Help

+join

SYNTAX: +join <name>

This command is used to join a player's location. Once sent, the recipient must either +agree, or +decline. If accepted, then you will join the target player's location.

SEE ALSO: +meetme and +transit


+bring

SYNTAX: +bring <name>

This command is used to bring a player to your current location. Once sent, the recipient must either type +agree, or +decline. If they +agree, then the target player will join you.

SEE ALSO: +meetme and +transit


+agree

+agree

SYNTAX: +agree

When invited to join, or have someone join you, you must type +agree in order to complete the request. Once entered, the inquiring party will be moved to the new location.

SEE ALSO: +meetme and +transit


+decline

SYNTAX: +decline

If you receive an invitation to either +join or +bring someone and you don't want the transaction to occur, typing +decline aborts the command.

SEE ALSO: +meetme and +transit


+ic

SYNTAX: +ic

Lets a player go to a set beginning IC location. Opposite of +ooc


+911

+911
+911 [text]

Announces that one is in IC need of police/fire/EMT assistance over the Police channel. If one adds [text] afterwards, it'll send that as well. No text and it's a general 'Heeeelp!' message.


+abilities

+abilities
+abilities/me

The first command shows a full list of available abilities for folks with Power (be they Were-things, Vampires, Fae, or humans with magical/psychic talent).

The second command -should- show a full list of available abilities for the typist.


+alt

+alt/add <name>
+alt/rem <name>
+alt/mail
+alt/when
+alt/ping <name>

For those of you who have alts you don't dial up all that often, one can '+alt/mail' to see if any of your recorded alts have Unread @mail, and '+alt/when' to see when you last dialed them up. The alts checked are those in the 'Registration' part of the lower half of your +finger (the lower half, which can only be seen by Staff and yourself). If you need to add or remove names from that Registration line, that's what the /add and /rem switches do.

To impress friends and neighbors, why not add '+alt/mail' to your @aconnect after doing a little +alt/add?

Now, one can also take advantage of other folks who have set up their +alts list with +alt/ping. If you +alt/ping Lyle, it will send a @Mail to Lyle that you're looking to RP with him -and- it'll send a message to all of Lyle's alts. That way, you can let Lyle's player know that you want to RP with Lyle (either when Lyle is next logged on, or if Lyle's player has any alts on at the time). If Lyle didn't set up any alts with the above commands, it'll just send the @Mail.


+anon

+anon <TEXT>

Sends an anonymous comment to the *staff @Malias. Handy if one has a comment to staff that one would -not- like to have your name attached to.

NOTE: Please do not spam staff with repeat use of +anon, nor use it for petty reasons. Whistleblower protection is good, but not if it means constant annoying whistles being blown in your ear over and over again.


+bboard

* Commands for Myrddin's Bulletin Board 4.0.6+ *

------------------------------------------------------------------------------

Myrddin's BBS is a global, multi-threaded board with a rich set of features. To see help on a particular topic, type '+help <topic>'
(Example: +help bbread).

TOPIC DESCRIPTION
bbread Reading bulletin board messages.
bbpost Posting bulletin board messages.
bbmisc Other commands (removing messages, unsubscribing from groups, resubscribing to groups, etc)
bbtimeout Expanded help on the topic of message timeouts.

=----------------------------------------------------------------------------=

The following modifications have been added to this version of the BBS:

  • +bbnew - Reads the first unread message on any board to which you are subscribed, sequentially (IE: Keep hitting it and you'll eventually read all unread, one at a time).
  • +bbsearch <board>/<text> - Searches both headers and body of posts on the specified board for the <text>. Can be poster's name, title of post, or keywords from the body of the text.
  • Mods by Moe@ChicagoMUSH/OGR

+beginner

Commands for Beginning MUSHers

MUSH is new to some of you and probably a little daunting. To ease your feelings of panic, we offer a very basic list of commands that will get you looking around and using the various features of the game.

"<message> You say <message>
Say <message> See above.
ooc <message> Makes an OOC statement or pose.
page <person>=<message> Pages <person> with <message>
look Shows you the room you are standing in.
look <object or person> Shows the desc for that object or person
pose <message> You pose <message> EX: pose grins.->Lyle grins.
pose/nospace <message> You pose <message> with no space afterwards. EX: pose/nospace's grinning.->Lyle's grinning.
:<message> See "pose" above.
;<message> See "pose/nospace" above.
\\<message> Emits <message> to the room
WHO Shows a list of who is connected to the MUSH
+who Shows a modified WHO.
+help The global +help system.
+staff Shows connected Staff
+staff/all Shows the staff roster.

NOTE: MUSH commands may be case sensitive. You can always page a staffer for help.

"+beginner" recalls this file


+bleed

+bleed <amount>
+bleed

These are used for when one is suffering bleeding wounds. We're not talking a little razor-cut, but bullet-holes, knife-wounds, severed limbs/fingers/etc.. the sort've thing you can bleed to death from. The first command starts a wound of <amount> damage running. Each pose afterwards, type '+bleed' on its own and it'll do the math and the subsequent +hurt. NOTE: The first command won't +hurt you, so make sure you '+hurt me=5' -AND- '+bleed 5' if the 5-pt wound is a nasty one.

The bleeding will stop if you apply enough direct pressure to it, use a tourniquet, use magic, etc.. but until that happens, you'll sustain a little less than the original damage each turn. For a Fitness:10 person, a 5-pt bleeding wound would cause +4 damage the next turn, then +3, then +2, then +1, then stop. For a Fitness:20 person, a 5-pt would would cause +3 the next turn, then +1, then stop. One tenth of the Fitness is how much less it does the next time around.

If multiple bleeding wounds take place over time, it'll keep track of them separately (so '+bleed 3' for one attack and then '+bleed 6' for another attack in a later pose would be OK-Fine).

SEE: '+help hurt' '+help heal' '+help health' '+help combat'


+bmi

+bmi <inches>

Lousy at guessing at body mass based on height? +bmi can calculate rough ranges if you input the character's height (in inches). For the purposes of SHORT-DESC writing, one will probably want to round it off to the nearest 5 or 10 lbs if one wants to list a mass estimate.

  • 'Thin' is BMI between 15.5 and 18. This is a 'heroin chic' build that will often lead to suffering from colds and malnutrition. Under this is reserved for inhuman metabolisms (like Revenants and some Fae). Many Victoria's Secret models are in the middle of the 'Thin Build' range.
  • 'Normal' is BMI between 18 and 25. Many athletic models (Gabrielle Reece, Rachel Williams) are in the middle of the 'Normal Build' range, and Marilyn Monroe was in the 'Normal Build' range for the extent of her career.
  • 'Large' is BMI between 25 and 30. This can be due to overweight or body-building muscle.
  • 'Very-Large' is BMI between 30 and 40. This can be deadly or unhealthy if one is not inhuman.

PLEASE NOTE: The staff of Windy City are not making any sort've statement here. The numbers and descriptors provided are purely for players who are unfamiliar with their character's body structure.


+burn

+burn
+burn+
+burn out (or '+burn off')

If one does not want to bother keeping track of the damage effects of being exposed to worthwhile amounts of flame, these commands can keep track for you. They do not actually cause damage, but instead suggest what degree of '+hurt me' one should do.

The first (+burn) is for if one is exposed to a healthy amount of flame. This does not cover having your hand stuck in a candle's flame, but instead is for at least sticking your arm in a burning fireplace and holding it there, or having an arrow stuck in you with burning oil-rags tied about the shaft. The second (+burn+) is for when one is fully engulfed in flame.

The first time one enters the command, one starts to take damage from the flame. It might wax and might wane over following turns/poses, measured by typing the same command each turn/pose. If the flame is extinguished, type '+burn out' (or '+burn off', or '+burn mop', etc.. ..anything with an 'o' will do) and it will stop keeping track.


+census

+census
+census/time
+census/spreadsheet
+census/top

+police

The first command lists the population of the MU*, divided up into races.

The second two are far FAR funkier. +census/time shows the connections in the last 24 hours in a sideways chart, letting you know Peak times. +census/spread shows the connections in the last 24 hours with names and how long folks were on (so you can see just how much you missed someone by). +census/top shows the top twenty folks, based on connection-time in the last 30 days. NOTE!! +census/top costs 100 'pennies' to use.

The final one lists the PC Police force as well as their Position (if they have no Position in their +finger, Fame is listed. If they have no Fame listed in their +finger either, it'll say 'Cop-Type').

SEE ALSO: +leaders +roster +rank


+clair

+clair <name>=<text>
+clair+ <name>=<text>

+clair/read [<number>]
+clair/yes <number>
+clair/no <number>

To attempt voluntary use of Clairvoyance, one can use the +clair command with <text> being a yes/no question and <name> being the person you think can best answer the question (be they staff or another player). The target will be sent the question anonymously, and you shall get a @mail back of their reply. Please limit questions to yes/no questions and also to things that could be remotely witnessed (IE: Clairvoyance won't help if you want to know if Bob is thinking about ice cream) and aren't opinions nor thoughts.

If one has lost their @Mail of a Clairvoyant Query, they can still check with '+clair/read'. Queries are read the same way, with +clair/read 1, +clair/read 2, etc.. and answered 'Yes' or 'No' with the last two commands. PLEASE NOTE: The level of Clairvoyant Ability of the question-asker determines the accuracy of their reading. Please note the bottom line of the Query to see if one should tell the truth or lie.

If able to channel through psychometry, the +clair+ has an added chance of success (and it's nice to include what object one is channeling through in the <text>).


+cloak

+cloak

If one is a vampire, outdoors, at night, with the ability to Control Shadows, one can cloak themselves in shadows to try to hide themselves. It's more like camouflage than any sort of obfuscation of the senses, so one is limited to standing still or carefully and slowly walking in the cover of shadowed alleys and underbrush.

Once cloaked, one can move about (with +move), whisper to folks (with +whisper), look at things (with +look) and uncloak (with +cloak) — See '+help shadow' when cloaked for details. Since a person swaddled in drifty shadows would be more noticeable than not, one cannot enter buildings nor move about in them when shadow-cloaked. But while shadow-cloaked in a well-lit area, one -does- have their Control Shadows as a defensive assist in combat-based +compares due to the attacker not quite being able to tell how the vampire is moving.

SEE: 'news control shadows' for details.


+cnotes

+cnotelist Gives you a list of all cnotes on your character object.
+cnoteview <notename> Shows you the contents of the named cnote.
+cnoteprove <note>=<name> Shows <name> that note.
+cnote <notename>=text Sets &CNOTE-<notename> on yourself to the value of the text with person and time added.

To set notes on rooms, exits, and other objects that you own:

&CNOTE-<notename> <object>=<text>

Please note that some cnotes require staff approval before they can go into effect ICly. Cnotes are good for things you could plausibly have with some planning beforehand (knives and where they're concealed, common firearms, pepper-spray, crosses not mentioned in @descs, etc..), but staff-approval is best for things that it'd doubtful to John Q. Public that you would have (magical swords, semi-automatic weapons, two ten-pound blocks of uranium, holy relics, etc..). Feel free to consult a member of staff for assistance by @mail, page, or +request.

SEE ALSO: +cnotemake +cnoteprove


+cnotemake

+cnotemake <note>

This command takes a +cnote of name '<note>' off of you, and puts it onto an object. The name of the note is the name of the object, the text of the note is the desc. This object can then be used by someone else and in doing so, transfer the +cnote onto themselves (destroying the object). To see what +cnotes you may or may not have on you, check '+cnotelist'.

In this way, one can have a +cnote set on them concerning a particular possession, then make that +cnote into an object that can be sold/traded/lost/stolen, and then set onto the buyer/trader/finder/thief as another +cnote.


+cnoteprove

+cnoteprove <note>=<name>

It'll send the text of your note to the target. You can do 'me' to test, or 'here' to spam the whole room. You can even send it 'from afar' if you either put a * before the person's name (so you'd use Lyle for <name> if I was with you or in you, and *Lyle if you wanted to pester me from afar) or use the dbref (Pester entire rooms with the sordid details! Hate your friends!).

Should you doubt the validity of a +cnote (as in, if you think they're faking it with a @Pemit), @set me=NOSPOOF and have them do it again. If they're lying, it'll show up.


+compare

+compare <name>=<stat>+<stat>[/<stat>+<stat>]
+compare <name>=<stat>+<stat>
+compare/ok
+compare/deny

This command is used to compare between two players' abilities. The +compare command can be used to compare Stats, Skills, Abilities, and/or straight numbers. For instance, if you want to attack someone with unarmed combat, you'd type:

+compare Sonia= reflexes+unarmed combat/reflexes+unarmed combat

Your Stats are the before the '/', their Stats are after the '/'. If you leave out the '/', it saves on typing if you're comparing the same combination for both parties. <stat> can be replaced with numbers if need be. One can enter any number of <stat>s and/or numbers, just as long as there is a + between each one (even preceding a negative number).

