ABILITIES If you are an adept, over time you will gain various abilities that represent certain levels of mastery you've achieved with your body. "Abilities" lists your current abilities. ^WSee Also: ADEPTS, KILLING HANDS, PERCEIVE, COMBAT SENSE, INCREASED REFLEXES, PAIN RESISTANCE^n # "ACCESS IC" IC Type: White Sentinel: Yes Access IC looks like a doorway of shimmering light, made up of billions of tiny alphanumeric characters swirling at ultrahigh speed. The job of Access IC is to verify the legality of a persona. If the identity is legal, great. If not, it's task is to YELL! A ^WDeception^n program is usually used against Access IC, though both Sleaze and outright violence will work too. If a decker can successfully use a sleaze or deception program against Access IC, they can pass through safely. Associated Imagery: Doors, passageways, transitions Typical Appearance: A doorway, gate, tunnel, doorman ^WSee Also: IC, MATRIX COMBAT, WHITE IC^n # ACTIVATE Activate is used to personalize a credstick that currently has no owner. The syntax is: "activate <name of credstick>". ^WSee Also: CREDSTICKS, TRANSFER^n # ADEPTS Adepts are true warriors of an age past, devoted to perfecting their physical strengths and capabilities. Berserkers, ninjas and all other elite forms of mortal warriors are adepts. An adept has a magic rating, but rather than casting spells, uses their magic to "purchase" skills and abilities that come from a refining of the human body. Adepts are also much more athletic and agile than most other warriors, thus making just as good assassins as samurais without the aid of cyberware. ^WSee Also: ARCHETYPES, ABILITIES^n # ALERTS There are two different types of Alert in all Matrix systems: Passive and Active. PASSIVE - This is triggered when the system detects a Decker attempting anything illegal. This can be passing an Access or Barrier with no passkey or or any unauthorized activity. On a passive alert, all IC in the system have %50 added to their ratings, but remain invisible and peaceful. All passive alerts last only an hour or so, as they slow down processing speed. ACTIVE - An active alert can only be triggered if a Passive Alert has been already triggered. In an Active alert, all IC become visible and aggressive. ^WSee Also: IC, MATRIX COMBAT^n # ALIAS ALIASES An alias is a single command used to represent one or more other commands. The ALIAS command can be used to manipulate your character's aliases. Type ALIAS alone to see a list of your currently defined aliases. ^c> alias^n Type ALIAS <alias name> <command> to create a new alias. The alias name must be one word. The command can be any string. Aliases may not be nested or used recursively. Any command may be overriden by an alias (other than the ALIAS command itself, of course). ^c> alias gbb get bread bag > alias gac get all corpse^n Type ALIAS <alias-name> to delete an alias that has already been defined. ^c> alias gbb^n A semicolon (";") can be used to define multiple actions to be taken with a single alias. ^c> alias eat get bread bag; eat bread^n Note that the 'eat' contained within the eat alias is interpreted as the MUD's internal eat command; aliases may not be nested or used recursively. The variables $1, $2, ... $9 may be used to represent arguments given with an alias. For example: ^c> alias killem cast 'fireball' $1; cast 4 'powerblast' $2 > killem fido mage^n Would cast fireball on fido, followed by casting a force 4 powerblast on mage. Variables may be used repeatedly and in any order: ^c> alias helpem cast 'heal' $1; cast 'bless' $1; cast 'combat sense' $1^n The special variable $* represents the entire input line after an alias: ^c> alias tr tell rasmussen $* > tr hi there, how are you today?^n ^yYou tell Rasmussen, 'hi there, how are you today?'^n ^WSee Also: !^n # ANSI "ANSI COLOR" You can add color to any text you are outputting by using the color character sequences. To display the '^' character with one of the used letters, use two (^^^^) to precede it. Normal Bold ------------------------------------------------------ ^^l - ^lBlack^n ^^L - ^LBlack^n ^^b - ^bBlue^n ^^B - ^BBlue^n ^^c - ^cCyan^n ^^C - ^CCyan^n ^^g - ^gGreen^n ^^G - ^GGreen^n ^^m - ^mMagenta^n ^^M - ^MMagenta^n ^^n - Normal ^^N - Normal ^^r - ^rRed^n ^^R - ^RRed^n ^^y - ^yYellow^n ^^Y - ^YYellow^n ^^w - ^wWhite^n ^^W - ^WWhite^n For example, try this: say ^^rC^^co^^gl^^mo^^yr^^n would output: You say, "^rC^co^gl^mo^yr^n" ^WSee Also: COLOR^n # ARCHETYPES Archetypes are a way to generalize which skills a character will learn. Though we all can attempt to learn just about anything, people are either born with certain abilities which cannot be learned later in life (such as ^Wmagic^n), and they also make choices in childhood which limit their later choices. We feel archetypes represent this and career choices. Archetypes are only important for the beginning stages of a character's development. Afterwards, the character is distinguished by its skills, attributes, and reputation -- not by what it began as. ^WSee Also: STREET SAMURAI, DECKER, ADEPT, MAGE, SHAMAN^n # "ARMED COMBAT" ^bSkill Type: General Concentrations: Edged Weapons, Pole Arms, Whips & Flails, Clubs^n The armed combat skill determines your ability to fight in melee range with a weapon (of the non-firearms variety). These include swords, staffs, flails, and clubs (and all varieties of these weapons). ^WSee Also: EDGED WEAPONS, POLE ARMS, WHIPS & FLAILS, CLUBS, UNARMED COMBAT^n # ARMOR BALLISTIC IMPACT Your armor class has two different ratings, ballistic and impact. With ballistic armor you resist damage from high speed and impact weapons such as bullets. Impact armor on the other hand resists low speed attacks resulting usually from melee, grenades, arrows, and similar attacks. Ballistic armor offers no help against impact attacks and vice-versa. Examples of armor classes follow: Impact: Ballistic: ------- ---------- 0 - Basic clothing 0 - Basic clothing 1 - Synthetic leather 1 - Armor helmet 2 - Real leather 2 - Armor vest 3 - Plated clothing 3 - Armor Clothing Most armor will offer both types of protection, though some will offer only one type. Armor is cumulative, therefore wearing armor clothing which has a ballistic rating of 3 and impact of 0, combined with a real leather overcoat will create a total rating of 3/2 (ballistic/impact). ^WSee Also: SCORE^n # "ASSAULT RIFLES" ^bSkill Type: Concentration General Skill: Firearms^n The assault rifle skill allows you to use the more powerful assault rifles. Their use is different than that of a standard ^Wrifle^n, and hence fall under a different category. All rifles however may mount a barrel, an under-barrel and a top mounting accessory. ^WSee Also: FIREARMS, RIFLES^n # ASSIST Usage: ^gASSIST <person in need>^n If Quifael is being beaten senseless by an ^Work^n and you feel brave enough to help him, type ASSIST QUIFAEL to hit the warg. Note that the warg will keep hitting Quifael; assist only makes you start