not<br \/>doing so but are then clearly ignoring it. In which case they might lose<br \/>their ability to imprint anyone else or eventually even be removed if it<br \/>continues.<\/p>\n<p><span style=\"color:#008000\">[<span style=\"color:#008080\">Rationalization and Self-Awareness<span style=\"color:#008000\">]<\/span\/span>\/span<br \/>A person who has been imprinted is never aware that the desires or feelings he<br \/>has been given are not his own. He will always rationalize why he wants or<br \/>feels this way and, after the imprint has run its course, why he no longer<br \/>does.<\/p>\n<p>A person who has been imprinted does not act in a way that is robotic or<br \/>otherwise out of character and it should be extremely difficult for another<br \/>character to know he has been imprinted even if those characters know one<br \/>another intimately. The new desires and feelings are integrated into a<br \/>person&#8217;s personality so completely that he can rationalize any attempt by<br \/>others to suggest that he&#8217;s been manipulated in some way, even against massive<br \/>evidence. He feels entirely certain that he is still himself and all his<br \/>desires and feelings are his own.<\/p>\n<p><span style=\"color:#008000\">[<span style=\"color:#008080\">Conflicting Imprints<span style=\"color:#008000\">]<\/span\/span>\/span<br \/>If a character has two or more imprints that conflict with one another, the<br \/>resulting RP should make this clear to some extent. If bringing it across in<br \/>RP isn&#8217;t feasible or the number of conflicting imprints becomes too great, it<br \/>is permissible to RP each as being weakened by the resulting confusion along<br \/>with some general emotional turmoil or something similar such as a serious<br \/>headache.<\/p>\n<p><span style=\"color:#008000\">[<span style=\"color:#008080\">Discovering Imprints<span style=\"color:#008000\">]<\/span\/span>\/span<br \/>When and after being under the influence of hypnosis or psychic persuasion, a<br \/>person has no awareness that they are being influenced or that they&#8217;ve been in<br \/>a trance. If an imprint is accepted the imprinted person has no awareness that<br \/>they are under another&#8217;s influence with the exception of &#8216;body&#8217; imprints, in<br \/>which case the character is aware that their own body is moving or behaving in<br \/>abnormal ways that are outside of their control but not necessarily how or why<br \/>or who might be responsible.<\/p>\n<p>If an imprint is rejected, the character has no knowledge that any influence<br \/>was attempted, and certainly no knowledge of what the rejected imprint<br \/>pressured them to do. External observers may recognize attempts at hypnosis,<br \/>but not psychic persuasion. While it is acceptable to believe that an<br \/>acquaintance behaving strangely may be under the influence of mind control,<br \/>your character should almost never be certain of it and should probably be<br \/>wrong more often than they are right.<\/p>\n<p>Tips and Notes:<br \/>* If you&#8217;re on the fence about whether you should follow an imprint or not,<br \/>follow it.<br \/>* If you think an inhibition or competing desire would stop you following an<br \/>imprint, ask yourself if that inhibition or competing desire has come out<br \/>clearly in your roleplay previously. If it hasn&#8217;t, you&#8217;re on pretty sketchy<br \/>ground.<br \/>* If you decide not to follow an imprint, it&#8217;s usually a good idea to at least<br \/>show through your roleplay that you&#8217;re thinking about following it or tempted<br \/>to follow it.<br \/>* Being &#8220;strong willed&#8221; or anything similar is a completely invalid reason for<br \/>not following an imprint.<br \/>* Having been imprinted several times before or being able to do mind control<br \/>yourself is not a valid reason to be aware of mind control or be more<br \/>resistant to it.<\/p>\n<p>Angelborn<\/p>\n<p>Angelborn are sensitive to the desires of others, and thus are essentially<br \/>always mind controlled.<\/p>\n<p>There are a few things it&#8217;s important to keep in mind when playing<br \/>angelborn. angelborn are to some extent natural victims, the fact that they<br \/>can be more powerfully hypnotized and in general more easy to coerce often<br \/>leads to them being an ideal choice if someone&#8217;s looking for a victim or<br \/>sidekick etc. You shouldn&#8217;t play a character like this if you&#8217;re too<br \/>worried about bad things happening to them. Also though, and probably more<br \/>importantly, angelborn are particularly resistant to angst. Even if one is<br \/>captured and tortured while the torture is going on they want it a little<br \/>bit, not enough to be ok with it, but it is not as bad as for others, and<br \/>afterwards they&#8217;re surrounded by people who want them to get over it.<br \/>Either because they&#8217;re their friends and want them to feel better, or<br \/>because they find it irritating. Which through their empathy causes them to<br \/>rebound fairly quickly. This is important because it means angelborn are an<br \/>extremely poor choice of character if you&#8217;re seeking to RP the aftermath or<br \/>seek sympathy.<\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#rules\" target=\"_blank\">Rules<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#policies\" target=\"_blank\">Policies<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17740\" class=\"category-display-post\"><a id=\"mind-reading\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Mind Reading<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> 50,000 Dream Experience<br \/>Supernatural or Touched.<\/p>\n<p>This stat allows you to see thinks from people in the same room as you are. It<br \/>also allows you to often overhear telepathic communications. Additionally, you<br \/>will be able to converse with others in any language they understand.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17528\" class=\"category-display-post\"><a id=\"mindhack\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">mindhack<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Mindhack (person)<\/p>\n<p>Mindhacking has to be done in a brainwashing facility on a<br \/>helpless target. It represents using magic or technological means to help<br \/>you infiltrate someone&#8217;s mind.<\/p>\n<p>Once completed you can use hypnotism at any level on the subject, and can do<br \/>so even if they are not in a trance and without cooldown. You can also use<br \/>illusions, and telempathy even if you do not have those skills.<\/p>\n<p>Furthermore any time the subject uses think, recall or feel the contents of<br \/>these will be displayed to the room.<\/p>\n<\/div><\/div><\/article><article id=\"post-18029\" class=\"category-display-post\"><a id=\"minions\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Minions<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Rank 1 requires Arcane Focus 1<br \/>Rank 2 requires Arcane Focus 2<br \/>Rank 3 requires Arcane Focus 3<br \/>Rank 4 requires Arcane Focus 4<br \/>Rank 5 requires Arcane Focus 5<br \/>Supernatural or Gifted.<\/p>\n<p>This stat grants arcanists the ability to summon minions to aid them in<br \/>combat. A minion is brought about by the arcanist summoning a bound spirit and<br \/>placing it into the body of either a pet animal, or an inanimate but<br \/>mechanically-flexible toy or other object. It costs 1.0% life force to summon<br \/>a minion.<\/p>\n<p>Commands:<br \/>make minion<br \/>Enters an editor that allows you to set up or change your minion<\/p>\n<p>order minion (attack\/follow\/atwill)<br \/>Used to command your minion whilst engaged in combat<\/p>\n<p>Minion info<br \/>See information about your minion.<\/p>\n<p>To summon a minion, make a custom attack with the msummon special and use it<br \/>in<br \/>combat, minions generally take around 2 rounds in combat to arrive. You can<br \/>only summon one minion per fight, unless you possess either the Call of the<br \/>Grave or the Call of Nature legendary power.<\/p>\n<p>Each rank of the minions stat allows you to spend 150,000 combat experience on<br \/>your minion. Additionally, every point invested into the Arcane Focus stat<br \/>allows you to invest an additional 10 points into the minion&#8217;s defenses. Note<br \/>that without the Elemental Spirits power, your minion will only have the<br \/>capability to make melee attacks.<\/p>\n<p>When a minion&#8217;s defenses fail, the spirit flees and the minion goes back to<br \/>being a regular animal or the object it was before. A minion whose master has<br \/>died, however, will remain in combat.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17346\" class=\"category-display-post\"><a id=\"missive\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Missive<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Missives are shareable messages from NPCs or groups of NPCs for example<br \/>Faction Headquarters, Venetian Council, White Oak Provost, Famed Family<br \/>Matriarchs and Patriarchs, heads of associations etc.<\/p>\n<p>You can request a missive by making a petition of type &#8216;missive&#8217;<\/p>\n<p>Staff will write the missive at which point you can use &#8216;showmissive&#8217; to show<br \/>the message and who it is from to everyone in the room. Only the last missive<br \/>you received is shareable so if you request a new one it will overwrite the<br \/>last one.<\/p>\n<\/div><\/div><\/article><article id=\"post-17448\" class=\"category-display-post\"><a id=\"mist-abductions\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">mist abductions<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>When fighting the creatures in the mists, if you are injured, you<br \/>may be kidnapped and taken to a lair. You will be bound,<br \/>may have armor and\/or weapons and other valuables removed. Though these<br \/>can usually be found in your stash once you return.<\/p>\n<p>The societies in New Haven will be notified with the description of the<br \/>people that are taken and where they were taken.<\/p>\n<p>After between 45 minutes and three hours your character will be badly injured.<br \/>After 12 to 36 hours they will be killed.<\/p>\n<\/div><\/div><\/article><article id=\"post-17654\" class=\"category-display-post\"><a id=\"modifier\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Modifier<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Character archetypes may be additionally customised with the use of one<br \/>modifier, which will either reduce their tier by 1 step or increase their tier<br \/>by one step. A character may only have one modifier at a time, but through the<br \/>course of play may buy off a negative modifier for 25,000 karma and then<br \/>purchase a positive modifier for an additional 25,000 karma. Not all modifiers<br \/>are available to all archetypes, however; if you would like to confirm that<br \/>the modifier you are interested is available for your chosen archetype, please<br \/>see the individual helpfiles referenced below. The possible modifiers are:<\/p>\n<p><span style=\"color:#008080\">Negative Modifiers<span style=\"color:#008000\">:<\/span\/span> Addicted<span style=\"color:#008000\">,<\/span> Injured<span style=\"color:#008000\">,<\/span> Ill<span style=\"color:#008000\">,<\/span> Crippled<span style=\"color:#008000\">,<\/span> Disfigured<span style=\"color:#008000\">,<\/span> Cursed<span style=\"color:#008000\">,<br \/><\/span> Mentally Ill<span style=\"color:#008000\">,<\/span> Catatonic<span style=\"color:#008000\">,<\/span><br \/><span style=\"color:#008080\">Positive Modifiers<span style=\"color:#008000\">:<\/span\/span> Relic Holder<span style=\"color:#008000\">,<\/span> Fleshformed<span style=\"color:#008000\">,<\/span> Demonic Pact Holder<span style=\"color:#008000\">,<\/span> Chemically Augmented<span style=\"color:#008000\">,<br \/><\/span> Scientifically Augmented<span style=\"color:#008000\">,<\/span> Unliving<span style=\"color:#008000\">,<\/span> Lunacy Embracer<span style=\"color:#008000\">,<\/span> Exsanguinating  <\/p>\n<p>Each modifier has its own helpfile, such as help demonic pact holder.<\/p>\n<p>Changing your modifier laterally, without adjusting tier, for example going<br \/>from Addicted to Mentally Ill, will cost 1,000 karma.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> change modifier (desired modifier)<br \/>change modifier none<\/span><\/span><\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18166\" class=\"category-display-post\"><a id=\"modify\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">modify<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> modify [weapon] [modification]<\/p>\n<p>Allows you to enhance a firearm with various modifications. Each<br \/>modification costs at least 250 dollars, with costs doubling for<br \/>each category of modification already present on the weapon.<\/p>\n<p>You must be in an engineering bay to use this command.<\/p>\n<p>Clip Modifications:<br \/>Quick release clip: If using ammoswitch would consume your attack instead it<br \/>debuffs damage by 30%.<br \/>Extended Clip: 50% chance to not consume special ammo when firing.<br \/>Tracer Clip: Increase target&#8217;s taken ranged damage from everyone else by 10%<\/p>\n<p>Sight Modifications:<br \/>Laser Sight: Reduces the inner ranges at which the weapon becomes less<br \/>effective by 10.<br \/>Telescopic: Increases the weapon&#8217;s max range by 5.<br \/>Scope: Increases the outer ranges before the weapon becomes less effective by<br \/>10.<br \/>Reflex Sight: Increases the weapon&#8217;s sweet spot by 1 either side.<\/p>\n<p>Structure Modifications:<br \/>Ported: Increased damage when not moving by 5.<br \/>Threaded: Increase range by 5, and expands ranges before the weapon becomes<br \/>less<br \/>effective by 5.<br \/>Lightweight: Doesn&#8217;t reduce move speed as much when carried.<\/p>\n<p>Mechanism Modifications:<br \/>Heavy: Shots do increased damage, +5.<br \/>High Velocity: Shots apply increased stagger, +10.<br \/>Rapid Feeding: Shots do 15% less damage but apply 25% slow.<\/p>\n<p>You can only have one modification from each category at a time. Adding a new<br \/>modification from the same category will replace the existing one for a cost.<\/p>\n<\/div><\/div><\/article><article id=\"post-17477\" class=\"category-display-post\"><a id=\"monster-guests\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Monster Guests<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>After a character has been playing for a while they will have the chance<br \/>to create a monster guest. These are powerful creatures who have wandered<br \/>into the city from other realms.<\/p>\n<p>They do not have normal PC limits on what stats, or disciplines they can buy<br \/>and are less impacted by stagger, and cannot be affected by most stuns. They<br \/>can also create other types of custom attack, and do more damage with<br \/>aoe attacks.<\/p>\n<p>Those 10 feet tall or larger have further reduced stagger effects and double<br \/>the defense pool of others but move much slower and cannot enter indoor<br \/>areas. Monsters earn karma for injuring and killing PCs, although there are<br \/>some limits to this to prevent abuse. If a monster is in a borough they will<br \/>continually degrade the quality of that borough and earn karma over time,<br \/>while also growing weaker.<\/p>\n<p>Monsters cannot start fights, if they attempt to do so the target will flee<br \/>away from them.<\/p>\n<p>Whenever a monster is on grid all societies with scouts will receive regular<br \/>updates about their location. Monsters can be either sea monsters or land<br \/>monsters. Sea monsters do half damage while on land but can breathe<br \/>underwater and fight in aquatic areas without penalty.<\/p>\n<p>Defeating a monster grants some bonus experience, and also usually an<br \/>increase to your combat experience cap, distributed evenly amongst all those<br \/>who helped defeat it with a maximum increase of 500000 being awarded.<\/p>\n<p>If a monster is never defeated they can choose to delete to have the monster<br \/>leave the city once they no longer are doing passive damage to boroughs.<\/p>\n<p>Monsters can also leave early and get most of the karma they would have<br \/>earned if players bring them a helpless fabled character, in which case they<br \/>can do escape kidnap (target character) and escape with the fabled character<br \/>off grid back to some lair.<\/p>\n<p>If the fabled character has roleplayed a bunch with the monster they can<br \/>also leave early by doing escape kidnap\/nokidnap (fabled character)<br \/>This doesn&#8217;t require the fabled character to be helpless. If they leave<br \/>without kidnapping them they won&#8217;t get as much karma however.<\/p>\n<p>Each hour the guest is active on grid they grow 1 percent weaker.<br \/>The power of a guest monster is heavily dependent on the number of characters online at the time.<\/p>\n<\/div><\/div><\/article><article id=\"post-17861\" class=\"category-display-post\"><a id=\"monsters\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Monsters<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Monsters are NPCs created by Storyrunners for use in their plots. The power<br \/>level of monsters that can be summoned is somewhat dependent on the number<br \/>of characters in the room at the time.<\/p>\n<p>Make Monster<br \/>-Places you in an editor to set the monsters descriptive fields and<br \/>disciplines.<\/p>\n<p>Monster List<br \/>-Lists your monsters, you can have up to 5 at a time.<\/p>\n<p>Monster Info (number)<br \/>-View detail on a monster on the list.<\/p>\n<p>Monster Delete (number)<br \/>-Delete a monster from the list to free up the slot for others.<\/p>\n<p>Monster Summon (boss\/bossminions\/gang) (one or more numbers)<br \/>-Summon monsters balanced to the combat powers of the players. Either a single<br \/>creature, a single strong creature with weaker minions, or a group of<br \/>monsters.<\/p>\n<p>Monster Unsummon (NPC name)<br \/>-Makes the target NPC monster disappear.<\/p>\n<p>Monster ability (NPC Name) (ability name)<br \/>-Make the monster use the specified ability on its next attack.<\/p>\n<p>Monster Startfight (slow\/1-10)<br \/>-Starts a fight between PCs and the monster in the room, the fight can either<br \/>be slow(turn based) or you can specify the speed.<\/p>\n<p>Monster Fightspeed (NPC name) (1-100)<br \/>-Sets the speed of the fight the targeted NPC is in, the NPC is in a slow<br \/>fight this will convert it to fast.<\/p>\n<p>Monster Pausefight<br \/>-Pauses a fast combat fight in the same room as the Storyrunner, use the<br \/>command again to unpause.<\/p>\n<p>When creating a monster you can set an ability that it will sometimes use in<br \/>combat, e.g. fraggrenade, burden<\/p>\n<p>You can also potentially set a special for it&#8217;s attacks from a list of<br \/>knockback, entrap, grapple, steallife, damage, weaken, slow, or aoe.<\/p>\n<\/div><\/div><\/article><article id=\"post-17422\" class=\"category-display-post\"><a id=\"monstrous-shifting\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Monstrous Shifting<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Fae Knight 1, or Primal 1.<\/p>\n<p>This stat unlocks the monstrous size for shifters. Representing animals vastly<br \/>larger than their normal natural equivalents. Monstrous size animals have the<br \/>same costs as large animals, but gain 150% of base defence and offence<br \/>instead. They cannot enter indoor buildings however and can be seen from a<br \/>long way away.<\/p>\n<p>Also gives +5 to animal shapeshifting pools to a minimum of 15.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18226\" class=\"category-display-post\"><a id=\"moral-tier\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Moral Tier<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>A character&#8217;s moral tier represents a moral floor that they have due to their<br \/>archetype or other factors in the world. In general a character&#8217;s moral tier will<br \/>be the same as their power tier derived from their archetype and modifier but in<br \/>some cases it could be altered. Angelborn can have their moral tier shifted by 0.5<br \/>either positively or negatively based on those around them via the tiershift command.<\/p>\n<p>Additionally characters who unethically escape from the wild hunt will have a<br \/>higher moral tier than they otherwise would.<\/p>\n<p>A low moral tier doesn&#8217;t mean your character is necessarily any more morally<br \/>good, it just means that supernatural corruption isn&#8217;t forcing them to be more corrupt<br \/>but they could still be corrupt for any other, mundane reason.<\/p>\n<p>A character&#8217;s moral tier can be perceived when doing &#8216;look (character) aura&#8217;<br \/>by those who are wearing an aura charm.<\/p>\n<p>Civilians (Moral Tier One)<br \/>A Civilian, any ordinary person in the world of New Haven who hasn&#8217;t yet<br \/>attracted meaningful attention from the dark forces in the world.<\/p>\n<p>The Tempted (Moral Tier Two)<br \/>The Tempted are those who have grown powerful or remarkable enough that dark<br \/>forces now try and tempt them to greater power and acts of evil. Some of the<br \/>Tempted may resist these efforts entirely, some may struggle against them and<br \/>sometimes succumb, but all are tempted. This is the moral tier of many heroes and<br \/>valiant characters in this world.<\/p>\n<p>The Fallen (Moral Tier Three)<br \/>The Fallen are those who have fallen to the temptation of the dark. While in<br \/>other ways they may retain their humanity there is a darkness to them and their<br \/>actions which over shadows their lift and this darkness is always greater than any<br \/>light they bring. A member of the Fallen may still have moral causes they care about<br \/>and fight for, genuinely trying to make the world better in some way, but that will<br \/>always be overshadowed by the ill-deeds they commit, such that the world would always<br \/>be on net a better place were they not in it. This is the Moral Tier of many anti-heroes<br \/>or villains who are still highly conflicted about what they are.<\/p>\n<p>The Irredeemable (Moral Tier Four)<br \/>The Irredeemable are those who have moved beyond whatever conflicts and<br \/>internal moral struggles that might plague one of the Fallen. They only care about<br \/>causes that further their own power, ambition and control. While these could be moral<br \/>causes on the surface and they might advocate for them as such, their enthusiasm will<br \/>only ever extend as far as the cause ultimately serves them. They are not entirely lost<br \/>to darkness, However, and members of the Irredeemable can still genuinely and selflessly<br \/>care for other individuals.<br \/>While it is rare for their relationships to not ultimately become abusive and<br \/>another extension of their ambition and domination, it is still possible, whether<br \/>those relationships are romantic, familial or even in some rare cases, friendships.<\/p>\n<p>The Inhuman (Moral Tier Five)<br \/>Any glimmer of humanity visible in the possibility of one of the Irredeemable<br \/>to care for other individuals has been entirely smothered at this point. To be one of<br \/>the Inhuman is to be incapable of caring about any person or cause beyond your own power,<br \/>domination and ambition. The Inhuman struggle to even pretend that a cause they crusade<br \/>for is just, the lie of it so obvious that most of their claims to be acting in the<br \/>interest of others become just another form of dominance, a show of power to force someone<br \/>else to agree that they or their causes are just despite the obvious lie of it.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#acedia\" target=\"_blank\">Acedia<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17875\" class=\"category-display-post\"><a id=\"motd\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">motd<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Welcome to Haven, we have a forum and a wiki. You can visit both at:<\/p>\n<p>www.havenrpg.net<\/p>\n<p>Read your announcements.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#none\" target=\"_blank\">none<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18125\" class=\"category-display-post\"><a id=\"motorcycle\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">motorcycle<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>See Help car<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#stats\" target=\"_blank\">stats<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17944\" class=\"category-display-post\"><a id=\"move\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Move<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>The move command is used to move around on the battlefield, your normal<br \/>move range is 10 plus twice your skill at running. This is doubled when<br \/>doing a charge to 20 plus four times your skill at running. The super jumping<br \/>skill allows you to move towards a target at three times your normal<br \/>speed.<\/p>\n<p>To move towards someone you can use the syntaxes:<\/p>\n<p>Move (person) (distance)\/charge\/jump<\/p>\n<p>To move away from someone you can use the syntaxes:<\/p>\n<p>Move (person) away\/retreat<\/p>\n<p>To move towards a set of coordinates you can use the syntax:<\/p>\n<p>Move (x coordinate) (y coordinate)<\/p>\n<p>You can also use a cardinal direction command, such as east or north to move<br \/>in that direction.<\/p>\n<p>You can protect someone with move (person) protect. This will move you<br \/>towards them and if you get next to them all attacks directed against them<br \/>will hit you instead. You cannot protect someone behind cover, or if you are<br \/>too staggered.<\/p>\n<p>Move Up\/Down will move you into the room above or below the room you are<br \/>currently in, if you are able to do so.<\/p>\n<p>Move Sprint\/Flee Will move you in the direction you&#8217;re already facing, if<br \/>you haven&#8217;t yet used an attack that round it will consume the attack and<br \/>move you at triple speed. When used with flee will also attempt to end<br \/>the fight like attack skip. Wounded characters flee much slower.<\/p>\n<p>You can also use the commands in the form of Charge (person) or Retreat<br \/>(person) Or Flee<\/p>\n<p>The bonus from all fast movement types is reduced by carrying armor, shield<br \/>and large weapons. This particularly strongly affects sprinting\/fleeing.<br \/>Retreat and protect movement keeps you facing in the same direction, otherwise<br \/>you will turn to face the direction you are moving.<\/p>\n<\/div><\/div><\/article><article id=\"post-17809\" class=\"category-display-post\"><a id=\"movein\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">movein<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> movein<\/p>\n<p>This command costs $100 and moves all stashed items to the<br \/>room you&#8217;re currently in, it&#8217;s useful if your character has recently moved<br \/>into a new house etc and you don&#8217;t want to have to move all your clothes by<br \/>hand.<\/p>\n<\/div><\/div><\/article><article id=\"post-18083\" class=\"category-display-post\"><a id=\"mtalk\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">mtalk<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> mtalk (message)<br \/>Used to communicate with your mentor or your mentoree OOCly.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#mentor\" target=\"_blank\">mentor<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17844\" class=\"category-display-post\"><a id=\"myattacks\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">myattacks<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Syntax<\/span>: <span style=\"color:#ffffff\">make attack<\/span> or <span style=\"color:#ffffff\">myattacks create<\/span><\/p>\n<p>Used to create a new custom attack for your character with the following fields:<\/p>\n<p><span style=\"color:#008080\">Name<\/span>: The name given to the custom attack will be the command used. For example,<br \/>If the name is stab, the syntax in combat will be: stab (target). <br \/><span style=\"color:#008080\">Discipline<\/span>: The discipline specifies which discipline the custom attack uses. <br \/><span style=\"color:#008080\">Special<\/span>: Special refers to any special effects added. See Also: Special List. <br \/><span style=\"color:#008080\">Myself<\/span>: The message displayed to you when the attack is used. <br \/><span style=\"color:#008080\">Target<\/span>: The message displayed to the target when the attack is used. <br \/><span style=\"color:#008080\">Bystanders<\/span>: The message displayed to everyone else when the attack is used.  <br \/>Delayed messages are those seen when a delayed attack hits.  <\/p>\n<p><span style=\"color:#008080\">Syntax<\/span>: <span style=\"color:#ffffff\">myattacks list<\/span><br \/>Will list the name, disc and special effects for saved custom attacks. <br \/><span style=\"color:#008080\">Syntax<\/span>: <span style=\"color:#ffffff\">myattacks info (custom name)<\/span><br \/>Will show information about the created custom attack. <br \/><span style=\"color:#008080\">Syntax<\/span>: <span style=\"color:#ffffff\">myattacks delete (custom name)<\/span><br \/>Will delete an already made custom attack. <\/p>\n<p>In addition, you can change parts of an already created attack individually with<br \/>the following syntaxes:  <\/p>\n<p><span style=\"color:#ffffff\">myattacks rename (name) (newname) <br \/>myattacks discipline (name) (discipline) <br \/>myattacks special (name) (special) <br \/>myattacks myself (name) (message) <br \/>myattacks target (name) (message) <br \/>myattacks bystanders (name) (message) <br \/>myattacks myselfdelayed (name) (message) <br \/>myattacks targetdelayed (name) (message) <br \/>myattacks bystandersdelayed (name) (message)<\/span><\/p>\n<p>When you want to refer to other people in the strings, you can use the following<br \/>keys.  <\/p>\n<p><span style=\"color:#008080\">$N<\/span> &#8211; target&#8217;s name      <span style=\"color:#008080\">$n<\/span> &#8211; your name. <br \/><span style=\"color:#008080\">$M<\/span> &#8211; target&#8217;s him\/her   <span style=\"color:#008080\">$m<\/span> &#8211; your him\/her<br \/><span style=\"color:#008080\">$S<\/span> &#8211; target&#8217;s his\/hers  <span style=\"color:#008080\">$s<\/span> &#8211; your his\/her<br \/><span style=\"color:#008080\">$E<\/span> &#8211; target&#8217;s he\/she    <span style=\"color:#008080\">$e<\/span> &#8211; your he\/she  <\/p>\n<p>In fast combat, your attacks will always have their effect added to the end,<br \/>such as &#8216;mildly wounds him&#8217; or &#8216;deflects off her armor&#8217;. So it is good to leave<br \/>the end open-ended when writing the way it looks for the sections of myself,<br \/>target, bystanders, etc, by using words like this, that, which, &#8216;the attack&#8217;,<br \/>etc.<\/p>\n<\/div><\/div><\/article><article id=\"post-17353\" class=\"category-display-post\"><a id=\"myhaven\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">MyHaven<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>MyHaven is the social media network that is predominantly used by New Haven<br \/>residents. Individuals can access this via the &#8216;myhaven&#8217; command. Once<br \/>individuals are matched they can use the other characters handle instead of<br \/>phone number in text and photo commands.<\/p>\n<p>Myhaven setup<br \/>-Enter an editor to setup the details of your myhaven profile, including your<br \/>handle which will be how others communicate with you. Profiles include a<br \/>picture but Eidolons instead get the option to enter free text into this<br \/>field.<\/p>\n<p>MyHaven viewprofile (handle)<br \/>-View a particular individual&#8217;s profile.<\/p>\n<p>MyHaven browse<br \/>-View a random profile you have not yet matched with. You can use browse new<br \/>to only see recent profiles.<\/p>\n<p>MyHaven match (handle) friends date professional<br \/>-Match with another profile with any of up to three options, e.g. myhaven<br \/>match @handle friends or myhaven match @handle friends professional or myhaven<br \/>match @handle date friends professional. If both characters match they will be<br \/>informed and told which of the three types they both matched on.<\/p>\n<p>MyHaven list<br \/>-List all your matches as well as if you are set to potentially chat with or<br \/>meet with them today.<\/p>\n<p>MyHaven plus<br \/>-Signup for MyHaven plus for 12 dollars out of your paycheque each week. Plus<br \/>members can view the wealth and education level of others profiles as well as<br \/>their societies if they had those society symbols worn when they took their<br \/>profile picture.<\/p>\n<p>Myhaven unmatch (handle)<br \/>-Undo a match with the specified handle. This will prevent you from being able<br \/>to re-match with this person later on.<\/p>\n<p>MyHaven rematch (handle) friends\/dating\/professional<br \/>-Reset the types of matches you have with someone.<\/p>\n<p>MyHaven suspend<br \/>-Prevent yourself from getting matches until you use the command again.<\/p>\n<p>MyHaven chatwith (handle) (handle) (&#8230;)<br \/>-Toggle whether you would like to chat with one or more of your matches.<\/p>\n<p>MyHaven meetwith (handle) (handle) (&#8230;)<br \/>-Toggle whether you would like to meet up with one or more of your matches.<\/p>\n<p>MyHaven feedback<br \/>-See some feedback on one of your conversations.<\/p>\n<p>The below commands require at least invitation level 4:<\/p>\n<p>MyHaven camhack (handle)<br \/>-Hacks the camera of someone you&#8217;ve been chatting with, allowing you to see<br \/>them and their emotes. This will break if the individual turns their phone off<br \/>and back on again.<\/p>\n<p>MyHaven telekinesis (handle) (message)<br \/>-Project telekinetic force through the phone of someone you have been chatting<br \/>with, allowing you to do an emit that can move around objects and people.<\/p>\n<p>MyHaven hypnotise (handle) (hypnosis string)<br \/>-Used in the same way as the hypnotise command, this allows someone to<br \/>hypnotise someone they have been chatting with but costs $10 per level of<br \/>hypnotism that would be required for their chosen type.<br \/>e.g. Myhaven hypnotise @person instruction generosity logic guilt go meet the<br \/>nice fellow you are chatting with in a dark alley.<\/p>\n<\/div><\/div><\/article><article id=\"post-18061\" class=\"category-display-post\"><a id=\"myrooms\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">myrooms<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> myrooms list<br \/>myrooms description (number)<br \/>myrooms name (number)<br \/>myrooms delete (number)<br \/>myrooms extra (number) (keyword)<br \/>myrooms extradelete (number) (keyword)<br \/>myrooms place (number) (keyword)<br \/>myrooms placedelete (number) (keyword)<br \/>myrooms public (number)<br \/>myrooms private (number)<br \/>myrooms outdoors (number)<br \/>myrooms indoors (number)<br \/>myrooms climate (number) (territory to copy)<br \/>myrooms timezone (number) (UTC offset)<br \/>myrooms temperature (number) (temperature F)<br \/>myrooms cloudcover (number) (0-100)<br \/>myrooms clouddensity (number) (0-100)<br \/>myrooms mist (number) (0-3)<br \/>myrooms raining\/hailing\/snowing (number)<br \/>myrooms borough (number) (borough)<\/p>\n<\/div><\/div><\/article><article id=\"post-18158\" class=\"category-display-post\"><a id=\"mystic-gemstones\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Mystic Gemstones<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Favor buy gemstone (gemstone type)<br \/><span style=\"color:#ffffff\">Syntax:<\/span> customize (object) aura<\/p>\n<p>This allows players to use favor to but a mystic gemstone which can be<br \/>turned into jewelry that will have a mystical effect when worn. These<br \/>effects are only visible in New Haven or on other worlds, they are<br \/>not visible anywhere else on earth.<\/p>\n<p>Each type of gemstone has a particular type of aura but this can be<br \/>customized as long as the new aura contains similar words.<\/p>\n<p>Veilfire<br \/>Default Aura: $E is surrounded by an aura of perpetual illusory flame.<br \/>Custom Aura Rules: Must contain the keyword aura AND at least one of the<br \/>keywords: fire, flame, firey, fiery, burning.<br \/>Luminar<br \/>Default Aura: Glowing footprints of light trail behind $m as $e walks.<br \/>Custom Aura Rules: Must contain at least one of the keywords: footprint, step,<br \/>trail AND at least one of the keywords: glow, light, bright.<br \/>Etherglow<br \/>Default Aura: $S eyes emit an otherworldly glow.<br \/>Custom Aura Rules: Must contain the keyword eye AND at least one of the<br \/>keywords: glow, shine, radiat (matches radiate, radiating etc.), emit.<br \/>Duskshimmer<br \/>Default Aura: Motes of colorful light dance around $m.<br \/>Custom Aura Rules: Must contain at least one of the keywords: mote, light,<br \/>sparkle, shimmer, dance.<br \/>Spirithorn<br \/>Default Aura: Illusory horns manifest above $s brow.<br \/>Custom Aura Rules: Must contain at least one of the keywords: horn, antler AND<br \/>at least one of the keywords: illus (matches illusion, illusory etc.),<br \/>manifest, appear.<br \/>Plumeveil<br \/>Default Aura: Translucent, illusory wings unfurl from $s back.<br \/>Custom Aura Rules: Must contain the keyword wing AND at least one of the<br \/>keywords: illus, manifest, appear, translucent, ethereal.<br \/>Crownthorn<br \/>Default Aura: An ethereal crown hovers above $s head.<br \/>Custom Aura Rules: Must contain at least one of the keywords: crown, halo AND<br \/>at least one of the keywords: illus, manifest, appear, ethereal.<br \/>Emberstone<br \/>Default Aura: Each step $e takes leaves burning embers in $s wake.<br \/>Custom Aura Rules: Must contain at least one of the keywords: ember, fire,<br \/>burn AND at least one of the keywords: step, foot, drip.<br \/>Mistpearl<br \/>Default Aura: A thin, swirling mist surrounds $m.<br \/>Custom Aura Rules: Must contain at least one of the keywords: mist, fog, vapor<br \/>AND at least one of the keywords: surround, shroud, envelop, thin.<br \/>Stormheart<br \/>Default Aura: Tiny arcs of lightning dance across $s body.<br \/>Custom Aura Rules: Must contain at least one of the keywords: lightning,<br \/>electric, spark, arc, storm AND at least one of the keywords: body, across,<br \/>dance, skin.<br \/>Terracore<br \/>Default Aura: Small plants sprout briefly wherever $e steps.<br \/>Custom Aura Rules: Must contain at least one of the keywords: plant, flower,<br \/>sprout, growth AND at least one of the keywords: step, walk, foot.<br \/>Aquaveil<br \/>Default Aura: Water droplets glisten on $s skin, though $e never seems wet.<br \/>Custom Aura Rules: Must contain at least one of the keywords: water, drop,<br \/>wet, liquid, glisten.<br \/>Heartbloom<br \/>Default Aura: A shifting aura around $m changes colors to match $s emotions.<br \/>Custom Aura Rules: Must contain at least one of the keywords: emotion,<br \/>feeling, mood AND at least one of the keywords: change, shift, reflect, color,<br \/>colour, aura.<br \/>Griefstone<br \/>Default Aura: Illusory tears stream down $s face, crystallizing as they fall.<br \/>Custom Aura Rules: Must contain at least one of the keywords: tear, cry, weep<br \/>AND at least one of the keywords: crystal, gem, solid, harden.<br \/>Shiftglass<br \/>Default Aura: Parts of $s form appear to be made of reflective glass.<br \/>Custom Aura Rules: Must contain at least one of the keywords: glass, metal,<br \/>reflect, mirror, crystal AND at least one of the keywords: part, portion,<br \/>form, body, appear.<br \/>Umbrasoul<br \/>Default Aura: $S shadow moves differently from $s own form.<br \/>Custom Aura Rules: Must contain the keyword shadow AND at least one of the<br \/>keywords: different, unlike, move, other, separate, independent.<br \/>Songcrystal<br \/>Default Aura: Musical notes shimmer in the air around $m when sounds are<br \/>heard.<br \/>Custom Aura Rules: Must contain at least one of the keywords: music, song,<br \/>note, sound, melody AND at least one of the keywords: shimmer, respond, react,<br \/>aura, hear.<br \/>Smolderstone<br \/>Default Aura: Wisps of smoke continuously drift from $s eyes.<br \/>Custom Aura Rules: Must contain at least one of the keywords: smoke, smolder,<br \/>smoulder, wisp AND the keyword eye.<br \/>Autumnshard<br \/>Default Aura: A mantle of perpetually falling leaves cascades from $s<br \/>shoulders.<br \/>Custom Aura Rules: Must contain at least one of the keywords: leaf, leaves,<br \/>flower, petal AND at least one of the keywords: fall, drift, shoulder, mantle,<br \/>cascade.<br \/>Frostveil<br \/>Default Aura: Delicate ice crystals fall endlessly around $m, melting before<br \/>touching the ground.<br \/>Custom Aura Rules: Must contain at least one of the keywords: ice, frost,<br \/>snow, crystal AND at least one of the keywords: fall, drift, melt, float.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#favor\" target=\"_blank\">Favor<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18157\" class=\"category-display-post\"><a id=\"mystic-tattoos\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Mystic Tattoos<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Favor buy tattoo (metallic\/glowing\/animted) (body location)<\/p>\n<p>This allows players to use favor to obtain supernatural pigments which<br \/>allow for tattoos which do things normal tattoos cannot. Each tattoo costs 500<br \/>favor.<\/p>\n<p>Metallic tattoos look like metal.<br \/>Glowing tattoos can glow.<br \/>Animated tattoos can be animated.<\/p>\n<p>These effects are only visible in New Haven and in other worlds, on<br \/>the rest of the Earth these tattoos appear entirely mundane.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#favor\" target=\"_blank\">Favor<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17562\" class=\"category-display-post\"><a id=\"mythological-shifting\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Mythological Shifting<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Fae Knight 1.<\/p>\n<p>This power allows shapeshifters to take on mythological forms, which allows<br \/>them to turn into creatures either extinct or fictional.<\/p>\n<p>This also grants +5 to animal shapeshifting pools to a minimum of 15.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17666\" class=\"category-display-post\"><a id=\"name\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Name<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>This is your character&#8217;s first name. No other character can have the<br \/>same first name as you, it is used in most coded functions by the game to<br \/>determine who is whom.<\/p>\n<\/div><\/div><\/article><article id=\"post-17696\" class=\"category-display-post\"><a id=\"natural\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Natural<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>See help supernatural<\/p>\n<\/div><\/div><\/article><article id=\"post-17569\" class=\"category-display-post\"><a id=\"natural-affinity\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Natural Affinity<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Natural Magic Focus 4<\/p>\n<p>Characters with this stat can use natural magic and telepathy while shifted.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18048\" class=\"category-display-post\"><a id=\"natural-armor\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Natural Armor<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Defensive<\/p>\n<p>This discipline covers those who have some form of natural body armor.<\/p>\n<p>Take 90% damage from rifles, pistols and carbines.<br \/>Take 80% damage from Shotguns, Longblades, Knives, thrown weapons and bows.<br \/>Take 90% damage from Blunt weapons<br \/>Take 80% damage from animal attacks, striking and grappling.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#disciplines\" target=\"_blank\">disciplines<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17385\" class=\"category-display-post\"><a id=\"natural-magic-focus\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Natural Magic Focus<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Arcane Focus<\/p>\n<p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Gifted or Supernatural, not a Vampire, and does not have Dark<br \/>Magic focus<\/p>\n<p>This stat represents those who&#8217;ve studied the art of natural magics. In<br \/>addition to the standard arcane focus bonuses, it grants the user weather<br \/>mancing and nature mancing, allowing them to use their magic to manipulate the<br \/>battlefield, particularly in natural areas. At higher ranks it grants limited<br \/>access to shapeshifting and at max rank allows the learning of natural<br \/>affinity, allowing an arcanist to use their mancing powers as well as<br \/>telepathy even while shapeshifted.<\/p>\n<p>[Natural Magic One]:<br \/>Know Werewolves: The ability to recognise werewolves on sight.<br \/>Nature Mancing 1: Exclusive with Weather Mancing; A power tree focused on<br \/>battlefield manipulation.<br \/>Weather Mancing 1: Exclusive with Nature Mancing; A power tree mostly focused<br \/>on manipulating air.<br \/>Call of Nature: A legendary power that allows summoning of multiple minions.<br \/>Flight: A legendary power that grants on-demand flight in and out of combat.<br \/>Lightning Sorcery: A legendary power that grants the lightning sorcery combat<br \/>discipline.<br \/>Swarm Shifting: A legendary power that allows you to shapeshift into a large<br \/>swarm of creatures.<\/p>\n<p>[Natural Magic Two]:<br \/>Animals 4: A stat that enhances your kinship with animals.<br \/>Aura Shifting: A power that brings your things with you when you shift into a<br \/>smaller form.<br \/>Cloud Summoning: A power tree that allows cloud manipulation to hide or show<br \/>the moon.<br \/>Nature Mancing 2: Exclusive with Weather Mancing; A power tree focused on<br \/>battlefield manipulation.<br \/>Shapeshifting 1, 2: A power that grants points that can be allocated to<br \/>enhance shapeshifted forms.<br \/>Weather Mancing 2: Exclusive with Nature Mancing; A power tree mostly focused<br \/>on manipulating air.<\/p>\n<p>[Natural Magic Three]:<br \/>Animals 5: Maximum proficiency; a stat that enhances your kinship with<br \/>animals.<\/p>\n<p>Nature Mancing 1: In addition to Weather Mancing; A power tree focused on<br \/>battlefield manipulation.<\/p>\n<p>Weather Mancing 1: In addition to Nature Mancing; A power tree mostly focused<br \/>on manipulating air.<\/p>\n<p>[Natural Magic Four]:<br \/>Natural Affinity: A power that enables usage of natural mancing and telepathy<br \/>while shifted.<br \/>Nature Mancing 2: In addition to Weather Mancing; A power tree focused on<br \/>battlefield manipulation.<br \/>Weather Mancing 2: In addition to Nature Mancing; A power tree mostly focused<br \/>on manipulating air.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17380\" class=\"category-display-post\"><a id=\"natural-modifiers\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">natural modifiers<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>The following modifiers are available for natural, non-supernatural<br \/>characters:<\/p>\n<p>[Tier 1]:<br \/>White Oak Staff:<br \/>Negative Modifiers:<br \/>None<br \/>Positive Modifiers:<br \/>None<\/p>\n<p>Fantasy:<br \/>Negative Modifiers:<br \/>None<br \/>Positive Modifiers:<br \/>None<\/p>\n<p>Local:<br \/>Negative Modifiers:<br \/>None<br \/>Positive Modifiers:<br \/>Fleshformed, Demonic Pact Holder, Chemically Augmented<\/p>\n<p>Student:<br \/>Negative Modifiers:<br \/>None<br \/>Positive Modifiers:<br \/>Fleshformed, Demonic Pact Holder, Chemically Augmented<\/p>\n<p>Visitor:<br \/>Negative Modifiers:<br \/>None<br \/>Positive Modifiers:<br \/>Fleshformed, Demonic Pact Holder, Chemically Augmented<\/p>\n<p>[Tier 2]:<br \/>Brown Student:<br \/>Negative Modifiers:<br \/>None<br \/>Positive Modifiers:<br \/>Fleshformed, Demonic Pact Holder<\/p>\n<p>Dreamchild:<br \/>Negative Modifiers:<br \/>Addicted, Injured, Ill, Mentally Ill<br \/>Positive Modifiers:<br \/>Relic Holder, Fleshformed, Demonic Pact Holder, Chemically Augmented<\/p>\n<p>Gifted:<br \/>Negative Modifiers:<br \/>Addicted, Injured, Ill, Mentally Ill<br \/>Positive Modifiers:<br \/>Relic Holder, Fleshformed, Demonic Pact Holder, Science Augmented<\/p>\n<p>Important Local:<br \/>Negative Modifiers:<br \/>Addicted, Ill<br \/>Positive Modifiers:<br \/>Fleshformed, Demonic Pact Holder, Chemically Augmented<\/p>\n<p>Soldier:<br \/>Negative Modifiers:<br \/>Addicted, Injured, Ill<br \/>Positive Modifiers:<br \/>Relic Holder, Fleshformed, Demonic Pact Holder, Science Augmented<\/p>\n<p>Special Deputy:<br \/>Negative Modifiers:<br \/>None<br \/>Positive Modifiers:<br \/>Fleshformed, Demonic Pact Holder, Chemically Augmented<\/p>\n<p>Timeswept:<br \/>Negative Modifiers:<br \/>Addicted, Injured, Ill<br \/>Positive Modifiers:<br \/>Relic Holder, Fleshformed, Demonic Pact Holder, Chemically Augmented, Science<br \/>Augmented<\/p>\n<p>Wildling:<br \/>Negative Modifiers:<br \/>Addicted, Injured, Ill<br \/>Positive Modifiers:<br \/>Relic Holder, Fleshformed, Demonic Pact Holder, Chemically Augmented, Science<br \/>Augmented<\/p>\n<p>[Tier 3]:<br \/>Community Pillar:<br \/>Negative Modifiers:<br \/>Addicted, Ill<br \/>Positive Modifiers:<br \/>None<\/p>\n<p>Local Celebrity:<br \/>Negative Modifiers:<br \/>Addicted<br \/>Positive Modifiers:<br \/>None<\/p>\n<p>Special Forces:<br \/>Negative Modifiers:<br \/>Addicted, Injured, Ill<br \/>Positive Modifiers:<br \/>Science Augmented<\/p>\n<\/div><\/div><\/article><article id=\"post-17535\" class=\"category-display-post\"><a id=\"natural-toughness\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Natural toughness<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Defensive<\/p>\n<p>This discipline represents someone&#8217;s ability to shrug off damage that would<br \/>cause problematic wounds for normal humans.<\/p>\n<p>Take 90% damage from rifles, carbines and pistols.<br \/>Take 90% damage from spears, blunt weapons, bows and animal attacks.<br \/>Take 80% damage from Knives, Thrown weapons, spearguns.<br \/>Take 80% damage from striking or grappling attacks.<\/p>\n<\/div><\/div><\/article><article id=\"post-17679\" class=\"category-display-post\"><a id=\"naturalize\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Naturalize<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Naturalize target<\/p>\n<p>This command fires a naturalizer at the specified target. It requires a<br \/>naturalizer, which looks like a black polymer electronic handgun.<\/p>\n<p>In combat it can only be used by those with 3 points in the soldiering<br \/>ability line and has a 50 unit range.<\/p>\n<p>Out of combat it can be used by anyone, but if the target is not helpless or<br \/>bound the chance of a hit is quite low.<\/p>\n<p>When fired the gun emits a faint whine noise, but otherwise there&#8217;s no<br \/>obvious sign of it having been fired.<\/p>\n<p>If a shifter in animal form is struck but the naturalizer they will be<br \/>turned back into their human shape, and be unable to shift back into animal<br \/>form for some time. Animals who have been neutralized cannot be<br \/>naturalized.<\/p>\n<\/div><\/div><\/article><article id=\"post-17817\" class=\"category-display-post\"><a id=\"nature-mancing\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Nature Mancing<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Requirements : Rank 1 requires Natural Magic 1<br \/>Rank 2 requires Natural Magic 2<\/p>\n<p>[Rank One]:<br \/>Quicksand : Unspecified range; turns soil for 10 distance in diameter around<br \/>target into quicksand, slowing anyone standing in it or running into it.<br \/>Roleplay : You can turn topsoil to quicksand.<br \/>Only usable in natural areas.<br \/>Consumes your attack for one round.<\/p>\n<p>RapidGrowth : Unspecified range; makes some low-durability cover grow where<br \/>the target currently is.<br \/>Roleplay : You can cause plants to grow rapidly with a touch.<br \/>Only usable in natural areas.<br \/>Consumes your attack for one round.<\/p>\n<p>Root : Unspecified range; the target cannot move for one round.<br \/>Roleplay : You can summon small roots from natural soil.<br \/>Only usable in natural areas.<br \/>Consumes your attack for one round.<\/p>\n<p>[Rank Two]:<br \/>CommandBeast: Unspecified range; the target animal or hybrid is stunned.<br \/>Roleplay : You can stun an animal with a word.<br \/>Consumes your attack for one round.<\/p>\n<p>Tremor : No target; everyone in the area moves slower for one round.<br \/>Roleplay : You can cause mild tremors in the earth.<br \/>Only usable in natural areas.<br \/>Consumes your attack for one round.<\/p>\n<p>All abilities require a magical focus.<\/p>\n<\/div><\/div><\/article><article id=\"post-17330\" class=\"category-display-post\"><a id=\"navorost\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Navorost<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Navorost unfolds beneath a canopy of vibrant skies; a land where fertile<br \/>coastal plains give way to rolling hills and dense interior jungles. Three<br \/>great rivers, the Serpentine, the Goldflow, and the Mistral, flow from distant<br \/>shores to intersect in the central highlands, their waters sustaining<br \/>countless settlements along their meandering courses.<\/p>\n<p>The Kingdom of Nar claims dominion over the western half of the continent, its<br \/>borders defined by a series of stone keeps. The ancient city of Kingfisher<br \/>Landing on the coast serves as their capital of the region, although it has<br \/>fallen heavily into decline and squalor.<\/p>\n<p>The port city of New Illaris represents the Empire&#8217;s most substantial<br \/>foothold, a planned community of precise grid streets and uniform white-stone<br \/>buildings that stands in stark contrast to the organic growth of native<br \/>settlements.<\/p>\n<p>The eastern reaches of Navorost remain largely untamed, home to dozens of<br \/>nomadic tribes collectively known as the People. On the plains is the sacred<br \/>city of Nara&#8217;Khet which sprawls across seven hills at the confluence of<br \/>the Serpentine and Goldflow rivers; a mixture of a few ancient, worn stone<br \/>buildings and thousands of colorful tents which come and go with the seasons.<\/p>\n<p>The rivers themselves are lifelines but also sources of danger, home to giant<br \/>crocodilians and predatory aquatic beasts. In recent years, unsettling rumors<br \/>have drifted downriver and along the coasts whisper of Illarin Empire<br \/>surveyors sighted along the northern borders and warships mapping the eastern<br \/>shores. While Nar officials publicly dismiss these reports, fortifications are<br \/>quietly being strengthened, and a palpable tension underlies the surface<br \/>prosperity, hinting at a looming conflict for control of Navorost&#8217;s rich<br \/>lands. Deep within the jungle interior, crumbling ziggurats and vine-strangled<br \/>statues speak of even older civilizations, perhaps connected to the rumoured<br \/>eastern continent, their secrets guarded by the encroaching wilderness and its<br \/>formidable megafauna.<\/p>\n<\/div><\/div><\/article><article id=\"post-17329\" class=\"category-display-post\"><a id=\"navvere\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Navvere<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Shrouded in perpetual mist and surrounded by treacherous reefs, Navvere rises<br \/>from the eastern seas like a fevered dream, a verdant, volcanic isle where law<br \/>is merely a suggestion and freedom must be paid for with vigilance. This<br \/>island-nation defies both Illarin Imperial cartography and conventional<br \/>governance,<br \/>existing as a patchwork of territories controlled by rival pirate captains,<br \/>smuggler kings, and mercenary companies.<\/p>\n<p>The port city of Blackwater dominates the eastern coast, its sprawling docks<br \/>and warehouses built from the weathered timber of captured vessels. The city<br \/>operates under the loose governance of the Captain&#8217;s Council, thirteen pirate<br \/>lords who meet in the upper chambers of the Drowned Court, a grand hall<br \/>constructed from the salvaged hulk of an Imperial flagship. Here, disputes are<br \/>settled with words when possible, steel when necessary, and never with<br \/>Imperial law.<\/p>\n<p>Inland, the jungle-covered slopes of Mount Karthex conceal the ruins of an<br \/>ancient civilization predating even the oldest Imperial records. Expeditions<br \/>into these ruins seldom return whole, if at all, yet the promise of forgotten<br \/>artifacts and esoteric knowledge continues to lure the ambitious and the<br \/>desperate alike.<\/p>\n<p>Off the southern coast is the Smuggler&#8217;s Archipelago, a labyrinthine network<br \/>of<br \/>coves, hidden beaches, and submerged caves where contraband from across the<br \/>realms changes hands. The most notorious of these, Siren&#8217;s Cove, is said to be<br \/>protected by ancient pacts with creatures from The Fae, ensuring that<br \/>Imperial vessels approaching its waters inexplicably lose their way or find<br \/>themselves dashed against suddenly appearing reefs.<\/p>\n<\/div><\/div><\/article><article id=\"post-17742\" class=\"category-display-post\"><a id=\"necromancy\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Necromancy<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Requirements : Rank 1 requires Dark Magic 1, or 3 with Haemomancy<br \/>Rank 2 requires Dark Magic 2, or 4 with Haemomancy<\/p>\n<p>[Rank One]:<br \/>Lethargy : Unspecified range; the target undead is weakened and slowed.<br \/>Roleplay : You can substantially slow all of an undead&#8217;s movements.<br \/>Consumes your attack for one round.<\/p>\n<p>Regenerate : Unspecified range; the target undead recovers some of their<br \/>maximum defense.<br \/>Roleplay : You can regenerate the flesh of the undead.<br \/>Consumes your attack for one round.<\/p>\n<p>RigorMortis : Unspecified range; the target undead is unable to move for one<br \/>round.<br \/>Roleplay : You can temporarily paralyze some of an undead&#8217;s limbs.<br \/>Consumes your attack for one round.<\/p>\n<p>[Rank Two]:<br \/>CommandUndead : Unspecified range; the target undead will attempt to attack<br \/>the second target at their next available opportunity.<br \/>Roleplay : You can temporarily puppet some of an undead&#8217;s limbs.<br \/>Requires two targets.<br \/>Consumes your attack for one round.<\/p>\n<p>Halt : Unspecified range; the target undead is stunned for one round.<br \/>Roleplay : You can completely paralyze an undead with a spoken word.<br \/>Consumes your attack for one round.<\/p>\n<p>All abilities require a magical focus.<\/p>\n<\/div><\/div><\/article><article id=\"post-17792\" class=\"category-display-post\"><a id=\"negtrain\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">negtrain<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Negtrain (stat\/discipline)<\/p>\n<p>Negtrain can now be used on both stats and disciplines. When used in<br \/>newbie school, it will return the full 100% of the rpexp or xp spent. When<br \/>used outside of creation, it will return 50% of the cost. This includes<br \/>any newbie exp given to you at the start.<\/p>\n<\/div><\/div><\/article><article id=\"post-17678\" class=\"category-display-post\"><a id=\"neutralize\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Neutralize<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Neutralize (target)<\/p>\n<p>This command is used to throw a neutralization grenade, in combat it can<br \/>only be used by those who have the riot control ability line at 5. Everyone<br \/>within 15 of the target will be neutralized.<\/p>\n<p>Out of combat it can be used by anyone carrying a neutralizer grenade, and<br \/>takes no target, neutralizing<br \/>everyone in the room for about fifteen minutes.<\/p>\n<p>The out of combat effect will not carry over if a fight breaks out.<\/p>\n<p>Individuals can also be neutralized by wearing a neutralization collar or<br \/>being implanted with a neutralizer.<\/p>\n<p>When neutralized, a supernatural loses access to all their supernatural<br \/>abilities. Although they haven&#8217;t actually been changed and vampires<br \/>continue to be undead and so on, they&#8217;re unable to access any supernatural<br \/>powers or abilities for the duration. All supernatural powers and abilities<br \/>are rendered zero except for mimic and obfuscate, and maximum damage from<br \/>melee and shapeshifter attacks is reduced. But things like supernatural<br \/>durability or toughness are not.<br \/>Shapeshifters who are neutralized in animal form become typical members of<br \/>their animal species, not only losing a good deal of their combat power but<br \/>also losing their human memories, thoughts and higher cognitive powers<br \/>entirely for the duration.<\/p>\n<\/div><\/div><\/article><article id=\"post-18110\" class=\"category-display-post\"><a id=\"newbie\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">newbie<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> newbie (message)<br \/>Used to communicate OOCly with the rest of the mud, for getting and giving<br \/>help with the game.<\/p>\n<\/div><\/div><\/article><article id=\"post-18085\" class=\"category-display-post\"><a id=\"news\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">news<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>In-game news displays on login, showing New Haven&#8217;s news feed, which includes<br \/>rumors<br \/>as well as news snippets about in-game events, either posted by immortals, SRs<br \/>or automatically depending on what it is.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> news<br \/>Displays the news feed as well as messages, upcoming calendar events, active<br \/>plots and note status.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> make news<br \/>Only available to storyrunners, this command creates a piece of IC news which<br \/>is<br \/>then displayed on the news feed for about three days. News can be set to be<br \/>viewed only by certain stats in the stats field. If stats are unset, the news<br \/>will be available to everyone.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> news delete<br \/>Removes the last piece of news you created.<\/p>\n<\/div><\/div><\/article><article id=\"post-17990\" class=\"category-display-post\"><a id=\"night-vision\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Night Vision<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Supernatural<\/p>\n<p>This ability allows you to see better in the dark.<\/p>\n<p>Myrooms extra can be used with the keyword &#8216;dark&#8217; to add a description to a<br \/>room that only characters with this ability can see.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17333\" class=\"category-display-post\"><a id=\"nissenia\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Nissenia<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Nissenia stretches across the eastern expanse of the Other, with deep<br \/>emerald forests that give way to sun-dappled meadows, while distant mountain<br \/>ranges cradle valleys of perpetual spring. Unlike much of the Other,<br \/>Nissenia hosts a substantial human population, souls who have either escaped<br \/>direct Fae servitude or whose ancestors made complex pacts that allow for a<br \/>measure of independence seldom seen elsewhere.<\/p>\n<p>The continent is divided into loosely defined territories, their boundaries<br \/>shifting with the whims of the Fae courts that claim dominion over them.<br \/>Between the major seasonal courts exist countless lesser courts and<br \/>independent Fae, each with their own territories and peculiar demands upon the<br \/>mortals within their reach. Some desire nothing more than entertainment or<br \/>companionship, while others collect specific emotions or memories, leaving<br \/>their victims altered in subtle but profound ways.<\/p>\n<p>The forests of Nissenia teem with creatures born of Fae experimentation or<br \/>imagination, later abandoned to roam freely. The Chimeric Woods in the central<br \/>region are particularly infamous, home to beasts combining aspects of multiple<br \/>animals in ways that often defy natural law. Hunters brave enough to enter<br \/>these woods can obtain materials of incredible rarity and power, but many<br \/>never return, or perhaps worse, return fundamentally changed.<\/p>\n<p>Ancient roads of smooth, opalescent stone crisscross the continent, remnants<br \/>of an era when the Fae took greater interest in structured governance. These<br \/>paths still maintain some of their original enchantments; travelers report<br \/>accelerated journeys, protection from minor threats, and occasionally,<br \/>conversations with the roads themselves, which seem to retain fragmentary<br \/>awareness of all who have ever walked upon them.<\/p>\n<\/div><\/div><\/article><article id=\"post-17887\" class=\"category-display-post\"><a id=\"noemote\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">noemote<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> noemote &lt;character&gt;<\/p>\n<p>Noemote is used to muffle another character, by preventing them from emoting.<\/p>\n<\/div><\/div><\/article><article id=\"post-18167\" class=\"category-display-post\"><a id=\"nofollow\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">nofollow<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> nofollow<\/p>\n<p>This command removes all followers who are currently following you. Upon<br \/>using this command, any characters that were following you will stop doing so<br \/>immediately. There is a 5-second delay before you can issue another command<br \/>after using nofollow. This command can only be used by player characters, not<br \/>NPCs, and cannot be used if you have an active ethereal connection (etether &gt;<br \/>0).<\/p>\n<\/div><\/div><\/article><article id=\"post-17328\" class=\"category-display-post\"><a id=\"northgard\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Northgard<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>In the frozen expanse of the northern reaches lies Northgard, a realm of<br \/>perpetual winter and breathtaking beauty. Vast glaciers stretch to the<br \/>horizon, their blue-white surfaces reflecting the aurora that dances across<br \/>the night sky for months at a time. This harsh land demands respect and offers<br \/>little mercy to the unprepared, yet it holds wonders unmatched in all the<br \/>Godrealm.<\/p>\n<p>The Crown of Winter dominates the center of Northgard, a city carved almost<br \/>entirely from ice which often glows at night as counterpoint to the aurora<br \/>borealis overhead.<\/p>\n<p>Scattered across the tundra are the Hearth Settlements, where the hardiest of<br \/>mortals carve out an existence. These communities are built around massive<br \/>fire pits that have burned continuously for generations, fed by the rendered<br \/>fat of great beasts and magical fuels. The largest of these, Ember&#8217;s Cradle,<br \/>hosts the annual Hunt Festival where warriors compete to bring down the<br \/>largest game, earning not only honor but also the right to petition the gods<br \/>directly.<\/p>\n<p>To the west lies the Whispering Waste, a seemingly endless plain of snow where<br \/>visibility can drop to nothing in mere seconds when the wind rises. Travelers<br \/>report hearing voices in the howling gales; some claim these are merely the<br \/>tricks of a mind strained by cold and isolation, while others insist they are<br \/>the spirits of those who perished in the waste. The plains are also full of<br \/>predators, such as the Pale Walker, a massive bear-like creature with<br \/>translucent fur that makes it nearly invisible against the snow until it is<br \/>too late to flee.<\/p>\n<p>Beneath the ice sheets of northern Northgard lies the Undercroft, a network of<br \/>caverns and tunnels warmed by hot springs and geothermal vents. This hidden<br \/>ecosystem supports bizarre flora and fauna found nowhere else in the<br \/>Godrealm.<\/p>\n<\/div><\/div><\/article><article id=\"post-17920\" class=\"category-display-post\"><a id=\"note\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">note<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Navigating Note Boards:<br \/>note scan : shows counts of unread notes in each board<br \/>note area &lt;boardname&gt; : changes your current board to the board<br \/>specified by &lt;boardname&gt;<\/p>\n<p>Listing Notes:<br \/>note list : show all notes (unread notes are marked with (New))<br \/>note thread &lt;num&gt; : show all notes in thread &lt;num&gt;<\/p>\n<p>Reading Notes:<br \/>note read : reads the next unread note in the current board<br \/>note read &lt;num&gt; : reads the note specified by &lt;num&gt;<br \/>note catchup : marks all notes as read<\/p>\n<p>Writing New Notes:<br \/>note to : sets the To field<br \/>(all, player_name, storyrunners, immortal, society_name etc)<br \/>note cc : sets the Cc field<br \/>(all, player_name, storyrunners, immortal, society_name etc)<br \/>note bcc : sets the Bcc field. No recipients will see this<br \/>field.<br \/>(all, player_name, storyrunners, immortal, society_name etc)<br \/>note subject : sets the subject for a new note<br \/>note edit : enters the note editor (see below)<br \/>note clear : erase a note in progress<br \/>note show : shows the note you are working on<br \/>note post : posts a new note. This MUST be done to post a note.<\/p>\n<p>Replying To Notes:<br \/>note reply &lt;num&gt; : sets up a standard reply structure, continuing the<br \/>thread<\/p>\n<p>Forwarding Notes:<br \/>note forward &lt;num&gt; : sets up a standard forward structure, continuing<br \/>the thread<\/p>\n<p>Immortal Note Commands:<br \/>note delete &lt;num&gt; : deletes the note specified by &lt;num&gt;<br \/>note delete &lt;player&gt; : deletes all notes in the current board<br \/>posted by &lt;player&gt;<br \/>note delete all : deletes all notes in the current board<\/p>\n<p>Posting to certain boards is restricted. You will be informed of<br \/>when you are not permitted to post to a board.<\/p>\n<p>Note editors are similar to description editors. Before using<br \/>these you MUST turn off parsing(if your current client uses this<br \/>function.) Once you do such, just type &#8216;note edit&#8217; and the &#8216;.h&#8217;<br \/>for more information.<\/p>\n<p>Note: When writing to a society with a multi-word name, you need<br \/>to write the name without spaces.<\/p>\n<\/div><\/div><\/article><article id=\"post-17886\" class=\"category-display-post\"><a id=\"notell\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">notell<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> notell &lt;character&gt;<\/p>\n<p>Notell is used to muffle another character, by preventing them from using<br \/>or receiving tells.<br \/><span style=\"color:#008080\"><br \/><span style=\"color:#ffffff\">Syntax:<\/span\/span> notell or notell strangers<\/p>\n<p>Turn off the ability to receive tells or turn off the ability to receive tells from people not on your friends list.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17888\" class=\"category-display-post\"><a id=\"noyell\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">noyell<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> noyell &lt;character&gt;<\/p>\n<p>Noyell is used to muffle another character, by preventing them from<br \/>yelling.<\/p>\n<\/div><\/div><\/article><article id=\"post-18025\" class=\"category-display-post\"><a id=\"obfuscate\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Obfuscate<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>This stat represents an ability to conceal your supernatural nature from<br \/>others. You&#8217;ll always appear as a normal human to any detection method.<\/p>\n<p>Having this stat will also prevent you from joining pro-supernatural<br \/>societies and if you are in one when it is purchased, you will be<br \/>removed.<\/p>\n<p>This stat will conceal any supernatural-based habits and prevent them from<br \/>showing up when researched.<\/p>\n<p>Demidemons cannot learn this skill due to their inhuman appearance.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#stats\" target=\"_blank\">stats<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17862\" class=\"category-display-post\"><a id=\"object-types\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Object Types<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Object types cannot be customized outside of initially placing an item in<br \/>stock<br \/>by a shop owner. Various item types can be found around grid. See help shops<br \/>and<br \/>help customize for more information.<br \/>Brainwash:<br \/>Certain objects used for various coded purposes, including ability objects,<br \/>can<br \/>be found in help special objects.<\/p>\n<p>Clothing:<br \/>The clothing type item can be worn, covering body parts. See help clothing.<br \/>Clothing must be customized at a tailor, which is any shop that sells clothes.<\/p>\n<p>Jewelry:<br \/>The jewelry type can be worn and never covers body parts. See help clothing.<br \/>Jewelry must be customized at a jeweler, which is any shop that sells jewelry.<\/p>\n<p>Bag:<br \/>Bags are the only type of container item in game. Bags cannot be put inside<br \/>one another. Small bags have less overall capacity than large bags. Bags must<br \/>be customized at a tailor.<\/p>\n<p>Weapon:<br \/>The weapon type is used for the melee disciplines requiring a weapon. Blunt<br \/>Weapons and Long Blades require large weapons. Short Blades require<br \/>a small weapon. Weapons must be customized at a workshop, which is any shop<br \/>that sells guns or weapons.<\/p>\n<p>Gun:<br \/>The gun type is used for ranged disciplines requiring a weapon. Bows,<br \/>Carbines,<br \/>Rifles, and shotguns all use large gun types. Pistols use small guns. Guns<br \/>must be must be customized at a workshop, which is any shop that sells guns or<br \/>weapons.<\/p>\n<p>Armor:<br \/>Armor is used for armored disciplines, adding to your character&#8217;s effective HP<br \/>when worn. Ballistic Armor and Medieval Armor both require an armor item.<br \/>Armor can be customized at a tailor or at a workshop.<\/p>\n<p>Phone:<br \/>A phone can be used to call and text, and can also be traced or jammed. See<br \/>help phones for more information. Phones must be customized at a jeweler.<\/p>\n<p>Food:<br \/>Food can aid in fatigue recovery. It can be consumed one bite at a time with<br \/>the eat command, or entirely with the devour command. Food can be customized<br \/>anywhere. Certain drugs can be added to food with the pour command.<\/p>\n<p>Drink:<br \/>Drinks can aid in fatigue recovery. It can be consumed one sip at a time with<br \/>the drink command, or entirely with the chug command. Drinks can be customized<br \/>anywhere. Certain drugs can be added to drinks with the pour command.<\/p>\n<p>Drugs:<br \/>The specialized drugs listed in help drugs cannot be replicated in a player-<br \/>run shop. The drug type can be used to mimic other medical and street drugs.<br \/>Drug items have an imprint field which works like a typical imprint. Drugs<br \/>can be customized anywhere.<\/p>\n<p>Furniture:<br \/>Furniture is a special type of item that cannot be easily moved from a place<br \/>once dropped, requiring the lift command and set permissions to a property in<br \/>order to remove. Furniture can be used with the sit and rest commands. It can<br \/>be customized at a tailor.<\/p>\n<p>Flashlight:<br \/>Flashlights allow characters who otherwise cannot see in the dark to do so.<br \/>They must be out of the inventory with the hold or wear commands, and can<br \/>be activated with the use command. Flashlights must be replaced with a new<br \/>item when they run out of batteries.<\/p>\n<p>Umbrella:<br \/>Umbrellas will protect your character and his clothes from getting wet. They<br \/>must be out of the inventory with the hold or wear command, and can be<br \/>activated with the use command. Umbrellas can be customized anywhere.<\/p>\n<p>Perfume:<br \/>Perfume adds a scent line to your character&#8217;s description and can give a boost<br \/>to his attractiveness score. Perfume is sprayed on with the use command. It<br \/>can be customized anywhere.<\/p>\n<p>Game:<br \/>Games will produce a random echo when activated with the use command. To<br \/>edit the possible echos use customize (object) playlist with each new<br \/>line being a different option. You can also use customize (object) skilllist<br \/>to specify skills to help with that game. Each skill on a new line. Having<br \/>higher skills will make earlier playlist entries more likely.<\/p>\n<p>Playback:<br \/>Playback items produce an echo in sequence whenever activated with the use<br \/>command. To edit the echoes use customize (object) playlist with each<br \/>new line being played in sequence. Objects will loop once they reach the end.<\/p>\n<\/div><\/div><\/article><article id=\"post-17863\" class=\"category-display-post\"><a id=\"objects\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Objects<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Stash<br \/>-Information on storing items in your stash.<br \/>Outfit<br \/>-Information on setting up and using outfits.<br \/>Artifacts<br \/>-Information on making and using artifacts.<br \/>Object Types<br \/>-The different object types and what they do.<br \/>Customize<br \/>-The command to customize some types of objects at a tailor.<br \/>Drugs<br \/>-Information about objects which can be used to dope other players.<br \/>Arrange<br \/>-Information on the arrange command.<br \/>Movein<br \/>-A command used to move living places.<\/p>\n<\/div><\/div><\/article><article id=\"post-18019\" class=\"category-display-post\"><a id=\"occult-knowledge\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Occult Knowledge<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Rank 3-5 requires Arcane focus 1-3<\/p>\n<p>This stat represents your knowledge of the supernatural world. Used mostly to<br \/>determine preference in Story Events as well as in RP.<\/p>\n<p>Occult Knowledge 0<br \/>No real knowledge of the supernatural<br \/>Occult Knowledge 1<br \/>Basic supernatural knowledge<br \/>Occult Knowledge 2<br \/>Decent supernatural knowledge<br \/>Occult Knowledge 3<br \/>Professional research level knowledge<br \/>Occult Knowledge 4<br \/>Renowned expert on the supernatural<br \/>Occult Knowledge 5<br \/>One of the premier experts on the supernatural in the world<\/p>\n<p>Characters at level 1 can use customize symbol to create goblin keys which<br \/>grant<br \/>access to the goblin market like a faction symbol or sheriff&#8217;s badge would. It<br \/>also lets them identify items which have been turned into goblin keys. At<br \/>level<br \/>2, characters can identify arcane focuses. At level 4, they can identify if<br \/>an<br \/>object is cursed, but only if it is in their possession.