+compare Abram=Observation+30+Military Sciences/Electronics

Once entered, the target player either has to +compare/ok, or +compare/deny. If the +compare attempt is accepted, then both players will be shown the results. If denied, then the command will be aborted. Generally, the result of the +compare is a percent chance of success (plus or minus mitigating circumstances), although it may be faster to not +roll and play it by ear.

SEE ALSO: +prove, +roll, +hurt, +drain, Combat, and 'news System'


+cost

+cost/[skill/stat/ability] <No.1>/<No.2>

To compute how much it'd cost to raise (or how much it'd gain to lower) a Stat, Skill, or Ability from a level of 'No.1' to 'No.2', +cost does the mathwork for you. Please note that Power costs twice that of a Stat. One can also abbreviate so 'ab' works instead of having to type out 'ability'.

GOOD EXAMPLE: +cost/stat 11/12
..to see the cost to raise a Stat from 11 to 12..

BAD EXAMPLE: +cost/Fishing 11/12
..Just use Skill or Stat or Ability. Don't use the specific trait..

SEE ALSO: '+help sheet' '+help xp'


+crime

+crime

Need a random crime to work around? Try '+crime'

Note that based on RL demographics for the Greater Chicago Metro Area, approximately 170,000 serious crimes are reported a year, the rare-end being Murder at 450.

This translates to about one reported serious crime every 3 minutes, and a murder every 18 hours.

SEE ALSO: '+help 911' '+help police' '+help notion'


+damage

+damage## [x #

To make life far easier when in combat, this can be used to calculate damage and do an internal roll. For either form, ## is the Success of the attack, and # is the damage multiplier. If done without the /gun switch, it will assume it's a melee attack (punch, claw, stab, hammer) and work off of Muscle. If done with the /gun switch, it will assume it's a ranged attack (arrows, rocks, guns) and work off of Observation.

It'll list damage in the first line. Second line has the success you entered, the pertinent stat, any multiplier for weapon-type, and the maximum damage one might do (in case you're doing it 'quick and dirty'). If you're trying to just incapacitate and not kill, you can lower your success by no more than your Skill.

EXAMPLES:

A fifty-one Succ punch? +damage 51
A fifty-one Succ knife-stab? +damage 51 x 2
A fifty-one Succ gunshot? +damage/gun 51 x 4
A fifty-one Succ arrow? +damage/gun 51 x 3

If you know that one or more of you will die from this, y'all can just go with the 'Max.Damage' number instead of the semi-random one. But -please- make sure all parties agree to that, first.

SEE ALSO: +help combat, +help roll, +help hurt, +help heal, +help health, +help silver


+day

+day

This command prepends (AKA: Tosses in at the start of) the name of the room the typist is in with <DAY>, showing that it's IC day-time there. It can be cleared off either by someone typing '+day' again, or it will clear off by itself when actual tinyDay happens.

This is to make life easier for the anti-vampire characters and those who wouldn't be ICly in a particular place during the night, without resorting to odd Nightzones nor forcing folks to idle until IC day-time comes about. If the room is already set <NIGHT> (for scenes started during the IC night although +time has made it day), this will clear it off and set it back to standard IC time.

If there is neither <NIGHT> nor <DAY> before the room name, one can freely assume +time is correct.

SEE ALSO: +time, +today, +temp, +night


+dominate

+dominate
+dominate/on
+dominate/off

+Dominate allows shapeshifters to make their Power seem falsely greater to others, not unlike a cat raising its hackles and fluffing up its tail to seem bigger and meaner. For more information on dominating, see news dominate. +dominate invoked by itself shows if dominating is on, or off. Tossing /on or /off after the command toggles your dominating status.

SEE ALSO: '+help flash' '+help masking' '+help sense'


+drain

+drain <target>=<amount>

This command is used, much like +hurt, to tally up psychic drain. This drain can take place generally due to a vampire using Alternate Feeding on one (assuming one is feeling the emotion that acts as a catalyst for that particular vampire) or other beings using a similar ability (please ask them to +prove the stats or +cnotes to back up this claim). In theory, a particularly massive impact in using a powerful ability could prompt such a drain as well (a clairvoyant trying to focus their power to get a specific reading from a specific location, for example?), but that is entirely left up to user discretion.

If <target> is yourself, it can be used with feckless abandon. If <target> is someone else, you must either have Alternate Feeding or be staff for it to work. The amount of Drain listed on your sheet is applied as a penalty to all +rolls or +compares.

Psyche drain can be replenished either by Alternate Feeding off of someone else, or by waiting. For the latter, it replenishes roughly (checked every 3 RL hours) at the rate of 1/10th of Willpower per IC day (EG: Willpower:10 means one each day. Willpower:5 means one every other day. Willpower:20 means one every twelve hours).

SEE ALSO: +hurt +heal +sheet +health +prove +cnoteprove +compare +roll


+eep

+eep
+eep <text>

Both commands send out a loud ultrasonic/infrasonic squeak that carries up to two rooms away. The first is simply a near inaudible squeak, while the second is a squeak that is saying <text> in a language known only to the Rodere. If a thing in range has a high enough 'Senses' stat (35+) but isn't a Rodere, they can hear the noise but won't know that there's a message in there.


+empathy

+empathy
+empathy/here

+empathy/emit <text>

If one is Empathic, the first command does the math for you to see how well you can read folks. If you'd rather not +prove your Empathy to folks, you can '+empathy/here' to show folks in the room what you can and can't do.

The third command is for 'broadcasting' with Empathy. This does -not- try to have folks feel the emotions described in <text> but instead tries to have them realize that -you- are feeling <text> (even though you might not be offering any mundane hints).

Example:

+empathy/emit magic and loss
GAME> You attempt to broadcast 'magic and loss' to the room.
You sense 'magic and loss' from Lyle

SEE: 'news empathy'


+events

- = Event Reading = -

  • +events

Lists all events to which you are invited.

  • +event <#>

Show the details of event No.#. If you control the event (are staff or the event owner) you will see the invitation list (if any) and which players have accepted or declined.

  • +rsvp/<accept|decline> <#>

Accept or decline the invitation to event No.#.

  • +event/subscribe <#>

Subscribes to (or unsubscribes from) event No.#, reminding you when you connect. The owner of the event is told who is subscribed to a given event.


- = Event Composition = -


  • +event/create <name>=<date>

Create an event with <name> scheduled for <date>. Have the <date> in a 'May 01 00:34 2008' format.

  • +event/desc <#>=<desc>

Gives event No.# a desc.

  • +event/inviteadd <#>=<list of players>
  • +event/invitedelete <#>=<list of players>

Manage the invitation list for event No.#. Setting a list doesn't make the event invisible to the uninvited, the event must be marked private for that.

  • +event/private <#>=<0|1>

Mark an invitation-only event private. Only those on the invite list will see it. This is ignored if there is no invitation list.

  • +event/live <#>=<0|1>

Once you are ready for the event to appear in the public list, set it live=1. If it has an Invite-list, those folks will be notified. If there is no Invite-list, everyone connected will be notified.

  • +event/delete <#>

Delete event No.#. Events will self-delete within a day after they have passed.


+explain

+explain <thingie>

This command attempts to help explain an given statistic, skill, or attribute. Statistics and Attributes are already listed in their news files, but this works as a unified shortcut.

EXAMPLE: +explain Wilderness Survival


+feed

+feed <target>
+feed
+feed/here
+feed/npc

With these commands, one can attempt to replicate the bit of a thrall that normally follows after a vampire feeding on someone. The first command is for the vampire to use, when they feed on <target>. The second and third commands are for the person fed-upon, so they can see which vampires have a foothold in their mind. The first one just shows the feedee the effects, the second shows everyone in the room. The last one "noisily" feeds on a pretend NPC.

Generally, one bout of feeding takes in between a pint and half of a pint of blood (that's .5 to .25 liters to metric folks). A vampire's stomach can hold between 2 and 8 pints at any given time, and a vampire must feed (off of PCs or posed NPCs) at least once every few days (the 'few days' determined by the vampire's Willpower minus their Power) before they grow hungry. After that, the hungry vampire has a percent chance equal to twice their Willpower of -not- flipping out (like a hungry cat left alone with a canary) when thinking about or seeing blood. This drops down by 2 percent every day after the 'few days'. When the count reaches 'zero percent', the hungry vampire will effectively be a Revenant and do whatever it takes to get blood unless restrained physically or mentally.

Vampire fangs are like silver against a shifter.

Q: How often can Vampire Vinnie chomp Person Pat?

  • A: Short answer? Three times in a month (so more than once each ten days, thrice) is risky.
  • A: Long answer? When Vampire Vinnie feeds off of Person Pat for the first time, Pat gets enthralled as much as Vinnie's Power. If the enthralling is less than Pat's Willpower, it does nothing special. If it's more than Pat's Willpower, Vinnie gets a bonus in Rolling Pat to the tune of the difference. Each IC day after the feeding, the 'enthralling rating' drops down by 1. Now, if Vinnie chomps Pat again before the 'enthralling rating' got to zero, the new enthrallment is added to 125% of the previous remaining enthralling. Should the grand total get up to 100 over Pat's Willpower, Pat stands a decent chance of being brought over (or just dying if fae or a were-thing) whether Vinnie planned on it or not.

Q: How about if Pat is Vinnie's Pomme de Sang?

  • A: How about it? All it means is that Vinnie has called dibs on Pat's neck. If going out and finding random folks to feed off of can be compared to soliciting prostitution, naming someone your Pomme can be compared to going steady with someone. A Pomme has just as much chance of being brought over (intentionally or accidentally) as anyone else. It's just that doing so will often have the MotC not complain if a Pomme-namer does horrible things to someone who fed off of their named Pomme. It also helps to try to insure that Vampire Vanessa won't feed off of Pat, and then Roll Pat to shoot Vinnie in the chest the next time Vinnie feeds off of Pat, although all that would stop Vanessa from doing that is her fear of the MotC's potential ire.

+finger

+finger <name>
+finger/<field>
+whois <name>

The first command shows you various bits of information about <name> and will also accept "me" as an argument. Here, one can list information that might be known to other characters (or might not) as well as any commentary one would care to provide to compliment the role-playing experience.

The second command shows you the <field> information for those online at the time, with possible <fields> listed in 'finger-setup'

For the player on the go, you can also '+whois <name>' for a much shorter and succinct result, without setting off their potential &Afinger "+finger alert".

See Also '+help finger-setup' for configuration options.


+finger-setup

Finger Setup

Attributes read by '+finger <name>':

&E-MAIL: Your Electronic Mail address (private)
&EMAIL Your Electronic Mail address (public)
&POSITION: Your character's job/role (skip the sex jokes)
&SHORT-DESC: A short description of yourself (SEE: '+help glance')
&APPARENT_AGE: How old your character looks (use just numbers)
&FULLNAME: Your character's full name
&FAME: What your character is known for
&PLAN: Any plans your character may have
&RP-PREFS: Any RP Prefs that you may have as a player
&ALTS: Alternate characters you may be known as
&THEMESONG: Your Character's theme Song
&QUOTE: A typical quote from/for/about your character or player
&OFF-HOURS: When you are usually online
&TEMPERAMENT: Should explain itself, really
&VACATION: The dates you expect to be gone, if any
&URL: Your homepage, if any
&PICTURE: Character illustration, if any
&FINGER-<text>: Lets you add other fields. EG: &FINGER-PIE me=Apple
&AFINGER: Similar to @adesc, gets triggered when someone +fingers you. %N is the name of the person who +fingered. IE: &AFINGER me=think FIN> %N checks

The fields are set on you in the format of (for example)…
&FULLNAME me=Lyle L. McLyleerson


+flash

+flash <target>

The opposite of +sense, the reverse of +masking, +flash is an attempt to flaunt your power to <target> (who has to be a person in the room with you). If your Power is higher than the target's Power, they're told relatively how much more powerful you are. If your Power is less than the target's Power, they're told how less powerful you are. If the target -has- no Power, they just see you looking at them strangely.

Although it's not actually considered to be a challenge or whatnot among Shifters and Vampires, it's considered fairly rude and uppity for lower-ranking folks to +flash upper-ranking folks, unless it's done to demonstrate how much better they are than yourself. Comparatively, a high-ranking person who constantly +flash-es their underlings all the time is often considered heavy-handed and tactless.

NOTE: If one is actively +masking or +dominating and +flashes, the +flashing will make one de-mask and de-dominate. It's hard to bluff a poker-face when you're showing someone your goods.