to fight whomever you're trying to assist. ^c> assist quifael^n ^WSee Also: RESCUE, FLEE^n # "ASTRAL PLANE" The Astral Plane is a parallel dimension to the corporeal plane. They both share the same world -- that is, time is consistent, and all inanimate objects in the corporeal plane have astral counterparts (but one must remember that these astral counterparts do not abide by the laws of corporeal physics). The Astral Plane is the source of magical energy, as well as the space through which it travels. Magical beings in the physical dimension have active forms in the astral plane, while other beings have dormat forms: forms that can be seen from the Astral Plane, but not affected. All things that have even the slightest magical energy can be seen, assensed, and affected by astral beings. ^WSee Also: PERCEIVE, PROJECT^n # ATTACH This allows you to attach accessories to weapons, mainly guns. These accessories can range from laser sights to recoil compensators to smartlinks. The command goes something like this: ^cattach <attachment> <weapon>^n ^WSee Also: FIREARMS, PISTOLS, RIFLES^n # ATTACK The attack utility is a Decker's main weapon for ^WMatrix Combat^n. Every success is a single "wound" on the target's physical point scale. Ten wounds will crash any IC. ^WSee Also: IC, UTILITIES^n # ATTRIBUTES You have 9 attributes, six which you can raise through the use of karma. These attributes are: Body, Quickness, Strength, Charisma, Intelligence, Willpower, Magic, Reaction, and Essence. Your Magic attribute starts off at 6 only if you follow the Hermetic, Shamanic, or Adept traditions, otherwise it is 0. The magic attribute can only be raised through becoming an Initiate and/or joining a magical group. Mundanes (non-spell casters) can never raise their magic attribute. Essence can never be raised, but is only lowered through death and the use of invasive procedures, such as ^Wcyberware^n. You can have an essence of 0, but you will probably be close to insane. If it drops below 0, you die permanently. Your attributes can be raised through a trainer. If you have just created a character, you will have points to distribute to your attributes on a one for one basis. In other words, if you have 6 points to distribute, and have a strength of 3, you could increase the strength to 6 by spending only 3 points. You must use up all these points at the trainer in the Neophytic Guild, because the other trainers around the world will not train you until you have used them up. Once you have used up your initial points to distribute, you can raise your attributes by spending karma. It costs the current level of the attribute in karma to raise it one point, ie if your willpower is 4, it will cost you 4 karma to raise it to 5. To see the racial maximums for the different attributes, use help on the ^Wrace^n you are looking for. ^WSee Also: BODY, QUICKNESS, STRENGTH, CHARISMA, INTELLIGENCE, WILLPOWER, REACTION, MAGIC, ESSENCE, RACES^n # ATHLETICS ^bSkill Type: General Concentrations: Climbing, Jumping, Lifting, Running, Swimming^n The athletics skill determines your ability to perform physical tasks. Though everyone can perform normal, day to day physical routines, the athletics skill not only lets you excell in those routines, but lets you perform more complicated tasks. ^WSee Also: CLIMBING^n # AZTECHNOLOGY Aztechnology is one of the biggest Megacorporations in the World of Shadowrun. The company controls almost all of Seattle and its thousands of public services, and holds influence in all offices of the United States. Its massive power knows no bounds, nor does its size. Based in Seattle, Aztechnology controls states, provinces, and even some third world countries, and all are simply considered as assets. Aztechnology is also the leader in all aspects of research in Cyberware, Magic, and Matrix technology. The Aztech armed forces are unmatched in all the country, and form one of the most formidable military forces in the UCAS. ^WSee Also: CORPORATIONS^n # BANK WITHDRAW DEPOSIT BALANCE TRANSFER Commands to take money out of the bank, put money in the bank, or see how much money you have in the bank. Because all ATMs are connected through the Global Matrix, you may use any ATM no matter where your account is held. ^c> deposit 400 > withdraw 1000 > balance^n Using transfer, you can transfer nuyen from your bank account onto a credstick that has been personalized by you. > transfer 1500 credstick < transfers from account to credstick > transfer 5000 account < transfers from credstick to account ^WSee Also: ACTIVATE, CREDSTICKS^n # "BARRIER IC" IC Type: White Sentinel: Yes Barrier IC is a solid security lock on a node. It resembles a wall of bright, jagged lightning bolts. No persona may pass through the Barrier unless it has proper authorization or can use certain programs to "fool" the IC into letting it pass. Barriers only guard Datastores or nodes that aren't for outside eyes. Barrier is, effectively a wall that nothing is meant to get through. It is one of the most common IC you will find (or place, for that matter). Barrier IC can only be defeated by Sleaze program or by crashing it through ^WMatrix Combat^n. Associated Imagery: Walls, barriers, protection, guarding Typical Appearance: Electric fence, vault door, forcefield ^WSee Also: WHITE IC, MATRIX COMBAT, IC^n # BEAR By nature ponderous and slow of foot, Bear is nontheless a powerful totem. Bear is a healer whose natural element is the forest. Bear's temperment is normally placid, but when wounded (s)he can go into a rage, attacking with renewed vigor. ^WSee Also: TOTEMS^n # BIOTECH ^bSkill Type: General Concentrations: Transimplant Surgery, Organ Culture, Replacement Construction, Extended Care, First Aid^n The biotech skill is basically a medical skill covering everything from first aid to cyber implants. For people who have fallen unconcious from deadly wounds, only someone with biotech can stabalize them and keep them from dying. ^WSee Also: "FIRST AID"^n ^R*Note* The other concentrations will be included when they are available.