<\/p>\n<p>Higher occult knowledge reduces the time it takes to butcher monsters for<br \/>alchemical ingredients.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17913\" class=\"category-display-post\"><a id=\"oldold\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">oldold<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> EDIT AREA [create\/reset] [vnum] &#8211; Area Creation and Repoping.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> EDIT ROOM ( [create] [vnum] ) &#8211; Room Creation and Editing.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> EDIT OBJ [create] &lt;vnum&gt; &#8211; Object Creation and Editing.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> EDIT MOB [create] &lt;vnum&gt; &#8211; Mobile Creation and Editing.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> EDIT MP [create] &lt;vnum&gt; &#8211; MobProg Creation\/Editing.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> ASAVE &lt;world\/area\/changed\/list&gt; &#8211; Save Editing to Disk.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> ALIST &#8211; Listing of Areas.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> RESET See Help Resets. &#8211; Set Game Resets.<\/p>\n<p>Definition: [optional] &lt;required&gt; (combined arguments)<\/p>\n<p>The above commands are used to expand the game world. The original<br \/>code is based on was written by Surreality and installed in The Isles by<br \/>Locke.<br \/>It was then converted to work with Envy by Jason Dinkel, and ported to ROM<br \/>2.3 by Hans Birkeland (Hugin). Port to Rom 2.4 by Ivan Toledo (ver 1.7).<\/p>\n<p>Inside an editor, typing COMMANDS lists working commands and ? gives<br \/>help. AEDIT and REDIT default to the current area or room. EDIT ROOM RESET<br \/>resets the current room. Most commands with no arguments display syntax.<br \/>See also help: AEDIT REDIT MEDIT OEDIT<\/p>\n<p>Hedit new<br \/>new (keyword)<\/p>\n<\/div><\/div><\/article><article id=\"post-17593\" class=\"category-display-post\"><a id=\"one-with-the-waves\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">One with the Waves<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Demigod<\/p>\n<p>Characters with this power may use bless (target) to bestow a buff upon<br \/>someone that lets them breathe underwater and enhances them whenever they<br \/>are in or near water, may be self targeted.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18204\" class=\"category-display-post\"><a id=\"ooc-policy\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">OOC Policy<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>All OOC aspects of the game: tells, channels, forums, notes etc are granted<br \/>on a probationary basis. Any time when someone&#8217;s use of those channels seems<br \/>detrimental to the enjoyment of others playing the game in any way they<br \/>will be removed from the player who is causing that detrimental effect.<\/p>\n<p>This decision will be made entirely at the discretion of staff.<\/p>\n<p>In general staff will look at our unpleasant, targeted and unavoidable<br \/>communications are when making this decision. If you want to write a post<br \/>about roleplay in general then the obligation is on you to make it<br \/>sufficiently broad that it doesn&#8217;t come across as a targeted sub-tweet<br \/>like post.<\/p>\n<p>Content which isn&#8217;t aggressive but is non the less detrimental may also<br \/>cause removal of those channels. For example if someone complains constantly<br \/>or is very spammy or otherwise just annoying.<\/p>\n<p>Removal of channels will not generally be announced to anyone else.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#rules\" target=\"_blank\">Rules<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#policies\" target=\"_blank\">Policies<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17926\" class=\"category-display-post\"><a id=\"open\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">open<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> open &lt;object&gt;<\/p>\n<p>Open opens an object.<\/p>\n<\/div><\/div><\/article><article id=\"post-18168\" class=\"category-display-post\"><a id=\"opportunity\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">opportunity<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span><br \/>opportunity list<br \/>opportunity delete &lt;number&gt;<br \/>opportunity activate &lt;number&gt;<br \/>opportunity deactivate &lt;number&gt;<br \/>Make Opportunity<\/p>\n<p>Opportunities are possible scenarios for your character to be interacted with.<br \/>You specify details like what your character is doing and where they are and<br \/>it allows people using the lookfor command to potentially create a RP<br \/>encounter<br \/>with you.<\/p>\n<p>There are three types of opportunity:<br \/>Social(where two characters meet socially)<br \/>Predatory(where one character is chasing another)<br \/>Courier(where the character is attacked for valuable supplies they are carrying.)<\/p>\n<p>Make Opportunity puts you in an editor to create a new opportunity.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#lookfor\" target=\"_blank\">Lookfor<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#patrolevents\" target=\"_blank\">Patrol Events<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#encounters\" target=\"_blank\">Encounters<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#incitement\" target=\"_blank\">Incitement<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17860\" class=\"category-display-post\"><a id=\"order\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Order<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>The order command utilizes society NPCs for the purposes of research. Society<br \/>members with higher rank will be able to give additional types of commands,<br \/>and will also get their results more quickly.<\/p>\n<p>The character being researched does not need to be targeted by coded name.<br \/>Remembered names or short descriptions will work as well, regardless if it is<br \/>a mask, although inexact keywords may return an unintended target.<\/p>\n<p>If the target changes their appearance by shifting or masking, the command<br \/>will return, &#8220;Cannot be found.&#8221; Characters who are not online or not<br \/>targetable will return a blank line.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> order file &lt;target&gt;<br \/>Min. Standing: 2<br \/>Cost: 0 influence<br \/>This returns basic information about members within your society, as well as<br \/>whatever they have written in their file themselves. Leaders can see<br \/>classified information and file notes.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> order investigate &lt;target&gt;<br \/>Min. Standing: 2<br \/>Cost: 100 influence<br \/>An investigation returns the target&#8217;s basic information, such as their full<br \/>name, date of birth, address and phone number. The report also may include any<br \/>society and subfaction associations, owned properties, and license plate<br \/>numbers.<\/p>\n<p>Once the results of an investigation has been returned to you, it is not saved<br \/>on the server. You must manually save it yourself.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> order research &lt;scheme number\/target&gt;<br \/>Min. Standing: 1 for schemes, 3 for characters<br \/>Cost: 100 favor for a scheme.<br \/>If used on a scheme, this will return details about what type it is.<br \/>If used on a character, this will return what is in their public history,<br \/>their sexual reputation, their connections, and even a little about their<br \/>habits.<\/p>\n<p>Once the results of a background check has been returned to you, it is not<br \/>saved on the server. You must manually save it yourself.<\/p>\n<p>RP Note: If you are using the research command to find a character&#8217;s history<br \/>for a report, note that your report should be rephrased and not just<br \/>copy\/pasted.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> order tail &lt;target&gt;<br \/><span style=\"color:#ffffff\">Syntax:<\/span> scout &lt;target&gt;<br \/>Min. Standing: 4<br \/>Cost: 500 influence<br \/>A hired tail will inconspicuously follow your target, reporting their location<br \/>so long as it is in a public area. Tails will stay on your target for quite<br \/>some time. In order to find out where your target last was seen, use the scout<br \/>command.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> order scout<br \/>Min. Standing: 4<br \/>Cost: 500 influence<br \/>Returns a list of most characters online who are vulnerable to you, with their<br \/>last known public location.<\/p>\n<p>Min. Standing: 5<br \/>Cost: 500 influence<br \/>This will return a GPS location for the phone number in question in a manner<\/p>\n<p>the same as the trace gps, or phone gps command. This only works for phones<br \/>that are turned on and not in a stash.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> order assault &lt;1-5&gt; &lt;target&gt;<br \/>Min. Standing: Commanding Trust<br \/>Cost: 500 influence, 1 to 5 soldiers or reinforcements.<br \/>This will send between 1 &#8211; 5 NPC soldiers to attack a target when they are<br \/>next out of public and safe areas. If the soldiers defeat the target they will<br \/>knock them unconscious, allowing PCs from your society to collect them. It<br \/>draws manpower from the reinforcement pool first, then the soldier pool.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> order bodyguard &lt;1-5&gt; &lt;target&gt;<br \/>Min. Standing: Commanding Trust<br \/>Cost: 500 influence, 1 to 5 soldiers or reinforcements.<br \/>This will send between 1 &#8211; 5 NPC soldiers to guard a target for up to a week.<br \/>The next time the target is attacked by a PC or NPC soldier, who is not of the<br \/>same society of the guards, and is not in a combat operation or sparring room,<br \/>the guards will appear to defend. Once they appear they are consumed and will<br \/>not appear until ordered again. If someone is being bodyguarded is visible in<br \/>their look info. It draws manpower from the reinforcement pool first, then the<br \/>soldier pool.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> order mercenaryguards &lt;1-5&gt; &lt;target&gt;<br \/>This will hire mercenary bodyguards for $1000 each.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> order survey<br \/>Get a report of people who can be targeted with courier or predatory patrols.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> order spy (name)<br \/>Cost: 100 influence.<br \/>Remotely quicklook at a target.<\/p>\n<\/div><\/div><\/article><article id=\"post-18135\" class=\"category-display-post\"><a id=\"outfit\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">outfit<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> outfit naked<br \/>outfit list [search]<br \/>outfit create &lt;name&gt;<br \/>outfit wear &lt;name&gt;<br \/>outfit changeto &lt;name&gt;<br \/>outfit show &lt;name&gt;<br \/>outfit showall [search]<br \/>outfit delete &lt;name&gt;<br \/>outfit add &lt;object&gt; &lt;name&gt;<br \/>outfit remove &lt;object&gt; &lt;name&gt;<br \/>outfit rename &lt;old name&gt; &lt;new name&gt;<\/p>\n<p>The outfit command allows you to manage collections of wearable items for<br \/>easy changing of your character&#8217;s appearance.<\/p>\n<p>Outfit naked: Removes all your clothing and puts it into your stash.<br \/>Outfit list [search]: Lists all your saved outfits by number and name.<br \/>Optional search term filters the results.<br \/>Outfit create &lt;name&gt;: Creates a new outfit containing everything you&#8217;re<br \/>currently wearing with the specified name.<br \/>Outfit wear &lt;name&gt;: Wears the specified outfit without removing<br \/>current items.<br \/>Outfit changeto &lt;name&gt;: Strips you naked and then wears the specified outfit.<br \/>Outfit show &lt;name&gt;: Shows the contents of the specified outfit.<br \/>Outfit showall [search]: Shows all outfits with their contents.<br \/>Optional search term filters the results.<br \/>Outfit delete &lt;name&gt;: Deletes the specified outfit.<br \/>Outfit add &lt;object&gt; &lt;name&gt;: Adds a specified object (worn or in inventory) to<br \/>the outfit.<br \/>Outfit remove &lt;object&gt; &lt;name&gt;: Removes an object from the outfit.<br \/>Outfit rename &lt;old name&gt; &lt;new name&gt;: Changes the name of an existing outfit.<\/p>\n<\/div><\/div><\/article><article id=\"post-18096\" class=\"category-display-post\"><a id=\"outfitproof\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">outfitproof<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> outfitproof (object)<br \/>Used to make an object immune to the outfit commands,<br \/>useful for items your character may never take off etc.<\/p>\n<\/div><\/div><\/article><article id=\"post-17543\" class=\"category-display-post\"><a id=\"paralytic-toxin\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Paralytic Toxin<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Hunter Focus 1<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> toxin (weapon) paralytic<br \/>-For $100 apply a single use paralytic to a bow, knife or spear. Once a<br \/>target is struck with that weapon they will suffer steadily increasing<br \/>stagger for the next ten rounds of the fight.<\/p>\n<p>Toxins cannot be used on augmented weapons.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17450\" class=\"category-display-post\"><a id=\"park\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">park<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> park<\/p>\n<p>This command is used when driving a vehicle, and will immediately halt<br \/>travel, parking the car or motorbike wherever the command is used.<\/p>\n<\/div><\/div><\/article><article id=\"post-17428\" class=\"category-display-post\"><a id=\"passthrough\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">passthrough<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> passthrough (direction)<\/p>\n<p>This command allows you to open door and pass through with one command.<\/p>\n<\/div><\/div><\/article><article id=\"post-17924\" class=\"category-display-post\"><a id=\"password\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">password<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> password &lt;old-password&gt; &lt;new-password&gt;<\/p>\n<p>Password changes your character&#8217;s password. The first argument<br \/>must be your old password. The second argument is your new<br \/>password.<br \/>The password command is protected against being snooped or<br \/>logged.<\/p>\n<\/div><\/div><\/article><article id=\"post-17515\" class=\"category-display-post\"><a id=\"pastcharacter\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Pastcharacter<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Note pastcharacter (name)<\/p>\n<p>This is an alternative version of note post which can only be done in the IC<br \/>note area. If the name is the name of a previous character of yours that<br \/>hasn&#8217;t died and had at least 100 hours before being retired the note will<br \/>appear to come from them instead, with your account name appended to it so<br \/>someone can send you a reply.<\/p>\n<\/div><\/div><\/article><article id=\"post-18171\" class=\"category-display-post\"><a id=\"patrol\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">patrol<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> patrol [subcommand] [target\/amount\/message]<\/p>\n<p>Subcommands:<br \/>&#8211; patrol stalk [message] &#8211; Hunt down targeted prey<br \/>&#8211; patrol observe &#8211; Look at your stalking target<br \/>&#8211; patrol banish\/exorcise\/start &#8211; Begin various supernatural events<br \/>&#8211; patrol approach &#8211; Approach a hunt location<\/p>\n<p>This command allows you to engage with patrol events, predatory patrols<br \/>and big game hunts.<\/p>\n<\/div><\/div><\/article><article id=\"post-18170\" class=\"category-display-post\"><a id=\"patrol-events\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Patrol Events<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Outside of Encounters and MyHaven matches there are three types of<br \/>events which can be initiated with lookfor.<\/p>\n<p>Predatory: These are instanced events that involve one character<br \/>stalking another character. They can be any type of chase from a<br \/>street chase through back alleys, to a car chase, to a nightclub<br \/>where evasion is more about staying in public than getting away.<br \/>Predatory events end with the victim either getting away or the<br \/>predator catching them and becoming fixated.<\/p>\n<p>BigGame: These events involve some larger version of a mist<br \/>creature being located in part of the city. Those who wish to<br \/>deal with it must get together to fight it. These creatures<br \/>tend to do AOE attacks which also knock back and weaken those<br \/>they hit, but cover will also appear that people can use, on<br \/>top of which the creatures are weaker from behind and less likely<br \/>to attack those behind it.<\/p>\n<p>Story: These events are one of a selection of random problems that<br \/>are occurring in the city that need dealing with. For example<br \/>a ghost may be haunting a particular area and will need dealing<br \/>with. These are more freeform RP events where regular emits<br \/>will be written by an LLM to add flavour to the encounter.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#lookfor\" target=\"_blank\">Lookfor<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#opportunity\" target=\"_blank\">Opportunity<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#patrol\" target=\"_blank\">Patrol<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17896\" class=\"category-display-post\"><a id=\"pecho\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">pecho<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> pecho &lt;character&gt; &lt;message&gt;<br \/>Pecho sends a message to the player specified.<br \/>Any higher-level imm will see a prompt in front of your message, informing<br \/>them that it is an echo.<\/p>\n<\/div><\/div><\/article><article id=\"post-18017\" class=\"category-display-post\"><a id=\"perception\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Perception<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Rank 3 requires Tier 3 or demigod or angelborn.<br \/>Rank 4-5 requires Tier 4-5.<\/p>\n<p>This stat represents your ability to notice things that others might not. It<br \/>allows you to see any person attempting a stealth maneuver as long as your<br \/>perception is higher than their stealth.<\/p>\n<p>Characters possessing perception above level 1 will also have an automatic<br \/>chance to detect if a ghost moves from the room that character currently<br \/>occupies. Such an ability is intuitive and does not indicate to where the<br \/>ghost<br \/>has moved nor that it necessarily be a ghost leaving the room at all. The<br \/>character will, however, feel the loss of the presence.<\/p>\n<p>Perception 0<br \/>Average perception.<br \/>Perception 1<br \/>Higher than average perception. 20% chance to notice ghosts leaving.<br \/>Perception 2<br \/>Very perceptive. 40% chance to notice ghosts leaving.<br \/>Perception 3<br \/>Extremely perceptive. 60% chance to notice ghosts leaving.<br \/>Perception 4<br \/>Supernaturally perceptive. 80% chance to notice ghosts leaving.<br \/>Perception 5<br \/>Supernaturally talented perception. 90% chance to notice ghosts<br \/>leaving.<\/span><\/span><\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#stats\" target=\"_blank\">stats<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17698\" class=\"category-display-post\"><a id=\"petition\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">petition<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Syntax<\/span>: <span style=\"color:#ffffff\">Make Petition<\/span>  <\/p>\n<p>Petitions allow players to communicate issues to staff, they are the only way to<br \/>do so that is guaranteed to be seen.<\/p>\n<p>To create a petition simply type <span style=\"color:#ffffff\">make petition<\/span> and then fill in the fields,<br \/>possible types are bug, suggestion, request, renovate and missive.  <\/p>\n<p>Description puts you in an editor to write your petition and when you&#8217;re done<br \/>typing, done will complete and send it. Petitions will last forever until a<br \/>staffer sets them as resolved or dismissed, and then will last for a further 5<br \/>or so days after that.  <\/p>\n<p>Note: Staff often gets a hundred or more petitions a week, of these most will<br \/>end up dismissed. For instance 90% of bug reports are not actually bugs, but<br \/>just someone misunderstanding\/misusing code or plain not liking something.<br \/>Because of the very high noise-to-signal ratio it&#8217;s inevitable that some<br \/>legitimate petitions will be overlooked, and we apologize in advance for these<br \/>situations. <\/p>\n<p>Note on Bugs: Most bug reports, even for real bugs are generally written in a<br \/>fairly bad way. If you&#8217;d like your issue to have a high chance of being<br \/>investigated and fixed, you need to be clear and concise, give all character<br \/>names where relevant and report the bug in a way that&#8217;s reproducible. It&#8217;s very<br \/>common for someone to report a bug as simply X doesn&#8217;t work, then a staffer<br \/>tries it and it works fine and the issue is dismissed. Even though there may<br \/>well be a bug, but it&#8217;s that it only occurs in certain circumstances which they<br \/>weren&#8217;t informed of. With enough time staff can fix essentially any bug as long<br \/>as it&#8217;s reliably reproducible.<\/p>\n<p>Renovate petition types are applications to be given ownership of a property and<br \/>a special flag allowing for free decoration up until the first rental payment,<br \/>which will also be free. These are granted when someone makes a solid argument<br \/>for wanting to change an existing property into something more in theme or<br \/>appropriate to the setting and should include the problems with the existing<br \/>property as well as the proposed changes. <\/p>\n<p>Missive petitions allow you to request specific NPCs or leaders of in-world<br \/>organizations to send you some official communication.<\/p>\n<\/div><\/div><\/article><article id=\"post-17694\" class=\"category-display-post\"><a id=\"phone\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Phone<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Phones are a form of in-game communication requiring a phone-type object.<br \/>You must hold a phone to use it.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> call (person\/number)<br \/>Call a person. Your call will be logged on their phone if they are online,<br \/>but not if they are offline. Calls may still ring if a character is offline.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> call 911<br \/>Attempt to connect to a member of the Haven Sheriff&#8217;s Department.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> answer\/pickup<br \/>Answer a phone call.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> say to phone (string)<br \/>Speak into your phone. Manual talk strings will not show to the receiving<br \/>character.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> ssay\/csay to phone (string)<br \/>Transmit to your society alliance or comms channel while speaking into your<br \/>phone.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> speeddial<br \/>Show your phone&#8217;s remembered contacts.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> speeddial (1-50) (name) (number)<br \/>Add a number into your phone book, allowing you to call or text by name.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> speeddial (1-50)<br \/>Clear the contact from your phone book.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> phone on\/off<br \/>Toggle the phone you are holding on or off.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> phone ringtone (string)<br \/>This sets your ringtone, visible when your phone is not on silent.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> phone silent<br \/>Toggles your phone on or off silent mode.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> phone clone (slave) (master)<br \/>Slaves one phone to another for $200, the master phone will receive any texts<br \/>sent to or from the slave phone. And can listen in on phone calls as well.<br \/>This must be done at the electronics counter in Narnia.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> phone clean<br \/>Cleans any spyware from a phone for $100, removing any cloning effects.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> hangup<br \/>This will hang up the call you are currently in.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> phone signalboost<br \/>Toggles whether a phone will temporarily function in the Palladium Institute.<br \/>Requires Engineering 3+.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> phone gps<br \/>Gives you your current location on the map.<\/p>\n<\/div><\/div><\/article><article id=\"post-17410\" class=\"category-display-post\"><a id=\"photo\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">photo<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> photo (speeddial name to send photo to) (item or person to take a<br \/>photo of) (optional additional string)<\/p>\n<p>Sends a photo to another character with your cell phone.<\/p>\n<p>Use photo clear to clear the buffer.<\/p>\n<p>You can use photoattract (number) to set your character&#8217;s attractiveness for<br \/>any photo they take of themselves.<\/p>\n<\/div><\/div><\/article><article id=\"post-18172\" class=\"category-display-post\"><a id=\"photoattract\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">photoattract<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> photoattract [1.0-10.0]<\/p>\n<p>This command allows a player to set their character&#8217;s attractiveness<br \/>in photos on a scale from 1.0 to 10.0.<\/p>\n<\/div><\/div><\/article><article id=\"post-17558\" class=\"category-display-post\"><a id=\"physical-conditioning\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Physical Conditioning<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Neither beauty rituals or fashion knowledge already at that<br \/>rank.<\/p>\n<p>This stat represents a character who&#8217;s toned their body physically in order<br \/>to be more attractive. Will provide a larger benefit when a character is less<br \/>covered up than they typically are.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17829\" class=\"category-display-post\"><a id=\"picklock\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Picklock<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> picklock (direction)<\/p>\n<p>This command can be used to force entry into a property by breaking down a<br \/>door or<br \/>wall in the direction specified. It uses your larceny score to challenge the<br \/>household security rating of the room you are currently trying to break into.<\/p>\n<\/div><\/div><\/article><article id=\"post-17636\" class=\"category-display-post\"><a id=\"pillar-of-the-community\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Pillar of the Community<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Three Archetype<\/span><\/p>\n<p>Human<\/p>\n<p>This archetype represents the most important members of the local community<br \/>such as city council members or owners of important businesses. They can<br \/>use the fame command to set a locally famous string visible to any other<br \/>locals who look at them.<\/p>\n<p><span style=\"color:#ffffff\">Minimum Age:<\/span> 28<\/p>\n<p><span style=\"color:#ffffff\">Available Negative Modifiers:<\/span> Addict, Ill.<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> Has up to two points to spend in professional focus stats at tier<br \/>three.<\/p>\n<\/div><\/div><\/article><article id=\"post-17843\" class=\"category-display-post\"><a id=\"pin\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">pin<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Pin (target)<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Release<\/p>\n<p>Used to hold someone down so that they cannot leave the room. Type release<br \/>to let them go again.<\/p>\n<\/div><\/div><\/article><article id=\"post-17771\" class=\"category-display-post\"><a id=\"pistols\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Pistols<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Type<\/span>: Ranged<br \/><span style=\"color:#008080\">Optimal Range<\/span>: <span style=\"color:#ffffff\">60<\/span><br \/><span style=\"color:#008080\">Cap<\/span>: Tier 1:50, 2:60, 3:70, 4:80, 5:100<\/p>\n<p>Pistols covers the ability to use small, concealable firearms. Those with<br \/>higher levels in this discipline can fire more accurately and faster.<\/p>\n<p>Firearms do not function on realms other than Earth.<\/p>\n<\/div><\/div><\/article><article id=\"post-17890\" class=\"category-display-post\"><a id=\"places\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">places<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Places are areas placed inside rooms as separate areas to for characters to<br \/>congregate. This is useful for dividing a large area and offering some in-<br \/>character privacy, as well as for putting in places to wash.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> look (place keyword)<br \/>This will give you the description of the place, if any, as well as a list of<br \/>all characters currently at that place.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> join (place keyword)<br \/>This will join your character to the place in question. Joining a place will<br \/>automatically append the place to your character&#8217;s roomtitle, unless manually<br \/>set.<\/p>\n<p>Dynamic places can be created by using the join command with the name<br \/>of the place you wish to join. For example, join by the car. In order<br \/>to join a dynamic place which is already created, you must join with<br \/>the full name of the dynamic place.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> join<br \/>Typing join without an argument will have you leave the place you are in.<br \/>This is not necessary when switching to a new place.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> decorate place (string)<br \/>This adds a new place to houses and shops on the New Haven grid, if your<br \/>character<br \/>has permission to edit it.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> myrooms place (number) (string)<br \/>This adds a new place to off-grid rooms, which can be created by anyone.<\/p>\n<p>Places that are keyed to bath, jacuzzi, pool, shower, and tub will make your<br \/>character and his clothes wet, washing away dirt and blood.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> subtle\/private (emote)<br \/>This delivers an emote to the place your character is currently in that is<br \/>only visible to those in the same place. Private only does this if untargeted.<br \/>Unplaced subtle emotes will show only to unplaced characters.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span>: whisper (speech)<br \/>This delivers speech to the place your character is in which is only visible<br \/>to those in the same place.<\/p>\n<\/div><\/div><\/article><article id=\"post-17681\" class=\"category-display-post\"><a id=\"plantcamera\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">plantcamera<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> plantcamera (phone object)<\/p>\n<p>Plants a spy camera in the current room, you must have bought a spy camera<br \/>from Narnia first and this item is consumed with the use. A phone must<br \/>be specified to sync the camera up to. Any RP done in that room will be<br \/>sent as a small recording text attachment to the synced up phone as long as<br \/>it is online.<\/p>\n<p>Note that a cloned phone will NOT transmit video from a spycam to its master.<\/p>\n<\/div><\/div><\/article><article id=\"post-17912\" class=\"category-display-post\"><a id=\"pload\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">pload<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Syntax = &#8220;Pload &lt;Character&gt;&#8221;<br \/>Syntax = &#8220;Punload &lt;Character&gt;&#8221;<\/p>\n<p>These commands will let you load a character and to return them. (Character<br \/>cannot already be on-line)<\/p>\n<\/div><\/div><\/article><article id=\"post-18136\" class=\"category-display-post\"><a id=\"plot\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">plot<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> plot list<br \/>plot info [plot number]<br \/>plot title [plot number] [title string]<br \/>plot times [plot number] [string]<br \/>plot visibility [plot number] [All\/Storyrunners\/None]<br \/>plot challenge [plot number] [string]<br \/>plot warnings [plot number] [message]<br \/>plot delete [plot number]<br \/>plot events [plot number]<br \/>plot members [plot number]<br \/>plot start [plot number]<br \/>plot stop [plot number]<br \/>plot finish [plot number]<br \/>plot advertise [plot number] [message]<br \/>plot addclue [plot number] [clue text]<br \/>plot addclue [plot number] [clue text]<\/p>\n<p>The plot command is a comprehensive system for Story Runners (SRs) to create<br \/>and manage storylines within the game.<\/p>\n<p>As a player: &#8211; You can view available plots with &#8216;plot list&#8217; &#8211; See details<br \/>about a specific plot with &#8216;plot info [number]&#8217;<\/p>\n<p>As a Story Runner: &#8211; Create and manage storylines that players can<br \/>participate in &#8211; Set a plot&#8217;s visibility to control who can see it &#8211; Start<br \/>and stop plot sessions when running them &#8211; Add challenges, time information,<br \/>and event details &#8211; Mark plots as finished to distribute karma and rewards &#8211;<br \/>Advertise your plot with a global message &#8211; Add clues that will be assigned<br \/>to characters &#8211; Delete plots you no longer need<\/p>\n<p>When you add a clue that clue will be sent to a random PC.<\/p>\n<p>You cannot restart a plot less than a day after having stopped it.<\/p>\n<\/div><\/div><\/article><article id=\"post-18213\" class=\"category-display-post\"><a id=\"plot-types\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Plot Types<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>There are five types of plots you can run as an SR, when creating a storyidea<br \/>you have to choose one of these five.<\/p>\n<p>Delve: A plot that involves going into the ruins of one of the cities-between<br \/>that exist below New Haven. Frequently thematically similar to Indiana Jones or<br \/>Tomb Raider like stories.<\/p>\n<p>Quest: A plot to go somewhere in another one of the worlds adjoining the city<br \/>like the Wilds or the Other. Because of the lack of technology in those worlds<br \/>often thematically similar to a classic fantasy adventure of any subtype.<\/p>\n<p>Investigation: A plot to deal with some issue happening in the city in one of<br \/>the boroughs. Frequently thematically similar to Noir or detective stories.<\/p>\n<p>Heist: A plot to steal an item from somewhere on Earth, could be a valuable<br \/>item in a museum, or vault or corporate secrets from a data center. Frequently<br \/>thematically similar to espionage or heist movies but with a supernatural twist.<\/p>\n<p>Suppression: A plot involving dealing with and\/or covering up some<br \/>supernatural issues in the world. Frequently thematically similar to Men in Black or<br \/>X-Files like stories.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#plots\" target=\"_blank\">Plots<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#storyideas\" target=\"_blank\">Storyideas<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17467\" class=\"category-display-post\"><a id=\"point\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">point<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> point (target)<\/p>\n<p>Mansized animals and larger will be picked up if they linger too long in<br \/>public areas. A smaller animal can be picked up if the point social is used<br \/>on it.<\/p>\n<\/div><\/div><\/article><article id=\"post-17542\" class=\"category-display-post\"><a id=\"poisonous-toxin\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Poisonous Toxin<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Hunter Focus 3<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> toxin (weapon) (poison)<\/p>\n<p>For $100 apply a single use poison to a bow, knife or spear. Once a target<br \/>is struck with that weapon they will take 5% of their defenses in damage<br \/>every round for the next 10 rounds.<\/p>\n<p>Toxins cannot be used on augmented weapons.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18209\" class=\"category-display-post\"><a id=\"policies\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Policies<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>See Help Content Policy for the policy governing sensitive content in<br \/>roleplay.<br \/>See Help OOC Policy for the policy governing OOC behaviour.<br \/>See Help Storyrunning Policy for the policy governing Storyrunning.<br \/>See Help Roleplaying Policy for the policy governing general RP.<br \/>See Help Mind Control Policy for the policy governing mind control RP.<br \/>See Help Metagaming Policy for the policy governing Metagaming.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#rules\" target=\"_blank\">Rules<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#contentpolicy\" target=\"_blank\">Content Policy<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#oocpolicy\" target=\"_blank\">OOC Policy<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#storyrunningpolicy\" target=\"_blank\">Storyrunning Policy<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#roleplayingpolicy\" target=\"_blank\">Roleplaying Policy<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#mindcontrolpolicy\" target=\"_blank\">Mind Control Policy<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#metagamingpolicy\" target=\"_blank\">Metagaming Policy<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18212\" class=\"category-display-post\"><a id=\"political-capital\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Political Capital<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Most activities in the game generate political capital for the groups your PC<br \/>is part of in a particular borough. If you are in multiple groups you may have a<br \/>choice of which group to give the capital to, or in some cases it will be distributed<br \/>amongst them.<\/p>\n<p>Generating political capital in a borough is how groups take them over to earn<br \/>favor.<\/p>\n<p>Methods for gaining political capital are:<br \/>Contributing items taken from\/butchered from hostile NPCs found in the mists<br \/>or in big game hunts. The value of these items increases exponentially with the<br \/>power of the creature, so a creature which is twice as powerful will be worth<br \/>four times as much.<\/p>\n<p>Completing a patrol event: These events can be triggered through lookfor and<br \/>will be based around some problem occurring in the game, you will earn political<br \/>capital for the borough where you solve the problem.<\/p>\n<p>Hosting an event: You will earn capital based on your best rated hosted event<br \/>each week.<br \/>Attending an event: You will earn capital for up to one event you attend per<br \/>week.<br \/>Fashion: Wearing an expensive\/well designed outfit to an event can earn you<br \/>capital up to once per week.<\/p>\n<p>Completing an encounter: These events can be triggered through lookfor, if<br \/>your PC completes an encounter you will earn political capital for the borough<br \/>where the encounter occurred.<\/p>\n<p>Contributing an item from a city raid: Winning a city raid will provide you<br \/>with an item that can be contributed, gaining favor in the borough it&#8217;s<br \/>contributed into.<\/p>\n<p>Contributing an item from a world raid: Winning a raid offworld will provide<br \/>you with an item that can be contributed, gaining favor in the borough it&#8217;s<br \/>contributed into.<\/p>\n<p>Defending during a city raid: Showing up to fight against a group initiating a<br \/>city raid will earn you capital in the borough that&#8217;s being fought over.<\/p>\n<p>Sublimation: Using victimize sublimate on a helpless target will earn you<br \/>capital in any borough they RP in for some time afterwards.<\/p>\n<p>Courier contribution: Contributing the item taken during a courier patrol<br \/>event started with lookfor will give you capital in the borough the item is<br \/>contributed in.<\/p>\n<p>Defending a courier attack: Being attacked in a courier event will give you<br \/>capital in the borough the attack occurred.<\/p>\n<p>Investigation Plots: Completing an investigation plot type will give you<br \/>capital in the borough the plot took place.<\/p>\n<p>Plot Rewards: Completing a non-investigation plot will reward you with an item<br \/>which can be contributed for capital in the borough you contribute it in.<\/p>\n<p>Vault Theft: Stealing from another group&#8217;s vault will provide you an item you<br \/>can contribute for capital in the borough you contribute it in.<\/p>\n<p>Running Schemes: Running a scheme will provide you with an item you can<br \/>contribute for capital.<\/p>\n<p>Thwarting Schemes: Thwarting a scheme will provide you with capital in the<br \/>borough the scheme was happening in.<\/p>\n<p>Predatory Patrols: Starting a predatory patrol will give you a small amount<br \/>of capital in any boroughs the victim RPs in afterwards.<\/p>\n<p>Roughup: Roughing someone up will give you a small amount of capital in any<br \/>boroughs the victim RPs in afterwards.<\/p>\n<p>Fabled items: Contributing items gained during fabled events will earn you<br \/>capital in the borough you contribute it in.<\/p>\n<p>Haunting: Adding a clue to a haunting or doing a predator patrol in the<br \/>borough you are haunting will earn you capital in the borough you are haunting.<\/p>\n<p>Stopping a haunting: Successfully stopping a haunting will earn you capital in<br \/>the borough you are haunting.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#boroughs\" target=\"_blank\">Boroughs<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#favor\" target=\"_blank\">Favor<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18210\" class=\"category-display-post\"><a id=\"political-thuggery\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Political Thuggery<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Political Thuggery refers to acts which are generally interpreted as<br \/>bullying by the general New Haven populace. There are political costs<br \/>for this behaviour as people interpret it as depriving them of political<br \/>choices by trying to intimidate or drive away your potential rivals.<\/p>\n<p>There are three coded actions which are considered political thuggery.<\/p>\n<p>Killing a PC, unless they are at at least invite level 10 or fleshformed<br \/>this costs between 2 and 50% of your current political capital.<br \/>Killing a PC costs less if they are not in a faction\/society or if they<br \/>are in a relationship with you, or they haven&#8217;t been in the city very long.<\/p>\n<p>Maiming a PC, unless they are at least invite level 9 this costs<br \/>20% of your current political capital.<\/p>\n<p>Stealing from a PC, at invite level 3 you can steal cheap items<br \/>worth $1000 or less and relics from someone without cost, otherwise<br \/>it costs up to 10% of your current political capital.<br \/>At less than invite level 8 stealing expensive items from someone<br \/>costs up to 40% of your current political capital.<\/p>\n<p>All these commands require you to have reasonably high levels of political<br \/>capital to start with and cannot be used again for approximately a week.<\/p>\n<p>Please note that trying to achieve the same or similar effects to political<br \/>thuggery but bypassing the costs is against rule 4 against bug abuse. If<br \/>someone<br \/>hypnotizes you to maim yourself or give them an item you should ignore it.<br \/>If someone RPs blowing up a rival&#8217;s car or other similar act which should<br \/>reasonably be considered political thuggery but isn&#8217;t coded, that&#8217;d be against<br \/>the rules.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#steal\" target=\"_blank\">Steal<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#execute\" target=\"_blank\">Execute<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#maim\" target=\"_blank\">Maim<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#rules\" target=\"_blank\">Rules<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18003\" class=\"category-display-post\"><a id=\"politics\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Politics<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Requirements : Rank 2 requires Professional 1<br \/>Rank 3 requires Professional 2<br \/>Rank 4 requires Professional 3<br \/>Rank 5 requires Professional 4<\/p>\n<p>This stat determines how politically savvy a character is. Ranks in politics<br \/>make it easier to gain society standing, as well as increase the power of your<br \/>loyalty praises and disses.<\/p>\n<p>[Politics 0]:<br \/>As much political know-how as the average person.<\/p>\n<p>[Politics 1]:<br \/>A bit more politically knowledgeable than average.<\/p>\n<p>[Politics 2]:<br \/>Significantly more politically savvy than average.<\/p>\n<p>[Politics 3]:<br \/>Much more politically savvy than average.<\/p>\n<p>[Politics 4]:<br \/>Incredibly good at politics.<\/p>\n<p>[Politics 5]:<br \/>A master of politics.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#stats\" target=\"_blank\">stats<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-19010\" class=\"category-display-post\"><a id=\"politics-guide\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Politics Guide<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Player activity in New Haven generates political capital in a given borough. Based on their level of political capital, factions, societies and cults can take over a borough, earning them favor. These groups also compete against the NPC faction of the 63rd legion.<\/p>\n<p>Each type of activity is in its own pool, and the amount you\/your group benefits from your activity depends on what percentage of that pool you have both in that borough and in the city overall. While different activities have different weights that are also applied this broadly means that doing 50% of the total amount of one activity is worth the same as doing 50% of a different type of activity no matter the total amount done of any particular activity. So activities which are rarely done, and especially rarely done in that borough, are worth a lot more than activities which are common. It is broadly not possible to do well politically if your entire group is only generating one or two types of political capital.<\/p>\n<p>Contributions all decay in value gradually over time, achieving 0 value after six months.<\/p>\n<p>The 63rd is counted as having done the same flat-amount of each activity in each borough, meaning that doing more of a given activity will work to drive down their control percentage. The 63rd gains large bonuses to their level of control based on how non-competitive a borough is. If a borough has only one group that has contributed to it the 63rd will be about 10 times stronger than they would be in a borough which is neck and neck between two groups.<\/p>\n<p>Penalties are applied to a faction for every additional borough they control. A penalty is also applied for the number of concurrent election cycles they have controlled that given borough. These penalties also apply to the 63rd.<\/p>\n<p>City Raids and Schemes apply <span style=\"color:#870000\">negative<\/span> political benefit to the scheme that is targeted by them, but will provide an item which can be contributed for gains elsewhere.<\/p>\n<p>City Raids, Schemes and Monster guests all also reduce the total favor a targeted borough will payout.<\/p>\n<p>Each week on payday characters will gain favor, this is based on how much they have contributed to the political control of their groups and how many boroughs their groups control. In total a borough is worth about 1000 favor a week, minus any deductions caused by schemes, city raids and monsters. Using &#8216;order file&#8217; can give an idea of how you or another person is doing in terms of their contributions. Using &#8216;faction\/society report&#8217; will show some rankings for the most recent week.<\/p>\n<p>Elections always occur on a Tuesday with polls closing at 6PM.<\/p>\n<p>For convinience in order file activities are lumped up into a smaller number of groups, but each activity in this group is still considered a distinct activity for reward calculations. Each activity type is weighted between 30% and 200% of the standard award, you can expect these values to change over time but as of writing roughup is worth the least at 30%, and hunting worth the most at 200%.<\/p>\n<p><span style=\"color:#ffffff\">Social Events<span style=\"color:#008080\">:<\/span\/span> Hosting an Event<span style=\"color:#008080\">,<\/span> Attending an Event<span style=\"color:#008080\">,<\/span> Outfit quality at an event(These all reward up to once per week, based on best score)<br \/><span style=\"color:#ffffff\">City Events<span style=\"color:#008080\">:<\/span\/span> Completing City Patrol events, Completing Encounters(Up to once per week.)<br \/><span style=\"color:#ffffff\">Raids<span style=\"color:#008080\">:<\/span\/span> Winning a City Raid, Winning a Raid against the 63rd, Winning a World Raid, showing up to defend from a city\/63rd raid.<br \/><span style=\"color:#ffffff\">Conflict<span style=\"color:#008080\">:<\/span\/span> Sublimating Someone<span style=\"color:#008080\">,<\/span> Predatory Patrols<span style=\"color:#008080\">,<\/span> Roughup<span style=\"color:#008080\">,<\/span> Stealing from a vault<span style=\"color:#008080\">,<\/span> Fabled event contributions.<br \/><span style=\"color:#ffffff\">Couriers<span style=\"color:#008080\">:<\/span\/span> Contribuing a courier item<span style=\"color:#008080\">,<\/span> being targeted by a courier patrol in a given borough.<br \/><span style=\"color:#ffffff\">Plots<span style=\"color:#008080\">:<\/span\/span> Completing an investigation plot in a borough<span style=\"color:#008080\">,<\/span> contributing an item from all other plot types.<br \/><span style=\"color:#ffffff\">Schemes<span style=\"color:#008080\">:<\/span\/span> Contributing an item from running a scheme<span style=\"color:#008080\">,<\/span> thwarting a scheme targeting a given borough.<br \/><span style=\"color:#ffffff\">Hunting<span style=\"color:#008080\">:<\/span\/span> Contributing items from mist-monsters\/big game hunts.<br \/><span style=\"color:#ffffff\">Hauntings<span style=\"color:#008080\">:<\/span\/span> Adding clues\/doing Pred patrols for a haunting you are running, successfully thwarting a haunting for a given borough.<\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#contribute\" target=\"_blank\">Contribute<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#favor\" target=\"_blank\">Favor<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#market\" target=\"_blank\">Market<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17885\" class=\"category-display-post\"><a id=\"poofout\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">poofout<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> poofout &lt;message&gt;<\/p>\n<p>The standard message for leaving with goto is &#8216;leaves in a swirling mist&#8217;. You<br \/>can replace this message with a message of your own choosing using the poofout<br \/>command. This message must include your name somewhere in the string.<\/p>\n<p>Poofin and poofout only show to characters who can see you.<\/p>\n<\/div><\/div><\/article><article id=\"post-18230\" class=\"category-display-post\"><a id=\"popularity\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Popularity<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Popularity is the measure of how popular your character is with<br \/>the general populace. Character praises, living in a nicer house,<br \/>having a nicer car, or being a recent victim can all boost popularity.<br \/>Being dissed or recently having performed political thuggery will<br \/>reduce popularity.<\/p>\n<p>Popularity impacts the effectiveness of political capital you earn<br \/>for your groups.<\/p>\n<p>If you look at another character and their popularity is at least<br \/>five percent higher or lower than yours that will be visible.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#praise\" target=\"_blank\">Praise<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#diss\" target=\"_blank\">Diss<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17779\" class=\"category-display-post\"><a id=\"possession\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">possession<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> possess (person)<br \/><span style=\"color:#ffffff\">Syntax:<\/span> force (target) (action)<br \/><span style=\"color:#ffffff\">Syntax:<\/span> private (target) (message)<\/p>\n<p>Possession is a special function of ghosts which allows them to inhabit the<br \/>body<br \/>of other characters. When possessing another character, a ghost will be<br \/>undetectable unless a character with clairvoyance or perception looks at the<br \/>possessed. Characters with clairvoyance 2 will always detect the presence of<br \/>a<br \/>ghost, but those with clairvoyance 1 or perception will only have a chance to<br \/>notice. Characters who are possessed will feel slightly colder to the touch.<\/p>\n<p>A ghost will be carried around to wherever the possessed character ventures<br \/>and<br \/>in this way enter some areas that they could not otherwise enter. They also<br \/>gain the ability to use the force command as a manifestation power to<br \/>overpower<br \/>their vessel momentarily and can send private emotes to their vessel without<br \/>cost. Neither the ghost&#8217;s name or the privately tag will appear in these<br \/>messages facilitating a more haunting experience.<\/p>\n<\/div><\/div><\/article><article id=\"post-18075\" class=\"category-display-post\"><a id=\"pour\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">pour<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Pour (drink) out\/glass<br \/>Used to empty a drink container, or to pour some of it into a new glass<br \/>object.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Pour (drug) food\/drink<br \/>Used to dose food or drink with a drug.<\/p>\n<\/div><\/div><\/article><article id=\"post-17482\" class=\"category-display-post\"><a id=\"powered-armor\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Powered Armor<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Engineer Focus 1 or Commander Focus 2<\/p>\n<p>This legendary power allows engineers and commanders to create even more<br \/>advanced armor augmentations.<br \/>Whenever someone wears an armor object they&#8217;ve augmented they will gain +1<br \/>to all physical stats and super jumping for the duration of the augmentation.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17866\" class=\"category-display-post\"><a id=\"praise\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Praise<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>The praise command uses influence in order to augment another player.<br \/>Other players won&#8217;t see the echo of it being used.<\/p>\n<p>Praise (name) character (amount) (reason)<br \/>This will improve the target&#8217;s popularity.<\/p>\n<p>Praise (name) appearance (amount) (reason)<br \/>This will give the target a boost to their apparent attractiveness based on<br \/>the influence spent.<\/p>\n<p>Praise (name) faction (amount) (reason)<br \/>This will give the target some respect within their faction\/cult based on the<br \/>influence spent.<\/p>\n<p>Praise (name) society (amount) (reason)<br \/>This will give the target some respect within their society based on the<br \/>society influence spent.<\/p>\n<p>It takes the form: You speak well of her\/his loyalty because (reason)<\/p>\n<p>Praise (name) roleplay (message)<br \/>This will send a private, delayed message to someone and is used for giving<br \/>RP feedback, it has no coded effect and requires no influence.<\/p>\n<p>The max influence that can be spent at a time is 10000, you should not spam<br \/>the command to bypass this cap.<\/p>\n<p>You can also use praise on yourself, doing so does not require a<br \/>reason.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#popularity\" target=\"_blank\">Popularity<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#influence\" target=\"_blank\">Influence<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17934\" class=\"category-display-post\"><a id=\"pray\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">pray<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> pray &lt;message&gt;<\/p>\n<p>The Pray command allows a mortal to send a message that only the immortals<br \/>who are logged in can hear it. This channel is for matters which require<br \/>prompt immortal intervention such as emergencies.<\/p>\n<\/div><\/div><\/article><article id=\"post-17790\" class=\"category-display-post\"><a id=\"pregnancy\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Pregnancy<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Characters may become pregnant if they have sex. Many factors are<br \/>involved, but primarily whether or not sex occurs during the fertility window<br \/>surrounding ovulation, when precisely it occurs, and the potency of the male&#8217;s<br \/>contribution. Contraceptives work against the chance that a character may<br \/>become pregnant and are generally effective.<\/p>\n<p>Menstruation is the outward sign of female fertility, but both sexes have<br \/>components which render them more or less fertile. For females, this is<br \/>mostly the timing at which they have unprotected sex and when they ovulate.<br \/>Men, however, have to worry about how many times they have sex, protected or<br \/>otherwise, within a certain span of time. A man who has sex every day still<br \/>has<br \/>the potential to impregnate a woman, however, the chance of it occurring is<br \/>substantially lower as are their opportunities to do so.<\/p>\n<p>Neither female nor male vampires are considered fertile according to the code<br \/>at this time.<\/p>\n<p>Should a character become pregnant, she will be subject to an extra string of<br \/>look information describing her state. This may be obscured during early<br \/>phases by wearing concealing clothing, but will always be visible during later<br \/>stages.<\/p>\n<p>Prior to showing, a character can test whether they have become pregnant by<br \/>using a pregnancy test via the use command. Any object containing the<br \/>keywords pregnancy and test can be used in this way and doing so will cause the<br \/>character to urinate on the object. This also sets the item&#8217;s value to 0. These tests<br \/>are generally ineffective before the character misses their next period.<\/p>\n<p>Note: If a shifter becomes pregnant while in their animal form, they will<br \/>be unable to revert to human form until they give birth or the pregnancy is<br \/>terminated. Shifters in animal form may only be impregnated by other animals<br \/>or shifters in animal form.<\/p>\n<p>Characters may be subject to additional effects throughout the duration of the<br \/>pregnancy to ensure that players behave and are reminded of the reality of<br \/>their situation.<\/p>\n<p>In the event that a character suffers a severe wound or greater, there will be<br \/>the possibility of a miscarriage.<\/p>\n<p>Should a character wish to willingly terminate a pregnancy for any reason, she<br \/>may use the procedure pregnancy command. This command may also be used in the<br \/>event that the character wishes to become pregnant via an NPC donor. The cost<br \/>of beginning a pregnancy is substantially higher than the costs of terminating<br \/>one though both are prohibitive. The cost of terminating a pregnancy depends<br \/>on how long the pregnancy has been allowed to continue prior to the use of the<br \/>command. Pregnancies beyond twenty four weeks can&#8217;t be terminated as per<br \/>Massachusetts law, unless the mother is at risk. Since that isn&#8217;t an issue<br \/>presented by the code, pregnancies can not be terminated beyond twenty four weeks.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> change pregnancy<br \/>Toggles the character&#8217;s pregnancy state. This command requires a medical<br \/>facility and has a cost associated with it depending on whether or not the<br \/>character is already pregnant. Using this command while pregnant will inflict<br \/>a minor wound on the character.<\/p>\n<\/div><\/div><\/article><article id=\"post-17565\" class=\"category-display-post\"><a id=\"primal-combat\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Primal Combat<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Requirements : Rank 1 requires Primal 1<br \/>Rank 2 requires Primal 2<\/p>\n<p>[Rank One]:<br \/>Rush : Enhances movement speed by 150% when charging for one round.<br \/>Takedown : Tackle your target to the ground, making them unable to move<br \/>for one round.<\/p>\n<p>[Rank Two]:<br \/>Ferocity : Increases the damage of your next attack by 20%.<br \/>Pounce : Move towards someone within your movement range without<br \/>consuming your movement for the round.<br \/>Prowl : Lower your body towards the ground, taking 30% less damage from<br \/>ranged attacks for one round, but moving slower.<\/p>\n<p>Primal Combat can only be used while shifted.<\/p>\n<\/div><\/div><\/article><article id=\"post-17398\" class=\"category-display-post\"><a id=\"primal-focus\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Primal Focus<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Combat Focus<\/p>\n<p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Non-vampire Supernatural<\/p>\n<p>This stat represents those who&#8217;ve dedicated themselves more natural forms of<br \/>shapeshifting combat than the Fae Knights. Each rank offers increased access<br \/>to shapeshifting and shifted sizes as well as bonuses to the shifted forms of<br \/>werewolves. Primals can make use of primal combat in fights in order to better<br \/>use their alternate forms. At max rank Primals gain access to vicious strikes<br \/>that increase their damage even further against low defense opponents.<\/p>\n<p>Werewolves who take this focus will receive a +1 Toughness at Rank 1 and +1<br \/>Power at Rank 2 to their wolf form.<\/p>\n<p>[Primal One]:<br \/>Primal Combat 1: A power tree focused on shapeshifted melee damage and<br \/>movement.<br \/>Shapeshifting 1, 2: A power that grants points that can be allocated to<br \/>enhance shapeshifted forms.<br \/>Hybrid Shifting: A legendary power that unlocks shapeshifted forms with<br \/>speech, equipment, and disciplines.<br \/>Monstrous Shifting: A legendary power that allows you to shapeshift into truly<br \/>enormous creatures.<\/p>\n<p>[Primal Two]:<br \/>Animals 4: A stat that enhances your kinship with animals.<br \/>Primal Combat 2: A power tree focused on shapeshifted melee damage and<br \/>movement.<br \/>Meta Shifting: A power that enhances your human form with traits of your<br \/>primary shapeshifted form.<br \/>Shapeshifting 3: A power that grants points that can be allocated to enhance<br \/>shapeshifted forms.<\/p>\n<p>[Primal Three]:<br \/>Animals 5: Maximum proficiency; a stat that enhances your kinship with<br \/>animals.<\/p>\n<p>Shapeshifting 4: A power that grants points that can be allocated to enhance<br \/>shapeshifted forms.<\/p>\n<p>[Primal Four]:<br \/>Shapeshifting 5: Maximum proficiency; a power that grants points that can be<br \/>allocated to enhance shapeshifted forms.<br \/>Vicious Strikes: A power that increases damage done to lower-health enemies<br \/>while shifted.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17504\" class=\"category-display-post\"><a id=\"prismatic-sorcery\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Prismatic Sorcery<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Illusory Magic 1.<\/p>\n<p>This power grants the Prismatic Sorcery discipline.<br \/>You can use this discipline once every five rounds.<br \/>All characters hit by this discipline become confused, liable to hit other<br \/>random characters when they attack.<\/p>\n<p>Optimum Range: 75<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18097\" class=\"category-display-post\"><a id=\"private\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">private<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> private (person) (emote)<br \/>Send a private emote to your target. If untargeted, this emote will show as<br \/>a subtle emote instead. Private emotes cannot be used to convey speech, and<br \/>should not be used to convey actions that might be obvious to the room.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> private<br \/>Using this command without an argument will toggle privacy mode. If everyone<br \/>in the room is in private mode, no one else will be able to see the roleplay,<br \/>including staff. It is used for flagging yourself before engaging in explicit,<br \/>adult-oriented RP to ensure nobody else accidentally views that RP and that<br \/>the people doing it have privacy. Roleplay done in private mode is not<br \/>assessed for the purposes of roleplay experience gaining.<\/p>\n<\/div><\/div><\/article><article id=\"post-17352\" class=\"category-display-post\"><a id=\"privatesecurity\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">PrivateSecurity<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> privatesecurity (string with names)<\/p>\n<p>If you have at least 1 bodyguard through order bodyguard this command will<br \/>prevent individuals listed in the argument from entering the same room as you.<br \/>It will not work in public rooms unless the person trying to enter is Tier 1.<\/p>\n<\/div><\/div><\/article><article id=\"post-18060\" class=\"category-display-post\"><a id=\"probe\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">probe<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> probe (person) (list of stats, disciplines, abilities)<\/p>\n<p>When used by a Story Runner this command gives them information about the<br \/>stats or disciplines of someone they&#8217;re RPing with. At trust 1 it gives<br \/>information but also echoes to the player that you&#8217;ve obtained it, at trust<br \/>2 it does not inform the player.<\/p>\n<p>When used by a PC this command gives an anonymous request to the player to<br \/>demonstrate a discipline or stat. It might be used after someone has done<br \/>something in RP that would require a stat people are unsure they have, while<br \/>you don&#8217;t have to use showstat after someone probed you, failure to do so<br \/>might be considered poor RP practice.<\/p>\n<p>SRs can also use probe (person) experience to see that person&#8217;s adventure<br \/>and wilds experience levels.<\/p>\n<\/div><\/div><\/article><article id=\"post-18137\" class=\"category-display-post\"><a id=\"procedure\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">procedure<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Syntax<\/span>: <span style=\"color:#ffffff\">procedure [type] [parameters]<\/span><br \/>Types:<br \/>&#8211; <span style=\"color:#ffffff\">procedure restore [target]<br \/><\/span>&#8211; <span style=\"color:#ffffff\">procedure breast (larger\/smaller)<br \/><\/span>&#8211; <span style=\"color:#ffffff\">procedure sex (male\/female)<br \/><\/span>&#8211; <span style=\"color:#ffffff\">procedure abortion<br \/><\/span>&#8211; <span style=\"color:#ffffff\">procedure fertilize\/fertilization\/insemination [donor]<br \/><\/span>&#8211; <span style=\"color:#ffffff\">procedure fertility\/sterilization<br \/><\/span>&#8211; <span style=\"color:#ffffff\">procedure appearance<br \/><\/span>&#8211; <span style=\"color:#ffffff\">procedure height (taller\/shorter)<\/p>\n<p><\/span>The procedure command allows characters to undergo various medical and cosmetic<br \/>procedures that modify their physical attributes. Each procedure has specific<br \/>requirements:<\/p>\n<p><span style=\"color:#008080\">1. <span style=\"color:#ffffff\">RESTORE <\/span\/span>&#8211; Restores maimed body parts for a character. Requires 350 favor and<br \/>being in a medical facility. Can target self or another character.<\/p>\n<p><span style=\"color:#008080\">2. <span style=\"color:#ffffff\">BREAST MODIFICATION<\/span\/span> &#8211; Increases or decreases breast size. Costs $500,<br \/>requires being in a cosmetic surgery clinic, and causes minor wounds.<\/p>\n<p><span style=\"color:#008080\">3. <span style=\"color:#ffffff\">SEX CHANGE<\/span\/span> &#8211; Changes character&#8217;s apparent sex to male or female. Costs<br \/>$10,000, requires being in a cosmetic surgery clinic, causes moderate wounds,<br \/>and renders the character infertile.<\/p>\n<p><span style=\"color:#008080\">4. <span style=\"color:#ffffff\">ABORTION<\/span\/span> &#8211; Terminates pregnancy. Costs between $810-$1,975 depending on<br \/>pregnancy duration. Requires being in a medical facility and causes minor wounds.<\/p>\n<p><span style=\"color:#008080\">5. <span style=\"color:#ffffff\">FERTILIZATION<\/span\/span> &#8211; Performs in vitro fertilization. Costs $21,720 and requires<br \/>being in a medical facility. Can specify a male donor if present.<\/p>\n<p><span style=\"color:#008080\">6. <span style=\"color:#ffffff\">FERTILITY<span style=\"color:#c0c0c0\">\/<span style=\"color:#ffffff\">STERILIZATION<\/span\/span>\/span &#8211; Toggles fertility status. For sterilization: costs<br \/>$675 for males or $3,750 for females. For fertility restoration: costs $5,000<br \/>for males or $6,600 for females. Requires being in a medical facility and causes<br \/>wounds.<\/p>\n<p><span style=\"color:#008080\">7. <span style=\"color:#ffffff\">APPEARANCE<\/span\/span> &#8211; Significantly alters appearance so other characters no longer<br \/>recognize you. Costs $5,000 and requires being in a cosmetic surgery clinic.<\/p>\n<p><span style=\"color:#008080\">8. <span style=\"color:#ffffff\">HEIGHT<\/span\/span> &#8211; Increases or decreases height. Costs $500, requires being in a<br \/>cosmetic surgery clinic, and causes severe wounds.<\/p>\n<p>All procedures will wound the character, with severity depending on the<br \/>procedure. Most procedures require being in an appropriate facility (medical<br \/>facility or cosmetic surgery clinic) and have associated costs.<\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17397\" class=\"category-display-post\"><a id=\"professional-focus\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Professional Focus<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>There are three main focus paths: the arcane tree (minions, rituals, mancing);<br \/>the combat tree (melee and ranged combat); and the professional tree (wealth,<br \/>contacts, and social\/job skills). Each focus tree has its own set of foci<br \/>within it. Every point spent in one of these trees, regardless of whether or<br \/>not it&#8217;s on the same focus, unlocks greater potential for development in terms<br \/>of stats and occasionally powers. When points are spent on the same focus, you<br \/>develop additional abilities related to that focus line. The following are the<br \/>unlocked abilities for the professional tree:<\/p>\n<p>[Professional One]:<br \/>Contacts (all) 2: Allows higher contact stats, which increases payout on all<br \/>contact jobs. Limited by tier.<br \/>Education 3: Represents greater academic knowledge.<br \/>Politics 2: Improves society standing, loyalty praise\/diss, and payout on<br \/>diplomacy patrol events.<br \/>Wealth 2: Increases weekly paycheck and bank account interest rate. Limited by<br \/>tier.<\/p>\n<p>[Professional Two]:<br \/>Contacts (all) 3: Allows higher contact stats, which increases payout on all<br \/>contact jobs. Limited by tier.<br \/>Education 4: Represents greater academic knowledge.<br \/>Politics 3: Improves society standing, loyalty praise\/diss, and payout on<br \/>diplomacy patrol events.<br \/>Wealth 3: Increases weekly paycheck and bank account interest rate. Limited by<br \/>tier.<\/p>\n<p>[Professional Three]:<br \/>Artistic Ability 5: Maximum proficiency; represents artistic skill.<br \/>Contacts (all) 4: Allows higher contact stats, which increases payout on all<br \/>contact jobs. Limited by tier.<br \/>Education 5: Maximum proficiency; represents greater academic knowledge.<br \/>Politics 4: Improves society standing, loyalty praise\/diss, and payout on<br \/>diplomacy patrol events.<br \/>Wealth 4: Increases weekly paycheck and bank account interest rate. Limited by<br \/>tier.<\/p>\n<p>[Professional Four]:<br \/>Contacts (all) 5: Maximum proficiency; allows higher contact stats, which<br \/>increases payout on all contact jobs. Limited by tier.<br \/>Politics 5: Maximum proficiency; improves society standing, loyalty<br \/>praise\/diss, and payout on diplomacy patrol events.<br \/>Wealth 5: Maximum proficiency; increases weekly paycheck and bank account<br \/>interest rate. Limited by tier.<\/p>\n<\/div><\/div><\/article><article id=\"post-17950\" class=\"category-display-post\"><a id=\"progression\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Progression<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Index<\/p>\n<p>Progression explained<br \/>-A brief overview of the progression system, recommended for newbies.<br \/>Experience<br \/>-An overview of regular experience.<br \/>RP Experience<br \/>-An overview of roleplay experience.<br \/>Training<br \/>-How to use experience to improve disciplines and skills.<br \/>Karma<br \/>-An Explanation of Karma.<br \/>Reroll<br \/>-A Command for retiring your character and making a new one.<br \/>Favor<br \/>-An overview of the favor system.<\/p>\n<\/div><\/div><\/article><article id=\"post-17951\" class=\"category-display-post\"><a id=\"progression-explained\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Progression Explained<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>There are many ways your character can develop in Haven. The three main<br \/>ones are combat experience, roleplay experience and karma.<\/p>\n<p>Regular combat experience is earned every time you engage in combat, this<br \/>experience is used to increase your disciplines, which govern your<br \/>characters attack damages and defenses.<\/p>\n<p>Roleplay experience is gained by roleplaying with other players. It&#8217;s used<br \/>to buy stats and powers which cover almost everything else about your<br \/>character.<\/p>\n<p>Karma is gained by doing things that add to the game&#8217;s story such as running<br \/>adventures, it&#8217;s used to unlock access to higher tier characters as well as<br \/>to increase the caps on your roleplay and combat experience pools.<\/p>\n<\/div><\/div><\/article><article id=\"post-17442\" class=\"category-display-post\"><a id=\"property-rituals\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Property Rituals<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Life Force Costs per level of Ritualism: 1: 21%, 2: 12%, 3: 9%, 4: 6%, 5: 4%<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual silence (target) Cost: 25%<br \/>Sends a spell of silence towards the target, when it strikes whatever property<br \/>they are in will be enclosed in a mystical bubble which no communications, nor<br \/>electricity can flow.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual decay (target) Cost: 100%<br \/>Sends a spell of decay towards the target, when it strikes whatever property<br \/>they are in will have all it&#8217;s toughness and security values lowered, making<br \/>breaking in a good deal easier.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual raiseward (target) Cost: 100%<br \/>Raise a mystical ward on the property the target is in when the spell<br \/>strikes. Any attempts to break in through larceny or force against a warded<br \/>property will fail. Lasts until the next sunrise.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual lowerward (target) Cost: 100%<br \/>Remove a ward someone else has placed on a property, or diminish it if they<br \/>were more powerful or multiple wards have been placed.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual antimist (target) Cost: 100%&#8217;<br \/>Cast on the property you are currently in it will keep all mist away from the property<br \/>and it&#8217;s surroundings until dawn.<\/p>\n<\/div><\/div><\/article><article id=\"post-17548\" class=\"category-display-post\"><a id=\"protection-detail\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Protection Detail<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Commander 2 or Underworld Mogul 2<\/p>\n<p>Characters with this stat have their allies (as in, contacts with the muscle<br \/>job) appear twice as fast in combat.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17441\" class=\"category-display-post\"><a id=\"protection-rituals\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Protection Rituals<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Life Force Costs per level of Ritualism: 1: 21%, 2: 12%, 3: 9%, 4: 6%, 5: 4%<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual cleanse Cost: 100%<br \/>When the ritual finishes any cursed objects in the caster&#8217;s possession will<br \/>have their curse lifted.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual mindward (target) Cost: 100%<br \/>When complete the target will be rendered temporarily immune to mind control.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual protect (target) Cost: 150%<br \/>Will grant the target extra defenses for some time, costs 150% as much as<br \/>most rituals. It lasts approximately a day.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual purify (target) Cost:200%<br \/>Ritual purify cleans someone&#8217;s mystical links to previous sexual partners,<br \/>allowing them to join societies with sex restrictions.<\/p>\n<\/div><\/div><\/article><article id=\"post-18036\" class=\"category-display-post\"><a id=\"psychic\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Psychic<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Requirements:<\/span> Supernatural or Sensitive, 150, 000 Dream Experience<\/p>\n<p>[Rank One]:<br \/>Bewilder : Unspecified range; target becomes unable to accurately assess<br \/>distance.<br \/>Roleplay : You know how to confuse someone&#8217;s depth perception.<\/p>\n<p>Confuse : Unspecified range; target&#8217;s next attack will hit a random enemy<br \/>that isn&#8217;t themselves.<br \/>Roleplay : You know how to cause someone to grow more confused.