To see what it is like, please see the LKH book 'The Laughing Corpse' for an example of two folks +flashing each other: "She stared at me. Her eyes were just eyes. There was none of that seductive power of a vampire. They were just eyes, and yet the hair on my neck tried to crawl down my spine. Goose bumps broke out on my body, a rush of prickling warmth. … I stared into her nearly black eyes and felt myself sway forward. It was like falling without movement. The world sort of swung for a moment, then steadied. Warmth burst out of my body, like a twisting rope of heat. It went outward to the old woman. It hit her solid, and I felt it like a jolt of electricity."


+follow

+follow <name>
+follow/yes
+follow/no
+follow/off

Much like +bring and +join, +follow is a means to help folks get from place to place more easily. With the first command, a follow-request is sent to <name>. If <name> accepts, both are sent messages confirming it, while if <name> declines, both are sent messages confirming that. If one wishes to stop following someone, the last command turns it off.

+Follow will have you tag along behind the person until you disconnect, or they move by means of a 'non-exit' (AKA: If they @teleport, use +ooc or +transit, go HOME, or are popped around with +bring or +join). In theory, the only wonky parts will kick in if <name> passes through an exit that is locked against the follower, or through a Dark exit, or ends up Unfindable.


+fsay

+fsay <text>

The legendary 'Language of the Birds', often thought to be the language spoken before the Tower of Babel, is known to all Fey (SEE: http://en.wikipedia.org/wiki/Language_of_the_birds ). All other fey can innately understand it (as well as a few learned folks who have enough Occult and/or Linguistics).

To use it …'+fsay <text>'. NOTE: One can use : or ; in there (EG: +fsay :waves, "Hello!" ), but any attempts to @emit or suchlike will confuse the poor code.


+glance

+glance

Displays the first 50 characters of the &SHORT-DESC attributes of objects and connected players in your present locations, as well as idle times for players. If you need help giving that short of a summary, try '+help BMI' for numbers.

NOTE: Please do not use URLs as your SHORT-DESC. Save those for another +finger field (SEE: +help +finger-setup )


+hangouts

+hangouts
+hangouts/list [<genre>]
+hangouts/add
+hangouts/rem
+hangouts/padd
+hangouts/prem
+hangouts/plist

WHEW! That's a lot. The first lists occupied Hangouts (both Global and Personal) and how many folks are in those rooms (even if you're Unfindable in a Hangout, you're still counted). The second lists all the hangouts (both Global and Personal) and their owners if you type it by itself. If you include <genre> with one of seven Genres (..<Genre> has to be COM, SHO, ENT, CLU, RES, HOU, or GOV. COMmercial, SHOpping, ENTertainment, CLUb, REStaurant, HOUsing, or GOVernment..), you get just those.

If you own a room you're in, you can +hangouts/add to add that place to the Global list, and/or +hangouts/rem to remove it from that list.

If you think a place is nifty-keen but the owner hasn't +hangout-ed it? You can go there and '+hangouts/padd' to add it to your Personal list (+hangouts/prem removes it from your personal list and can also remove a Global from your display). To just see the personal ones, +hangouts/plist'.

SEE ALSO: '+help hangouts/tel'

NOTE: Unfindable rooms cannot be set as Global +Hangouts. If there's some secret lair known to a select group of folks (thus Unfindable), so y'all would like to set it on your Personal +Hangouts lists, @set the room both Unfindable -and- JUMP_OK. It won't show up on +who nor +where as JUMP_OK, so you won't have to worry about folks sneaking in with @tel. The reason for this is so folks won't discover your secret Unfindable lair and '+hangouts/padd' so they can know when you're secretly lairing.

The whole Genre thing is working off of the +ik code (SEE: '+help ik'), so if you own a Hangout and find the Genre is off, you can reset that with the top +ik command.


+hangouts/tel

+hangouts/tel
+hangouts/tel ##
+hangouts/random

Once you've worked up a list of +hangouts, one can pop over to the hangouts with the /tel switch. The first command lists all the hangouts (like +hangouts/list), but with numbers instead of owner-names. The second command will pop you over to where you want to go (with messages as if you walked in the Out door from that location). The third command will pop you to some random +hangout somewhere (it'll favor occupied hangouts over unoccupied ones).

PLEASE: Do not drive folks batty by jumping around from hangout to hangout. If you beam into an occupied place that you didn't want to be, make every attempt to present an entry pose, let everyone else pose, present an exit pose, let everyone else pose, and then beam out. That or OOC apologize, hit +hangouts/prem (so you don't go there again) and beam out.


+heal

+heal me=<amount>
+heal/sb <target>=<amount>
+heal
+heal/shift

One normally heals IC damage (caused with +hurt) at a regular rate. If one has the ability to heal faster than normal (Due to being a Shapeshifter, or having the Healing or Regeneration Abilities), one can kick it up a notch with this command.

A list of what the points of damage mean can be seen via '+health', and damage is listed on your +sheet.

If one is using the 'Share Blood' ability, one can heal others with the second command. The healer can heal as much as their 'Share Blood' ability, suffering as much psyche drain as they used in <amount>. The target will heal that much, as well as 1/10th of their Fitness + Healing.

'+heal' by itself can be used to cover "heat of the moment" healing for most of those with funky healing abilities. If a shifter shifts, they can use '+heal/shift' to cover the boost in healing (the use of this command is soft-restricted to once every 8 IC hours). '+heal/shift' happens silently each Full Moon, so one doesn't have to worry about that.


+health

+health
+health/short

Shows the chart for how various points of injuries would affect your character. Healing is automated such that if you have Passing injuries, you heal at 1/10th of your Fitness per day. If you have Minor injuries, you heal 1/10th of your Fitness every other day. Major injuries, 1/10th Fitness every 4 days. Critical injuries, 1/10th Fitness every 8 days. Deadly injuries, 1/10th Fitness every 16 days. Worse than 'deadly'? Well.. hope you had a fulfilling life. If you have funky healing powers, it's Fitness + <whatever you have, be it Healing, Regeneration, and/or Flesh Magic> instead of just Fitness.

Passing injuries are no worse than a tumble through a rosebush or off a bike. Minor injuries are on par with a twisted ankle, a number of bone bruises, etc.. Major injuries get in the 'broken limb' department: to have Major injuries is to make the hospital look like a good idea, and most paramedics would insist on a Majorly injured character seeking medical care. Critical pretty much means you'd have to go to the hospital or risk death. Odds are if you have Critical injuries, you'll be suffering bleedout (SEE: '+help combat') that could lead to your death. Deadly injuries and it's pretty assured you'd have internal and external bleeding that would result in your death unless given immediate hospital care.

The second command gives a very brief summary.

See also +sheet, +hurt and +heal


+help

+help
+help <subject>
+help/<section>

The first command gives a list of all the +help files. The second command shows a particular file. The third command can be used to just see one 'section' of the +help files (sections include CODE, IC, OOC, and PRETERS ).

Oh no! A +help file on +help! It's caused an unstable chain reaction! Help! Help! +Help Help! Help! +Help Help! Help! +Help +Help Help! Help! +Help Help! +Help +Help +Help Help! Help!


+home

+home

If one types this command while out and about, it will remind them of the name of the room they have @linked themselves to as their 'home'. If one is only a room away from their home-room (EG: Out in the hallway of the apartment building), it will say which exit to take to get there. If one is in their home-room, it states the obvious.


+howl

+howl
+howl <text>

Both commands send out a loud howl that carries up to four rooms away. The first is simply a darn loud howl, while the second is a howl that is saying <text> in a language known only to the Lukoi.


+hurt

+hurt me=<amount>
+hurt/<name> me=<amount>

Causes <amount> of damage to whollop your character.

A list of what the points of damage mean can be seen via '+health', and damage is listed on your +sheet. Those with Preternatural Healing Abilities can use the counterpart command '+heal', even though it'll automatically heal over time.

If one is human and hurt by a shifted were-thing, one can use the second command (the one with the name-switch added) to check if the damage possibly passed on the lycanthropy virus. Replace <name> with the name of the were-thing doing the attacking. If <name> isn't a were-thing (but instead something else in part-human and part-critter form), the code'll take care of it. If it passes it on, one will start to take damage from a fever from the next day to the next full moon. When the full moon hits, one will either shift or the fever will break with no 'set infection'. If you ICly die from that one before infection hits (or later die from subsequent infection damage)…those are the breaks.

SEE ALSO: +help combat, +help heal, +help drain, +help damage, +help health, +help request


+ik

+ik/<genre> <exit>=<rating>

+ik/list <genre>
+ik/list

To update the Information Kiosk information (or to read it from afar), these commands can be of extreme handiness.

The first takes an exit and lists it under one of seven Genres (..<Genre> has to be COM, SHO, ENT, CLU, RES, HOU, or GOV. COMmercial, SHOpping, ENTertainment, CLUb, REStaurant, HOUsing, or GOVernment..) along with a rating between 1-5 to show how far beyond the pale the establishment is (an amazingly high-rent condominium townhouse or a very specialized shop that only a few folks would ever use might be at '5', while a ratty little college-dorm type efficiency or a laundromat might be at '1'). This can only be used by someone who controls <exit> (EG: You own it, or you're staff).

The second lists the things in that particular Genre, just like looking at the files in the Information Kiosk. If you leave out <genre> you get a list of genres.

SEE ALSO: +transit


+info

+info
+info <player>

+info allows you to set information on yourself that would be useful to other players without them having them page you for it. This is an /excellent/ way to tell other players about pertinent merits, flaws, or other things that would/could affect the way that they might interact with you, yet would not be appropriate to place in your @desc. The +finger code will provide a note about available +Info to the bottom of your +finger sheet so others will know to check.

See Also: '+help info-setup'


+info-setup

To set info on yourself, set it as an attribute &INFO-<category> me=<text>. General info can be seen by anyone. More specific info is set in the same way, except you use who should be able to see it instead of 'general'. Possible things to use are: race, groups, or occupations.

To see all available fields, '+INFO/LIST'.

EXAMPLE: (for a were-cat who rats on Vampires to Humans Against Vampires)
&info-general me=A wandering bum, usually seen in the dirtier parts of the streets.
&info-pard me=Although rarely seen as a formal member of the local Pard, still known as one of the elder Were-Leopards in the city.
&info-HAV me=A known Were-Leopard, they've served as an informant to help track down and incriminate vampires in the past.
&info-vampire me=A known Were-Leopard who seems outcast from their Pard. They also seem to be a bad influence, given that many vampires that have gotten close to them have ended up dead or missing for some unknown reason.

NOTE: You don't have to list +info for every skill and trait, nor every skill and trait you have. Think of it this way: if someone who is skilled in <something> would know fun facts about you that others wouldn't, give yourself an &INFO-<something> line. You can even list them for ones you don't have. And try to avoid qualitative terms like 'recently arrived' unless you plan to update it every month or so. You can check +time to see when 'recently' was.


+knock

+knock

SYNTAX: +knock <exit name or alias> [= <added text> ]

This command will allow you to 'knock' on any door in the MUSH. The players on the other side of the door will get an emit telling them that someone is knocking on the door. If you '+knock <exit>=<text>' then the text will follow the standard knocking message (handy if you knock while holding a yappy dog). Note that the text is presented literally, so you'll have to capitalize, punctuate, and make sure it reads like a sane and proper sentence on your own.

NOTE: Using this command on the street grid on exits like South <S> is very silly and not suggested. May we interest you in something from the '+help shout' department?


+kudo

+kudo <name> [= <text> ]

If one would care to praise staff for a job well done, one can do so with the +kudo command. For a detail-free vote of encouragement, one can simply type '+kudo <name>' with the target staff-person for <name>. If one would care to include details of what was so spiffy, they can be tossed in after a '='.

A running total is kept at the bottom of the staff person's +finger, they can review their own kudos with '+kudos', and for cross-system compatibility the '+cookie' command does the same thing as '+kudo'.


+lattr

+lattr/m <target>[/<arg2>]

A codey-type command used to list the attributes on a given target. If +lattr/c is used instead of +lattr, it just lists command-type attributes. If +lattr/m is used, it just lists monitor-type attributes. If one wants to only check -some- attributes, one can use Arg2 like one would when examining (IE: '+lattr Lyle/DESC*' just lists the DESC* attributes, while '+lattr Lyle' lists everything)


+leaders

+leaders
+leaders/view

Lists the various Primary Features (comprised of the Mayor, the vampire MotC, the leaders of the were-wolves, were-leopards, and were-rats, the leader of the independent shifters, and the de facto blame-taker of fae-problems), when they were last on, and how long they've been on this last week (as of Sunday 1 a.m. EST).

The second command shows whom (in your racial group) the listed Leader has appointed into an office. They add and remove player-characters with…

+leaders/add <name>=<office>
+leaders/rem <name>

SEE ALSO: +census +roster +rank


+library

+library/<skill> <obscurity>=<text>

+library
+library <skill>

The first command enters a particular chunk of text into the IC library system. The second and third only work if you're in a library at the time and attempt to retrieve details recorded with the first.