^n # BIOWARE Bioware is a type of organically grown equipment, much like Cyberware only it does not have an essence cost. There are various items of Bioware around in the game, all having strange side affects and advantages. The amount of Bioware you can have is measured by your "Body Index", which begins at 6. When you buy Bioware, your body value does not go down, it is simply used as a gauge. To measure what your body index is, add up the costs of all your bioware and subtract it from 6. The command ^WBioware^n will display any bioware you have currently installed. Bioware is notoriously incredibly expensive. ^WSee Also: CYBERWARE, ESSENCE^n # "BLACK IC" Black IC is so named because it physically attacks the decker, not the deck. Black IC does physical damage, and will rarely give up. Very mean. Remember, dead men tell no tales. Black IC are activated in the same way as ^WGrey^n IC, and will also become visible in an active alert. One of the deadliest features of Black IC is that they do not let you go easily. If, in a fight, a decker attempts to disconnect to save their skin, the decker has to pass a body test to escape. If the decker fails this test, you can say goodnight. Bad news. ^WSee Also: GREY IC, WHITE IC, IC, MATRIX^n # "BLASTER IC" Blaster is an attack IC that engages the Decker's persona in Matrix Persona. It behaves like ^WKiller^N IC, but if successful in crashing the persona, it immediately gets an attempt to burn the deck's MPCP chips. If the IC is successful in burning the MPCP, any points lost from the rating can only be replaced by buying new, very expensive, chips. Associated Imagery: Active protection/guardianship, fighting Typical Appearance: Warrior, soldier, thunderstorm, attack drone ^WSee Also: IC, GRAY IC, KILLER IC, MPCP, MATRIX^N # BOD Bod is the program that simulates the Persona's ^WBody^n attribute while jacked in. It is used as the target number for any attacks executed against the decker. ^WSee Also: MATRIX COMBAT^n # BODY Your Body attribute is considered by all ^WStreet Samurai^n to be your most important rating. It represents your resistance to bullets, blades, explosions, and other such physical attacks. The higher your rating, the less damage you will take from attacks. As an example, Frank, a gang member, attacks a mage who has a body of 2. Frank, using a sword, quite easily penatrates the mages stomach, killing him in a few swipes. Later, Frank runs into a Troll who has a body of 11. Frank breaks his sword trying to scratch the troll (who just laughs and finishes off Frank). Hopefully, you get the picture. ^WSee Also: ATTRIBUTES^n # BOND Bond has two purposes: to personalize DocWagon modulators or to bond magical foci. Anyone can use this to accomplish the former, and the syntax for doing so is: ^cbond <modulator>^n Those who follow the hermetic (^Wmages^n) or shamanic (^Wshamans^n) traditions can use this command with any types of ^WFoci^n they may have. In addition, adepts may use this to bond only weapon foci. This will use some karma, the amount depending on the type of focus and the level of the focus itself. The more powerful the focus, the more expensive it is to bond. Once bonded, the two items cannot be detached. To use it: ^cbond <focus> <spell/category/spirit/weapon>^n ^c> bond focus "combat sense"^n ^c> bond focus sword^n ^c> bond focus "earth elemental"^n ^c> bond focus combat^n ^WSee Also: MAGES, SHAMANS, FOCI^N # BOWS ^bSkill Type: Concentration General Skill: Projectiles^n The bow skill allows you to use bows of all sorts effectively. Bows can only mount a site. ^WSee Also: PROJECTILES^n # BROADCAST Broadcast is available only to those who have radios or who have cybernetic radios installed. When used, this sends a message at the frequency currently centered by the radio (radios in the off or scan modes cannot broadcast). ^cbroadcast <message>^n Those who have achieved legendary status or above may broadcast and receive broadcasts without a radio. For them, the usage is as follows: ^cbroadcast <frequency> <message>^n ^WSee Also: RADIO^n # BUG TYPO IDEA For making useful suggestions to the Powers that Be. ^g{bug | typo | idea} <text>^n ^c> bug the entire game crashes when I type 'put bag in bag' > idea make a restaurant in Club Penumbra > typo 'sence' should be spelled 'sense'^n # BUY If you'd like to purchase an item from a ^Wshop^n and have the money, you can buy it. Items can be bought by name, or by their number in the shop listing, and can be bought in quantity. Purchasing an item looks for a personalized credstick by default. If you do not have a credstick, you can also pay for something with cash. Examples: ^c> buy gun (buy the first gun on the list) > buy #3 (buy the third item on the list) > buy 4.gun (buy the fourth gun on the list) > buy 10 ration (buy 10 rations) > buy 10 #2 (buy 10 of the second item on the list) > buy cash 10 #2 (buy 10 of the second item on the list with cash)^n ^WSee Also: SHOPS, SELL, LIST, VALUE, CREDSTICKS^n # BYPASS This is the modern version of the old "pick" command. Nowadays, noone uses a lockpick, they use an electronics kit. With such a kit, one can "bypass" locks, depending on the kit's rating. # CANCEL This is a matrix command, with which one can cancel any alerts that have been sounded in the system. Unfortunately, you can only access this command in the CPU. Not easy. ^WSee Also: CPU, MATRIX, ALERTS^n # CASTING CAST To use a spell, you use the command 'cast' in the form: ^gcast [x] 'spell name' [target] [where]^n The first value x, before the spell name, determines the force at which the spell will be cast. This may be a number from 1 to the force of the spell which has been learned. Leaving out this argument defaults the spell to the maximum force you can cast the spell at. The last arguments following the spell name determine the target of the spell. Objects and people are generally the targets of spells, but the actual target is largely determined by the spell category. However, due to the nature of ^Wmagic^n, all targets generally have to be seen by the caster. Several examples follow using a standard combat spell called 'fireball'. ^c> cast 'fireball'^n This form of casting is valid only during combat because the target will default to whoever you are fighting with. It is useful to keep you from accidentally casting the spell at the wrong person during combat. ^c> cast 'fireball' bob^n This form is standard for casting a spell at a mob and would cast 'fireball' at the maximum force a player learned the spell at. ^c> cast 3 'fireball' bob^n This form would cast a force 3 'fireball' (if learned at or beyond that level) at Bob. ^c> cast 3 'fireball' bob north^n This form would cast a force 3 'fireball' at Bob, who is in a visible room to the north. ^c> cast 'fireball' desk^n This is an obvious example showing how to cast a spell at an object in the room. For damaging spells, it will search the room before it searches your inventory, but you should be careful as it's not too wise to cast harmful spells into your inventory. ^c> cast 'fireball' pistol bob^n This weird syntax shows how you can cast a spell at an object worn or wielded by a character. While it would be pretty to use a more natural form (such as "cast a force 4 'fireball' at bob's pistol"), we felt a short form would be easier if you were in a hurry (=. In all these examples, the force is optional of course. ^WSee Also: ALIAS, CREATE, LEARN, MAGIC, SPELLS^n # HEAL The heal spell has a different syntax than most spells. It is: ^c> cast 'heal' <level> <target>^n Level is light/moderate/serious/deadly being the damage level you wish to repair. Light = 1, moderate = 3, serious = 6, and deadly = 10, points of physical health. ^WSee Also: CAST^n # CAT Cat shamans are cruel and selfish, preferring the company of no one. Cat lives in the dark corners and alleys of the city. The cat shaman is adept at performing illusions, as they help keep the shaman's existence solitary and secret. ^WSee Also: TOTEMS^n # CHARISMA Your charisma ^Wattribute^n represents how attractive you are to other people. Attractiveness though is not necessarily physical beauty. Charisma allows you to be more persuasive (getting those better prices), helps you relate better to the people you meet, and helps all sorts of negotiations. If you are a ^Wmage^n or ^Wshaman^n, charisma is important in astral space as it becomes the rating for your astral body. ^WSee Also: ATTRIBUTES^n # CIRCLEMUD C I R C L E M U D 3 . 