<br \/>Consumes your attack for one round.<\/p>\n<p>Doubt : Unspecified range; target&#8217;s next attack does half damage.<br \/>Roleplay : You can cause someone to doubt themselves.<\/p>\n<p>[Rank Two]:<br \/>Fear : Unspecified range; target will use their next movement to move<br \/>away from you.<br \/>Roleplay : You can supernaturally induce fear.<br \/>Consumes your attack and move for one round.<\/p>\n<p>Stasis : Unspecified range; target cannot move, attack, or see for one<br \/>round.<br \/>Roleplay : You can place someone into a trance for up to 12 seconds through<br \/>concentration.<br \/>Consumes your attack and move for one round.<\/p>\n<\/div><\/div><\/article><article id=\"post-17312\" class=\"category-display-post\"><a id=\"psychic-persuasion\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Psychic Persuasion<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Supernatural Tier 2<\/p>\n<p>This stat represents a character&#8217;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&#8217;t require someone to be put into a trance.<\/p>\n<p>Each use of it however costs <span style=\"color:#ffffff\">0<span style=\"color:#008000\">.<span style=\"color:#ffffff\">15<span style=\"color:#008000\">%<\/span\/span>\/span of your life force and the costs to resist are usually much lower and much more affected by environmental factors.<\/p>\n<p>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.<\/p>\n<p>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&#8217;re being psychically influenced.<\/p>\n<p><span style=\"color:#008080\">Syntax<span style=\"color:#008000\">: <span style=\"color:#ffffff\">persuade <span style=\"color:#008000\">(<\/span\/span>\/spantarget<span style=\"color:#008000\">) (<\/span>pressure one<span style=\"color:#008000\">) (<\/span>pressure two<span style=\"color:#008000\">) (<\/span>pressure three<span style=\"color:#008000\">) (<\/span>message<span style=\"color:#008000\">)<\/span><\/p>\n<p><span style=\"color:#808000\">Example<span style=\"color:#008000\">:<\/span\/span> Samantha types, <span style=\"color:#008000\">&#8220;<span style=\"color:#ffffff\">persuade orlando generosity peerpressure lust go ahead and buy this round of drinks<span style=\"color:#008000\">&#8220;<\/span\/span>\/span<\/p>\n<p><span style=\"color:#808000\">Example<span style=\"color:#008000\">:<\/span\/span> Samantha types, <span style=\"color:#008000\">&#8220;<span style=\"color:#ffffff\">emote laughs at @orlando and casually tosses her shoulders in a shrug, &#8220;Oh, well,&#8221; she decides, &#8220;why don&#8217;t you go ahead and buy this round of drinks, since you&#8217;re sticking around?&#8221;<span style=\"color:#008000\">&#8220;<\/span\/span>\/span<\/p>\n<p><span style=\"color:#808000\">Result<span style=\"color:#008000\">:<\/span\/span> &#8220;You need to go ahead and buy this round of drinks.&#8221;<\/p>\n<p><span style=\"color:#808000\">Example<span style=\"color:#008000\">:<\/span\/span> Marcus types, <span style=\"color:#008000\">&#8220;<span style=\"color:#ffffff\">persuade vivienne fear gratitude logic remember that it was nice ol&#8217; Marcus who let you go, next time he comes calling for a favour<span style=\"color:#008000\">&#8220;<\/span\/span>\/span<\/p>\n<p><span style=\"color:#808000\">Example<span style=\"color:#008000\">:<\/span\/span> Marcus types, <span style=\"color:#008000\">&#8220;<span style=\"color:#ffffff\">say to vivienne Well, I guess we don&#8217;t \/need\/ to bleed you dry, but you just make sure you remember that it was nice ol&#8217; Marcus who let you go, next time he comes calling for a favour, how about that?<span style=\"color:#008000\">&#8220;<\/span\/span>\/span<\/p>\n<p><span style=\"color:#808000\">Result<span style=\"color:#008000\">:<\/span\/span> &#8220;You need to remember that it was nice ol&#8217; Marcus who let you go, next time he comes calling for a favour.&#8221;<\/p>\n<p><span style=\"color:#808000\">Example<span style=\"color:#008000\">:<\/span\/span> Derica types, <span style=\"color:#008000\">&#8220;<span style=\"color:#ffffff\">persuade sveta peerpressure curiosity lust come around to my dorm room after class and see what happens<span style=\"color:#008000\">&#8220;<\/span\/span>\/span<\/p>\n<p><span style=\"color:#808000\">Example<span style=\"color:#008000\">:<\/span\/span> Derica types, <span style=\"color:#008000\">&#8220;<span style=\"color:#ffffff\">emote smiles flirtatiously at @sveta and bats her lashes, &#8220;Why don&#8217;t you come around to my dorm room after class and see what happens, then?&#8221;<span style=\"color:#008000\">&#8220;<\/span\/span>\/span<\/p>\n<p><span style=\"color:#ff0000\">Result<span style=\"color:#008000\">:<\/span\/span> &#8220;You need to come around to my dorm room after class and see what happens.&#8221;<\/p>\n<p><span style=\"color:#808000\">Example<span style=\"color:#008000\">:<\/span\/span> Moander types, <span style=\"color:#008000\">&#8220;<span style=\"color:#ffffff\">persuade tyche curiosity anger peerpressure You can try it, just to see what it&#8217;s like.<span style=\"color:#008000\">&#8220;<\/span\/span>\/span<\/p>\n<p><span style=\"color:#808000\">Example<span style=\"color:#008000\">:<\/span\/span> Moander types, <span style=\"color:#008000\">&#8220;<span style=\"color:#ffffff\">say to tyche curiosity anger peerpressure What do they know? They&#8217;re just trying to keep you under their thumb! You can try it, just to see what it&#8217;s like.<span style=\"color:#008000\">&#8220;<\/span\/span>\/span<\/p>\n<p><span style=\"color:#ff0000\">Result<span style=\"color:#008000\">:<\/span\/span> &#8220;You need to You can try it, just to see what it&#8217;s like..&#8221;<\/p>\n<p>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.<\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17579\" class=\"category-display-post\"><a id=\"psychic-pressures\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Psychic Pressures<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Lust<br \/>-An appeal to someone&#8217;s desires, generally more powerful when used by more<br \/>attractive people.<\/p>\n<p>Generosity<br \/>-An appeal to someone&#8217;s generosity such as impelling someone to do something<br \/>in order to be a good friend or be a nice person.<\/p>\n<p>Logic<br \/>-An appeal to someone&#8217;s unemotional self, such as impelling someone to do<br \/>something because it&#8217;s coldly rational to do so, even though it may feel<br \/>wrong or disloyal.<\/p>\n<p>Guilt<br \/>-An appeal to someone&#8217;s guilt, such as a guilt trip or making them feel<br \/>ashamed of their greater fortune compared to the target.<\/p>\n<p>Anger<br \/>-An appeal to someone&#8217;s anger, such as impelling to do something for revenge<br \/>or to satiate their frustrations.<\/p>\n<p>PeerPressure<br \/>-An appeal to someone&#8217;s sense of social appropriateness, such as impelling<br \/>someone to do something because everyone else is doing it or the cooler<br \/>people are doing it, generally more effective when used by those of high<br \/>social rank.<\/p>\n<p>Fear<br \/>-An appeal to someone&#8217;s sense of fear, such as impelling someone to do<br \/>something because of bad things that might happen to them if they refuse.<br \/>Generally more effective when used by those who&#8217;re more powerful.<\/p>\n<p>Gratitude<br \/>-An appeal to someone&#8217;s sense of gratitude, such as an appeal based on past<br \/>favors done or other past or present kindnesses or generosity.<\/p>\n<p>Curiousity<br \/>-An appeal to someone&#8217;s sense of curiosity, such as compelling someone to do<br \/>something just to see what will happen.<\/p>\n<p>Jealousy<br \/>-An appeal to someone&#8217;s jealousy, such as compelling someone to do something<br \/>to show that other person, or to get over some jealous feelings, or to<br \/>become as special as someone else.<\/p>\n<p>Pity<br \/>-An appeal to someone&#8217;s sense of pity, such as compelling someone to do<br \/>something because of how poor, destitute or weak someone is, or how much<br \/>they are suffering.<\/p>\n<\/div><\/div><\/article><article id=\"post-17803\" class=\"category-display-post\"><a id=\"punch\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Punch<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Punch (target) &#8211; This command throws a punch at your target, the message<br \/>output depends on the relative stats and disciplines of the two parties.<\/p>\n<\/div><\/div><\/article><article id=\"post-17901\" class=\"category-display-post\"><a id=\"put\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">put<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> put &lt;object&gt; &lt;container&gt;<\/p>\n<p>Put places &lt;object&gt; into &lt;container&gt; so you can carry more objects.<\/p>\n<\/div><\/div><\/article><article id=\"post-17743\" class=\"category-display-post\"><a id=\"pyromancy\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Pyromancy<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Requirements: Rank 1 requires <span style=\"color:#008080\">Elemental Magic <span style=\"color:#ffffff\">1<\/span\/span><br \/>              Rank 2 requires <span style=\"color:#008080\">Elemental Magic <span style=\"color:#ffffff\">2<\/span\/span><\/p>\n<p><span style=\"color:#008080\">[<span style=\"color:#c0c0c0\">Rank One<span style=\"color:#008080\">]<span style=\"color:#c0c0c0\">:<br \/><span style=\"color:#008080\">Burnarmor<\/span\/span>\/span: Unspecified range; if target uses armor, they take 20% more<br \/>damage from all sources for one round.<br \/><span style=\"color:#ffffff\">Roleplay<\/span>: You can make objects blacken and smoulder.<br \/>Also removes Reinforce.<\/p>\n<p><span style=\"color:#008080\">Heatmetal<span style=\"color:#c0c0c0\">: Unspecified range; the target&#8217;s attacks with sharp weapons do<br \/>more damage.<br \/><span style=\"color:#ffffff\">Roleplay<\/span\/span>\/span: You can cause metal you touch to turn red hot.<\/p>\n<p><span style=\"color:#008080\">Sweat<\/span>: Unspecified range; the target is weakened for one round. More<br \/>effective in hot weather.<br \/><span style=\"color:#ffffff\">Roleplay<\/span>: You can cause objects to rapidly heat up by up to <span style=\"color:#00ffff\">15<span style=\"color:#ffffff\">C<\/span\/span> (<span style=\"color:#00ffff\">27<span style=\"color:#ffffff\">F<\/span\/span>).<br \/>If the target is under the effects of Chill, remove chill and doesn&#8217;t apply<br \/>weaken. Also removes the effects of Cryomancy&#8217;s Colddiscipline.<\/p>\n<p><span style=\"color:#008080\">[<span style=\"color:#c0c0c0\">Rank Two<span style=\"color:#008080\">]<\/span\/span>\/span:<br \/><span style=\"color:#008080\">Burnweapon<\/span>: Unspecified range; the target cannot effectively use bows or<br \/>blunt weapons for two rounds.<br \/><span style=\"color:#ffffff\">Roleplay<\/span>: You can cause small fires on wooden objects.<\/p>\n<p><span style=\"color:#008080\">Startfire<span style=\"color:#c0c0c0\">: Unspecified range; the target takes damage, reduced by cover,<br \/>based on your arcane power.<br \/><span style=\"color:#ffffff\">Roleplay<\/span\/span>\/span: You can start fires on most combustible objects, such as cotton<br \/>clothing.<br \/>Only works when it&#8217;s not raining, and doesn&#8217;t work on naked targets.<\/p>\n<p>All abilities require a magical focus.<\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18194\" class=\"category-display-post\"><a id=\"qlook\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">qlook<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> qlook [character]<\/p>\n<p>Displays a few bullet points about a particular character&#8217;s appearance.<\/p>\n<\/div><\/div><\/article><article id=\"post-26798\" class=\"category-display-post\"><a id=\"query\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">query<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> query (Yes or no question)<\/p>\n<p>Used in dreamworld scenarios to determine facts, for example query is the door locked?<\/p>\n<\/div><\/div><\/article><article id=\"post-17571\" class=\"category-display-post\"><a id=\"quick-reload\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Quick Reload<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Gun Disciple 4.<\/p>\n<p>Characters with this skill don&#8217;t consume an attack when they use ammochange.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18173\" class=\"category-display-post\"><a id=\"quickgear\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">quickgear<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> quickgear [number]<\/p>\n<p>The quickgear command allows you to rapidly change into a previously saved<br \/>outfit configuration. You must be either driving a car, in a raid, or<br \/>within 5 units of your parked vehicle (or 1 unit if indoors) to use this<br \/>command.<\/p>\n<p>When executed, the command removes all your current equipment and replaces it<br \/>with the gear from your saved outfit.<\/p>\n<p>If used during combat, this command costs your movement. Outside of<br \/>combat, it causes an 8-second delay before you can act again.<\/p>\n<\/div><\/div><\/article><article id=\"post-17909\" class=\"category-display-post\"><a id=\"quiet\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">quiet<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> quiet<\/p>\n<p>This command will make it so you can only hear says and emotes<br \/>you will not be able to see tells or channels. If someone is flagged<br \/>[QUIET] on the wholist they have enabled this command and you<br \/>will have to be in the same room as them to talk to them.<\/p>\n<\/div><\/div><\/article><article id=\"post-17891\" class=\"category-display-post\"><a id=\"quit\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">quit<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> quit<\/p>\n<p>Quit leaves the game.<br \/>Quit automatically does a save, so you can safely leave the game<br \/>with just one command.<\/p>\n<\/div><\/div><\/article><article id=\"post-18038\" class=\"category-display-post\"><a id=\"radiation\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Radiation<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Ranged<br \/>Optimum Range: 75<\/p>\n<p>This discipline covers the ability of creatures to attack<br \/>others with powerful bursts of radiation. Restricted to monster guests.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#disciplines\" target=\"_blank\">disciplines<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17596\" class=\"category-display-post\"><a id=\"rage-fueled\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Rage Fueled<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Demonborn<\/p>\n<p>Characters with this power may use the enrage command to enter a<br \/>berserker-like state in which they trade off some of their defensive<br \/>disciplines in exchange for enhanced offensive disciplines.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17672\" class=\"category-display-post\"><a id=\"raid-fields\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Raid Fields<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>AdversaryName:<br \/>This is the string that the adversaries in the raid will appear by,<br \/>such as X shoots you. X charges to coordinates.<\/p>\n<p>AreaName:<br \/>The name of the room the raid will take place in.<\/p>\n<p>ItemName:<br \/>In raids that are targeted at a specific item this is what that item<br \/>will appear as, such as person has X, person gives X to other person. e.g.<br \/>&#8216;the ancient tablets&#8217;<\/p>\n<p>Terrain:<br \/>Sets the type of terrain you will be fighting over.<\/p>\n<p>Competition:<br \/>Set to Open\/Closed. Open is the default type of operation.<br \/>Closed operations cannot be seen by or attended by anyone outside of the<br \/>creating<br \/>society but also reward no resources. They can be set with 0 in the day field<br \/>however.<br \/>They are well suited to practice or within society group activities.<\/p>\n<p>Hour:<br \/>The hour of the day in Haven time you want the operation to occur.<\/p>\n<p>Day:<br \/>The number of days from now the operation will occur. This counts down<br \/>every time the designated hour passes. So if the current time is 10 and you<br \/>set hour to 11 and day to 1 it will occur tomorrow at 11. But if you set<br \/>hour to 9 and day to 1 it will occur the day after tomorrow at 9.<\/p>\n<\/div><\/div><\/article><article id=\"post-17419\" class=\"category-display-post\"><a id=\"raid-storyrunning\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Raid Storyrunning<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> emit (message)<br \/>Send an emit to everyone in the raid.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Raid atmosphere (message)<br \/>This will set a message everyone will see when looking or moving in the raid,<br \/>similar to a crisis atmosphere.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Raid changeadversary (message)<br \/>This will rename the NPC adversaries to whatever you specify.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Raid spawnelite (message)<br \/>If at least 4 NPCs would spawn on the next wave, half the NPCs won&#8217;t spawn and<br \/>instead will be replaced by an elite mob with the specified string that is<br \/>about as strong as they would have been. After using this command the next<br \/>wave will go back to normal unless you use it again.<\/p>\n<\/div><\/div><\/article><article id=\"post-17673\" class=\"category-display-post\"><a id=\"raids\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Raids<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Make Raid<br \/>Raid list\/info\/cancel<\/p>\n<p>Raids are combat missions planned and executed by societies. Anyone in<br \/>a society can create a raid. When doing so they specify all the details<br \/>of that mission such as where it will take place, when it will occur the<br \/>goals to be achieved and the adversaries to face.<\/p>\n<p>Winning a raid allows that group to leave with a valuable item to contribute.<\/p>\n<p>Help Raid Fields outlines all the fields you can fill in when making an<br \/>operation and what they mean.<\/p>\n<p>To get to a raid when it&#8217;s happening just use &#8216;drive raid&#8217; How long it<br \/>takes depends on how far away you were when it started.<\/p>\n<\/div><\/div><\/article><article id=\"post-17554\" class=\"category-display-post\"><a id=\"ranged-attack\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Ranged Attack<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Tier 2-5 for Ranks 2-5.<\/p>\n<p>Every point in this stat increases the damage you do at range by 3.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17761\" class=\"category-display-post\"><a id=\"ranged-defense\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Ranged Defense<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Levels:<\/p>\n<p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Rank 2 requires combat focus 1 or supernatural.<br \/>Ranks 3-5 require tier 3-5 or combat focus 3-5<\/p>\n<p>Every point in this stat reduces the damage you take from ranged attacks by<br \/>3. Or by 1 against monsters in the forest.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17815\" class=\"category-display-post\"><a id=\"rank\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Rank<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> rank<br \/>The rank command will show you all of your current ranks. The four types<br \/>are social, stats, disciplines, and society.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> rank (social\/stats\/disciplines\/society\/institute)<br \/>You can pick which of your current ranks will be listed next to your name<br \/>on the wholist.<\/p>\n<p>Discipline Ranks:<br \/>Capable, Combatant, Contender, Mighty, Strong, Warrior, Powerful<\/p>\n<p>Stat Ranks:<br \/>Proficient, Skilled, Accomplished, Talented, Gifted, Brilliant, Virtuoso<\/p>\n<p>Social Ranks:<br \/>Newcomer, Common, Social, Well-Liked, Influential, Prominent, Renowned<\/p>\n<p>Society Ranks:<br \/>Initiate, Novice, Soldier, Knight, Lieutenant, Lt. Captain, Captain,<br \/>Lord General, LH General, LS General<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> credit rank (newrankname)<br \/>If you have 2000 community credits, you can use a custom string to replace<br \/>the rank listed next to your character on the wholist. This ability may<br \/>not be used to mimic ranks that already exist.<\/p>\n<\/div><\/div><\/article><article id=\"post-17517\" class=\"category-display-post\"><a id=\"recall\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Recall<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Recall (message)<\/p>\n<p>Will send a message to SRs about some memory your character is recollecting,<br \/>is an aid to story.<\/p>\n<\/div><\/div><\/article><article id=\"post-17365\" class=\"category-display-post\"><a id=\"recollect\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">recollect<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> recollect (target) (message) or recollect (message)<\/p>\n<p>This command shares a recollection with a target character in the same room as<br \/>you or with all online characters who have relationships with you or are part<br \/>of your family.<\/p>\n<p>It can be used to more easily facilitate shared background characters.<\/p>\n<\/div><\/div><\/article><article id=\"post-17989\" class=\"category-display-post\"><a id=\"regeneration\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Regeneration<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Rank 1 requires Supernatural<br \/>Rank 3 requires Demon Warrior 3 or Demigod Warrior 4<\/p>\n<p>Regeneration is a stat that allows you to recover more quickly from injuries.<\/span><\/span><\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#stats\" target=\"_blank\">stats<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17534\" class=\"category-display-post\"><a id=\"reinforced-bones\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Reinforced Bones<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Defensive<\/p>\n<p>This discipline represents those whose bones are particularly strong, while<br \/>they still receive superficial wounds most attacks will simply deflect off<br \/>their skeleton, leaving them mostly unaffected.<\/p>\n<p>Take 90% damage from spears and animal attacks.<br \/>Take 80% damage from Long blades and Blunt weapons.<br \/>Take 80% damage from grappling attacks.<\/p>\n<\/div><\/div><\/article><article id=\"post-17695\" class=\"category-display-post\"><a id=\"relationship\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Relationship<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> relationship<br \/><span style=\"color:#ffffff\">Syntax:<\/span> relationship offer (person) (type)<br \/><span style=\"color:#ffffff\">Syntax:<\/span> relationship accept (person)<br \/><span style=\"color:#ffffff\">Syntax:<\/span> relationship break (person)<\/p>\n<p>The relationship command allows your character to make, break and maintain<br \/>coded in-character ties to another character. Total relationships are capped.<br \/>All relationships outside of the sire type are reset upon changing your<br \/>identity.<\/p>\n<p>When offering a relationship, your character will be taking on the role you<br \/>enter. e.g. with the syntax relationship offer Bob child, your character<br \/>will take on the role of the child, while Bob will become the parent upon<br \/>accepting.<\/p>\n<p>Relationship Types:<\/p>\n<p>Spouse:<br \/>Spouses are your legally married partner and have priority for inheritances.<br \/>This relationship can be broken but costs money to do so.<\/p>\n<p>Fiance:<br \/>A romantic partner you are engaged to.<\/p>\n<p>Sibling:<br \/>Siblings sometimes inherit in the case of a character dying. This relationship<br \/>cannot be broken.<\/p>\n<p>Parent:<br \/>Praises and disses upon the children will echo to some extent on the parent.<br \/>This relationship cannot be broken.<\/p>\n<p>Child:<br \/>This relationship cannot be broken.<\/p>\n<p>Guardian:<br \/>This relationship works like the parent relationship, but can be broken.<\/p>\n<p>Ward:<br \/>This relationship works like the child relationship, but can be broken.<\/p>\n<p>Packmate:<br \/>This relationship is only available to werewolves. Werewolves of the same<br \/>pack can sense what the others in their pack are feeling, even over great<br \/>distances. Packmates receive a combat buff for fighting in a pack, but are<br \/>greatly debuffed when fighting one another. This relationship can be broken,<br \/>but you will be unable to take another packmate for another week. The packmate<br \/>bond exists between individuals, rather than to a specific group.<\/p>\n<p>Sire:<br \/>This relationship is only available to vampires and should only be used if<br \/>your character has turned another vampire. If a Sire pushes an imprint on<br \/>their childer, it will cost the childe more life force to resist it than<br \/>normal., Additionally, sires can use the following command, which allows them<br \/>a brief glimpse of what all their childer are currently seeing:<br \/><span style=\"color:#ffffff\">Syntax:<\/span> scry<\/p>\n<p>Dating:<br \/>This relationship type represents people who&#8217;re known to be dating.<br \/>Teacher:<br \/>Represents characters who are tutoring others.<\/p>\n<p>Being in a relationship with someone reduces the political penalty for<br \/>political thuggery against them.<\/p>\n<p>Pact:<br \/>Can only be offered by an Eidolon, gives the power the ability to use<br \/>brand incapacitate<br \/>or brand phantom on the person accepting the pact, even across worlds. Can<br \/>only be broken by<br \/>the Eidolon.<\/p>\n<\/div><\/div><\/article><article id=\"post-18175\" class=\"category-display-post\"><a id=\"relic\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">relic<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Relic List\/Info\/Price\/Tryfind\/Renew\/Choose\/Reesearch\/Teach\/Findrelic<\/p>\n<p>Relics are powerful items that can be obtained with favor. Relics generally retain their power for about six weeks, but can be renewed.<\/p>\n<p>To gain a relic you first need to know about it, relic research allows you to go into an editor to describe the research you are doing, when you hit done you will be charged 100 favor and your research will be sent off. Depending on what you wrote and your intellectual stats a few days later you may learn about a relic.<\/p>\n<p>Someone who already knows about a relic can teach someone else about it for 50 favor with relic teach (person) (relic)<\/p>\n<p>Once you know about a relic you can see it in relic list or see more detail with relic info (name)<\/p>\n<p>To obtain it you need to have enough favor and then use relic tryfind (name) while on a quest or a delve. The SR will be notified and if they use relic findrelic (your name) then you&#8217;ll be charged the favor and gain the relic.<\/p>\n<p>You can use relic renew (relic name) to pay the favor cost to make the relic work for another six weeks.<\/p>\n<p>Those with the relic holder modifier can use relic choose (relic name) to select their chosen relic, this will be cheaper for them to obtain or renew but they will be at a life force penality whenever they don&#8217;t have it.<\/p>\n<\/div><\/div><\/article><article id=\"post-17609\" class=\"category-display-post\"><a id=\"relic-holder\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Relic Holder<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Positive Tier Modifier<\/p>\n<p>Replacable: Yes.<\/p>\n<p>This modifier represents someone who has a particularly strong connection<br \/>with a given relic. They can use relic choose (relic name) to select a<br \/>particular<br \/>relic and then will be able to buy it for a 25% discount. However whenever<br \/>they do not have it on them, they will be at a significant lifeforce debuff.<\/p>\n<p>ICly Relic holders all have deals with some sort of dark power. They may<br \/>have acquired the relic through that pact or have obtained it in some other<br \/>way and just made the pact to keep it safe. Those who don&#8217;t make a deal<br \/>will inevitably end up having their relic stolen by another more powerful<br \/>entity. These deals are usually much less extreme than those of demonic<br \/>pact holders however, with a severity that varies significantly from one<br \/>person to the next depending on circumstances.<\/p>\n<\/div><\/div><\/article><article id=\"post-17877\" class=\"category-display-post\"><a id=\"remember\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">remember<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>See help introduction<\/p>\n<\/div><\/div><\/article><article id=\"post-17893\" class=\"category-display-post\"><a id=\"remove\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">remove<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> remove &lt;object&gt;<\/p>\n<p>Remove will take any object from your equipment and put it back<br \/>into your inventory.<\/p>\n<p>Example: remove pants<br \/>You remove a pair of demon skin pants and slip it into a pocket.<\/p>\n<\/div><\/div><\/article><article id=\"post-18071\" class=\"category-display-post\"><a id=\"reply\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">reply<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> reply (message)<br \/>This command is used to talk back to the last person who sent<br \/>you a tell or stell.<\/p>\n<\/div><\/div><\/article><article id=\"post-18077\" class=\"category-display-post\"><a id=\"report\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">report<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> report (person)<\/p>\n<p>Report a player for violations of help emote standards.<\/p>\n<\/div><\/div><\/article><article id=\"post-18176\" class=\"category-display-post\"><a id=\"reputation\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">reputation<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> reputation [association]<\/p>\n<p>The reputation command displays your standing with various associations in<br \/>the game world.<\/p>\n<p>You can gain reputation by going on plots that are sponsored by specific<br \/>associations or by hosting\/attending events that are of the preferred type<br \/>of one of the currently active association representatives.<\/p>\n<p>Without arguments, it shows a list of all associations where you have earned<br \/>reputation points, displaying your total points and rank (out of 10) for<br \/>each.<\/p>\n<p>When specifying an association name, the command will show your standing with<br \/>that specific association, even if you have zero reputation with them.<\/p>\n<p>Additionally, the command displays a list of all active association<br \/>representatives currently in the game, showing their name, organization, and<br \/>their three preferred activity types.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#associations\" target=\"_blank\">Associations<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#contacts\" target=\"_blank\">Contacts<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18098\" class=\"category-display-post\"><a id=\"reroll\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">reroll<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> reroll (new name)<br \/>This command deletes your current character and creates a new character<br \/>by the specified name. You keep 80% of spent combat and roleplay experience<br \/>when you do this, with the first 350k RPXP spent returning to your account<br \/>without penalty. 80% of regular karma is also returned, but banked to<br \/>return slowly over time. Personal karma is not banked and must be re-earned.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> reroll reset<br \/>This command rerolls an existing character, but leaves that character<br \/>available<br \/>to play on the grid. There is a two month cooldown on using the train command<br \/>on<br \/>that character once it has been reset.<\/p>\n<p>There is a cooldown period between playing characters tier 3 and higher.<br \/>For T3, the cooldown is 1 week. For T4, the cooldown is 1 month. For T5,<br \/>the cooldown is 2 months.<\/p>\n<p>The delete command works exactly the same as the reroll command. However,<br \/>the last character on your account cannot be deleted.<\/p>\n<p>Each time you use the reroll command, it does use up a character slot.<\/p>\n<\/div><\/div><\/article><article id=\"post-18076\" class=\"category-display-post\"><a id=\"rest\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">rest<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> rest\/stand<\/p>\n<p>Used to sprawl out in your current surroundings, similar to sit.<\/p>\n<\/div><\/div><\/article><article id=\"post-17326\" class=\"category-display-post\"><a id=\"rhagost\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Rhagost<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Rhagost is characterized by rolling emerald plains, ancient forests, and<br \/>towering snow-capped mountain ranges. Here, human settlements have managed to<br \/>flourish in the shadows of their divine masters, creating a patchwork of city-<br \/>states, baronies, and free towns.<\/p>\n<p>The great city of Luminaris stands at the continent&#8217;s heart, its alabaster<br \/>towers and golden domes visible for leagues across the Verdant Plains. With a<br \/>large crystal spire at its center, the city serves as neutral ground where<br \/>divine emissaries and mortal diplomats alike may treat with one another<br \/>without fear of celestial retribution.<\/p>\n<p>To the east lie the Whispering Woods, where the trees grow tall enough to<br \/>scrape the underside of the heavens. The woods are full of bandits and<br \/>mythological monsters, making them a dangerous locale to visit, but also a<br \/>good hiding place from the agents of the divine houses, those who oppose<br \/>divine rule often live in these places.<\/p>\n<p>The western shores are dominated by the Seven Harbor Cities, a loose<br \/>confederation of trading ports where merchant princes worship gold as<br \/>fervently as any god. Their ships, venture to the farthest corners of the<br \/>Godrealm and occasionally beyond, returning with exotic treasures and<br \/>stranger tales.<\/p>\n<p>Atop the peak of Mount Theogon is the Academy of Service, a towering temple of<br \/>stone where angels and those of angel blood train the next generation of<br \/>servants to the gods and maintain libraries and host debates on the nature of<br \/>service.<\/p>\n<p>The Blood Fields of southern Rhagost serve as grim reminder of the last time<br \/>two of the godly houses went to war, the field carpeted in blood-red<br \/>flowers that grow with almost preternatural speed even now, five centuries<br \/>later.<\/p>\n<\/div><\/div><\/article><article id=\"post-17841\" class=\"category-display-post\"><a id=\"ride\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">ride<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Ride (list)\/Ride (number)\/Ride (address)<\/p>\n<p>The command to travel around the city on your motorcycle. To bring a passenger<br \/>along, make sure they are following you or that they are helpless and you are<br \/>carrying them, then ride (destination) (name), using the name of the<br \/>passenger.<\/p>\n<\/div><\/div><\/article><article id=\"post-17770\" class=\"category-display-post\"><a id=\"rifles\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Rifles<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Type<\/span>: Ranged<br \/><span style=\"color:#008080\">Optimal Range<\/span>: <span style=\"color:#ffffff\">120<\/span><br \/><span style=\"color:#008080\">Cap<\/span>: Tier 1:50, 2:60, 3:70, 4:80, 5:100<\/p>\n<p>This discipline covers the ability to use large, long range firearms. Those<br \/>with high levels in the discipline can fire more accurately and faster.<\/p>\n<p>Firearms do not function on realms other than Earth.<\/p>\n<\/div><\/div><\/article><article id=\"post-18224\" class=\"category-display-post\"><a id=\"righteous-faction\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Righteous Faction<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Righteous factions are groups which are dedicated to moral or righteous causes<br \/>unlike other groups which are more amoral and with other purposes.<br \/>In a righteous group nobody with a moral tier above 2 can be a leader and<br \/>nobody above moral tier 3 can have any meaningful authority in the group.<\/p>\n<p>Characters who are moral tier 2 or below in a righteous faction can use the<br \/>&#8216;stubborn&#8217; command to resist going down in a fight. This command can be used once<br \/>per week for humans and once per two weeks for supernaturals.<\/p>\n<p>Additionally moral tier 2 or below characters in a righteous faction get<br \/>bonuses when using commands in the leadership ability line, although those<br \/>bonuses also only apply to other moral tier 2 or below characters in a righteous<br \/>faction.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#moraltier\" target=\"_blank\">Moral Tier<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#stubborn\" target=\"_blank\">Stubborn<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#leadership\" target=\"_blank\">Leadership<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17749\" class=\"category-display-post\"><a id=\"riot-control\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Riot Control<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Requirements : Soldier 1 or Warrior 1<\/p>\n<p>[Rank Two]:<br \/>Gasmask : Passive; you do not receive the normal -20% ranged damage<br \/>debuff when wearing a gas mask. Gas mask wearers are immune to gas and air-<br \/>based attacks.<br \/>Roleplay : You know how to properly use a gasmask.<br \/>Requires a gas mask object.<br \/>Putting on a gas mask consumes your attack for one round.<\/p>\n<p>Smokegrenade : No target; throws a smoke grenade at your feet. Anybody<br \/>within 10 distance of the smoke grenade cannot target anyone outside of it,<br \/>and vice-versa.<br \/>Roleplay : You know how to arm and properly use a smoke grenade.<br \/>Requires and consumes a smoke grenade object.<\/p>\n<p>[Rank Three]:<br \/>Teargas : Range 40; throws a tear gas grenade at the target, creating<br \/>a field of tear gas. Any non-undead who are not wearing gas masks in the<br \/>field are blinded and weakened. Lasts an additional two rounds for those who<br \/>remain inside the gas cloud.<br \/>Roleplay : You know how to arm and properly use a tear gas grenade.<br \/>Requires and consumes a tear gas grenade object.<\/p>\n<p>Grenadelauncher : Passive; range on tear gas, frag, and neutralizer grenades<br \/>is increased to 80 when using a large gun object.<br \/>Roleplay : You know how to properly attach and use an underbarrel grenade<br \/>launcher.<\/p>\n<p>Fraggrenade : Range 40; throws a frag grenade at the target. After one<br \/>round it explodes, dealing 20% of their maximum defence in damage to anyone<br \/>within 10 distance of it.<br \/>Roleplay : You know how to arm and properly use a fragmentation grenade.<br \/>Requires and consumes a frag grenade object.<\/p>\n<p>Neutralize : Range 40; throws a neutralizer grenade at the target. All<br \/>enemies within 15 distance are supernaturally neutralized.<br \/>Roleplay : You can use a neutralizer.<br \/>Requires and consumes a neutralizer grenade.<\/p>\n<p>Flashbang : Range 40; throws a flashbang at the target. All characters<br \/>within 15 distance are deafened and cannot see beyond 35 distance. Those with<br \/>nightvision are blinded instead of having their vision range reduced, those<br \/>with night vision and acute hearing are stunned.<br \/>Roleplay : You can use a flashbang.<br \/>Requires and consumes a flashbang.<\/p>\n<\/div><\/div><\/article><article id=\"post-17544\" class=\"category-display-post\"><a id=\"riposte\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Riposte<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Warrior Focus 3<\/p>\n<p>This stat allows the character to return 10% of damage dealt to them with<br \/>melee weapons, they return 20% of the damage if struck with their best melee<br \/>weapon.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17859\" class=\"category-display-post\"><a id=\"ritual\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Ritual<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>A ritual is a type of magic that doesn&#8217;t require you to be able to see your<br \/>target, but does take a fair bit of time and energy. Characters need at least<br \/>ritualism 1 to be able to perform rituals. They are also quite time<br \/>consuming,<br \/>taking generally two hours to complete, although those with the incantation<br \/>stat can reduce this significantly. If a character is attacked, struck or<br \/>pinned while attempting a ritual it will fail and they will have to start<br \/>again.<\/p>\n<p>Life Force Costs per level of Ritualism: 1: 21%, 2: 12%, 3: 9%, 4: 6%, 5: 4%<\/p>\n<p>Some rituals are more or less expensive however. If a character performing<br \/>a ritual is taken below 75% life force they may pass out for a time, or if<br \/>taken below 60% may even die. The power of the ritual when it strikes is<br \/>determined by the arcane focus of the practitioner and the tier of the target.<br \/>Rituals that finish during the witching hour, 3AM to 4AM, cost less life<br \/>force.<\/p>\n<p>Mental Manipulation Rituals: See: HELP MENTAL RITUALS<\/p>\n<p>Enhancements Rituals: See: HELP ENHANCEMENTS RITUALS<\/p>\n<p>Protection \/ Curing Rituals: See: HELP PROTECTION RITUALS<\/p>\n<p>Property Rituals: See: HELP PROPERTY RITUALS<\/p>\n<p>Ghost Rituals: See: HELP GHOST RITUALS<\/p>\n<p>Temporal Rituals: See: HELP TEMPORAL RITUALS<\/p>\n<p>Antagonising Rituals: See: HELP ANTAG RITUALS<\/p>\n<p>All curses and hexes can now be cast with: ritual (type) (target) maintain<\/p>\n<p>This form costs half as much upfront and will continue the effect until the<br \/>caster terminates it with ritual terminate. While maintaining the spell the<br \/>caster is at -10% life force. Being the target of severe pain victimize has<br \/>a chance to terminate these rituals early.<\/p>\n<p>Using maintain requires ritualism level 2 or arcane focus level 1.<\/p>\n<\/div><\/div><\/article><article id=\"post-17766\" class=\"category-display-post\"><a id=\"ritualism\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Ritualism<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Rank 2-5 Requires Arcane Focus 1-4, Supernatural or Gifted.<\/p>\n<p>This stat represents your mastery over ritual magic. See<br \/>help ritual for more information.<\/p>\n<p>Ritualism 0<br \/>No special knowledge of rituals<br \/>Ritualism 1<br \/>Basic ritual knowledge<br \/>Ritualism 2<br \/>Decent ritual knowledge<br \/>Ritualism 3<br \/>Professional level of ritual knowledge<br \/>Ritualism 4<br \/>Expert on rituals<br \/>Ritualism 5<br \/>One of the most skilled ritualists in the world<\/p>\n<p>Level 2 unlocks the ability to use the maintain argument with the<br \/>ritual command if a character does not already have access to it<br \/>through arcane focus level 1.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17960\" class=\"category-display-post\"><a id=\"roleplaying\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Roleplaying<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Roleplaying Explained<br \/>-An overview of commands and roleplaying information<br \/>Emoting<br \/>-Information on using the emote command.<br \/>Say<br \/>-Information on using the say command.<br \/>Whisper<br \/>-Information on using the whisper command.<br \/>Roomtitle<br \/>-Information on using the roomtitle command.<br \/>Socials<br \/>-Information on socials.<br \/>Calendar<br \/>-Information on the game calendar.<br \/>Influence<br \/>-Information on gaining and using influence.<br \/>Schemes<br \/>-Information on creating and interacting with schemes.<br \/>Phones<br \/>-Information on phones.<br \/>Chatroom<br \/>-Information on the IC chatroom.<br \/>Attempt<br \/>-Information on the attempt command.<br \/>Compete<br \/>-Information on the compete command.<br \/>Change<br \/>-Information on using the change command.<br \/>Imprint<br \/>-Information on imprinting other players.<br \/>Descriptions<br \/>-Setting up how your character looks.<br \/>Histories<br \/>-Setting up your character<br \/>Roleplaying Guide<br \/>-Information on how to roleplay your character.<br \/>Habit<br \/>-Information on setting up your character&#8217;s habits.<br \/>Csay<br \/>-Information on private comms.<br \/>Storyidea<br \/>-Information on submitting story ideas for SRs.<br \/>Spy<br \/>-Information on the visibility of your RP.<br \/>Story Death<br \/>-A guide on what characters have short life expectancies.<br \/>Relationships<br \/>-Information on setting up your IC relationships.<br \/>Jobs<br \/>-Information on taking and holding an IC job.<br \/>Dreamscape<br \/>-Information on roleplaying in your dreams.<\/p>\n<\/div><\/div><\/article><article id=\"post-17808\" class=\"category-display-post\"><a id=\"roleplaying-angelborn\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Roleplaying Angelborn<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>There&#8217;s a few things it&#8217;s important to keep in mind when playing<br \/>Angelborn. Angelborn are to some extent natural victims, the fact that they<br \/>can be more powerfully hypnotized and in general more easy to coerced often<br \/>leads to them being an ideal choice if someone&#8217;s looking for a victim or<br \/>sidekick etc. You shouldn&#8217;t play a character like this if you&#8217;re too<br \/>worried about bad things happening to them. Also though, and probably more<br \/>importantly, angelborn are particularly resistant to angst. Even if one is<br \/>captured and tortured while the torture is going on they want it a little<br \/>bit, not enough to be ok with it, but it is not as bad as for others, and<br \/>afterwards they&#8217;re surrounded by people who want them to get over it.<br \/>Either because they&#8217;re their friends and want them to feel better, or<br \/>because they find it irritating. Which through their empathy causes them to<br \/>rebound fairly quickly. This is important because it means Angelborn are an<br \/>extremely poor choice of character if you&#8217;re seeking to RP the aftermath or<br \/>seek sympathy.<\/p>\n<\/div><\/div><\/article><article id=\"post-17961\" class=\"category-display-post\"><a id=\"roleplaying-explained\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Roleplaying Explained<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Roleplaying is the art of being someone else, of creating and embodying<br \/>a fictional character. Roleplaying is mandatory on Haven, your character<br \/>must act like they are a real person at all times and not someone&#8217;s game<br \/>avatar. The exception to this is a few OOC channels.<\/p>\n<p>Emote allows your character to do describe what your character is doing<br \/>at any given time. Used like emote does a dance. Would show up as (your<br \/>character name) does a dance. To everyone else in the room. Additional<br \/>functionality for the emote command can be found under help emoting.<\/p>\n<p>Say is used for when your character just wants to talk, although you can<br \/>mix your conversation into an emote, this saves a lot of time and allows<br \/>conversations to flow quicker and easier.<\/p>\n<p>Whisper can be used to convey a private message to someone, used like<br \/>whisper to &lt;person&gt; &lt;message&gt;<\/p>\n<p>Socials are pre-written emotes for doing very common things, they cover<br \/>things such as nodding or smiling and are a little quicker and easier to<br \/>use than emotes.<\/p>\n<\/div><\/div><\/article><article id=\"post-17964\" class=\"category-display-post\"><a id=\"roleplaying-guide\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Roleplaying Guide<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Good roleplaying is an art, it can take years to master and some people<br \/>never seem to be able to get a good grip on it. Mostly it&#8217;s similar to<br \/>writing fiction, the big differences are that you&#8217;re writing in real time<br \/>with no chance to edit, and that you&#8217;re writing for the other authors.<\/p>\n<p>It&#8217;s impossible to learn how to RP very well from just one guide, it is an<br \/>endless pursuit, and you can be sure that the best RPers get to be that way<br \/>because they are constantly working on and refining their art. Those that<br \/>feel their RP is already &#8216;good enough&#8217; are doomed to never improve beyond<br \/>the mediocre.<\/p>\n<p>Good roleplaying breaks down to two areas, good characterization and good RP<br \/>writing.<\/p>\n<p>RP writing is the art of using says, emotes, descriptions etc to convey what<br \/>your character is doing. This is almost exactly the same as the qualities<br \/>of what makes a good fiction writer with one exception. In a story it&#8217;s<br \/>perfectly ok even considered normal to describe your characters emotions and<br \/>thoughts, in RP it often isn&#8217;t. Although there&#8217;s some debate on the issue<br \/>the difference comes about because when writing a novel you want people to<br \/>identify with your character, when RPing you want to identify with your<br \/>character, other people identify with theirs.<\/p>\n<p>The other reason for this is that few people are perfect at keeping IC and<br \/>OOC knowledge separate, it&#8217;s very common for someone to react differently if<br \/>you emote that you fancy them, even though their character shouldn&#8217;t know<br \/>that and therefore shouldn&#8217;t act any differently.<\/p>\n<p>Generally it&#8217;s better to follow the same rule that teachers of fiction<br \/>writing beat their students over the head with &#8216;show, don&#8217;t tell.&#8217; Don&#8217;t<br \/>tell people what your character is thinking or feeling, show them. Use your<br \/>emotes and the way they speak to convey that they fancy that person or<br \/>dislike this person.<\/p>\n<p>The other keys to good RP writing are:<\/p>\n<p>Write something that&#8217;s easy to read and flows nicely, paying attention to<br \/>spelling and grammar etc as much as possible. Include all relevant details,<br \/>the devil is in the details as they say and a few words to describe the way<br \/>in which someone does something can add a lot to the RP.<\/p>\n<p>Brevity, good writing isn&#8217;t longer than it has to be, the shorter your<br \/>emotes and says the less work you&#8217;re requiring your reader to do. Any<br \/>reader would prefer a 200 page book, to a 500 page book with all the same<br \/>stuff in it but 300 more pages of furniture descriptions.<\/p>\n<p>Speed, people don&#8217;t like waiting around longer than they have to, the<br \/>quicker you can RP the more RP they&#8217;re getting for their time.<\/p>\n<p>Language,just like in fiction writing the use of certain words or phrases are<br \/>much<br \/>more likely to strike a chord in people and get your meaning across than<br \/>others. Try to use words and phrases that create vivid imagery and convey<br \/>things strongly without being overly flowery or convoluted.<\/p>\n<p>Some of these do work a little at cross purposes, trying to include detail<br \/>and spell check your RP while also trying to be quick and brief is a<br \/>challenge, each person needs to strike their own balance of what works for<br \/>them.<\/p>\n<p>The only way to really improve your RP writing is with practice, get out<br \/>there and RP and learn from others as well as seek out positive and negative<br \/>criticisms. If most people think your emotes are too long and needlessly<br \/>wordy maybe think about working on making them shorter. Ultimately it is up<br \/>to you, but the other players are your readers, if they don&#8217;t want to read<br \/>your work, what is the point?<\/p>\n<p>Good characterization is the other half to good RP. It refers to being able<br \/>to create a character who&#8217;s interesting and realistic.<\/p>\n<p>Creating an interesting character is really about creating a character<br \/>that&#8217;s good for the story, you might be able to make an extremely realistic<br \/>tax clerk character but nobody is going to care about him. An interesting<br \/>character is measured by their ability to create RP and their ability to<br \/>join to and add to the RP of others.<\/p>\n<p>It&#8217;s important to note that RP is a collaborative effort, your character can<br \/>never be the star, they are one member of an ensemble cast. Sometimes the<br \/>storyline might thrust you center stage but other times it might thrust<br \/>someone else. People get very sick very quickly of playing with someone who<br \/>tries to make all RP be about them.<\/p>\n<p>A good and very common example of this is characters with traumatic<br \/>pasts\/lives. When a character goes through something traumatic in game,<br \/>this naturally pushes them more center stage, with a lot of the RP revolving<br \/>around the sympathy they get, possibly plans for revenge or ways to help<br \/>them deal with it. Every other character around who has a more traumatic<br \/>past steals from this attention, nobody else can ever get sympathy because<br \/>what they went through is so much worse.<\/p>\n<p>This doesn&#8217;t mean you can&#8217;t have traumatic incidents in your character&#8217;s<br \/>past, but it&#8217;s very important for you to think about other people when you<br \/>make your character, how your character can add to RP that isn&#8217;t about them,<br \/>and if they&#8217;re likely to detract from that RP maybe you need to re-evaluate<br \/>them.<\/p>\n<p>Being a good side character is about both adding constructive and<br \/>destructively to RP. A character who&#8217;s always nice all the time is boring,<br \/>a character who&#8217;s always a jerk similarly. Interesting character conflicts<br \/>and situations arise from those characters who sometimes are supportive and<br \/>sometimes cause conflict. If your character can do both of these, and avoid<br \/>any spotlight stealing, then you probably have a really good side character.<\/p>\n<p>Being a good main character is mostly about not being selfish. If the<br \/>bounty hunters are after you, yes that might be your problem but if your<br \/>character is really set on dealing with it all on their own it gives nobody<br \/>else anything to do. When you find yourself in the spotlight is when it&#8217;s<br \/>more important to be gracious, involve other people in the story in<br \/>important ways. In return they&#8217;re more likely to do the same to you when<br \/>it&#8217;s their turn.<\/p>\n<p>Sometimes RP isn&#8217;t really about you or someone else mostly, but communal.<br \/>This often happens in social RP for instance. What makes a good communal<br \/>character is mostly the same things that make a good side or main character.<br \/>Don&#8217;t spotlight steal, get other people involved, add to the RP in<br \/>interesting and not always predictable ways. Adding to the RP is important,<br \/>you might think it&#8217;s cool to be gruff and silent, but nobody is going to<br \/>want to play with you much.<\/p>\n<p>The other thing that makes a really great interesting character is the<br \/>ability to make RP happen in the first place! A character with reasons to<br \/>RP with a lot of people, get them involved in things, make various other<br \/>types of RP happen is crucial to a fun game. Examples might be characters<br \/>who throw parties, a journalist who seeks out lots of other PCs to interview<br \/>etc.<\/p>\n<p>If you have a character who has the qualities of both a good main character,<br \/>a good side character, a good communal character, and creates RP then you<br \/>have a really good and interesting character!<\/p>\n<p>The other half of the battle is realism.<\/p>\n<p>Realism is very important and often overlooked, it doesn&#8217;t matter if your<br \/>character is a vampire or sorcerer. Stories must have internal validity,<br \/>they must be believable within that world, even if they&#8217;re fantasy stories,<br \/>some would say especially if they are. The second your character starts<br \/>feeling fake and not like a real person people will stop caring about them,<br \/>and it&#8217;s very hard to get them to care again. Very good, realistic characters<br \/>can<br \/>make people in real life cry when they&#8217;re hurt, cheer when they&#8217;re<br \/>triumphant and swoon when they kiss, and that&#8217;s what you should be aiming<br \/>for.<\/p>\n<p>Making a realistic character can be very hard, there&#8217;s a lot of different<br \/>opinions on the ways to go about it. A lot of people like to model<br \/>characters on themselves or people they know very well, and this is<br \/>generally a solid and reliable way to make your character quite realistic.<br \/>The old writer&#8217;s adage of &#8216;write what you know&#8217;. Unfortunately it&#8217;s often<br \/>the case that you want to play something quite different from yourself or<br \/>anybody you know. In these situations information is your friend, spend a<br \/>little time on the internet researching the areas you want to look at and<br \/>the people you&#8217;re trying to emulate.<\/p>\n<p>The more you learn the better your character is likely to be, but for most<br \/>characters a few pages of Wikipedia is probably sufficient. This does refer<br \/>to all areas of your character, lots of people are good at doing a bit of<br \/>research if they want their character to be say a doctor. But it&#8217;s a lot<br \/>rarer to see people do research before involving a character in a same sex<br \/>relationship or making a model or musician.<\/p>\n<p>So that&#8217;s characterization, it&#8217;s also largely about practice, taking criticism<br \/>and learning from others, but it&#8217;s also very much about putting the work in<br \/>before you make the character and about really being able to take a step<br \/>back and thinking about the other players, who are your audience, and how<br \/>you can deliver a realistic and interesting character for them.<\/p>\n<p>Once you have mastered both RP writing and characterization, the RP world<br \/>will be your proverbial oyster.<\/p>\n<\/div><\/div><\/article><article id=\"post-18206\" class=\"category-display-post\"><a id=\"roleplaying-policy\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Roleplaying Policy<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>It&#8217;s generally expected that the content of anything IC you do, emotes or<br \/>other IC commands follows reasonable standards with regards to staying IC<br \/>and not being used to accomplish other things, in particular:<\/p>\n<p><span style=\"color:#800000\">*<span style=\"color:#ffffff\">)<\/span\/span> You should not include any OOC information or communication inside an<br \/>emote. SRs are exempt from this standard if they find they need OOC emotes<br \/>to set up\/run their scenes. If this is the case wrap the OOC emote in brackets<br \/>or the like to make it distinct.<\/p>\n<p><span style=\"color:#800000\">*<span style=\"color:#ffffff\">)<\/span\/span> You should not post fixed or corrected emotes, if you need to fix an<br \/>error and cannot do so ICly you should do it with a small follow up<br \/>clarifying statement. Do not repeat the whole emote again. This spams people<br \/>unnecessarily and causes more information to scroll off their screen.<\/p>\n<p><span style=\"color:#800000\">*<span style=\"color:#ffffff\">)<\/span\/span> You should not use color to an extent that is irritating or obnoxious.<br \/>You should not color all your emotes. You should not overwrite people&#8217;s<br \/>color say preferences with colored speech in your emotes.<\/p>\n<p><span style=\"color:#800000\">*<span style=\"color:#ffffff\">)<\/span\/span> You should not include any &#8216;meta commentary&#8217; in your emotes remarking on<br \/>events as if you were a narrator talking about the scene. This is<br \/>especially true of passive aggressive commentary such as. &#8220;Bob ignores<br \/>@person and their stupid shoes.&#8221;<\/p>\n<p><span style=\"color:#800000\">*<span style=\"color:#ffffff\">)<\/span\/span> You should not write the result of an action which may be contested<br \/>unless the result has been determined by some coded feature of the game such<br \/>as a compete or combat.<\/p>\n<p><span style=\"color:#800000\">*<span style=\"color:#ffffff\">)<\/span\/span> You should not use emotes to control NPCs in any way that aids your<br \/>character or their agenda unless they are professional NPCs simply doing<br \/>their job, such as bodyguards or shopkeepers. Or are NPCs reasonably<br \/>under your authority behaving sensibly, such as a secretary fetching<br \/>coffee or a child obeying their parents.<\/p>\n<p><span style=\"color:#800000\">*<span style=\"color:#ffffff\">)<\/span\/span> You may not deliberately damage the immersion or reality of ongoing<br \/>roleplay with your emotes. Such as by deliberately focusing attention on<br \/>any coded aspect of the game unequal to the task of representing a reality<br \/>or on interpretations of coded events that are notably less sensible than<br \/>other interpretations.<\/p>\n<p>If you want to do an emote that another character might be able to stop, such<br \/>as one interacting with them, use the attempt command instead to give<br \/>them the option to look over it.<\/p>\n<p>Also ensure you are following help content policy and the rules for not<br \/>roleplaying having abilities you do not codedly have and for only writing<br \/>explicit material while under the &#8216;private&#8217; flag.<\/p>\n<p>You can use report (person) if you feel they are violating these standards,<br \/>which will send them a message referring them to this help file.<\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#rules\" target=\"_blank\">Rules<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#policies\" target=\"_blank\">Policies<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17435\" class=\"category-display-post\"><a id=\"roleplaying-society-positions\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Roleplaying Society Positions<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Society positions define the political and philosophical positions of<br \/>societies.<br \/>Societies without any real goals, or with goals that would be pursued by<br \/>people even if the group did not exist, have a hard time attracting backing<br \/>from the wider supernatural community, similar to how a political party<br \/>might not get many donations if they had no manifesto or their manifesto was<br \/>for people to shower regularly.<\/p>\n<p>Pro-Supernatural:<\/p>\n<p>These societies want to make things better for supernatural people compared<br \/>to mundanes. It might be that they believe supernaturals currently have<br \/>things worse and their efforts are to try and balance things out, but<br \/>especially at higher levels of belief, is more often about wanting to make<br \/>mundanes more of a second class citizen. They may encourage shadow<br \/>supernatural governments that manipulate the mundane government, or endorse<br \/>supernatural laws that make using powers against mundanes legal.<\/p>\n<p>Anti-Supernatural:<\/p>\n<p>The inverse of the pro-supernatural groups these want to make things better<br \/>for mundanes compared to supernaturals. Sometimes because they think<br \/>they&#8217;re worse off, other times because they just want humans to be better<br \/>off. They typically try to endorse supernatural laws that strictly prohibit<br \/>the use of supernatural abilities on normal people, and may even want to<br \/>keep watch lists of supernaturals and treat them as criminals.<\/p>\n<p>Spiritual:<\/p>\n<p>These groups typically want to see technology play a smaller role in<br \/>people&#8217;s lives compared to more traditional or spiritual activities. They<br \/>are generally opposed to dense urban centers and want significant<br \/>restrictions or oversight on new technological development. They are also<br \/>often opposed to free market capitalism and industrial development.<\/p>\n<p>Material:<\/p>\n<p>These groups usually want more technological and industrial development.<br \/>They are usually for free market capitalism and want less hurdles in the way<br \/>of scientific and financial progress. While they are not necessarily<br \/>anti-environment they usually promote more planned, scientific approaches to<br \/>environmental problems.<\/p>\n<p>Combative:<\/p>\n<p>These groups want to see combat or direct conflict resolve differences.<br \/>This usually means less complicated laws with people having more<br \/>responsibility to protect themselves as well as not prohibiting violence as<br \/>a means of conflict resolution in the supernatural world. Combatively<br \/>powerful individuals are usually given more important positions within the<br \/>shadow governments they form. Their shadow governments are also usually<br \/>very martial in design.<\/p>\n<p>Manipulative:<\/p>\n<p>These groups want to see combat used less for conflict resolution and<br \/>instead have legal procedures, diplomacy or social manipulation used. They<br \/>tend to have harsher rules against open violence, but more evolved<br \/>procedures for dealing with problems or attacking enemies with legal, social<br \/>or diplomatic measures. Clever and cunning individuals are usually given<br \/>more important positions within the shadow governments they form.<\/p>\n<p>Autocratic:<\/p>\n<p>These groups support inequality in government, generally supporting<br \/>dictatorships, oligarchies, aristocracies and similar systems of<br \/>determination in which a few decide for the many.<\/p>\n<p>Democratic:<\/p>\n<p>These groups support equality in decision making, generally supporting<br \/>various types of democracy both in their own organizations and in the<br \/>territories they control.<\/p>\n<p>Anarchistic:<\/p>\n<p>These groups tend to support very little law, both in the supernatural world<br \/>and the territories they control. Usually very anti-regulation and<br \/>supporting of smaller governments with more individual freedom and<br \/>determination.<\/p>\n<p>Lawful:<\/p>\n<p>These groups tend to support very robust legal systems and regulations both<br \/>in the supernatural world and in territories they control. This might still<br \/>mean that in a corrupt society mundanes and weaker individuals have no<br \/>rights or legal protections, but it will mean those that do have legal<br \/>protections will have very stringent and robust forms.<\/p>\n<p>Neutral:<\/p>\n<p>When a society is neutral on a particular position that means they wish<br \/>things to stay as they are. They will generally fight against efforts to<br \/>change things by either other side and will work to establish infrastructure<br \/>that makes that change more difficult.<\/p>\n<\/div><\/div><\/article><article id=\"post-18131\" class=\"category-display-post\"><a id=\"roll\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">roll<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>To roll your stats, powers or disciplines in the game you need to use the<br \/>&#8216;try&#8217;<br \/>command.<br \/>The flow of commands is:<br \/>Player: try &lt;action&gt; with &lt;stats&gt;<br \/>GM: Sees notification.<br \/>Other Players (Optional): assist &lt;Player&gt; &lt;how&gt;<br \/>GM: rollchallenge &lt;Player&gt; &lt;diff&gt; &lt;help&gt; [assists] [random]<br \/>Player: Sees target number.<br \/>Player: roll [bounces]<br \/>System: Calculates dice based on assists, rolls, determines outcome, displays<br \/>results.<\/p>\n<p>If you use try in a dreamworld an LLM will set the challenge for you but the<br \/>process<br \/>is otherwise the same. Players who are attempting the roll can limit how many<br \/>people<br \/>at most can assist them. Each person assisting allows the player to roll one<br \/>more die<br \/>and take the better result, but if any of the dice is a 1 the roll fails.<\/p>\n<p>You can use &#8216;roll fail&#8217; to deliberately fail a roll.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#try\" target=\"_blank\">try<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#calltry\" target=\"_blank\">calltry<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#rollchallenge\" target=\"_blank\">rollchallenge<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18177\" class=\"category-display-post\"><a id=\"rollchallenge\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">rollchallenge<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> rollchallenge &lt;person&gt; &lt;difficulty 0-5&gt; &lt;helpfulness 0-3&gt; [assistants<br \/>0-5] [randomness 0-3]<\/p>\n<p>The rollchallenge command allows Story Runners(SRs) to set up dice roll<br \/>challenges for players.<\/p>\n<p>Difficulty (0-5): The base difficulty of what the character is trying to do,<br \/>with 0 being a trivial task and<br \/>5 being nearly impossible<br \/>Helpfulness (0-3): A rating of the character&#8217;s stats, abilities, gear, and<br \/>other provided attributions in relation to the task, with 0 meaning the stats<br \/>and other traits they listed would not really help much if at all with this<br \/>task, and 3 meaning they would be extremely helpful to this task at the level<br \/>described. For example in a strength based tasked if the character has a low<br \/>strength score it would be 0, for a maximum score it would be 3.<br \/>Assistants (0-5): Maximum number of other players who can help with the roll<br \/>(defaults to 3)<br \/>Randomness (0-3): Adds additional randomness to the roll, using higher sided<br \/>die.<\/p>\n<p>The command calculates a target number the player needs to meet or beat when<br \/>they use the &#8216;roll&#8217; command.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#roll\" target=\"_blank\">roll<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#try\" target=\"_blank\">try<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#assist\" target=\"_blank\">assist<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#storyrunnercommands\" target=\"_blank\">storyrunner commands<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17971\" class=\"category-display-post\"><a id=\"roomlist\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Roomlist<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> room list\/roomlist<\/p>\n<p>This lists all rooms travel-accessible to your character, largely public rooms<br \/>and rooms created by you. The travel time is listed next to the room name in<br \/>parentheses, unless traveling there requires a plane. If that is the case, the<br \/>ticket cost is listed instead.<\/p>\n<p>The first number, listed ahead of the room name in brackets, is used to<br \/>specify<br \/>which room to travel to.<\/p>\n<p>You can specify an argument such as &#8216;earth&#8217;, &#8216;delves&#8217; &#8216;lauriea&#8217; or &#8216;mine&#8217; to limit the list.<\/p>\n<\/div><\/div><\/article><article id=\"post-17879\" class=\"category-display-post\"><a id=\"roomtitle\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">roomtitle<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> roomtitle &lt;title&gt;<\/p>\n<p>Roomtitle sets your IC description, the one that people see when<br \/>they enter a room that you&#8217;re already standing in. This description<br \/>should show something to do with your character ICly at the given<br \/>time.<\/p>\n<p>You can view your currently set roomtitle with the display command.<\/p>\n<p>Characters with roomtitles that include the words sleeping, sleeps, or asleep<br \/>will be considered to be helpless. See Help Helpless.<\/p>\n<\/div><\/div><\/article><article id=\"post-17603\" class=\"category-display-post\"><a id=\"roster\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Roster<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>The roster is a place for people to place characters they&#8217;ve already<br \/>built, and in some cases already played, to be then playable by others.<br \/>Almost any type of character can be placed onto the roster, and the amount<br \/>of effort and development gone into them is only restricted by the player<br \/>who created them. Several restrictions apply to playing characters from the<br \/>roster. For a long period after you claim them you cannot make very large<br \/>changes to them, you cannot get any of their invested resources from them,<br \/>and the original author can reclaim them from you. However after you pass a<br \/>certain number of hours, these restrictions all lift and the character<br \/>becomes entirely a regular character.<\/p>\n<p>Once you&#8217;ve played a rostered character for a few hours, or done anything to<br \/>alter them you will be unable to take another character off the roster for<br \/>one month. This does not apply if you are the original creator of the<br \/>rostered character.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Roster list<br \/>&#8211; Displays a list of all rostered characters by name, and a short blurb<br \/>about who they are.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Roster info (number)<br \/>&#8211; Look at more detailed information on a particular rostered character.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Roster claim (number)<br \/>&#8211; Claim a character from the roster for yourself, can only be used from new<br \/>character generation. We suggest using lookup self after claiming a<br \/>character to further inspect their history and details.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Roster deliver<br \/>&#8211; Send your currently played character to the roster. Either used when you<br \/>took a character off and decided you didn&#8217;t like them, or when someone wants<br \/>to place an original character onto the roster.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Roster description\/introduction<br \/>-Used before sending an original character to the roster to set what their<br \/>intro on the roster list and their description in roster info will be.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Roster reclaim (name)<br \/>-Used by the creator to take a claimed roster character back if the person<br \/>using it isn&#8217;t doing so in the way you envisioned.<\/p>\n<p>When a roster character gets to 200 hours it becomes the property of the<br \/>current player and can no longer be reclaimed. At this point the creator<br \/>also earns up to 5000 karma, with more being earned for roster characters<br \/>claimed by new players.<\/p>\n<\/div><\/div><\/article><article id=\"post-18178\" class=\"category-display-post\"><a id=\"roughup\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">roughup<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> roughup [character]<\/p>\n<p>The roughup command allows you to steal money from a defeated, helpless<br \/>player character. You can only rough up characters that you personally<br \/>defeated<br \/>in combat. When successful, you gain some of their money and the victim is<br \/>then teleported to a safe location and automatically unbound if they were tied<br \/>up. Members of the Iron Moon Lodge or Sons of Olympia societies gain<br \/>additional<br \/>society influence based on the victim&#8217;s power when roughing up non-allies.<\/p>\n<\/div><\/div><\/article><article id=\"post-17952\" class=\"category-display-post\"><a id=\"rp-experience\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">RP Experience<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>RP Experience is used to buy all stats in the game that aren&#8217;t<br \/>disciplines, most of them are non combative.<\/p>\n<p>RP experience is gained by roleplaying, and handed out once-per-week.<\/p>\n<\/div><\/div><\/article><article id=\"post-17511\" class=\"category-display-post\"><a id=\"rp-prompts\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">RP Prompts<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>RP Prompts will appear on occasion based on your character&#8217;s habits,<br \/>tier, stats and other factors. They will always appear in the form of a<br \/>question. It&#8217;s usually a good idea to take a few minutes and think about<br \/>the answer to this question, then see if you can work it into your RP to<br \/>ensure that part of your character is represented in your RP.<\/p>\n<p>They can be turned off using the command: prompt<\/p>\n<\/div><\/div><\/article><article id=\"post-18174\" class=\"category-display-post\"><a id=\"rpfight\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">rpfight<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> rpfight &lt;target&gt; [fight type]<br \/>offense &lt;list of offensive stats, abilities, gear, environmental features etc)<br \/>defense &lt;list of defensive stats, abilities, gear, environmental features etc)<br \/>vulnerability [type1] [type2] &#8230;<br \/>ruthless &lt;level&gt;<br \/>target &lt;vulnerability name&gt;<br \/>emote &lt;your emote text&gt;<br \/>consequences &lt;type&gt; &lt;details&gt;<br \/>winfight &lt;capture | flee&gt;<br \/>losefight &lt;capture | flee | either&gt;<\/p>\n<p>The RPFight system is a type of conflict which is more heavily based on<br \/>roleplay and narrative than rules-based combat mechanics. In a RP fight<br \/>characters can choose from a wide list of abilities, stats, disciplines and<br \/>the like to use in the conflict and RP the fight as they wish with the goal<br \/>to successfully exploit an opponents, physical, strategic, psychological or<br \/>emotional vulnerabilities.<\/p>\n<p>During a RPFight one character has momentum and the other is on the defense.<br \/>It&#8217;s expected during a RP fight for the person with momentum to write both<br \/>characters in order to facilitate dynamic conflict stories with the player of<br \/>the character without momentum just focusing on writing the parts the other<br \/>player reasonably couldn&#8217;t, like how their character reacts or what they say<br \/>in response to the conflict. But the character with momentum should never use<br \/>their emote to force consequences on the target or make character choices for<br \/>them. For example if a defender was using agility as a defensive stat it would<br \/>be reasonable to write about them flipping around and dodging until they are<br \/>caught and thrown into a wall. But wouldn&#8217;t be reasonable to write that they<br \/>were caught and had their arm broken, as that is a consequence.<\/p>\n<p>STARTING A RPFIGHT:<br \/>To initiate an RP fight, use the &#8216;rpfight &lt;target&gt; [fight type]&#8217; command.<\/p>\n<p>Outside the Dreamworld:<br \/>* You must target another player character in the same room.<br \/>* The target must type &#8216;yes&#8217; to accept the fight.<br \/>* You can optionally specify a fight type&#8217; (see below). If omitted, it<br \/>defaults to a standard fight.