The <obscurity> is on a scale of 1 to 10, with 1 being the least obscure (and most easily find-outable), while 10 is the most obscure. To know the exact details of what this obscurity means — Take the average of your Observation, Logic, and Memory. Add your Research to that and divide it all by ten. That's how well you can dig up details in fields unknown to you (so if it ends up totalling between 5 and 6, you can see things of obscurity 1-5). Add a fifth of your Skill to that final result if you're Skilled in that field. Someone with all Stats at 10 would get the Obscurity 1 details. If they also had Research:10, they'd get the Obscurity 2 ones. If it concerned Theology and they -also- had Theology:5, they'd get the Obscurity 3 ones.

Example:
+library/Sports 1=Here's some fun facts about Sports!


+llock

+llock <exit name>
+llock/add <exit>=<name>
+llock/rem <exit>=<name>
+unllock <exit>

These commands can be used to lock a door you OOCly own. The first command sets the code in place. Once set up, your attempting to go through the exit will unlock the door. Going through it will make it wait a RL minute and then re-lock itself (both sides). You only need to set up the code on one 'side' of a door and it'll take care of the other side by itself. If you want to open the door for someone who wants to come in, just try to leave once and that'll unlock it for them. You can also 'use' the exit (EG: 'use out') to unlock it for a minute.

The second and third commands can add or remove other folks from the list of people who will be able to unlock the door.

The last command strips the +llock code from an exit (making it unlocked for everyone). Don't forget the weird double 'L' in there. Note that this is -not- the command to let someone through (that'd be +llock/add).


+lwho

SYNTAX: +lwho

This commands information as that displayed by +who, but only shows the
players in the same room.


+selfboot

SYNTAX: +selfboot

This command allows you to boot 'ghost' connections that are usually caused
by dropped connections to your ISP.


+sheet

SYNTAX: +sheet

This command is used to view your full character sheet.


+shout

SYNTAX: +shout <message>

This command will allow you to shout a message so that is is heard in
adjacent rooms. Codewise, it propogates a given message through all non-
audible exits leading from the room of the enactor.

NOTE: People in adjacent rooms will not know who is shouting, but will be
told that 'A man', 'A woman', or 'Someone" is shouting.

Overuse of this command can be very annoying to others.

If you want to 'sound proof' an exit, to prevent a shout from being heard
through a particular exit, add &NO_SHOUT <exit name>=1.


+staff

SYNTAX: +staff

This command shows all connected staff who are not set DARK, along with
their alias, staff position, duty status, and how long they have been idle.


+staff/all

SYNTAX: +staff/all

This command shows all staff along with their alias, staff position, and if
they are connected or not. For offline or DARK staff, it displays when they
were last connected.


+timestop

SYNTAX: +timestop
+resume

+timestop create a timestop object and drops it in the room where the
timestop was requested. Staff is notified. The object itself will appear
in the location as: TIMESTOP: <player> <timestamp> <location>

+resume removes _all_ timestops from the room in which it is used.


+uptime

SYNTAX: +uptime

This command displays basic runtime statistics for the game.


+map

+map
+map <place>

The first command shows a dynamic Ascii map of where you are on-grid, if you're on-grid (see 'news map west' and 'news map east' for named maps), with your location marked by a red '#'.

The second command shows you the same thing, but of a particular place (either a street on the main +map grid, or a place that connects to the main +map grid).

Want your indoor place to show where the nearest street-room is? Head out to the street, find the dbref number (that'd be 'think %L'), then set &MAP_LOC here=#123 (if #123 was what %L turned up) once you're back indoors.


+mark

+mark
+mark <target>
+mark <target>=<text>

All these commands relate to how felines can mark their territories with scratching, and/or with application of saliva, sweat, grease, musk, urine, etc..

The first command checks the area for any Pard-sign. The second reads a particular <target> for Pard-sign. The third writes <text> on <target> in a Pard-sign. For code-security reasons, <text> is run through an anti-code function that has the unfortunate result of stripping commas and semicolons. It also cannot be longer than 60 characters of <text>.

If one applies a Pard-sign to a place that already has one, it overwrites the old one. To just erase a Pard-sign without writing a new one, leave a blank space in place of <text>


+masking

+masking
+masking/on
+masking/on <number>
+masking/off

+Masking allows some preternaturals to keep their true power hidden from others. For more information on masking, see 'news masking'. +masking invoked by itself shows if masking is on, or off. Tossing /on or /off after the command turns it on or off. If one turns it on and specifies a number, one is only partially masked (in theory).

Fae characters have 'Glamour' which is an innate level of masking (based on the average of various other stats) that their Masking can add to. Cursed Shifters have their Power adding to their active Masking (if they have Masking at all).

SEE ALSO: '+help flash' '+help dominate' '+help sense' 'news Glamour'


+math

+math/[multiply/divide/subtract/add] X Y

With this command, one can do basic two-figure math! +math/multiply multiplies X and Y, +math/divide divides X by Y, +math/add adds X and Y, +math/subtract subtracts X from Y. These can also be shortened to things like '+math/sub X Y' or even just '+math/s X Y'…whatever floats your boat. The result is shown to folks in the room with you (unless you typed something incorrectly).

Example:
Lyle types-=> +math/add 2 3
GAME> Lyle finds that 2 plus 3 = 5


+meetme

+meetme <name>

+join
+bring
+decline

To facilitate characters running into each other, there is the "alternate" system of +meetme. If one types '+meetme Bob', Bob is given the three-way option to either join you (with +join), to bring you to where he is (with +bring), or to decline anyone going anywhere (with +decline).

In theory there is a failsafe in case folks confuse the commands for this with the normal +bring/+join commands. Please use this command sparingly, in case some third party is ICly attempting to run into you, and also to not produce jarring departures/arrivals from/into scenes.

SEE ALSO: '+help bring', '+help join', '+help transit'


+mentors

+mentors

+mentor/add <name>
+mentor/rem <name>

+mentor/show <name>

The first command shows a list of all official "Mentors". These are players who have graciously offered to staff to help new players out. If you would care to be added to this list, please +request or +pitch your offer to staff for consideration.

If one is a Mentor, they can use the next two commands to add or remove folks from the list of who they're mentoring. If one is staff, they can use the same commands to add or remove folks from the Mentor list.

The final command can be used by both staff and Mentors to see whom <name> is mentoring.

If you are a new player and would care to be mentored, please feel free to either send a @mail to *staff or *mentors (they're Global Mail Aliases. Yes, you want to put the asterisk before the alias-name) or even both.


+moon/stress

+moon/stress
+moon/find <number>

For lycanthropy victims, lists an estimation of how close they are to losing control due to the phase of the moon. This only needs to be checked when you're mad enough to lose your temper and start to flip out already (IE: An operator putting you on hold, or playing a videogame, will -NOT- trigger this). If one screws up just slightly, it might just mean using your full Shifter strength instead of restraining yourself. A major screw-up is when one begins to shift to critter form.

The lower end is just enough trauma to prompt one to lose control. The higher end is downright life-or-death stress. This number can be lowered by an increase in Shapeshifting, Willpower, Power, or the moon drawing further from Full (things are easier when the moon is waning to New, versus waxing to Full).

If you want to test it out, try '+stress <number>'

The '+moon/find <X>' command checks to see what the IC phase of the moon will be in X number of RL days from now. X can be a fractional number (so 1.5 will tell you what it will be like in 36 RL hours).

SEE ALSO: '+help roll' '+help stress'


+munin

+munin

If one has Channel Munin, one can use this command for a potential ~message from beyond~. Success is not assured, nor is how obvious/oblique the messages may or may not be. Please note, the spirits are pretty uppity and you shall say their message aloud if they have something to say through you.

STAFF!! You can use '+munin <name>=<message>' to leave a message for someone. If there is no message (and if the internal roll works out) they'll instead get a random bit of advice from Brian Eno's "Oblique Strategies". When they get the message, they'll say it and then it'll be erased. If you over-write a previous set (and unsaid) Munin-Message, it'll tell you what you just zapped (in case you want to combine the two).

SEE: 'news channel munin'


+mutter

+mutter <name>=<text>

This command is similar to whisper (SEE: Help Whisper) except for the fact that folks may or may not overhear what is being said (depending on their stats). One can prepend the <text> with : or ; for a space pose or a no-space pose effect.

EXAMPLE:
Lyle types -=> +mutter Satine=:says quietly, "This is a test."
Satine and you see: Lyle says quietly, "This is a test." <muttering to Satine>
Everyone else sees: Lyle says quietly, ".. is . …" <muttering to Satine>

SEE ALSO: '+help shout' 'help whisper'


+night

+night

This command prepends (AKA: Tosses in at the start of) the name of the room the typist is in with <NIGHT>, showing that it's IC night-time there. It can be cleared off either by someone typing '+night' again, or it will clear off by itself when actual tinyNight happens.

This is to make life easier for the vampires and those who wouldn't be ICly in a particular place during the day, without resorting to odd Nightzones nor forcing folks to idle until IC night-time comes about. If the room is already set <DAY> (for scenes started during the IC day although +time has made it night), this will clear it off and set it back to standard IC time.

If there is neither <NIGHT> nor <DAY> before the room name, one can freely assume +time is correct.

SEE ALSO: +time, +today, +temp, +day


+nom

SYNTAX: +nom <player>
+nom/all
+nom/who
+selfnom <player>

The first command gives <player> .25 XP. You can +nom as many folks as you want, but can only vote for a particular person once every week. Generally used for someone who gave you good RP, it can also be used for folks whose good RP and/or IC actions have affected you in some positive and/or interesting way that you feel requires recognition and more than a page of 'Attaboy!' (IE: Sally tried to kill you one night and only managed to cut off your legs. Bob decided to hunt down Sally and make her pay for trying to kill you over the next week, providing lots of fun for Sally's pals, Bob's pals, Sally, and Bob. Couldn't hurt to +nom both Sally and Bob, even though you only interacted with Sally). This is the same as +vote.

The second command tosses a +nom to all connected folks in the room with you, and the third gives you the lowdown on whom you've given a +nom (or +vote) to since 1 AM Sunday EST.

The fourth command gets a little funky, and is a means for humans to transfer their 'Thanks for being a human' XP to themselves or their alts. It gives .25 XP to <player>, if <player> is the typist or an alt of the typist, and can only be done once for each 4 +noms/+votes the typist has recieved. Only usable by humans.

SEE ALSO: '+help vote' '+help xp'


+notion

+notion

Need a random character concept? Why not try '+notion'? It works off of RL Chicago Demographics (for sex, age, marital status, ethnicity, and profession) so there's no assurance that it's an actual "good idea" — it's just an idea.

SEE ALSO: '+help crime'


+oath

+oath <name>
+oath/[yes|no]
+oathlist
+oathed <name>

These commands cover the vampiric blood-oath between two individuals. If you wish for a vampire to Oath to you (thus granting you a degree of control over them as if they were a person you had recently fed off of), the first command sends a request. The other party can then +oath/yes or +oath/no to accept or decline. To see your track record, check +oathlist. To check a particular person, '+oathed <name>' (this can be done by the Oather or the Oathee with the same results).

The first time you have someone Oath to you, you gain 1/10th of their Power in XP and gain the degree of control over them. If another vampire has the person Oath to -them- after you, that other vampire now has the degree of control (although you can always re-oath them back, with no XP-gain on your part). If you need to prove or disprove your control over someone nearby, '+oathed <name>' will show if they're still under your thrall or not. This checking is ICly detectable by both parties (assuming both are vampires).

Obviously, the command won't work on someone who isn't a vampire. It also won't work on someone who is OOC, nor will it work on a vampire who is Masking. It won't tell you which of these is preventing it though, only giving the message of them not being "Oathable" (reason being so one can't try '+oath Bob' to work out what Bob is, if Bob's in hiding).


+ooc

+ooc

Opposite of +IC, taking you off-grid and into the OOC room.


+pairs

+pairs <target>[/<arg>]

A codey-type command used to check for matching parenthesis and brackets in softcode. With no <arg> it checks all attributes. With <arg> it sticks to that range.


+pex

+pex <target>[/<arg>]

A codey-type command used to format a smaller attribute into a 'pretty' formatted form. Most folks will never use nor understand this command.


+phone

GLOBAL PHONE HELP SYSTEM
+dial <name> Dial someone's phone.
+answer Picks up when someone +dials you.
+answer <text> Picks up and says "<text>"
+phone/busy When +dialed, use to simulate your phone being busy.
+phone/ring When +dialed, use to simulate your being away from the phone.
+phone/unlisted When +dialed, use to simulate not having a phone, or having an unlisted phone number.
+talk <text> Talk into your phone, once connected.
+qtalk <text> Talk quietly into your phone, once connected.
+Hangup Hang up the phone.
+911 [<text>] Calls the police/fire/EMT ( SEE: +help 911 )
+phone/forward <x> Lets <x> eavesdrop on your phone.
+phone to <name> Hands your phone to <name>
  • You can simulate an anonymous phone call, '&PALIAS me=<alias>'.
  • You can also change the type of phone you use. Type '&PHONETYPE me=<Phonetype>', where phonetype is something like 'cellphone', or 'portable phone', etc.
  • The phone system also accepts poses. To pose into your phone, use a ':' in front of your message or ';' for unspaced poses (which can also be done with '<text>). One can also emit with '|'.