0 CircleMUD was developed from DikuMUD (Gamma 0.0) by Jeremy "Ras" Elson at Johns Hopkins University's Department of Computer Science. All code unique to CircleMUD is protected under a copyright by the Trustees of the Johns Hopkins University. Many, many people contributed to CircleMUD in one way or another throughout the course of its development. Although it's impossible for me to remember them all, I'd like to extend special thanks to certain people: -- Jeff Fink, for submitting a veritable mountain of excellent code. -- Fred Merkel, Ryan Watkins, Jay Levino, and Sharon Goza, for other code and area submissions. -- Danny Baker, for single-handedly managing Circle's world files. -- Brett Turner, for managing the CircleMUD Mailing List. -- Bryan Jolson, Steven Lacher, Cat Stanton, and Naved Surve, for being there in the very early days of Circle's development. -- Jean-Jack Riethoven, for porting the code to the Amiga. -- Bill Bogstad and Tim Stearns, for allowing Circle to exist. -- The DikuMUD folk, and the good old WhatMUD implementors Dave & Justin, for starting the ball rolling. -- And, of course, Ben, Erica, Aly, and Josh, for keeping me sane. ...plus everyone else in the Circle community who has submitted material! Thanks everyone! Anoymous FTP: ftp.cs.jhu.edu:pub/CircleMUD Author's Email: jelson@cs.jhu.edu URL: http://www.cs.jhu.edu/other/jelson/circle.html Mailing List: circle@marble.bu.edu # CLIMB PULL PUSH These are simply commands you can use in certain rooms that have room special procedures. This means the rooms have been programmed to do more than just exist. # CLIMBING ^bSkill Type: Concentration General Skill: Athletics^n The climbing skill determines your ability to climb steep surfaces. These include things suchs as walls, trees, and slopes. Climbing gear increases your chances of success. ^WSee Also: ATHLETICS^n # CLUBS ^bSkill Type: Concentration General Skill: Armed Combat^n The clubs skill determines your ability to fight with weapons which fall into the club category. This includes any blunt weapon shorter than a ^Wstaff^n (usually shorter than 1.5 meters in length). ^WSee Also: ARMED COMBAT^n # COLOR If you have a color-capable terminal and wish to see useful color-coding of information, use the COLOR command to set the level of coloring you see. ^c> color off^n This command disables all color. ^c> color sparse > color normal > color complete^n These three commands turn color on to various levels. Experiment to see which level suits your personal taste. Using color will slow down the speed at which you see messages VERY slightly. The effect is more noticable on slower connections. Even if you have color turned on, non-colorized messages will not be slowed down at all. ^WSee Also: ANSI COLOR^n # "COMBAT POOL" The Combat pool applies to all players in Shadowrun. The pool represents the extra attention a player gives to their offensive or defensive posture. The pool can be used to increase your chance of success in any combat related tests such as ^WFirearms^n, ^WEdged Weapons^n, or any other similar tests. The Combat Pool is equal to a character's ^WQuickness^n, ^WIntelligence,^n and ^WWillpower^n divided by two, rounded down. ^WSee Also: POOLS, UNARMED COMBAT, ARMED COMBAT^n # "COMBAT SENSE" Adds a number of dice equal to its rating to the adept's combat pool. Level Cost 1 2 2 3 3 4 ^WSee Also: ABILITIES^n # COMMANDS The COMMANDS command gives a canonical list of all the known verbs. ^c> commands^n Each command listed idealistically has a help file available, accessible by typing "^gHELP <command>^n". # "COMPUTER THEORY" ^bSkill Type: General Concentrations: Hardware, Software, Matrix Theory^n Computer theory is a knowledge skill which allows you to design computer architecture and components. This skill is essential for anyone wanting to design their own ^Wcyberdeck^n. ^WSee Also: COMPUTERS^n # COMPUTERS ^bSkill Type: General Concentrations: Hardware, Software^n The computer skill determines your ability to use and understand computers effectively. Without this, you cannot opperate a ^Wcyberdeck^n or other high tech computers (though you'll still be able to access public terminals and the data net). ^WSee Also: COMPUTER THEORY, MATRIX^n # CONJURE Hermetic ^Wmages^n can only conjure elementals, and must be in a hermetic library to do so. ^WShamans^n can summon a variety of spirits, and exactly what spirits they can conjure depends on the type of environment they are in. Once conjured, spirits and elementals can be ^Wordered^n to perform certain tasks. The number of tasks depends on the force of the spirit/elemental. Another thing to note is that taking a spirit outside of its natural domain will cause the spirit to be banished. Elementals: Air, Earth, Fire, Water. Spirits: City, Hearth, Field, Desert, Forest, Mountain, Prairie, Mist, Storm, Lake, River, Sea, Swamp. ^cconjure <force> <spirit/elemental> > conjure 4 fire > conjure 4 hearth^n ^WSee Also: CONJURING, SORCERY, CAST, ORDER^n # CONJURING ^bSkill Type: General Concentrations: Elementals, Nature Spirits^n Conjuring allows players with ^Wmagic^n ability to conjure or banish creatures. Only ^Wmages^n can conjure elementals, while only ^Wshamans^n can conjure nature spirits. The higher this skill, the more powerful the elemental or spirit can be conjured. ^WSee Also: SORCERY, MAGICAL THEORY^n # CONNECT This command is used by ^WDeckers^n to connect to the ^WMatrix^n. To connect, you need a Datajack and a Cyberdeck. This will only work in a room that has a connection to the Matrix, so keep your eyes peeled. ^WSee Also: DECKERS, MATRIX, DISCONNECT^n # CONSIDER ^gUsage: consider <monster>^n This command will compare your relative abilities with that of the monster's. It will only give you a rough estimate, and by no means should be taken as gospel. Example: ^c> consider troll^n # CORPORATIONS The ramparts of the small independent businesses have fallen in the world of Shadowrun, and huge dominating Corporations have taken the lead. Corporations range from small non-competetive conglomerates to the forbearing forms of such Megacorporations as Aztechnology and Renraku. The Corporations are Shadowrunners staple source of business and employment, as the large faceless powers require secretive individuals to carry out their dirty work. ^WSee Also: AZTECHNOLOGY, RENRAKU^n # COYOTE Coyote is the least predictable of the totems. A Coyote shaman