<\/p>\n<p>Inside the Dreamworld:<br \/>* You must target another player character participating in the same dream<br \/>instance (same dream_room&#8217;).<br \/>* You *must* specify a valid fight type&#8217; for that dream location.<br \/>* The fight begins immediately upon initiation; no consent is needed.<\/p>\n<p>FIGHT TYPES:<br \/>The &#8216;fight type&#8217; determines which underlying character statistics contribute<br \/>to the base &#8220;power&#8221; level used in momentum calculations. In dream worlds the<br \/>fight types are custom to that world.<\/p>\n<p>Non-Dream fight types: Standard, Arcane, Psychic, Martial Arts, Brawl,<br \/>Wrestle, Duel, Debate, Argument, Game.<\/p>\n<p>SETUP PHASE:<br \/>Once a fight starts (or is accepted), both participants enter the setup phase.<br \/>You MUST complete these steps before the fight can proceed:<\/p>\n<p>1. Set Offense: Use offense &lt;list&gt;. List what your character is using to<br \/>attack their opponent at the start of the fight, you can change this later as<br \/>the fight progresses. This can include *anything*: stats, abilities,<br \/>disciplines, gear, charms, relics, environmental factors, or room damage.<br \/>2. Set Defense: Use defense &lt;list&gt;. This works exactly like Set Offense, but<br \/>represents your Defenses.<br \/>3. Set Vulnerability: Use vulnerability &lt;type&gt;&#8217;. You *must* declare at least<br \/>one vulnerability. See a list of vulnerabilities by typing &#8216;vulnerability&#8217; by<br \/>itself.<\/p>\n<p>* You can add multiple vulnerabilities by listing their names (vulnerability<br \/>clumsy distracted proud&#8217;).<br \/>4. Set Ruthlessness (Optional): Use ruthless &lt;level&gt;&#8217;. This sets your<br \/>character&#8217;s approach, affecting their calculated power. Levels range from very<br \/>honorable&#8217; (-3) to utterly ruthless&#8217; (+4). Default is neutral&#8217; (0). Typing<br \/>ruthless&#8217; alone shows options and your current level.<\/p>\n<p>Once *both* players have set offense, defense, and at least one vulnerability,<br \/>the fight moves to the first combat round.<\/p>\n<p>COMBAT ROUNDS:<br \/>RPFights proceed in rounds, driven by Momentum. Only one character has<br \/>momentum at a time.<\/p>\n<p>1. Momentum &amp; Targeting:<br \/>* The character with momentum begins the round.<br \/>* They must choose a vulnerability to target on their opponent using target<br \/>&lt;vulnerability name&gt;&#8217;. Typing target&#8217; alone lists valid vulnerability types.<br \/>* The system will tell you if your guess was successful (i.e., if the<br \/>opponent currently has that vulnerability).<br \/>* Your and your opponent&#8217;s defined Offense\/Defense stats will be displayed<br \/>for context.<\/p>\n<p>2. Aggressor Emote:<br \/>* After targeting, the character with momentum writes their attack emote<br \/>using mote &lt;your emote text&gt;. Describe your action, informed by the relevant<br \/>offense and defensive stats at play. You should write for both characters, but<br \/>do not write other people&#8217;s characters as doing more than using the defensive<br \/>stats they&#8217;ve listed to defend themselves.<br \/>* If the targeting was successful, the opponent&#8217;s vulnerability is<br \/>&#8220;exploited&#8221;: it&#8217;s removed from their list, and your exploit_count&#8217; increases.<br \/>You&#8217;ll see a message confirming this.<\/p>\n<p>3. Consequences &amp; Reaction:<br \/>* Now it&#8217;s the defender&#8217;s (the one without momentum) turn to react.<br \/>* Add Consequences (Optional but Recommended): Use consequences &lt;type&gt;<br \/>&lt;details&gt;&#8217; to describe the negative effects of the attack on you or the<br \/>environment. Multiple consequences can be added. These are *pending* and<br \/>applied *after* your reaction emote. Valid types:<br \/>* physinjury &lt;desc&gt;&#8217;: Adds a physical injury description.<br \/>* mysticinjury &lt;desc&gt;&#8217;: Adds a mystical\/magical injury description.<br \/>* psychinjury &lt;desc&gt;&#8217;: Adds a psychic\/psychological injury description.<br \/>* roomdamage &lt;desc&gt;&#8217;: Adds damage description to the room.<br \/>* loseitem &lt;item name&gt;&#8217;: Marks an item you carry\/wear as lost (returns to<br \/>stage)<br \/>* damageitem &lt;item name&gt;&#8217;: Marks an item you carry\/wear as damaged.<br \/>* giveitem &lt;item name&gt;&#8217;: Gives an item you carry\/wear to the opponent.<br \/>* movefight &lt;direction&gt;&#8217;: Attempts to move the fight to an adjacent room,<br \/>potentially breaking doors\/walls.<br \/>* (Dreamworld Only) reveal &lt;desc name&gt;&#8217;: Activates an inactive description.<br \/>* (Dreamworld Only) loseitem &lt;gear\/desc name&gt;&#8217;: Deactivates dream gear or a<br \/>description.<br \/>* Add *Additional* Vulnerabilities (Optional): Use vulnerability &lt;type&gt;&#8217; to<br \/>add *more* vulnerabilities to yourself. Taking on 2 or 3 *significantly*<br \/>increases your chance of gaining momentum next round.<br \/>* Reaction Emote: Use mote &lt;your emote text&gt;&#8217; to describe your character&#8217;s<br \/>reaction to the attack and consequences.<\/p>\n<p>4. Momentum Shift:<br \/>* After the defender&#8217;s emote, pending consequences are applied.<br \/>* The defender will also be assigned a new vulnerability.<br \/>* The system then determines if momentum shifts. Factors include:<br \/>* Relative power levels (based on fight type and ruthlessness).<br \/>* How many rounds the current attacker has held momentum.<br \/>* Critically: Whether the defender chose to take 2 or 3 *additional*<br \/>vulnerabilities during their turn. Taking 3 guarantees a shift; taking 2 gives<br \/>a high chance.<br \/>* Players are notified if momentum shifts or stays. The fight returns to<br \/>Step 1 (Targeting) with whoever now has momentum.<\/p>\n<p>ENDING THE FIGHT:<br \/>Fights can end in several ways:<\/p>\n<p>* Winning: After 5 rounds, if you have momentum AND you have exploited more<br \/>vulnerabilities than your opponent (or have higher power if tied), you can<br \/>attempt to end the fight.<br \/>* Use infight capture&#8217; or infight flee&#8217;.<br \/>* You then emote your finishing move (mote &lt;text&gt;&#8217;).<br \/>* Losing \/ Responding to Win Attempt:<br \/>* If your opponent uses infight&#8217;, you *must* respond with losefight &lt;capture<br \/>| flee | either&gt;&#8217;.<br \/>* capture&#8217;: You accept being captured.<br \/>* flee&#8217;: You accept being forced to flee.<br \/>* either&#8217;: You accept whichever outcome (capture&#8217; or flee&#8217;) the winner<br \/>initiated with infight&#8217;.<br \/>* After choosing, you emote your final reaction (mote &lt;text&gt;&#8217;).<br \/>* Voluntary Loss: At any time, you can concede using &#8216;losefight capture&#8217; or<br \/>osefight flee&#8217;. The fight ends immediately.<br \/>* Error\/Disconnect: If a player disconnects or an error occurs, the fight<br \/>ends automatically.<\/p>\n<p>Outcomes:<br \/>* Capture: The winner captures the loser. Outside the dream, the loser is<br \/>typically stunned. In the dream, specific capture mechanics apply.<br \/>* Flee: The winner forces the loser to flee. Outside the dream, the loser is<br \/>moved home. In the dream, the loser may be moved or forced to wake up.<\/p>\n<p>COURIER FIGHTS:<br \/>This is a specific RP fight type used in courier patrols. The target is<br \/>carrying a valuable item. The winner (attacker or defender) will obtain an<br \/>item which can be contributed for political capital.<\/p>\n<p>DREAMWORLD DIFFERENCES SUMMARY:<br \/>* Initiation: Immediate, requires a valid type for the location.<br \/>* Fight Types &amp; Power: Use dream-specific types and stats from dream<br \/>identities.<br \/>* Consequences: Use dream-specific consequences in dreamvictimize.<\/p>\n<\/div><\/div><\/article><article id=\"post-18200\" class=\"category-display-post\"><a id=\"rules\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Rules<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">1<span style=\"color:#008000\">:<\/span\/span> You must remain In Character (IC) at all times.<\/p>\n<p>  <span style=\"color:#008080\">2<span style=\"color:#008000\">:<\/span\/span> You cannot use Out of Character (OOC) information IC nor should you take IC<br \/>issues OOC. You also should not base IC interactions on OOC ones. Any<br \/>information acquired outside of the game is OOC.<\/p>\n<p>  <span style=\"color:#008080\">3<span style=\"color:#008000\">:<\/span\/span> You cannot harass or abuse a player OOCly.<\/p>\n<p>  <span style=\"color:#008080\">4<span style=\"color:#008000\">:<\/span\/span> You may not take advantage of any part of the game that is not working how<br \/>it is intended, or use systems in ways they are clearly not designed to be<br \/>used. (e.g. bug abuse)<\/p>\n<p><span style=\"color:#008080\">5<span style=\"color:#008000\">:<\/span\/span> You must be at your screen when playing the game.<\/p>\n<p>  <span style=\"color:#008080\">6<span style=\"color:#008000\">:<\/span\/span> You may have two characters logged in at the same time as long as one is<br \/>natural and one is supernatural. If you have multiple characters they cannot<br \/>generally be allies. See Help Alts.<\/p>\n<p>  <span style=\"color:#008080\">7<span style=\"color:#008000\">:<\/span\/span> You may not give your account to any other player or transfer anything<br \/>from one character to another in an OOC manner.<\/p>\n<p>  <span style=\"color:#008080\">8<span style=\"color:#008000\">:<\/span\/span> You should always use channels for their appropriate purpose. Newbie, aid,<br \/>and mtalk are to help new players. Stell is to aid Story Runners in<br \/>running scenes. General purpose chat should be done with the tell,<br \/>Legends, or OOC commands.<\/p>\n<p> <span style=\"color:#008080\">9<span style=\"color:#008000\">:<\/span\/span> You may only have one account.<\/p>\n<p> <span style=\"color:#008080\">10<span style=\"color:#008000\">:<\/span\/span> You must make every effort to write emotes, description and other content<br \/>which is coherent and sensible. Not spam or copy\/pasted nonsense etc.<\/p>\n<p><span style=\"color:#008080\"> 11<span style=\"color:#008000\">:<\/span\/span> Never use roleplay to represent having powers, abilities or other<br \/>attributes you do not codedly possess, or otherwise attempt to roleplay around<br \/>the code and\/or lore.<\/p>\n<p><span style=\"color:#008080\"> 12<span style=\"color:#008000\">:<\/span\/span> Only write x-rated material while under the private flag.<\/p>\n<p><span style=\"color:#008080\"> 13<span style=\"color:#008000\">:<\/span\/span> Never roleplay any material covered by one of the game&#8217;s content warnings<br \/>where it is likely to be seen\/read by someone who has not accepted that<br \/>content warning at that time.<\/p>\n<p><span style=\"color:#800000\">Please ensure you have also read our policies, help policies<\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17805\" class=\"category-display-post\"><a id=\"rumor\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">rumor<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Rumor (message)<\/p>\n<p>This costs 1000 influence and will create a piece of city gossip that<br \/>appears in the news feed, at least one other person must be in the room with<br \/>you when it&#8217;s used.<\/p>\n<\/div><\/div><\/article><article id=\"post-18002\" class=\"category-display-post\"><a id=\"running\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Running<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Rank 3 requires Angelborn or Tier 3.<br \/>Rank 4 requires Angelborn Champion 2 or Combat focus of 4.<br \/>Rank 5 requires Angelborn Champion 4<\/p>\n<p>This stat determines how quickly your character can run. This is your<br \/>character&#8217;s maximum speed, they likely could not maintain it for more than 20<br \/>seconds or so.<\/p>\n<p>Running 0<br \/>As fast as an average, fairly fit person; 15 mph (24 km\/h); move 10 in combat.<br \/>Running 1<br \/>As fast as a professional athlete; 18mph (29 km\/h); move 12 in combat.<br \/>Running 2<br \/>As fast as the fastest sprinters in the world; 21mph (34 km\/h); move 14 in<br \/>combat.<br \/>Running 3<br \/>Supernaturally fast; 24 mph (39 km\/h); move 16 in combat.<br \/>Running 4<br \/>Obviously supernaturally fast; 30mph (48 km\/h); move 18 in combat.<br \/>Running 5<br \/>Blurringly fast; 50 mph (81 km\/h); move 20 in combat.<\/span><\/span><\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#stats\" target=\"_blank\">stats<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17487\" class=\"category-display-post\"><a id=\"satiate\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Satiate<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>This command is used to acknowledge that you&#8217;ve fulfilled an imprint, and<br \/>should be done without the leading text of &#8216;You need to,&#8217; &#8216;your body,&#8217; and so<br \/>on.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> satiate (imprint)<\/p>\n<p>Example Imprint: You want to buy the nice lady at the bar a drink.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Alice types, &#8220;satiate buy the nice lady at the bar a drink&#8221;<\/p>\n<p>Note that not all imprints may be satiated; you can check which ones you<br \/>possess are satiatable by typing imprint by itself.<\/p>\n<\/div><\/div><\/article><article id=\"post-17935\" class=\"category-display-post\"><a id=\"save\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">save<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Saves your char to file, is automatically done quite often so<br \/>the command is really fairly redundant.<\/p>\n<\/div><\/div><\/article><article id=\"post-17963\" class=\"category-display-post\"><a id=\"say\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Say<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> say &lt;string&gt;<br \/><span style=\"color:#ffffff\">Syntax:<\/span> &#8216;&lt;string&gt;<\/p>\n<p>Says your message out loud to the room. Your character&#8217;s talk string is<br \/>automatically appended if it is set and you have not designated an action.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> say (action or speech string) &lt;string&gt;<br \/><span style=\"color:#ffffff\">Syntax:<\/span> &#8216;(action or speech string) &lt;string&gt;<\/p>\n<p>Note that in the above syntaxes, the parentheses are part of the syntax. This<br \/>will append an action to your say as such:<br \/>Bob says, shaking his head furiously, &#8216;No, thank you.&#8217;<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> say to &lt;person&gt; (action or speech string) &lt;string&gt;<br \/><span style=\"color:#ffffff\">Syntax:<\/span> &#8216;to &lt;person&gt; (action or speech string) &lt;string&gt;<\/p>\n<p>Note that in the above syntaxes, the parentheses are part of the syntax. This<br \/>will direct your say to someone specific, as well as append an action, if<br \/>specified, as such:<br \/>Bob says to Alice, shaking his head furiously, &#8216;No, thank you.&#8217;<\/p>\n<p>Note: This command does not automatically capitalize or punctuate for you.<\/p>\n<\/div><\/div><\/article><article id=\"post-18181\" class=\"category-display-post\"><a id=\"saycolor\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">saycolor<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> saycolor [000-255]<\/p>\n<p>This command allows you to set a custom color for your verbal communications<br \/>(such as the say command). You must specify a color code between 0 and 255.<br \/>Once set, you will see text in emotes in the color of your choice.<\/p>\n<\/div><\/div><\/article><article id=\"post-17715\" class=\"category-display-post\"><a id=\"scan\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Scan<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> scan (option)<\/p>\n<p>Will provide a list of all the other characters in a fight with you that you<br \/>can see. Can be provided an<br \/>argument to only show certain options.<br \/>pois: Just show Points of Interest, e.g. Extraction Points<br \/>enemies: Only show enemies.<br \/>allies: Only show allies.<br \/>pcs: Only show PCs.<br \/>incover: Only show characters in cover.<br \/>outcover: Only show characters out of cover.<br \/>close: Only show characters within 120 distance.<br \/>closeenemies: Only show enemies within 120 distance.<\/p>\n<\/div><\/div><\/article><article id=\"post-18184\" class=\"category-display-post\"><a id=\"scenario\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">scenario<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> scenario [description]<\/p>\n<p>This command allows you to set or clear a scenario while in a dreamworld.<br \/>When used with a description it will create or update the current scenario<br \/>and initialize an automatic LLM-powered Game Master to start running a<br \/>scenario with the description being the initial element.<\/p>\n<p>Using the command without any description clears your active scenario<br \/>and will stop the scene unless someone else in the room also has a scenario<br \/>active.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#dreaming\" target=\"_blank\">Dreaming<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18179\" class=\"category-display-post\"><a id=\"scheme\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">scheme<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> scheme [list | info &lt;number&gt; | create | thwart &lt;number&gt;\/&lt;finish<br \/>success\/failure&gt;]<\/p>\n<p>The scheme command allows players to interact with faction-based plots or<br \/>events in the game world.<\/p>\n<p>List: Displays all currently active schemes with their faction, type, and<br \/>location.<br \/>Info &lt;number&gt;: Provides detailed information about a specific scheme,<br \/>including its status, description, and target (if you&#8217;re the author or have<br \/>researched it). &#8211; create: Initiates the process of creating a new scheme.<br \/>Requires being in New Haven and has a 21-day cooldown<br \/>Thwart &lt;number&gt;: Allows you to attempt to counter another faction&#8217;s scheme.<br \/>You need to have researched the scheme or obtained a clue about it from a<br \/>member of the faction running it to attempt this.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#schemes\" target=\"_blank\">Schemes<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#schemetypes\" target=\"_blank\">Scheme types<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17867\" class=\"category-display-post\"><a id=\"scheme-commands\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Scheme Commands<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Scheme list<br \/>Lists all current schemes.<\/p>\n<p>Scheme info (number)<br \/>Obtain more information on the scheme such as the introduction and, if<br \/>researched, description.<\/p>\n<p>Scheme create<br \/>Start to create a scheme.<\/p>\n<p>Scheme thwart (number)<br \/>-Attempt to end a scheme.<\/p>\n<p>Order research (number)<br \/>-Spend favor getting intel on a scheme.<\/p>\n<p>Give scheme clue (character)<br \/>-Give someone a clue to a scheme.<\/p>\n<p>Victimize (target) sublimate<br \/>-Torture a scheme clue out of someone.<\/p>\n<p>Scheme thwart finish (success\/failure)<br \/>-End a scheme thwart.<\/p>\n<\/div><\/div><\/article><article id=\"post-17868\" class=\"category-display-post\"><a id=\"scheme-types\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">scheme types<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>[Mental Schemes]:<br \/>Mindcontrol:<br \/>Cost: 15,000<br \/>Valid Targets: One individual<br \/>It takes the form of : You want to (message).<br \/>This scheme makes the targeted individual suffer from the specified mental<br \/>compulsion.<\/p>\n<p>Brainwash<br \/>Cost : 30,000 Average Duration: 5 days.<br \/>Valid Targets: One individual<br \/>It takes the form of : You want to (message).<br \/>A scheme which places the specified mental compulsion on everyone in the city<br \/>except the target.<\/p>\n<p>Steal:<br \/>Cost: 15, 000<br \/>This scheme regularly steals money from the target.<\/p>\n<p>Flood:<br \/>Cost: 25, 000<br \/>A scheme which causes New Haven&#8217;s streets to become flooded with rising water<br \/>levels.<\/p>\n<p>Hurricane:<br \/>Cost : 40,000 Average Duration: 3 days.<br \/>A scheme which causes hurricane force winds to batter New Haven, making<br \/>movement<br \/>outside difficult.<\/p>\n<p>Storm:<br \/>Cost: 15,000.<br \/>A scheme which causes a perpetual rainstorm in New Haven.<\/p>\n<p>Blackout:<br \/>Cost: 25, 000<br \/>A scheme which causes New Haven to experience a power failure for the<br \/>duration.<\/p>\n<p>Disruption:<br \/>Cost : 40,000 Average Duration: 3 days.<br \/>A scheme which causes widespread disruption of electronic communications for<br \/>the duration.<\/p>\n<p>Aegis:<br \/>Cost: 50, 000<br \/>Prevents all violence between supernaturals and naturals worldwide and<br \/>increases the influence of The Order and their allies.<\/p>\n<p>Cleanse:<br \/>Cost: 50, 000<br \/>Turns all supers human and prevents the use of any supernatural abilities<br \/>worldwide and increases the influence of the Temple and their allies.<\/p>\n<p>Dominance:<br \/>Cost: 50, 000<br \/>A scheme which makes all naturals influenced by the desires of supernaturals<br \/>much like angelborn and increases the power of all mind control on natural<br \/>humans worldwide. It also increases the influence of the Hand and their<br \/>allies.<\/p>\n<p>Dreambelief:<br \/>Cost : 30,000 Average Duration: Indeterminate<br \/>This scheme requires you to specify a world with target (dreamworld number)<br \/>and will inflict the dreambelief ritual on everyone in the game. Those who are<br \/>not part of the specified world will instead suffer a -15% Life Force penalty.<br \/>See also: Mental Rituals<\/p>\n<p>Haunt:<br \/>Cost: 25,000<br \/>Valid Targets: Society Name, Alliance Name, Archetype group (e.g. Vampires),<br \/>Naturals, Supernaturals, Character Name, Everyone.<br \/>A scheme which will randomly send the targets a message from a specified list<br \/>and also lag them for a few seconds. Haunt messages do not need a period at<br \/>the end.<\/p>\n<p>Malady:<br \/>Cost : 40,000 Average Duration: 3 days.<br \/>Valid Targets: Archetype group (e.g. Vampires), Naturals, Supernaturals,<br \/>Everyone.<br \/>A scheme which makes the author of the scheme a disease carrier. When they<br \/>roleplay with any eligible target they have a chance to infect that target<br \/>with a disease; people affected can then also transmit the disease themselves.<\/p>\n<p>Mute:<br \/>Cost : 30,000 Average Duration: 5 days.<br \/>Valid Targets: Society Name, Alliance Name, Archetype group (e.g. Vampires),<br \/>Naturals, Supernaturals, Character Name, Everyone.<br \/>A scheme which causes targets to be unable to speak for the duration.<\/p>\n<p>Uninvite:<br \/>Cost : 30,000 Average Duration: Indeterminate<br \/>This scheme makes anybody residing inside properties wander outside.<\/p>\n<p>Sabotage:<br \/>Cost : 30,000 Average Duration: 2 days.<br \/>Valid Targets: Society Name, Alliance Name, Archetype group (e.g. Vampires),<br \/>Naturals, Supernaturals, Character Name, Everyone.<br \/>This scheme sabotages cars and motorcycles of the targets, making them much<br \/>more likely to crash.<\/p>\n<p>Ambush:<br \/>Cost : 30,000 Average Duration: 2 days.<br \/>Valid Targets: Society Name, Alliance Name, Archetype group (e.g. Vampires),<br \/>Naturals, Supernaturals, Character Name, Everyone.<br \/>This scheme creates a chance the targets will take minor wounds when outside.<\/p>\n<\/div><\/div><\/article><article id=\"post-17869\" class=\"category-display-post\"><a id=\"schemes\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Schemes<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Schemes are a way for characters to use their influence to pursue goals<br \/>or schemes behind the scenes of the regular RP environment.<\/p>\n<p>Help Scheme Commands &#8211; Will give more information on each of the scheme<br \/>commands.<\/p>\n<p>Help Scheme Types &#8211; Will give more information on each of the types of<br \/>schemes.<\/p>\n<p>Only one of each scheme type can run at a time.<\/p>\n<\/div><\/div><\/article><article id=\"post-17606\" class=\"category-display-post\"><a id=\"scientifically-augmented\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Scientifically Augmented<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Positive Tier Modifier<\/p>\n<p>Replaceable: Yes.<\/p>\n<p>This modifier represents the part supernatural, part technological process<br \/>of augmenting human soldiers to be more capable of dealing with supernatural<br \/>enemies. It allows the training of some supernatural defensive disciplines<br \/>up to 10, increases the physical stat limit cap and allows those with it to<br \/>become capable of electropathy. However it also increase vulnerability to<br \/>attacks and debuffs that interfere with electronics, such as blackout schemes<br \/>and tech hexes.<\/p>\n<\/div><\/div><\/article><article id=\"post-17393\" class=\"category-display-post\"><a id=\"scientist-focus\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Scientist Focus<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Professional Focus<\/p>\n<p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> None<\/p>\n<p>This stat represents those who&#8217;ve dedicated themselves to the world of<br \/>science, particularly biological sciences.<\/p>\n<p><span style=\"color:#008080\">[<\/span>Scientist One<span style=\"color:#008080\">]<\/span>:<br \/><span style=\"color:#008080\">Hacking<\/span> 3: Greater proficiency with computers; allows jamming communications.<br \/><span style=\"color:#008080\">Medicine<\/span> 3: Greater proficiency with medicine; you provide the same recovery<br \/>bonuses as a hospital to others.<br \/><span style=\"color:#808000\">Fleshforming<\/span>: A legendary power that enables the ability to fleshform helpless<br \/>friends or foes.<\/p>\n<p><span style=\"color:#008080\">[<\/span>Scientist Two<span style=\"color:#008080\">]<\/span>:<br \/><span style=\"color:#008080\">Medicine<\/span> 4: Even greater proficiency with medicine, enhancing your ability to<br \/>treat others.<\/p>\n<p><span style=\"color:#008080\">[<\/span>Scientist Three<span style=\"color:#008080\">]<\/span>:<br \/><span style=\"color:#008080\">Medicine<\/span> 5: Maximum proficiency with medicine.<\/p>\n<p><span style=\"color:#008080\">[<\/span>Scientist Four<span style=\"color:#008080\">]<\/span>:<br \/>None.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17830\" class=\"category-display-post\"><a id=\"score\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">score<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Score.<\/p>\n<p>Shows information about your character such as their name and birth date.<\/p>\n<\/div><\/div><\/article><article id=\"post-17936\" class=\"category-display-post\"><a id=\"scroll\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">scroll<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> scroll &lt;number&gt;<br \/>Sets how many lines you&#8217;ll see before being prompted for a<br \/>HIT RETURN TO CONTINUE<\/p>\n<\/div><\/div><\/article><article id=\"post-17525\" class=\"category-display-post\"><a id=\"search\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Search<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Search<\/p>\n<p>Start searching the room, when this is complete you will reveal any hidden<br \/>descriptions as well as any hidden characters.<\/p>\n<p>This takes approximately 30 minutes.<\/p>\n<\/div><\/div><\/article><article id=\"post-18012\" class=\"category-display-post\"><a id=\"second-artistic-ability\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Second Artistic Ability<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Requirements : Rank 4 requires Professional 1<\/p>\n<p>This stat determines what artistic abilities a character has and covers things<br \/>such as musical performance, writing, visual art, dancing, or acting. Each<br \/>artistic ability, up to three, is a counted as a separate stat; this<br \/>specialisation shows up when you use the showstat command.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> art (slot) (artistic area)<br \/>Sets the specific artistic ability the stat is meant to represent. This<br \/>command will echo to the room.<br \/>Example: art 2 professional mixology<\/p>\n<p>[Artistic Ability 0]:<br \/>No special ability.<\/p>\n<p>[Artistic Ability 1]:<br \/>Hobbyist level; school plays, garage band, or sketching for fun.<\/p>\n<p>[Artistic Ability 2]:<br \/>Professional level; good enough to earn a living utilizing the artistic skill.<\/p>\n<p>[Artistic Ability 4]:<br \/>Among the best in the world; top selling writers, symphony orchestra members,<br \/>or world class painters.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#stats\" target=\"_blank\">stats<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18006\" class=\"category-display-post\"><a id=\"second-language\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Second Language<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>This stat allows you to communicate in a language other than English. Each<br \/>language stat up to five is counted as a separate stat. Languages can not be<br \/>Unlearned or changed.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> language<br \/>Lists spoken languages.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> language learn (slot) (language)<br \/>Sets the specific language the stat is meant to represent.<br \/>The slot for second language is 1, third language is 2 and so on.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> lsay (language) (message)<br \/>Speak in the specified language.<\/p>\n<p>Second Language 0<br \/>No second language.<br \/>Second Language 1<br \/>Basic level.<br \/>Second Language 2<br \/>Fluent<br \/>Second Language 3<br \/>Expert in the language.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> speak (language)<\/p>\n<p>This command lets you communicate in an emote with a second or third<br \/>language. To return to speaking English, simply use speak english.<\/p>\n<p>Having expertise in other languages will allow you to sometimes understand words from languages you do not speak.<\/p>\n<\/div><\/div><\/article><article id=\"post-18183\" class=\"category-display-post\"><a id=\"secrets\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">secrets<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> secrets<\/p>\n<p>Opens a text editor that allows you to write or edit your character&#8217;s<br \/>secrets. This information is only visible to staff and people with the know<br \/>secrets legendary power.<\/p>\n<\/div><\/div><\/article><article id=\"post-17876\" class=\"category-display-post\"><a id=\"security\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">security<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>The following is a concrete list of all security values<br \/>used on areas.<\/p>\n<p>Security 1:<br \/>Open to all mortals.<br \/>Open to all resident admins or greater.<\/p>\n<p>Security 2:<br \/>Open to all player council members.<br \/>Open to all resident admins or greater.<\/p>\n<p>Security 3:<br \/>Open to all immortals.<\/p>\n<p>Security 4:<br \/>Open to builder of the area.<br \/>Open to resident builders or greater.<\/p>\n<p>Security 5:<br \/>Open to builder of the area.<br \/>Open to all attending builders or greater.<\/p>\n<p>Security 6:<br \/>Open to builder of the area.<br \/>Open to implementers.<\/p>\n<p>Security 7:<br \/>Implementer or Attending level builder access.<\/p>\n<p>Security 8:<br \/>Open to implementers only. Not visible on alist.<\/p>\n<p>Security 9:<br \/>Implementer only.<\/p>\n<\/div><\/div><\/article><article id=\"post-17412\" class=\"category-display-post\"><a id=\"senddream\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Senddream<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> senddream (message)<\/p>\n<p>This command can be used by characters with a plot or Eidolons to send a dream<br \/>Message which will be seen by some sensitive characters.<\/p>\n<\/div><\/div><\/article><article id=\"post-17583\" class=\"category-display-post\"><a id=\"sense-weakness\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Sense Weakness<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Faeborn<\/p>\n<p>Characters with this power can see if someone is wounded or suffering from<br \/>certain types of debuffs whenever they look at them.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-20813\" class=\"category-display-post\"><a id=\"sensedesire\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">sensedesire<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Sensedesire (target)\/sensedesire (target) probing<\/p>\n<p>Prompt the target to remind them you can sense their desires, if used<br \/>with the probing argument it takes one percent life force and you will<br \/>also be able to see their next internal.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#desire\" target=\"_blank\">Desire<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#angelborn\" target=\"_blank\">Angelborn<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-20814\" class=\"category-display-post\"><a id=\"sensedread\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">sensedread<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Sensedread (target)\/sensedread (target) probing<\/p>\n<p>Prompt the target to remind them you can sense their dreads, if used<br \/>with the probing argument it takes one percent life force and you will<br \/>also be able to see their next internal.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#dread\" target=\"_blank\">Dread<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#demonborn\" target=\"_blank\">demonborn<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17520\" class=\"category-display-post\"><a id=\"sensitive\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Sensitive<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Non-Supernatural<\/p>\n<p>This stat represents those who&#8217;re unusually sensitive to the supernatural<br \/>world. They may occasionally catch glimpses of ghosts or supernatural auras<br \/>and sometimes have dreams about people in distress. They can also often see<br \/>into the nightmare even while outside it and can learn to master some basic<br \/>psychic abilities in time.<\/p>\n<p>This all disappears if they end up becoming supernatural in some way. Those in<br \/>the mundane world who develop this gift are often considered delusional and<br \/>are often taken advantage of.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17305\" class=\"category-display-post\"><a id=\"setting\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Setting<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Haven is a modern, paranormal horror game set in the city of New Haven, a city<br \/>that exists in the liminial space between worlds with an unclear origin.<\/p>\n<p>Haven is a horror setting in which the foundational principle is that power<br \/>equals corruption. It is not just a saying that power corrupts in this world it<br \/>is an unbreakable metaphysical law. All the most powerful individuals are<br \/>corrupt and so are most of the more powerful organizations.<\/p>\n<p>The two primary themes of the game are <b>Heroic Horror<\/b> and <b>Gothic Horror<\/b>.<\/p>\n<p>Heroic Horror is a term that refers to horror settings in which heroism is<br \/>still possible and, at least somewhat, effective. Unlike in some horror genres<br \/>where characters can only hope to survive their antagonists in heroic horror<br \/>it is possible to defeat them and improve the state of the world. It differs<br \/>from standard heroic fantasy in that the victories characters achieve are<br \/>small scale and the overall state of the world is never meaningfully moved to<br \/>a just or orderly standard. In heroic fantasy characters generally protect<br \/>a basically just and moral world from being corrupted, in heroic horror they<br \/>are just trying to stop an immoral and corrupt world from getting worse. The<br \/>aesthetic of heroes in heroic horror is much closer to resistance fighters than<br \/>soldiers or police.<\/p>\n<p>Gothic Horror is a term that refers to a genre of horror in which supernatural<br \/>elements function as metaphors for real world psychological or social conflicts.<br \/>It also has a heavy emphasis on conveying a general feeling of unease or haunting.<br \/>In Haven all the Demons, Gods, Fae etc used to be human, and many supernatural<br \/>elements function as exaggerations of real human traits or what-ifs that can<br \/>function as the basis for psychological exploration.<\/p>\n<p>It&#8217;s important to keep these themes in mind while playing, as all the mechanics<br \/>and lore are written with this in mind and you will find your play experience<br \/>frustrating if you are constantly trying to fight against the design of the<br \/>game.<\/p>\n<\/div><\/div><\/article><article id=\"post-18099\" class=\"category-display-post\"><a id=\"shadow\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">shadow<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> shadow person<\/p>\n<p>Uses your stealth skill to follow someone without them noticing.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#stealth\" target=\"_blank\">stealth<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17758\" class=\"category-display-post\"><a id=\"shadow-lightning\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Shadow Lightning<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Shadow lighting can be used once every five rounds.<br \/>It applies an effect which limits people&#8217;s vision range when struck.<br \/>Optimum Range: 75<\/p>\n<\/div><\/div><\/article><article id=\"post-17337\" class=\"category-display-post\"><a id=\"shangrila\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Shangrila<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>The central valley of Shangri-La presents a landscape that defies the<br \/>underground setting, an expansive garden where crystalline trees rise toward a<br \/>ceiling too distant to see clearly. These arboreal formations catch and<br \/>refract whatever light sources explorers bring, creating kaleidoscopic<br \/>patterns across the landscape. The &#8220;fruits&#8221; hanging from these trees are<br \/>in fact gemstones, primarily amethysts and citrines, and touching them often<br \/>triggers cascades of harmonic tones that can be disorienting or, in some<br \/>cases, induce trance-like states.<\/p>\n<p>Stone flowers bloom from the garden floor, their petals carved with such<br \/>delicacy that they appear to move slightly, as if stirred by a breeze that<br \/>doesn&#8217;t exist. These flora exhibit properties that challenge understanding:<br \/>some change color in response to human emotions, while others produce audible<br \/>sighs when approached too closely. Particularly dangerous are the carnivorous<br \/>varieties which resemble lotus blossoms, but can snap shut with enough force<br \/>to shatter bone.<\/p>\n<p>The monastery structures dominate the periphery of the valley, their jade<br \/>walls seamlessly transitioning into natural rock formations in a way that<br \/>makes it impossible to determine where architecture ends and geology begins.<br \/>Many of these buildings feature impossible geometry, interior spaces larger<br \/>than their exteriors would suggest, staircases that appear to ascend but<br \/>somehow lead downward, and meditation chambers where sound behaves according<br \/>to unfamiliar acoustic principles.<\/p>\n<p>Movement between structures requires crossing the remains of elaborate bridges<br \/>that span chasms of indeterminate depth. Many have partially collapsed,<br \/>leaving gaps that must be carefully navigated. The intact sections exhibit<br \/>unsettling properties, steps that elongate as one walks, handrails that feel<br \/>warm like living flesh, and decorative carvings that seem to follow explorers<br \/>with their eyes.<\/p>\n<p>The guardian statues positioned throughout Shangri-La represent beings from<br \/>Buddhist, Hindu, and other unidentifiable mythologies. These massive figures,<br \/>some standing thirty feet tall, are carved from single pieces of jade with<br \/>such detail that individual eyelashes can be discerned. Their eyes, inlaid<br \/>with some luminescent material, appear to track movement throughout the ruins.<br \/>More disturbingly, explorers who damage the ruins or attempt to remove<br \/>artifacts often report the statues have changed position when next<br \/>encountered, though no one has ever witnessed them moving.<\/p>\n<p>The eastern quarter of Shangri-La contains what appears to have been a<br \/>library, though its contents have largely deteriorated into dust. The few<br \/>surviving texts contain information that alternates between profound wisdom<br \/>and apparent nonsense, often mid-sentence. More troubling are the scrolls<br \/>that contain accurate descriptions of events that occurred centuries after<br \/>Shangri-La&#8217;s disappearance, suggesting either prophetic abilities among its<br \/>inhabitants or a relationship with time more complex than simple linear<br \/>progression.<\/p>\n<p>Animal cries echo through the ruins at irregular intervals, their sources<br \/>never glimpsed directly. Audio analysis of recordings reveals these sounds<br \/>combine vocalizations from known species with elements that match no<br \/>terrestrial creature. Some delvers report that after prolonged exposure, they<br \/>have begun to discern patterns in these calls suggestive of language rather<br \/>than animal communication, though linguistic experts are skeptical of these<br \/>claims.<\/p>\n<\/div><\/div><\/article><article id=\"post-17782\" class=\"category-display-post\"><a id=\"shapeshifting\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Shapeshifting<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Levels 1, 2: Primal Focus 1, Fae Knight Focus 1, Natural Magic<br \/>Focus 2, Illusory Magic Focus 3, or Dark magic focus 3.<\/p>\n<p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Levels 3-5, Primal or Fae Knight Focus 2-4.<br \/>Each level of this stat grants +5 points to your animal shapeshifting pool.<br \/>Rank two is the minimum for being able to shapeshift.<br \/>These points cannot be used to augment the wolf form of werewolves.<\/span><\/span><\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17381\" class=\"category-display-post\"><a id=\"shapeshifting-size-chart\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Shapeshifting Size Chart<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>The following chart shows what size forms are available for each level of<br \/>investment in Fae Knight, Primal, Natural Magic, Illusory Magic, and Dark<br \/>Magic foci. Shapeshifting must still be purchased as a power. The sizes are<br \/>tiny, small, small\/medium, medium, man-sized, large, and very large.<\/p>\n<p>      <span style=\"color:#008080\">|<span style=\"color:#ffffff\">Tin<span style=\"color:#008080\">|<span style=\"color:#ffffff\">Sma<span style=\"color:#008080\">|<span style=\"color:#ffffff\">S\/M<span style=\"color:#008080\">|<span style=\"color:#ffffff\">Med<span style=\"color:#008080\">|<span style=\"color:#ffffff\">Man<span style=\"color:#008080\">|<span style=\"color:#ffffff\">Lar<span style=\"color:#008080\">|<span style=\"color:#ffffff\">VeL<span style=\"color:#008080\">|<\/span\/span>\/span<br \/><span style=\"color:#ffffff\">Fae 1 <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|<\/span\/span>\/span<br \/><span style=\"color:#008080\">&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/span><br \/><span style=\"color:#ffffff\">Fae 2 <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">|   <span style=\"color:#008080\">|<\/span\/span>\/span<br \/><span style=\"color:#008080\">&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/span><br \/><span style=\"color:#ffffff\">Fae 3 <span style=\"color:#008080\">|   <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">|   <span style=\"color:#008080\">|<\/span\/span>\/span<br \/><span style=\"color:#008080\">&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/span><br \/><span style=\"color:#ffffff\">Fae 4 <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">|<\/span\/span>\/span<br \/><span style=\"color:#008080\">&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/span><br \/><span style=\"color:#ffffff\">Pri 1 <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|<\/span\/span>\/span<br \/><span style=\"color:#008080\">&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/span><br \/><span style=\"color:#ffffff\">Pri 2 <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">|   <span style=\"color:#008080\">|<\/span\/span>\/span<br \/><span style=\"color:#008080\">&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/span><br \/><span style=\"color:#ffffff\">Pri 3 <span style=\"color:#008080\">|   <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">|   <span style=\"color:#008080\">|<\/span\/span>\/span<br \/><span style=\"color:#008080\">&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/span><br \/><span style=\"color:#ffffff\">Pri 4 <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">|<\/span\/span>\/span<br \/><span style=\"color:#008080\">&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/span><br \/><span style=\"color:#ffffff\">Nat 1 <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|<\/span\/span>\/span<br \/><span style=\"color:#008080\">&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/span><br \/><span style=\"color:#ffffff\">Nat 2 <span style=\"color:#008080\">|   <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|<\/span\/span>\/span<br \/><span style=\"color:#008080\">&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/span><br \/><span style=\"color:#ffffff\">Nat 3 <span style=\"color:#008080\">|   <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|<\/span\/span>\/span<br \/><span style=\"color:#008080\">&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/span><br \/><span style=\"color:#ffffff\">Nat 4 <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|<\/span\/span>\/span<br \/><span style=\"color:#008080\">&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/span><br \/><span style=\"color:#ffffff\">Ill 1 <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|<\/span\/span>\/span<br \/><span style=\"color:#008080\">&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/span><br \/><span style=\"color:#ffffff\">Ill 2 <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|<\/span\/span>\/span<br \/><span style=\"color:#008080\">&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/span><br \/><span style=\"color:#ffffff\">Ill 3 <span style=\"color:#008080\">|   <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|<\/span\/span>\/span<br \/><span style=\"color:#008080\">&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/span><br \/><span style=\"color:#ffffff\">Ill 4 <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|<\/span\/span>\/span<br \/><span style=\"color:#008080\">&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/span><br \/><span style=\"color:#ffffff\">Dar 1 <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|<\/span\/span>\/span<br \/><span style=\"color:#008080\">&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/span><br \/><span style=\"color:#ffffff\">Dar 2 <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|<\/span\/span>\/span<br \/><span style=\"color:#008080\">&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/span><br \/><span style=\"color:#ffffff\">Dar 3 <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|<\/span\/span>\/span<br \/><span style=\"color:#008080\">&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/span><br \/><span style=\"color:#ffffff\">Dar 4 <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">| <span style=\"color:#008000\">O <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|   <span style=\"color:#008080\">|<\/span\/span>\/span<br \/><span style=\"color:#008080\">&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18111\" class=\"category-display-post\"><a id=\"share\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">share<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> share (person) (details)<\/p>\n<p>This command is used to share your OOC contact details with another player<br \/>who you wish to get to know better OOCly. It does not work on people within<br \/>their first month of playing and has a one week cooldown.<\/p>\n<\/div><\/div><\/article><article id=\"post-18112\" class=\"category-display-post\"><a id=\"shift\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">shift<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Shift (form name)<\/p>\n<p>This command is used to transform yourself into an alternate form. When used<br \/>without an argument it will always transform you into your primary form or<br \/>back to human.<\/p>\n<\/div><\/div><\/article><article id=\"post-17411\" class=\"category-display-post\"><a id=\"shifterstash\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Shifterstash<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Shifterstash<\/p>\n<p>This will toggle if a shifter&#8217;s discarded clothing and items appear in a pile<br \/>on the ground or instead in their stash.<\/p>\n<\/div><\/div><\/article><article id=\"post-17697\" class=\"category-display-post\"><a id=\"shop\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">shop<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Players are able to build and run their own shops in Haven by either using the<br \/>develop command on an undeveloped area of land or by purchasing an existing<br \/>Shop and using the decorate command to suit their needs. Commands oriented<br \/>toward<br \/>setting up goods require trust to be set by the business owner.<\/p>\n<p>Shops are social commercial ventures, stores are those oriented towards<br \/>selling items and offices are cheaper commercial properties which cannot<br \/>sell anything.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> shop\/store\/office list<br \/>Lists all shops built by PCs and their status.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> shop owned<br \/>Lists all shops owned by a character.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> shop info (number)<br \/>Displays details about a particular shop.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> shop buy (number)<br \/>Purchase a shop that is for sale. You do not have to be on the property.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> shop sell (number) (price)<br \/>Set a shop for sale at a certain price. Set the price to 0 to take the shop<br \/>off the market. It is not necessary to be on the property.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> shop abandon (number)<br \/>Forfeits ownership of the shop and all ongoing maintenance attached.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> shop name (string)<br \/>Sets the name of a character&#8217;s shop as displayed in holdings and shop list.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> shop peakhour (number)<br \/>Sets the peak hour of the shop or store, at this time the property has a<br \/>chance to be a hotspot for earning influence.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> shop storeconvert (number)<br \/>Turn a shop into a store.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> shop shopconvert (number)<br \/>Turn a store into a shop.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> shop roster<br \/>Displays everyone who has a shopkey to the owner.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> shop shopkey (name)<br \/>Allows another character to bypass all locks in the property. It is required<br \/>for shop trust. The other character must be present.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> shop lockchange (name)<br \/>Revokes a character&#8217;s key.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> shop trust (name)<br \/>Allows another character control over decorate commands as well as the ability<br \/>to edit shop goods and shopkeepers.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> shop shopkeeper add (short description)<br \/>Adds a shopkeeper mob to the room in question. A shopkeeper is required to add<br \/>goods to the list. Only one shopkeeper can exist per room. You must shop save<br \/>for the shopkeeper to appear.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> shop shopkeeper remove<br \/>Removes the shopkeeper from the room.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> shop good list<br \/>Lists all existing goods that can be sold from the shop.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> shop good create (number)<br \/>This puts you in the customize buffer for shop objects. Note that you cannot<br \/>edit one aspect of a shop object at a time. Every time you use this command<br \/>over an existing object, you will be overwriting it with whatever is in the<br \/>buffer. Use Abort if you do not wish to do this. Drug objects can only be<br \/>sold to the store\/shop owner.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> shop good delete (number)<br \/>Deletes the good from the good list.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> shop good add (number)<br \/>Adds the good in question to a shopkeeper&#8217;s list.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> shop good remove (number)<br \/>Removes the most recently added good from the shopkeeper&#8217;s list.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> shop save<br \/>Saves the shop and processes any changes that have been made. No changes will<br \/>be visible to shopkeepers or goods until this command has been used. This<br \/>command also purges everything that was on the floor.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> shop workers<br \/>Shows a list of all characters employed at a shop.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> shop fire (name)<br \/>Fires a character working in a shop. That character loses his next paycheck.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> shop advertisement (number)<br \/>Enter an editor to write an advertisement for your shop, visible in shop info.<\/p>\n<\/div><\/div><\/article><article id=\"post-17767\" class=\"category-display-post\"><a id=\"short-blades\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Short Blades<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Melee<br \/>Max Range: 1<br \/>Cap: Tier 1:20, 2:30, 3: 40, 4:80, 5:120<\/p>\n<p>This discipline covers the ability to fight with small, bladed weapons<br \/>such as knives and daggers.<\/p>\n<p>Requires a small weapon object to use, knife fighters do 15% less damage<br \/>to those wielding large melee weapons.<\/p>\n<\/div><\/div><\/article><article id=\"post-18035\" class=\"category-display-post\"><a id=\"shotguns\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Shotguns<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Type<\/span>: Ranged<br \/><span style=\"color:#008080\">Optimal Range<\/span>: <span style=\"color:#ffffff\">20<\/span><br \/><span style=\"color:#008080\">Cap<\/span>: Tier 1:50, 2:60, 3:70, 4:80, 5:100<\/p>\n<p>This discipline covers the ability to use shotguns or other weapons firing<br \/>traditional shotgun shells.<\/p>\n<p>Firearms do not function correctly off-world.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#disciplines\" target=\"_blank\">disciplines<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17911\" class=\"category-display-post\"><a id=\"show\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">SHOW<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> show (object) (person)<br \/>Used to show the description of an object to a person in the room.<\/p>\n<\/div><\/div><\/article><article id=\"post-17345\" class=\"category-display-post\"><a id=\"showmissive\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">showmissive<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> showmissive<\/p>\n<p>This command shows the latest missive you&#8217;ve received to anyone in the room<br \/>with you, see help missive for more information.<\/p>\n<\/div><\/div><\/article><article id=\"post-18064\" class=\"category-display-post\"><a id=\"showstat\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">showstat<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Showstat (stat, discipline or modifier)<\/p>\n<p>This command is used to show to the room the level of one of your current<br \/>stats or disciplines. It&#8217;s primary use is when you may be doing something<br \/>in RP that would require a stat. For example, if you wanted to RP lifting<br \/>a sofa by yourself it would be considered good RP to showstat your strength<br \/>to show people that you actually do have the stats to be able to do that.<\/p>\n<\/div><\/div><\/article><article id=\"post-18118\" class=\"category-display-post\"><a id=\"showto\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">showto<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> showto (message) with stat\/discipline.<\/p>\n<p>Used to by SRs to send a message to everyone in the room with a particular<br \/>stat or discipline.<br \/>For example: Showto The faint scent of blood permeates the room with acute<br \/>smell<br \/>Would send &#8216;The faint scent of blood permeates the room&#8217;<br \/>to everyone with acute smell at above 0.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#storyrunnercommands\" target=\"_blank\">story runner commands<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17500\" class=\"category-display-post\"><a id=\"silver-vulnerability\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Silver Vulnerability<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Supernatural, not a vampire or werewolf.<\/p>\n<p>This power reduces the stagger you&#8217;d normally take from weapons augmented<br \/>against your archetype by two thirds, but means you take stagger from<br \/>weapons augmented with silver instead. Characters who research you can<br \/>discover your vulnerabilities.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17880\" class=\"category-display-post\"><a id=\"sit\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">sit<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> sit &lt;item&gt;<\/p>\n<p>Sit allows you to sit on a piece of furniture, like a chair or a throne,<br \/>or even sit on the ground if standing up gets boring for you<\/p>\n<p>Example: sit chair<br \/>You sit down at a wooden chair.<\/p>\n<\/div><\/div><\/article><article id=\"post-17656\" class=\"category-display-post\"><a id=\"skin\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Skin<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>This field represents what your character&#8217;s skin looks like, it can be<br \/>any string and will appear like. He\/She has (string).<\/p>\n<\/div><\/div><\/article><article id=\"post-28280\" class=\"category-display-post\"><a id=\"smashngrab\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">smashngrab<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> smashngrab (faction name)<\/p>\n<p>Starts a raid-like conflict in the current borough immediately, with others able to quickly travel to it. The initiator of the crime will oppose everyone who attends but be able to make use of their squad. The winner gets a briefcase which can be contributed for political capital. You will lose some political capital in the target borough when you do a smashngrab.<\/p>\n<p>This command has a 1-2 week cooldown.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#squad\" target=\"_blank\">squad<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18180\" class=\"category-display-post\"><a id=\"smoke\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">smoke<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> use &lt;item&gt; [target]<\/p>\n<p>The USE command allows you to interact with various special items in the<br \/>game. When used with drugs (which may be what the SMOKE command aliases to),<br \/>your character will consume the drug, displaying a &#8220;takes&#8221; message to the<br \/>room. If the drug has custom taste descriptions (marked with +taste), you&#8217;ll<br \/>experience those sensations. Drugs may also have an imprinting effect on your<br \/>character (marked with +imprint). The drug is consumed (removed from<br \/>inventory) after use.<\/p>\n<p>The command also works with other items:<br \/>&#8211; Umbrellas: Opens or closes them<br \/>&#8211;<br \/>Flashlights: Turns them on or off<br \/>&#8211; Stakes: Requires a target<br \/>&#8211; Pregnancy tests: Shows positive\/negative results based on character status<br \/>&#8211; Perfumes:<br \/>Applies a scent to your character<br \/>&#8211; Games: Activates game items<\/p>\n<\/div><\/div><\/article><article id=\"post-17545\" class=\"category-display-post\"><a id=\"sniper-training\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Sniper Training<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Soldier Focus 3<\/p>\n<p>This stat conveys +12 max range when using rifles and +8 when using carbines.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17486\" class=\"category-display-post\"><a id=\"social\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">social<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> social<\/p>\n<p>This command allows you to see your influence and scheme influence.<br \/>It also shows if your character has recently been praised or dissed.<\/p>\n<\/div><\/div><\/article><article id=\"post-17857\" class=\"category-display-post\"><a id=\"social-combat\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Social Combat<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>There are several commands in the game that allow players to conflict<br \/>with each other without getting involved in actual fights. In general these<br \/>commands cannot be used at all in protected areas such as the Lodge, and<br \/>cannot be used against civilians in public areas without drawing police<br \/>attention.<\/p>\n<p>Pin (target)<br \/>This command will try to pin someone in place so they cannot leave the room.<br \/>You can then type Release to let them go.<\/p>\n<p>Punch (target)<br \/>This command throws a punch at your target. The message output depends on<br \/>the relative stats and disciplines of the two parties.<\/p>\n<p>Headbutt (target)<br \/>This command headbutts the target. The message output depends on the<br \/>relative stats and disciplines of the two parties.<\/p>\n<p>Groinkick (target)<br \/>This command makes you kick at your target&#8217;s groin. The message output<br \/>depends on the relative stats and disciplines of the two parties.<\/p>\n<p>Knockoutpunch (target)<br \/>This command makes you throw a punch at the target. If you significantly<br \/>overpower the target, you may knock them out cold.<\/p>\n<p>Also see: Help fist fighting<\/p>\n<\/div><\/div><\/article><article id=\"post-17394\" class=\"category-display-post\"><a id=\"socialite-focus\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Socialite Focus<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Professional Focus<\/p>\n<p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> None<\/p>\n<p>This stat represents those who&#8217;ve dedicated themselves to learning the art of<br \/>winning friends and influencing people. In addition to the standard<br \/>professional focus bonuses, each rank grants significant bonuses to their<br \/>social rank.<\/p>\n<p>[Socialite One]:<br \/>Enrapture: A legendary power that forces someone to fall in love with you.<br \/>Celebrity: A legendary power that gives you a global fame string visible to<br \/>everyone.<br \/>Find Secrets: A legendary power that gives you the ability to dig up someone&#8217;s<br \/>personal details as well as their recent praises, disses and sexual partners.<\/p>\n<p>[Socialite Two]:<br \/>None.<\/p>\n<p>[Socialite Three]:<br \/>None.<\/p>\n<p>[Socialite Four]:<br \/>None.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17975\" class=\"category-display-post\"><a id=\"societies\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Societies<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>A society is one of several different types of groups that contest each other<br \/>in the supernatural underworld.<br \/>Societies run on resources, a combination of laundered cash, valuable<br \/>supernatural items, and human assets.<\/p>\n<p>The types of society are:<br \/>Factions: These are large and fairly stable global organizations which are<br \/>always on the lookout for new soldiers.<br \/>Cults: These are small, secretive groups that serve or worship an Eidolon.<br \/>Societies: These are smaller, more local groups but still larger and more<br \/>public than cults.<\/p>\n<p>You can be in one of each type of group at the same time. For more information<br \/>see Help Eidolon Lore, Help society creation, Help society commands. You can<br \/>view a list of all groups by typing faction list.<\/p>\n<\/div><\/div><\/article><article id=\"post-17521\" class=\"category-display-post\"><a id=\"society-awards\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Society Awards<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Society award (person) (reason)<\/p>\n<p>This command can be used by society leaders to award their members for<br \/>particularly good service to their society. It will give the member a boost<br \/>to their rate of earning karma up to a certain amount and make a message in<br \/>the society news. The leader gains half of this benefit themselves whenever<br \/>they use it. The three Factions bestow additional benefits when awarding a<br \/>character.<\/p>\n<\/div><\/div><\/article><article id=\"post-17976\" class=\"category-display-post\"><a id=\"society-commands\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Society Commands<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Use Faction, Sect, Or Cult instead of Society to use these commands for each<br \/>of the relevant groups you are part of.<\/p>\n<p>General society commands:<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Faction\/Cult\/Society list<br \/>View a list of all the societies in New Haven.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Faction\/Cult\/Society info [(society name)]<br \/>With no argument, Faction\/Cult\/Society info returns information about your<br \/>character&#8217;s current<br \/>society, including things like society operational resources, alliances,<br \/>standing and<br \/>loyalty progress.<br \/>With an argument, Faction\/Cult\/Society info prints supernaturally public<br \/>information about that<br \/>particular society. Society names should be specified as printed on the list,<br \/>including spaces.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Faction\/Cult\/Society join (society name)<br \/>Usable only in newbie school or directly after an identity change, this<br \/>command adds<br \/>your character to the designated society&#8217;s roster. The society must be open<br \/>for<br \/>newbie school recruitment and your character must fit the alt restrictions.<br \/>See also: help change.<\/p>\n<p>General society member commands:<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Faction\/Cult\/Society report<br \/>Display stats for actions taken by everyone in your society from the last<br \/>week.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Faction\/Cult\/Society report battle\/events<br \/>View recent raidsor events in New Haven.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Faction\/Cult\/Society news<br \/>View messages left for the faction. Only visible to members.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Faction\/Cult\/Society roster<br \/>Show a list of active members of your current society. Only visible to<br \/>members.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Faction\/Cult\/Society leave (society name)<br \/>Leave a society.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> fsay\/csay\/ssay [(string)] (string)<br \/>Speak on your society&#8217;s alliance comms channel. A string enclosed in<br \/>parentheses () will<br \/>translate as a talk string if included. Requires the communications trust.<br \/>See also: help talk.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Faction\/Cult\/Society comms<br \/>Toggle your society comms on or off.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Faction\/Cult\/Society noleader<br \/>Toggle your character&#8217;s ability to take on society leadership.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> describe file [classified]<br \/>Create a file on your character accessible to anyone with society standing 2<br \/>or above in your own faction. With the classified argument, that information<br \/>is locked to the leader of the society only.<\/p>\n<p>Ranking society member commands:<br \/>See also: help order.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Faction\/Cult\/Society remark (name)<br \/>Add a remark after a name visible with society roster.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Faction\/Cult\/Society announce (message)<br \/>Leave a message for the society visible with news or faction news.<br \/>Requires the news trust.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Faction\/Cult\/Society recruit (name)<br \/>Recruit a member to your society. Requires the recruitment trust.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Faction\/Cult\/Society promote (name) (rankname)<br \/>Promote a character to a new rank. Requires the promotions trust.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Faction\/Cult\/Society banish (name)<br \/>Kick a person from your society. Requires the banishing trust.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Faction\/Cult\/Society suspend (name)<br \/>Suspend a member of a society, removing all trusts and faction pay. Requires<br \/>the suspensions trust.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Faction\/Cult\/Society logs<br \/>View logs of recent activity undertaken by your society.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Faction\/Cult\/Society rank 1-10 (name)<br \/>Give a corresponding rank a name.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Faction\/Cult\/Society ranktrust (rank name) (trust)<br \/>Grant a rank a new trust. See also: help society trusts.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Faction\/Cult\/Society paybonus (name) (1-100)<br \/>Adjust a society member&#8217;s pay rate. The default pay rate is 50.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> banish (name)<br \/>Banish a character from New Haven, making them unable to enter the city.<br \/>Leader<br \/>only.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> unbanish (name)<br \/>Lift a banishment on a character. Leader only.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Faction\/Cult\/Society award (name)<br \/>Increases the rate a player gains regular karma when undertaking those<br \/>activities.<br \/>Leader only. Takes the form: &lt;leader&gt; awards &lt;name&gt; for &lt;message&gt;.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Faction\/Cult\/Society positions (position) (stance)<br \/>Sets the society&#8217; political\/philosophical positions.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Faction\/Cult\/Society restriction (restriction\/soft)<br \/>Sets the society&#8217;s restrictions.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Faction\/Cult\/Society stasis<br \/>Puts a society into stasis, leader only.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Faction\/Cult\/Society unstasis (Society name)<br \/>Takes a society out of stasis.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Cult\/Society becomeeidolon<br \/>Log off your PC and play the cult or sect Eidolon.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Faction targeteidolon (name)<br \/>Make the target Eidolon the enemy of your faction.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span>Cult evadetargeting<br \/>Stop factions targeting your eidolon for 20k resources.<\/p>\n<p>help raids<br \/>See also: help augment<\/p>\n<p>Society manpower commands:<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Faction\/Cult\/Society soldiername (string)<br \/>Assign your society&#8217;s NPC soldiers a short description.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Faction\/Cult\/Society soldierdescribe<br \/>Enter a buffer to describe your soldiers in greater detail.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#wcultcreationx\" target=\"_blank\">WCult Creationx<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17308\" class=\"category-display-post\"><a id=\"society-positions\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Society Positions<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Societies can be defined by their philosophical and political positions. The more unique a society&#8217;s positions compared to other societies, the more of a bonus to their secrecy they afford; positions are also used to determine alliances.<br \/><span style=\"color:#008080\">Syntax<span style=\"color:#008000\">: <span style=\"color:#ffffff\">society position <span style=\"color:#008000\">(<\/span\/span>\/spanposition<span style=\"color:#008000\">) (<\/span>stance<span style=\"color:#008000\">)<\/span><br \/><span style=\"color:#008080\">Valid stances are<span style=\"color:#008000\">:<\/span\/span> neutral, mild, moderate, or strong.<br \/><span style=\"color:#008080\">[<span style=\"color:#ffffff\">Anti-Supernatural<span style=\"color:#008000\">\/<span style=\"color:#ffffff\">Pro-Supernatural<span style=\"color:#008080\">]<span style=\"color:#008000\">:<\/span\/span>\/span<br \/>  <span style=\"color:#808000\">Anti-Supernatural<span style=\"color:#008000\">:<\/span\/span><br \/>   <span style=\"color:#008000\">+<span style=\"color:#ffffff\">1<span style=\"color:#008000\">, <span style=\"color:#ffffff\">3<span style=\"color:#008000\">, <span style=\"color:#ffffff\">4<span style=\"color:#008000\">%<\/span\/span>\/span life force if natural.<br \/>   <span style=\"color:#008000\">&#8211;<span style=\"color:#ffffff\">1<span style=\"color:#008000\">, <span style=\"color:#ffffff\">3<span style=\"color:#008000\">, <span style=\"color:#ffffff\">4<span style=\"color:#008000\">%<\/span\/span>\/span life force if supernatural.<br \/>   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 <span style=\"color:#ffffff\">control<\/span> command.<br \/>  <span style=\"color:#808000\">Pro-Supernatural<span style=\"color:#008000\">:<\/span\/span><br \/>   <span style=\"color:#008000\">+<span style=\"color:#ffffff\">1<span style=\"color:#008000\">, <span style=\"color:#ffffff\">3<span style=\"color:#008000\">, <span style=\"color:#ffffff\">4<span style=\"color:#008000\">%<\/span\/span>\/span life force if supernatural.<br \/>   <span style=\"color:#008000\">&#8211;<span style=\"color:#ffffff\">1<span style=\"color:#008000\">, <span style=\"color:#ffffff\">3<span style=\"color:#008000\">, <span style=\"color:#ffffff\">4<span style=\"color:#008000\">%<\/span\/span>\/span life force if natural.<br \/>   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 <span style=\"color:#ffffff\">control<\/span> command. <span style=\"color:#808000\">Raises minimum joining age to <span style=\"color:#ffffff\">21<\/span\/span>.<br \/><span style=\"color:#008080\">[<span style=\"color:#ffffff\">Material<span style=\"color:#008000\">\/<span style=\"color:#ffffff\">Spiritual<span style=\"color:#008080\">]<span style=\"color:#008000\">:<\/span\/span>\/span<br \/>  <span style=\"color:#808000\">Material<span style=\"color:#008000\">:<\/span\/span><br \/>   <span style=\"color:#008000\">&#8211;<span style=\"color:#ffffff\">5<span style=\"color:#008000\">, <span style=\"color:#ffffff\">15<span style=\"color:#008000\">, <span style=\"color:#ffffff\">25<span style=\"color:#008000\">%<\/span\/span>\/span from the cost of cars.<br \/>   <span style=\"color:#008000\">+<span style=\"color:#ffffff\">5<span style=\"color:#008000\">, <span style=\"color:#ffffff\">15<span style=\"color:#008000\">, <span style=\"color:#ffffff\">25<span style=\"color:#008000\">%<\/span\/span>\/span to the cost of horses.<br \/>   <span style=\"color:#008000\">+<span style=\"color:#ffffff\">1<span style=\"color:#008000\">, <span style=\"color:#ffffff\">3<span style=\"color:#008000\">, <span style=\"color:#ffffff\">5<span style=\"color:#008000\">%<\/span\/span>\/span income.<br \/>   <span style=\"color:#008000\">+<span style=\"color:#ffffff\">1<span style=\"color:#008000\">, <span style=\"color:#ffffff\">2<span style=\"color:#008000\">, <span style=\"color:#ffffff\">3<span style=\"color:#008000\">%<\/span\/span>\/span firearms damage.<br \/>   <span style=\"color:#008000\">&#8211;<span style=\"color:#ffffff\">1<span style=\"color:#008000\">, <span style=\"color:#ffffff\">2<span style=\"color:#008000\">, <span style=\"color:#ffffff\">3<span style=\"color:#008000\">%<\/span\/span>\/span melee weapons damage.<br \/>   <span style=\"color:#008000\">&#8211;<span style=\"color:#ffffff\">1<span style=\"color:#008000\">, <span style=\"color:#ffffff\">3<span style=\"color:#008000\">, <span style=\"color:#ffffff\">5<span style=\"color:#008000\">%<\/span\/span>\/span arcane power.<br \/>   <span style=\"color:#008000\">&#8211;<span style=\"color:#ffffff\">1<span style=\"color:#008000\">, <span style=\"color:#ffffff\">4<span style=\"color:#008000\">, <span style=\"color:#ffffff\">5<span style=\"color:#008000\">%<\/span\/span>\/span tooth and claw discipline.<br \/>  <span style=\"color:#808000\">Spiritual<span style=\"color:#008000\">:<\/span\/span><br \/>   <span style=\"color:#008000\">&#8211;<span style=\"color:#ffffff\">5<span style=\"color:#008000\">, <span style=\"color:#ffffff\">15<span style=\"color:#008000\">, <span style=\"color:#ffffff\">25<span style=\"color:#008000\">%<\/span\/span>\/span from the cost of horses.<br \/>   <span style=\"color:#008000\">+<span style=\"color:#ffffff\">5<span style=\"color:#008000\">, <span style=\"color:#ffffff\">15<span style=\"color:#008000\">, <span style=\"color:#ffffff\">25<span style=\"color:#008000\">%<\/span\/span>\/span to the cost of cars.<br \/>   <span style=\"color:#008000\">&#8211;<span style=\"color:#ffffff\">1<span style=\"color:#008000\">, <span style=\"color:#ffffff\">3<span style=\"color:#008000\">, <span style=\"color:#ffffff\">5<span style=\"color:#008000\">%<\/span\/span>\/span income.<br \/>   <span style=\"color:#008000\">+<span style=\"color:#ffffff\">1<span style=\"color:#008000\">, <span style=\"color:#ffffff\">2<span style=\"color:#008000\">, <span style=\"color:#ffffff\">3<span style=\"color:#008000\">%<\/span\/span>\/span melee weapon damage.