+police

+police

This lists the IC PC Police force as well as their Position (if they have no Position in their +finger, Fame is listed. If they have no Fame listed in their +finger either, it'll say 'Cop-Type').

Note that it updates once a day, around seven in the morning (Eastern Standard Time), so there may be a delay between someone joining or leaving the Chicago PD and their appearance/disappearance from +police.

SEE ALSO: +census +roster +911


+prefs

+pref/set <preference>=<number>
+pref
+pref <name>
+pref/search <argument(s)>
+pref/searchall <argument(s)>
+pref/list
+pref/chart

With the first command, one can set one's preference for RP in that department on a scale of 0 to 5 (0 meaning you don't care for it at all, 5 meaning you're crazy about it).

The second and third commands check your listed +pref file or that of someone else.

The fourth and fifth commands check for folks whose preferences match your listed argument(s) (+pref/search just checks online folks, +pref/searchall checks everyone). The format for the argument(s) is the preference, then a greater than, less than, or equals sign, and a target number.

  • EXAMPLE A: '+pref/search Humor>3' — would look for folks online with a listed Humor preference more than three.
  • EXAMPLE B: '+pref/search Humor>2 Trauma<3' — would look for folks who have both Humor more than two and Trauma less than three.

The last two commands /list which preferences are available, what they mean, and how many folks have bothered to set them, and provide a /chart of the current averages.


+prove

+prove <stat>=<amount> to <target>
+prove <stat> to <target>

Used to show parts of your +sheet to <target>. <STAT> can be a Stat, a Skill, or an Ability. <AMOUNT> can be equal to your named stat, higher than it, or lower than it. <TARGET> can be a person nearby, or 'here' for the room, or a person's name preceded by * (IE: *Lyle ), or a dbref.

If you undercall your stat, it shows you're good enough to do things at the level you're +proving while not revealing just how good you are. If you overcall your stat, it shows that you're just plain not able to do that things.

If you believe someone is spoofing +prove, set yourself NOSPOOF and have them try it again.

One can also use the second command to prove if one is Fae, Vampire (or bloodline of vampire), Shapeshifter (or breed of shapeshifter), Psychic, Magic, Healer, Executioner, Reporter, Police, Criminal, HF, HAV, etc.. (the things listed after the Skills in '+info/list')

EXAMPLE: +prove admin to here


+rank

+rank
+rank <number>

The first command, for shifters, displays a ranked scale of 0-20, depending on social placement in your group. 20 is the leader type, 1 is the whipping boy, 0 is ostracized folks or other horrid positions. The second command uses a number between 0 and 20 to place you somewhere on that scale. Multiple names can be on the same level to indicate peers.

Staff can '+rank <shifter type>' to see that shifter type's group. Players can clear out any 'debris names' by setting themselves to the debris name's level and back again.

SEE ALSO: +census +leaders +roster


+rltime

+rltime <time>
+vrtime <time>

Used in the format of (if one wanted to know the IC date it was on RL Apr 30 2003) '+rltime Apr 30 2003'

If one wants to be picky, one can even do '+rltime Apr 30 9:13:24 2003' (it defaults to noon if you don't give a time).

It still needs a bit of 'error checking' though so if you end up with Jan 9th 1951, something went wrong in your typing. Nevertheless, this can be used to re-set your 'BIRTHDATE' line so your calculated age (the part in the <> on your +sheet) is backdated to before I started mucking with the code. Just 'ex me/created' and that'll show the RL date your player-object was created. Assuming you set your Age way back then, if you +rltime your Created date, that'll help you on the road to working out your IC birth-year. For example, if I made my 20 year old character in Apr 05 2003, that was IC Nov 29 2000, so I was ICly born in 1980, and I'm now ICly 23. NOTE: I'm not sure how well this works for really old things, so vampires might get gyped.

+vrtime does the same thing, but converts an IC date to an RL date.


+roll

+roll <X>d<Y>
+roll/percent <X>
+roll/percent <X>=<a b c d …>

The first rolls X number of dice, each Y-sided dice. So, to roll three six-sided dice is '+roll 3d6'. To roll ten 3-sided dice is '+roll 10d3'. Et cetera..

The second rolls 1d100 against X Percent chance of success (and tells you the margin of error or success).

The third is a more complex form of the second, with a b c d … being modifiers (So 50, with a +30 making it easier and a -12 making it harder and a +5 making it a little bit easier would be.. '+roll/percent 50= 30 5 -12 '). And +roll/percent can be shortened to just '+roll/per'

NOTE: Due to the weird math involved in Fae Magics, they can use '+roll/fae' instead of '+roll/percent' to do the math for them.


+roll/fae

+roll/fae <X>
+roll/fae <a b c d …>

If you're doing 'minor magics' (IE: magically assisting something you can mundanely try, like using Flesh Magic to help running quickly, lifting big heavy things, etc..) you can roll Magic+Stat+[maybe Skill, too]. For example, trying to conceal yourself in a corner with a Light Magic illusion? Mundane concealing is probably Creativity on its own. If you have Stealth, that'd help. So you can either add Creativity and Light Magic and any Stealth in your head and '+roll/fae <that number>', or you could '+roll/fae <Creativity> <Stealth> <Light Magic>'. So it'd look like either '+roll/fae 15 5 3' or '+roll/fae 23' Not sure which stat? You can probably just fake it and just go with Physical, Mental, or Perception.

If you're doing 'major magics' (IE: things you can't mundanely help out with, like turning straw into gold), it's just the Whatever Magic. But if you're doing 'stupendous magics' (EG: Huge weather changes, making an entire park catch fire, things that extend beyond your scene), just use a tenth of your Whatever Magic.

If you have silver in contact with you when doing any types of magics, you can add '+roll 1d<ounces of silver>' to the amount you're rolling, although ignore any successes over the pre-silver amount you were rolling (EG: You've stuff totalling 28, have +12 more due to silver, so you '+roll/fae 40', and get a success of 30. That'd be lowered to 28) Obviously, you'll want to '+roll 1d<ounces>' before you do the actual +roll/fae.


+roster

+roster
+roster/add
+roster <race>
+roster/public

Very much like +leaders/view or like a more detailed version of +census, this lists the various folks of your 'type' who have chosen to be listed in the +roster database (by means of the second command). Although it's not 100% assured that someone will be ICly publicly known to be of that type just because they are listed under +roster, it still drops a bit of an OOC hint.

The first two just work the list only your own race can see. The second two either show you the publicly viewable +roster for <race> (That'd be Human, Vampire, Fae, or Shapeshifter), or set you up so folks of other races can see you listed.

The result of the listing is the character's Position, if they have one listed in their +finger. If they don't have a Position, it lists their Fame. If they don't have Fame, it checks their Short-Desc. If they don't have a Short-Desc, you just get what sort've being they are.

SEE ALSO: +census +leaders +rank


+rpq

SYNTAX: +rpq
+rpq <name list>
+rpq/clear
+rpq/add

+pkq

The +rpq is used to add a bit of order in what might actually be an otherwise chaotic scene. To view the rpq, use +rpq by itself. To set or re-set the list, toss the names after the list. To clear the queue, once the scene is completed, use the /clear command. If you walk in and want to add your name to the end, +rpq/add.

If you want it for combat purposes, try '+pkq' to set it.


+rumor

+rumor
+rumor/read <number>
+rumor/start <text>
+rumor/start <skill>=<text>
+rumor/edit <num>=<old text>/<new text>

First command, lists the rumors you can see. Second command, gives you the full text of that rumor.

Third command, you start a general rumor that all can see. Fourth command, you start a rumor that only folks who share that Skill with you can see. Fifth command, you can edit +rumors you started.

NOTE: Not all +rumors need to be true, and one need not post a rumor that's only from your character's point of view. Just because Bob and Carol were the only players on the shore when Carol fell in the water, Bob might not have ICly started the rumor that he OOCly started; it could've been NPC folks posed by either of them as being witness to it. But also please restrict +rumors to things that the general public might hear about (or a subset of the general public, if one uses the Skill sorted ones).

Staff can check who wrote what and when with +rumor/staff


+rumour

+rumor
+rumor/read <number>
+rumor/start <text>
+rumor/start <skill>=<text>
+rumor/edit <num>=<old text>/<new text>

First command, lists the rumors you can see. Second command, gives you the full text of that rumor.

Third command, you start a general rumor that all can see. Fourth command, you start a rumor that only folks who share that Skill with you can see. Fifth command, you can edit +rumors you started.

NOTE: Not all +rumors need to be true, and one need not post a rumor that's only from your character's point of view. Just because Bob and Carol were the only players on the shore when Carol fell in the water, Bob might not have ICly started the rumor that he OOCly started; it could've been NPC folks posed by either of them as being witness to it. But also please restrict +rumors to things that the general public might hear about (or a subset of the general public, if one uses the Skill sorted ones).

Staff can check who wrote what and when with +rumor/staff


+say

+say <text>

This command filters the "talkie parts" of <text> through the language code. See '+help language' for details.

EXAMPLES:

+say Hello!" and waves, "I'm speaking in a foreign language!
+say ;'s waving, "Hello!"
+say :is waving, "Hello!"
+say |Waving, Lyle says, "Hello!"


+scent

+scent
+scent <target>
+scent/set <text>
+scent/delete <number>
+scent/edit <number>=<old text>/<new text>
+scent/perm <text>

The first and second command can be used by those with Senses of 25+ to try to sniff out distinguishing scents on targets. If you're +scenting yourself, it always works.

The next three commands are for 'scent management', the first setting a new scent on you (with a max of 5 or 6 different scents at a time before the earlier ones start to be lost in the muddle), the second getting rid of them in chronological order, and the third editing them.

A scent will last for about three days before fading, and each scent will have a prepending note saying if it's 1, 2, or 3 days old (if you're ICly not getting a good whiff, feel free to ignore the ones older than 1 day).

The last one sets a 'permanent' scent on yourself — 'permanent' is in quotes because it can be changed by setting a new one.

SEE ALSO: +Sense & +Mark


+selfnom

+selfnom <player>

This command gets a little funky, and is a means for humans to transfer their 'Thanks for being a human' XP to themselves or their alts. It gives .25 XP to <player>, if <player> is the typist or an alt of the typist, and can only be done once for each 4 +noms/+votes the typist has received. Only usable by humans.

SEE ALSO: '+help vote' '+help xp'


+sense

+sense <name>
+sense

The first command allows you to attempt to 'sense' the preternatural power of a particular person. Keep in mind, that your ability to accurately sense may be hindered by your target's ability to hide their power, and also may be confused by a strong force of will. Those with energies based around death (Vampires, Necromancers, etc..) will have a 'cool' aura, while those based around life (Shifters, Healers, etc..) will have a 'warm' aura. If the being sensed is similar to the senser, more information will often be available. Please feel free to undercall the OOC findings if IC situations pertain.

The results are roughly, 'You sense <name> to be a <human/ fae/ vampire/ shapeshifter> <if you're of the same type, you might get more details>, <how is their Power + Willpower.. Minus their Masking (defeated by your Sensitive) if they're Masking, and adding their Dominate (defeated by your Sensitive) if they're Dominating?>, <how does that number compare to your own Power + Willpower?>' ..and that's 'roughly'. Don't quote us on it. The calculated (IE: Unable to be raised directly with XP) Fae stat of Glamour and the Power of Cursed Shifters can add to active Masking.

The second command performs a very quick and slip-shod scan of the surrounding area, easily able to miss out on finer points and merely saying who and/or what might be of note for particular examination (with '+sense <target>').

SEE ALSO: '+help flash' '+help masking' '+help dominate' 'news glamour'


+shifter/size

+shifter/size X/Y=Z

This command works out the size-differences between a normal mundane animal and the animal form of a were-thing. X is your normal human mass, Y is the mundane mass for your critter type, Z is the mundane measurement.

So, let's say there's a 50 lb creature called a 'Fiftypounder'. Fiftypounders normally have 3" long teeth! If you're a 143 lb person who was mauled by a were-fiftypounder and you want to know how long your teeth are when in critter-form?

Lyle types -=> +shifter/size 143/50=3

GAME> If you normally weigh 143 and your critter type normally weighs 50…
GAME> A distance of 3 thingies becomes 4.7059830249 thingies.
GAME> And you weigh 193 in critter-form.