will act on the slightest whim, attempting to fulfill all desires at once. A risk-taking prankster, Coyote is reminiscent of Loki. Coyote shamans have no special preferences or advantages. ^WSee Also: TOTEMS^n # CPU The Central Processing Unit. This is the heart and soul of any system. As a rule, it should always be placed in the center of any system. It should not be placed anywere near the SAN and should usually have adjacent SPUs. A system can only ever have one CPU. For matrix building, a CPU looks like a huge octagonal room, built of massive circuit boards pulsing with dazzling energy. Screens display the data flowing through the computer and the status of the other nodes in the system. A CPU cannot be linked with another CPU. ^WSee Also: SPU, DS, SM, SAN^n # CRACK This command can be used to crack the security of a credstick which has been personalized by someone else. If successful, the credstick is depersonalized, and can be activated by anyone. ^ccrack <credstick>^n ^WSee Also: ACTIVATE, CREDSTICKS, ELECTRONICS, TYPE^n # CREATE The 'create' command takes two forms: ^c> create mage spell > create shaman spell^n Because ^Wmages^n and ^Wshamans^n follow two different paths, both require slightly different methods to create a spell. A ^Wmage^n must know ^Wmagical theory^n and can only create a spell in a hermetic library. A ^Wshaman^n, on the other hand, must know shamanic studies and work in a medicine lodge to create a spell. The maximum force any spell created can be is determined by the level of knowledge either path has. For example, a ^Wmage^n who was average in ^Wmagical theory^n would only be able to create a spell with a maximum force of about 4. Once you have met these requirements, you will be taken to a menu system which will allow you to design a spell. Each spell has several parts which must be set before the spell formula is valid. An example spell follows: ^m Drain: 3S 1) Spell name: manabolt 2) Type: Mana 3) Category: Combat 4) Force: 6 5) Target: Ranged 6) Effects: None 7) Base Damage: Serious q) Quit Enter your choice:^n Menu item 1 obviously allows you to name the spell what you chose. The second menu item will allow you chose between the two types of spells, mana or physical. Mana spells can only target living beings, while physical spells can affect anything. Item 3 allows you to chose between the five categories of spells. The categories are combat, detection, illusion, health, and manipulation. Each spell category determines what effects a spell may include. Menu item 4 lets you set the force of the spell, up to a maximum of your skill in ^Wmagical theory^n (if you're a ^Wmage^n) or shamanic studies (if you're a ^Wshaman^n). Item 5 lets you determine what target the spell may be cast at. There are four basic targets: caster, touch, ranged, and area. The first means the spell can only be cast on the caster. Touch is designed for spell in which a touch is required. Ranged will target anything within sight. Area is similar to ranged in that it will target anything in sight, however it will affect an area (such as a group of mobs). Item 6 lets you chose the actual effects of the spell (many of which may be combined). As a side note, a combat spell may have NO effects as its category determines what its primary effect is (damage). Adding effects to a combat spell will mainly add extra effects beyond damage to the spell, such as fire, ice, etc. Finally, Item 7 (which is only available for combat spells) determines the base damage for the spell. Once these features have been determined by you, quitting will allow you to write the spell as a formula which may then be learned. ^WSee Also: CAST, LEARN, MAGIC, SPELLS^n # CREDSTICKS Credsticks are the most common form of currency in 2050. They are commonly shaped like a pen, and all have a small display which shows the current balance of the credstick. Credsticks can basically be considered electronic money -- universally accessible and accepted, they take away all the hassle of paper money, and have built-in security measures, in addition. Standard credsticks (typically constructed from plastic or steel) use a 6-digit passcode for security. Silver credsticks (made either from silver or, less often, titanium) have a thumbprint screen. Platinum credsticks, the highest quality and most expensive, sometimes made from emerald, have a built-in retinal scanner. All levels of credsticks allow only the owner to access the account. Unlike paper money, however, credsticks leave a trail. Because of this, paper money is always used for the less legal activities. ^WSee Also: ACTIVATE, CRACK, TRANSFER, TYPE, USE^n # CROSSBOWS ^bSkill Type: Concentration General Skill: Projectiles^n The crossbow skill allows you to use crossbows of all types. Crossbows can only mount a site. ^WSee Also: PROJECTILES^n # CUSTOMIZE This allows you to customize the two descriptions you may have in Awake: your Astral Reflection, and your Matrix Persona. With this command, you can customize all of their characteristics. ^c> customize reflection^n ^c> customize persona^n # CYBERDECKS ^WCyberdecks^n are stunningly complex devices, even by the standards of 2053. Not only do they contain a simsense interface that lets the user experience the ^WMatrix^n in full sensory splendor, but they also have more processing power than a warehouse of 20th-Century computers. Without a ^WCyberdeck^n, a decker is effectively useless, making this little keyboard their most powerful weapon. ^WSee Also: DECKERS, DECKING, MATRIX^n # CYBERWARE Cyberware is the name for electronics which are merged with a living body. Its origins began with the need for improved prosthetics, but in the modern day, cyberware has become much more. With cyberware, your body's natural limitations can be overcome. Everything from increased strength and speed, to retractable razors (a favorite of the ^Wstreet samurai^n) is possible. There are limitations however. First, all cyberware has two costs--a monetary value, and an ^Wessence^n cost. Because cyberware actually replaces living tissues a person using it will lose part of their 'life force', or ^Wessence^n. Therefore, the maximum amount of cyberware one can used is directly related to what the ^Wessence^n cost of the cyberware is and your ^Wessence^n. ^WSee Also: ESSENCE, BIOWARE^n # DATE This shows the current machine time and date. # DECEPTION A deception utility generates fake passcodes to deceive IC. These passcodes are logged by the IC, so the program does leave a trail of sorts. Deception can defeat ^WAccess^n IC and various Grey IC. It does not affect ^WBarrier^n or ^WBlack^n IC. Be wary however, if you use deception unsuccessfully on an IC twice, it will trigger an active alert. ^WSee Also: IC, UTILITIES^n # DECKERS Deckers are people who have chosen the path of computers and the ^WMatrix^n. By 2050, the entire world depends on the ^WMatrix^n for passing and manipulating information. Though often time awkward in 'real life', in