<br \/>   <span style=\"color:#008000\">&#8211;<span style=\"color:#ffffff\">1<span style=\"color:#008000\">, <span style=\"color:#ffffff\">2<span style=\"color:#008000\">, <span style=\"color:#ffffff\">3<span style=\"color:#008000\">%<\/span\/span>\/span firearms damage.<br \/>   <span style=\"color:#008000\">+<span style=\"color:#ffffff\">1<span style=\"color:#008000\">, <span style=\"color:#ffffff\">3<span style=\"color:#008000\">, <span style=\"color:#ffffff\">5<span style=\"color:#008000\">%<\/span\/span>\/span arcane power.<br \/>   <span style=\"color:#008000\">+<span style=\"color:#ffffff\">1<span style=\"color:#008000\">, <span style=\"color:#ffffff\">3<span style=\"color:#008000\">, <span style=\"color:#ffffff\">5<span style=\"color:#008000\">%<\/span\/span>\/span tooth and claw discipline.<br \/><span style=\"color:#008080\">[<span style=\"color:#ffffff\">Combative<span style=\"color:#008000\">\/<span style=\"color:#ffffff\">Manipulative<span style=\"color:#008080\">]<span style=\"color:#008000\">:<\/span\/span>\/span<br \/>  <span style=\"color:#808000\">Combative<span style=\"color:#008000\">:<\/span\/span><br \/>   <span style=\"color:#008000\">+<span style=\"color:#ffffff\">1<span style=\"color:#008000\">, <span style=\"color:#ffffff\">3<span style=\"color:#008000\">, <span style=\"color:#ffffff\">5<span style=\"color:#008000\">%<\/span\/span>\/span damage.<br \/>  <span style=\"color:#808000\">Manipulative<span style=\"color:#008000\">:<\/span\/span><br \/>   <span style=\"color:#008000\">&#8211;<span style=\"color:#ffffff\">1<span style=\"color:#008000\">, <span style=\"color:#ffffff\">3<span style=\"color:#008000\">, <span style=\"color:#ffffff\">5<span style=\"color:#008000\">%<\/span\/span>\/span damage.<br \/><span style=\"color:#008080\">[<span style=\"color:#ffffff\">Autocratic<span style=\"color:#008000\">\/<span style=\"color:#ffffff\">Democratic<span style=\"color:#008080\">]<span style=\"color:#008000\">:<\/span\/span>\/span<br \/>  <span style=\"color:#808000\">Autocratic<span style=\"color:#008000\">:<\/span\/span><br \/>   Leader loyalty praises worth <span style=\"color:#ffffff\">250<span style=\"color:#008000\">, <span style=\"color:#ffffff\">500<span style=\"color:#008000\">, <span style=\"color:#ffffff\">1000<span style=\"color:#008000\">%<\/span\/span>\/span of member praises.<br \/>  <span style=\"color:#808000\">Democratic<span style=\"color:#008000\">:<\/span\/span><br \/>   Leader loyalty praises worth <span style=\"color:#ffffff\">150<span style=\"color:#008000\">, <span style=\"color:#ffffff\">100<span style=\"color:#008000\">, <span style=\"color:#ffffff\">50<span style=\"color:#008000\">%<\/span\/span>\/span of member praises. At at least mildly democratic, the leader is automatically replaced by any individual with higher standing.<\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17701\" class=\"category-display-post\"><a id=\"society-ranks\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Society Ranks<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Society members have a standing and a rank. Standing is automatic and is<br \/>generated by praises\/disses as well as some automated activity like RPing<br \/>while wearing a society symbol. Standing determines roster order and who&#8217;ll<br \/>take over the society if the leader dies, steps down, or quits.<\/p>\n<p>Rank is set by the leaders, and conveys the trusts the member has when not<br \/>suspended. Each rank has a custom name and trusts. But is separate from<br \/>paygrade.<\/p>\n<p>Rank trusts are set with the society ranktrust (rankname) (trust) command.<br \/>The different trusts are:<\/p>\n<p>Comms &#8211; gives access to ssay alliance comms.<br \/>News &#8211; gives access to society news and announce.<br \/>Resource &#8211; Allow this rank to use society resources.<br \/>Brainwash &#8211; Allow this rank to use society resources for brainwashing.<br \/>Suspensions &#8211; Allow this rank to hand out suspensions.<br \/>Promotions &#8211; Allow this rank to promote people.<br \/>Recruitment &#8211; Allow this rank to recruit people.<br \/>Banishing &#8211; Allow this rank to kick people out.<br \/>Commanding &#8211; Allow this rank to order NPC soldiers.<\/p>\n<\/div><\/div><\/article><article id=\"post-17460\" class=\"category-display-post\"><a id=\"society-restrictions\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Society Restrictions<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Restrictions allow societies to limit what types of individuals can join them.<\/p>\n<p>Using society restriction soft allows a society to toggle their restrictions<br \/>to soft restrictions. Soft restrictions allow a restricted character to<br \/>join a society but they are limited to standing 1-2, and cannot be given<br \/>any important trusts or become a leader. Essentially functioning as a<br \/>slave\/servant\/intern class.<\/p>\n<p>Men: Restrict male characters.<br \/>Women: Restict female characters.<br \/>Primary Arcanists: Restrict characters with more arcane focuses than any<br \/>other type.<br \/>Arcanists: Restrict characters with any arcane focuses.<br \/>Primary Combatants: Restrict characters with more combat focuses than any<br \/>other type.<br \/>Combatants: Restrict characters with any combat focuses.<br \/>Primary Professionals: Restrict characters with more professional focuses<br \/>than other type.<br \/>Professionals: Restrict characters with any professional focuses.<br \/>Vampires: Restrict vampire characters.<br \/>Werewolves: Restrict werewolf characters.<br \/>Faeborn: Restrict Faeborn characters.<br \/>Angelborn: Restrict Angelborn characters.<br \/>Demonborn: Restrict Demonborn characters.<br \/>Demigod: Restrict Demigod characters.<br \/>Supernaturals: Restrict supernatural characters.<br \/>Naturals: Restrict natural characters.<br \/>Nonvirgins: Restrict characters who&#8217;ve had sex since chargen.<br \/>Fratenization: Restrict characters whose most recent sexual partner is<br \/>also a member of the society.<br \/>Unmarried Sex: Restrict characters who aren&#8217;t married to their most<br \/>recent sexual partner.<br \/>Murderers: Restrict vampires who are not animal feeders and werewolves who<br \/>have shifted.<br \/>Inhibited: Restrict vampires who are not reckless feeders, werewolves who do<br \/>not embrace lunacy and demonborn with low sadism habits.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#societies\" target=\"_blank\">Societies<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#secrecy\" target=\"_blank\">Secrecy<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#societypositions\" target=\"_blank\">Society Positions<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17465\" class=\"category-display-post\"><a id=\"society-stasis\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">society stasis<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> society stasis<\/p>\n<p>This command puts a society into stasis, rendering it inactive. It can be seen<br \/>on the society list and brought back out of stasis with society unstasis<br \/>(society)<br \/>by former members or any character on the same account as whoever put it into<br \/>stasis.<\/p>\n<\/div><\/div><\/article><article id=\"post-17434\" class=\"category-display-post\"><a id=\"society-trusts\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Society Trusts<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Comms &#8211; Adds access to alliance comms.<\/p>\n<p>News &#8211; Adds access to society announcements.<\/p>\n<p>Base &#8211; Gives access to the base.<\/p>\n<p>Research &#8211; Adds access to goblin market library research.<\/p>\n<p>Resource &#8211; Allows member to use society resources.<\/p>\n<p>Brainwashing &#8211; Allows member to use institute brainwashing facilities.<\/p>\n<p>Suspensions &#8211; Allows member to suspend other lower ranked members.<\/p>\n<p>Promotions &#8211; Allows member to promote other characters.<\/p>\n<p>Banishing &#8211; Allows member to kick people out of the society.<\/p>\n<p>Commanding &#8211; Allows member to use society NPC soldiers.<\/p>\n<p>Recruitment &#8211; Allows member to recruit new members.<\/p>\n<p>Eidolon &#8211; Allows a member to play the cult or sect&#8217;s Eidolon.<\/p>\n<\/div><\/div><\/article><article id=\"post-17592\" class=\"category-display-post\"><a id=\"solar-blessing\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Solar Blessing<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Demigod<\/p>\n<p>Characters with this power may use bless (target) to bestow a buff upon<br \/>someone that enhances them whenever it is day time, may be self targeted.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17650\" class=\"category-display-post\"><a id=\"soldier\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">soldier<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Two Archetype<\/span><\/p>\n<p>Human.<\/p>\n<p>This archetype represents those with a military or serious law enforcement<br \/>background.<\/p>\n<p><span style=\"color:#ffffff\">Minimum Age:<\/span> 18<\/p>\n<p>Available negative modifiers: Addicted, Injured, Ill, Young<br \/>Available positive modifiers: Relic Holder, Scientifically Augmented,<br \/>Fleshformed,<br \/>Demonic Pact Holder<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> Grants one point to spend in a combat or professional focus at tier<br \/>two.<\/p>\n<\/div><\/div><\/article><article id=\"post-17540\" class=\"category-display-post\"><a id=\"soldier-focus\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Soldier Focus<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Combat Focus<\/p>\n<p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> None<\/p>\n<p>This stat represents the natural path of learning how to use firearms common<br \/>amongst modern day soldiers, police officers, and criminals. Each rank offers<br \/>increased access to the demolitions stat. Soldiers can make use of soldiering,<br \/>commando and riot control abilities lines to help them in combat. At max rank<br \/>soldiers can access to sniper training, increasing<br \/>their range with firearms beyond what anyone else can achieve.<\/p>\n<p>[Soldier One]:<br \/>Commando (full): A power tree focused on aggressive combat gadgets.<br \/>Demolitions 2: Greater proficiency with explosives; makes it easier to breakin<br \/>to buildings.<br \/>Riot Control (full): A power tree focused on disabling enemies with gas and<br \/>explosives.<br \/>Soldiering (full): A power tree focused on firearm enhancement at moderate to<br \/>long range.<\/p>\n<p>[Soldier Two]:<br \/>None.<\/p>\n<p>[Soldier Three]:<br \/>Demolitions 3: Maximum proficiency with explosives; makes it easier to breakin<br \/>to buildings.<br \/>Sniper Training: Passive enhancement to rifle and carbine range in combat.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17751\" class=\"category-display-post\"><a id=\"soldiering\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Soldiering<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Requirements : Soldier 1<\/p>\n<p>[Rank Two]:<br \/>Suppressor : No target; attaches or removes a suppressor from your<br \/>firearm. When attached, your attacks do 10% less damage, but when attacking<br \/>from distances &gt;50, third parties won&#8217;t see your attacks and your target won&#8217;t<br \/>see who they came from. Additionally, targets struck with a suppressed weapon<br \/>from outside their cone of vision take 20 extra stagger. Has shortened<br \/>cooldown.<br \/>Roleplay : You can skillfully attach and use firearm suppressors.<br \/>Consumes your movement for one round.<\/p>\n<p>Bipod : No target; sets your weapon up on a bipod or removes the<br \/>bipod. While deployed, all firearm damage is increased by 20%, but movement is<br \/>impossible. Has shortened cooldown.<br \/>Roleplay : You can skillfully deploy and use firearm stabilizing bipods.<br \/>Consumes attack and move for one round to deploy, Consumes your attack for one<br \/>round to pack up.<\/p>\n<p>[Rank Three]:<br \/>Laserdesignate : Range 150; the target takes 50% increased damage from all<br \/>firearm attacks for one round.<br \/>Roleplay : You can tag people with a laser target.<br \/>Consumes your attack for one round.<\/p>\n<p>Bayonet : Passive; Can use the knife discipline when using large gun<br \/>objects without knife penalties.<br \/>Roleplay : You can skillfully attach and use a bayonett.<\/p>\n<p>Suppressingfire : Range 100, targets cover; anyone leaving that cover in the<br \/>next round takes 10% of their maximum defense in damage.<br \/>Roleplay : You know how to lay down suppressing fire on some cover.<br \/>Consumes your attack for one round.<\/p>\n<p>Naturalize : Range 50; target shapeshifter is turned back into a human<br \/>shape.<br \/>Roleplay : You can use a naturalizer.<br \/>Requires naturalizer object.<br \/>Consumes your attack for one round.<\/p>\n<\/div><\/div><\/article><article id=\"post-17584\" class=\"category-display-post\"><a id=\"song-of-the-sirens\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Song of the Sirens<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Faeborn<\/p>\n<p>Characters with this power may use the command sing to sing an enchanting<br \/>song that makes everyone who hears it more vulnerable to hypnotism and<br \/>psychic influence.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18037\" class=\"category-display-post\"><a id=\"sonic\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Sonic<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Ranged<br \/>Optimum Range: 30<\/p>\n<p>This discipline covers the ability of creatures to attack<br \/>others with powerful sonic distortions and extremely loud sounds. Restricted<br \/>to monster guests.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#disciplines\" target=\"_blank\">disciplines<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17581\" class=\"category-display-post\"><a id=\"soothing-aura\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Soothing Aura<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Angelborn<\/p>\n<p>Characters with this power make any injured person in the same room with<br \/>them heal 150% as quickly.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17472\" class=\"category-display-post\"><a id=\"spar\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">spar<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> spar [off]<\/p>\n<p>Toggle whether your character is currently sparring. If it is set to on, your<br \/>PC does half damage and all injuries received from your character will heal<br \/>quickly. Sparring does not need to be toggled in a room set as a sparring<br \/>hall.<\/p>\n<\/div><\/div><\/article><article id=\"post-17489\" class=\"category-display-post\"><a id=\"speak\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">speak<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> speak (language)<\/p>\n<p>This command lets you communicate in an emote with a second or third<br \/>language. To return to speaking English, simply use speak english.<\/p>\n<\/div><\/div><\/article><article id=\"post-17539\" class=\"category-display-post\"><a id=\"spearguns\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Spearguns<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Type<\/span>: Ranged<br \/><span style=\"color:#008080\">Optimal Range<\/span>: <span style=\"color:#ffffff\">50<\/span><br \/><span style=\"color:#008080\">Cap<\/span>: Tier 1:50, 2:60, 3:70, 4:80, 5:100<\/p>\n<p>This discipline covers the ability to use spearguns and similar weapons in<br \/>combat. While generally less effective in open air battles, spearguns excel<br \/>in underwater environments.<\/p>\n<\/div><\/div><\/article><article id=\"post-17538\" class=\"category-display-post\"><a id=\"spears\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Spears<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Melee<br \/>Max Range: 1<br \/>Cap: Tier 1:20, 2:30, 3: 40, 4:80, 5:120<\/p>\n<p>This discipline covers the ability to use spears and similar weapons in<br \/>combat. Spears excel in underwater environments but due to their large size<br \/>are unwieldy when ambushed. Anyone attempting to use a spear in a combat in<br \/>which they didn&#8217;t have it out when the fight started will suffer debuffs.<\/p>\n<\/div><\/div><\/article><article id=\"post-17638\" class=\"category-display-post\"><a id=\"special-forces\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Special Forces<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Three Archetype<\/span><\/p>\n<p>Human<\/p>\n<p>This archetype represents those humans who&#8217;ve received elite levels of<br \/>training in modern combat.<\/p>\n<p><span style=\"color:#ffffff\">Minimum Age:<\/span> 30<\/p>\n<p><span style=\"color:#ffffff\">Available Negative Modifiers:<\/span> Addicted, Injured, Ill.<br \/><span style=\"color:#ffffff\">Available Positive Modifiers:<\/span> Scientifically Augmented(Can take but doesn&#8217;t<br \/>increase<br \/>tier.)<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> Up to two points to spend on combat focuses at tier three.<\/p>\n<\/div><\/div><\/article><article id=\"post-17946\" class=\"category-display-post\"><a id=\"special-list\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Special List<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Overpower<br \/>Attack deals 140% damage, but your next attack deals 50%.<\/p>\n<p>Underpower<br \/>Attack deals 50% damage, but your next attack deals 140%.<\/p>\n<p>Delay<br \/>Delays the attack by one round, uses the delay descriptions from setting<br \/>up the myattacks for the second round when the attack strikes.<\/p>\n<p>Longdelay<br \/>Delays the attack by two rounds, but it deals 110% damage, uses the<br \/>delay descriptions from setting up the myattacks for the third round when<br \/>the attack strikes.<\/p>\n<p>AOE<br \/>Attack does 35% damage to the target and all other targets within 10<br \/>distance of them, excluding the attacking character.<\/p>\n<p>Wounding<br \/>Attack does 50% damage, but if it wounds the target they will be wounded<br \/>twice as severely, instantly killing NPCs or inflicting one stage greater<br \/>wounds on PCs.<\/p>\n<p>Lifesteal<br \/>Attack does 75% damage, but you recover defenses equal to half the damage<br \/>dealt. Restricted to monster guests.<\/p>\n<p>Damage<br \/>Attack does 110% damage. Restricted to monster guests.<\/p>\n<p>Weaken<br \/>Attack deals 75% damage, but saps the target, causing them to deal reduced<br \/>damage with their next attack. Restricted to monster guests.<\/p>\n<p>Stun<br \/>Attack deals 50% damage, but causes the target to lose their next attack and<br \/>movement. Restricted to monster guests.<\/p>\n<p>Knockback<br \/>Causes the attack to knock the target back ten feet. Restricted to monster<br \/>guests.<\/p>\n<p>Entrap<br \/>Attack causes the target to fall to the ground if flying, and prevents<br \/>movement for a round. Restricted to monster guests.<\/p>\n<p>Grapple<br \/>Attack deals 80% damage and pulls the target to the ground if flying, and<br \/>prevents movement for a round. Restricted to monster guests.<\/p>\n<p>Pain<br \/>Attacks cause more aggro from mobs.<\/p>\n<\/div><\/div><\/article><article id=\"post-17688\" class=\"category-display-post\"><a id=\"special-objects\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Special Objects<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Certain types of objects can only be bought from NPC-run stores on grid or<br \/>obtained from player characters.<\/p>\n<p>Sold in NPC Shops:<\/p>\n<p>Headlamp:<br \/>Headlamps are a special type of flashlight that can be worn. They are sold<br \/>faction stores.<\/p>\n<p>Scuba Gear:<br \/>Scuba gear protects those diving in deep water from injury. It can only be<br \/>bought from faction stores, but can be customized at any tailor.<\/p>\n<p>Gasoline:<br \/>Used to destroy forensic evidence on a corpse. Used in tandem with the burn<br \/>command. Gasoline can be bought in faction stores.<\/p>\n<p>Ability Items:<br \/>Tranquilizer darts and pistols, various grenades, bolas, landmines, caltrops,<br \/>bandages, tasers and pepper spray can only be bought in faction stores.<br \/>These items are used for certain skills under the abilities tree.<\/p>\n<p>Rohypnol:<br \/>Used to knock a PC out. Sold by a wandering NPC, the rough, shifty looking<br \/>man.<br \/>See help drugs for more information.<\/p>\n<p>Poison:<br \/>Used to debuff a PC. Sold by a wandering NPC, the rough, shifty looking man.<br \/>See help drugs for more information.<\/p>\n<p>Obtained from Player Characters:<\/p>\n<p>Blood Bag:<br \/>Blood bags can only be obtained from natural characters potent enough to give<br \/>blood. Naturals can use the giveblood command at the hospital blood bank or<br \/>have it be forcibly removed from them with the drain command. See help blood<br \/>and help blood potency for more information.<\/p>\n<p>Vampire Blood:<br \/>Vampire blood is used to permanently imprint a character. It can only be<br \/>obtained from vampires with the giveblood command. See help vampire blood for<br \/>more information.<\/p>\n<\/div><\/div><\/article><article id=\"post-17945\" class=\"category-display-post\"><a id=\"specials\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Specials<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Specials are effects applied to your attacks, they can only be used<br \/>through setting up and using a custom attack.<\/p>\n<p>Overpower<br \/>Attack deals 140% damage, but your next attack deals 50%.<\/p>\n<p>Underpower<br \/>Attack deals 50% damage, but your next attack deals 140%.<\/p>\n<p>Delay<br \/>Delays the attack by one round, uses the delay descriptions from setting<br \/>up the myattacks for the second round when the attack strikes.<\/p>\n<p>Longdelay<br \/>Delays the attack by two rounds, but it deals 110% damage, uses the<br \/>delay descriptions from setting up the myattacks for the third round when<br \/>the attack strikes.<\/p>\n<p>AOE<br \/>Attack does 40% damage to the target and all other targets within 10<br \/>distance of them, excluding the attacking character.<\/p>\n<p>Wounding<br \/>Attack does 50% damage, but if it wounds the target they will be wounded<br \/>twice as severely, instantly killing NPCs or inflicting one stage greater<br \/>wounds on PCs.<\/p>\n<p>Lifesteal<br \/>Attack does 75% damage, but you recover defenses equal to half the damage<br \/>dealt. Restricted to monster guests.<\/p>\n<p>Damage<br \/>Attack does 110% damage. Restricted to monster guests.<\/p>\n<p>Weaken<br \/>Attack deals 75% damage, but saps the target, causing them to deal reduced<br \/>damage with their next attack. Restricted to monster guests.<\/p>\n<p>Stun<br \/>Attack deals 50% damage, but causes the target to lose their next attack and<br \/>movement. Restricted to monster guests.<\/p>\n<p>Knockback<br \/>Causes the attack to knock the target back ten feet. Restricted to monster<br \/>guests.<\/p>\n<p>Entrap<br \/>Attack causes the target to fall to the ground if flying, and prevents<br \/>movement for a round. Restricted to monster guests.<\/p>\n<p>Grapple<br \/>Attack deals 80% damage and pulls the target to the ground if flying, and<br \/>prevents movement for a round. Restricted to monster guests.<\/p>\n<p>Pain<br \/>Makes NPCs gain extra aggro towards you, making them more likely to attack you.<\/p>\n<p>Msummon<br \/>Summons a minion to fight for you. Generally takes around 2 rounds to arrive<br \/>and requires setting up.<\/p>\n<p>Asummon<br \/>Summons an ally (Muscle Contact) to fight for you. Generally takes around 4<br \/>rounds to arrive and requires setting up.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#wminions\" target=\"_blank\">WMinions<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#contactjobs\" target=\"_blank\">Contact Jobs<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#myattacksx\" target=\"_blank\">Myattacksx<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17509\" class=\"category-display-post\"><a id=\"speed\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Speed<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Speed 1-5<\/p>\n<p>This sets your default combat speed which is used when fighting NPCs out in<br \/>the forest. Speed 1 is the fastest and means one move and attack every 15<br \/>seconds. At speed 2 it is every 30 seconds, speed 3 45 seconds, and so on. You<br \/>start off with the default speed of 3, most people will eventually lower this<br \/>to<br \/>1 in order to earn exp faster but it&#8217;s a good idea to start off slower until<br \/>you are sure you know what you&#8217;re doing.<\/p>\n<\/div><\/div><\/article><article id=\"post-18107\" class=\"category-display-post\"><a id=\"speeddial\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">speeddial<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> speeddial<br \/>Show your phone&#8217;s remembered contacts.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> speeddial (1-50) (name) (number)<br \/>Add a phone number into your phone book. This will allow you to call and text<br \/>a person by name.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> speeddial (1-50)<br \/>Clear the contact from your phone book.<\/p>\n<\/div><\/div><\/article><article id=\"post-17342\" class=\"category-display-post\"><a id=\"spiritwhisper\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">spiritwhisper<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Spiritwhisper (Player name) (message)<\/p>\n<p>Used by Eidolons to send a whisper to a character in the dark, they will be<br \/>able to keep whispering and hear anything said by the target until they log<br \/>off or step<br \/>into sunlight.<\/p>\n<\/div><\/div><\/article><article id=\"post-28279\" class=\"category-display-post\"><a id=\"squad\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">squad<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> make squad<br \/>        squad list<br \/>        squad info (number)<br \/>        squad delete (number)<br \/>        squad spawn (number)<br \/>        squad up\/down<\/p>\n<p>Squads are groups of NPCs which can assist you in combat, when creating them you can set disciplines, abilities and special attack effects. If you use squad up your squad will hang around you and if you start a fight with another person who has a squad up you both will be able to summon your squad NPCs in the fight, with stronger characters able to summon fewer.<\/p>\n<p>Squads are also used to support the initiator in smashngrab raids.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#smashngrab\" target=\"_blank\">smashngrab<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17840\" class=\"category-display-post\"><a id=\"sradddesc\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">sradddesc<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> SRAddDesc<\/p>\n<p>A command to add or modify a temporary description in a room, only SRs can<br \/>change it and it lasts until deleted or changed.<\/p>\n<\/div><\/div><\/article><article id=\"post-17523\" class=\"category-display-post\"><a id=\"sraddhidden\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">SRaddhidden<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Sraddhidden<\/p>\n<p>A Command to add or modify a hidden description in a room that will appear<br \/>if a character searches it.<\/p>\n<p>Can only be done by SRs who are currently running a mystery.<\/p>\n<\/div><\/div><\/article><article id=\"post-18081\" class=\"category-display-post\"><a id=\"ssay\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">ssay<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> ssay (message)<br \/><span style=\"color:#ffffff\">Syntax:<\/span> ssay to phone (message)<\/p>\n<p>Used to communicate with the rest of your society.<\/p>\n<\/div><\/div><\/article><article id=\"post-17683\" class=\"category-display-post\"><a id=\"stab\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">stab<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> stab (name) syringe<\/p>\n<p>This will inject your victim with the contents of an alchemical syringe made<br \/>by the makepotion command.<\/p>\n<\/div><\/div><\/article><article id=\"post-17503\" class=\"category-display-post\"><a id=\"stagger\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Stagger<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Stagger is a debuff that appears next to your defense in your prompt. It<br \/>represents a general lack of balance or short term fatigue in combat.<\/p>\n<p>Supernaturals take stagger from specific types of weapon augments, and<br \/>it can also be applied by toxins, by talking in combat or by being hit<br \/>above your round damage cap.<\/p>\n<p>Stagger decreases your damage and movement speed. It goes down every round<br \/>and goes down faster if your character is not moving and\/or has higher stamina.<\/p>\n<\/div><\/div><\/article><article id=\"post-17692\" class=\"category-display-post\"><a id=\"stake\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Stake<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> stake (name\/sdesc keyword)<br \/><span style=\"color:#ffffff\">Syntax:<\/span> get stake (name\/sdesc keyword)<\/p>\n<p>The stake command can be used on any helpless target. You need a stake object<br \/>in your inventory. This can be any thing-type item with the keyword stake in<br \/>its name.<\/p>\n<p>Staking inflicts a severe wound on a vampire and places him in a state of<br \/>paralysis.<\/p>\n<p>Staking a living character will critically wound him.<\/p>\n<\/div><\/div><\/article><article id=\"post-18128\" class=\"category-display-post\"><a id=\"stalk\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">stalk<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> stalk (message)<\/p>\n<p>Used by Storyrunners to communicate with each other OOCly, also<br \/>may be used by players to attempt to contact online SRs.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#storyrunners\" target=\"_blank\">story runners<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17449\" class=\"category-display-post\"><a id=\"stall\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">stall<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> stall<\/p>\n<p>This command is used when driving a vehicle, and will immediately pause<br \/>travel. Typing the command again will resume it.<\/p>\n<\/div><\/div><\/article><article id=\"post-18021\" class=\"category-display-post\"><a id=\"stamina\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Stamina<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Rank 3 requires Demigod, Tier 3 or 1 point in combat focuses.<br \/>Rank 4 requires Demigod Warrior 2, Demonborn Warrior 3 or combat focus 4.<br \/>Rank 5 requires Demigod warrior 4.<\/p>\n<p>This stat represents your character&#8217;s endurance and cardiovascular fitness.<br \/>Stamina also increases the amount your stagger goes down each round.<\/p>\n<p>Stamina -1<br \/>Tire just climbing stairs<br \/>Stamina 0<br \/>Average person<br \/>Stamina 1<br \/>More than an average person<br \/>Stamina 2<br \/>An athlete<br \/>Stamina 3<br \/>An endurance athlete<br \/>Stamina 4<br \/>One of the best endurance athletes in the world<br \/>Stamina 5<br \/>Supernatural stamina<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17881\" class=\"category-display-post\"><a id=\"stand\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">stand<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> stand<\/p>\n<p>Stand returns you to a standing position from any position of rest.<br \/>You will need to stand again to move after sitting down.<\/p>\n<\/div><\/div><\/article><article id=\"post-17937\" class=\"category-display-post\"><a id=\"stash\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">stash<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Your stash is a place to store items when not using them.<\/p>\n<p>Any room designated as a bedroom, an intersection, a place<br \/>with your car or motorcycle, or a universal stash counts as these.<\/p>\n<p>Any item put into a stash must be retrieved from the same room, with the<br \/>exception of your car\/motorcycle stashes and universal stashes. A universal<br \/>stash can be accessed from any stash on grid. There are universal stashes<br \/>in the character generation room and in any store.<\/p>\n<p>Stashes cannot be accessed by other characters aside from through the use<br \/>of invitation-level specific commands.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> stash\/ stash all<br \/>This will show the contents of your stash and the rooms<br \/>that they are found in.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> get (object) stash<br \/>This will retrieve an object from your stash.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> put (object) stash<br \/>This will put items into your stash.<\/p>\n<\/div><\/div><\/article><article id=\"post-18185\" class=\"category-display-post\"><a id=\"stashsteal\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">stashsteal<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> stashsteal [item] [character]<\/p>\n<p>Allows you to steal an item from another player&#8217;s stash that is located in<br \/>your current room. The command requires an invite level of 7 or higher from<br \/>the target character to succeed.<\/p>\n<p>Stealing valuable items will result in political consequences.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#politicalthuggery\" target=\"_blank\">Political Thuggery<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#invitation\" target=\"_blank\">Invitation<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18186\" class=\"category-display-post\"><a id=\"stashview\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">stashview<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> stashview [character name]<\/p>\n<p>This command allows you to view items that another player has stashed in your<br \/>current room as long as you have an invitation level of at least 3.<\/p>\n<p>The command works on both online and offline players.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#invitation\" target=\"_blank\">Invitation<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17459\" class=\"category-display-post\"><a id=\"stasis\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Stasis<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Society stasis\/Society Unstasis (name)<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Stasis (charactername)\/Unstasis (name)<\/p>\n<p>Stasis is used to put societies and\/or characters temporarily out of play.<\/p>\n<p>Societies can only be brought out of stasis by ex-members or characters from<br \/>the same account as the individual who put it into stasis, they are also the<br \/>only ones who can see it on the society list.<\/p>\n<p>When a character is put into stasis, they will get their xp and rpxp returned<br \/>just like if they deleted the character, spent non-personal karma will also<br \/>go into their bank. In order to unstasis the character, the player must have<br \/>unspent xp and rpxp equal to what was returned, as well as enough personal<br \/>karma and regular + banked karma for the character&#8217;s tier. Characters are<br \/>brought back from stasis from the login screen where one would normally<br \/>choose a character to play.<\/p>\n<p>Stasis characters retain their dream xp, and influence.<\/p>\n<p>New societies cannot be created or old ones brought out of stasis before the<br \/>20th of each month.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#societies\" target=\"_blank\">Societies<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18063\" class=\"category-display-post\"><a id=\"stats\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">stats<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> stats (all\/cost)<br \/><span style=\"color:#ffffff\">Syntax:<\/span> powers (all\/cost)<\/p>\n<p>Stats represent almost all non-direct-combat attributes your character has,<br \/>ranging from wealth, attractiveness, NPC friends, physique, education and<br \/>miscellaneous skills. They are raised with RP Experience, which is earned<br \/>from general roleplay.<\/p>\n<p>Stats can vary in value from a minimum of -1 to a maximum of 5, though not<br \/>all stats have assignable values at each tier. When assigning stat points,<br \/>simply use the train command to train the next available tier.<\/p>\n<p>-1: Returns 10,000 RPXP to your RPXP pool.<br \/>0: Costs 0 RPXP.<br \/>1: Costs 10,000 RPXP.<br \/>2: Costs 30,000 RPXP. (1 for level 1, 2 for level 2)<br \/>3: Costs 60,000 RPXP. (1+2+3)<br \/>4: Costs 100,000 RPXP.<br \/>5: Costs 150,000 RPXP.<\/p>\n<p>Powers:<br \/>Supernatural stats can be found under the powers command, but follow the<br \/>same rules as stats for the most part. They are limited by circumstances<br \/>detailed elsewhere.<\/p>\n<p>Animal Stats:<br \/>Animal stats follow special rules and are detailed in a secondary file.<\/p>\n<\/div><\/div><\/article><article id=\"post-19487\" class=\"category-display-post\"><a id=\"status\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">status<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Status<\/p>\n<p>Used to show what combat affects you are currently under.<\/p>\n<\/div><\/div><\/article><article id=\"post-18187\" class=\"category-display-post\"><a id=\"steal\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">steal<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> steal [item\/amount] [victim]<\/p>\n<p>This command allows you to steal money or objects from another character who<br \/>is helpless.<\/p>\n<p>To steal money, use a numeric amount as the first argument. To steal an<br \/>item, specify the item name as the first argument.<\/p>\n<p>When stealing high value items you may suffer political consequences unless<br \/>the victim has an invite level of 8.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#politicalthuggery\" target=\"_blank\">Political Thuggery<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18016\" class=\"category-display-post\"><a id=\"stealth\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Stealth<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Rank 3 requires faeborn, or illusory magic 2 or thief\/hunter<br \/>focus 1.<br \/>Rank 4-5 requires Illusory magic focus 3-4 or Thief\/Hunter 2-3<br \/>Rank 3-5 requires tier 2-4.<\/p>\n<p>This stat governs a character&#8217;s ability to remain undetected.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> shadow (person\/self)<br \/>Shadow allows a character to follow someone without any echoes revealing so.<br \/>The character will be hidden in any transport rooms, but visible upon reaching<br \/>the destination. Those with higher perception than the character&#8217;s stealth<br \/>will be able to detect attempts to shadow them or others.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> hide<br \/><span style=\"color:#ffffff\">Syntax:<\/span> unhide\/visible<br \/>Used to conceal a character using the stealth skill. Others who are in the<br \/>same room when a character hides will still see him. Should any action be<br \/>taken, the character is at risk of being unhidden. Others with a higher<br \/>perception than the character&#8217;s stealth won&#8217;t be fooled.<\/p>\n<p>Stealth 0<br \/>Not stealthy.<br \/>Stealth 1<br \/>Able to blend in, making it more difficult to spot the character.<br \/>Stealth 2<br \/>Able to blend in and move quietly.<br \/>Stealth 3<br \/>Able to avoid sightlines.<br \/>Stealth 4<br \/>Able to move soundlessly.<br \/>Stealth 5<br \/>Able to move soundlessly while blending into the background.<\/p>\n<p>Hidden characters may be passed over by mist monsters, at stealth 3 this is<br \/>guaranteed.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18078\" class=\"category-display-post\"><a id=\"stell\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">stell<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> stell (person) (message)<br \/>Used by Story Runners to communicate privately and OOCly with<br \/>players, useful for setting up RP or giving players information<br \/>and guidance mid-RP.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#storyrunnercommands\" target=\"_blank\">Story Runner Commands<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18039\" class=\"category-display-post\"><a id=\"stone-magic\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Stone Magic<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Ranged<br \/>Optimum Range: 50<\/p>\n<p>This discipline covers the ability of creatures to conjure and<br \/>manipulate stone. A type of &#8216;sorcery&#8217; that is usually used to conjure a<br \/>sharp or heavy stone projectile which is then launched at an adversary but<br \/>can also be used to manipulate existing stone. Restricted to monster guests.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#disciplines\" target=\"_blank\">disciplines<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18053\" class=\"category-display-post\"><a id=\"stone-shield\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Stone Shield<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Defensive<\/p>\n<p>This discipline covers the use of stone magic to form a protective shield<br \/>that will block incoming attacks until the energy is all used up. Normally<br \/>invisible except when being struck. Restricted to monster guests.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#disciplines\" target=\"_blank\">disciplines<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17812\" class=\"category-display-post\"><a id=\"stopfight\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">stopfight<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Stopfight<\/p>\n<p>An SR command to end a fight in the room they&#8217;re in.<\/p>\n<\/div><\/div><\/article><article id=\"post-17594\" class=\"category-display-post\"><a id=\"storm-calling\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Storm Calling<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Demigod<\/p>\n<p>Characters with this power can use the command storm to summon up a storm,<br \/>may not work if the skies are too clear.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17789\" class=\"category-display-post\"><a id=\"storyidea\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">storyidea<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Storyideas are potential plots you can run as a Story Runner. These ideas<br \/>have to be approved by staff before they can be turned into plots.<\/p>\n<p>To create a storyidea simply use storyidea create.<\/p>\n<\/div><\/div><\/article><article id=\"post-17456\" class=\"category-display-post\"><a id=\"storyidea-commands\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Storyidea Commands<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Title: Storyidea Commands<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> storyidea list<br \/>&#8211; Lists all storyideas and their status (Incomplete, Pending, Approved, etc.)<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> storyidea info (number)<br \/>&#8211; Shows the details of a particular storyidea from the list.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> storyidea create<br \/>&#8211; Puts you into an editor for a new storyidea.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> type (type)<br \/>&#8211; Sets the type of the storyidea.<br \/>Valid types are Delve\/Quest\/Investigation\/Heist\/Suppression<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> sponsor (association)<br \/>&#8211; Allows you to set a subfaction associated with the storyidea. Leaving the<br \/>subfaction blank will list all available options. See <span style=\"color:#ffffff\">help subfactions<\/span>.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> description<br \/>&#8211; Puts you into an editor to enter a description of the storyidea.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> lore<br \/>&#8211; Puts you into an editor to detail any lore involved in your story, such as<br \/>magic, technology, history, creatures etc, if there are none, just type none.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> secrets<br \/>&#8211; Puts you into an editor to detail any secrets in your plot, these will only<br \/>be seen by the SR who takes on the story.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> storyidea makeplot (number)<br \/>&#8211; Allows you to turn a claimed storyidea into a plot.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> storyidea approve (number)<br \/>&#8211; Only available to staff.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> storyidea lock (number)<br \/>&#8211; Only available to staff.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> storyidea sponsor (number)<br \/>&#8211; Only available to staff.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> storyidea deny (number)<br \/>&#8211; Only available to staff.<\/p>\n<\/div><\/div><\/article><article id=\"post-18244\" class=\"category-display-post\"><a id=\"storyrunner-commands\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Storyrunner Commands<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Emit (message)<br \/>&#8211; Used like emote but without your name at the front.<br \/>Private (target) (message)<br \/>&#8211; Private emotes when SRing will not include<br \/>your name by default.<br \/>Showto (message) with (list of stats, disciplines, abilities, charms etc)<br \/>-Used to show a message only to people with particular stats.<\/p>\n<p>calltry (player) (optional message)<br \/>-Ask a player to make a roll with the try command.<br \/>rollchallenge (player) (difficulty 0-5) (stat helpfulness 0-3) (optional max<br \/>assists 0-5) (optional additional randomness (0-3)<br \/>-Set the challenge for the try roll a particular player is making.<\/p>\n<p>Swalk (location number) (list of players)<br \/>-Travel to a roomlist location and bring the players specified with you.<br \/>Summon (player name)<br \/>-Summon a specific player to your location.<\/p>\n<p>Monster summon\/startfight\/pausefight\/ability\/fightspeed<br \/>-Summon NPCs for the PCs to battle.<\/p>\n<p>Clock start\/stop\/pause\/pushback\/forcetick<br \/>-Manage clocks for the plot.<\/p>\n<p>Make Storyidea<br \/>-Create a new storyidea.<\/p>\n<p>Storyidea\/plot\/Monster<br \/>-Commands for editing your plots or NPCs<\/p>\n<p>Make Room<br \/>-Command for creating rooms for plots.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#storyrunnerpolicy\" target=\"_blank\">Storyrunner Policy<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18205\" class=\"category-display-post\"><a id=\"storyrunning-policy\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Storyrunning Policy<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Storyrunning in Haven is a privilege, not a right, and your ability to SR<br \/>can be suspended at any time for any length of time if your use of SR tools<br \/>is deemed detrimental to the game as a whole.<\/p>\n<p>Generally this will be the case if you:<br \/>Seem to use your SR to grief players, giving certain characters a harder<br \/>time in your plots in a way that seems related to your OOC attitude about<br \/>their player or your IC rivalry with their character.<\/p>\n<p>Use your SRing powers to aggrandize your own character or that of your OOC<br \/>friends. Trying to make them seem more important or being overtly favorable<br \/>to them with difficulties etc.<\/p>\n<p>Do not follow encounter prompts when running encounters.<\/p>\n<p>Run plots different to the idea you proposed.<\/p>\n<p>Try to find ways to make your plots or stories more important than those<br \/>run by other players.<\/p>\n<p>Are making so little effort to make interesting stories that they lack<br \/>coherence.<\/p>\n<p>Try to OOCly influence people to go on your plots, or use your plots as<br \/>a way to incentivise people to engage in other behaviour they otherwise<br \/>wouldn&#8217;t.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#rules\" target=\"_blank\">Rules<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#policies\" target=\"_blank\">Policies<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17999\" class=\"category-display-post\"><a id=\"strength\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Strength<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Rank 2-3 requires supernatural or combat focus.<br \/>Rank 4 requires Demigod Warrior, Demonborn Warrior, Angelborn Champion 3 or<br \/>tier 4.<br \/>Rank 5 requires Demigod Warrior 3 or Demonborn Warrior 4.<\/p>\n<p>This stat determines how physically strong your character is.<br \/>It is used to determine if you can break out of pins, and<br \/>is the primary stat checked offensively in fist fights and<br \/>social attacks.<\/p>\n<p>Strength -1 means you are weaker than most people.<br \/>Bench 70 pounds (32 kg), Lift 80 pounds (36 kg)<\/p>\n<p>Strength 0 means you have average adult strength.<br \/>Bench 95 pounds (43 kg), Lift 160 pounds (73 kg)<\/p>\n<p>Strength 1 means you are a fair bit stronger than the average person.<br \/>Bench 165 pounds (75 kg), Lift 280 pounds (127 kg)<\/p>\n<p>Strength 2 means you are as strong as the strongest people in the<br \/>world, such as weightlifters and professional athletes.<br \/>Bench 285 pounds (129 kg), Lift 480 pounds (218 kg)<\/p>\n<p>Strength 3 means you are stronger than any human could be.<br \/>Bench 450 pounds (205 kg), Lift 800 pounds (363 kg)<\/p>\n<p>Strength 4 means you are significantly stronger than any human could be.<br \/>Bench 710 pounds (322 kg), Lift 1200 pounds (544 kg)<\/p>\n<p>Strength 5 means you are massively stronger than any human.<br \/>Bench 1000 pounds (454 kg), Lift 1500 pounds (680 kg)<\/p>\n<p>Bench refers to the maximum weight your character can bench press.<br \/>Lift refers to the maximum weight your character could lift from<br \/>the ground to chest height. They could also carry this a short<br \/>distance and toss it a few feet.<\/p>\n<p>Televisions weigh up to 150 pounds.<br \/>Full Beer Kegs weigh about 160 pounds.<br \/>Fridges\/freezers weigh up to 600 pounds.<br \/>Telegraph poles weigh up to 500 pounds.<br \/>Motorcycles weigh from 250 to 700 pounds.<br \/>Pool tables weigh around 800 pounds.<br \/>Cars weigh 5000 pounds on average.<\/span><\/span><\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#stats\" target=\"_blank\">stats<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17773\" class=\"category-display-post\"><a id=\"striking\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Striking<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Melee<br \/>Max Range: 1<br \/>Cap: Lower of 10 + Combat Focus times 5 or 10 + Tier times 5<\/p>\n<p>This discipline covers the ability to deliver unarmed blows to<br \/>opponents in close quarters such as punches, kicks and elbows.<br \/>Covering fighting forms such as boxing or karate.<\/p>\n<\/div><\/div><\/article><article id=\"post-18188\" class=\"category-display-post\"><a id=\"stubborn\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">stubborn<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> stubborn<\/p>\n<p>Sets a flag to mark you as stubborn. The next time your character is reduced<br \/>to 0 defense, they go<br \/>back up to full, but likely still taking the wound. Can only be used<br \/>by characters below T3 who are in righteous factions.<\/p>\n<p>Humans can use this command once per week, supernaturals once every two<br \/>weeks.<\/p>\n<\/div><\/div><\/article><article id=\"post-17651\" class=\"category-display-post\"><a id=\"student\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Student<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier One Archetype<\/span><\/p>\n<p>Human.  <\/p>\n<p>This archetype represents those who are engaged in full time study at one of<br \/>the nearby schools or community colleges.  <\/p>\n<p><span style=\"color:#ffffff\">Minimum Age:<\/span> 18<\/p>\n<p><span style=\"color:#ffffff\">Available positive modifiers:<\/span> Chemical Augmentation, Demonic Pact,<br \/>Fleshformed.<\/p>\n<\/div><\/div><\/article><article id=\"post-17811\" class=\"category-display-post\"><a id=\"subdue\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">subdue<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> subdue<\/p>\n<p>This toggles if you&#8217;ll automatically attempt to knockout PCs in combat or<br \/>keep fighting until they die.<\/p>\n<\/div><\/div><\/article><article id=\"post-17922\" class=\"category-display-post\"><a id=\"subtle\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">subtle<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> subtle &lt;action\/string&gt;<\/p>\n<p>Works the same as an emote but is only seen by people in the same place as<br \/>you.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#places\" target=\"_blank\">places<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17713\" class=\"category-display-post\"><a id=\"suffer\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Suffer<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> suffer mild\/moderate\/strong<\/p>\n<p>This command is used to represent when your character suffers in some way,<br \/>either mentally or physically. Suffering sensitive people in the room will<br \/>start to feel an increase in their mood when you suffer.<\/p>\n<p>Being demonborn is the only current way to be suffering sensitive.<\/p>\n<p>Appearance:<br \/>suffer mild<br \/>You feel mild suffering.<br \/>You feel your mood improve slightly.<\/p>\n<\/div><\/div><\/article><article id=\"post-18057\" class=\"category-display-post\"><a id=\"summon\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">summon<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span>Summon (player)<\/p>\n<p>This is an SR command which brings a PC to your location, if<br \/>your trust level is below 2 the PC will have a choice on if they<br \/>come or not.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#storyrunnercommands\" target=\"_blank\">story runner commands<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17727\" class=\"category-display-post\"><a id=\"sunlight-resistance\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Sunlight Resistance<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Tier 3.<\/p>\n<p>This stat affords vampires a significant amount of resistance to the effects<br \/>of daylight, they&#8217;ll be less tired than other vampires during the day, and<br \/>find sunlight a bit less blinding and painful. Normally this means that the<br \/>vampire has spent several decades forcing themselves to endure sunlight<br \/>exposure, but some lucky vampires can develop resistance much quicker. It<br \/>does not entirely remove their penalties however, they&#8217;re notably still weak<br \/>when exposed under a noonday sun.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17998\" class=\"category-display-post\"><a id=\"super-jumping\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Super Jumping<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Angelborn Champion 1, Blade Disciple 1, T3 angelborn or vampire,<br \/>or Tier 4.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Move (person) jump<\/p>\n<p>Characters with this ability can jump about twice as far as normal humans of<br \/>similar strength and speed. They can also land on their feet with no ill<br \/>effect after falling from heights up to around six storeys. In combat it<br \/>allows someone to rapidly close a gap, moving up to three times their normal<br \/>movement to a target. They can only use this command every few rounds and<br \/>the distance someone can jump is significantly impacted by the amount of large<br \/>weapons, armor and shields they are carrying.<\/span><\/span><\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#stats\" target=\"_blank\">stats<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17759\" class=\"category-display-post\"><a id=\"supernatural-history\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Supernatural History<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Supernatural forces have existed for as long as mankind, but they used to be<br \/>fairly primitive. There were no monsters or gods, just tribal shamans and<br \/>priests whose powers were rather limited except when they made human<br \/>sacrifices. The other worlds were closer to earth however, and people often<br \/>accidentally stumbled from one to another.<\/p>\n<p>This first began to change in Mesopotamia around 8500BCE, Sorcerers began to<br \/>develop in earnest, and the knowledge of magical forces increased. These<br \/>sorcerers broke into several dynastic lines, teaching their children their<br \/>knowledge following an oral tradition. Experiments in fleshforming started<br \/>around 2000 years later, and in 6000BCE the first reports of vampires and<br \/>werewolves occurred. Several sorcerous dynasties combined with the rise of<br \/>the Sumarians to form what&#8217;s now known as the Council of Babylon, despite at<br \/>the time it existing in Kish, some distance from where Babylon would be<br \/>erected. The council existed on other worlds as well, having determined ways<br \/>to walk between them and was the ruling power in most other earth-like planes.<br \/>They were also spreading to the developing Egypt. The Council were immortal<br \/>and in 2400 BCE the first God was created.<\/p>\n<p>The council continued to grow in influence, and spread with civilization, many<br \/>of the oldest and most powerful members were now Gods whilst others were<br \/>simply immortal. In 1800 BCE in one of the other realms, known as Sirinia at<br \/>the time, two of the more powerful members fell into a feud over a woman. The<br \/>feud grew in fervor and the rest of the council in that plane eventually<br \/>joined sides. As the war raged, no longer really about a woman, each side<br \/>turned to more and more dangerous fleshforming until they lost control over<br \/>their fleshformed creatures. The council members in other planes worked<br \/>quickly to seal Sirinia away from themselves, so that what had been created<br \/>could not break free, that world is now known colloquially as Hell.<\/p>\n<p>Shortly afterwards on the east coast of the Mediterranean sea rose the first<br \/>group of anti-supernatural warriors, who were set on destroying any<br \/>supernatural creation and severing the ties to other worlds under their leader<br \/>Abraham, himself some kind of immortal although he was not a vampire or<br \/>sorcerer. The group made good progress for a hundred years until they came<br \/>into brutal conflict with the council and were sorely defeated, the people<br \/>broken and scattered, although their descendants would eventually come<br \/>together again in Canaan around 1400 BCE as the first of the Israelites.<\/p>\n<p>This kingdom began to grow again, quietly, keeping largely to itself although<br \/>anti-supernatural sentiment still ran strong, just when it had started to<br \/>reach real power the council of Babylon, remembering the war with the<br \/>Israelites ancestors used the Kingdom of Babylon to smash the Kingdom of<br \/>Judah, destroying the First Temple and sending most of their people once more<br \/>into exile, this time mostly in Babylon and Egypt. With their common enemy<br \/>crushed the council began to drift apart and few new members were accepted,<br \/>they each began to work on separate projects and it was during this time that<br \/>great empires began to develop in Greece, Persia, India, China, South America<br \/>and eventually Rome.<\/p>\n<p>Alexander the great was the son of one of the most powerful councilmembers and<br \/>constituted the last serious involvement in the affairs of men by the council.<br \/>He was eventually slain by another who was able to subvert his protections and<br \/>the council fell to bickering amongst themselves, until they settled upon an<br \/>accord of non interference with the world. An accord which they would<br \/>frequently break, but generally only in small or deniable ways. They accepted<br \/>no new members, and vigilantly protected the secrets of fleshforming.<\/p>\n<p>The withdrawal of the Council created something of a power vacuum and it was<br \/>filled by several new groups by around 300 BCE. They were mostly made up of<br \/>the descendants of those who&#8217;d served the council of Babylon in some way,<br \/>priests, companions or servants. Those who&#8217;d seen the use of magic and had<br \/>some idea on how to go about it, or where to look for clues to go about it.<br \/>Relatively weak councils formed in South America, Western Europe, and<br \/>Scandinavia now typically called the Incan Council, the Druidic Council, and<br \/>the Viking Council. A significantly more powerful one formed in China, known<br \/>as the Eastern Council, and by far the most powerful formed in Italy, known as<br \/>the Council of Rome. The Roman council had many advantages over the others,<br \/>being close to the seat of Alexanders power, and the closest to Babylon and<br \/>all the artifacts and knowledge of that area. Despite their relative power<br \/>they had no access to the higher mystical arts or to fleshforming, and many<br \/>turned to vampirism as a way to extend their lives and authority. Rome became<br \/>the vampire capital of the world even as it grew much more powerful under the<br \/>guiding hand of the Roman Council.<\/p>\n<p>Meanwhile the Israelites slowly began to pick themselves back up leading<br \/>eventually to the formation of the Hasmonean Dynasty in 165 BCE. Remembering<br \/>the history of the Israelites as powerful anti-supernatural warriors the<br \/>Council of Rome pushed Rome into invading and conquering Judaea in 63 BCE. By<br \/>50 BCE the Incan council had fallen apart, and the Viking council had<br \/>fragmented into several warring sects, meanwhile the Eastern Council grew in<br \/>strength and formed into the group called The Dynasty.<\/p>\n<p>In 33 AD the new religion of Christianity was formed out of that of Judaism,<br \/>and although nobody noticed much at first it&#8217;s influence started to rapidly<br \/>spread, almost as if it was being supernaturally aided. In 64 AD The council<br \/>of Rome had noticed this disturbing upswing in the influence of the<br \/>descendants of Israel and Emperor Nero blamed Christians for the great Fire of<br \/>Rome that year, creating a massive wave of persecution against Christians<br \/>throughout the Empire. In spite of this however, the new religion continue to<br \/>flourish and many of it&#8217;s supplicants in secret began working against the<br \/>supernatural. More and more ties to the other realms became broken and the<br \/>Gods finally decided to leave Earth to make their primary residence in another<br \/>plane, many of the lesser councilmembers who hadn&#8217;t attained full godhood<br \/>broke away into their own faction and founded a Golden city in yet another<br \/>realm in this period leading up to around 300 AD, a few remaining on earth and<br \/>instead heading north away from civilization. These lesser members are now<br \/>known as the Fae.<\/p>\n<p>When Christianity was finally adopted by the Roman Empire officially it was<br \/>considered a great victory against the council of Rome and ever since the<br \/>supernatural have been pushed into hiding. It was around this time when the<br \/>Council of Rome started to be known as Manus, or The Hand. While the anti-<br \/>supernatural faction within Christianity and Judaism was called The Temple.<br \/>In 150 AD what was left of the Viking council fell to a growing faction of<br \/>werewolves in Scandinavia.<\/p>\n<p>The Druidic council, long forgotten to the northwest grew strong under the<br \/>influence of the Fae who traveled there instead of to the Golden City, far<br \/>removed from the area in which the struggles between the supernatural and<br \/>natural occurred, from Babylon and the old gates to hell much greater trust<br \/>existed between the Druids and their people, and they practiced magic openly.<\/p>\n<p>While the Hand and Temple fought for control of Rome, the long forgotten and<br \/>newly powerful druidic council, or as it came to be known, the Order, and it&#8217;s<br \/>barbarian tribes began to push south, culminating in the collapse of the<br \/>Western Roman Empire. At the same time, the Dynasty were being heavily<br \/>punished by the Mongols and their shamans.<\/p>\n<p>During most of the Medieval period control of Europe was divided between the<br \/>Hand, the Order and the Temple. The Temple had control of Spain, and Russia,<br \/>as well as influence in the middle east, whereas the Hand still controlled<br \/>Italy and England, with the Order retaining control of most of the rest of<br \/>Europe. The Temple&#8217;s influence through Christianity however exerted a heavy<br \/>hand and they were the most powerful faction for most of this time, all<br \/>supernaturals needing to exist in secret. The Viking lands to the north<br \/>remained largely uncontrolled by the factions, instead being the home to<br \/>several powerful packs of werewolves.<\/p>\n<p>The factions and their agent empires continued to wage war throughout Europe,<br \/>until the Industrial revolution. The rise of science diminished the powers of<br \/>the supernaturals comparatively, while the declining power of religion damaged<br \/>the Temple. The factions continued to compete however through attempts to out<br \/>expand each other, with The Hand locking down territory in Australia and North<br \/>America, the Order also found some purchase in north America while the Temple<br \/>claimed much of central and South America.<\/p>\n<p>At around 1900 the power structure was as follows: The Order controlled most<br \/>of Canada, and southeastern US. They also controlled most of Central Europe,<br \/>and Ireland. The Hand controlled the economic centers of the US, Italy,<br \/>Egypt, England and Australasia, The Temple controlled Mexico, Peru and<br \/>Brazil, Russia and some parts of the US, particularly the central and southern<br \/>US.<br \/>They also controlled Russia, and had a fair hand in the middle east. Another<br \/>group calling themselves the Dynasty held most of Asia, while central South<br \/>America, and Africa were controlled by regional shamans with little progress<br \/>being made by the factions into those areas. Scandinavia continued to be<br \/>werewolf territory. The Hand managed to take control of France from The<br \/>Order, and this kicked off world war one, beginning with a coup in Italy<br \/>organized by the Order and then their backing of the powers of Germany to try<br \/>to reclaim France and then England, pushing The Hand entirely out of Europe.<br \/>The Temple originally stayed out of the conflict, but then eventually joined<br \/>on the side of The Hand when it seemed like the Order might be too successful.<br \/>The Order was eventually defeated and went into a period of remission, with<br \/>the Hand reclaiming Italy.<\/p>\n<p>The supernatural group responsible for world war two is unclear, but the<br \/>effect upon the supernatural world was massive. All three of the great<br \/>supernatural factions at the time were broken, most of their members dead or<br \/>fled they splintered into hundreds of different groups.<\/p>\n<p>The cold war between Russia and the United States exacerbated affairs with<br \/>numerous secretive groups forming and dissolving every few years as<br \/>supernaturals fought for influence in the shadows.<\/p>\n<\/div><\/div><\/article><article id=\"post-17378\" class=\"category-display-post\"><a id=\"supernatural-modifiers\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">supernatural modifiers<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>The following modifiers are available for supernatural characters:<\/p>\n<p>[Tier 2]:<br \/>Angelborn:<br \/>Negative Modifiers:<br \/>Addicted, Injured, Ill, Mentally Ill<br \/>Positive Modifiers:<br \/>Relic Holder, Fleshformed, Demonic Pact Holder<\/p>\n<p>Demigod:<br \/>Negative Modifiers:<br \/>Addicted, Injured, Ill, Mentally Ill<br \/>Positive Modifiers:<br \/>Relic Holder, Fleshformed, Demonic Pact Holder<\/p>\n<p>Demonborn:<br \/>Negative Modifiers:<br \/>Addicted, Injured, Ill, Mentally Ill<br \/>Positive Modifiers:<br \/>Relic Holder, Fleshformed, Demonic Pact Holder<\/p>\n<p>Faeborn:<br \/>Negative Modifiers:<br \/>Addicted, Injured, Ill, Mentally Ill<br \/>Positive Modifiers:<br \/>Relic Holder, Fleshformed, Demonic Pact Holder<\/p>\n<p>Vampire:<br \/>Negative Modifiers:<br \/>Mentally Ill, Turned Youth<br \/>Positive Modifiers:<br \/>Relic Holder, Demonic Pact Holder, Exsanguinating<\/p>\n<p>Werewolf:<br \/>Negative Modifiers:<br \/>Injured, Ill, Mentally Ill, Turned Youth<br \/>Positive Modifiers:<br \/>Fleshformed, Demonic Pact Holder, Lunacy Embracing<\/p>\n<p>[Tier 3]:<br \/>Angelborn Veteran:<br \/>Negative Modifiers:<br \/>Crippled, Cursed<br \/>Positive Modifiers:<br \/>Relic Holder, Fleshformed, Demonic Pact Holder<\/p>\n<p>Demigod Veteran:<br \/>Negative Modifiers:<br \/>Crippled, Cursed<br \/>Positive Modifiers:<br \/>Relic Holder, Fleshformed, Demonic Pact Holder<\/p>\n<p>Demonborn Veteran:<br \/>Negative Modifiers:<br \/>Crippled, Cursed<br \/>Positive Modifiers:<br \/>Relic Holder, Fleshformed, Demonic Pact Holder<\/p>\n<p>Faeborn Veteran:<br \/>Negative Modifiers:<br \/>Crippled, Cursed<br \/>Positive Modifiers:<br \/>Relic Holder, Fleshformed, Demonic Pact Holder<\/p>\n<p>Veteran Vampire:<br \/>Negative Modifiers:<br \/>Disfigured, Cursed, Turned Youth<br \/>Positive Modifiers:<br \/>Relic Holder, Demonic Pact Holder, Exsanguinating<\/p>\n<p>Veteran Werewolf:<br \/>Negative Modifiers:<br \/>Crippled, Cursed<br \/>Positive Modifiers:<br \/>Fleshformed, Demonic Pact Holder, Lunacy Embracer<\/p>\n<p>[Tier 4]:<br \/>Ageless Angelborn:<br \/>Negative Modifiers:<br \/>Crippled<br \/>Positive Modifiers:<br \/>Fleshformed, Demonic Pact Holder<\/p>\n<p>Ageless Demigod:<br \/>Negative Modifiers:<br \/>Crippled<br \/>Positive Modifiers:<br \/>Relic Holder, Fleshformed, Demonic Pact Holder<\/p>\n<p>Ageless Demonborn:<br \/>Negative Modifiers:<br \/>Crippled<br \/>Positive Modifiers:<br \/>Fleshformed, Demonic Pact Holder<\/p>\n<p>Ageless Faeborn:<br \/>Negative Modifiers:<br \/>Crippled<br \/>Positive Modifiers:<br \/>Fleshformed, Demonic Pact Holder<\/p>\n<p>Aged Vampire:<br \/>Negative Modifiers:<br \/>Disfigured, Catatonic, Turned Youth<br \/>Positive Modifiers:<br \/>Demonic Pact Holder, Unliving<\/p>\n<p>Ageless Werewolf:<br \/>Negative Modifiers:<br \/>Crippled<br \/>Positive Modifiers:<br \/>Fleshformed, Demonic Pact Holder, Lunacy Embracer<\/p>\n<p>[Tier 5]:<br \/>None<\/p>\n<\/div><\/div><\/article><article id=\"post-17728\" class=\"category-display-post\"><a id=\"superpowers\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Superpowers<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Fae, Demons and Gods are considered the superpowers of the supernatural<br \/>world, generally beyond the ken of most normal society members to deal with.<\/p>\n<p>Supernatural Deals<\/p>\n<p>Demons:<\/p>\n<p>You will never come out of a deal with a demon with the world being a better<br \/>place, you may end up ahead personally however. Demons are all about<br \/>maximizing suffering, and will generally stick to deals as long as that<br \/>happens, they will break their word the second they are robbed of that<br \/>opportunity however and have no tolerance for word games. They also tend to<br \/>hate people who aren&#8217;t afraid of them.<\/p>\n<p>Fae:<\/p>\n<p>Fae love to play word games, and usually are looking to trick people trying<br \/>to make deals with them to suffer some awful fate. They love rules<br \/>lawyering, but are very good sports when beaten, since they care less about<br \/>winning or losing than they do the game.<\/p>\n<p>Gods:<\/p>\n<p>Gods generally care more about the spirit of the deal than the letter of it,<br \/>and consider it binding. Attempts to cheat them are usually met with<br \/>horrible wrath although they won&#8217;t go back on their word, it&#8217;ll just be of<br \/>less use to you once you&#8217;re dead.<\/p>\n<p>Combat<\/p>\n<p>Fae will almost never join a fight personally, and will simply run away once<br \/>their soldiers and monsters have been defeated. Demons sometimes run away<br \/>and sometimes fight, and can even fight to the death sometimes although<br \/>players would rarely if ever be in a position to actually fight a demon<br \/>given they&#8217;re all sealed away in hell. Gods will usually fight for a while,<br \/>but after they get hit enough will decide they don&#8217;t like it much anymore<br \/>and fuck the hell off.<\/p>\n<p>Lieutenants<\/p>\n<p>Demons typically operate through vassals, humans or supernaturals who&#8217;ve<br \/>gained power through a Faustian deal and are now beholden to the demon.<br \/>Supernatural lieutenants working for demons can often be even stronger than<br \/>typical supernaturals , and would require large groups to eliminate in a<br \/>direct fight. Vassals want what their master wants, usually to an unhealthy<br \/>degree, the level of suffering inflicted upon them if they fail is pretty<br \/>insane, they will lie, cheat and steal if necessary to obtain it, it&#8217;s not<br \/>uncommon to see a Vassal put themselves through incredible suffering just<br \/>to make sure they succeed.<\/p>\n<p>Fae usually work through humans or monsters of their own creation, these are<br \/>often very strong but are more designed to evade direct conflicts in most<br \/>situations. They are not particularly loyal to their masters as much as<br \/>they are expressing their natures. The Fae made them to cause mischief and<br \/>so they will, but not necessarily in the way the Fae intended. Humans<br \/>lieutenants are usually more straightforward and are simply doing it for<br \/>money or power, or fun or sex, the consequences of their failure are usually<br \/>less dire than that of demons, although depending on the Fae can still be<br \/>pretty fucked up.<\/p>\n<p>Gods work through angels, angels are 100% loyal and are really simply an<br \/>expression of the god&#8217;s will although they may be quite intelligent and<br \/>powerful of their own accord, wingless ones are usually preferred for work<br \/>on earth. Angels think nothing of sacrificing themselves for their cause.<\/p>\n<p>Lieutenants rarely operate alone and with their group they&#8217;re typically more<br \/>than a match for a small group or even society, taking them out requires a<br \/>coordinated attack by several societies, which is fairly well and<br \/>strategically implemented. These plans will usually go horribly wrong if<br \/>someone tips the bad guys off about them.<\/p>\n<p>Agents<\/p>\n<p>Demonic agents are people who they&#8217;ve made deals with demons but not granted<br \/>particularly remarkable power, or those demons have fleshformed or had their<br \/>lieutenants manipulate. They love to work with corrupt police officers in<br \/>particular, and often will jack them up physically slightly although the<br \/>officers are unaware of it. They also enjoy corrupting people and using<br \/>their influence to force their employees to do work for them. They consider<br \/>agents utterly disposable and generally employ them for singular tasks or to<br \/>support a lieutenant.<\/p>\n<p>Fae agents are people or creatures they&#8217;ve manipulated or fleshformed<br \/>somehow, or very often a luck manipulated figure. They might turn a person<br \/>into some sort of monster, just to watch what happens, or give them the<br \/>craving for the flesh of a particular person they dislike, but rarely stoop<br \/>to giving them actual instructions. Otherwise they&#8217;ll use their ability to<br \/>Influence luck direct someone down a certain path, over the course of a year<br \/>or two they can quite comfortably take a man from a wealthy and influential<br \/>position to a homeless wreck obsessed with revenge. They don&#8217;t care about<br \/>the lives of their agents exactly, but do care that they go out in an<br \/>interesting way and last to get there.<\/p>\n<p>Godly agents are usually people who the gods have visited in some sort of<br \/>vision, while they often appear as their pantheonic identities, other times<br \/>they&#8217;ll take on the guise of an angel or Jesus or whatever suits that<br \/>person&#8217;s particular religious beliefs. They then typically charge their<br \/>agent with some quest, some gods are very protective of their agents, while<br \/>others don&#8217;t remotely care. Depending on the strength of an agent they can<br \/>usually be defeated by an individual, or small group of three or so.<\/p>\n<p>Demons, Fae and Gods almost never come do stuff personally, almost entirely<br \/>working through agents and lieutenants. Not all Fae are antagonistic, about<br \/>a third of them can be considered generally friendly towards humans, while<br \/>about two thirds of gods are friendly.<\/p>\n<\/div><\/div><\/article><article id=\"post-18182\" class=\"category-display-post\"><a id=\"surrender\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">surrender<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> surrender<\/p>\n<p>The surrender command allows you to yield during combat situations. When<br \/>used:<\/p>\n<p>In a roleplay fight: You will immediately surrender to your opponent,<br \/>ending the fight with your capture.<\/p>\n<p>In a regular fight: You will attempt to<br \/>surrender, but this will fail if there are NPC enemies within 250 units of<br \/>either combatant. If successful, you&#8217;ll exit combat.<\/p>\n<p>Outside of combat: You&#8217;ll perform a surrender gesture visible to others in the<br \/>room.<\/p>\n<p>In all cases, a successful surrender sets a 10-tick cooldown period during<br \/>which you&#8217;re considered vulnerable. This command cannot be used while in a<br \/>raid.<\/p>\n<\/div><\/div><\/article><article id=\"post-17839\" class=\"category-display-post\"><a id=\"swalk\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">swalk<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> swalk list\/swalk (number)\/swalk (character)<\/p>\n<p>Used by SRs to instantly and silently travel to locations in and out of<br \/>the city. If they are running a room they can bring people with them by<br \/>including their names at the end in a list.<\/p>\n<p>This can also be used by SRs to travel to characters that trust them.<\/p>\n<\/div><\/div><\/article><article id=\"post-17491\" class=\"category-display-post\"><a id=\"swarm-shifting\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Swarm Shifting<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Dark Magic 1 or Natural Magic 1<\/p>\n<p>This stat unlocks the swarm genus type for shapeshifters. This allows shifters<br \/>to turn into a group of animals, with larger groups necessitating a smaller<br \/>size of individual creature. Swarm shifters can never take more damage in one<br \/>hit than a proportion equivalent to their remaining number. So if you have<br \/>five animals in your swarm, you cannot take more than 1\/5th of your life in a<br \/>single hit.