…which tells you that you'd have teeth just under 5" long (since the critter form of a were-fiftypounder is bigger than your run of the mill mundane fiftypounder). If a fiftypounder is normally 3' from nose to tail, a were-fiftypounder would be 4.7' (4' 8"), etc.. The 'pony sized' description from the books is assumed to be a case of Anita thinking of Shetland ponies and not small horses.


+silver

+silver <damage>

Were-things and vampires are adversely affected by silver. Generally, it injures them to a degree equal to what it'd be if they didn't have a preternatural nature. Imagine if they had a twin who wasn't a preter — both would have the same results in trying to bend or lift silver things, getting hurt by silver things, etc.. Simple non-damaging contact with silver isn't (usually) painful but is more something the preter is nervously aware of (like contact with a tattoo gun or an idling chainsaw). To compute how much damage a silvered attack would do, try '+silver <damage>', with <damage> being the normal result.

Fae can use the same command for iron attacks upon them, even though the command is still '+silver'.

SEE ALSO: '+help damage' '+help combat' '+help hurt'.


+skills

+skills

Provides a list of in-game mundane Skills. For a rough idea, please consult the list below…

LEVEL 5 - some training and practice with the Skill.
LEVEL 10 - moderate training and practice with the Skill.
LEVEL 15 - significant training and practice with the Skill.
LEVEL 20 - comprehensive training and practice with the Skill.
LEVEL 25 - rigorous training and practice with the Skill.
LEVEL 30 - extensive training and practice with the Skill.
LEVEL 35 - complete training and practice with the Skill.
LEVEL 40 - exhaustive training and practice with the Skill.
LEVEL 45 - nearly unparalleled training and practice with the Skill.
LEVEL 50 - godlike training and practice with the Skill.


+speak

+speak
+speak <language>

The first command shows what language you're currently set to speak (with +say) and what languages you know. The second command resets your currently set language (presuming <language> is one that turned up on your list.)

'+languages' will do the same as the first one (with a cheat-sheet), and '+languages/list' lists all available at the moment.

SEE: +help language


+squid

+squid/post <subject>=<body>
+mysquid
+mysquid <##>
+mysquid/remove <##>

+squid
+squid <##>
+squid/accept <##>=<text>

Vinny the Squid is the generic "go-between on the street" who can help work as a liaison to track down illegal and/or illicit items. If you want to give Vinny a shopping list, '+squid/post <subject>=<body>' much like you would do for a +bbpost. You can review your requests with +mysquid, and remove a request (if it's fulfilled or if you give up waiting) with '+mysquid/remove <request number>'. (Requests will vanish after 2 months)

If you've got goods folks might want and are in touch with the seedy underbelly of the city, you can see what is wanted with '+squid'. If you think you've got what someone wants, you can use +squid/accept to take up the offer and list your 'demands'. After that point, staff will do what they can to hopefully get the goods to the original requester. If you can not access +squid and feel it is in error, either try it at the local pawn-shops and bars of ill-repute or check your +sheet.


+stress

+stress <number>

For lycanthropy victims who are checking the results turned up by +moon/stress, one way is to '+roll 1d100' and see how it compares to the percent. Another way is to '+roll/per <number>' and keep in mind that it's if "the Beast" succeeds or fails. An easier way is to '+stress <number>'

A failure on the Beast's part will display as 'safe <NO SHIFT>'. A minor success on the Beast's part will display as 'panic <animalistic mindset>' (no dramatic physical change). A major success on the Beast's part will display as 'panic <accidental shift>'.

SEE: '+help moon'


+sweep

+sweep

Tidies up character-objects that are either disconnected or over an hour idle in your location and sends them to their respective homes. This command will not work in OOC Areas or if the typist is OOC.


+taxi

+taxi

Whistles up a Busy Bee Taxi Cab. Once inside, see 'car help' for instructions on use. Although not as OOCly handy as +transit (since you have to know how to get to where you're going with +taxi), it allows folks to actually get in cross-grid RP, potentially running into folks along the way that they would've missed with +transit.

SEE ALSO: +join +bring +where +map +transit


+telekinesis

+tk
+tk <mass>
+tk/use

The first command shows how much you can lift. That can be moved around at 1 MPH. The second command shows how much it'd take to lift an object (or objects totalling) <mass> in lbs, and how fast you can move it around.

If you need to demonstrate the second command's results, '+tk/<target> <mass>', with <target> being a player name or 'here'.

The third command is to be used before the first pose of using TK (but after using the above silliness to see what can be done), to see the most one can keep it up before they have to check +tk/use again.


+telepathy

+telepath <name>=<text>
+telepath <reply>

With the first command, a Telepath can attempt to send a Telepathic "message" to a given target. The chance of success is a percent chance equal to their Telepathy + Willpower (minus any Drain). If their Drain is more than their Telepathy, they are too exhausted to use their psychic ability. If the attempt fails, the message can still be sent but the Telepath is tuckered out (by 1/10th of the failure).

If the Telepath has Telepathy:30+, the target can reply with the second command. Only one reply can be sent back per initial message sent (unless it's two Telepaths talking to each other, of course). The maximum length for either message is as many words as the Telepath's Telepathy rating.


+temp

+temp
+temp/history

Lists a factsheet, summarizing the IC time, temperature, and quickie Weather notes. The second command gives a rough summary for the lsat 100 days.

SEE ALSO: '+today' and '+time'


+time

+time

Lists a single line, summarizing the IC time and quickie Weather notes. Please note that in-game time is 1.5 times faster than RL time (which means for each 2 RL minutes/days/weeks that go by for the player, 3 minutes/days/weeks go by for the character). For coding purposes, this can be found with the function 'ictime()'.

SEE ALSO: '+today' and '+temp'


+today

+today

Lists a colorful description of the IC time, temperature, and Weather.

SEE ALSO: '+temp' and '+time'


+transit

+transit/taxi /subway

The +transit command teleports you to the Chicago Mass Transit Station, where exits can be found to various places in the city.

Just typing '+transit' will do the trick and the code will determine if you're ICly using a bus, taxi, or subway (if heading to or from Wavecrest Island, it's with a ferry) for you. If you want to get fancy you can '+transit/bus' to specify a bus, '+transit/taxi' to take a cab, or '+transit/subway' to take the Underground.

SEE ALSO: +join +bring +where +map +taxi


+view

+view List all objects in the room with views set.
+view <target> Lists all viewable items on the target.
+view <object>/<view> Reads a view.

Setting viewable objects using this code allows for greater detail to be coded into a room without requiring huge, spammy descriptions. +view may be set on characters, rooms, exits, and objects. Be sure to add a centered message in the @succ of a room or the bottom of a desc so people know to look at them.

For those used to MOO commands, 'view <view>' (no plus-sign, no target named) will produce the same results as '+view here/<view>'.

See Also: '+help view-setup'


+view-setup

It can be set up two ways:

&view-<name of view> <object>=<text>

&view_<name of view> <object>=<text>

An example: &view-painting here=You see a painting hanging on the walls, that seems to be done in an Impressionist tone…

The first way, with the hyphen, makes a normal +view. The version with the underscore makes a 'Dark View' (that won't show up if you type +view, but you can still read it if you try to '+view object/view'. You may also set messages to be displayed to other players when a view is looked at. This is just like setting a view, but the attribute is called &oview.

An example: &oview-painting here=takes a look at the painting hanging on the wall.

Mary and Fred are in a room and Mary does a "+view here/painting" Fred would see 'Mary takes a look at the painting hanging on the wall.' Even if the view is a 'Dark View', still use the hyphen for the &oview. Please keep use of &oview to a vague minimum if one uses it at all; sometimes people pre-check +views OOCly before ICly noticing them, and an &oview on the +view would just confuse folks.


+vmark

+vmark <name>
+vmark/prove <target>
+vmark/total <target>
+vmark/focus <target>[= <Ability Level>]

These three commands work with Master Vampires marking folks. The first command is used by a vampire player to Mark a person (use once per mark). Note that although marking non-humans and those already marked by a lower-powered vampire -can- be done, it's a tricky affair that might require staff intervention. Be careful whom you mark, because you're stuck with them for life (you or the marked person, whichever ends first).

NOTE: This command is not to be used lightly. Staff will -not- undo it if the Marker and the Marked have a falling out later on (ICly or OOCly).

The other commands are used by a Marked player to demonstrate their resistance to Mind Rolling by vampires weaker than the one that Marked them (IE: '+vmark/prove <target>'), or to check the total strength of their connection (IE: '+vmark/total <target>'), or to show how much they can help boost the Vampire's abilities. With these three, the <target> can be a player, 'here', or 'me'.

The Total command is used if either the Marked or the Marker dies, since the other person will take -twice- that Total in damage. In this event, if either party survives, they should contact Staff to have their mark records cleared.

The first use boosts the target's Fitness by the vampire's Ability and grants +5 Healing. The second establishes a bond akin to Focus and another +5 Healing. The third boosts the target's Muscle and Reflexes. The fourth boosts the target's Willpower. If the vampire's Ability has raised between Marks, it raises the earlier boosts to match. From the vampire's end, take the Willpower for each person you've marked. Multiply that WP by the number of marks, then add all those together. If the act of marking someone new (or giving an earlier marked person a second, third, or fourth mark) would put that total over -your- Willpower+'Mark Human Servant' Ability, you just don't have the oomph to spread your power that much. Marking were-things will produce less of a boost than Marking humans will.

Note also that the Marked person's stat can't be raised any higher than the Marking Vampire's stat, although if it was already higher, it won't get any worse. So if Vinnie the Vampire has MHS:25 and Fitness:30, and marks someone with Fitness:20, it'll only boost the Fitness up to 30 instead of to 45 (20 + 25).

STAFFNOTE: This is done with 1-4 V<dbref>MARK-<number> attributes on the human along with Tags, and with VMARK on the vampire. The vampire's VMARK has the Marked's dbref on it, and the Marked's V<dbref>MARK-<number> has their bonus on it and the <dbref> is of the Marking Vampire. If vampire #867 Marked human #5309 once with the ability at 18, the vampire will have VMARK: #5309, and the human will have V#867MARK-1: 18 as well as the tag MARK1

SEE: 'news mark human servant'


+vote

+vote <player>

This command gives <player> .25 XP. You can +vote for as many folks as you want, but can only vote for a particular person once every week. Generally used for someone who gave you good RP, it can also be used for folks whose good RP and/or IC actions have affected you in some positive and/or interesting way that you feel requires recognition and more than a page of 'Attaboy!' (IE: Sally tried to kill you one night and only managed to cut off your legs. Bob decided to hunt down Sally and make her pay for trying to kill you over the next week, providing lots of fun for Sally's pals, Bob's pals, Sally, and Bob. Couldn't hurt to +vote for both Sally and Bob, even though you only interacted with Sally).

Each day (rather randomly), those players connected at the time (who are approved and under an hour idle) gain .05 XP (1/5th of a +vote) for each person in the room. Your total XP so far can be seen on the top left of +sheet or via '+xp'.

NOTE: This does the exact same thing as +nom. In fact, it's just making you +nom the person you +voted for. This command is here just because some players find it silly that automatic XP reward-causing action is called a 'nomination', while a +vote implies a thing that actually does some good instead of just being a suggestion.

SEE ALSO: '+help nom' and '+help xp'


+vrtime

+rltime <time>
+vrtime <time>

Used in the format of (if one wanted to know the IC date it was on RL Apr 30 2003) '+rltime Apr 30 2003'

If one wants to be picky, one can even do '+rltime Apr 30 9:13:24 2003' (it defaults to noon if you don't give a time).

It still needs a bit of 'error checking' though so if you end up with Jan 9th 1951, something went wrong in your typing. Nevertheless, this can be used to re-set your 'BIRTHDATE' line so your calculated age (the part in the <> on your +sheet) is backdated to before I started mucking with the code. Just 'ex me/created' and that'll show the RL date your player-object was created. Assuming you set your Age way back then, if you +rltime your Created date, that'll help you on the road to working out your IC birth-year. For example, if I made my 20 year old character in Apr 05 2003, that was IC Nov 29 2000, so I was ICly born in 1980, and I'm now ICly 23. NOTE: I'm not sure how well this works for really old things, so vampires might get gyped.

+vrtime does the same thing, but converts an IC date to an RL date.


+warn

+warn <player> [= text]

Issues an anonymous OOC warning of impending danger to the named player. This is only a generic warning if used without the <text> section — players are encouraged to give more specific messages if confusion may arise, but a simple '+warn Lyle' will suffice in a pinch.

Do not use this command flippantly. Give players ample time to make up their minds. This is to be used BEFORE a timestop occurs. The command DOES display a message to staff when used.