the ^WMatrix^n, they can be more dangerous than a Street Sam in the city. From slipping between the cracks, to crashing major networks, deckers find happiness in their control over that virtual reality. No matter how good a decker is, they will always need ^WPrograms^n to keep them alive. Not only this, they also use ^WUtilities^n to help make their way around the Matrix. Things to look for: Cyberdeck, Matrix, Matrix Combat, IC, White, Grey, Black. ^WSee Also: ARCHETYPES, MATRIX, CYBERDECK^n # DECKING Decker's or Hackers' livelihood. Deckers hack into the ^WMatrix^n and surfing through the huge net of information, search for anything of use to themselves or their fellow Shadowrunners. Decking is an essential element in cracking security or stealing large sums of untracable cash, as the economy of the world now runs on computers. ^WSee Also: DECKERS, MATRIX, CYBERDECKS^n # DEFENSE ^cdefense <value>^n This will assign the specified number of dice from your combat pool specifically for defense (the rest is automatically assigned to offense). Note that the number of dice you can allocate to the defense pool depends on your skill with the weapons you are wielding. The greater the skill, the greater the number of dice that can be assigned to offense. ^WSee Also: POOLS, COMBAT POOL^n # DEGRADABLE Some Matrix utilities degrade, or become less effective, each time they are used. The many reasons for this range from the Matrix's own error correction capability to the way a program itself works. Some utilities "degrade" every time they run. After the decker jacks out of the Matrix, all degradable programs regain their original ratings. ^WSee Also: UTILITIES^n # DIAGNOSE ^gUsage: diagnose diagnose <character>^n The DIAGNOSE command tells you how wounded a character looks. If you are fighting someone, you can use DIAGNOSE with no arguments to diagnose the person you're fighting. ^c> diagnose > diagnose rasmussen^n # DISCONNECT This command disconnects you from the Matrix. ^WSee Also: MATRIX, DECKERS, BLACK IC^n # DISPLAY PROMPT These commands may be used to change one's current prompt. Prompts have been made completely customizable, and can show any number of things. The following are valid variables and substitutes: @a - astral pool @b - ballistic @c - combat pool @C - persona condition @d - defense pool @g - current ammo of primary weapon, @G - max ammo of primary weapon @h - hacking pool @i - impact @k - karma @m - mental, @M - max mental @n - nuyen @N - Matrix node type @o - offense pool @p - phsyical, @P - max physical @t - magic pool @w - invis level (for Legends and above) @@ - @ \n - newline Color codes may also be used in prompts. For instance, ^c> prompt [^^B@p/@PP^^n|^^Y@m/@MM^^n (@o/@d)]-^n would produce a prompt similar to: [^B10/10P^n|^Y8/10M^n (3/2)]- ^WSee Also: ANSI COLOR, TOGGLE^n # DOCWAGON DocWagons can, quite literally, save your life. When you are in critical condition, an activated DocWagon modulator will report your condition and position to the nearest unit, which, depending on the security surrounding your location, may or may not come to your rescue and take you to a hospital. Because of the care taken to ensure your health once you arrive, a strong sedative is applied and doctors perform numerous tests, leaving you unconscious and, once you awaken, very fatigued. All of this, of course, does not come free. If you do not have enough to pay the fee (which is inversely proportional to the level of your DocWagon contract), then your contract is revoked. There are three levels of DocWagon service. The higher the level, the more likely it is that you will be rescued when critical. Bronze is the most basic, and therefore the cheapest service. Gold is the medium level, and platinum the highest. ^WSee Also: BOND^n # DOG Dog is loyal, loving, and kind. Dog fights only when necessary but does so with great ferocity. Dog shamans prefer the city, and are excellent at detection. ^WSee Also: TOTEMS^n # DONATE This command takes an object that you no longer want and deposits it in the donation areas of ^RAwake^n to assist newbies in getting started. There is a 75% chance objects donated will wind up in one of the donation rooms in the game, and a 25% chance the item will be junked. ^gUsage: donate <object> donate <number> nuyen^n ^c> donate ration^n ^WSee Also: JUNK^n # DOWNLOAD This command will retrieve a file from a Datastore and place it into your cyberdeck's storage memory. It can only be used while connected to the ^WMatrix^n. ^cdownload <filename>^n ^WSee Also: DATASTORE, MATRIX, SCRAMBLE IC, UPLOAD^n # DROP If you lose interest in a carried item, you can drop it on the ground. ^g Usage: drop <item> drop all.<item> drop all drop <number> nuyen^n ^c> drop bottle > drop all.bread > drop all > drop 1000 nuyen^n ^WSee Also: GET, JUNK, DONATE^n # DATASTORE DS A Datastore. Datastores are usually the most valuable parts of any system, second to the CPU. Datastores hold information, or files. From any decker's point of view, this is where all the loot is. Datastores also tend to be heavily loaded with protective IC. In MUD terms, a datastore is simply a room with files in it, either notes or simple blank items with informative descrips. The Datastore usually looks like a maze of rectangular blocks of energy, files filled with swirling colours and numbers in different colors. A Datastore cannot be linked to a ^WSM^n or ^WSAN^n. ^WSee Also: CPU, SPU, SAN, SM^N # DWARF DWARVES "HOMO SAPIENS PUMILIONIS" Average Height: 1.2 meters (3.9 feet) Average Weight: 54 kilograms (118 pounds) Features: Legs are disproportionately short, giving them a disadvantage at any skill requiring speed of foot. Their torsos are very wide at the shoulder, allowing them greater strength than that of a ^Whuman^n. Body hair is full, and head hair is almost extreme. Their noses tend to be long and large, while their ears are slightly pointed. They have 32 teeth. Their eyes are sensitive to the infrared spectrum allowing them to function in darkness. Their phenotypes show an increased resistence to pathogens. Skin color ranges from pinkish-white or light tan, though some species range to ebony. Habitat: The dwaven subspecies prefers artifical or natural caverns in wilderness areas, while prefering basements or underground dwellings in urban areas. Habits: Dwarves are active in both day or night, and their diet is omnivorous. Their breeding season is unrestricted. The gestation period is 284 days. Young are usually 5.6 percent of the mother's weight, and the suckling time is more than 15 months. Metabolic studies cannot verify the lifespan of dwarves, but data shows it may be more than a hundred years. ^WSee Also: RACES^n # EAGLE Eagle shamans are proud and strong, and intolerant of ignoble or base actions. Those who would destroy the environment are particular targets of Eagle's wrath. Eagle's vantage point makes detection easier and improves communication with spirits of the wind. The Eagle shaman hates