<\/p>\n<p>As a trade-off, however, your damage is also reduced by the proportion of your<br \/>remaining defence. For example, if you have 25\/100 DF, you will deal 25% of<br \/>your normal damage, whereas if you have 10\/200 DF, you will deal 5% of your<br \/>normal damage.<\/p>\n<p>This also gives +5 to animal shapeshifting pools, to a minimum of 15.<\/p>\n<p>Tiny creatures are a swarm of 16 individuals.<br \/>Small creatures are a swarm of 8 individuals.<br \/>Small-Medium creatures are a swarm of 4 individuals.<br \/>Medium creatures are a swarm of 2 individuals.<br \/>Man-sized or larger creatures are a single individual.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17350\" class=\"category-display-post\"><a id=\"swat\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">swat<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> swat (animal)<\/p>\n<p>This command works like knockout punch, but can only be used against tiny<br \/>shifters and always works.<\/p>\n<\/div><\/div><\/article><article id=\"post-17838\" class=\"category-display-post\"><a id=\"tackle\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">tackle<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> tackle (target)<\/p>\n<p>This command is used to start a fight with someone in another room and<br \/>in direct line of sight. Tackle instantly moves you and anyone following<br \/>you up to three rooms away, starting a fight immediately.<\/p>\n<p>You must be looking in the direction of the target, not merely have them<br \/>in your peripheral vision. If in the nightmare, the fight will occur in the<br \/>deep nightmare.<\/p>\n<\/div><\/div><\/article><article id=\"post-18100\" class=\"category-display-post\"><a id=\"talk\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">talk<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> talk (string)<br \/>Sets up a string that will appear before your says by default,<br \/>useful for things like slurs, accents, lisps.<\/p>\n<p>You can view your currently set talk string with the display command.<\/p>\n<\/div><\/div><\/article><article id=\"post-18190\" class=\"category-display-post\"><a id=\"tbrand\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">tbrand<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> tbrand &lt;person&gt; &lt;location&gt; &lt;brand string&gt;<\/p>\n<p>The tbrand command allows you to temporarily brand another player character<br \/>with a custom design or marking that lasts for 7 days. The brand will appear<br \/>on the specified body location.<\/p>\n<p>It costs favor to apply the brand and the victim can reject it unless their<br \/>invite level is at least 4.<\/p>\n<p>The cost is 100 favor for temporarily branding someone of the same tier.<\/p>\n<p>Valid body locations include: hands, lowerarms, upperarms, feet, lowerlegs,<br \/>thighs, groin, arse, lowerback, upperback, lowerchest, breasts, upperchest,<br \/>neck, lowerface, forehead.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#brand\" target=\"_blank\">Brand<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#invitation\" target=\"_blank\">Invitation<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18031\" class=\"category-display-post\"><a id=\"telekinesis\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Telekinesis<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Requirements : Rank 1 requires Blade Disciple 1<br \/>Rank 2 requires Blade Disciple 2<\/p>\n<p>[Rank One]:<br \/>Push : Unspecified range; sends the target 15 distance away from you.<br \/>Roleplay : You can telekinetically push objects away from you up to the weight<br \/>of a large man.<br \/>If target is facing you and in cover, they instead remain stationary but are<br \/>staggered as they collide with the cover.<\/p>\n<p>Pull : Unspecified range; brings the target 15 distance closer to you.<br \/>Roleplay : You can telekinetically pull objects towards you up to the weight<br \/>of a large man.<br \/>If target is facing you and in cover, they instead remain stationary but are<br \/>staggered as they collide with the cover.<\/p>\n<p>[Rank Two]:<br \/>TkLift : Unspecified range; the target is unable to move for one round.<br \/>Roleplay : You can telekinetically lift objects, up to the weight of a large<br \/>man.<\/p>\n<p>TkThrow : Unspecified range; throws a nearby object at the target,<br \/>inflicting 20 stagger.<br \/>Roleplay : You can telekinetically hurl objects up to the weight of a brick<br \/>around.<\/p>\n<p>TkJump : Self-target; enables use of Super Jumping for one round, or<br \/>enhances your jump distance if you already have the power.<br \/>Roleplay : You can hurl yourself through the air with telekinesis.<\/p>\n<\/div><\/div><\/article><article id=\"post-18189\" class=\"category-display-post\"><a id=\"telempath\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">telempath<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> telempath [character] [emotion]<\/p>\n<p>The telempath command allows you to project emotions telepathically to<br \/>another character, making them feel a specific emotional state. When used,<br \/>you will see a message confirming that you made the target feel the emotion,<br \/>and they will receive a message indicating they feel emotionally as you<br \/>described.<\/p>\n<p>This command requires the Telempathy skill unless targeting a mindhacked<br \/>character. It has a 10-second cooldown between uses.<\/p>\n<p>It appears to the target as &#8216;You feel emotionally (argument)&#8217;<\/p>\n<\/div><\/div><\/article><article id=\"post-17804\" class=\"category-display-post\"><a id=\"telempathy\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Telempathy<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Sensitive OR Supernatural, and 50,000 Dream Experience<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> telempath (person) (emotion)<\/p>\n<p>Example: Jacinda types, &#8220;telempath david fear&#8221;<br \/>Result: David sees, &#8220;You emotionally feel fear.&#8221;<\/p>\n<p>Note that a period is automatically appended for you; adding one yourself will<br \/>result in a double period.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18086\" class=\"category-display-post\"><a id=\"telepath\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">telepath<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> telepath (person) (message)<br \/>Used by those with telepathic abilities to speak into the minds of<br \/>others.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#telepathy\" target=\"_blank\">telepathy<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17991\" class=\"category-display-post\"><a id=\"telepathy\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Telepathy<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Sensitive OR Supernatural, and 100,000 Dream Experience<\/p>\n<p>Telepathy allows a character to send a message directly into the mind of<br \/>another, so long as that character has vision and is not in a room which is<br \/>signalproofed.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> telepath (person) (message)<\/p>\n<p>Example: Paul types, &#8220;telepath jortney Be quiet, it&#8217;s right around the corner!<br \/>Result: Jortney sees, &#8220;A voice in your head says &#8216;Be quiet, it&#8217;s right around<br \/>the corner!&#8217;&#8221;<\/p>\n<p>Voice strings are not automatically attached nor is punctuation.<\/p>\n<p>Telepathy is mentally strenuous, so using this skill imposes a cooldown on<br \/>that character&#8217;s next telepathic message. This cooldown is roughly twelve<br \/>minutes.<\/p>\n<p>Using emotes, private or otherwise, to simulate telepathic messages is<br \/>considered to be inappropriate by staff.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17842\" class=\"category-display-post\"><a id=\"tell\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">tell<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Used to send an OOC message to another player, all OOC communication is<br \/>governed by our OOC rules. See help OOC rules. You cannot send a player a tell<br \/>until you have roleplayed with them for a while, or have them on your friends<br \/>list. See Help Friends.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Tell player (name) (message)<br \/>Take&#8217;s a PCs code name as an argument and shows them yours.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Tell account (name) (message)<br \/>Takes a PC&#8217;s account name as an argument and shows them yours.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Tell character (name) (message)<br \/>Takes a word from a PC&#8217;s intro or what you&#8217;ve remembered them as as an<br \/>argument and shows them yours.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Tell (name) (message)<br \/>Finds someone with the specified player name, account name, or remembered<br \/>name to send a message to.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> reply (message)<br \/>Send a message in response to the last person who sent you a tell.<\/p>\n<\/div><\/div><\/article><article id=\"post-17437\" class=\"category-display-post\"><a id=\"temporal-rituals\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Temporal Rituals<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Life Force Costs per level of Ritualism: 1: 21%, 2: 12%, 3: 9%, 4: 6%, 5: 4%<\/p>\n<p>These rituals only work on properties in the outer boroughs.<br \/>They have a permanent effect until they are naturalized,<br \/>overriden by another ritual, or the property becomes fully reclaimed.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual freezetime (target) (hour) Cost: 100%<br \/>Sets the time of the property the target is currently in to always be at<br \/>a certain hour (1-23).<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual timeshift (target) (hour) Cost: 100%<br \/>Sets the property the target is currently on to be time shifted by the<br \/>selected number of hours, from -23 to 23.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual freezetemperature (target) (temp) Cost: 100%<br \/>Sets the property the target is currently in to freeze at the chosen<br \/>temperature by a certain level of degrees Fahrenheit.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual temperatureshift (target) (temp) Cost: 100%<br \/>Sets the property the target is currently in to be temperature shifted<br \/>by the selected number of temperature degrees.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual localizedweather (target) (type) Cost: 100%<br \/>Sets the property the target is currently in to be always set to the<br \/>specified weather. (clear\/cloudy\/hail\/rain\/snow)<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual naturalizetime (target) Cost: 100%<br \/>Will undo any time magic on the property the target is currently in,<br \/>setting it back to normal.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ritual naturalizeweather (target) Cost: 100%<br \/>Will undo any weather magic on the property the target is currently in,<br \/>setting it back to normal.<\/p>\n<\/div><\/div><\/article><article id=\"post-18108\" class=\"category-display-post\"><a id=\"text\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">text<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> text (number\/person) (message)<br \/>Used to send a message to another PC&#8217;s phone.<\/p>\n<p>You can also use text clear to wipe all texts from your phone,<br \/>text history (character\/grouptext name) can be used to see the last 25<br \/>messages exchanged.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#phones\" target=\"_blank\">phones<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17317\" class=\"category-display-post\"><a id=\"the-boardroom\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">The Boardroom<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#5fd7ff\">Overview:<\/span> An association of powerful corporations who frequently exploit<br \/>the supernatural for profit. This global network of businesses, research<br \/>facilities, and private security forces operates globally and even sometimes<br \/>funds expeditions to other realms to acquire resources, technologies, and<br \/>beings they can study and monetize. Their vast wealth makes them powerful<br \/>players despite their limited understanding of supernatural politics. While in<br \/>theory the corporations in the boardroom are aligned, in practice they<br \/>frequently engage in deniable corporate espionage and sabotage against each<br \/>other, often using supernatural assets to do so.<\/p>\n<p><i>15Typical Missions:<\/i><br \/>&#8211; Capturing supernatural specimens for research<br \/>&#8211; Acquiring artifacts with commercial applications<br \/>&#8211; Industrial espionage against other organizations<br \/>&#8211; Testing experimental technologies<br \/>&#8211; Securing exclusive access to resources in other realms<br \/>&#8211; Recruiting talented individuals with useful abilities<br \/>&#8211; Recapturing escaped experiments<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#associations\" target=\"_blank\">Associations<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18237\" class=\"category-display-post\"><a id=\"the-chandler-wei-family\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">The Chandler-Wei Family<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>The Chandler-Wei dynasty stands as a monument to the power of knowledge, their<br \/>influence extending through the most prestigious academic institutions across<br \/>New England and beyond. Their supernatural lineage traces dual paths: the<br \/>Chandlers claim descent from Athena through a scholar who caught the goddess&#8217;s<br \/>attention during the Renaissance, while the Wei line connects to Guan Yu,<br \/>whom they had sheltered during the Three Kingdoms period, before his death and<br \/>later apotheosis.<\/p>\n<p>The families first intersected in 1892 when Professor William Chandler, then<br \/>chair of Harvard&#8217;s Classics Department, encountered Dr. Wei Jingyi at an<br \/>international academic conference in London. Both recognized the divine spark<br \/>in each other immediately. Their subsequent marriage scandalized Boston<br \/>society but united two powerful demigod bloodlines, creating a dynasty whose<br \/>members would inherit not only divine strength and longevity but also<br \/>preternatural intelligence and strategic brilliance.<\/p>\n<p>The family&#8217;s true power lies not in monetary wealth, though they possess that<br \/>in abundance, but in their control of knowledge. Since the early 20th century,<br \/>they have systematically established positions of influence across New<br \/>England&#8217;s elite universities. The Chandler-Wei Library System, ostensibly a<br \/>philanthropic endeavor supporting academic institutions, serves as cover for<br \/>their network of hidden archives containing texts deemed too dangerous for<br \/>general knowledge, grimoires, forgotten technologies, and historical accounts<br \/>expunged from conventional record.<\/p>\n<p>The Chandler-Weis have long maintained a tradition of identifying and<br \/>mentoring newly-awakened supernaturals, particularly those with academic<br \/>potential. Many prominent supernatural figures across New England began their<br \/>journey under Chandler-Wei guidance, creating a vast network of former<br \/>proteges who maintain loyalty to their mentors. This arrangement benefits both<br \/>parties, the young supernaturals gain protection and education, while the<br \/>Chandler-Weis gather information and extend their influence.<\/p>\n<p>Notable family members include:<br \/>Dr. Elizabeth Chandler-Wei &#8211; In her nineties but appearing decades younger,<br \/>Elizabeth serves as the family matriarch and President Emerita of Radcliffe<br \/>University. Her demigod heritage manifests in her unaging nature and<br \/>tactical genius. She personally oversees the family&#8217;s most sensitive research<br \/>and maintains their ancient connections to divine relatives. Her photographic<br \/>memory contains centuries of supernatural lore, making her one of the most<br \/>knowledgeable individuals in the supernatural world.<\/p>\n<p>Professor Timothy Chandler-Wei &#8211; In his sixties, Tim is a professor of<br \/>Anthropology at Harvard.<\/p>\n<p>Dr. Sofia Chandler-Wei &#8211; In her forties, Sofia works as a physicist at MIT<br \/>while overseeing the family&#8217;s technological research. She maintains the<br \/>family&#8217;s digital archives and security systems, which incorporate both<br \/>technological and magical protections.<\/p>\n<p>Lian Chandler-Wei &#8211; In his late forties, Lian works as a curator in the<br \/>Venetian supernatural library.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#famedfamilies\" target=\"_blank\">Famed Families<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17315\" class=\"category-display-post\"><a id=\"the-concordat\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">The Concordat<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#5fd7ff\">Overview:<\/span> A baffling complex political entity comprising numerous Fae<br \/>courts, including commonly known seasonal courts, as well as various more<br \/>unusual ones of abstract concepts and particular geographies. Notorious for<br \/>their elaborate games, enchanting entertainments, and treacherous deals. The<br \/>Courts maintain an uneasy peace through ancient treaties and constant<br \/>political maneuvering. From an outside perspective, it is almost impossible to<br \/>understand the complex weave of contracts and social obligations that<br \/>interweave between the various courts and their members.<\/p>\n<p><i>15Typical Missions:<\/i><br \/>&#8211; Capturing specific mortals with &#8220;interesting&#8221; qualities for games<br \/>&#8211; Retrieving rare components for magical rituals<br \/>&#8211; Entertainment production (with often dark consequences)<br \/>&#8211; Enforcing or circumventing treaties with other realms<br \/>&#8211; Hunting banished fae who&#8217;ve violated court rules<br \/>&#8211; Political intrigues against rival courts<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#associations\" target=\"_blank\">Associations<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18235\" class=\"category-display-post\"><a id=\"the-fairchild-family\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">The Fairchild Family<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>The Fairchild family&#8217;s presence in American finance is so entrenched that Wall<br \/>Street veterans often joke that luck itself seems to bend toward their will, a<br \/>statement far closer to truth than fiction. Tracing their lineage to Cornish<br \/>and Irish immigrants who arrived in Massachusetts in the late 1700s, the<br \/>Fairchilds brought with them not just ambition but a potent faeborn<br \/>bloodline that would become their greatest asset.<\/p>\n<p>The family&#8217;s supernatural nature first truly proved its advantage during the<br \/>Panic of 1819 when Elias Fairchild, seemingly guided by inexplicable foresight,<br \/>liquidated assets days before the market collapsed. This pattern repeated<br \/>throughout American financial history, Fairchilds mysteriously absent from<br \/>market crashes while perfectly positioned during booms. Their uncanny<br \/>financial intuition isn&#8217;t merely good business sense, but the manifestation of<br \/>their faeborn ability to manipulate probability fields and perceive fortune&#8217;s<br \/>flow.<\/p>\n<p>The Fairchild Sovereign Fund, established in 1923, has become legendary in<br \/>financial circles for its consistent outperformance of market indexes.<br \/>Investigations by the SEC have repeatedly failed to find evidence of insider<br \/>trading or market manipulation, though supernatural observers recognize the<br \/>subtle luck manipulation that gives their investments an invisible edge.<br \/>Competitors who challenge Fairchild interests often find themselves plagued by<br \/>improbable mishaps, key documents misplaced, communications disrupted by<br \/>technical failures, or crucial meetings missed due to bizarre transportation<br \/>delays.<\/p>\n<p>Further distinguishing the Fairchilds from merely wealthy families is their<br \/>elaborate patronage of culture across the East Coast. Since the mid-19th<br \/>century, they have maintained the Fairchild Foundation for Artistic Excellence,<br \/>supporting musicians, painters, writers, and performers across Massachusetts and<br \/>beyond.<\/p>\n<p>Notable family members include:<br \/>Twins James and Jonathan Fairchild &#8211; In their fifties, these identical twins<br \/>jointly manage the family&#8217;s financial empire through a unique arrangement:<br \/>James handles public operations while Jonathan directs their supernatural<br \/>dealings. Their faeborn luck manipulation is amplified when they work in<br \/>tandem, allowing for complex probability alterations impossible for a single<br \/>family member.<\/p>\n<p>Olivia Fairchild-Mercer &#8211; In her late forties, Olivia is the Director of the<br \/>Fairchild Foundation who has expanded their artistic patronage into digital<br \/>and emerging media.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#famedfamilies\" target=\"_blank\">Famed Families<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17320\" class=\"category-display-post\"><a id=\"the-free\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">The Free<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#5fd7ff\">Overview:<\/span> A support network and advocacy group for &#8220;aberrations&#8221;, beings<br \/>who don&#8217;t fit neatly into supernatural categories or who have been altered<br \/>against their will. This includes angelborn, reformed demonborn, fleshformed<br \/>victims, and other magical experiments. They manage many shelters across the<br \/>world. While primarily focused on mutual aid, they&#8217;ve become increasingly<br \/>political and militant as threats to their members have grown.<\/p>\n<p><i>15Typical Missions:<\/i><br \/>&#8211; Rescuing abused supernatural beings<br \/>&#8211; Providing rehabilitation and training<br \/>&#8211; Uncovering and exposing unethical experiments<br \/>&#8211; Negotiating rights for aberrations with other factions<br \/>&#8211; Securing resources for member communities<br \/>&#8211; Fighting against prejudice and exploitation<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#associations\" target=\"_blank\">Associations<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17321\" class=\"category-display-post\"><a id=\"the-grey\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">The Grey<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#5fd7ff\">Overview:<\/span> An organization which works as middle men for other groups, they<br \/>pride themselves on their professionalism and secrecy. They maintain many<br \/>markets and neutral spaces through the realms where representatives from all<br \/>realms and factions can conduct business, exchange information, and negotiate<br \/>deals. While technically independent, it&#8217;s governed by a council of merchant<br \/>princes who enforce strict rules of conduct within their havens. To the<br \/>members of The Grey, everything has a price, from mundane goods to souls and<br \/>secrets.<\/p>\n<p><i>15Typical Missions:<\/i><br \/>&#8211; Acquiring specific items or intel for clients<br \/>&#8211; Delivering sensitive goods or information<br \/>&#8211; Arbitrating disputes<br \/>&#8211; Protecting havens from outside threats<br \/>&#8211; Investigating rule violations<br \/>&#8211; Recruiting new vendors with unique wares<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#associations\" target=\"_blank\">Associations<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18242\" class=\"category-display-post\"><a id=\"the-harrington-family\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">The Harrington Family<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>The Harrington family embodies the intersection of supernatural influence and<br \/>American governance, their bloodline tracing back to the earliest days of<br \/>colonial politics. Their ancestral progenitor, William Harrington, arrived in<br \/>Massachusetts in 1634, ostensibly as a Puritan seeking religious freedom but<br \/>secretly carrying the blood of multiple pantheons. Historical records note his<br \/>uncanny ability to resolve conflicts between colonists and indigenous peoples,<br \/>what they couldn&#8217;t record was his demigod heritage that allowed him to hear<br \/>the whispered prayers of both sides and find unexpected common ground.<\/p>\n<p>The family&#8217;s supernatural lineage is uniquely diverse even among demigod<br \/>bloodlines. Through strategic marriages over centuries, the Harringtons have<br \/>incorporated divine heritage from Greek, Norse, Egyptian, and indigenous<br \/>American pantheons. This diverse ancestry has created a family uniquely<br \/>equipped to understand and mediate between different supernatural factions,<br \/>much as they navigate human political divides.<\/p>\n<p>The Harringtons have held public office continuously since the Massachusetts<br \/>Bay Colony&#8217;s first legislative assembly. Family records meticulously document<br \/>their presence in every significant moment of American governance, from the<br \/>Constitutional Convention to modern congressional committees overseeing<br \/>matters that might impact supernatural communities.<\/p>\n<p>Their political influence extends across party lines and ideological divides.<br \/>Harringtons can be found in both major parties, in liberal and conservative<br \/>camps, and at every level of government from school boards to the Senate. This<br \/>diversification isn&#8217;t merely political strategy but reflects their fundamental<br \/>mission: maintaining balance between human governance and supernatural law<br \/>regardless of which party holds power.<\/p>\n<p>Notable elder family members include:<br \/>Governor William &#8220;Will&#8221; Harrington &#8211; In his early seventies, Will has achieved<br \/>the family&#8217;s highest political position in generations as previously being the<br \/>governor of Massachusetts. His Zeus-descended charisma made his rise seem<br \/>effortless, but he privately struggles with the divine impulses toward<br \/>dominance that threaten his carefully cultivated image. He leads a fractious<br \/>family council where representatives from different divine bloodlines advocate<br \/>for their interests. His greatest challenge is maintaining the appearance of<br \/>normal politics while secretly balancing supernatural factions during<br \/>increasingly unstable times.<\/p>\n<p>Judge William &#8220;Bill&#8221; Harrington &#8211; In his sixties, Bill sits on the<br \/>Massachusetts Supreme Judicial Court. His Thoth-descended heritage gives him<br \/>perfect recall of legal precedents and the ability to perceive truth beyond<br \/>spoken testimony. He has subtly shaped legal interpretations to protect<br \/>supernatural entities from human legal overreach.<\/p>\n<p>Mayor Robert &#8220;Rob&#8221; Harrington &#8211; In his fifties, Rob governs a small but<br \/>strategically important coastal town. His Mimir-descended abilities allow him<br \/>to foresee potential consequences of policy decisions, particularly those that<br \/>might expose supernatural communities.<\/p>\n<p>Dr. Cassandra Harrington &#8211; In her forties, Cassandra serves on Massachusetts&#8217;<br \/>state board of education while secretly overseeing the family&#8217;s vast archive of<br \/>political and supernatural history. Of indigenous divine heritage, she practices<br \/>natural magic, using scrying rituals to watch for disturbances across Massachusetts<br \/>and the homeland of her bloodline.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#famedfamilies\" target=\"_blank\">Famed Families<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17323\" class=\"category-display-post\"><a id=\"the-invisible-college\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">The Invisible College<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#5fd7ff\">Overview:<\/span> A scholarly organization dedicated to observing, documenting,<br \/>and analyzing supernatural phenomena without intervention. Comprised of<br \/>academics, researchers, and chroniclers from all realms, they maintain strict<br \/>neutrality to preserve their access to all factions. Their archive, &#8220;The<br \/>Observatory,&#8221; contains centuries of meticulously documented supernatural<br \/>events and entities. While they officially avoid direct action, individual<br \/>members sometimes secretly aid other factions when they believe the balance<br \/>between realms is threatened.<\/p>\n<p><i>15Typical Missions:<\/i><br \/>&#8211; Observing significant supernatural events<br \/>&#8211; Cataloging unknown entities or phenomena<br \/>&#8211; Interviewing witnesses to supernatural incidents<br \/>&#8211; Preserving endangered knowledge<br \/>&#8211; Verifying historical accounts<br \/>&#8211; Maintaining the integrity of the archives<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#associations\" target=\"_blank\">Associations<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18240\" class=\"category-display-post\"><a id=\"the-mercer-family\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">The Mercer Family<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>The Mercers have been whispering to the Atlantic for centuries, their lineage<br \/>as deeply entrenched in New England&#8217;s maritime history as barnacles on a<br \/>ship&#8217;s hull. Unlike landlocked supernatural families who measure power through<br \/>wealth or knowledge, the Mercers&#8217; dominion extends across the churning waters<br \/>of the North Atlantic, where they reign as intermediaries between the surface<br \/>world and what dwells beneath.<\/p>\n<p>Some family members carry oceanic demigod blood from ancient unions with<br \/>children of Poseidon, Njord, and Manannan Mac Lir, while others possess the<br \/>faeborn ability to shift between human and mer-forms. This diverse<br \/>supernatural lineage has created a family uniquely adapted to both terrestrial<br \/>and aquatic realms, with members able to navigate the complex politics of both<br \/>worlds.<\/p>\n<p>The family&#8217;s recorded history begins in the 1650s when three siblings,<br \/>Abigail, Ezekiel, and Thomas Mercer, established a small fishing operation in<br \/>Gloucester. Contemporary accounts noted their uncanny ability to return with<br \/>full nets regardless of weather or season. What witnesses couldn&#8217;t perceive<br \/>was the siblings&#8217; supernatural communion with the sea itself; they could sense<br \/>fish movements, manipulate the weather through arcane means to calm<br \/>threatening waves, and negotiate safe passage with deeper<br \/>entities that other sailors only glimpsed in nightmares. Mercer ships helped<br \/>facilitate the growth of colonial New England by delivering supplies and<br \/>workers from the Old World to the New World, eventually settling themselves in<br \/>the area in the late 18th century.<\/p>\n<p>By the mid-1800s, Mercer Shipping had become one of New England&#8217;s premier<br \/>maritime companies, their vessels mysteriously immune to the worst Atlantic<br \/>storms. The family&#8217;s influence expanded from fishing into international<br \/>shipping, shipbuilding, and eventually maritime insurance. Today, Mercer<br \/>Maritime Holdings controls significant portions of New England&#8217;s shipping<br \/>infrastructure, including key docks, warehouses, and shipping lanes.<\/p>\n<p>While the family claims to have evolved beyond the blood offerings to<br \/>creatures of the deep of earlier centuries, they still honor these agreements<br \/>through modern equivalents. Environmental conservation efforts serve dual<br \/>purposes; protecting marine ecosystems while appeasing ancient powers,<br \/>proposed shipping routes are mysteriously altered to avoid disturbing sacred<br \/>underwater sites, and periodically, valuable artifacts disappear from Mercer<br \/>cargo manifests, delivered unto the watery depths as tribute.<\/p>\n<p>Notable family members include:<\/p>\n<p>Eleanor Mercer &#8211; In her eighties, Eleanor serves as the family matriarch and<br \/>Chair of Mercer Maritime Holdings. Her oceanic demigod heritage manifests in<br \/>her ability to sense approaching storms days before meteorologists and calm<br \/>turbulent waters with her presence alone. She maintains the family&#8217;s oldest<br \/>pacts with deep-sea entities.<\/p>\n<p>Jacob Mercer &#8211; In his sixties, Jacob personally captains the family&#8217;s<br \/>largest vessel and oversees their shipping operations. His mer-shifting<br \/>abilities allow him to personally inspect underwater facilities and serve as<br \/>the family&#8217;s primary diplomat to the deeper ocean realms.<\/p>\n<p>Dr. Coraline Mercer &#8211; In her forties, Coraline leads the Mercer Marine<br \/>Research Institute, which combines legitimate oceanographic research with<br \/>supernatural marine biology. She seems to have a preternatural ability to<br \/>communicate with certain sea creatures.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#famedfamilies\" target=\"_blank\">Famed Families<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18241\" class=\"category-display-post\"><a id=\"the-montrose-family\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">The Montrose Family<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>The family&#8217;s rise to prominence began in the early days of motion pictures<br \/>when Augustus Montrose, a faeborn with extraordinary luck manipulation<br \/>abilities, established Montrose Pictures in 1915. What separated his studio<br \/>from countless others was Augustus&#8217; supernatural talent for identifying<br \/>stories that would resonate with audiences and his ability to subtly influence<br \/>probability during production, ensuring his films avoided the technical<br \/>disasters and budget overruns that plagued competitors.<\/p>\n<p>By the 1930s, the family had expanded their supernatural composition through<br \/>strategic marriages and, in some cases, vampiric embraces. Eliza Montrose,<br \/>Augustus&#8217; daughter, married into a line of Dionysian demigods, introducing an<br \/>almost hypnotic charisma into the bloodline. Meanwhile, his son Frederick was<br \/>embraced by an ancient vampire with connections to European theatrical<br \/>traditions, bringing immortal perspective and heightened sensory perception<br \/>perfect for evolving media technologies.<\/p>\n<p>This supernatural diversification proved prescient as entertainment evolved.<br \/>When radio emerged, Montrose Broadcasting capitalized on their vampiric<br \/>members&#8217; sleepless natures to master the new technology well ahead of their<br \/>competitors. As television developed, their demigod-descended producers listened<br \/>in on their audience&#8217;s wishes for what they wanted to see, quickly cornering<br \/>markets other broadcasters didn&#8217;t realize there was any demand for. The digital<br \/>revolution found them equally prepared, with younger family members naturally<br \/>attuned to emerging platforms.<\/p>\n<p>Today, Montrose Entertainment Group encompasses film studios, television<br \/>networks, streaming platforms, music labels, and digital media companies.<br \/>Their productions are known for their inexplicable ability to capture the<br \/>zeitgeist, a phenomenon supernatural observers recognize as the family&#8217;s<br \/>faeborn luck manipulation subtly guiding cultural trends. More concerning to<br \/>those aware of their nature is their capacity to embed subliminal messaging<br \/>within their content, influencing human society in ways that advance their own<br \/>agendas.<\/p>\n<p>Notable elder family members include:<br \/>Victoria Montrose &#8211; In her physical seventies but chronologically over two<br \/>centuries old, Victoria is the vampiric head of the family&#8217;s film division.<br \/>Her supernatural senses allow her to perceive minute details in performances<br \/>that human directors miss, while her centuries of observing human nature give<br \/>her an unparalleled understanding of storytelling. She maintains the family&#8217;s<br \/>oldest supernatural connections.<\/p>\n<p>Steven Montrose &#8211; In his fifties, Steven oversees the television and streaming<br \/>divisions. His demigod lineage manifests in an almost supernatural charisma<br \/>and familiar understanding of human desires. Network executives often find<br \/>themselves inexplicably agreeing to his seemingly risky creative decisions.<\/p>\n<p>Lydia Montrose-Chen &#8211; In her mid-forties, Lydia leads the family&#8217;s digital<br \/>media operations. Her faeborn abilities allow her to navigate the chaotic<br \/>landscape of viral content with extraordinary luck, consistently identifying<br \/>trends before they emerge. Many significant social media algorithms are<br \/>derived from her work.<\/p>\n<p>Alexander Montrose &#8211; In his late thirties, Alexander appears to be the<br \/>family&#8217;s black sheep, eschewing mainstream entertainment for experimental art<br \/>films. In reality, his projects serve as testing grounds for new methods of<br \/>supernatural influence through media, pioneering techniques later subtly<br \/>incorporated into the family&#8217;s mainstream productions.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#famedfamilies\" target=\"_blank\">Famed Families<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17313\" class=\"category-display-post\"><a id=\"the-numinous-accord\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">The Numinous Accord<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#5fd7ff\">Overview:<\/span> A reluctant alliance of the most powerful god houses (primarily<br \/>Zeus, Odin, Ra, Vishnu, Jupiter, and Jade Emperor). While still maintaining<br \/>their individual courts and rivalries, they&#8217;ve established a diplomatic<br \/>council which rotates through the various houses and where representatives<br \/>negotiate shared interests and threats. Behind closed doors, each house still<br \/>plots against the others, while presenting a unified front to the public.<\/p>\n<p><i>15Typical Missions:<\/i><br \/>&#8211; Retrieving stolen divine artifacts from mortal collectors<br \/>&#8211; Negotiating territorial disputes with Fae courts<br \/>&#8211; Capturing escaped demonic entities<br \/>&#8211; Recruiting especially talented mortal servants<br \/>&#8211; Hunting down renegade Promethean cells<br \/>&#8211; Diplomatic missions to other divine houses<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#associations\" target=\"_blank\">Associations<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18239\" class=\"category-display-post\"><a id=\"the-pierce-family\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">The Pierce Family<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>The Pierce family&#8217;s reputation in Massachusetts carries a peculiar duality,<br \/>celebrated as medical pioneers while whispered about in supernatural circles<br \/>for their unsettling research methods and the high concentration of demonborn<br \/>in their bloodline. Their story begins with Dr. Elijah Pierce, a Civil War<br \/>field surgeon whose battlefield innovations saved countless soldiers despite<br \/>his unorthodox approaches to pain management and experimental procedures.<\/p>\n<p>What historical accounts fail to mention is that Elijah&#8217;s demonborn nature<br \/>gave him not just a tolerance for others&#8217; suffering but a heightened<br \/>understanding of pain itself. Where others saw only agony to be alleviated, he<br \/>perceived pain&#8217;s mechanisms with supernatural clarity. This insight, coupled<br \/>with his natural demonborn sadism, created a paradoxical healer, one who could<br \/>inflict precise suffering to ultimately reduce it.<\/p>\n<p>The family established Pierce Memorial Hospital in 1879, ostensibly as a<br \/>charitable institution but secretly designed with hidden facilities for<br \/>studying supernatural physiology. Over generations, the Pierces expanded their<br \/>medical empire to include research centers, pharmaceutical companies, and<br \/>specialized clinics, all while maintaining their clandestine studies of non-<br \/>human biology.<\/p>\n<p>The demonborn trait has manifested consistently throughout the Pierce lineage,<br \/>creating generations of physicians with the same contradictory nature:<br \/>deriving satisfaction from pain while channeling that disturbing affinity<br \/>toward medical advancement. Family members without the demonborn trait<br \/>typically gravitate toward administration or research roles where their<br \/>normal, empathetic responses prove advantageous in managing public perception.<\/p>\n<p>Pierce Pharmaceuticals, established in 1923, has become their most profitable<br \/>venture, producing medications derived partially from their supernatural<br \/>research. Their pain management drugs are particularly effective because they<br \/>target mechanisms understood only through the family&#8217;s unique perspective on<br \/>suffering. Several breakthrough treatments for previously untreatable<br \/>conditions have emerged from Pierce laboratories, creating a moral ambiguity<br \/>about their methods as to whether the ends justify the questionable means.<\/p>\n<p>The family maintains a careful public image of philanthropy and medical<br \/>dedication while concealing their supernatural nature and more controversial<br \/>research. Their annual charity gala raises millions for public health<br \/>initiatives while secretly providing access to their supernatural medical<br \/>services for the non-human community.<\/p>\n<p>Notable elder family members include:<br \/>Dr. Lawrence Pierce &#8211; In his early sixties, Lawrence combines his hereditary<br \/>demonborn sadism with genuine medical innovation. After a controversial military<br \/>career developing enhanced interrogation techniques, he redirected his<br \/>understanding of pain toward groundbreaking treatments for chronic conditions.<br \/>His leadership style is clinical and results-oriented, measuring success through<br \/>medical breakthroughs rather than profit. He maintains an uneasy alliance with<br \/>his more socially acceptable brother Nathan, who handles the family&#8217;s<br \/>corporate image while Lawrence pursues research others find disturbing.<\/p>\n<p>Dr. Nathan Pierce &#8211; In his fifties, Nathan is the current CEO of Pierce<br \/>Pharmaceuticals. Though not demonborn himself, he has leveraged his &#8220;normal&#8221;<br \/>empathy to become the family&#8217;s public face while facilitating his relatives&#8217;<br \/>more questionable research.<\/p>\n<p>Dr. Samantha Pierce &#8211; In her forties, Samantha is the family&#8217;s leading<br \/>researcher in supernatural physiology and Director of Special Projects at<br \/>Pierce Memorial Hospital. Her demonborn abilities assist her in understanding<br \/>how different supernatural species experience pain, making her<br \/>research particularly valuable for developing specialized treatments.<\/p>\n<p>Dr. Marcus Pierce &#8211; In his late thirties, Marcus oversees the family&#8217;s network<br \/>of specialized clinics that secretly provide medical care to supernatural<br \/>entities. His demonborn nature makes him particularly effective at diagnosing<br \/>the severity of supernatural ailments by measuring the suffering of his<br \/>patients.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#famedfamilies\" target=\"_blank\">Famed Families<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17314\" class=\"category-display-post\"><a id=\"the-prometheans\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">The Prometheans<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#5fd7ff\">Overview:<\/span> Originally human servants who rebelled against divine slavery,<br \/>this faction has evolved into a sophisticated resistance movement fighting for<br \/>human autonomy against supernatural control. They operate cells across all<br \/>realms, liberating captives from gods, fae, and demons alike.<\/p>\n<p><i>15Typical Missions:<\/i><br \/>&#8211; Extracting humans from supernatural service<br \/>&#8211; Sabotaging divine infrastructure<br \/>&#8211; Stealing magical knowledge to level the playing field<br \/>&#8211; Establishing safe houses across realms<br \/>&#8211; Information gathering operations<br \/>&#8211; Recruiting sympathetic supernatural allies<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#associations\" target=\"_blank\">Associations<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18234\" class=\"category-display-post\"><a id=\"the-ransom-family\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">The Ransom Family<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>The Ransom family stands as one of the oldest and most respected supernatural<br \/>lineages in New England, their roots extending deep into the pre-colonial<br \/>history of Massachusetts. As members of the Nipmuc people, they were already<br \/>ancient when European settlers first arrived on Ransom shores. Unlike many<br \/>supernatural families who amassed quick fortunes, the Ransoms built their<br \/>influence gradually through centuries of careful stewardship of both the land<br \/>and its secrets.<\/p>\n<p>During colonial expansion, while many indigenous peoples faced devastation,<br \/>the Ransoms strategically positioned themselves as invaluable guides and<br \/>scouts. Settlers marveled at their seemingly preternatural ability to navigate<br \/>impossible terrain and predict weather patterns. What appeared as wilderness<br \/>intuition was often the family&#8217;s supernatural abilities at work.<\/p>\n<p>By the 20th century, the family had established the Ransom Land Trust,<br \/>ostensibly a conservation initiative but secretly a means to protect ancient<br \/>power sites from development. These nexus points of supernatural energy, some<br \/>predating human habitation, remain under Ransom guardianship to this day.<br \/>Their modern environmental conservation organizations and sustainable<br \/>development companies serve dual purposes: preserving natural resources while<br \/>maintaining stewardship over places of power.<\/p>\n<p>Though the Ransoms lack the ostentatious wealth of families like the Rothwells<br \/>or Fairchilds, they possess something far more valuable: territorial<br \/>advantage. The family&#8217;s unbroken connection to their ancestral lands grants<br \/>them an almost unbeatable home-field advantage. Supernatural conflicts that<br \/>unfold on wild Ransom territory inevitably end in their favor, regardless of<br \/>the opponent&#8217;s apparent strength. The very land itself seems to side with the<br \/>Ransoms, leading to a saying among supernatural circles for a hopeless cause:<br \/>&#8220;Fighting on Ransom turf.&#8221;<\/p>\n<p>Notable family members include:<br \/>Elder Miriam Ransom &#8211; A shaman in her nineties whose communion with the land<br \/>spans over seven decades. Though physically frail, her spiritual authority is<br \/>unquestioned. She has memorized the locations and purposes of every site of<br \/>druidic power in Massachusetts and serves as the family&#8217;s living archive.<\/p>\n<p>Joseph Ransom &#8211; In his sixties, Joseph is the CEO of Ransom Sustainable<br \/>Development and the family&#8217;s primary interface with human business and<br \/>politics. A werewolf who learned to channel his aggressive instincts into<br \/>environmental activism and corporate negotiation. His company&#8217;s construction<br \/>projects mysteriously never encounter permit delays.<\/p>\n<p>Dr. Leah Ransom &#8211; In her forties, Leah is a biologist whose groundbreaking<br \/>research on forest ecosystems has won international acclaim. Her werewolf<br \/>senses allow her to detect environmental changes imperceptible to scientific<br \/>instruments. She leads the family&#8217;s scientific branch while maintaining their<br \/>traditional knowledge systems.<\/p>\n<p>Twins Daniel and Diana Ransom &#8211; The family&#8217;s security specialists who<br \/>coordinate protection of sacred sites. Both werewolves, they&#8217;ve developed a<br \/>fighting style that combines modern tactical training with traditional Nipmuc<br \/>warrior traditions. Supernatural trespassers who encounter them rarely make<br \/>the same mistake twice.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#famedfamilies\" target=\"_blank\">Famed Families<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18233\" class=\"category-display-post\"><a id=\"the-rothwell-family\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">The Rothwell Family<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>The Rothwells of Massachusetts trace their lineage to the early 17th century,<br \/>when Josiah Rothwell, a stern demonborn merchant, arrived on American shores<br \/>with his angelborn wife, Elizabeth. Their union, unusual for the time,<br \/>established a dual supernatural lineage that would define the family for<br \/>generations to come.<\/p>\n<p>The family&#8217;s fortune began in shipbuilding and maritime trade, with their<br \/>vessels known for always returning with profitable cargo regardless of storms<br \/>or pirates, a success attributed to the demonborn captains&#8217; ruthlessness and<br \/>uncanny ability to inspire fear. By the early 19th century, they had<br \/>diversified into manufacturing and banking. Their supernatural heritage gave<br \/>them advantages in both human and supernatural circles; Rothwell demonborn<br \/>used their innate ability to sense others&#8217; dread to pressure vulnerabilities in<br \/>negotiations, while angelborn family members could harness their empathy to find<br \/>agreeable compromises with even the most inscrutable supernatural entities.<\/p>\n<p>The Rothwells formalized their approach to their supernatural heritage during<br \/>the Victorian era under the iron rule of Bartholomew Rothwell (1818-1892). He<br \/>established what became known as &#8220;The Rothwell Covenant&#8221;; demonborn males were<br \/>groomed for leadership in both human businesses and supernatural councils,<br \/>their natural ruthlessness celebrated as necessary strength. Angelborn females<br \/>were prized as perfect diplomatic envoys to volatile supernatural factions,<br \/>their ability to adopt others&#8217; desires making them exceptional mediators.<br \/>Meanwhile, angelborn sons were hidden away in the family&#8217;s private institution<br \/>or forced into supportive roles, while demonborn daughters were similarly<br \/>sequestered.<\/p>\n<p>The Rothwell Institute, ostensibly a school for &#8220;sensitive constitutions,&#8221;<br \/>housed generations of the family&#8217;s &#8220;inappropriate&#8221; offspring until it was<br \/>finally closed in 1975 after journalist and distant family member Victoria<br \/>Rothwell (demonborn) exposed its conditions in a series of articles.<\/p>\n<p>The conservative Western Branch of the family still subtly encourages<br \/>angelborn sons to remain closeted, often directing them to serve as archivists<br \/>or lore-keepers where their traits can be disguised as scholarly dedication.<br \/>Meanwhile, the more progressive Eastern Branch has seemingly embraced all<br \/>manifestations of their supernatural heritage since the 1980s.<\/p>\n<p>Rothwell Holdings now spans technology, pharmaceuticals, and finance, with the<br \/>family maintaining significant influence in both human and supernatural<br \/>affairs. Their regular Galas draw supernatural dignitaries from across<br \/>the continent, serving as neutral ground where ancient rivals can negotiate<br \/>under the watchful eyes of Rothwell mediators.<\/p>\n<p>Notable Figures:<\/p>\n<p>Helen Rothwell &#8211; In her early nineties Helen presides over the family with a<br \/>velvet-gloved iron fist. Though she publicly embraces modern<br \/>sensibilities, she privately maintains the old ways. Her reputation as a<br \/>peacemaker among supernatural factions belies her manipulative nature; she has<br \/>subtly influenced supernatural politics for decades.<\/p>\n<p>Harrison Rothwell &#8211; In his late seventies Harrison is the former CEO of<br \/>Rothwell Holdings and Helen&#8217;s brother-in-law.<br \/>His legendary business acumen earned him the nickname &#8220;Bloodless Harry&#8221; for<br \/>his ability to sense and exploit weaknesses in competitors. Now semi-retired,<br \/>he serves as the family&#8217;s representative on several shadowy supernatural<br \/>councils and conservative political action groups. Despite his age, younger<br \/>family members still fear his sharp tongue and sharper mind.<\/p>\n<p>Josephine &#8220;Jo&#8221; Rothwell-Wu &#8221; In her sixties Jo is known as the family rebel<br \/>who fought against her consignment to the Rothwell Institute in the 1970s. She<br \/>later became a prominent civil rights attorney before moving into private<br \/>practice to serve as head of legal for Rothwell Holdings.<\/p>\n<p>Thomas Rothwell &#8211; In his late fifties now, Helen&#8217;s youngest son spent his<br \/>early years in the Institute, he now maintains the family&#8217;s library and<br \/>collection of antiquities and is rarely to be seen in public.<\/p>\n<p>Margaret Rothwell &#8211; In her late forties, Margaret is the current CEO of<br \/>Rothwell Pharmaceuticals and the family&#8217;s most public face. While ostensibly<br \/>the face of the more progressive turn of the family, there are many who<br \/>believe her commitment to most causes comes a distant second to her personal<br \/>ambition.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#famedfamilies\" target=\"_blank\">Famed Families<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17319\" class=\"category-display-post\"><a id=\"the-syndicate\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">The Syndicate<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#5fd7ff\">Overview:<\/span> An alliance of criminal organizations throughout Earth and even<br \/>frequently offworld. They specialize in trafficking people, artifacts,<br \/>substances, and information flow through their networks between all realms.<br \/>While primarily motivated by profit, The Syndicate also trades in favors and<br \/>secrets, making them dangerous enemies and unreliable allies as the politics<br \/>between the various criminal organizations can be among the most dangerous and<br \/>complex. The Syndicate are particularly infamous for the ruthlessness with<br \/>which they pursue those who have betrayed their secrets.<\/p>\n<p><i>15Typical Missions:<\/i><br \/>&#8211; Acquiring rare specimens or artifacts for clients<br \/>&#8211; Smuggling contraband between realms<br \/>&#8211; Eliminating competition or threats<br \/>&#8211; Gathering compromising information<br \/>&#8211; Establishing new trafficking routes<br \/>&#8211; Debt collections<br \/>&#8211; Thefts and robberies<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#associations\" target=\"_blank\">Associations<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17667\" class=\"category-display-post\"><a id=\"the-treaty-of-venice\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">The Treaty of Venice<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>The Treaty of Venice is a set of accords that most groups in the<br \/>supernatural world are signatories too. It lays out a set of common rules<br \/>and understandings that allows members of different groups to get along when<br \/>they need to. The treaty was signed in Venice in 1584, replacing the older<br \/>Byzantium accords.<\/p>\n<p>The largest difference between the Treaty of Venice and the Byzantium<br \/>accords is the strict rules about the revelation of the supernatural world<br \/>to unaware humans and it&#8217;s no coincidence that this change was made during<br \/>the height of the witch trials.<\/p>\n<p>Under the treaty of Venice any member of the signatory organizations may be<br \/>executed if revealing the existence of the supernatural to a human causes<br \/>significant harm to any other signatory member. In modern times this<br \/>accusation is difficult to make stick, and generally requires fairly clear<br \/>cut examples of someone revealing the supernatural to a human only to have<br \/>that human turn to a path of vengeance, supernatural hunting or spreading<br \/>the word indiscriminately. It also doesn&#8217;t apply if the human goes on to<br \/>join a signatory group before doing said harm, allowing organizations like<br \/>the Temple to continue recruiting.<\/p>\n<p>The other main principles of the Treaty are:<\/p>\n<p><span style=\"color:#008080\">Oaths:<\/span> A member of the supernatural world is considered bound by any oath<br \/>they make invoking the Treaty of Venice. Anyone who violates this oath owes<br \/>reparations to the injured party, if they do not pay, their organization<br \/>will be compelled to on their behalf. While formally this involves stating,<br \/>I swear by the Treaty of Venice, it is almost always accepted to also simply<br \/>say, I give you my Venetian word, or I make a Venetian promise.<\/p>\n<p><span style=\"color:#008080\">Treaties:<\/span> Members of different organizations may at times need to work<br \/>together, in order to facilitate that the Treaty covers temporary alliances<br \/>between different members known as Venetian truces. Again the general<br \/>requirement is to mention the word Venice of Venetian in your proposal of a<br \/>truce, as well as to stipulate until when it will last either by a date or<br \/>time or by a particular event. Such as &#8220;I offer you a Venetian Truce until<br \/>sundown.&#8221; Or &#8220;Venetian Truce until we catch this guy?&#8221; While under a truce<br \/>any hostile actions are considered violations. A failure to help your new<br \/>ally however is not considered a violation.<\/p>\n<p><span style=\"color:#008080\">Hospitality:<\/span> In order to successfully host meetings and settle disputes,<br \/>members of different organizations may often need to work together. To<br \/>extend someone Venetian hospitality covers that individual until they leave<br \/>the residence or place of business in question. Any harm that befalls them<br \/>there that you did not do your best to prevent is considered a violation.<\/p>\n<p>Whenever a violation occurs, reparations are determined. The general<br \/>principle is that the aggrieved is paid back for the offense threefold. If<br \/>they lost a hundred dollars, they must be paid back three hundred. If they<br \/>lost a finger, the guilty will lose three fingers. If they were killed, the<br \/>guilty and two members of his or her family will be put to death.<\/p>\n<p>Such matters are generally resolved by a council involving a representative<br \/>from each of the two involved organizations and a representative of one<br \/>other signatory organization, determined by random draw. In most clear cut<br \/>cases however, the matter does not proceed this far and an organization<br \/>simple forces their member to par the threefold reparations.<\/p>\n<\/div><\/div><\/article><article id=\"post-17322\" class=\"category-display-post\"><a id=\"the-twilight-bureau\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">The Twilight Bureau<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#5fd7ff\">Overview:<\/span> A loose affiliation of supernatural-aware agents from various<br \/>law enforcement agencies (FBI, Interpol, local police) along with private<br \/>investigators and bounty hunters who work to maintain some semblance of legal<br \/>order in the face of supernatural crime. Many countries have dedicated secret<br \/>sub-departments for this work, while in others it is up to individual officers<br \/>to take on the responsibility themselves.<\/p>\n<p><i>15Typical Missions:<\/i><br \/>&#8211; Investigating supernatural crimes<br \/>&#8211; Apprehending dangerous criminals<br \/>&#8211; Protecting witnesses with supernatural connections<br \/>&#8211; Gathering evidence that will stand up in court<br \/>&#8211; Navigating jurisdictional issues between realms<br \/>&#8211; Training law enforcement in supernatural threats<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#associations\" target=\"_blank\">Associations<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17318\" class=\"category-display-post\"><a id=\"the-untamed\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">The Untamed<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#5fd7ff\">Overview:<\/span> A coalition of primal forces from The Wilds and Earth, including<br \/>werewolf packs, nature spirits, wildlings, and environmental activists. United<br \/>by their connection to the natural world, they stand in opposition to the<br \/>exploitation of<br \/>natural resources. Though diverse in methods and temperament, all members<br \/>share a commitment to protecting the wild places of all realms.<\/p>\n<p><i>15Typical Missions:<\/i><br \/>&#8211; Stopping corporate exploitation of resources<br \/>&#8211; Protecting endangered species (mundane and magical)<br \/>&#8211; Sabotaging anti-environmental operations<br \/>&#8211; Escorting visitors safely through The Wilds<br \/>&#8211; Containing threats from mutated wildlife<br \/>&#8211; Recruiting powerful allies for environmental causes<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#associations\" target=\"_blank\">Associations<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18238\" class=\"category-display-post\"><a id=\"the-vasquez-family\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">The Vasquez Family<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Unlike the old-money dynasties that have shaped supernatural New England for<br \/>centuries, the Vasquez family represents a newer, more dynamic form of power.<br \/>Their rise began in the 1970s when Magdalena Vasquez, a charismatic vampire<br \/>embraced during the Spanish Civil War, arrived in Massachusetts with little<br \/>more than ambition and decades of accumulated wisdom.<\/p>\n<p>Recognizing that traditional supernatural families relied on bloodlines,<br \/>Magdalena pioneered a different approach, using strategic vampiric embraces to<br \/>create a chosen family bound by blood and loyalty rather than genetics. She<br \/>first established a small nightclub in Boston&#8217;s North End that catered to both<br \/>human patrons and supernatural entities seeking neutral ground. The success of<br \/>&#8220;Sangre Nocturna&#8221; provided the foundation for what would become the Vasquez<br \/>empire.<\/p>\n<p>Magdalena&#8217;s brilliance lay in her selective embracing, she identified<br \/>individuals with specific talents and connections, particularly from immigrant<br \/>communities overlooked by established supernatural powers. Each new vampire<br \/>brought unique skills and networks into the family fold, allowing the Vasquez<br \/>influence to expand exponentially. This approach was revolutionary in<br \/>supernatural circles, where &#8220;made&#8221; families were historically viewed as<br \/>inferior to those with inherent supernatural bloodlines.<\/p>\n<p>By the 1980s, the Vasquez portfolio had expanded to include nightclubs across<br \/>New England, and by the 1990s, they had diversified into boutique hotels,<br \/>restaurants, and entertainment venues. Their flagship property, the Obsidian<br \/>Hotel in downtown Boston, serves as both a luxury destination for wealthy<br \/>humans and a supernatural sanctuary with specialized accommodations for<br \/>various non-human needs.<\/p>\n<p>Today, the Vasquez family&#8217;s greatest strength lies in their nearly peerless<br \/>information network. Through their hospitality venues and deep connections<br \/>with immigrant communities, they have eyes and ears throughout the region.<br \/>Waitstaff, hotel employees, and nightclub bouncers report valuable<br \/>intelligence to the family leadership. This information economy has become the<br \/>Vasquez&#8217; most valuable currency in supernatural politics, allowing them to<br \/>trade secrets rather than relying solely on traditional forms of power.<\/p>\n<p>Notable elder family members include:<br \/>Magdalena Vasquez &#8211; In her physical early forties but chronologically over a<br \/>century old, Magdalena remains the undisputed head of the family. Her vampiric<br \/>abilities have been honed through decades of practice, granting her<br \/>exceptional mental influence over mortals. She personally approves every<br \/>embrace into the family, maintaining strict quality control over their<br \/>supernatural lineage.<\/p>\n<p>Carlos Vasquez &#8211; Embraced in 1979, Carlos was a brilliant financial analyst in<br \/>life and now manages the family&#8217;s legitimate business holdings. Selected by<br \/>Magdalena for his keen intellect and almost perfect recall, he is being<br \/>groomed into an immortal trove of knowledge to rival Elizabeth Chandler-Wei.<br \/>He appears to be in his mid-thirties.<\/p>\n<p>Mary Vasquez &#8211; Embraced in 1985, Mary was formerly an immigration lawyer who<br \/>now serves as the family&#8217;s primary liaison with human authorities, and manages<br \/>their extensive network of informants. She maintains her aging practice as<br \/>cover for the family&#8217;s activities. She appears to be in her mid-forties,<br \/>giving her the semblance of being older than Magdalena herself.<\/p>\n<p>Lucas Vasquez &#8211; Embraced in 1992, Lucas oversees security for all Vasquez<br \/>properties and serves as Magdalena&#8217;s enforcer when diplomatic approaches fail.<br \/>Before his embrace, he was a decorated Marine lauded for his efforts in the<br \/>Gulf War. He appears to be in his mid-thirties.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#famedfamilies\" target=\"_blank\">Famed Families<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18236\" class=\"category-display-post\"><a id=\"the-washington-family\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">The Washington Family<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>The Washington family&#8217;s legacy of truth-seeking traces back to William<br \/>Washington who, after his emancipation, leveraged his demigod ability to hear<br \/>whispered truths and unspoken desires to found The North Star Observer in<br \/>Virginia during reconstruction.<\/p>\n<p>The family and their network of small to medium sized newspapers slowly spread<br \/>up the East Coast, propelled by the family&#8217;s natural talent for finding<br \/>secrets and uncovering corruption.<\/p>\n<p>By the 1920s the Washingtons had expanded their holdings to include multiple<br \/>newspapers across Massachusetts but<br \/>suffered significantly during the Great Depression and had to slowly build<br \/>their fortunes back up over time under the skilled guide of Elizabeth<br \/>Washington who took advantage of the Harlem Renaissance to help further<br \/>diversify their business interests.<\/p>\n<p>The family experienced various ups and downs over the next few decades and<br \/>throughout the civil rights movement before one of their publications landed a<br \/>vital, groundbreaking expose in the eighties and since then their trajectory<br \/>have been ever-upwards, diversifying into different branches of media but<br \/>maintaining the focus on exposes and uncovering secrets that the family had<br \/>proven to be so adept at.<\/p>\n<p>Today, Washington Media Holdings encompasses traditional print publications,<br \/>television networks, digital platforms, and data analytics companies. Their<br \/>flagship newspaper, &#8220;The Boston Chronicle,&#8221; remains one of the region&#8217;s most<br \/>respected news sources, known for investigative journalism that consistently<br \/>uncovers stories others miss. Their broadcast division, Meridian Networks,<br \/>operates news and entertainment channels with a reputation for programming<br \/>that seems perfectly calibrated to audience interests before trends fully<br \/>materialize.<\/p>\n<p>The Washingtons maintain significant influence in both human and supernatural<br \/>communities, their ability to discover and control information making them<br \/>valuable allies and dangerous adversaries.<\/p>\n<p>Notable Family members include:<br \/>Dr. Thomas Washington &#8211; In his seventies, Thomas serves as the family<br \/>patriarch and Chairman of Washington Media Group. He compliments the ability<br \/>to hear the wishes of others with incredible insight, making him a formidable<br \/>interviewer and negotiator. His landmark interviews with political figures have<br \/>often revealed truths subjects never intended to disclose.<\/p>\n<p>Maya Washington &#8211; In her late forties, Maya serves as Editor-in-Chief of The<br \/>Boston Chronicle and has expanded its investigative unit into one of the most<br \/>respected in journalism. Her preternatural ability to sense when someone is<br \/>hiding information has led to several major exposes of corporate and<br \/>governmental misconduct.<\/p>\n<p>Mason Washington &#8211; In his early forties, Mason oversees the family&#8217;s digital<br \/>media operations and community investment initiatives. His demigod strength<br \/>and enhanced senses make him particularly effective at protecting journalists<br \/>investigating dangerous subjects, though publicly he&#8217;s known simply as an<br \/>innovative media executive with a commitment to community development.<\/p>\n<p>Antoinette Washington &#8211; In her early fifties, Antoinette is a grizzled<br \/>investigative journalist who operates mostly out of DC and is famed for her<br \/>no-nonsense attitude.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#famedfamilies\" target=\"_blank\">Famed Families<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18227\" class=\"category-display-post\"><a id=\"the-wild-hunt\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">The Wild Hunt<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>The Wild Hunt is a group of Fae who venture out of the Other at regular<br \/>intervals to hunt and capture people to feed them into the system of games\/human<br \/>artistry that their culture so enjoys. They particularly like to target more powerful,<br \/>influential or otherwise difficult and remarkable quarry.<\/p>\n<p>In New Haven the Wild Hunt rides on the Winter Solstice as well as on the<br \/>Spring and Autumn Equinoxes, visiting the city and capturing PCs to be dragged off into<br \/>the Other.<br \/>After a character is created there&#8217;s a set amount of time before their capture<br \/>becomes due, this time is shorter for higher tier characters.<\/p>\n<p>When captured your PC will lose a tier if they are T2 or higher and some of<br \/>their karma.<\/p>\n<p>T5s lose 40k, T4s 30k, T3 20K, T2 10K, T1 5K.<\/p>\n<p>If a character rerolls or deletes after being captured they will get all their<br \/>karma banked instead of 80%.<\/p>\n<p>A character can use the &#8216;escape&#8217; command to escape from the Other back to New<br \/>Haven a day or two after being kidnapped.<\/p>\n<p>If they use escape ethically: They will escape in a way that doesn&#8217;t involve<br \/>betraying or screwing over other victims. This is more difficult however and the victim<br \/>will suffer more in their attempt to escape. As such, they won&#8217;t be able to raise<br \/>the tier of their character for at least 2.5 months from the value it was lowered to by<br \/>the kidnapping.<\/p>\n<p>If they use escape unethically: They will escape however they can even if it<br \/>involves betraying or screwing over other victims. They will be able to raise<br \/>their tier back up after a month, but their moral tier will never be able to go below<br \/>that of what it was before they were kidnapped. e.g. a T3 who is kidnapped would go<br \/>down to T2, but if they escape unethically they won&#8217;t be able to go below moral tier<br \/>3. If this is the second time someone has been kidnapped and escapes unethically,<br \/>then unless they are now a higher tier they won&#8217;t be able to tier up again for two<br \/>months.<\/p>\n<p>If a character stays in the Other realm for at least 10 weeks then when they<br \/>escape they will return to the newbie school instead of onto the grid, this allows<br \/>people to make fairly significant changes to their character, including changing<br \/>things like their archetype.<\/p>\n<p>In lore this is explained by the Fae&#8217;s ability to use Fate Crafting magic to<br \/>change the history of people.<\/p>\n<p>You can ensure you will get taken by the next wild hunt by typing &#8216;faenap me please&#8217;<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#escape\" target=\"_blank\">Escape<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#fatecrafting\" target=\"_blank\">Fate Crafting<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17395\" class=\"category-display-post\"><a id=\"thief-focus\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Thief Focus<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Professional Focus<\/p>\n<p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> None<\/p>\n<p>This stat represents those who&#8217;ve dedicated themselves to the art of stealing<br \/>things. In addition to the standard professional focus bonuses, later thieves<br \/>can reach a higher level of larceny than anyone else.<\/p>\n<p><span style=\"color:#ffffff\">Please bear in mind that larceny is capped by your tier as well as your<br \/>investment in the Thief focus.<\/span><\/p>\n<p>[Thief One]:<br \/>Hacking 3: Greater proficiency with computers; allows jamming communications.<br \/>Larceny 3, 4: Greater proficiency with security systems and locks; makes it<br \/>easier to picklock.<br \/>Stealth 3: Greater proficiency with stealth.<\/p>\n<p>[Thief Two]:<br \/>Larceny 5: Maximum proficiency with security systems and locks; makes it<br \/>easier to picklock.<br \/>Stealth 4: Greater proficiency with stealth.<\/p>\n<p>[Thief Three]:<br \/>Stealth 5: Maximum proficiency with stealth.<\/p>\n<p>[Thief Four]:<br \/>None.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17850\" class=\"category-display-post\"><a id=\"think\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">think<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Think (message)<\/p>\n<p>Will send a message to SRs about what your character thinks, is an aid to<br \/>story. Thinks do not broadcast to mind readers or SRs in color.<\/p>\n<\/div><\/div><\/article><article id=\"post-18013\" class=\"category-display-post\"><a id=\"third-artistic-ability\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Third Artistic Ability<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Requirements : Rank 4 requires Professional 1<\/p>\n<p>This stat determines what artistic abilities a character has and covers things<br \/>such as musical performance, writing, visual art, dancing, or acting. Each<br \/>artistic ability, up to three, is a counted as a separate stat; this<br \/>specialisation shows up when you use the showstat command.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> art (slot) (artistic area)<br \/>Sets the specific artistic ability the stat is meant to represent. This<br \/>command will echo to the room.<br \/>Example: art 3 shuffling<\/p>\n<p>[Artistic Ability 0]:<br \/>No special ability.<\/p>\n<p>[Artistic Ability 1]:<br \/>Hobbyist level; school plays, garage band, or sketching for fun.<\/p>\n<p>[Artistic Ability 2]:<br \/>Professional level; good enough to earn a living utilizing the artistic skill.<\/p>\n<p>[Artistic Ability 4]:<br \/>Among the best in the world; top selling writers, symphony orchestra members,<br \/>or world class painters.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#stats\" target=\"_blank\">stats<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18007\" class=\"category-display-post\"><a id=\"third-language\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Third Language<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>See Help Second Language.<\/p>\n<\/div><\/div><\/article><article id=\"post-18032\" class=\"category-display-post\"><a id=\"thrown-weapons\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Thrown weapons<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Type<\/span>: Ranged<br \/><span style=\"color:#008080\">Optimal Range<\/span>: <span style=\"color:#ffffff\">40<\/span><br \/><span style=\"color:#008080\">Cap<\/span>: Tier 1:50, 2:60, 3:70, 4:80, 5:100<\/p>\n<p>This discipline covers the ability to physically throw objects at your<br \/>target, covering both things designed for this task such as throwing knives<br \/>or shurikens as well as improvisational weapons. The discipline covers both<br \/>the accuracy and force with which an object can be thrown. Thrown weapons<br \/>do no damage to cover.<\/p>\n<p>You will need a small weapon in order for this skill to be effective. The <br \/>same weapon can be used for both the short blades and thrown weapons<br \/>discipline.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#disciplines\" target=\"_blank\">disciplines<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17471\" class=\"category-display-post\"><a id=\"tier\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">tier<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>See help archetype.<\/p>\n<\/div><\/div><\/article><article id=\"post-18191\" class=\"category-display-post\"><a id=\"tiershift\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">tiershift<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> tiershift &lt;character&gt; &lt;higher\/lower&gt;<\/p>\n<p>The tiershift command allows you to influence an angelborn character&#8217;s<br \/>moral tier. Using the command with the higher option makes it likely their<br \/>moral tier will increase, using it with the lower one makes them decrease.<\/p>\n<p>Angelborn can be at moral tiers halfway between two major tiers via this<br \/>functionality.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#moraltier\" target=\"_blank\">Moral Tier<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17907\" class=\"category-display-post\"><a id=\"time\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">time<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> time<\/p>\n<p>Time shows the game time.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#jetlag\" target=\"_blank\">jetlag<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#calendar\" target=\"_blank\">calendar<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17496\" class=\"category-display-post\"><a id=\"timeline\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Timeline<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Timeline (character name) or (Eidolon name)<\/p>\n<p>View a list of public logs that the given character has been in, with<br \/>summaries for each and a link to the log location on the website. When used on<br \/>Eidolons, this provides a list of logs for events involving that Eidolon.