SEE: 'news consent', '+help timestop'


+watch

Watch> The following are commands available for +watch:

+watch shows you who is connected that you are watching.
+watch/on turns on the watch code after it has been turned off.
+watch/off turns off the Watch without removing your list.
+watch/who displays everyone on your watch list and connect status.
+watch/hide hides you from the +watch.
+watch/unhide allows others to watch your logins and disconnects.
+watch/check shows who is +watching you.
+watch/per <name> permits <name> to see you while hiding.
+watch/per lists whom you've permitted to watch you.
+watch/rem <name> removes <name> from seeing you while hiding.
+watch/add <name> adds <name> to your watch list.
+watch/del <name> removes <name> from your watch list.
+watch/page <text> sends <text> as a page to those on your watch list.
+watch/all on allows you to watch all logins and disconnects.
+watch/all off turns the previous setting off.
+watch/clean removes non-Player dbrefs from the +watch list.

If you want a funky custom message for connects/disconnects, '&WATCHFMT me=[name(%0)] does stuff!' will change the message you see. %0 is the dbref number of the person, %1 is if they're connecting or disconnecting.

On +watch/who, connected folks' names will be preceded by a red '>' marker.

Watch> +watch was coded by Alton/Cedric@Tir Rauhd and Watchman@Haven. It may be copied freely.


+where

+where
+where/pc
+where/staff
+where/ic

The first command shows the location of all findable players and staff. Dark staff are hidden from players and Unfindable folks are listed as unfindable, +hangouts are marked by a > in place of a :.

Adding /pc or /staff to the end can show where all PCs are (IE: no staff) or where all staff are (IE: no PCs). If you use the /ic switch, it'll filter out OOC PCs, Unapproved PCs, Guests, and Staff.

SEE ALSO: +who +staff +hangouts @ooc @ic


+who

+who
+who <string>
+who/pc
+who/staff

This command displays Player, Gender, Alias, Idletime, Location, and the database reference number of the location if it's JUMP_OK. If they're unfindable, it'll be a long line of periods in place of the Location name. If they're staff, it'll say Staff at the end. If they're in a +hangout, there will be asterisks at the end. If they're in a 'thing' (like a car-object), +who will show the room that the thing is in (although +where will show the name of the thing).

The second version of this command accepts an argument and allow you to see only connected players who match the argument given, such as looking for all players whose names start with a 'L' (if one used '+who l'). The last two just show staff or just show player characters, depending on if one uses /staff or /pc.

The staff version of this code shows DARK staff, location, and dbref of locations.

SEE ALSO: +where +staff +hangouts


+xp

+xp

Shows how much XP you have earned, how many folks you have +voted for since last Sunday at 1 AM, approximately how many +votes you have recieved, and if Human.. how many +selfnto get close and not have to be exact.

SEE ALSO: 'help alias' & 'help comsys examples'


@check

@check <exit>

If you own <exit>, it shows you how your @succ, @osucc, and @odrops would read. If you don't have those on the exit, it shows you a really bad and literal example.

Please don't use the really bad and literal example that it shows you. That's why it says 'something like'.


@ic

@ic

Clears the OOC flag (as seen on the far right of +who) from a character without moving them about, as long as they aren't in an OOC area.

SEE ALSO : @ooc, +ic, +ooc


@ooc

@ooc

Sets the OOC flag (as seen on the far right of +who) on a character without moving them about, as long as they aren't in an OOC area. To be used when someone is on-grid but not 'RP_OK'.

SEE ALSO : @ic, +ic, +ooc


@register

@register <Name>=<email>=<alts>

All players must be registered and read and accept the conditions found in 'news AUP' before they are allowed to begin Character Generation. Unregistered character objects become subject to @idlenuking at any time. If you don't mind the idea of being @idlenuked at any time, feel free to lie about the Real Life name and give an E-Mail address made on the spot (we suggest going to http://www.mail.com for such a thing). All we ask is that you keep the same lie for all your alts if you have more than one. If this is your first character here, feel free to either include your present character name <IE: Lyle> as the 'alts' field, or simply use 'none'. That 'alts' field is also what'll be read by the '+alt' code.

Registration Information is purely to assist in Staff-type paperwork and organization, and as such is not freely given by staff to players unless given permission by the @registered player.

Example Registration Info:

William Young|moc.liomtah|mailliwgnuoy#moc.liomtah|mailliwgnuoy|Lyle Chad|Mon Nov 08 04:57:04 2004|@register


@review

@review
@review/all

The missing factor of MUX @mail, @review lets you see the names of folks you've sent @mail to. For a more detailed list @review/all lets you see the subjects and all the salient details.

SEE ALSO: +help @save


@save

@save <player name>=<letter number>

Upon checking '@mail/review <name>', if a @mail seems to be in danger of idling out, one can prevent that with this command.

SEE ALSO: +help @review


backgrounds

Commands for Setting your Background
+bg <#> Read a background section.
+bglist List out sections that have been created
+bgadd <#>=<text> Add to a background section.
+bgrem <#>=<text> Removes text from a background section.
+bgrep <#>=<old>/<new> Replaces text in a background section.
+bgclear <#> Clears a background section.
+bglock <#> Locks a background section when finished.

The '<#>' sign in the BG help stands for the number of the section you are working on. The BG commands allows for multiple sections so that your background can be broken up into reasonably sized pieces of text.

If one would prefer to do it manually, it's simply…

&BACKGROUND_1 me=Here's a screen of text!
&BACKGROUND_2 me=Here's another screen of text!

..and so forth, set upon oneself.

Long or short, detailed or abstract, first person or third person, what we would like to see in a background are enough details to at least get a feel for the character. Where and when were they born? What were they like as a kid? Who were their parents and what did they do for a living? Did they like school? Did they go to college? What did they major in? What sorts of friends/dates/ex-marriages did they have in the past? Why are those friends/dates/ex-marriages now in the past? What do they do for a living? What do they do for a hobby? What would they do for a living if they could do something else for a living than what they do? What turns them on? What turns them off? What is their favorite word or sound? What is their least favorite word or sound? How do they feel about what their life has been like so far, about how it is now, and about how it could be in the future? A way of thinking of it is, "If someone else had to play your character for a while, what would you have for notes so they didn't RP something contrary to what you'd established?" — thus names, dates, hobbies, jobs, et cetera.

If one is aiming for a vampire or were-thing, we request that one also mentions exactly how long ago the person underwent the change (and the details thereof), how long they've been involved in Vampire/Werething culture (learning from peers and/or superiors), and how long they -haven't- been tied down to their Preter culture and just skylarking about. Exact dates aren't needed, but years (either naming the year, or saying how many years since birth, or years before 2008, or years since the last dated event are all hunky-dory). The rough cap on 'Preter Points' is based on how long they've been preternatural and how long they've studied under peers and/or superiors; years for Were-things, decades for Vampires.


birthdate

+birthday
+birthdate
+birthdate <day number> <month name> <year number>

If one has set their Birthdate properly, the first command can show you how far away your IC birthday is. It's also on your +sheet.

If one would care to check to see how their birthdate is set, try the second command. It also is on your +sheet.

If one would like to reset their birthdate, try the third command. Note that it's in Commonwealth format (IE: '12 Nov 1964', instead of 'Nov 12 1964'). Also note that it might take 24 hours for the Age on your +sheet to catch up with your birthdate, and also note that if you're older than 2008 years old, it might be a year off (or just horribly wrong). If you want to set your birthdate by hand, it'd be something like &BIRTHDATE me=Thu Nov 12 19:43:01 1964

SEE ALSO: http://xrl.us/MondaysChild (Link to en.wikipedia.org)
http://xrl.us/EuropeanZodiac (Link to en.wikipedia.org)
http://xrl.us/ChineseZodiac (Link to en.wikipedia.org)


birthday

+birthday
+birthdate
+birthdate <day number> <month name> <year number>

If one has set their Birthdate properly, the first command can show you how far away your IC birthday is. It's also on your +sheet.

If one would care to check to see how their birthdate is set, try the second command. It also is on your +sheet.

If one would like to reset their birthdate, try the third command. Note that it's in Commonwealth format (IE: '7 Sep 1979', instead of 'Sep 7 1979'). Also note that it might take 24 hours for the Age on your +sheet to catch up with your birthdate, and also note that if you're older than 2008 years old, it might be a year off (or just horribly wrong). If you want to set your birthdate by hand, it'd be something like &BIRTHDATE me=Fri Sep 07 20:02:20 1979

SEE ALSO: http://xrl.us/MondaysChild (Link to en.wikipedia.org)
http://xrl.us/EuropeanZodiac (Link to en.wikipedia.org)
http://xrl.us/ChineseZodiac (Link to en.wikipedia.org)


bug

+bug <title>=<description>

This command is used for bug reporting. In <title> put the command that is
bugged, or something else appropriate. Please be as descriptive as possible
in the <description> field. What were the results you were expecting? What
happened in its place? By giving lots of detail here, it saves us the time of
tracking you down to drag the information out of you. Thanks.


channels

@clist Lists all channels
+clist Lists all channels you can join
+cwho Sees who's on a channel you can join .. '+cwho <channel>'
comlist Lists all channels you have joined
@addcom Adds a channel .. '@addcom <alias>=<channel>'
delcom Leaves a channel -for good- *
allcom Handy for 'allcom who'
comtitle Adds a title with 'comtitle <channel alias>=<title>'

* To just turn it off (assuming you have 'pub' as an alias for Public?), 'pub off'. 'pub on' turns it back on, 'pub who' sees who's on that channel, and 'pub last 10' checks the last ten things said on that channel.

Note that @addcom has that At-sign preceding it. This is a softcode wrapper for the 'addcom' command, but it allows one to get close and not have to be exact.

SEE ALSO: 'help alias' & 'help comsys examples'


combat

SEE: Combat News File


SGP Credits

SGP is a broad, cross platform coding effort with numerous contributors.

Current contributors of code and assistance in testing, writing helpfiles, and pithy comments are as follows:

Audumla@Everywhere A little bit of everything, +staff and +staff/all, +beginner, +version, and installer files.
BEM@Granite Much of the base code including +who, joining and summon commands, debugging.
Miateila@Granite +finger and LOTS of pithy commentary
Hilikiradi@Sandbox Debugging, Penn platform tests, +cnotes, +lwho, PLACES upgrades, and installer files.
Brazil@Everywhere MUX 2.0 issues
Talek, Javelin, Raevnos, David, Vexon@M*U*S*H Penn Issues
Ashen-Shugar RhostMUSH Issues, +motd
Lilith@Sandbox Debugging, @register
Hunger@Pacifica Debugging, Aesthetics
Jeff@TSC +version, @crontab

desc

Global Multidescer System

  • +desc/setup

This initiates the descer, changing your @desc appropriately. You may modify your @desc further, if you know what you're doing.

  • +desc/add <name>=<text>

This adds a new desc to your list, storing the <text> under <name> in the list. If <name> already exists, you must remove it before adding over it.

  • +desc/save <name>

This saves your present desc under the listing of <name>, if you used '@desc me=text' instead of +desc/set

  • +desc/rem <name>

This removes the named desc from your list, deleting the text under <name>.

  • +desc/edit <name>=<old text>/<new text>

This edits the text under <name>, replacing <old text> with <new text>. Use $ and ^ to append and prepend text, respectively.

  • +desc/list <name>

Shows the text for <name>. +desc/list by itself lists all available descs.

  • +desc/set <desc1> <desc2> <descN…>

This sets your current descer status to the list of <desc>s that you specify. For example, typing '+desc/set basic clothes1 boots' would set your descer to show the description you have for the items 'basic', 'clothes1', and 'boots', in that order.

  • +desc/rename <OldName>=<NewName>

Renames a saved desc.

  • +desc/status

This shows your current descer status.

  • +desc/convert

Translates +descer descs to +desc descs.

  • +desc/sort <desc>=<group>

Organizes descs into groups. To remove a desc from a group, use !<desc>.

SEE ALSO: +help Descer (for a different system)


descer

Alternate Global Multidescer System

For a much nicer system, try '+help desc'

  • +descer/activate - Stores your current description under the title DEFAULT. Make sure you only use this once as entering the command again will overwrite your original description.
  • +descer/store <title>=<desc> - Stores a description under 'title'. Unless you need special formatting within the description itself, there's no need to pre- and post- format the descs with tabs, and returns. This can be done when setting your total description.
  • +descer/set <desc list> - Sets your current description to a 'list' of pre-stored descriptions. The command also accepts formatting substitutions, with examples in the next file.
  • +descer/view - View all of your descriptions.
  • +descer/view <title> - View 'title's description.
  • +descer/del <title> - Permenantly remove a description.

Descer Examples:

+descer/set: #R# for returns, and #T# for tabs, can be used to format how your description is shown. To use, place them where you want them to appear in your description.

Ex. +descer/set #R# #T# Intro #R# #T# top pants shoes #R#

In the example, there would be a return, and a tab before the beginning of the description, and again before my clothing descs are shown. The final return gives me a space, before showing what I'm carrying.