<\/p>\n<\/div><\/div><\/article><article id=\"post-17982\" class=\"category-display-post\"><a id=\"timeswept\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Timeswept<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Two Archetype<\/span><\/p>\n<p>Human<\/p>\n<p>This archetype represents people who have fallen out of their time in the<br \/>past and into ours. They can be out somewhere, walking along peacefully<br \/>when they stumble into a hole in time. To the rest of the world they simply<br \/>have vanished, fallen off the face of the earth. But time shifts and at<br \/>some point in the future, maybe twenty years later, maybe two thousand years<br \/>later they will step right back into time again, without any knowledge that<br \/>any time has passed at all. When making a timeswept character, make them<br \/>the age you want them to be normally. If you&#8217;d like them to be 30, set the<br \/>birth year to 30 years ago, then use the timeswept command to input how many<br \/>years you wish for your character to have been out of time. This will<br \/>automatically push your birth year back that many years, while making you<br \/>look and age the same.<\/p>\n<p><span style=\"color:#ffffff\">Minimum Age:<\/span> 18<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> timeswept (number of years)<\/p>\n<p><span style=\"color:#ffffff\">Available Negative Modifiers:<\/span> Addicted, Injured, Ill, Young<br \/><span style=\"color:#ffffff\">Available Positive Modifiers:<\/span> Relic Holder, Scientifically Augmented, Demonic<br \/>Pact Holder, Chemical Augmentation, Fleshformed<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> Gives one point to spend on combat or arcane focuses at tier two.<\/p>\n<\/div><\/div><\/article><article id=\"post-17601\" class=\"category-display-post\"><a id=\"timeswept-stat\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Timeswept Stat<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>This stat makes your character timeswept, even if they are not the timeswept<br \/>archetype. They can then use timeswept (number of years) to set how long<br \/>they were out of time for.<\/p>\n<\/div><\/div><\/article><article id=\"post-17925\" class=\"category-display-post\"><a id=\"title\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">title<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> title &lt;string&gt;<\/p>\n<p>Title sets the players listed title on the wholist (what you see<br \/>when you type &#8216;who&#8217;) The game supplies a title when your<br \/>character is created and you can use title to set your whotitle to<br \/>something else. Please be reasonable in creating a title for the<br \/>wholist.<\/p>\n<p>Example: title the maker of helpfiles.<br \/>Bob the maker of helpfiles.<\/p>\n<p>You can view your currently set title string with the display command.<\/p>\n<\/div><\/div><\/article><article id=\"post-18040\" class=\"category-display-post\"><a id=\"tooth-and-claw\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Tooth and Claw<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Melee<br \/>Max Range: 1<\/p>\n<p>This discipline covers the ability to fight with natural weaponry such as<br \/>fangs or claws and typically combining conventional unarmed combat maneuvers<br \/>with attacks that take advantage of natural weaponry.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#disciplines\" target=\"_blank\">disciplines<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17468\" class=\"category-display-post\"><a id=\"trace\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">trace<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Trace (number)<br \/>For up to $100 cash, lock onto a cell phone signal somewhere in<br \/>Haven. You need to be society trusted with &#8216;resources&#8217; in order to do<br \/>this. Requires a place with the name &#8216;computer&#8217; in it, signal will<br \/>be lost if the tracer moves after it has begun. It will also work when<br \/>holding a laptop computer(item of at least $500 value and have computer<br \/>in the names field).<\/p>\n<p>Once a number is locked in, the person has access to the following<br \/>commands.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Trace scan<br \/>Obtain the room name of the phone you&#8217;re currently tracing.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Trace cameras<br \/>Access a feed from cameras in the area, see the room the phone you&#8217;re<br \/>tracing is in. This will only work if they are in a public room.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Trace GPS<br \/>Obtain a GPSmap of the phone&#8217;s location.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Trace jam<br \/>Those with hacking skill of 3 can jam all the electronic communications<br \/>of the person possessing the traced phone for some time afterwards.<br \/>The jam lasts for approximately an hour, but can be reapplied.<\/p>\n<p>Characters with Hacking 5 will automatically intercept some calls and messages<br \/>sent from the traced phone while they are place with a computer or holding a<br \/>laptop.<\/p>\n<\/div><\/div><\/article><article id=\"post-18087\" class=\"category-display-post\"><a id=\"train\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">train<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> train (stat\/discipline)<\/p>\n<p>This command raises a stat using roleplay experience or a discipline using<br \/>combat experience. Stats cost 10k per stat level, so to raise a stat from<br \/>0 to 1 costs 10k rpxp, and to raise a stat from 1 to 2 costs 20k rpxp.<br \/>Disciplines cost 200xp multiplied by the level you are raising it to. So<br \/>to raise a discipline from 0 to 1 costs 200xp. To raise it from 1 to 2 costs<br \/>400xp.<\/p>\n<p>Stats and disciplines can be negtrained while in the tutorial for a 100%<br \/>return but outside of the tutorial only 50% of the amount spent is returned.<br \/>save<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> disc cost (level)<\/p>\n<p>This command will show you how much it will cost in xp to raise a discipline<br \/>from 0 to the specified amount.<\/p>\n<\/div><\/div><\/article><article id=\"post-17954\" class=\"category-display-post\"><a id=\"training\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Training<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Train (stat or discipline)<br \/>Negtrain (stat or discipline)<\/p>\n<p>Training can be done anywhere in the game and spends your experience or<br \/>RP experience to raise the stat or discipline you want to raise.<\/p>\n<p>Stats and powers vary between -1 and 5, the cost to raise each level<br \/>increases. It costs 10, 000 RPXP to raise a stat from 0 to 1, 20, 000 to<br \/>raise from 1 to 2. 30, 000 to raise from 2 to 3 etc. If a stat or power begins<br \/>at a higher level, you will need to pay the same sum of experience that would<br \/>ordinarily be required to reach that level. E.g. a power that begins at level<br \/>3 will cost 60,000 RPXP.<\/p>\n<p>Disciplines range from 0 to 100, it costs 200 experience * the level it&#8217;s<br \/>being raised to to increase. So 200 to raise to 1, 400 to raise from 1 to 2<br \/>etc.<\/p>\n<p>You begin the game with 150, 000 of both types of experience.<\/p>\n<p>Negtrain refunds a stat or discipline for 50% of its cost.<\/p>\n<p>If you use train on a discipline without enough experience, you&#8217;ll<br \/>set yourself as learning that discipline and will automatically<br \/>acquire it once you have enough experience. You earn less experience if<br \/>you&#8217;re not trying to currently learn anything. If you change what stat or<br \/>discipline you&#8217;re learning, you will lose a small amount of experience or rp<br \/>experience.<\/p>\n<p>You can use stats\/powers\/disciplines cost to see the cost of raising any<br \/>attribute you are eligible to raise.<\/p>\n<\/div><\/div><\/article><article id=\"post-17457\" class=\"category-display-post\"><a id=\"training-methods\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Training Methods<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>When training stats you&#8217;ll be given a selection of options for the method<br \/>of how you acquired that stat or ability, different methods have different<br \/>costs and other consequences. Training stats in newbie school is also<br \/>cheaper, applying up to a 20% discount, although this discount cannot<br \/>take the overall cost below 70%.<\/p>\n<p>When you do &#8216;showstat&#8217;, how you learned the stat will be displayed to you<br \/>as well as to any SR or staff in the room, how a stat was learned is<br \/>also visible when an SR probes that stat.<\/p>\n<p>Only the last way you trained a particular stat will be visible or<br \/>impact if you can presently use it.<\/p>\n<p>Natural: Cost 100%<br \/>Low level physical stats, low level skills, anything without<br \/>other methods.<br \/>-Indicates something acquired through natural means, like practice,<br \/>training, or working-out.<\/p>\n<p>Self-Mastered: Cost 100%<br \/>Legendary Powers, Supernatural powers and Abilities, Physical Stats,<br \/>Mundane Abilities, Knowledge stats.<br \/>-Indicates a character has self-taught or mastered the ability or<br \/>stat.<\/p>\n<p>Taught: Cost 90%<br \/>Supernatural Powers and Abilities, low level skills, mundane abilities,<br \/>Artistic skills and languages, Knowledge stats.<br \/>-Indicates a character has a teacher, said teacher must have the stat higher<br \/>than the pupil and it costs them 5% LF to teach.<\/p>\n<p>Item: Cost 70%<br \/>Supernatural Powers and Abilities, high level physical stats.<br \/>-Indicates the use of an item to help unlock or use that particular<br \/>power or ability. A short string must be entered for the item when<br \/>training the stat and if you are not wearing an item that contains<br \/>that phrase in it&#8217;s short string, you won&#8217;t be able to make use<br \/>of the stat. You cannot use the same item string twice.<\/p>\n<p>Tattoo: Cost 80%<br \/>Supernatural powers and abilities, high level physical stats.<br \/>-Indicates a mystical tattoo is used to help unlock a particular<br \/>power or ability. You should enter a string when training the stat<br \/>and when someone looks at that location on your body if exposed<br \/>they will see He\/She has a tattoo of (string). It is up to the player<br \/>to describe their tattoos in regular focuses\/descriptions. You<br \/>cannot have two mystical tattoos in the same location.<\/p>\n<p>Tool: Cost 70%<br \/>High level skills.<br \/>-Requires a particular tool to make use of the stat, such as lockpicks<br \/>or a medkit. A short string must be entered for the tool when training<br \/>the stat, if an item with that string in its short desc is not in<br \/>your inventory you will be unable to use the stat. You cannot use the<br \/>same item string twice.<\/p>\n<p>Book: Cost 70%<br \/>Knowledge stats<br \/>-Requires a particular book to make use of the stat. A short string<br \/>must be entered for the book when training the stat, if an item with<br \/>that string in its short desc is not in your inventory you will be<br \/>unable to use the stat.<\/p>\n<p>Implant: Cost 80%<br \/>High level physical abilities.<br \/>-Indicates stats that rely on augmentation. If you are tech-hexed<br \/>or in New Haven during a mystically induced blackout you will be unable<br \/>to use the stat.<\/p>\n<p>Demonic Pact: Cost 75%<br \/>Artistic skills and languages, Knowledge stats, Education.<br \/>-Indicates a character making a pact with a demon in exchange<br \/>for their knowledge or position.<\/p>\n<p>Fae Bargain: Cost 75%<br \/>Artistic skills and languages, knowledge stats.<br \/>-Indicates a character making a bargain with a Fae in exchange<br \/>for their knowledge.<\/p>\n<p>Friendship: Cost 100%<br \/>Contacts.<br \/>-Indicates a contact forged through friendship.<\/p>\n<p>Blackmail: Cost 75%<br \/>Contacts<br \/>-Indicates a contact obtained through blackmail.<\/p>\n<p>Mind Control: Cost 80%<br \/>Contacts<br \/>-Indicates a contact obtained through mind control.<\/p>\n<p>Legitimate Job: Cost 100%<br \/>Wealth.<br \/>-Indicates money coming from a job acquired on merit.<\/p>\n<p>Blackmail Acquired Job: Cost 80%<br \/>Wealth.<br \/>-Indicates money coming from a job acquired by blackmail.<\/p>\n<p>Mind Control Acquired Job: Cost 80%<br \/>Wealth.<br \/>-Indicates money coming from a job acquired by mind control.<\/p>\n<p>Theft: Cost 90%<br \/>Wealth.<br \/>-Indicates money coming from a previous theft.<\/p>\n<p>Inheritance: Cost 100%<br \/>Wealth.<br \/>-Indicates money coming from a previous inheritance.<\/p>\n<p>Legitimately: Cost 100%<br \/>Education.<br \/>-Degree obtained through study.<\/p>\n<p>Fraud: Cost 80%<br \/>Education.<br \/>-Degree obtained through fraud.<\/p>\n<p>Bribe: Cost 80%<br \/>Education.<br \/>-Degree obtained through bribery.<\/p>\n<\/div><\/div><\/article><article id=\"post-17810\" class=\"category-display-post\"><a id=\"trash\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">trash<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> trash (object)<br \/>Used to permanently throw away any unwanted objects. Requires your character<br \/>to have played on grid for a while.<\/p>\n<\/div><\/div><\/article><article id=\"post-17967\" class=\"category-display-post\"><a id=\"travel\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Travel<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>The travel command is used to visit areas outside New Haven. Anyone following<br \/>your<br \/>character will automatically follow if using public transport.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> roomlist<br \/>Shows all premade rooms accessible outside New Haven.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> travel (location number)<br \/>Travel to a location outside of New Haven by the default mode of travel, which<br \/>is by bus.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> travel car\/motorcycle (location number) (passengers)<br \/>Travel to a location outside New Haven in your own vehicle. This will bring<br \/>your<br \/>vehicle stash with you. You are limited by the amount of passengers your<br \/>vehicle<br \/>can manage.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> travel plane (location number) (passengers)<br \/>Travel to a location outside New Haven by plane. This comes with sometimes<br \/>very<br \/>significant plane ticket costs taken directly out of your bank account. If<br \/>you bring passengers with you, they will pay for their own ticket. Planes<br \/>are required to travel overseas.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> travel mirrorgate (location number) (passengers)<br \/>Travel to a location outside New Haven by mirrorgate. You have to be inside<br \/>the mirrorgate room in a faction base to use this and can only return to that<br \/>same room. Lorewise mirrorgates open a connection to another large mirror<br \/>anywhere in the world as long as it has recently been exposed to moonlight.<br \/><span style=\"color:#ffffff\">Syntax:<\/span> travel fly (location number) (passengers)<br \/>Travel to a location outside New Haven with the flight power, with a maximum<br \/>of<br \/>one passenger.<\/p>\n<\/div><\/div><\/article><article id=\"post-17965\" class=\"category-display-post\"><a id=\"traveling\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Traveling<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Traveling Explained<br \/>-A brief overview of how to get around.<br \/>Cars<br \/>-An explanation of how cars work.<br \/>Makeroom<br \/>-An explanation of how to make rooms outside of the city.<br \/>Join<br \/>-How to use the join command.<br \/>Houses<br \/>-Information on player owned housing.<br \/>Passthrough<br \/>-A command that will open a door and move through it in one action.<br \/>Walk<br \/>-A command to get around the city.<br \/>Cardinal<br \/>-A command to toggle cardinal directions.<\/p>\n<\/div><\/div><\/article><article id=\"post-17966\" class=\"category-display-post\"><a id=\"traveling-explained\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Traveling Explained<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Normal getting around is down through cardinal directions, typing north,<br \/>east, south, west, up, down, northeast, southeast, southwest, northwest. Or<br \/>n, e, s, w, u, d, ne, se, sw, nw.<\/p>\n<p>Some rooms you may not be able to get into, such as air rooms if you can&#8217;t<br \/>super jump or fly, while others such as underwater rooms you&#8217;ll only be able<br \/>to stay in for a short time if you can&#8217;t breathe underwater.<\/p>\n<p>To get around the city faster you can drive a car or<br \/>motorcycle, or use the city subway.<\/p>\n<p>Cars and motorcycles are used similarly but with the<br \/>commands drive (location) and ride (location). You can put the names of<br \/>passengers you wish to bring after the location such as drive 1 Bob Sue Jane<br \/>and as long as they are following you, they&#8217;ll come also. You must have your<br \/>passengers remembered to be able to target them with this syntax. Helpless<br \/>targets may be brought along if you are carrying them, even if they are not<br \/>voluntarily following you.<\/p>\n<p>If you want to move out of the city you will need to use the travel command,<br \/>this can be used at the intersection nearest the bus depot in the<br \/>southeastern part of downtown. To see a list of rooms you can go to, type<br \/>roomlist, and then travel (number) to go there. You can also use travel<br \/>car\/motorcycle\/plane (number) to use alternate methods to the bus, and bring<br \/>people with you by including their names afterwards in a list.<\/p>\n<p>To make rooms outside the city for people to travel to you&#8217;ll use the<br \/>makeroom command.<\/p>\n<p>Traveling by plane is necessary for leaving the continent and much faster<br \/>than other methods, but costs a fair bit.<\/p>\n<p>You can type stall when using any sort of travel to pause where you are so<br \/>you can RP in your vehicle etc.<\/p>\n<p>You can use follow (person) to follow someone around, follow self will stop<br \/>following.<\/p>\n<\/div><\/div><\/article><article id=\"post-17316\" class=\"category-display-post\"><a id=\"trinity\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Trinity<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#5fd7ff\">Overview:<\/span> Trinity is the premiere magical association in the world, in<br \/>history it was formed of the combining of three distinct schools of magic,<br \/>White, Black and Red. More recently, the Coven has also joined the<br \/>organization, belying its name and causing significant internal consternation.<br \/>This unified magical organization maintains the balance of arcane knowledge<br \/>and power. While internal philosophical conflicts remain between the paths of<br \/>benevolence, knowledge, and power, they present a united front to outsiders.<\/p>\n<p><i>15Typical Missions:<\/i><br \/>&#8211; Retrieving lost magical artifacts<br \/>&#8211; Researching unusual magical phenomena<br \/>&#8211; Containing arcane disasters<br \/>&#8211; Training promising magical talents<br \/>&#8211; Negotiating with extra-dimensional entities<br \/>&#8211; Maintaining important wards and spells on earth.<br \/>&#8211; Dealing with escaped magical spells and constructs.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#associations\" target=\"_blank\">Associations<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17451\" class=\"category-display-post\"><a id=\"trollreport\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">trollreport<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> trollreport (person)<\/p>\n<p>The trollreport command can only be used by players with at least 1000<br \/>community credit and will silently nochannel the target. It can be<br \/>targeted at PCs or accounts. All uses are logged and people using it<br \/>inappropriately will be dealt with harshly. If at all unsure whether your use<br \/>is inappropriate, put up a petition with your reasoning.<\/p>\n<\/div><\/div><\/article><article id=\"post-17927\" class=\"category-display-post\"><a id=\"trust\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">TRUST<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> trust (storyrunner) (negative\/none\/basic\/moderate\/advanced)<\/p>\n<p>This command is used to set the trust levels between you and a Story Runner,<br \/>the default level is none, moving up to basic when in a room the SR is<br \/>running. More advanced levels give the SRs greater powers over your character<br \/>while negative level stops them being able to use even the most basic<br \/>commands on your character.<\/p>\n<\/div><\/div><\/article><article id=\"post-18192\" class=\"category-display-post\"><a id=\"try\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">try<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> try [num] &lt;action&gt; with &lt;stat1&gt;[,stat2,stat3&#8230;]<\/p>\n<p>The &#8216;try&#8217; command allows you to attempt a roll for an action using<br \/>a list of potential skills, abilities, gear, charms, relics and parts<br \/>of the environment. It notifies everyone in the room about your attempt<br \/>and prepares for a possible check.<\/p>\n<p>For example, you can try picking the lock with dexterity, larceny, etc.<\/p>\n<p>If you include a number at the start of the command, you limit how<br \/>many people can assist you. If you set it to 0 nobody will be able<br \/>to assist your roll.<\/p>\n<p>In rooms with a StoryRunner they will get the option to set the challenge,<br \/>otherwise the challenge will be auto-set by an LLM.<\/p>\n<p>If an action limiting clock is active in the room you are in you will only<br \/>be able to use this command once per round.<\/p>\n<p>An SR can use calltry (person) (message) to prompt them to use the try command.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#rollchallenge\" target=\"_blank\">rollchallenge<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#roll\" target=\"_blank\">roll<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#gear\" target=\"_blank\">gear<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18193\" class=\"category-display-post\"><a id=\"tscore\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">tscore<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> tscore [character]<\/p>\n<p>Displays information about a character in purely text format.<\/p>\n<\/div><\/div><\/article><article id=\"post-17512\" class=\"category-display-post\"><a id=\"turn\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Turn<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Turn (victim)<\/p>\n<p>Used by vampires and werewolves to turn helpless victims into one of their<br \/>kind. Can only be used on characters tier three or below, other<br \/>supernaturals are too strong to be forced to change. Can be resisted unless<br \/>the victim is at at least invite level 9.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#cauterize\" target=\"_blank\">Cauterize<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17532\" class=\"category-display-post\"><a id=\"undead-toughness\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Undead Toughness<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Defensive<\/p>\n<p>This discipline represents those whose undead nature gives them unusual<br \/>levels of protection from damage. While they still take injuries these<br \/>injuries tend to not bleed and cause them very little impairment.<\/p>\n<p>Take 80% damage from rifles, carbines and pistols.<br \/>Take 80% damage from spears, knives, bows, thrown weapons and spearguns.<br \/>Take 80% damage from animal attacks and striking\/grappling.<\/p>\n<\/div><\/div><\/article><article id=\"post-17396\" class=\"category-display-post\"><a id=\"underworld-mogul-focus\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Underworld Mogul Focus<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Professional Focus<\/p>\n<p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> None<\/p>\n<p>This stat represents those who&#8217;ve dedicated themselves to the criminal<br \/>underworld. In addition to the standard professional focus bonuses, they also<br \/>receive some bonuses to criminal skills as well as increased benefits from<br \/>their contacts dedicated to generating scheme influence. At higher ranks they<br \/>unlock abilities to enhance their NPC minions even further.<\/p>\n<p>[Underworld Mogul One]:<br \/>Demolitions 2: Greater proficiency with explosives; makes it easier to breakin<br \/>to buildings.<br \/>Larceny 3: Greater proficiency with security systems and locks; makes it<br \/>easier to picklock.<br \/>Arrange Hit: A legendary power that enables causing harm to NPC friends and<br \/>relatives of PCs.<br \/>Find Secrets: A legendary power that gives you the ability to dig up someone&#8217;s<br \/>personal details as well as their recent praises, disses and sexual partners.<br \/>Disposable Muscle: A power that reduces the amount of time it takes for muscle<br \/>contacts to recover from defeat.<\/p>\n<p>[Underworld Mogul Two]:<br \/>Protection Detail: This power makes allies appear twice as fast in combat.<\/p>\n<p>[Underworld Mogul Three]:<br \/>None.<\/p>\n<p>[Underworld Mogul Four]:<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17590\" class=\"category-display-post\"><a id=\"underworld-touch\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Underworld Touch<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Demigod<\/p>\n<p>Characters with this power may use deathtouch (target) to lengthen the<br \/>amount of time it will take someone to heal from an injury.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18195\" class=\"category-display-post\"><a id=\"unexpose\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">unexpose<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> unexpose [bodypart|item]<\/p>\n<p>The unexpose command allows you to cover or conceal body parts or items that<br \/>were previously exposed. When used on a body part (such as hands, upperchest,<br \/>thighs, etc.), it will adjust your clothing to cover that area. When used on<br \/>a specific worn item, it will adjust that item to be less visible or<br \/>completely concealed.<\/p>\n<p>Valid body parts include: hands, lowerarms, upperarms, feet, lowerlegs,<br \/>forehead, thighs, groin, arse (or buttocks), lowerback, upperback,<br \/>lowerchest, breasts, upperchest, neck, lowerface, hair, and eyes.<\/p>\n<\/div><\/div><\/article><article id=\"post-18079\" class=\"category-display-post\"><a id=\"unhide\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">unhide<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> unhide<br \/>Used to emerge from hiding.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#hide\" target=\"_blank\">hide<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17605\" class=\"category-display-post\"><a id=\"unliving\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Unliving<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Positive Tier Modifier<\/p>\n<p>Replaceable: Yes.<\/p>\n<p>This modifier represents those vampires who never activate the human<br \/>functions of their body at all. Over time they become enhanced by their<br \/>further separation from humanity, they feel pain less keenly, their mind<br \/>works faster, they are stronger and more durable. Unfortunately they&#8217;re<br \/>also unable to feel much in the way of pleasure, derive much satisfaction<br \/>from scents or tastes or sensations, or engage in sexual intercourse. They<br \/>often find themselves struggling to relate to normal humans as well.<\/p>\n<\/div><\/div><\/article><article id=\"post-18121\" class=\"category-display-post\"><a id=\"untie\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">untie<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> untie (target)<br \/><span style=\"color:#ffffff\">Syntax:<\/span> untie (target) hands\/feet<\/p>\n<p>Used on a bound target to free them from bondage.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#capturing\" target=\"_blank\">capturing<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#bind\" target=\"_blank\">bind<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17837\" class=\"category-display-post\"><a id=\"use\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">use<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Use (object)<\/p>\n<p>Is used by various types of objects to use them for example turning a<br \/>flashlight on or off, opening or closing an umbrella or taking a drug.<\/p>\n<\/div><\/div><\/article><article id=\"post-18058\" class=\"category-display-post\"><a id=\"user-interface\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">User Interface<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Color<br \/>&#8211; Is used to turn the display of ANSI color on or off.<br \/>Width (number)<br \/>&#8211; Is used to set the number of characters wide that you would like your<br \/>display to be.<br \/>Length (number)<br \/>&#8211; Is used to set the number of lines you&#8217;d like to display at once.<\/p>\n<p>Default Length is 22 lines, default width is 80 characters.<\/p>\n<\/div><\/div><\/article><article id=\"post-17645\" class=\"category-display-post\"><a id=\"vampire\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Vampire<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Two Archetype<\/span><\/p>\n<p>Supernatural<\/p>\n<p>This archetype represents the newly made members of the undead. See help<br \/>vampires for more information about them in general.<\/p>\n<p>Age: Less than twenty years since being turned into a vampire.<\/p>\n<p><span style=\"color:#ffffff\">Available Negative Modifiers:<\/span> Mentally Ill.<\/p>\n<p><span style=\"color:#ffffff\">Available Positive Modifiers:<\/span> Relic Holder, Demonic Pact Holder,<br \/>Exsanguinating.<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> Has one point to spend on focuses at tier two.<\/p>\n<\/div><\/div><\/article><article id=\"post-17691\" class=\"category-display-post\"><a id=\"vampire-blood\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Vampire Blood<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Vampire blood is an extremely potent drug, affecting everyone who<br \/>consumes it &#8211; including other vampires &#8211; with increased energy levels,<br \/>feelings of invulnerability or<br \/>superiority, as well as dulling sensitivity to pain. In addition, it is<br \/>also a very potent aphrodisiac and effective treatment for erectile<br \/>dysfunction. The fresher the blood is from the vein, the more potent it is<br \/>in its effects.<\/p>\n<p>Deemed a controlled, illegal substance to buy or sell, vampire blood is<br \/>largely acquired on the street under the names V (Vee), Juice, Red and Hype.<br \/>It is typically taken by party goers or as a sexual stimulant, and is<br \/>sometimes used as a date rape drug in conjunction with other chemicals.<\/p>\n<p>Vampire blood, especially in larger doses also can increase a subject&#8217;s<br \/>suggestibility. Characters dosed with vampire blood will have to pay a<br \/>significantly higher price to resist supernatural influence or hypnotic<br \/>commands.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Giveblood\/Force (vampire) giveblood.<br \/>-Creates a vampire blood object which can be drunk or use to dose food or<br \/>drink.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> pour blood (food\/drink)<br \/>-Doses a food or drink item with vampire blood.<\/p>\n<\/div><\/div><\/article><article id=\"post-18113\" class=\"category-display-post\"><a id=\"vampire-mechanics\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">vampire mechanics<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Constitution:<br \/>Vampires are immune to critical wounds. A critical wound for a vampire is<br \/>essentially a severe wound, though markedly closer to death than one.<\/p>\n<p>Vampire Blood:<br \/>Vampires can use the giveblood command to produce a glass of their blood,<br \/>which can be used to put a victim in a suggestible state. See help vampire<br \/>blood for more information.<\/p>\n<p>Vampire Feeding:<br \/><span style=\"color:#ffffff\">Syntax:<\/span> bite (victim) (mild\/severe\/critical\/fatal)<br \/>Bite your target, if they aren&#8217;t helpless you can only use the mild form of<br \/>the bite and must put them into a trance first. See help trance for more<br \/>information. Vampires transfer some of the victim&#8217;s lifeforce to themselves<br \/>when they bite, humans are much better sources of this than supernaturals,<br \/>and virgins are even better than most humans. There are limits to how much<br \/>life force a vampire can take themselves to when biting lower tier<br \/>characters however.<\/p>\n<p>Daylight Penalties:<br \/>Vampires receive penalties during the day to their effective life force.<br \/>This is worse the closer it is to noon and the more exposed the vampire is<br \/>to the sun. Being indoors, away from windows and well covered up is<br \/>generally their best defense. The stat Sunlight resistance can help to<br \/>reduce the effects of the daylight weakness.<\/p>\n<p>Sire Relationship:<br \/>Vampires can enter into a sire relationship with each other. Sires can use<br \/>&#8216;scry&#8217; to see briefly through the eyes of those they&#8217;ve turned, and receive<br \/>bonuses to using hypnosis and supernatural influence on them. See help<br \/>turn for more information on how to sire a vampire.<\/p>\n<p>Vampire Age:<br \/>Vampires appear 1 year older for every 100 years of age.<\/p>\n<p>Vampire Lifeforce:<br \/>Vampire life force degenerates slower, but will only recover up to 90% on<br \/>it&#8217;s own, and will decay slowly if above that value forcing vampires to rely<br \/>on feeding to keep it higher. Vampires who feed on animals life force won&#8217;t<br \/>regenerate above 75%.<\/p>\n<p>Vampire Resilience:<br \/>Vampires don&#8217;t take stagger if they take too much damage when attacked<br \/>at range and have a lower damage cap. This doesn&#8217;t happen if they are hit by<br \/>long blades, incendiary rounds, or a werewolf.<\/p>\n<p>Wooden Weapons:<br \/>Vampires suffer additional stagger when struck with weapons augmented with<br \/>wood.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#turn\" target=\"_blank\">turn<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17374\" class=\"category-display-post\"><a id=\"vampire-modifiers\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">vampire modifiers<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Vampires may select from the following modifiers:<\/p>\n<p>(T2) Vampire:<br \/>Negative Modifiers: Mentally Ill, Turned Youth<br \/>Positive Modifiers: Relic Holder, Demonic Pact Holder, Exsanguinating<\/p>\n<p>(T3) Veteran Vampire:<br \/>Negative Modifiers: Disfigured, Cursed, Turned Youth<br \/>Positive Modifiers: Relic Holder, Demonic Pact Holder, Exsanguinating<\/p>\n<p>(T4) Aged Vampire:<br \/>Negative Modifiers: Disfigured, Catatonic, Turned Youth<br \/>Positive Modifiers: Demonic Pact Holder, Unliving<\/p>\n<\/div><\/div><\/article><article id=\"post-17986\" class=\"category-display-post\"><a id=\"vampires\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Vampires<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Vampires have existed for as long as anyone can remember. There are many<br \/>theories as to their origin, ranging from that they are a type of demon to<br \/>cursed souls.<\/p>\n<p>Vampires are immortal, or, rather, immune to death by disease or old age.<br \/>Their bodies are unlike those of typical humans, requiring blood in order to<br \/>keep<br \/>their muscles working. Although they don&#8217;t have a beating heart, blood<br \/>suffuses their entire form in an almost sentient manner. Maintaining<br \/>themselves<br \/>requires a vampire to feed normally once or twice a week.<\/p>\n<p>Feeding:<br \/>Most vampires feed from humans once or twice a week to maintain a typical<br \/>level of activity. Very active vampires, particularly vampires who fight<br \/>a lot, are likely to feed twice as much, while inactive vampires can feed<br \/>much less.<\/p>\n<p>Many vampires have an innate talent with hypnotism, allowing them to<br \/>place prospective prey in a trance state to feed. The human is left with<br \/>no memory of the incident, at most feeling a recent rush of vertigo.<\/p>\n<p>Most vampires will kill about one person a year from feeding. This is not<br \/>usually intentional, but a side effect of picking a target who has a weak<br \/>heart, high level of blood toxicity, thin blood or who has recently lost<br \/>blood. Regardless of how careful a vampire may be, it is impossible to<br \/>prevent occasionally killing someone so long as a vampire feeds on humans.<\/p>\n<p>See help bite for information on feeding on PCs.<\/p>\n<p>Vampire Blood:<br \/>Also known by street names such as V, Juice, Red and Hype.<br \/>See help vampire blood.<\/p>\n<p>Turning:<br \/>New vampires are made by an existing vampire fully draining his target, then<br \/>feeding the target some of his own blood. Mechanically, this can be done<br \/>by using the force change command on a helpless target.<\/p>\n<p>Turning does not directly affect a new vampire&#8217;s psychology. However,<br \/>the combination of access to power and the hunger that drives vampires<br \/>to occasionally kill do cause changes. Some newly turned vampires cannot<br \/>adapt and end up killing themselves, but this is rare. Most do adapt,<br \/>with world views ranging from balancing out their deeds with good works,<br \/>to the belief that it is their right to be natural predators or monsters.<\/p>\n<p>Characters who are already dead, including ghosts and wights, cannot be<br \/>turned.<\/p>\n<p>Death:<br \/>Though they are capable of surviving wounds and injuries that the living<br \/>cannot, a vampire can still die if they take enough physical damage. Vampires<br \/>who are killed disintegrate into ash.<\/p>\n<p>Staking:<br \/>See help stake.<\/p>\n<p>Sunlight:<br \/>Vampires are nocturnal creatures. They do not combust with exposure to<br \/>sunlight, but do find it extremely unpleasant. Sunlight is very bright<br \/>and painful to them, and is blinding without protection. Exposure to<br \/>direct sunlight burns them in a manner similar to a sunburn, but much<br \/>more quickly, particularly at midday.<\/p>\n<p>Some vampires can develop a resistance to sunlight. However, even if they are<br \/>resistant, the noon sun is<br \/>still extremely painful to them.<\/p>\n<p>Reflected and Reproduced Images:<br \/>Vampires do produce reflections, but these reflections are unnatural. A<br \/>brief glance may not discern anything unusual, but prolonged exposure to<br \/>a vampire&#8217;s reflection first causes an uneasy feeling that gradually will<br \/>intensify to the point it can cause insanity. Even the vampires themselves<br \/>are not immune to this, causing them to use mirrors very sparingly.<\/p>\n<p>This effect happens with all images that may be considered live, with the<br \/>vampire in the same room. Filming a vampire live or taking a picture which<br \/>involves a digital screen will cause this effect. Flat images (photograph<br \/>prints and portraits) and previously taken video or video not broadcasted<br \/>in the same room will not cause this effect.<\/p>\n<p>Urban Legends:<br \/>Vampires are not repelled by garlic, but find the smell unpleasant. They<br \/>are not affected by religious symbols or holy water.<\/p>\n<p>Slumber:<br \/>Vampires feel the urge to sleep during the day, which feels more or less<br \/>the same as typical tiredness. However, regardless of whether the vampire<br \/>has chosen to sleep during the day, all tiredness washes away with sunset.<\/p>\n<p>Fatigue:<br \/>Vampires do not experience typical fatigue from physical exertion. Instead,<br \/>they get hungry. Blood for them is similar to fuel for a car, and the more<br \/>they exert themselves, the more hungry they feel, until they top up.<\/p>\n<p>Physiology and Aging:<br \/>All vampire fluids are tinged with blood, including tears and saliva.<\/p>\n<p>Vampires can reactivate their physiology with some concentration. Only by<br \/>doing this may they mimic typical human physiology in a limited form,<br \/>allowing them to digest large amounts of food and drink or engage in<br \/>sexual activity.<\/p>\n<p>This reactivation can be emotionally driven, but such concentration does<br \/>require being awake. Theoretically, a female vampire can reactivate her<br \/>body to the point she is able to carry a child for nine months, but the<br \/>effort would require her not ever sleeping. Male vampires can impregnate<br \/>a living female with much less effort, though it would still require some<br \/>concentration to do. Sexual activities are the most common cause for<br \/>vampire activation.<\/p>\n<p>Reactivating their physiology causes vampires to age while active. Their<br \/>day to day business may require activation, though vampires are able to<br \/>activate parts of their body at a time. Typically, it will take about<br \/>100 years to visibly age 1 year, although this can be reduced by refraining<br \/>from activation.<\/p>\n<p>Note: Reactivation is not a coded mechanic, but entirely roleplayed.<\/p>\n<p>Food, Drink and Drugs:<br \/>Vampires can imbibe small amounts of food and drink without too many problems.<br \/>To<br \/>consume large amounts, they must reactivate their physiology. Drugs taken<br \/>by typical means do affect vampires, but at a very reduced rate (roughly<br \/>a third of the rate they would affect a human). Drugs consumed by feeding<br \/>on the blood of those who have taken drugs affect vampires the way regular<br \/>consumption affects humans.<\/p>\n<\/div><\/div><\/article><article id=\"post-17324\" class=\"category-display-post\"><a id=\"vanguard\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Vanguard<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#5fd7ff\">Overview:<\/span> A highly classified joint task force combining elite operatives<br \/>from various intelligence agencies (CIA, MI6, Mossad) and special forces units<br \/>(SEALS, Delta Force, SAS). Originally formed during the Cold War to counter<br \/>Soviet psychic research, Vanguard evolved into a deniable black ops unit<br \/>specializing in supernatural threats to national security. Operating on black<br \/>budgets with complete autonomy, they maintain facilities in several key<br \/>locations worldwide. Vanguard&#8217;s existence is known only to a few, with other<br \/>officers forced to wonder why toilet seats cost the military thousands of<br \/>dollars.<\/p>\n<p><i>15Typical Missions:<\/i><br \/>&#8211; Neutralizing supernatural threats to national security<br \/>&#8211; Recovering and securing dangerous artifacts before they fall into enemy<br \/>hands<br \/>&#8211; Extracting high-value targets from other realms<br \/>&#8211; Conducting counterintelligence against supernaturally-enhanced foreign<br \/>agents<br \/>&#8211; Field-testing experimental weapons and technologies<br \/>&#8211; Kidnapping supernatural entities for study and potential weaponization<br \/>&#8211; Covert assassination of individuals compromised by supernatural influences<br \/>&#8211; Establishing sleeper cells in strategic locations across all realms<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#associations\" target=\"_blank\">Associations<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18196\" class=\"category-display-post\"><a id=\"vault\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">vault<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> vault install &lt;faction&gt;<br \/>vault changecode<br \/>vault remove<br \/>vault steal &lt;keycode&gt;<\/p>\n<p>The vault command allows players to manage faction vaults in shops.<\/p>\n<p>Shop owners can:<br \/>&#8211; Install a vault for a faction they belong to (generates a<br \/>random keycode).<br \/>&#8211; Change the vault&#8217;s keycode (generates a new random code).<br \/>&#8211; Remove an existing vault.<\/p>\n<p>Any player can attempt to steal from a vault by providing the correct<br \/>keycode. If successful, they&#8217;ll receive a briefcase containing resources, but<br \/>the faction will be notified of the theft and the keycode will automatically<br \/>change.<\/p>\n<p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span><br \/>&#8211; Must be in a shop to use any vault command.<br \/>&#8211; Must own the<br \/>shop to install, change code, or remove a vault.<br \/>&#8211; Can only install vaults for<br \/>factions you&#8217;re a member of.<br \/>&#8211; Stealing has a cooldown period (5 seconds if<br \/>successful, 10 seconds if failed).<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17690\" class=\"category-display-post\"><a id=\"vee\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Vee<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>See help vampire blood<\/p>\n<\/div><\/div><\/article><article id=\"post-17409\" class=\"category-display-post\"><a id=\"vehicle-costs\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">vehicle costs<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Cars, horses, and bikes are all vehicles, and all have different costs.<br \/>Vehicles are paid for every week, the default value is 0.5% of the vehicle&#8217;s<br \/>value, but those with multiple vehicles garaged may pay less for their extra<br \/>ones if they aren&#8217;t being loaned out, with the discount increasing based on<br \/>the owner&#8217;s wealth stat. Cost is also affected by society positions if the<br \/>character involved is in a society with spiritual or material inclinations;<br \/>these are displayed in the helpfile for society positions but will be<br \/>replicated here.<\/p>\n<p>Vehicle cost depends on quality level and vehicle class, though the individual<br \/>type of vehicle has no bearing: a tough vehicle and a luxury vehicle cost the<br \/>same. Bear in mind that vehicles with two types (luxury sports cars, tough<br \/>vans, and so on) cost twice as much for each quality level.<\/p>\n<p>[Horse pricing brackets]:<br \/>Purebred: $25,000 +<br \/>Well-bred: $15,000 &#8211; $24,999<br \/>Healthy: $7,500 &#8211; $14,999<br \/>Weak-looking: $3000 &#8211; $7,499<br \/>Sick-looking: $2,500 &#8211; $2,999<\/p>\n<p>[Bike pricing brackets]:<br \/>Excellent: $25,000 +<br \/>High Quality: $15,000 &#8211; $24,999<br \/>Standard Quality: $7,500 &#8211; $14,999<br \/>Economy: $3000 &#8211; $7,499<br \/>Junker: $1,500 &#8211; $2,999<\/p>\n<p>[Car pricing brackets]:<br \/>Excellent: $50,000 +<br \/>High Quality: $30,000 &#8211; $49,999<br \/>Standard Quality: $15,000 &#8211; $29,999<br \/>Economy: $6,000 &#8211; $14,999<br \/>Junker: $2,500 &#8211; $5,999<\/p>\n<p>[Spiritual society positions]:<br \/>Horse cost: -5, 15, 25%<br \/>Car cost: +5, 15, 25%<\/p>\n<p>[Material society positions]:<br \/>Car cost: -5, 15, 25%<br \/>Horse cost: +5, 15, 25%<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#wgarage\" target=\"_blank\">WGarage<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#carx\" target=\"_blank\">Carx<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17710\" class=\"category-display-post\"><a id=\"vehicular-combat\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Vehicular combat<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>The first two commands only work when driving a car.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Runinto (pedestrian)<\/p>\n<p>-This command attempts to run down someone standing\/walking on the road. It<br \/>is only usable after you&#8217;ve reached 100 hours. You can target anybody<br \/>visible up to four rooms ahead of your vehicle. Motorcycles cannot do this.<br \/>Damage is increased the faster your car is. Supernaturals and<br \/>the undead are less affected. The victim may be unaffected, or mildly to<br \/>critically wounded. If you severely or critically wound someone who is<br \/>protected you will be tainted. There&#8217;s a chance to temporarily knock out<br \/>individuals mildly or severely wounded. There&#8217;s a chance to have an<br \/>accident afterwards. If the streets are public, a news item will go up<br \/>announcing your hit and run.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> runinto (vehicle)<\/p>\n<p>-This command attempts to ram your car into another car on the street, it<br \/>can be targeted at any vehicle visible up to four rooms ahead of your<br \/>vehicle. Motorcycles cannot do this and tend to fare poorly when targeted<br \/>by it. Each car is given a rating based on speed and toughness, going<br \/>faster and being tougher means you&#8217;re more likely to come out of the<br \/>accident on top. Both cars are at least damaged and characters thrown out<br \/>of them, they may also receive mild or severe wounds depending on who came<br \/>out on top in the accident, and the safety rating of the vehicle.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> attack (vehicle)<\/p>\n<p>-This allows a person not in a car to attempt to force an accident by<br \/>attacking a vehicle. It can only be done when the area isn&#8217;t public,<br \/>generally meaning it must be wreathed in mist. If your character has some<br \/>type of firearm this is what will be used, the chance the vehicle is stopped<br \/>is based on your disciplines with firearms versus the toughness of the car.<br \/>Excellent quality tough cars can never be driven off the road with firearms.<\/p>\n<p>If you don&#8217;t have a firearm but have access to hellfire you will attempt to<br \/>use this instead. The chance again<br \/>depends on the toughness of the vehicle but it is general more likely to<br \/>work than firearms. If you have brute force or a strength of greater than 8<br \/>you can also attempt to use that, but the vehicle must be in the room with<br \/>you. Attempting to attack a vehicle with close range powers, or long range<br \/>powers once it&#8217;s in the same room as you incurs a chance to get run over if<br \/>you&#8217;re unsuccessful.<\/p>\n<p>If successful the car will be forced into an accident, and the passengers<br \/>may end up slightly injured.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> runinto wall<br \/>-Deliberately have an accident.<\/p>\n<\/div><\/div><\/article><article id=\"post-17635\" class=\"category-display-post\"><a id=\"veteran-vampire\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Veteran Vampire<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Three Archetype<\/span><\/p>\n<p>Supernatural<\/p>\n<p>This archetype represents vampires with significantly more experience as a<br \/>member of the undead. See help vampires for more information in general.<\/p>\n<p>Age: Between 38 and 200 years old.<\/p>\n<p><span style=\"color:#ffffff\">Available Negative Modifiers:<\/span> Cursed, Disfigured.<\/p>\n<p><span style=\"color:#ffffff\">Available Positive Modifiers:<\/span> Relic Holder, Demonic Pact Holder,<br \/>Exsanguinating.<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> Has up to two points to spend on focuses at tier three.<\/p>\n<\/div><\/div><\/article><article id=\"post-17634\" class=\"category-display-post\"><a id=\"veteran-werewolf\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Veteran Werewolf<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Three Archetype<\/span><\/p>\n<p>Supernatural<\/p>\n<p>This archetype represents those werewolves who&#8217;ve been transformed for at<br \/>least ten years and working in the supernatural world for at least that long<br \/>as well. See help werewolves for more information.<\/p>\n<p><span style=\"color:#ffffff\">Minimum Age:<\/span> 28<\/p>\n<p><span style=\"color:#ffffff\">Available Negative Modifiers:<\/span> Cursed, Crippled.<br \/><span style=\"color:#ffffff\">Available Positive Modifiers:<\/span> Demonic Pact Holder, Fleshformed, Lunacy<br \/>Embracer<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> Has up to two points to spend on focuses at tier three.<\/p>\n<\/div><\/div><\/article><article id=\"post-17572\" class=\"category-display-post\"><a id=\"vicious-strikes\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Vicious Strikes<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Primal Focus 4<\/p>\n<p>Characters with this stat do more damage against lower health enemies<br \/>whenever they&#8217;re in shifted form.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17452\" class=\"category-display-post\"><a id=\"victimize\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Victimize<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Victimize (target) (option)<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Become Difficult Prisoner<\/p>\n<p>When used without a target, victimize will list all the possible options.<br \/>The victimize command allows someone to transfer some life force from a<br \/>helpless target to themselves. Each of the options presents a different way<br \/>to torment the victim, which will occur the next time the user uses an<br \/>emote.<\/p>\n<p>The victim will then get a list of options of how to respond, and inputs a<br \/>number to select which one they will use, which also occurs on their next<br \/>emote.<\/p>\n<p>The victim has two minutes to make a response, and then 15 minutes to pick<br \/>an emote. If they do not make a response, stoic unresponsive will be chosen<br \/>for them. If they do not write an emote it will be processed as if they<br \/>did. Stoic unresponsive will always fire immediately, not requiring an<br \/>emote.<\/p>\n<p>If a victim chooses the stoic unresponsive option twice in a row, they<br \/>will pay some life force and be flagged as a difficult prisoner. Typing<br \/>become difficult prisoner will also flag you this way. Difficult<br \/>prisoners slowly drain the life force from anyone roleplaying with them<br \/>while they are helpless and this flag lasts for three days.<\/p>\n<p>Sublimate is an option that will become available after some time roleplaying<br \/>with a victim. This creates a prompt to the victim of how effectively they<br \/>have been tormented and will leave a subconscious instruction in the victim&#8217;s<br \/>mind which will make them automatically generate popularity for the chosen<br \/>faction when roleplaying.<\/p>\n<p>Attempting to OOCly influence the choices victims or persecutors make, or<br \/>attempting to insult or shame players after the fact for the choices they<br \/>make, including difficult prisoner choices is a violation of the rules.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#sublimate\" target=\"_blank\">Sublimate<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17856\" class=\"category-display-post\"><a id=\"virgin\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Virgin<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Virgins are characters who have never had sex, they are particularly sought<br \/>after by vampires who can get more benefit from biting them.<\/p>\n<p>For the purposes of mystical forces in the world of New Haven, sex is defined<br \/>as<br \/>any time one person penetrates another in any location with any part of<br \/>themselves or any object controlled or manipulated by them with sexual<br \/>intent. This act renders both parties non virginal.<\/p>\n<p>Level 2 is supernatural virginity. This means it returns after about three<br \/>weeks to a month. Mystical virginity and physical virginity are both<br \/>tracked separately and are restored within the same timeframe.<\/p>\n<p>Note: Kissing another person is an exception even though it may involve<br \/>penetrating their mouth with your tongue with sexual intent.<\/p>\n<\/div><\/div><\/article><article id=\"post-18088\" class=\"category-display-post\"><a id=\"visible\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">visible<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> visible<\/p>\n<p>Used to emerge from any stealth-like effects.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#stealth\" target=\"_blank\">stealth<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17652\" class=\"category-display-post\"><a id=\"visitor\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Visitor<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier One Archetype<\/span><\/p>\n<p>Human.<\/p>\n<p>This archetype represents new human visitors to Haven. To those with<br \/>a charm the magic of the city marks them with a faint green aura.<br \/>Although this eventually fades to blue and then disappears entirely if they<br \/>decide to stay in the city.<\/p>\n<p>Available positive modifiers: Chemical Augmentation, Demonic Pact,<br \/>Fleshformed.<\/p>\n<\/div><\/div><\/article><article id=\"post-17826\" class=\"category-display-post\"><a id=\"wake\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">wake<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Wake (person)<\/p>\n<p>Rouse someone who&#8217;s been knocked unconscious.<\/p>\n<\/div><\/div><\/article><article id=\"post-17738\" class=\"category-display-post\"><a id=\"walk\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Walk<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> walk (destination)<br \/>This command is used to walk to any destination in Haven. It can<br \/>be used with any full address for a home, full shop name for a shop,<br \/>numbered intersection on walk list, or the locations in any of the property<br \/>list commands.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> walk list<br \/>Displays all the intersections as well as any remembered destinations.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> walk remember (1-10) (name)<br \/>Remembers the current location by the designated name for use with walk. This<br \/>list is shared with the drive and ride syntaxes.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> walk around<br \/>You can use this syntax to start or stop walking around the city randomly.<\/p>\n<p>You can view your currently set walk string with the display command.<\/p>\n<\/div><\/div><\/article><article id=\"post-18216\" class=\"category-display-post\"><a id=\"warding\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Warding<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Requirements : Arcane Focus 1<\/p>\n<p>This stat grants the ability to ward people, areas or objects against<br \/>specific types of danger.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> Ward (person) (magic\/technology\/powers\/[discipline name])<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Areaward (person) (magic\/technology\/powers\/[discipline name])<br \/><span style=\"color:#ffffff\">Syntax:<\/span> Objectward (cover)<\/p>\n<p>An areaward protects all people within 10 distance of the specified target.<br \/>An objectward reduces the amount of damage a bit of cover can take in a<br \/>given round.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#stats\" target=\"_blank\">stats<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17405\" class=\"category-display-post\"><a id=\"warrior-focus\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">warrior focus<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Combat Focus<\/p>\n<p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> None<\/p>\n<p>This stat represents the natural path of learning how to use melee weapons,<br \/>common amongst wildings and timeswept in particular. Each rank offers<br \/>increased access to physical stats. Warriors can make use of martial arts,<br \/>riot control, and commando ability lines to help overcome their enemies in<br \/>combat. At max rank warriors gain access to riposte, allowing them to return<br \/>some damage to their enemies when struck. Warriors gain double bonus<br \/>to cross-using archaic disciplines.<\/p>\n<p>[Warrior One]:<br \/>Commando (full): A power tree focused on aggressive combat gadgets.<br \/>Martial Arts (full): A power tree focused on disabling foes in melee combat.<br \/>Riot Control (full): A power tree focused on disabling enemies with gas and<br \/>explosives.<\/p>\n<p>[Warrior Two]:<br \/>None.<\/p>\n<p>[Warrior Three]:<br \/>Riposte: Reflects damage in melee combat.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17974\" class=\"category-display-post\"><a id=\"waterproof\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">waterproof<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> waterproof (object)<br \/>Will flag an object so neither it, nor anything under it will get wet.<\/p>\n<\/div><\/div><\/article><article id=\"post-17994\" class=\"category-display-post\"><a id=\"wealth\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Wealth<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Requirements : Rank 2 requires Professional 1<br \/>Rank 3 requires Professional 2 and Tier 2<br \/>Rank 4 requires Professional 3 and Tier 3<br \/>Rank 5 requires Professional 4 and Tier 4<\/p>\n<p>This stat determines how much money your character makes. Money is disbursed<br \/>weekly and represents what is left after expenses that are not modeled in the<br \/>game. Exact offscreen expenses will differ from character to character and<br \/>their IC situation.<\/p>\n<p>Some examples of unmodeled expenses might be insurance, children,<br \/>hospitalization, office visits, drugs, natural gas, water bills, gasoline,<br \/>groceries, garbage pickup, landscaping, lawn care, tailoring, haircare,<br \/>cosmetics, event tickets, door fees, parking fees, licensing, taxes, pets,<br \/>tuition, movie rentals, or adult entertainment.<\/p>\n<p>Interest is based on the amount of money a character has banked and is<br \/>disbursed along with the weekly allotment.<\/p>\n<p>,______________________________________________________________________________,<br \/>| Wealth Level Disposable Yearly Disposable Weekly Interest<br \/>|<br \/>|&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;|<br \/>| -1 $0 $0 0<br \/>|<br \/>| 0 $10,400 $200 0<br \/>|<br \/>| 1 $15,600 $400 1%<br \/>|<br \/>| 2 $26,000 $650 2%<br \/>|<br \/>| 3 $39,000 $850 3%<br \/>|<br \/>| 4 $62,400 $1,300 4%<br \/>|<br \/>| 5 $130,000 $2,600 5%<br \/>|<br \/>|______________________________________________________________________________|<\/p>\n<p>A character must have a job after their first week in New Haven to receive the<br \/>full benefit of their wealth score.<\/p>\n<p>Characters are normally paid every 7 days, but no two characters on the same<br \/>account can be paid within 4 days of each other. Be aware that even Wealth -1<br \/>will trigger the payday cooldown.<\/p>\n<\/div><\/div><\/article><article id=\"post-17923\" class=\"category-display-post\"><a id=\"wear\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">wear<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> wear &lt;item&gt; (layer) (wear string)<\/p>\n<p>Wear will take an object from your inventory and hold it or wear it on your<br \/>body. &#8216;Wear all&#8217; will attempt to wear everything in your inventory. You<br \/>can optionally specify the layer and wear string to use after the item.<\/p>\n<p>Setting layer to 0 will ignore the layer and just wear the item in the next<br \/>available location.<\/p>\n<\/div><\/div><\/article><article id=\"post-18197\" class=\"category-display-post\"><a id=\"weather\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">weather<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> weather<\/p>\n<p>Displays information about the current weather conditions and\/or position of<br \/>the sun in the game world.<\/p>\n<\/div><\/div><\/article><article id=\"post-18067\" class=\"category-display-post\"><a id=\"weather-mancing\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Weather Mancing<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Requirements : Rank 1 requires Natural Magic 1, or 3 with Nature Mancing<br \/>Rank 2 requires Natural Magic 2, or 4 with Nature Mancing<br \/>[Rank One]:<br \/>Gust : Unspecified range; Target cannot effectively use bows or<br \/>thrown weapons for one round, is slightly slowed, and cannot super jump or<br \/>fly.<br \/>Roleplay : You can direct a brief gust of wind at someone.<br \/>Consumes your attack for one round.<\/p>\n<p>Thickenair : Unspecified range; Characters within 5 distance of the target<br \/>take and deal 50% less ranged damage.<br \/>Roleplay : You can thicken the air around you, slowing objects and<br \/>distorting sound.<br \/>Consumes your attack for one round.<\/p>\n<p>Wind : Unspecified range; The effects of Gust on everyone, friend<br \/>and foe, except for the user. Lasts one round.<br \/>Roleplay : You can summon brief, potent winds when outdoors.<br \/>Consumes your attack for one round.<br \/>[Rank Two]:<br \/>Suffocate : Unspecified range; Target can attack or move next round, but<br \/>not both. Not effective against vampires or gas mask wearers.<br \/>Roleplay : You can pull most of the air from someone&#8217;s lungs temporarily.<br \/>Consumes your attack for one round.<\/p>\n<p>Lightningstrike: Unspecified range; Random target within 15 range of the<br \/>target will take 20% of their maximum defense as damage and be blinded.<br \/>Roleplay : You can summon a roughly aimed lightning strike from<br \/>thunderclouds.<br \/>Only usable in rain, hail, snow, or very heavy cloud cover.<br \/>Consumes your attack for one round.<\/p>\n<p>All abilities require a magical focus.<\/p>\n<\/div><\/div><\/article><article id=\"post-17644\" class=\"category-display-post\"><a id=\"werewolf\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Werewolf<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Two Archetype<\/span><\/p>\n<p>Supernatural<\/p>\n<p>This archetype represents the newly turned members of the lycanthropic<br \/>tribe, see help werewolves for more information about them in general.<\/p>\n<p><span style=\"color:#ffffff\">Minimum Age:<\/span> 18<\/p>\n<p><span style=\"color:#ffffff\">Available Negative Modifiers:<\/span> Mentally Ill, Injured, Ill.<br \/><span style=\"color:#ffffff\">Available Positive Modifiers:<\/span> Demonic Pact Holder, Lunacy Embracer,<br \/>Fleshformed.<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> Has one point ot spend on non-magical focuses at tier two.<\/p>\n<\/div><\/div><\/article><article id=\"post-18114\" class=\"category-display-post\"><a id=\"werewolf-mechanics\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">werewolf mechanics<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> shift<br \/><span style=\"color:#ffffff\">Syntax:<\/span> howl<\/p>\n<p>While shifted, werewolves are able to use the howl command. Other werewolves<br \/>will hear the direction the howl came from.<\/p>\n<p>They may use the packmate relationship, letting them sense what others in<br \/>their pack are feeling, even at great distances. They&#8217;re slightly stronger<br \/>while fighting with their pack, but are much weaker fighting against them.<\/p>\n<p>Werewolves receive bonus stagger when hit with weapons augmented with<br \/>silver.<\/p>\n<p>Werewolves are vulnerable to the lunacy ritual, although those who haven&#8217;t<br \/>shifted in the last 2-3 months less so and can&#8217;t be corrupted so far as to<br \/>end up killing someone while under its effects.<\/p>\n<p>Werewolves out on the full moon may end up killing an NPC randomly,<br \/>especially if their lunacy habit is set to Chained, Careless, or Embracing.<\/p>\n<p>Werewolves shift into a large wolf form when they transform. With 2 speed,<br \/>1 agility, 1 power, acute smell and hearing, and nocturnal. Progression up<br \/>the primal focus further augments their transformed shape with +1 toughness<br \/>at rank 2 and +1 power at rank 3. See help animal stats and help animal<br \/>weights<br \/>for more information.<\/p>\n<p>Werewolves move faster when charging towards a target who either has a wound<br \/>or has less than 25% total defense. They also hit those targets harder.<\/p>\n<p>Werewolves are less affected by magic but also less effective at using it.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#turn\" target=\"_blank\">turn<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17373\" class=\"category-display-post\"><a id=\"werewolf-modifiers\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">werewolf modifiers<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Werewolves may select from the following modifiers:<\/p>\n<p>(T2) Werewolf:<br \/>Negative Modifiers: Injured, Ill, Mentally Ill, Turned Youth<br \/>Positive Modifiers: Fleshformed, Demonic Pact Holder, Lunacy Embracer<\/p>\n<p>(T3) Veteran Werewolf:<br \/>Negative Modifiers: Crippled, Cursed<br \/>Positive Modifiers: Fleshformed, Demonic Pact Holder, Lunacy Embracer<\/p>\n<p>(T4) Ageless Werewolf:<br \/>Negative Modifiers: Crippled<br \/>Positive Modifiers: Fleshformed, Demonic Pact Holder, Lunacy Embracer<\/p>\n<\/div><\/div><\/article><article id=\"post-17988\" class=\"category-display-post\"><a id=\"werewolves\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Werewolves<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Also Read: Help Werewolf Mechanics.<\/p>\n<p>Werewolves have been around for as long as humans, they are made whenever a<br \/>werewolf bites a human while in non human form, the bite must pierce the<br \/>skin. Not all bites are infectious, usually the more severe the bite the<br \/>more likely it will infect if the victim survives. Werewolves who wish to make<br \/>another usually will bite the same place repeatedly. Cauterizing wounds soon<br \/>after<br \/>being bitten usually prevents infection.<\/p>\n<p>Werewolves can transform at will into very large wolf shapes, larger than a<br \/>man<br \/>and twice the size of a natural wolf.<\/p>\n<p>Werewolves are much stronger than humans, they also regenerate quickly from<br \/>wounds and have heightened senses of smell. They are at home in nature,<br \/>enjoying the smell and feel of the natural world, by contrast highly<br \/>artificial smells and environments make them uncomfortable, such as smog or<br \/>cigarette smoke.<\/p>\n<p>Werewolves and the moon<br \/>Werewolves transformations aren&#8217;t entirely linked to the moon, they can<br \/>change at any time. However they are much weaker during the new moon. Also<br \/>during the full moon werewolves are subject to a condition known as Lunacy.<\/p>\n<p>Lunacy is a kind of rage or insanity that sets upon werewolves during the<br \/>full moon, it makes them anger extremely quickly and be very prone to<br \/>violence, some even hallucinate during it. It&#8217;s very common for werewolves<br \/>to transform during this time and rampage, and a full nine tenths of new<br \/>werewolves are bitten on the full moon from werewolves under the influence<br \/>of Lunacy. Werewolves who can resist changing for 2-4 months are able<br \/>to partially resist lunacy and are much less likely to end up killing<br \/>people during it.<\/p>\n<p>The change<br \/>The change takes about a month and begins gradually, the new wolf&#8217;s senses<br \/>first begin to develop, then strength and healing abilities. The ability to<br \/>transform tends to come quite late in the month, and many don&#8217;t realize they<br \/>can transform until their first full moon.<\/p>\n<p>Werewolves and silver<br \/>Silver causes itchiness and rashes to werewolves that wear it for prolonged<br \/>periods, additionally silvered weapons are liable to cause temporary<br \/>in werewolves struck by them.<\/p>\n<p>Werewolves and magic<br \/>Werewolves are close to nature and have an intrinsic sense of what is and is<br \/>not natural, as well as an innate dislike for unnatural things. While<br \/>technically<br \/>werewolves could perform magic, it causes a strong unpleasant feeling<br \/>whenever it&#8217;s performed, most believe that this feeling is nature crying out<br \/>against it and are strong proponents of it stopping being used. Werewolves are<br \/>somewhat more resistant to magic than others, but the werewolves who force<br \/>themselves to practice the arcane arts find their magic weaker than their<br \/>peers.<\/p>\n<p>Werewolves and vampires<br \/>Werewolves are the embodiment of natural world, vampires of the unnatural<br \/>and there has always existed a degree of antipathy between them. Vampires<br \/>and werewolves find each other&#8217;s presence unpleasant. This doesn&#8217;t preclude<br \/>some from becoming friends or getting along, it is more akin to a person<br \/>having<br \/>bad BO. Unpleasant to be around, but not debilitating. Again many<br \/>Werewolves believe this is nature telling them that the vampires should be<br \/>destroyed. The fangs and claws of a shifted werewolf are capable of dealing<br \/>quite a lot of damage to a vampire&#8217;s ordinarily resilient flesh, further<br \/>cementing that belief for many.<\/p>\n<p>Werewolves and death<br \/>Upon dying a werewolf will turn back into their human form, this isn&#8217;t<br \/>instant however and normally takes about an hour.<\/p>\n<p>Werewolf pregnancies<br \/>Werewolves can get pregnant just like normal humans, there is a chance the<br \/>child will be born a werewolf. Having a werewolf mother gives about a fifty<br \/>percent chance for the child to be a werewolf, a werewolf father about a ten<br \/>percent chance. Werewolves can transform and are subject to lunacy at any<br \/>age, even as infants, although changing is usually beyond their control<br \/>until around the age of ten. Because of this even werewolves who want wolf<br \/>children usually prefer to have a human child and turn them once they&#8217;re old<br \/>enough. Children born werewolves almost invariably have to be hidden from<br \/>the world until they reach an age where they can control themselves.<\/p>\n<p>Werewolf Hide<br \/>The skin of a transformed werewolf is a prized possession, garments made from<br \/>werewolf furs or tanned werewolf leather are extremely tough, wind<br \/>resistant, yet light and supple. Most werewolves can smell when a piece of<br \/>clothing is made from their skin and it&#8217;s normal for those who wear it to be<br \/>targeted for vengeance by the pack. Because of the werewolf&#8217;s<br \/>transformation upon death, the hide must be harvested very quickly or even<br \/>in some cases, while they are still alive.<\/p>\n<p>Werewolf Psychology<br \/>Werewolves are mostly mentally unchanged from the humans they were before,<br \/>except that they tend to have a tendency towards anger, violence and group<br \/>socializing. These tendencies aren&#8217;t so profound as to change their<br \/>underlying nature however.<\/p>\n<p>Some werewolves go primal, embracing the Lunacy. Most try to control<br \/>themselves during that time, or lock themselves up. Werewolf psychology<br \/>tends to shift towards very naturalist world views, they tend to oppose<br \/>industrialization and many have been linked to eco-terrorist groups.<\/p>\n<p>Werewolf Combat<br \/>Werewolves are often considered among the most dangerous foes in<br \/>close quarters combat, a combination of this and how easily<br \/>they can create more if the need presents itself leads to them<br \/>being some of the most sought out mercenaries in the supernatural world.<\/p>\n<\/div><\/div><\/article><article id=\"post-17331\" class=\"category-display-post\"><a id=\"westrend\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Westrend<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Westrend stands defiant against the churning seas that batter its rocky<br \/>shores; a vast continent of mist-shrouded valleys, ancient forests, and<br \/>mountains that pierce the very clouds. Here, the people are as unyielding as<br \/>the land itself, organized into clans and holds that have waged war and forged<br \/>peace in cycles as predictable as the harsh winters that blanket the land.<\/p>\n<p>The Five Great Holds dominate the political landscape, each centered around a<br \/>massive stone fortress carved into mountain sides or perched atop seemingly<br \/>inaccessible peaks. Largest among these is Grimhold, whose granite walls stand<br \/>three hundred feet high and enclose enough land to feed its population even<br \/>during the longest sieges. Its current lord, Jarl Hrothgar Bonetide, claims<br \/>descent from Westrend&#8217;s legendary first king, though such claims are common<br \/>among the nobility.<\/p>\n<p>Between these mighty strongholds lie countless smaller settlements, from<br \/>coastal fishing villages to isolated hunting lodges deep within the primeval<br \/>Blackwood Forest. Life in these communities follows the rhythms of nature:<br \/>summer months spent farming, fishing, and raiding; winter spent in great<br \/>communal halls where skalds recount ancient sagas and craftspeople ply their<br \/>trades by firelight.<\/p>\n<p>The coastal waters surrounding Westrend teem with leviathans and sea serpents,<br \/>making fishing a profession as dangerous as it is necessary. The most feared<br \/>of these creatures, the Kraken of Stormscar Deep, is said to be massive enough<br \/>to engulf entire ships within its maw. Yet even the cousins of this great<br \/>creature are hunted by the daring sailors of the Northfjord Harpooners, who<br \/>seek its ink for scribing<br \/>unbreakable contracts and its bones for crafting weapons of extraordinary<br \/>strength.<\/p>\n<p>The horses of Westrend deserve their legendary reputation; as swift as<br \/>mountain<br \/>winds, intelligent enough to respond to whistled commands from hundreds of<br \/>yards away, and brave enough to charge directly at creatures twice their size.<br \/>The finest specimens come from the Thunder Plains, where semi-wild herds roam<br \/>under the loose stewardship of the nomadic Plainstrider clans. Exceptional<br \/>Westrend thoroughbreds can cost as much as a small ship and is considered a<br \/>diplomatic gift worthy of kings.<\/p>\n<p>Recent decades have seen increasing contact between the Holds and foreign<br \/>powers, particularly merchants from the Kingdom of Nar seeking to establish<br \/>trade routes for Westrend&#8217;s prized iron, furs, and horses. These overtures<br \/>have been met with characteristic suspicion by most jarls, though a growing<br \/>faction advocates for stronger alliances to counter the looming threat of<br \/>Imperial expansion.<\/p>\n<\/div><\/div><\/article><article id=\"post-17720\" class=\"category-display-post\"><a id=\"where\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Where<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> where<br \/>Where will display a list of currently occupied hotspots and the total<br \/>number of characters present in each. It will also subsequently list the<br \/>roomtitles of individual characters and the room they are in if those players<br \/>have toggled their where visibility.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> wherevis<br \/>Wherevis toggles the where visibility and where anonymity of an individual. A<br \/>character&#8217;s roomtitle, if applicable, will also be displayed on the where<br \/>list. If used a second<br \/>time after it&#8217;s already enabled, it will toggle anonymity. A third time will<br \/>disable both.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> where ban list<br \/>A list of currently where banned characters will be displayed.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> where ban (character)<br \/><span style=\"color:#ffffff\">Syntax:<\/span> where ban account (account)<br \/><span style=\"color:#ffffff\">Syntax:<\/span> where ban (male \/ female)<br \/>The target&#8217;s account will be unable to see your character listed on where.<br \/>This behaves as a toggle. Where banning a target which is already on your<br \/>list will allow that account to see your character again.<\/p>\n<p><span style=\"color:#ffffff\">Syntax:<\/span> hotspot<br \/>This command will create a temporary hotspot at the character&#8217;s location.<br \/>Characters present in such a room will be totaled for and displayed with the<br \/>where command.<\/p>\n<p>The where command is a fundamentally OOC tool that players can utilize to find<br \/>roleplaying partners more easily. The output has two components: hotspots and<br \/>roomtitles.<\/p>\n<p>Hotspots are locations where players would normally expect to encounter other<br \/>characters such as at the Lodge or other restaurant. These locations will not<br \/>display individual information about the characters present, but will total<br \/>the number of players present. Shop owners can toggle the hotspot status of any<br \/>room they control with decorate hotspot. Furthermore, any room that contains<br \/>eight or more players will automatically become a hotspot.<\/p>\n<p>The roomtitles of characters can also be displayed with the where command, but<br \/>the players must opt in and have no more than two characters in the room to do<br \/>so. This allows for individuals or pairs looking for roleplay to advertise<br \/>their activity in a particular room. In order to toggle visibility, use the<br \/>wherevis command and have a roomtitle set. Where visibility is turned off<br \/>when a character moves. If an individual wishes to be visible on the where<br \/>list, but doesn&#8217;t wish to advertise their intro, they may type wherevis a second<br \/>time and it will change to either a man, a woman, a person, or an animal as<br \/>appropriate.<\/p>\n<\/div><\/div><\/article><article id=\"post-18198\" class=\"category-display-post\"><a id=\"wherevis\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">wherevis<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> wherevis<\/p>\n<p>Toggles your visibility status on the &#8216;where&#8217; list. This command cycles<br \/>through three different states:<\/p>\n<p>1. Visible: You appear normally on the where list with your full name.<br \/>2.<br \/>Anonymous: You appear on the where list but your identity is hidden.<br \/>3.<br \/>Invisible: You do not appear on the where list at all.<\/p>\n<p>Each time you use the command, it moves to the next state in the cycle. The<br \/>command provides feedback about your current visibility status after each<br \/>toggle.<\/p>\n<\/div><\/div><\/article><article id=\"post-17889\" class=\"category-display-post\"><a id=\"whisper\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">whisper<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> whisper to &lt;target&gt; &lt;string&gt;<\/p>\n<p>Whisper allows you to say a string to a single person in the room,<br \/>without everyone else hearing the entire conversation. The other people in<br \/>the room should hear bits of the conversation, however, which makes it more<br \/>realistic, especially for RP purposes.<\/p>\n<p>Example: whisper to bob Bah, what a slacker!<br \/>You whisper to bob, &#8216;Bah, what a slacker!&#8217;<\/p>\n<p>When used without a target the whispered words will only be heard by people<br \/>in the same place as you.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#roleplaying\" target=\"_blank\">roleplaying<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-18101\" class=\"category-display-post\"><a id=\"who\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">who<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> who<\/p>\n<p>Shows all players currently connected to the game so long as they aren&#8217;t<br \/>whoinvis.<\/p>\n<p>Who ranks and titles can be set using the title command. It is considered<br \/>OOC for what people place there.<\/p>\n<\/div><\/div><\/article><article id=\"post-18102\" class=\"category-display-post\"><a id=\"whoinvis\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">whoinvis<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> whoinvis<br \/>Will make your character not seen when people type who.<\/p>\n<p>Characters who are not whoinvis will gain slightly more<br \/>influence from all sources.<\/p>\n<\/div><\/div><\/article><article id=\"post-18080\" class=\"category-display-post\"><a id=\"width\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">width<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> width (number)<br \/>Used to set the number of characters wide that the game will display<br \/>before wrapping to a new line.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#userinterface\" target=\"_blank\">user Interface<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17716\" class=\"category-display-post\"><a id=\"wight\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Wight<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Wights are a type of undead resulting from infernal deals with those dead but<br \/>not yet moved on. Wights are a type of undead, their heart<br \/>does not beat and they have no need of normal food or drink, but otherwise<br \/>they seem almost completely human. They can even eat and drink if they&#8217;d<br \/>like without the problems vampires tend to have.<\/p>\n<p>However their bodies need to be sustained with living human flesh,<br \/>mechanically this means that wights need to use the bite command on helpless<br \/>PCs fairly regularly, inflicting one level of wound, none to mild, mild to<br \/>severe etc. Those with regenerative powers offer significantly less<br \/>sustenance.<\/p>\n<p>If Wights don&#8217;t feed often enough they will start to grow more corpselike,<br \/>with some of extremities beginning to show signs of rotting and the rot<br \/>slowly working its way in before finally making its way up to the face.<br \/>Shortly afterwards if the wight continues to slip they will die, a wight<br \/>that dies cannot return as a ghost.<\/p>\n<p>The longer a wight exists, the more frequently it needs to feed, leading most<br \/>of them to succumb to decay sooner rather than later. Still, it&#8217;s the only<br \/>shot at a second chance of life that most ordinary people are going to get.<\/p>\n<\/div><\/div><\/article><article id=\"post-17649\" class=\"category-display-post\"><a id=\"wildling\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Wildling<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Tier Two Archetype<\/span><\/p>\n<p>Human.<\/p>\n<p>This archetype represents visitors from the other worlds connected to Haven.<br \/>While the largest wildling populations come from the Wilds, there are<br \/>sizeable populations in the Godrealm and the Other as well who may end up<br \/>finding their way into our world. Wildling life is usually harsh and<br \/>primitive.<\/p>\n<p><span style=\"color:#ffffff\">Minimum Age:<\/span> 18<\/p>\n<p><span style=\"color:#ffffff\">Available Negative Modifiers:<\/span> Addicted, Injured, Ill, Young<br \/><span style=\"color:#ffffff\">Available Positive Modifiers:<\/span> Relic Holder, Demonic Pact Holder, Temple<br \/>Augmented, Chemical Augmentation, Fleshformed<\/p>\n<p><span style=\"color:#ffffff\">Focuses:<\/span> Can spend one point in either combat or arcane focuses at tier two.<\/p>\n<\/div><\/div><\/article><article id=\"post-17306\" class=\"category-display-post\"><a id=\"windermere\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Windermere<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><u>Logo:<\/u> An Azure Owl  <br \/><u>Sports Team:<\/u> Windermere Silver Wings  <br \/><u>Motto:<\/u> <i>ventis sapientiae<\/i> &#8211; &#8220;<i>On the Winds of Wisdom<\/i>&#8220;<\/p>\n<p>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&#8217;s luxurious architecture features meticulously maintained lawns, heavy mahogany doors, arched windows, and an unusual abundance of gargoyles perched on its ancient buildings.<\/p>\n<p>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.<\/p>\n<p><u>Campus Phenomena:<\/u><\/p>\n<p><i>The Thirteen Bells:<\/i><br \/>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.<\/p>\n<p><i>The Blushing Order:<\/i><br \/>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.<\/p>\n<p><i>The Rothman Study Guide:<\/i><br \/>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&#8217;t immediately recognize. The guide slowly rewrites its user&#8217;s personality, replacing their original self with something else entirely. By the time they notice the change, it&#8217;s far too late.<\/p>\n<p><i>The Velvet Rose:<\/i><br \/>A rare blue flower said to bloom in the quad gardens under the full moon. Campus legend holds that presenting this flower to one&#8217;s beloved guarantees true love. The university groundskeeper zealously guards against those who would harvest it.<\/p>\n<p><i>The Ghost of Professor Vance:<\/i><br \/>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.<\/p>\n<p><i>Professor Westlake&#8217;s Office Hours:<\/i><br \/>The course catalog lists Professor Westlake&#8217;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.<\/p>\n<p><u>Athletics:<\/u><br \/>While Windermere&#8217;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&#8217;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.<\/p>\n<p><u>Student Life:<\/u><br \/>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.<\/p>\n<p><u>Vice:<\/u><br \/>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. <\/p>\n<p>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.<\/p>\n<\/div><\/div><\/article><article id=\"post-17494\" class=\"category-display-post\"><a id=\"wings\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Wings<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Angelborn<\/p>\n<p>This stat allows someone to fly through the air as long as their upper back<br \/>is exposed. It also makes them draw police attention if in public with their<br \/>upper back exposed.<\/p>\n<p>Out of combat use fly to toggle if you will fly or not and then simply move<br \/>up into air rooms and move around normally.<\/p>\n<p>In combat fly or up will consume your movement for one round and move you up<br \/>into an air room if it is above you, your movement speed is set to 100<br \/>whenever you are in air rooms in combat. You are able to attack anyone at 1<br \/>distance with melee disciplines but must be further for ranged disciplines.<\/p>\n<p>Anyone with Super Jumping, Flight or Aspects of Night can attack you with<br \/>melee weapons at 1 distance, as well as with ranged weapons, they count as<br \/>whatever their elevation is for determining range.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17341\" class=\"category-display-post\"><a id=\"wish\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">wish<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> wish (Thing to be wished for)<\/p>\n<p>This command represents your character thinking that they want something to<br \/>happen, similar to a prayer although it does not have to be to any particular<br \/>divinity or religious figure, or done by someone who is religious.<\/p>\n<p>Every demigod in the same borough as the person who uses the command will<br \/>hear the wish and will know the direction of the person who made it if they<br \/>aren&#8217;t in the same room,  although they won&#8217;t know who made it.<\/p>\n<p>This ability can be copied from demigods with imbuement. Characters can use<br \/>wdesire as an alternate form of desire that also includes a wish.<\/p>\n<p>Characters with mind reading will also be able to see wishes.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#wdesire\" target=\"_blank\">WDesire<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#fate\" target=\"_blank\">Fate<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#imbue\" target=\"_blank\">Imbue<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#dread\" target=\"_blank\">Dread<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#demigodx\" target=\"_blank\">Demigodx<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17423\" class=\"category-display-post\"><a id=\"witching-hour\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">witching hour<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Witching hour is between 3am and 4am and during this time, rituals can<br \/>be done for a heavily discounted price.<\/p>\n<\/div><\/div><\/article><article id=\"post-17884\" class=\"category-display-post\"><a id=\"withdraw\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">withdraw<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> withdraw &lt;amount&gt;<\/p>\n<p>Withdraw allows you to remove &lt;amount&gt; of money from your bank<br \/>account. You must be at the Sovereign Bank or at an ATM for this command to<br \/>work.<\/p>\n<p>Example: withdraw 50<br \/>Thank you. You just withdrew 50 dollars.<\/p>\n<\/div><\/div><\/article><article id=\"post-18199\" class=\"category-display-post\"><a id=\"witness\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">witness<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> witness &lt;emote with testimony in &#8220;quotes&#8221;&gt;<\/p>\n<p>The witness command serves as a special emote that allows players who are<br \/>designated witnesses to supernatural hauntings to provide testimony to<br \/>investigators. When used:<\/p>\n<p>1. It functions as a normal emote, displaying your roleplay to the room<br \/>2. It<br \/>extracts any text enclosed in double quotes as your witness statement<br \/>3. If<br \/>you are flagged as a witness to an active haunting, and an investigator of<br \/>that same haunting is present in the room, your statement will be<br \/>automatically recorded<br \/>4. The investigator receives progress on their<br \/>investigation.<\/p>\n<p>To become a witness you must either be targeted by a predator patrol by the<br \/>haunter in the haunted borough or there&#8217;s a small chance any time you sleep<br \/>in that borough in a room with a window.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#haunting\" target=\"_blank\">Haunting<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#investigation\" target=\"_blank\">Investigation<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-17892\" class=\"category-display-post\"><a id=\"wizinvis\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">wizinvis<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> wizinvis (level)<br \/><span style=\"color:#ffffff\">Syntax:<\/span> wizinvis (type) (level)<\/p>\n<p>Wizinvis takes a level argument, and will make you invisible to all players of<br \/>a lower level than your invisibility level. It defaults to the maximum<br \/>(your level) if no argument is given.<\/p>\n<\/div><\/div><\/article><article id=\"post-17816\" class=\"category-display-post\"><a id=\"wood-shield\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Wood Shield<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Type: Defensive<\/p>\n<p>This discipline covers the use of magic to create a protective shield of<br \/>conjured or manipulated wood until the energy is all used up. Normally<br \/>invisible except when being struck. Exclusive to monster guests.<\/p>\n<\/div><\/div><\/article><article id=\"post-17497\" class=\"category-display-post\"><a id=\"wood-vulnerability\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Wood Vulnerability<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#008080\">Requirements<span style=\"color:#008000\">:<\/span\/span> Supernatural, not a vampire or werewolf.<\/p>\n<p>This power reduces the stagger you&#8217;d normally take from weapons augmented<br \/>against your archetype by two thirds, but means you take stagger from<br \/>weapons augmented with wood instead. Characters who research you can<br \/>discover your vulnerabilities.<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-17835\" class=\"category-display-post\"><a id=\"worlds\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Worlds<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Haven is at the center of a soft spot between our world and others, the<br \/>known other worlds are listed below.<\/p>\n<p>The Other<br \/>Also known as the realm of the Fae. This is the world from which magic<br \/>flows strongest and the one that is naturally closest to ours. It is a world<br \/>of strange forests and sweeping planes, filled with monsters, bands of<br \/>wildlings and the fabled Golden City. The Golden City is where the High Court<br \/>of the Fae normally convenes, from a distance it is incomparably beautiful,<br \/>shimmering like a golden diamond day or night. But no human who has ventured<br \/>close to it has ever returned.<\/p>\n<p>The Godrealm<br \/>This is the place where the gods reside; it is also supposedly filled with<br \/>monsters and wondrous things. Few sane men cross the gateway into the realm of<br \/>the Gods without due caution, for the politics of the God Houses are fierce<br \/>and brutal, and the divine do not take kindly to unwanted intrusion.<\/p>\n<p>Hell<br \/>Hell used to be a world not unlike our own, but a long time ago a vicious<br \/>war broke out between two groups of powerful sorcerers, and they turned to<br \/>fleshforming to create living weapons to send to the battlefield. Creatures<br \/>with no purpose but to kill, destroy and cause suffering. As the war<br \/>progressed these creatures became more and more deadly until the sorcerers<br \/>created creatures capable of creating even better creatures. From this<br \/>point it wasn&#8217;t long before the entire world was overrun by these living<br \/>weapons, now usually called demons. Magic users from all other planes<br \/>sealed the doors between their worlds and hell, trapping them inside. But<br \/>they are always there, and always looking for a way to cross over and carry<br \/>out their only goal, to bring death, destruction and misery.<\/p>\n<p>The Void<br \/>This is a place that even the forces of Hell fear. The void is nothingness,<br \/>a huge black vacuum. Far from lifeless however, it is home to a myriad of<br \/>mammoth Cthulian nightmares that float through the darkness and wait for<br \/>millions of years in the void, always hungry. The creatures of the void<br \/>have no known disciples on earth and nobody not entirely genocidal would<br \/>ever open a door there &#8211; the entire world could be sucked through like<br \/>opening a black hole or one of the creatures could come through and set<br \/>about devouring our universe as they did their own.<\/p>\n<p>The Wilds<br \/>The Wilds is a world resembling the primordial, wild Earth, as it was millions<br \/>of years ago. It is also the home of most wildlings; although there is a human<br \/>diaspora to be found in the Godrealm and the Other, the vast majority call<br \/>this untamed realm home. The Wildlings are humans who live in the Wilds,<br \/>depending on the location they vary in sophistication from spear-wielding<br \/>tribesmen to castle building kings. The Wilds is also home to amazing<br \/>earth-like creatures, both animals that exist today as well as animals that<br \/>did exist or present ones grown to a huge size. It is a place with wolves<br \/>the size of houses, mammoths and even dinosaurs.<\/p>\n<p>The Elemental Planes<br \/>These are worlds that are made entirely of a particular element, this is a<br \/>water plane, a fire plane, a lightning plane and so on. The only creatures to<br \/>inhabit these inhospitable climes consist entirely from the same elements as<br \/>the planes they call home. While many such creatures are quite primitive, some<br \/>exhibit remarkable sophistication and intelligence.<\/p>\n<\/div><\/div><\/article><article id=\"post-17836\" class=\"category-display-post\"><a id=\"wound\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">wound<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> Wound (target) (Mild\/Severe\/Critical) (Message)<\/p>\n<p>Used on helpless or bound targets to hurt them, you can specify a message<br \/>for the injury that will appear until the wound has healed.<\/p>\n<\/div><\/div><\/article><article id=\"post-17947\" class=\"category-display-post\"><a id=\"wounds\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Wounds<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>There are three types of wounds in Haven, mild, severe, and critical.<br \/>When you are struck by damage that exceeds your defenses you will incur a<br \/>mild wound, the next time you will incur a severe wound, then critical, if<br \/>hit again you will die. Wounds heal whether you are online or offline, but<br \/>some only if you are in a hospital.<\/p>\n<p>NPCS only have one wound state, severe. The first time damage exceeds their<br \/>defense they become severely wounded, the second time they die.<\/p>\n<p>Mild wounds will heal regardless of where you are, and will take about a day<br \/>to do so.<\/p>\n<p>Severe wounds will only heal in a hospital or medical center unless you have<br \/>regenerative abilities while offline, but will heal outside when online.<br \/>They will take about three and a half days to heal.<\/p>\n<p>Critical wounds will only heal in a hospital or medical center unless you<br \/>are a vampire and will take about 3 hours to do so. If you do not get to a<br \/>hospital in time, or leave a hospital for too long before your critical<br \/>wounds are treated, and you&#8217;re not a vampire, you will die. You have about<br \/>1 hour to get a critically wounded person to a hospital or medical center<br \/>before they die.<\/p>\n<p>Each wound when it heals downgrades to the lower version, so if you are<br \/>critically wounded after a day in the hospital you&#8217;ll be severely wounded,<br \/>after another four days in the hospital you&#8217;ll be mildly wounded, after a<br \/>further day in or out of the hospital you&#8217;ll be completely healthy again.<\/p>\n<p>Vampires can&#8217;t get critically wounded, critical wounds for them are the same<br \/>as severe for other people.<\/p>\n<p>Regeneration 1 will make mild wounds heal in about 45 minutes, regeneration 3<br \/>about 15 minutes.<\/p>\n<p>Regeneration has no effect on critical wounds<\/p>\n<\/div><\/div><\/article><article id=\"post-17414\" class=\"category-display-post\"><a id=\"xterm-color\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">xterm color<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Haven supports the full range of xterm 256 colour codes, which can be<br \/>accessed by using a backtick followed by the colour code in question, such<br \/>as `<span style=\"color:#008000\"> for <span style=\"color:#008000\">green text.<\/span\/span><\/p>\n<p>You can also use `<b> for bold, `<i> for italics and `<u> for underline.<br \/>Or `<\/b>, `<\/i>, `<\/u> to terminate bold, italics or underline respectively<br \/>` can be used to terminate any color.<\/p>\n<p>Extended colour codes are three digits each, and are grouped in &#8216;blocks&#8217;<br \/>of 6 x 6. Be aware that not all terminals display extended colour codes<br \/>correctly, and that some of the ones that do not display them correctly<br \/>may display them more or less incorrectly than others as they attempt to<br \/>find the nearest approximation; if you wish to be exacting about how your<br \/>text is perceived, stick to basic colour codes.<\/p>\n<p><span style=\"color:#800000\">001<\/span>  <span style=\"color:#008000\">002<\/span>  <span style=\"color:#808000\">003<\/span>  <span style=\"color:#000080\">004<\/span>  <span style=\"color:#800080\">005<\/span>  <span style=\"color:#008080\">006<\/span>  <span style=\"color:#c0c0c0\">007<\/span>  <span style=\"color:#808080\">008<\/span>  <span style=\"color:#ff0000\">009<\/span>  <span style=\"color:#00ff00\">010<\/span>  <span style=\"color:#ffff00\">011<\/span>  <span style=\"color:#0000ff\">012<\/span>  <span style=\"color:#ff00ff\">013<\/span>  <span style=\"color:#00ffff\">014<\/span>  <span style=\"color:#ffffff\">015<\/span> <\/p>\n<p> <span style=\"color:#000000\">016<\/span> <span style=\"color:#00005f\">017<\/span> <span style=\"color:#000087\">018<\/span> <span style=\"color:#0000af\">019<\/span> <span style=\"color:#0000d7\">020<\/span> <span style=\"color:#0000ff\">021<\/span> <span style=\"color:#5f0000\">052<\/span> <span style=\"color:#5f005f\">053<\/span> <span style=\"color:#5f0087\">054<\/span> <span style=\"color:#5f00af\">055<\/span> <span style=\"color:#5f00d7\">056<\/span> <span style=\"color:#5f00ff\">057<\/span> <span style=\"color:#870000\">088<\/span> <span style=\"color:#87005f\">089<\/span> <span style=\"color:#870087\">090<\/span> <span style=\"color:#8700af\">091<\/span> <span style=\"color:#8700d7\">092<\/span> <span style=\"color:#8700ff\">093<\/span> <br \/> <span style=\"color:#005f00\">022<\/span> <span style=\"color:#005f5f\">023<\/span> <span style=\"color:#005f87\">024<\/span> <span style=\"color:#005faf\">025<\/span> <span style=\"color:#005fd7\">026<\/span> <span style=\"color:#005fff\">027<\/span> <span style=\"color:#5f5f00\">058<\/span> <span style=\"color:#5f5f5f\">059<\/span> <span style=\"color:#5f5f87\">060<\/span> <span style=\"color:#5f5faf\">061<\/span> <span style=\"color:#5f5fd7\">062<\/span> <span style=\"color:#5f5fff\">063<\/span> <span style=\"color:#875f00\">094<\/span> <span style=\"color:#875f5f\">095<\/span> <span style=\"color:#875f87\">096<\/span> <span style=\"color:#875faf\">097<\/span> <span style=\"color:#875fd7\">098<\/span> <span style=\"color:#875fff\">099<\/span> <br \/> <span style=\"color:#008700\">028<\/span> <span style=\"color:#00875f\">029<\/span> <span style=\"color:#008787\">030<\/span> <span style=\"color:#0087af\">031<\/span> <span style=\"color:#0087d7\">032<\/span> <span style=\"color:#0087ff\">033<\/span> <span style=\"color:#5f8700\">064<\/span> <span style=\"color:#5f875f\">065<\/span> <span style=\"color:#5f8787\">066<\/span> <span style=\"color:#5f87af\">067<\/span> <span style=\"color:#5f87d7\">068<\/span> <span style=\"color:#5f87ff\">069<\/span> <b>00100<\/b> <b>01101<\/b> <b>02102<\/b> <b>03103<\/b> <b>04104<\/b> <b>05105<\/b> <br \/> <span style=\"color:#00af00\">034<\/span> <span style=\"color:#00af5f\">035<\/span> <span style=\"color:#00af87\">036<\/span> <span style=\"color:#00afaf\">037<\/span> <span style=\"color:#00afd7\">038<\/span> <span style=\"color:#00afff\">039<\/span> <span style=\"color:#5faf00\">070<\/span> <span style=\"color:#5faf5f\">071<\/span> <span style=\"color:#5faf87\">072<\/span> <span style=\"color:#5fafaf\">073<\/span> <span style=\"color:#5fafd7\">074<\/span> <span style=\"color:#5fafff\">075<\/span> <b>06106<\/b> <b>07107<\/b> <b>08108<\/b> <b>09109<\/b> <b>10110<\/b> <b>11111<\/b> <br \/> <span style=\"color:#00d700\">040<\/span> <span style=\"color:#00d75f\">041<\/span> <span style=\"color:#00d787\">042<\/span> <span style=\"color:#00d7af\">043<\/span> <span style=\"color:#00d7d7\">044<\/span> <span style=\"color:#00d7ff\">045<\/span> <span style=\"color:#5fd700\">076<\/span> <span style=\"color:#5fd75f\">077<\/span> <span style=\"color:#5fd787\">078<\/span> <span style=\"color:#5fd7af\">079<\/span> <span style=\"color:#5fd7d7\">080<\/span> <span style=\"color:#5fd7ff\">081<\/span> <b>12112<\/b> <b>13113<\/b> <b>14114<\/b> <b>15115<\/b> <b>16116<\/b> <b>17117<\/b> <br \/> <span style=\"color:#00ff00\">046<\/span> <span style=\"color:#00ff5f\">047<\/span> <span style=\"color:#00ff87\">048<\/span> <span style=\"color:#00ffaf\">049<\/span> <span style=\"color:#00ffd7\">050<\/span> <span style=\"color:#00ffff\">051<\/span> <span style=\"color:#5fff00\">082<\/span> <span style=\"color:#5fff5f\">083<\/span> <span style=\"color:#5fff87\">084<\/span> <span style=\"color:#5fffaf\">085<\/span> <span style=\"color:#5fffd7\">086<\/span> <span style=\"color:#5fffff\">087<\/span> <b>18118<\/b> <b>19119<\/b> <b>20120<\/b> <b>21121<\/b> <b>22122<\/b> <b>23123<\/b> <\/p>\n<p> <b>24124<\/b> <b>25125<\/b> <b>26126<\/b> <b>27127<\/b> <b>28128<\/b> <b>29129<\/b> <b>60160<\/b> <b>61161<\/b> <b>62162<\/b> <b>63163<\/b> <b>64164<\/b> <b>65165<\/b> <b>96196<\/b> <b>97197<\/b> <b>98198<\/b> <b>99199<\/b> <i>00200<\/i> <i>01201<\/i> <br \/> <b>30130<\/b> <b>31131<\/b> <b>32132<\/b> <b>33133<\/b> <b>34134<\/b> <b>35135<\/b> <b>66166<\/b> <b>67167<\/b> <b>68168<\/b> <b>69169<\/b> <b>70170<\/b> <b>71171<\/b> <i>02202<\/i> <i>03203<\/i> <i>04204<\/i> <i>05205<\/i> <i>06206<\/i> <i>07207<\/i> <br \/> <b>36136<\/b> <b>37137<\/b> <b>38138<\/b> <b>39139<\/b> <b>40140<\/b> <b>41141<\/b> <b>72172<\/b> <b>73173<\/b> <b>74174<\/b> <b>75175<\/b> <b>76176<\/b> <b>77177<\/b> <i>08208<\/i> <i>09209<\/i> <i>10210<\/i> <i>11211<\/i> <i>12212<\/i> <i>13213<\/i> <br \/> <b>42142<\/b> <b>43143<\/b> <b>44144<\/b> <b>45145<\/b> <b>46146<\/b> <b>47147<\/b> <b>78178<\/b> <b>79179<\/b> <b>80180<\/b> <b>81181<\/b> <b>82182<\/b> <b>83183<\/b> <i>14214<\/i> <i>15215<\/i> <i>16216<\/i> <i>17217<\/i> <i>18218<\/i> <i>19219<\/i> <br \/> <b>48148<\/b> <b>49149<\/b> <b>50150<\/b> <b>51151<\/b> <b>52152<\/b> <b>53153<\/b> <b>84184<\/b> <b>85185<\/b> <b>86186<\/b> <b>87187<\/b> <b>88188<\/b> <b>89189<\/b> <i>20220<\/i> <i>21221<\/i> <i>22222<\/i> <i>23223<\/i> <i>24224<\/i> <i>25225<\/i> <br \/> <b>54154<\/b> <b>55155<\/b> <b>56156<\/b> <b>57157<\/b> <b>58158<\/b> <b>59159<\/b> <b>90190<\/b> <b>91191<\/b> <b>92192<\/b> <b>93193<\/b> <b>94194<\/b> <b>95195<\/b> <i>26226<\/i> <i>27227<\/i> <i>28228<\/i> <i>29229<\/i> <i>30230<\/i> <i>31231<\/i> <\/p>\n<p>                         <i>32232 <i>33233 <i>34234 <i>35235 <i>36236 <i>37237\/i><\/i\/i <br \/>                         <i>38238 <i>39239 <i>40240 <i>41241 <i>42242 <i>43243\/i><\/i\/i <br \/>                         <i>44244 <i>45245 <i>46246 <i>47247 <i>48248 <i>49249\/i><\/i\/i <br \/>                         <i>50250 <i>51251 <i>52252 <i>53253 <i>54254 <i>55255\/i><\/i\/i<\/span><\/span><\/p>\n<\/div><\/div><\/article><article id=\"post-18089\" class=\"category-display-post\"><a id=\"zip\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">zip<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> zip (object)<br \/>Used to change an object&#8217;s cover locations based on<br \/>its zip locations. For instance pants with the zip<br \/>location of groin would either have the groin exposed<br \/>or covered up by using zip.<\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#zip\" target=\"_blank\">zip<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><\/div><\/div>\n\n\n\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\" style=\"flex-basis:33.33%\"><div class=\"custom-category-post-list \"><ul><li><a href=\"#post-18129\">911<\/a><\/li><li><a href=\"#post-17823\">Abduct<\/a><\/li><li><a href=\"#post-18541\">abductcheck<\/a><\/li><li><a href=\"#post-17754\">Abilities<\/a><\/li><li><a href=\"#post-18223\">Acedia<\/a><\/li><li><a href=\"#post-18001\">Acrobatics<\/a><\/li><li><a href=\"#post-17732\">Acute Hearing<\/a><\/li><li><a href=\"#post-17733\">Acute Sight<\/a><\/li><li><a href=\"#post-17734\">Acute Smell<\/a><\/li><li><a href=\"#post-17855\">adddesc<\/a><\/li><li><a href=\"#post-17524\">Addhidden<\/a><\/li><li><a href=\"#post-17617\">Addicted<\/a><\/li><li><a href=\"#post-18138\">adesc<\/a><\/li><li><a href=\"#post-17919\">afk<\/a><\/li><li><a href=\"#post-17629\">Aged Vampire<\/a><\/li><li><a href=\"#post-18028\">Ageless<\/a><\/li><li><a href=\"#post-17625\">Ageless Angelborn<\/a><\/li><li><a href=\"#post-17624\">Ageless Demigod<\/a><\/li><li><a href=\"#post-17626\">Ageless Demonborn<\/a><\/li><li><a href=\"#post-17627\">Ageless Faeborn<\/a><\/li><li><a href=\"#post-17628\">Ageless Werewolf<\/a><\/li><li><a href=\"#post-17806\">aid<\/a><\/li><li><a href=\"#post-20815\">album<\/a><\/li><li><a href=\"#post-17546\">Alchemy<\/a><\/li><li><a href=\"#post-18202\">Alts<\/a><\/li><li><a href=\"#post-17671\">Ammochange<\/a><\/li><li><a href=\"#post-17623\">Ancient Vampire<\/a><\/li><li><a href=\"#post-17622\">Ancient Werewolf<\/a><\/li><li><a href=\"#post-17642\">Angelborn<\/a><\/li><li><a href=\"#post-17404\">Angelborn Champion Focus<\/a><\/li><li><a href=\"#post-17985\">Angelborn Lore<\/a><\/li><li><a href=\"#post-17833\">Angelborn Mechanics<\/a><\/li><li><a href=\"#post-17379\">angelborn modifiers<\/a><\/li><li><a href=\"#post-17598\">Angelborn Stat<\/a><\/li><li><a href=\"#post-17631\">Angelborn Veteran<\/a><\/li><li><a href=\"#post-17566\">Angelic Combat<\/a><\/li><li><a href=\"#post-17706\">Animal Genus<\/a><\/li><li><a href=\"#post-17704\">Animal Stats<\/a><\/li><li><a href=\"#post-17705\">Animal Weights<\/a><\/li><li><a href=\"#post-18023\">Animals<\/a><\/li><li><a href=\"#post-17426\">announce<\/a><\/li><li><a href=\"#post-17436\">Antag Rituals<\/a><\/li><li><a href=\"#post-28927\">antiabuse<\/a><\/li><li><a href=\"#post-18214\">Antimagic<\/a><\/li><li><a href=\"#post-17327\">Anupharis<\/a><\/li><li><a href=\"#post-17389\">Arcane Focus<\/a><\/li><li><a href=\"#post-17668\">Arcane Society<\/a><\/li><li><a href=\"#post-17655\">Archetype<\/a><\/li><li><a href=\"#post-17755\">Armored<\/a><\/li><li><a href=\"#post-17813\">arrange<\/a><\/li><li><a href=\"#post-17479\">Arrange Hit<\/a><\/li><li><a href=\"#post-17858\">Artifacts<\/a><\/li><li><a href=\"#post-18011\">Artistic Ability<\/a><\/li><li><a href=\"#post-17564\">Aspects of Day<\/a><\/li><li><a href=\"#post-17563\">Aspects of Night<\/a><\/li><li><a href=\"#post-18139\">assist<\/a><\/li><li><a href=\"#post-18243\">Associations<\/a><\/li><li><a href=\"#post-17928\">at<\/a><\/li><li><a href=\"#post-17726\">atemote<\/a><\/li><li><a href=\"#post-17335\">Atlantis<\/a><\/li><li><a href=\"#post-17943\">Attack<\/a><\/li><li><a href=\"#post-18130\">attempt<\/a><\/li><li><a href=\"#post-17992\">Attractiveness<\/a><\/li><li><a href=\"#post-17687\">attractiveness score<\/a><\/li><li><a href=\"#post-17522\">Augment<\/a><\/li><li><a href=\"#post-17703\">Aura Shifting<\/a><\/li><li><a href=\"#post-17344\">autofire<\/a><\/li><li><a href=\"#post-17794\">autoskip<\/a><\/li><li><a href=\"#post-17433\">Availability<\/a><\/li><li><a href=\"#post-18056\">award<\/a><\/li><li><a href=\"#post-17336\">Babylon<\/a><\/li><li><a href=\"#post-18132\">balance<\/a><\/li><li><a href=\"#post-18046\">Ballistic Armor<\/a><\/li><li><a href=\"#post-17537\">Ballistic Shields<\/a><\/li><li><a href=\"#post-17819\">banish<\/a><\/li><li><a href=\"#post-17686\">Banktransfer<\/a><\/li><li><a href=\"#post-18140\">bargain<\/a><\/li><li><a href=\"#post-17807\">battle<\/a><\/li><li><a href=\"#post-17557\">Beauty Rituals<\/a><\/li><li><a href=\"#post-17709\">Becoming Supernatural<\/a><\/li><li><a href=\"#post-18141\">bedwindow<\/a><\/li><li><a href=\"#post-17721\">behead<\/a><\/li><li><a href=\"#post-18120\">bind<\/a><\/li><li><a href=\"#post-17745\">Biokinesis<\/a><\/li><li><a href=\"#post-17340\">Biringan<\/a><\/li><li><a href=\"#post-17663\">Birthday<\/a><\/li><li><a href=\"#post-17689\">Bite<\/a><\/li><li><a href=\"#post-18231\">Black Sun<\/a><\/li><li><a href=\"#post-17541\">Blade Defense<\/a><\/li><li><a href=\"#post-17403\">Blade Disciple Focus<\/a><\/li><li><a href=\"#post-19751\">bless<\/a><\/li><li><a href=\"#post-17589\">Blessing of Battle<\/a><\/li><li><a href=\"#post-17825\">blindfold<\/a><\/li><li><a href=\"#post-17384\">Blinking<\/a><\/li><li><a href=\"#post-18220\">Blood Drinker<\/a><\/li><li><a href=\"#post-17367\">Bloodbath<\/a><\/li><li><a href=\"#post-17349\">Bloodtest<\/a><\/li><li><a href=\"#post-17768\">Blunt Weapons<\/a><\/li><li><a href=\"#post-17560\">Blurring Speed<\/a><\/li><li><a href=\"#post-17498\">Bone Vulnerability<\/a><\/li><li><a href=\"#post-18142\">boroughs<\/a><\/li><li><a href=\"#post-18033\">Bows<\/a><\/li><li><a href=\"#post-18133\">brainwash<\/a><\/li><li><a href=\"#post-17577\">Branding<\/a><\/li><li><a href=\"#post-17828\">Breakin<\/a><\/li><li><a href=\"#post-18143\">breakout<\/a><\/li><li><a href=\"#post-17918\">brief<\/a><\/li><li><a href=\"#post-17821\">Broadcast<\/a><\/li><li><a href=\"#post-18219\">Brute<\/a><\/li><li><a href=\"#post-17693\">Bug<\/a><\/li><li><a href=\"#post-17680\">bugsweep<\/a><\/li><li><a href=\"#post-17736\">burn<\/a><\/li><li><a href=\"#post-17390\">Business Person Focus<\/a><\/li><li><a href=\"#post-17476\">butcher<\/a><\/li><li><a href=\"#post-17846\">buy<\/a><\/li><li><a href=\"#post-17871\">Calendar<\/a><\/li><li><a href=\"#post-18069\">call<\/a><\/li><li><a href=\"#post-17485\">Call of Nature<\/a><\/li><li><a href=\"#post-17484\">Call of the Grave<\/a><\/li><li><a href=\"#post-18245\">calltry<\/a><\/li><li><a href=\"#post-17338\">Camelot<\/a><\/li><li><a href=\"#post-18119\">capturing<\/a><\/li><li><a href=\"#post-18010\">Car<\/a><\/li><li><a href=\"#post-17769\">Carbines<\/a><\/li><li><a href=\"#post-17737\">cardinal<\/a><\/li><li><a href=\"#post-17854\">carry<\/a><\/li><li><a href=\"#post-17969\">Cars<\/a><\/li><li><a href=\"#post-17610\">Catatonic<\/a><\/li><li><a href=\"#post-17430\">cauterize<\/a><\/li><li><a href=\"#post-18148\">cdrives<\/a><\/li><li><a href=\"#post-17481\">Celebrity<\/a><\/li><li><a href=\"#post-17332\">Celestriana<\/a><\/li><li><a href=\"#post-18314\">census<\/a><\/li><li><a href=\"#post-18124\">change<\/a><\/li><li><a href=\"#post-17685\">channel<\/a><\/li><li><a href=\"#post-18149\">charm<\/a><\/li><li><a href=\"#post-18150\">charon<\/a><\/li><li><a href=\"#post-18144\">chat<\/a><\/li><li><a href=\"#post-18116\">chatroom<\/a><\/li><li><a href=\"#post-17364\">Checkout<\/a><\/li><li><a href=\"#post-17607\">Chemically Augmented<\/a><\/li><li><a href=\"#post-18090\">chug<\/a><\/li><li><a href=\"#post-17786\">Clairaudience<\/a><\/li><li><a href=\"#post-17787\">Clairvoyance<\/a><\/li><li><a href=\"#post-17973\">clean<\/a><\/li><li><a href=\"#post-17463\">Climb<\/a><\/li><li><a href=\"#post-17370\">clinic<\/a><\/li><li><a href=\"#post-18246\">clock<\/a><\/li><li><a href=\"#post-17421\">clone<\/a><\/li><li><a href=\"#post-17904\">close<\/a><\/li><li><a href=\"#post-18152\">clothemote<\/a><\/li><li><a href=\"#post-17938\">Clothing<\/a><\/li><li><a href=\"#post-18153\">clothprivate<\/a><\/li><li><a href=\"#post-18154\">clothrecall<\/a><\/li><li><a href=\"#post-17682\">Cloud Summoning<\/a><\/li><li><a href=\"#post-19269\">Clues<\/a><\/li><li><a href=\"#post-17418\">cognitive dissonance<\/a><\/li><li><a href=\"#post-17445\">Cold Specialization<\/a><\/li><li><a href=\"#post-17371\">college<\/a><\/li><li><a href=\"#post-17360\">College Groups<\/a><\/li><li><a href=\"#post-17916\">color<\/a><\/li><li><a href=\"#post-17939\">Combat<\/a><\/li><li><a href=\"#post-17940\">Combat explained<\/a><\/li><li><a href=\"#post-17407\">Combat Focus<\/a><\/li><li><a href=\"#post-17949\">Combat Mechanics<\/a><\/li><li><a href=\"#post-17931\">combine<\/a><\/li><li><a href=\"#post-17391\">Commander Focus<\/a><\/li><li><a href=\"#post-17750\">Commando<\/a><\/li><li><a href=\"#post-17908\">commands<\/a><\/li><li><a href=\"#post-18115\">communication<\/a><\/li><li><a href=\"#post-17793\">Community Credit<\/a><\/li><li><a href=\"#post-17783\">Community Credit Rewards<\/a><\/li><li><a href=\"#post-17906\">compact<\/a><\/li><li><a href=\"#post-18127\">compete<\/a><\/li><li><a href=\"#post-17915\">Conditions<\/a><\/li><li><a href=\"#post-17550\">Contact Jobs<\/a><\/li><li><a href=\"#post-17551\">contacts<\/a><\/li><li><a href=\"#post-18201\">Content Policy<\/a><\/li><li><a href=\"#post-18203\">Content Warnings<\/a><\/li><li><a href=\"#post-18637\">Contribute<\/a><\/li><li><a href=\"#post-17458\">Control<\/a><\/li><li><a href=\"#post-17309\">Courier Patrols<\/a><\/li><li><a href=\"#post-17464\">Cover<\/a><\/li><li><a href=\"#post-17461\">Creating<\/a><\/li><li><a href=\"#post-17473\">Credit<\/a><\/li><li><a href=\"#post-17614\">Crippled<\/a><\/li><li><a href=\"#post-17820\">Crisis<\/a><\/li><li><a href=\"#post-17744\">Cryomancy<\/a><\/li><li><a href=\"#post-17739\">Cryptographic Mind<\/a><\/li><li><a href=\"#post-18146\">csay<\/a><\/li><li><a href=\"#post-18147\">cult<\/a><\/li><li><a href=\"#post-17429\">cult creation<\/a><\/li><li><a href=\"#post-17361\">Cults<\/a><\/li><li><a href=\"#post-18145\">cure<\/a><\/li><li><a href=\"#post-17612\">Cursed<\/a><\/li><li><a href=\"#post-17677\">curseobject<\/a><\/li><li><a href=\"#post-17490\">curtains<\/a><\/li><li><a href=\"#post-17958\">custom attacks<\/a><\/li><li><a href=\"#post-18315\">Custom Defense Stat<\/a><\/li><li><a href=\"#post-18316\">Custom Melee Stat<\/a><\/li><li><a href=\"#post-18317\">Custom Ranged Stat<\/a><\/li><li><a href=\"#post-18103\">customize<\/a><\/li><li><a href=\"#post-18045\">Dark Fighting<\/a><\/li><li><a href=\"#post-17388\">Dark Magic Focus<\/a><\/li><li><a href=\"#post-18055\">Dark Shield<\/a><\/li><li><a href=\"#post-17505\">Dark Sorcery<\/a><\/li><li><a href=\"#post-17383\">Daydreaming<\/a><\/li><li><a href=\"#post-18155\">ddesc<\/a><\/li><li><a href=\"#post-17948\">Death<\/a><\/li><li><a href=\"#post-17662\">Deathday<\/a><\/li><li><a href=\"#post-17827\">Decorate<\/a><\/li><li><a href=\"#post-17917\">delete<\/a><\/li><li><a href=\"#post-17416\">delusional<\/a><\/li><li><a href=\"#post-17621\">DemiDemon<\/a><\/li><li><a href=\"#post-17640\">Demigod<\/a><\/li><li><a href=\"#post-17981\">Demigod Lore<\/a><\/li><li><a href=\"#post-17831\">Demigod Mechanics<\/a><\/li><li><a href=\"#post-17377\">demigod modifiers<\/a><\/li><li><a href=\"#post-17602\">Demigod Stat<\/a><\/li><li><a href=\"#post-17630\">Demigod Veteran<\/a><\/li><li><a href=\"#post-17402\">Demigod Warrior Focus<\/a><\/li><li><a href=\"#post-18014\">Demolitions<\/a><\/li><li><a href=\"#post-17401\">Demon Warrior Focus<\/a><\/li><li><a href=\"#post-17641\">Demonborn<\/a><\/li><li><a href=\"#post-17984\">Demonborn Lore<\/a><\/li><li><a href=\"#post-17832\">Demonborn Mechanics<\/a><\/li><li><a href=\"#post-17376\">demonborn modifiers<\/a><\/li><li><a href=\"#post-17599\">Demonborn Stat<\/a><\/li><li><a href=\"#post-17632\">Demonborn Veteran<\/a><\/li><li><a href=\"#post-17595\">Demonic Cry<\/a><\/li><li><a href=\"#post-17573\">Demonic Metabolism<\/a><\/li><li><a href=\"#post-17608\">Demonic Pact Holder<\/a><\/li><li><a href=\"#post-17597\">Demonic Seduction<\/a><\/li><li><a href=\"#post-18030\">Demons<\/a><\/li><li><a href=\"#post-17883\">deposit<\/a><\/li><li><a href=\"#post-18092\">describe<\/a><\/li><li><a href=\"#post-18091\">description<\/a><\/li><li><a href=\"#post-17957\">Descriptions<\/a><\/li><li><a href=\"#post-17714\">Desire<\/a><\/li><li><a href=\"#post-17775\">Detail<\/a><\/li><li><a href=\"#post-23072\">develop<\/a><\/li><li><a href=\"#post-18072\">devour<\/a><\/li><li><a href=\"#post-18000\">Dexterity<\/a><\/li><li><a href=\"#post-17674\">Diminish<\/a><\/li><li><a href=\"#post-18062\">disciplines<\/a><\/li><li><a href=\"#post-17613\">Disfigured<\/a><\/li><li><a href=\"#post-17932\">display<\/a><\/li><li><a href=\"#post-17549\">Disposable Muscle<\/a><\/li><li><a href=\"#post-17865\">Diss<\/a><\/li><li><a href=\"#post-17325\">District 82<\/a><\/li><li><a href=\"#post-17518\">do_spar<\/a><\/li><li><a href=\"#post-17415\">Domain<\/a><\/li><li><a href=\"#post-17420\">donate<\/a><\/li><li><a href=\"#post-17343\">download<\/a><\/li><li><a href=\"#post-17852\">drag<\/a><\/li><li><a href=\"#post-17762\">Drain<\/a><\/li><li><a href=\"#post-17357\">Dread<\/a><\/li><li><a href=\"#post-17474\">Dream Identity<\/a><\/li><li><a href=\"#post-17646\">Dreamchild<\/a><\/li><li><a href=\"#post-17519\">Dreamscape<\/a><\/li><li><a href=\"#post-17455\">Dreamvictimize<\/a><\/li><li><a href=\"#post-17501\">Dreamworld<\/a><\/li><li><a href=\"#post-17453\">Dreamworld Commands<\/a><\/li><li><a href=\"#post-17454\">Dreamworld Creation<\/a><\/li><li><a href=\"#post-17899\">drink<\/a><\/li><li><a href=\"#post-17853\">drive<\/a><\/li><li><a href=\"#post-18068\">drop<\/a><\/li><li><a href=\"#post-17822\">Drugs<\/a><\/li><li><a href=\"#post-17574\">Dual Aspects<\/a><\/li><li><a href=\"#post-17567\">Dual Elements<\/a><\/li><li><a href=\"#post-17900\">eat<\/a><\/li><li><a href=\"#post-17797\">Ebay<\/a><\/li><li><a href=\"#post-17955\">Editing<\/a><\/li><li><a href=\"#post-17956\">Editing explained<\/a><\/li><li><a href=\"#post-17959\">Editing Rooms<\/a><\/li><li><a href=\"#post-18004\">Education<\/a><\/li><li><a href=\"#post-17363\">Eidolon Commands<\/a><\/li><li><a href=\"#post-17362\">Eidolon Lore<\/a><\/li><li><a href=\"#post-17339\">El Dorado<\/a><\/li><li><a href=\"#post-17723\">Electricity Resistance<\/a><\/li><li><a href=\"#post-17788\">Electropathic<\/a><\/li><li><a href=\"#post-17387\">Elemental Magic Focus<\/a><\/li><li><a href=\"#post-17483\">Elemental Spirits<\/a><\/li><li><a href=\"#post-17369\">Elseborn<\/a><\/li><li><a href=\"#post-17413\">emit<\/a><\/li><li><a href=\"#post-17921\">emote<\/a><\/li><li><a href=\"#post-17942\">Emote Combat<\/a><\/li><li><a href=\"#post-17962\">Emoting<\/a><\/li><li><a href=\"#post-17675\">Encounter<\/a><\/li><li><a href=\"#post-18041\">Energy Fighting<\/a><\/li><li><a href=\"#post-18034\">Energy Magic<\/a><\/li><li><a href=\"#post-18049\">Energy Shield<\/a><\/li><li><a href=\"#post-17392\">Engineer Focus<\/a><\/li><li><a href=\"#post-18020\">Engineering<\/a><\/li><li><a href=\"#post-17440\">Enhancements Rituals<\/a><\/li><li><a href=\"#post-17729\">Enrapture<\/a><\/li><li><a href=\"#post-17730\">Enthrall<\/a><\/li><li><a href=\"#post-17561\">Epic Strength<\/a><\/li><li><a href=\"#post-18104\">equipment<\/a><\/li><li><a href=\"#post-18225\">Escape<\/a><\/li><li><a href=\"#post-17897\">examine<\/a><\/li><li><a href=\"#post-18122\">execute<\/a><\/li><li><a href=\"#post-17425\">exits<\/a><\/li><li><a href=\"#post-17953\">Experience<\/a><\/li><li><a href=\"#post-17814\">expose<\/a><\/li><li><a href=\"#post-17514\">Exsanguinating<\/a><\/li><li><a href=\"#post-17488\">exterminate<\/a><\/li><li><a href=\"#post-17351\">Extra Keywords<\/a><\/li><li><a href=\"#post-17657\">Eyecolor<\/a><\/li><li><a href=\"#post-18218\">Fabled<\/a><\/li><li><a href=\"#post-17781\">Face Stealing<\/a><\/li><li><a href=\"#post-17358\">Factions<\/a><\/li><li><a href=\"#post-17980\">Fae<\/a><\/li><li><a href=\"#post-17618\">Fae Child<\/a><\/li><li><a href=\"#post-17400\">Fae Knight focus<\/a><\/li><li><a href=\"#post-17643\">Faeborn<\/a><\/li><li><a href=\"#post-17983\">Faeborn Lore<\/a><\/li><li><a href=\"#post-17834\">Faeborn Mechanics<\/a><\/li><li><a href=\"#post-17375\">faeborn modifiers<\/a><\/li><li><a href=\"#post-17600\">Faeborn Stat<\/a><\/li><li><a href=\"#post-17633\">Faeborn Veteran<\/a><\/li><li><a href=\"#post-18151\">Faecloth<\/a><\/li><li><a href=\"#post-18005\">Fame<\/a><\/li><li><a href=\"#post-18232\">Famed Families<\/a><\/li><li><a href=\"#post-17366\">Family<\/a><\/li><li><a href=\"#post-17647\">Fantasy<\/a><\/li><li><a href=\"#post-17556\">Fashion Knowledge<\/a><\/li><li><a href=\"#post-17941\">Fast Combat<\/a><\/li><li><a href=\"#post-18024\">Fast Reflexes<\/a><\/li><li><a href=\"#post-17354\">Fate<\/a><\/li><li><a href=\"#post-18228\">Fate Crafting<\/a><\/li><li><a href=\"#post-17531\">Fate&#8217;s Protection<\/a><\/li><li><a href=\"#post-17872\">Fatigue<\/a><\/li><li><a href=\"#post-18156\">favor<\/a><\/li><li><a href=\"#post-18221\">Fear Feeding<\/a><\/li><li><a href=\"#post-17447\">feedback<\/a><\/li><li><a href=\"#post-17851\">feel<\/a><\/li><li><a href=\"#post-17661\">Feet<\/a><\/li><li><a href=\"#post-28747\">Festival<\/a><\/li><li><a href=\"#post-18009\">Fifth Language<\/a><\/li><li><a href=\"#post-17700\">File<\/a><\/li><li><a href=\"#post-17898\">fill<\/a><\/li><li><a href=\"#post-17310\">Fimagine<\/a><\/li><li><a href=\"#post-17480\">Financial Ruin<\/a><\/li><li><a href=\"#post-17478\">Find Secrets<\/a><\/li><li><a href=\"#post-21193\">findtimes<\/a><\/li><li><a href=\"#post-17933\">finger<\/a><\/li><li><a href=\"#post-17882\">fingerset<\/a><\/li><li><a href=\"#post-18042\">Fire Fighting<\/a><\/li><li><a href=\"#post-17724\">Fire Resistance<\/a><\/li><li><a href=\"#post-18050\">Fire Shield<\/a><\/li><li><a href=\"#post-17508\">Fire Sorcery<\/a><\/li><li><a href=\"#post-17382\">fish<\/a><\/li><li><a href=\"#post-17785\">Fist Fighting<\/a><\/li><li><a href=\"#post-17356\">Fixation<\/a><\/li><li><a href=\"#post-17582\">Fleet of Foot<\/a><\/li><li><a href=\"#post-17735\">fleshformed<\/a><\/li><li><a href=\"#post-17718\">Fleshforming<\/a><\/li><li><a href=\"#post-17997\">Flight<\/a><\/li><li><a href=\"#post-17585\">Floral Blessing<\/a><\/li><li><a href=\"#post-17575\">Fluid Shifting<\/a><\/li><li><a href=\"#post-17446\">fly<\/a><\/li><li><a href=\"#post-17495\">Focus<\/a><\/li><li><a href=\"#post-18109\">follow<\/a><\/li><li><a href=\"#post-17970\">Following<\/a><\/li><li><a href=\"#post-17910\">for<\/a><\/li><li><a href=\"#post-18123\">force<\/a><\/li><li><a href=\"#post-17530\">Force Protection<\/a><\/li><li><a href=\"#post-17533\">Force Shield<\/a><\/li><li><a href=\"#post-17764\">Forensics<\/a><\/li><li><a href=\"#post-17707\">form<\/a><\/li><li><a href=\"#post-18008\">Fourth Language<\/a><\/li><li><a href=\"#post-17620\">Freed Angel<\/a><\/li><li><a href=\"#post-17516\">Friend<\/a><\/li><li><a href=\"#post-17725\">Frost Resistance<\/a><\/li><li><a href=\"#post-17427\">fsay<\/a><\/li><li><a href=\"#post-17753\">Gadgets<\/a><\/li><li><a href=\"#post-17527\">gag<\/a><\/li><li><a href=\"#post-18126\">games<\/a><\/li><li><a href=\"#post-17711\">garage<\/a><\/li><li><a href=\"#post-18159\">gear<\/a><\/li><li><a href=\"#post-17664\">Gender<\/a><\/li><li><a href=\"#post-17903\">get<\/a><\/li><li><a href=\"#post-17307\">Gharrek<\/a><\/li><li><a href=\"#post-17438\">Ghost Rituals<\/a><\/li><li><a href=\"#post-17780\">Ghost Walking<\/a><\/li><li><a href=\"#post-17784\">Ghosts<\/a><\/li><li><a href=\"#post-17553\">Giant Slayer<\/a><\/li><li><a href=\"#post-17639\">Gifted<\/a><\/li><li><a href=\"#post-17902\">give<\/a><\/li><li><a href=\"#post-17849\">giveblood<\/a><\/li><li><a href=\"#post-18134\">glance<\/a><\/li><li><a href=\"#post-17576\">Glide<\/a><\/li><li><a href=\"#post-17619\">God Child<\/a><\/li><li><a href=\"#post-17979\">Gods<\/a><\/li><li><a href=\"#post-17499\">Gold Vulnerability<\/a><\/li><li><a href=\"#post-17772\">Grappling<\/a><\/li><li><a href=\"#post-17684\">Graves<\/a><\/li><li><a href=\"#post-17874\">greeting<\/a><\/li><li><a href=\"#post-17801\">groinkick<\/a><\/li><li><a href=\"#post-17776\">Group<\/a><\/li><li><a href=\"#post-17359\">Grouptext<\/a><\/li><li><a href=\"#post-17470\">gtg<\/a><\/li><li><a href=\"#post-17311\">Guarded<\/a><\/li><li><a href=\"#post-17756\">Guarded Mind<\/a><\/li><li><a href=\"#post-17513\">Guardian Angel<\/a><\/li><li><a href=\"#post-17466\">guardmind<\/a><\/li><li><a href=\"#post-17799\">guards<\/a><\/li><li><a href=\"#post-17818\">Guest<\/a><\/li><li><a href=\"#post-17399\">Gun Disciple Focus<\/a><\/li><li><a href=\"#post-17798\">habit<\/a><\/li><li><a href=\"#post-18015\">Hacking<\/a><\/li><li><a href=\"#post-17747\">Haemomancy<\/a><\/li><li><a href=\"#post-17659\">Haircolor<\/a><\/li><li><a href=\"#post-17658\">Hairdye<\/a><\/li><li><a href=\"#post-18094\">hangup<\/a><\/li><li><a href=\"#post-18164\">haunting<\/a><\/li><li><a href=\"#post-17802\">headbutt<\/a><\/li><li><a href=\"#post-18162\">healthtimer<\/a><\/li><li><a href=\"#post-23570\">Hellfire<\/a><\/li><li><a href=\"#post-17669\">Helpless<\/a><\/li><li><a href=\"#post-18163\">helpsearch<\/a><\/li><li><a href=\"#post-18082\">hide<\/a><\/li><li><a href=\"#post-17719\">Hire<\/a><\/li><li><a href=\"#post-17894\">histories<\/a><\/li><li><a href=\"#post-17895\">history<\/a><\/li><li><a href=\"#post-18093\">hold<\/a><\/li><li><a href=\"#post-17791\">Holdings<\/a><\/li><li><a href=\"#post-17741\">Hostile<\/a><\/li><li><a href=\"#post-17444\">Hot Specialization<\/a><\/li><li><a href=\"#post-18161\">hotspot<\/a><\/li><li><a href=\"#post-17796\">house<\/a><\/li><li><a href=\"#post-17995\">Household security<\/a><\/li><li><a href=\"#post-17996\">Household Toughness<\/a><\/li><li><a href=\"#post-18105\">hp<\/a><\/li><li><a href=\"#post-17406\">Hunter Focus<\/a><\/li><li><a href=\"#post-17492\">Hybrid Shifting<\/a><\/li><li><a href=\"#post-17493\">Hypernatural Reflexes<\/a><\/li><li><a href=\"#post-17559\">Hypernatural Regen<\/a><\/li><li><a href=\"#post-17993\">Hypnotism<\/a><\/li><li><a href=\"#post-17578\">Hypnotism Mechanics<\/a><\/li><li><a href=\"#post-18160\">hypnotize<\/a><\/li><li><a href=\"#post-18043\">Ice Fighting<\/a><\/li><li><a href=\"#post-18051\">Ice Shield<\/a><\/li><li><a href=\"#post-17507\">Ice Sorcery<\/a><\/li><li><a href=\"#post-17777\">Ignore<\/a><\/li><li><a href=\"#post-17615\">Ill<\/a><\/li><li><a href=\"#post-17765\">Illusions<\/a><\/li><li><a href=\"#post-17570\">Illusory Affinity<\/a><\/li><li><a href=\"#post-17386\">Illusory Magic Focus<\/a><\/li><li><a href=\"#post-17748\">Illusory Mancing<\/a><\/li><li><a href=\"#post-17355\">Imbue<\/a><\/li><li><a href=\"#post-17722\">Immortality<\/a><\/li><li><a href=\"#post-17368\">Implantdream<\/a><\/li><li><a href=\"#post-17648\">Important Local<\/a><\/li><li><a href=\"#post-17870\">imprint<\/a><\/li><li><a href=\"#post-17580\">Imprint Types<\/a><\/li><li><a href=\"#post-17552\">Incantation<\/a><\/li><li><a href=\"#post-17660\">inches<\/a><\/li><li><a href=\"#post-18169\">Incitement<\/a><\/li><li><a href=\"#post-17372\">infernohelp<\/a><\/li><li><a href=\"#post-17914\">Inflict<\/a><\/li><li><a href=\"#post-18229\">Influence<\/a><\/li><li><a href=\"#post-17977\">Information<\/a><\/li><li><a href=\"#post-18073\">injure<\/a><\/li><li><a href=\"#post-17616\">Injured<\/a><\/li><li><a href=\"#post-17408\">Innate Powers<\/a><\/li><li><a href=\"#post-18539\">Instruct<\/a><\/li><li><a href=\"#post-17469\">internal<\/a><\/li><li><a href=\"#post-18070\">intro<\/a><\/li><li><a href=\"#post-17878\">introduction<\/a><\/li><li><a href=\"#post-17670\">introstory<\/a><\/li><li><a href=\"#post-17905\">inventory<\/a><\/li><li><a href=\"#post-18165\">investigate<\/a><\/li><li><a href=\"#post-18222\">Invitation<\/a><\/li><li><a href=\"#post-17347\">InviteCode<\/a><\/li><li><a href=\"#post-17348\">IPRecheck<\/a><\/li><li><a href=\"#post-17873\">item_container<\/a><\/li><li><a href=\"#post-17929\">jetlag<\/a><\/li><li><a href=\"#post-17708\">jobs<\/a><\/li><li><a href=\"#post-17968\">Join<\/a><\/li><li><a href=\"#post-17864\">Karma<\/a><\/li><li><a href=\"#post-17824\">Knock<\/a><\/li><li><a href=\"#post-17800\">knockoutpunch<\/a><\/li><li><a href=\"#post-17763\">Know Supernaturals<\/a><\/li><li><a href=\"#post-18026\">Know Vampires<\/a><\/li><li><a href=\"#post-18027\">Know Werewolves<\/a><\/li><li><a href=\"#post-18022\">Larceny<\/a><\/li><li><a href=\"#post-17665\">Lastname<\/a><\/li><li><a href=\"#post-17334\">Lauriea<\/a><\/li><li><a href=\"#post-18217\">Leadership<\/a><\/li><li><a href=\"#post-17529\">Legendary powers<\/a><\/li><li><a href=\"#post-18106\">length<\/a><\/li><li><a href=\"#post-24451\">Lieutenants<\/a><\/li><li><a href=\"#post-17502\">Life Force<\/a><\/li><li><a href=\"#post-17848\">lift<\/a><\/li><li><a href=\"#post-18044\">Lightning Fighting<\/a><\/li><li><a href=\"#post-18052\">Lightning Shield<\/a><\/li><li><a href=\"#post-17506\">Lightning Sorcery<\/a><\/li><li><a href=\"#post-17424\">lights<\/a><\/li><li><a href=\"#post-17845\">lightswitch<\/a><\/li><li><a href=\"#post-17795\">Lightup<\/a><\/li><li><a href=\"#post-17847\">list<\/a><\/li><li><a href=\"#post-17653\">Local<\/a><\/li><li><a href=\"#post-17637\">Local Celebrity<\/a><\/li><li><a href=\"#post-17432\">locate<\/a><\/li><li><a href=\"#post-17462\">Lock<\/a><\/li><li><a href=\"#post-17443\">log<\/a><\/li><li><a href=\"#post-17774\">Long Blades<\/a><\/li><li><a href=\"#post-18095\">look<\/a><\/li><li><a href=\"#post-18211\">Lookfor<\/a><\/li><li><a href=\"#post-18084\">lookup<\/a><\/li><li><a href=\"#post-17978\">Lore<\/a><\/li><li><a href=\"#post-17417\">lorestick<\/a><\/li><li><a href=\"#post-17588\">Lover&#8217;s Blessing<\/a><\/li><li><a href=\"#post-17699\">Lsay<\/a><\/li><li><a href=\"#post-17587\">Luck Changing<\/a><\/li><li><a href=\"#post-17604\">Lunacy Embracer<\/a><\/li><li><a href=\"#post-17591\">Lunar Blessing<\/a><\/li><li><a href=\"#post-17431\">lure<\/a><\/li><li><a href=\"#post-17987\">Magic<\/a><\/li><li><a href=\"#post-17510\">Magical Focus<\/a><\/li><li><a href=\"#post-17568\">Magical Overload<\/a><\/li><li><a href=\"#post-18215\">Magiccharge<\/a><\/li><li><a href=\"#post-17746\">Magnokinesis<\/a><\/li><li><a href=\"#post-17526\">Maim<\/a><\/li><li><a href=\"#post-18066\">makeobject<\/a><\/li><li><a href=\"#post-17676\">Makepotion<\/a><\/li><li><a href=\"#post-18065\">makeroom<\/a><\/li><li><a href=\"#post-17778\">makeup<\/a><\/li><li><a href=\"#post-17972\">Making Objects<\/a><\/li><li><a href=\"#post-18117\">map<\/a><\/li><li><a href=\"#post-17475\">map key<\/a><\/li><li><a href=\"#post-18540\">Market<\/a><\/li><li><a href=\"#post-17752\">Martial Arts<\/a><\/li><li><a href=\"#post-17712\">Mask<\/a><\/li><li><a href=\"#post-18018\">Medicine<\/a><\/li><li><a href=\"#post-18047\">Medieval Armor<\/a><\/li><li><a href=\"#post-17536\">Medieval Shields<\/a><\/li><li><a href=\"#post-17555\">Melee Attack<\/a><\/li><li><a href=\"#post-17760\">Melee Defense<\/a><\/li><li><a href=\"#post-17731\">Memory Cloak<\/a><\/li><li><a href=\"#post-17439\">Mental Rituals<\/a><\/li><li><a href=\"#post-18054\">Mental Shield<\/a><\/li><li><a href=\"#post-17611\">Mentally Ill<\/a><\/li><li><a href=\"#post-18074\">mentor<\/a><\/li><li><a href=\"#post-17586\">Mershifter<\/a><\/li><li><a href=\"#post-18059\">Messages<\/a><\/li><li><a href=\"#post-17702\">Meta Shifting<\/a><\/li><li><a href=\"#post-18208\">Metagaming Policy<\/a><\/li><li><a href=\"#post-17547\">Military Training<\/a><\/li><li><a href=\"#post-17717\">Mimic<\/a><\/li><li><a href=\"#post-18207\">Mind Control Policy<\/a><\/li><li><a href=\"#post-17740\">Mind Reading<\/a><\/li><li><a href=\"#post-17528\">mindhack<\/a><\/li><li><a href=\"#post-18029\">Minions<\/a><\/li><li><a href=\"#post-17346\">Missive<\/a><\/li><li><a href=\"#post-17448\">mist abductions<\/a><\/li><li><a href=\"#post-17654\">Modifier<\/a><\/li><li><a href=\"#post-18166\">modify<\/a><\/li><li><a href=\"#post-17477\">Monster Guests<\/a><\/li><li><a href=\"#post-17861\">Monsters<\/a><\/li><li><a href=\"#post-17422\">Monstrous Shifting<\/a><\/li><li><a href=\"#post-18226\">Moral Tier<\/a><\/li><li><a href=\"#post-17875\">motd<\/a><\/li><li><a href=\"#post-18125\">motorcycle<\/a><\/li><li><a href=\"#post-17944\">Move<\/a><\/li><li><a href=\"#post-17809\">movein<\/a><\/li><li><a href=\"#post-18083\">mtalk<\/a><\/li><li><a href=\"#post-17844\">myattacks<\/a><\/li><li><a href=\"#post-17353\">MyHaven<\/a><\/li><li><a href=\"#post-18061\">myrooms<\/a><\/li><li><a href=\"#post-18158\">Mystic Gemstones<\/a><\/li><li><a href=\"#post-18157\">Mystic Tattoos<\/a><\/li><li><a href=\"#post-17562\">Mythological Shifting<\/a><\/li><li><a href=\"#post-17666\">Name<\/a><\/li><li><a href=\"#post-17696\">Natural<\/a><\/li><li><a href=\"#post-17569\">Natural Affinity<\/a><\/li><li><a href=\"#post-18048\">Natural Armor<\/a><\/li><li><a href=\"#post-17385\">Natural Magic Focus<\/a><\/li><li><a href=\"#post-17380\">natural modifiers<\/a><\/li><li><a href=\"#post-17535\">Natural toughness<\/a><\/li><li><a href=\"#post-17679\">Naturalize<\/a><\/li><li><a href=\"#post-17817\">Nature Mancing<\/a><\/li><li><a href=\"#post-17330\">Navorost<\/a><\/li><li><a href=\"#post-17329\">Navvere<\/a><\/li><li><a href=\"#post-17742\">Necromancy<\/a><\/li><li><a href=\"#post-17792\">negtrain<\/a><\/li><li><a href=\"#post-17678\">Neutralize<\/a><\/li><li><a href=\"#post-18110\">newbie<\/a><\/li><li><a href=\"#post-18085\">news<\/a><\/li><li><a href=\"#post-17990\">Night Vision<\/a><\/li><li><a href=\"#post-17333\">Nissenia<\/a><\/li><li><a href=\"#post-17887\">noemote<\/a><\/li><li><a href=\"#post-18167\">nofollow<\/a><\/li><li><a href=\"#post-17328\">Northgard<\/a><\/li><li><a href=\"#post-17920\">note<\/a><\/li><li><a href=\"#post-17886\">notell<\/a><\/li><li><a href=\"#post-17888\">noyell<\/a><\/li><li><a href=\"#post-18025\">Obfuscate<\/a><\/li><li><a href=\"#post-17862\">Object Types<\/a><\/li><li><a href=\"#post-17863\">Objects<\/a><\/li><li><a href=\"#post-18019\">Occult Knowledge<\/a><\/li><li><a href=\"#post-17913\">oldold<\/a><\/li><li><a href=\"#post-17593\">One with the Waves<\/a><\/li><li><a href=\"#post-18204\">OOC Policy<\/a><\/li><li><a href=\"#post-17926\">open<\/a><\/li><li><a href=\"#post-18168\">opportunity<\/a><\/li><li><a href=\"#post-17860\">Order<\/a><\/li><li><a href=\"#post-18135\">outfit<\/a><\/li><li><a href=\"#post-18096\">outfitproof<\/a><\/li><li><a href=\"#post-17543\">Paralytic Toxin<\/a><\/li><li><a href=\"#post-17450\">park<\/a><\/li><li><a href=\"#post-17428\">passthrough<\/a><\/li><li><a href=\"#post-17924\">password<\/a><\/li><li><a href=\"#post-17515\">Pastcharacter<\/a><\/li><li><a href=\"#post-18171\">patrol<\/a><\/li><li><a href=\"#post-18170\">Patrol Events<\/a><\/li><li><a href=\"#post-17896\">pecho<\/a><\/li><li><a href=\"#post-18017\">Perception<\/a><\/li><li><a href=\"#post-17698\">petition<\/a><\/li><li><a href=\"#post-17694\">Phone<\/a><\/li><li><a href=\"#post-17410\">photo<\/a><\/li><li><a href=\"#post-18172\">photoattract<\/a><\/li><li><a href=\"#post-17558\">Physical Conditioning<\/a><\/li><li><a href=\"#post-17829\">Picklock<\/a><\/li><li><a href=\"#post-17636\">Pillar of the Community<\/a><\/li><li><a href=\"#post-17843\">pin<\/a><\/li><li><a href=\"#post-17771\">Pistols<\/a><\/li><li><a href=\"#post-17890\">places<\/a><\/li><li><a href=\"#post-17681\">plantcamera<\/a><\/li><li><a href=\"#post-17912\">pload<\/a><\/li><li><a href=\"#post-18136\">plot<\/a><\/li><li><a href=\"#post-18213\">Plot Types<\/a><\/li><li><a href=\"#post-17467\">point<\/a><\/li><li><a href=\"#post-17542\">Poisonous Toxin<\/a><\/li><li><a href=\"#post-18209\">Policies<\/a><\/li><li><a href=\"#post-18212\">Political Capital<\/a><\/li><li><a href=\"#post-18210\">Political Thuggery<\/a><\/li><li><a href=\"#post-18003\">Politics<\/a><\/li><li><a href=\"#post-19010\">Politics Guide<\/a><\/li><li><a href=\"#post-17885\">poofout<\/a><\/li><li><a href=\"#post-18230\">Popularity<\/a><\/li><li><a href=\"#post-17779\">possession<\/a><\/li><li><a href=\"#post-18075\">pour<\/a><\/li><li><a href=\"#post-17482\">Powered Armor<\/a><\/li><li><a href=\"#post-17866\">Praise<\/a><\/li><li><a href=\"#post-17934\">pray<\/a><\/li><li><a href=\"#post-17790\">Pregnancy<\/a><\/li><li><a href=\"#post-17565\">Primal Combat<\/a><\/li><li><a href=\"#post-17398\">Primal Focus<\/a><\/li><li><a href=\"#post-17504\">Prismatic Sorcery<\/a><\/li><li><a href=\"#post-18097\">private<\/a><\/li><li><a href=\"#post-17352\">PrivateSecurity<\/a><\/li><li><a href=\"#post-18060\">probe<\/a><\/li><li><a href=\"#post-18137\">procedure<\/a><\/li><li><a href=\"#post-17397\">Professional Focus<\/a><\/li><li><a href=\"#post-17950\">Progression<\/a><\/li><li><a href=\"#post-17951\">Progression Explained<\/a><\/li><li><a href=\"#post-17442\">Property Rituals<\/a><\/li><li><a href=\"#post-17548\">Protection Detail<\/a><\/li><li><a href=\"#post-17441\">Protection Rituals<\/a><\/li><li><a href=\"#post-18036\">Psychic<\/a><\/li><li><a href=\"#post-17312\">Psychic Persuasion<\/a><\/li><li><a href=\"#post-17579\">Psychic Pressures<\/a><\/li><li><a href=\"#post-17803\">Punch<\/a><\/li><li><a href=\"#post-17901\">put<\/a><\/li><li><a href=\"#post-17743\">Pyromancy<\/a><\/li><li><a href=\"#post-18194\">qlook<\/a><\/li><li><a href=\"#post-26798\">query<\/a><\/li><li><a href=\"#post-17571\">Quick Reload<\/a><\/li><li><a href=\"#post-18173\">quickgear<\/a><\/li><li><a href=\"#post-17909\">quiet<\/a><\/li><li><a href=\"#post-17891\">quit<\/a><\/li><li><a href=\"#post-18038\">Radiation<\/a><\/li><li><a href=\"#post-17596\">Rage Fueled<\/a><\/li><li><a href=\"#post-17672\">Raid Fields<\/a><\/li><li><a href=\"#post-17419\">Raid Storyrunning<\/a><\/li><li><a href=\"#post-17673\">Raids<\/a><\/li><li><a href=\"#post-17554\">Ranged Attack<\/a><\/li><li><a href=\"#post-17761\">Ranged Defense<\/a><\/li><li><a href=\"#post-17815\">Rank<\/a><\/li><li><a href=\"#post-17517\">Recall<\/a><\/li><li><a href=\"#post-17365\">recollect<\/a><\/li><li><a href=\"#post-17989\">Regeneration<\/a><\/li><li><a href=\"#post-17534\">Reinforced Bones<\/a><\/li><li><a href=\"#post-17695\">Relationship<\/a><\/li><li><a href=\"#post-18175\">relic<\/a><\/li><li><a href=\"#post-17609\">Relic Holder<\/a><\/li><li><a href=\"#post-17877\">remember<\/a><\/li><li><a href=\"#post-17893\">remove<\/a><\/li><li><a href=\"#post-18071\">reply<\/a><\/li><li><a href=\"#post-18077\">report<\/a><\/li><li><a href=\"#post-18176\">reputation<\/a><\/li><li><a href=\"#post-18098\">reroll<\/a><\/li><li><a href=\"#post-18076\">rest<\/a><\/li><li><a href=\"#post-17326\">Rhagost<\/a><\/li><li><a href=\"#post-17841\">ride<\/a><\/li><li><a href=\"#post-17770\">Rifles<\/a><\/li><li><a href=\"#post-18224\">Righteous Faction<\/a><\/li><li><a href=\"#post-17749\">Riot Control<\/a><\/li><li><a href=\"#post-17544\">Riposte<\/a><\/li><li><a href=\"#post-17859\">Ritual<\/a><\/li><li><a href=\"#post-17766\">Ritualism<\/a><\/li><li><a href=\"#post-17960\">Roleplaying<\/a><\/li><li><a href=\"#post-17808\">Roleplaying Angelborn<\/a><\/li><li><a href=\"#post-17961\">Roleplaying Explained<\/a><\/li><li><a href=\"#post-17964\">Roleplaying Guide<\/a><\/li><li><a href=\"#post-18206\">Roleplaying Policy<\/a><\/li><li><a href=\"#post-17435\">Roleplaying Society Positions<\/a><\/li><li><a href=\"#post-18131\">roll<\/a><\/li><li><a href=\"#post-18177\">rollchallenge<\/a><\/li><li><a href=\"#post-17971\">Roomlist<\/a><\/li><li><a href=\"#post-17879\">roomtitle<\/a><\/li><li><a href=\"#post-17603\">Roster<\/a><\/li><li><a href=\"#post-18178\">roughup<\/a><\/li><li><a href=\"#post-17952\">RP Experience<\/a><\/li><li><a href=\"#post-17511\">RP Prompts<\/a><\/li><li><a href=\"#post-18174\">rpfight<\/a><\/li><li><a href=\"#post-18200\">Rules<\/a><\/li><li><a href=\"#post-17805\">rumor<\/a><\/li><li><a href=\"#post-18002\">Running<\/a><\/li><li><a href=\"#post-17487\">Satiate<\/a><\/li><li><a href=\"#post-17935\">save<\/a><\/li><li><a href=\"#post-17963\">Say<\/a><\/li><li><a href=\"#post-18181\">saycolor<\/a><\/li><li><a href=\"#post-17715\">Scan<\/a><\/li><li><a href=\"#post-18184\">scenario<\/a><\/li><li><a href=\"#post-18179\">scheme<\/a><\/li><li><a href=\"#post-17867\">Scheme Commands<\/a><\/li><li><a href=\"#post-17868\">scheme types<\/a><\/li><li><a href=\"#post-17869\">Schemes<\/a><\/li><li><a href=\"#post-17606\">Scientifically Augmented<\/a><\/li><li><a href=\"#post-17393\">Scientist Focus<\/a><\/li><li><a href=\"#post-17830\">score<\/a><\/li><li><a href=\"#post-17936\">scroll<\/a><\/li><li><a href=\"#post-17525\">Search<\/a><\/li><li><a href=\"#post-18012\">Second Artistic Ability<\/a><\/li><li><a href=\"#post-18006\">Second Language<\/a><\/li><li><a href=\"#post-18183\">secrets<\/a><\/li><li><a href=\"#post-17876\">security<\/a><\/li><li><a href=\"#post-17412\">Senddream<\/a><\/li><li><a href=\"#post-17583\">Sense Weakness<\/a><\/li><li><a href=\"#post-20813\">sensedesire<\/a><\/li><li><a href=\"#post-20814\">sensedread<\/a><\/li><li><a href=\"#post-17520\">Sensitive<\/a><\/li><li><a href=\"#post-17305\">Setting<\/a><\/li><li><a href=\"#post-18099\">shadow<\/a><\/li><li><a href=\"#post-17758\">Shadow Lightning<\/a><\/li><li><a href=\"#post-17337\">Shangrila<\/a><\/li><li><a href=\"#post-17782\">Shapeshifting<\/a><\/li><li><a href=\"#post-17381\">Shapeshifting Size Chart<\/a><\/li><li><a href=\"#post-18111\">share<\/a><\/li><li><a href=\"#post-18112\">shift<\/a><\/li><li><a href=\"#post-17411\">Shifterstash<\/a><\/li><li><a href=\"#post-17697\">shop<\/a><\/li><li><a href=\"#post-17767\">Short Blades<\/a><\/li><li><a href=\"#post-18035\">Shotguns<\/a><\/li><li><a href=\"#post-17911\">SHOW<\/a><\/li><li><a href=\"#post-17345\">showmissive<\/a><\/li><li><a href=\"#post-18064\">showstat<\/a><\/li><li><a href=\"#post-18118\">showto<\/a><\/li><li><a href=\"#post-17500\">Silver Vulnerability<\/a><\/li><li><a href=\"#post-17880\">sit<\/a><\/li><li><a href=\"#post-17656\">Skin<\/a><\/li><li><a href=\"#post-28280\">smashngrab<\/a><\/li><li><a href=\"#post-18180\">smoke<\/a><\/li><li><a href=\"#post-17545\">Sniper Training<\/a><\/li><li><a href=\"#post-17486\">social<\/a><\/li><li><a href=\"#post-17857\">Social Combat<\/a><\/li><li><a href=\"#post-17394\">Socialite Focus<\/a><\/li><li><a href=\"#post-17975\">Societies<\/a><\/li><li><a href=\"#post-17521\">Society Awards<\/a><\/li><li><a href=\"#post-17976\">Society Commands<\/a><\/li><li><a href=\"#post-17308\">Society Positions<\/a><\/li><li><a href=\"#post-17701\">Society Ranks<\/a><\/li><li><a href=\"#post-17460\">Society Restrictions<\/a><\/li><li><a href=\"#post-17465\">society stasis<\/a><\/li><li><a href=\"#post-17434\">Society Trusts<\/a><\/li><li><a href=\"#post-17592\">Solar Blessing<\/a><\/li><li><a href=\"#post-17650\">soldier<\/a><\/li><li><a href=\"#post-17540\">Soldier Focus<\/a><\/li><li><a href=\"#post-17751\">Soldiering<\/a><\/li><li><a href=\"#post-17584\">Song of the Sirens<\/a><\/li><li><a href=\"#post-18037\">Sonic<\/a><\/li><li><a href=\"#post-17581\">Soothing Aura<\/a><\/li><li><a href=\"#post-17472\">spar<\/a><\/li><li><a href=\"#post-17489\">speak<\/a><\/li><li><a href=\"#post-17539\">Spearguns<\/a><\/li><li><a href=\"#post-17538\">Spears<\/a><\/li><li><a href=\"#post-17638\">Special Forces<\/a><\/li><li><a href=\"#post-17946\">Special List<\/a><\/li><li><a href=\"#post-17688\">Special Objects<\/a><\/li><li><a href=\"#post-17945\">Specials<\/a><\/li><li><a href=\"#post-17509\">Speed<\/a><\/li><li><a href=\"#post-18107\">speeddial<\/a><\/li><li><a href=\"#post-17342\">spiritwhisper<\/a><\/li><li><a href=\"#post-28279\">squad<\/a><\/li><li><a href=\"#post-17840\">sradddesc<\/a><\/li><li><a href=\"#post-17523\">SRaddhidden<\/a><\/li><li><a href=\"#post-18081\">ssay<\/a><\/li><li><a href=\"#post-17683\">stab<\/a><\/li><li><a href=\"#post-17503\">Stagger<\/a><\/li><li><a href=\"#post-17692\">Stake<\/a><\/li><li><a href=\"#post-18128\">stalk<\/a><\/li><li><a href=\"#post-17449\">stall<\/a><\/li><li><a href=\"#post-18021\">Stamina<\/a><\/li><li><a href=\"#post-17881\">stand<\/a><\/li><li><a href=\"#post-17937\">stash<\/a><\/li><li><a href=\"#post-18185\">stashsteal<\/a><\/li><li><a href=\"#post-18186\">stashview<\/a><\/li><li><a href=\"#post-17459\">Stasis<\/a><\/li><li><a href=\"#post-18063\">stats<\/a><\/li><li><a href=\"#post-19487\">status<\/a><\/li><li><a href=\"#post-18187\">steal<\/a><\/li><li><a href=\"#post-18016\">Stealth<\/a><\/li><li><a href=\"#post-18078\">stell<\/a><\/li><li><a href=\"#post-18039\">Stone Magic<\/a><\/li><li><a href=\"#post-18053\">Stone Shield<\/a><\/li><li><a href=\"#post-17812\">stopfight<\/a><\/li><li><a href=\"#post-17594\">Storm Calling<\/a><\/li><li><a href=\"#post-17789\">storyidea<\/a><\/li><li><a href=\"#post-17456\">Storyidea Commands<\/a><\/li><li><a href=\"#post-18244\">Storyrunner Commands<\/a><\/li><li><a href=\"#post-18205\">Storyrunning Policy<\/a><\/li><li><a href=\"#post-17999\">Strength<\/a><\/li><li><a href=\"#post-17773\">Striking<\/a><\/li><li><a href=\"#post-18188\">stubborn<\/a><\/li><li><a href=\"#post-17651\">Student<\/a><\/li><li><a href=\"#post-17811\">subdue<\/a><\/li><li><a href=\"#post-17922\">subtle<\/a><\/li><li><a href=\"#post-17713\">Suffer<\/a><\/li><li><a href=\"#post-18057\">summon<\/a><\/li><li><a href=\"#post-17727\">Sunlight Resistance<\/a><\/li><li><a href=\"#post-17998\">Super Jumping<\/a><\/li><li><a href=\"#post-17759\">Supernatural History<\/a><\/li><li><a href=\"#post-17378\">supernatural modifiers<\/a><\/li><li><a href=\"#post-17728\">Superpowers<\/a><\/li><li><a href=\"#post-18182\">surrender<\/a><\/li><li><a href=\"#post-17839\">swalk<\/a><\/li><li><a href=\"#post-17491\">Swarm Shifting<\/a><\/li><li><a href=\"#post-17350\">swat<\/a><\/li><li><a href=\"#post-17838\">tackle<\/a><\/li><li><a href=\"#post-18100\">talk<\/a><\/li><li><a href=\"#post-18190\">tbrand<\/a><\/li><li><a href=\"#post-18031\">Telekinesis<\/a><\/li><li><a href=\"#post-18189\">telempath<\/a><\/li><li><a href=\"#post-17804\">Telempathy<\/a><\/li><li><a href=\"#post-18086\">telepath<\/a><\/li><li><a href=\"#post-17991\">Telepathy<\/a><\/li><li><a href=\"#post-17842\">tell<\/a><\/li><li><a href=\"#post-17437\">Temporal Rituals<\/a><\/li><li><a href=\"#post-18108\">text<\/a><\/li><li><a href=\"#post-17317\">The Boardroom<\/a><\/li><li><a href=\"#post-18237\">The Chandler-Wei Family<\/a><\/li><li><a href=\"#post-17315\">The Concordat<\/a><\/li><li><a href=\"#post-18235\">The Fairchild Family<\/a><\/li><li><a href=\"#post-17320\">The Free<\/a><\/li><li><a href=\"#post-17321\">The Grey<\/a><\/li><li><a href=\"#post-18242\">The Harrington Family<\/a><\/li><li><a href=\"#post-17323\">The Invisible College<\/a><\/li><li><a href=\"#post-18240\">The Mercer Family<\/a><\/li><li><a href=\"#post-18241\">The Montrose Family<\/a><\/li><li><a href=\"#post-17313\">The Numinous Accord<\/a><\/li><li><a href=\"#post-18239\">The Pierce Family<\/a><\/li><li><a href=\"#post-17314\">The Prometheans<\/a><\/li><li><a href=\"#post-18234\">The Ransom Family<\/a><\/li><li><a href=\"#post-18233\">The Rothwell Family<\/a><\/li><li><a href=\"#post-17319\">The Syndicate<\/a><\/li><li><a href=\"#post-17667\">The Treaty of Venice<\/a><\/li><li><a href=\"#post-17322\">The Twilight Bureau<\/a><\/li><li><a href=\"#post-17318\">The Untamed<\/a><\/li><li><a href=\"#post-18238\">The Vasquez Family<\/a><\/li><li><a href=\"#post-18236\">The Washington Family<\/a><\/li><li><a href=\"#post-18227\">The Wild Hunt<\/a><\/li><li><a href=\"#post-17395\">Thief Focus<\/a><\/li><li><a href=\"#post-17850\">think<\/a><\/li><li><a href=\"#post-18013\">Third Artistic Ability<\/a><\/li><li><a href=\"#post-18007\">Third Language<\/a><\/li><li><a href=\"#post-18032\">Thrown weapons<\/a><\/li><li><a href=\"#post-17471\">tier<\/a><\/li><li><a href=\"#post-18191\">tiershift<\/a><\/li><li><a href=\"#post-17907\">time<\/a><\/li><li><a href=\"#post-17496\">Timeline<\/a><\/li><li><a href=\"#post-17982\">Timeswept<\/a><\/li><li><a href=\"#post-17601\">Timeswept Stat<\/a><\/li><li><a href=\"#post-17925\">title<\/a><\/li><li><a href=\"#post-18040\">Tooth and Claw<\/a><\/li><li><a href=\"#post-17468\">trace<\/a><\/li><li><a href=\"#post-18087\">train<\/a><\/li><li><a href=\"#post-17954\">Training<\/a><\/li><li><a href=\"#post-17457\">Training Methods<\/a><\/li><li><a href=\"#post-17810\">trash<\/a><\/li><li><a href=\"#post-17967\">Travel<\/a><\/li><li><a href=\"#post-17965\">Traveling<\/a><\/li><li><a href=\"#post-17966\">Traveling Explained<\/a><\/li><li><a href=\"#post-17316\">Trinity<\/a><\/li><li><a href=\"#post-17451\">trollreport<\/a><\/li><li><a href=\"#post-17927\">TRUST<\/a><\/li><li><a href=\"#post-18192\">try<\/a><\/li><li><a href=\"#post-18193\">tscore<\/a><\/li><li><a href=\"#post-17512\">Turn<\/a><\/li><li><a href=\"#post-17532\">Undead Toughness<\/a><\/li><li><a href=\"#post-17396\">Underworld Mogul Focus<\/a><\/li><li><a href=\"#post-17590\">Underworld Touch<\/a><\/li><li><a href=\"#post-18195\">unexpose<\/a><\/li><li><a href=\"#post-18079\">unhide<\/a><\/li><li><a href=\"#post-17605\">Unliving<\/a><\/li><li><a href=\"#post-18121\">untie<\/a><\/li><li><a href=\"#post-17837\">use<\/a><\/li><li><a href=\"#post-18058\">User Interface<\/a><\/li><li><a href=\"#post-17645\">Vampire<\/a><\/li><li><a href=\"#post-17691\">Vampire Blood<\/a><\/li><li><a href=\"#post-18113\">vampire mechanics<\/a><\/li><li><a href=\"#post-17374\">vampire modifiers<\/a><\/li><li><a href=\"#post-17986\">Vampires<\/a><\/li><li><a href=\"#post-17324\">Vanguard<\/a><\/li><li><a href=\"#post-18196\">vault<\/a><\/li><li><a href=\"#post-17690\">Vee<\/a><\/li><li><a href=\"#post-17409\">vehicle costs<\/a><\/li><li><a href=\"#post-17710\">Vehicular combat<\/a><\/li><li><a href=\"#post-17635\">Veteran Vampire<\/a><\/li><li><a href=\"#post-17634\">Veteran Werewolf<\/a><\/li><li><a href=\"#post-17572\">Vicious Strikes<\/a><\/li><li><a href=\"#post-17452\">Victimize<\/a><\/li><li><a href=\"#post-17856\">Virgin<\/a><\/li><li><a href=\"#post-18088\">visible<\/a><\/li><li><a href=\"#post-17652\">Visitor<\/a><\/li><li><a href=\"#post-17826\">wake<\/a><\/li><li><a href=\"#post-17738\">Walk<\/a><\/li><li><a href=\"#post-18216\">Warding<\/a><\/li><li><a href=\"#post-17405\">warrior focus<\/a><\/li><li><a href=\"#post-17974\">waterproof<\/a><\/li><li><a href=\"#post-17994\">Wealth<\/a><\/li><li><a href=\"#post-17923\">wear<\/a><\/li><li><a href=\"#post-18197\">weather<\/a><\/li><li><a href=\"#post-18067\">Weather Mancing<\/a><\/li><li><a href=\"#post-17644\">Werewolf<\/a><\/li><li><a href=\"#post-18114\">werewolf mechanics<\/a><\/li><li><a href=\"#post-17373\">werewolf modifiers<\/a><\/li><li><a href=\"#post-17988\">Werewolves<\/a><\/li><li><a href=\"#post-17331\">Westrend<\/a><\/li><li><a href=\"#post-17720\">Where<\/a><\/li><li><a href=\"#post-18198\">wherevis<\/a><\/li><li><a href=\"#post-17889\">whisper<\/a><\/li><li><a href=\"#post-18101\">who<\/a><\/li><li><a href=\"#post-18102\">whoinvis<\/a><\/li><li><a href=\"#post-18080\">width<\/a><\/li><li><a href=\"#post-17716\">Wight<\/a><\/li><li><a href=\"#post-17649\">Wildling<\/a><\/li><li><a href=\"#post-17306\">Windermere<\/a><\/li><li><a href=\"#post-17494\">Wings<\/a><\/li><li><a href=\"#post-17341\">wish<\/a><\/li><li><a href=\"#post-17423\">witching hour<\/a><\/li><li><a href=\"#post-17884\">withdraw<\/a><\/li><li><a href=\"#post-18199\">witness<\/a><\/li><li><a href=\"#post-17892\">wizinvis<\/a><\/li><li><a href=\"#post-17816\">Wood Shield<\/a><\/li><li><a href=\"#post-17497\">Wood Vulnerability<\/a><\/li><li><a href=\"#post-17835\">Worlds<\/a><\/li><li><a href=\"#post-17836\">wound<\/a><\/li><li><a href=\"#post-17947\">Wounds<\/a><\/li><li><a href=\"#post-17414\">xterm color<\/a><\/li><li><a href=\"#post-18089\">zip<\/a><\/li><\/ul><\/div><\/div>\n<\/div>\n\n\n\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"","protected":false},"author":1,"featured_media":0,"parent":16922,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"_bbp_topic_count":0,"_bbp_reply_count":0,"_bbp_total_topic_count":0,"_bbp_total_reply_count":0,"_bbp_voice_count":0,"_bbp_anonymous_reply_count":0,"_bbp_topic_count_hidden":0,"_bbp_reply_count_hidden":0,"_bbp_forum_subforum_count":0,"footnotes":""},"class_list":["post-16930","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/pages\/16930","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/comments?post=16930"}],"version-history":[{"count":8,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/pages\/16930\/revisions"}],"predecessor-version":[{"id":17295,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/pages\/16930\/revisions\/17295"}],"up":[{"embeddable":true,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/pages\/16922"}],"wp:attachment":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/media?parent=16930"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}