For a much nicer system, try '+help desc'


-------------------------------<< +Jobs Code >>--------------------------------

Player-Side +Job Commands
+pitch <title>=<description> To pitch a notion to staff.
+request <title>=<description> To make a specific request of staff.
+bug <title>=<description> To notify staff of a bug in code.
+typo <description> To notify staff of a typographical error.
+myjobs Shows +jobs you started
+myjob <#> Shows a +job you started
+myjob/add <#>=<comment> Comments on that +job
+myjob/complete <#>=<text> Wraps up that +job

SEE ALSO: '+jhelp' <for staff-type commands>


language

+speak
+speak <language>
+say <text>

The first command, '+speak' checks to see what language you have set and which you know (if any). To reset your present language, '+speak <language>'. To use that language, '+say <text>'. NOTE: One can use : or ; in there (EG: +say :waves, "Hello!" ), and | can be used to attempt an emit.

EXAMPLES: (where you're speaking Gaelic, which Bob doesn't know)

+say I'm the plumber. I'm here to fix the sink.

To Bob> Lyle says "<..something brief in Gaelic..>"

To You> Lyle says "I'm the plumber. I'm here to fix the sink." <Speaking in Gaelic>

+say :walks in, "I'm the plumber. I'm here to fix the sink"

To Bob> Lyle walks in, "<..something brief in Gaelic..>"

To You> Lyle walks in, "I'm the plumber. I'm here to fix the sink" <Speaking in Gaelic>

+say ;'s in a plumber's uniform, "Yo." The sink is soon fixed.

To Bob> Lyle's in a plumber's uniform, "<..a single word in Gaelic..>" The sink is soon fixed.

To You> Lyle's in a plumber's uniform, "Yo." The sink is soon fixed. <Speaking in Gaelic>

The following languages are available on Windy City MUX. They do not actually translate anything, only add to the ambiance. They are not entirely private and can be understood by any other character that has the language at their disposal. . For nitpickers, the number of languages you can know is determined by your Linguistics, Memory, and general Mental average. Raising any of these will raise your languages eventually, as will extreme age…although the age bonus has a cap of Memory and Logic averaged. For those wondering why 'Chinese' isn't on the list? That's because there is no Chinese language - Those in China (and elsewhere) speak either Mandarin or Cantonese, the former being about 14 times more common than the latter.

LANGUAGE MASTER LIST: Afrikaans, Algonquian, Arabic, Athabaskan, Basque, Bengali, Burmese, Cantonese, Coptic, Creole, Danish, Dutch, Finnish, French, Gaelic, German, Greek, Hebrew, Hindi, Indonesian, Iroquoian, Italian, Japanese, Korean, Latin, Mandarin, Mayan, Norwegian, Polish, Portuguese, Punjabi, Russian, Sign, Siouan, Spanish, Swahili, Swedish, Tagalog, Tibetan, Turkish, Urdu, Uto-Aztecan, Welsh, and Yiddish

If you would like to learn a language, '+language/learn <language>' while '+speak' and '+languages' shows what you already know.

STAFF NOTE

To force a language on someone, '+language/set <Language> on <Name>'
To add a language to the database, '+language/add <language>'
To delete one, '+language/del <language>'


lift

+lift

To get a rough idea of how much your character can lift, try '+lift'. Staff can '+lift <name>' to see how much <name> can lift.

The formula is the product of your Fitness and Muscle as pounds you can tote. Half of that can be lifted for a while, twice that can -just- be dragged around.

SEE ALSO: '+run'


NPC

+npc #/<name>=<text>

To praise or pan the RP of a player-run NPC, this is the command for you! In using it, you first rate their RP on a scale of 1-5. 1=Really bad, 5= Really good, 3=Standard — that's the '#' part. Then comes their name, and then a short description of why you're saying such good/bad things about them.

EXAMPLE: +npc 3/Bob=Bob's player tends to do a bit of 'psychic posing', but they're very good at not getting too much action in a good-sized pose so it averages out.

Should the player of the NPC decide to 'upgrade' the NPC to a PC status at some point in the future (no quicker than a month on-grid), your rating and comments will assist Staff in their ruling.

+npc

If you're in the beginning of chargen (which you aren't), '+NPC' alone will start you into the NPC EZ Quik-Gen room. See 'news NPC' for details.

STAFF: You can '+npc/report <name>' to see how someone is coming along.


pitch

+pitch <title>=<description>

This command tosses an idea to staff. The idea can be story related or just an idea on how to make the game better. PITCH jobs are different from those created with +request. They are not issued due dates. Staff is under no obligation to even answer them. By procedure, they are either discarded with no fanfare, tucked away for future implementation or they are run with either in modified or unmodified form.

For story pitches, it puts a story idea into the RP jobs bucket. Now, this is not a request for a TP, this is a method of giving story ideas, or theme ideas, to the staff for consideration. If you want to request a scene, use +request.


places

Places are virtual places to sit, stand or occupy. You remain in the same room, but join a group of people within that room who may or may not be having a quiet conversation only with others placed with them. Some psychics -may- get the messages sent, as well. Maybe.

Commands
Mv from <#> to <#> Moves a vacancy from one place to another.
Join <place name> Puts you at <place name>
Join at #<num> Puts you at place #<num>.
Join with <name> Puts you at the place with <name>.
Depart Removes you from your place.
Places Lists who's present at all places.
Place <num> Lists who's present at place <num>.
Plook Lists in column format everyone around the room.
Plook <num> Looks at a place.
tt <message> (Tete a tete) Relays a message to all those at your place.
The tet a tete command takes the usual say/pose tokens, and tt |<message> will emit.
ttooc <text> Same thing, but OOC message.
Update <#>/<Option>=<text> See '+help places-options'

For installation help, type '+help places-config'. This code is provided courtesy of Deirdre, Meg, and Osric of AmberMUSH. It has since been editted by Angel@Heaven


places-config

PLACES configuration:

  • configure <num> places
  • configure 0 places <— Removes places

A null fixed message means vacancies can be moved freely to and from the place. This does not make sense for things like couches and rugs. Set it to something like "That makes no sense." if you are using such a place.

(O)Join and (O)depart messages are prepended by the enactor's name, and all Join and Depart messages are appended with the place name.

Functions:
WHICHPLACE(<loc dbref>, <dbref>) gives the number of a place where <dbref> is.
ATPLACE(<loc dbref>, <place num>) gives you a list of things at a place.
PLACEINFO(<loc dbref>, <place num>, <option>) gives the value of <option> at place.


places-options

Update <Place #>/<Option>=<Configuration Text>

Option Description <Option> Default Configuration Text
Place Name NAME Table x
Maximum # of places MAXPLACES Random
Current # of places CURPLACES Random (1 >= # >= MAXPLACES)
Fixed fail message FIXED <NULL>
Full fail message FULL There's no room to add a place there.
Join message JOIN You move over towards <place>.
Ojoin message OJOIN moves over towards <place>.
Depart message DEPART You move away from <place>.
Odepart message ODEPART moves away from <place>.
Say prefix PREFIX At your table
Description DESCRIBE A table with 4 legs and some chairs around it.

request

+request <title>=<description>

+shifter/request <description>
+vampire/request <description>

The first command requests <title> and <description> from staff. The request is added to the jobs list and will be tended to as soon as possible. Please do not bug staff - it will be handled shortly. There is a standard three day turnaround time on +requests, feel free to bug them after three days if no reply has come back.

If one has been successfully infected by a Shifter, one can also use this to +request being set up as a Power:15 were-thing. If one would like to take a chance and possibly get more than Power:15 (but also possibly die from the fever), +shifter/request can be used (with the description being who/when/where/how etc..). If one would like to be Brought Over by a vampire (either a PC vampire or possibly an NPC at the Church of Eternal Life), +vampire/request can be used the same way, with a <Power> x 1//10th Power percent chance of success (SEE: +vamp/test )

PLEASE NOTE: '+shifter/request' assumes that you've actually been infected. It might not be 'successful', so you might just run a nasty fever, but successful or not you'll still run a nasty fever that will automatically deal damage every day until the next full moon. Yes, you might die from that fever. Long story short, if it's just a notion, use +request. If you don't want to die but have low power, use +request. If you want a shot at high power, if the scene has already happened between you and a preter character, and you want to risk ICly dying? +<whatever>/request.

If one has been hurt by a shifter attack, it can be covered in the sub-command under '+help hurt'.


run

+run[/here]

To get a rough idea of how fast your character can run, try '+run'. '+run/here' shows the folks in your room the results, while the first just shows you the results. Staff can '+run <name>' to see how fast <name> can run.

The formula is the sum of your Fitness and Reflexes, divided by 2.5 = miles per hour. Half of that number is yards per second.

SEE ALSO: '+lift'


typo

+typo <typo description>

This command reports a typo. Please be specific about where the typo is, what
the typo is, and what you think it should be changed to.


vamp

+vamp/test [<target>]

If one is a vampire and not a master, one has a variable chance of successfully bringing someone over. This chance is a percent equal to your Power multiplied by one tenth of your Power (so Power:20 = 20 x 2.0 = 40%. Power:25 = 25 x 2.5 = 62.5%). If the attempt fails, the human just dies. If one is a master or normal vampire, if the successfully brought over person has a higher Power than your own, one often has no control over them (leading to a Revenant that'll cut a swath of blood and destruction until destroyed).

One can either '+vamp/test' to see the percentage yourself, '+vamp/test here' to display it to the room you're in, or '+vamp/test <name>' to display it to a particular person.

To quote Varney the Vampire (Chapter XXXIV), "Not once or twice will the vampyre's attack have sufficient influence on your mortal frame, as to induce a susceptibility on your part to become coexistent with such as he. The attack must be often repeated, and the termination of mortal existence must be a consequence essential, and direct from those attacks, before such a result may be anticipated. If you were to continue my victim…the energies of life would slowly waste away, and, till like some faint taper's gleam, consuming more sustenance than it received…and then, Flora Bannerworth, you might become a vampyre."


weapons

Handguns:

  • .22 LR = x2
  • .38 Special (old cop gun) = x3
  • .357 Magnum (new cop gun) = x4
  • .44 Magnum/.45 Long Colt = x5

Semi-Auto Handguns:

  • 9mm Luger = x3
  • .40 S&W or .45 ACP = x4

Rifles: (lower by 1 for far-range)

  • Target Rifle = x4
  • Hunting/Sniper Rifle = x5
  • Big-Game Rifle = x6

Machine Guns: (roll per pose and not per bullet)

  • Squad Automatic : x5 far-range, x6 mid-range, x7 close-range
  • General-purpose : x6 far-range, x7 mid-range, x8 close-range

Shotguns:

  • 20 Gauge : x2 far-range, x3 mid-range, x4 close-range
  • 12 Gauge : x3 far-range, x4 mid-range, x5 close-range
  • 10 Gauge : x4 far-range, x5 mid-range, x6 close-range

Blades:

  • Slim knives/Fencing swords = x2
  • Machetes/Wakizashis/Axes = x3
  • Katanas/Long Swords = x4
  • Greatswords/Zweihanders = x5

Odd:

  • Small branch-cutter Chainsaw = x4
  • Large tree-cutter Chainsaw = x6
  • Cars? Handle like firearms but Driving instead of Gun Combat. If you hit them, damage is 1/10th success plus '+roll 1d<MPH>'

-------------------------------= Please Note =--------------------------------

Yes, these are very broad and vague. This is to make life easier for someone who has never actually seen a pistol first-hand, doesn't know if 10 Gauge is bigger than 20 Gauge, and doesn't know what a wakizashi is. If you know more about weapons than the average Joe/Jane on the street, and if everyone in the scene feels that it would help the scene, feel free to suggest modifiers to them. If you aren't sure what range one is shooting from, think of it this way, if you shot Bob when he was standing next to Carol: Can Carol not easily spot you up in the window across the street? Far-range. Can Carol easily spot you standing nearby? Mid-range. Did both of them clearly see you take aim before you shot? Close-range.

Need something more specific for damage multipliers? Find one of the 'New World of Darkness' books (2004 or later. Preferably the WoD Armory, WW-55102) and locate its stats for your weapon's damage. Take the dice rolled for it, add one, use that as the multiplier. It's not 100% accurate, but it's close.



  • NOTE FOR EDITORS: The # anchors look like this…

help_plus911 help_plusabilities help_plusalt help_plusanon help_plusbboard help_plusbeginner help_plusbleed help_plusbmi help_plusburn help_pluscensus help_plusclair help_pluscloak help_pluscnotemake help_pluscnoteprove help_pluscnotes
help_pluscompare help_pluscost help_pluscrime help_plusdamage help_plusday help_plusdominate help_plusdrain help_pluseep help_plusempathy help_plusevents help_plusevents2 help_plusexplain help_plusfeed help_plusfeed2 help_plusfinger
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