technology, particularly the invasive kind. ^WSee Also: TOTEMS^n # "EDGED WEAPONS" ^bSkill Type: Concentration General Skill: Armed Combat^n This armed combat skill determines your ability to fight with weapons which have a blade. These include knives, swords, and similar weapons. ^WSee Also: ARMED COMBAT^n # ELF ELVES "HOMO SAPIENS NOBILIS" Average Height: 1.9 meters (6.2 feet) Average Weight: 72 kilograms (158 pounds) Features: Though the nobilis is more slender than sapiens, their bone structure and musculature is equally strong. Body hair is sparse, though head hair is luxuriant and fine. Head hair is also usually straight or slightly wavy, and almost always worn long (however, there are several populations showing tightly curled head hair). Their eyes are almond shaped, and ears come to a definite point. Further, their eyes have more rod structures than sapiens, allowing them to see well in dim light. Elves have 32 teeth. Skin color ranges from pale pink to white or ebony. Habitat: Elves live in standard housing in urban areas, but in the wilderness they prefer living is structures created of natural materials or living plants. Habits: They are nocturnal beings, and their diet is vegetarian. The life expectancy of elves is unverified, and metabolic tests are inconclusive, but possibly spans several hundred years. Their breeding season is unrestricted, and gestation period is 360 days. Young are 5.2 percent of the mother's weight, with a suckling time of more than 25 months. ^WSee Also: RACES^n # EMOTE : Show people what you're feeling. The shorthand is ":". "emote <string>" will display your name, then the string. For example, if your name is "Angst", ^c> emote is feeling very sad today.^n will display: Angst is feeling very sad today. ^WSee Also: SOCIALS^n # ENTER If you type 'enter' while you are outdoors, you'll enter any nearby shelter. You can also follow 'enter' with an argument; for example: ^c> 'enter window'^n # EQUIPMENT Gives you a list of all the equipment you're wearing, holding, and wielding. ^WSee Also: INVENTORY^n # ESSENCE Your essence rating is a measure of your life force. Every ^Whuman^n and meta-human start off with an essence of 6. As people go through invasive procedures such as having ^Wcyberware^n installed, their essence goes down, as part of their living tissue is replaced with wires, chips, and machines. People can actually stay alive, though alive is probably not a good term, with an essence of 0. When essence is this low, they tend to be on the edge of sanity. For ^Wmages^n and ^Wshamans^n, essence is directly related to their ^Wmagic^n rating. ^WMagic^n thrives on life, and without life, it is difficult to control the energies from astral space. Any time a ^Wmage^n or ^Wshaman^n loses 1 essence, their magic rating drops 1 point. For example, if you have an essence of 6 and magic of 6, but decide to buy cyber-eyes, you lose only .20 essence to make your essence now 5.80. The problem is that your magic drops to 5! There is no in between according to astral space. Once your essence drops below 5, your magic would drop another point, and so on. Non-magic people might not consider essence valuable, but when you die, you also have the chance to lose essence; once that drops below 0, you are dead for good. ^WSee Also: ATTRIBUTES^n # ETIQUETTE ^bSkill Type: General Concentrations: Corporate, Elf, Media, Street, Tribal^n Etiquette is a skill which requires a concentration. It governs you ability to blend into that particular culture including socializing. For example, with a high ^Wcorporate etiquette^n, one might be able to get into a party held by a corporation AND not get thrown out for not fitting the scene. If high enough, one might even be able to get information from people at the party. ^WSee Also: (Searching the concentrations will point you to here.)^n # EVASION The Evasion attribute is the equivalent of the decker's ^WQuickness^n attribute in the Matrix. It helps them evade IC programs and commands. ^WSee Also: MATRIX COMBAT^n # EXAMINE May give you some valuable information about an item. ^WSee Also: LOOK^n # EXCLAIM This is simply a social that exclaims whatever you say. ^WSee Also: SOCIALS^n # EXITS Gives you a list of the obvious exits from your location. Of course, the less obvious ones won't show up here - you have to THINK in order to locate those. # FILL If you want to fill a container you're holding with liquid from a fountain in the same room as you. ^c> fill canteen fountain^n ^WSee Also: POUR^n # FINGER This is a playerscan tool, showing you the name, title, and last logon of a player. You can only finger players of your level and below. ^c> finger lightning [ ] Lightning Last logon: Sat Oct 25 07:07:22 1997^n # FIREARMS ^bSkill Type: General Concentrations: Pistols, Rifles, Shotguns, Assault Rifles, SMG, Grenade Launchers, Tasers^n The firearms skill is quite possibly one of the most useful ^Wskills^n. It determines your ability in combat using any weapon which falls into its category, including pistols, rifles, shotguns, sub-machine guns, grenade launchers, and tasers. If you weren't gifted with great genetics, a firearm can often balance the difference. Note: It is legal to carry personal firearms (of the hold-out and light pistol type) in many establishments. However, the legality varies from area to area, so make sure to check what kind of weaponry you may carry in different areas. ^WSee Also: PISTILES, RIFLES, SHOTGUNS, ASSAULT RIFLES, SMG, GRENADE LAUNCHERS, TASERS^n # "FIRST AID" ^bSkill Type: Concentration General Skill: Biotech^n The first aid skill allows you to administer first aid to people who have fallen unconcious or need stabalizing. It also allows you to dress wounds to speed recovery. ^WSee Also: BIOTECH, TREAT^n # FLAGS Players sometimes have FLAGS after their names in the WHO list. These flags are always in parentheses, not brackets or braces. ^BFLAG MEANING ----------- ---------------------------------------------------------^n (KILLER) Player is trying to kill other players. That means you can try to kill him/her without being flagged. (THIEF) Player is trying to steal from other players. Fire away. (invis) Player is invisible; you can see him/her because you are sensitive to the presence of invisible things. (writing) Player is writing on the board; do not disturb. (mailing) Player is writing mail; do not disturb. (deaf) Player has chosen not to hear shouts. (notell) Player has chosen not to accept tells. (quest) Player is participating in a quest currently being run by a corporation. ^WSee Also: VISIBLE, TOGGLE^n # FLEE If you are in a fight and things are beginning to get a little uncomfortable (maybe you are dying), just type 'flee', and presto! you are out of harm's way - that is, IF there is a suitable exit nearby, and IF that exit doesn't simply bring you from the ashes to the fire... but then, who wants to live forever? # FOLLOW Use FOLLOW to automatically follow someone else. ^c> follow Flynn > follow self^n # FOOD Needed to keep your character from starving. When you are not wounded, it is not necessary to continually eat, as time flies in the mud. However, you *must* eat and be full if you wish to regen any hitpoints or mental points at the maximum regen rate after a nasty fight. ^WSee Also: DRINK^n # FREEZE Though freezing is not the correct scientific explanation for this phenomenon, this has become the popular street term for it. Only the powerful beings known as the Implementors have been able to create such ^Wmagic^n, though other ^Wmages^n have tried (and either died or gone mad in the process). This magic stops all actions, basically suspending one out of time. Nothing can be done as of yet to escape this spell, except by the will of the Implementor. Only those who threaten to upset the balance of the world have ever been 'frozen'. It is rumored the Implementors store these people in what many call 'the Ice Box', for reasons unknown. ^WSee Also: IMPLEMENTORS^n # FRENCH Don't you know how they kiss in France?? # GATOR Gator is slow, prone to inaction for long periods, and lazy. However, combat is another story; there Gator thrives. Swamps or sewers are the preferred areas for Gator. ^WSee Also: TOTEMS^n # GET TAKE If you find something interesting on the ground, you may use 'get' to pick it up. 'get' can also be used to extract items from containers. ^c> get gun corpse > get all corpse > get all all.bag > get all.bread all.bag^n ^WSee Also: DROP, PUT^n # GIVE If you feel benevolent, you may give some stuff to someone in need. ^gUsage: give <object> <victim> give <number> nuyen <victim>^n ^c> give predator Flynn > give all.krillbar Cypher > give 400 nuyen FlyGuy^n # GLIST This lists all visible members of the groups which are running around Seattle, and also lists the names of the groups. ^WSee Also: GNAME, GROUP^n # GNAME This is only useable by the group leader and is limited to 20 characters. When used without an argument, it lists the current group name, otherwise the argument becomes the new group name. ^cgname gname <new name>^n ^WSee Also: GLIST, GROUP^n # GRAB HOLD For getting a good grip on something; a torch, for example. ^c> hold torch > grab stone^n ^WSee Also: WEAR, WIELD, EQUIPMENT, REMOVE^n # "GRAY IC" "GREY IC" Grey Ic is more dangerous than White IC because it can actually damage the deck or its user. Grey IC usually requires a trigger, most often a White IC. Once activated however, the IC will become agressive and mobile. It will also become visible. If you successfully fool a White IC with a program, Grey IC will stay dormant. Only an alert will trigger them. The different types of Grey IC presently are: Blaster Killer TarBaby TarPit Trace and Report Trace and Burn Trace and Dump ^WSee Also: IC, MATRIX, WHITE IC, BLACK IC, BLASTER IC, KILLER IC, TRACE IC, TAR BABY IC, TARPIT IC^n # "GRENADE LAUNCHERS" ^bSkill Type: Concentration General Skill: Firearms^n Grenade launcher skill allows you to use grenade launchers of various sorts. The majority of grenade launchers come as weapon accessories and normally mount under the barrel. Because of their size and function, they cannot be mounted to all weapons (such as ^Wpistols^n and ^WSMG^ns). ^WSee Also: FIREARMS^n # GRENADES Grenades are pretty dangerous toys, and cause quite a lot of damage when used cleverly. To use a grenade, simply wield it as a weapon and then: ^c> throw <direction>^n Grenades should always be used in conjunction with the ^WSCAN^n function, for best effect. ^WSee Also: SCAN^n # GROUP ^gUsage: GROUP [player] GROUP all^n GROUP with no arguments shows the status of your group. GROUP <player> adds or removes <player> from your group. GROUP ALL adds everyone who is following you to your group. If you are a group member, then you will share karma for killing monsters equally among the group. ^WKarma^n will only be shared among group members that are in the same location, at the time of the killing blow. Sharing is regardless of wherther the group members have been participating in the fight. GROUP with no argument shows a list of people with whom you are grouped. GROUP ALL groups all people who are following you. To make a group, a "leader" must be selected. All members of the group must then "follow" the leader using the ^Wfollow^n command. The leader should NOT follow anyone at all! The leader can now toggle group membership for each player in the group, by using "group <player_name>". The leader should remember to include himself in the group. Example: ^cQuifael and Redferne wishes to group with Dragon. Quifael : "follow dragon" Redferne: "follow dragon" (Dragon should be following no one but himself) Dragon : "group dragon" Dragon : "group redferne" Dragon : "group quifael"^n Later when Dragon get upset at Quifael (because he is sleeping all the time) he types: "Group Quifael" to kick Quifael out of the group. ^WSee Also: GLIST, GNAME, KARMA, UNGROUP^n # "HACKING POOL" A Decker has a pool set aside specially for decking, or "hacking." The Hacking Pool can be used to help succeed in any utility tests while jacked into the ^WMatrix^n, but not for any defensive utilities. The pool is equal to the Decker's ^WComputer^n skill, or any specializations they might have beyond that. ^WSee Also: DECKERS, MATRIX, CYBERDECKS, POOLS^n # HAIL This command hails a cab for you. You must be in a city in order to hail one, and at times there will be no cabs available. The time you need to spend in the cab, depends on where you start from and your destination. # HARDENING Hardening is the equivalent of "armor" in the Matrix. The Hardening rating reduces the amount of damage done by enemy programs. Hardening never degrades. ^WSee Also: CYBERDECKS, MATRIX COMBAT^n # HELP Following help is available: ^YHELP help - This text. HELP - A list of some of the most useful commands.^n Help searches for a partial match of the entered word, including any spaces that may follow the word. Example: ^c> 'help mag '^n will not match anything. ^c> 'help mag'^n will match 'magic user' or 'magic' depending on first occurence in the help file. ^WSee Also: COMMANDS^n # HOTEL HOTELS CRYOGENIC CRYO RECEPTION Hotels are places where the weary traveler may rest while the establishment looks after his equipment and treasure. Specifically, the game will save your equipment while you are logged out. There is a daily cost for renting, based on which hotel you rent at, and not your equipment. Hotels across Seattle have agreed to rent rooms out for free after ten days. A CRYOGENIC CENTER will store your items for a one-time charge of four days rent. Rent files are deleted if you run out of money to pay the per diem charges or after 45 days. Cryogenic rent files last (ideally, at least) forever. ^WSee Also: OFFER, RENT, QUIT^n # HOUSE The HOUSE command is used to add or remove guests from your house's guest list. You must be standing in your house to use this command. Only the primary owner of a house (not guests) may change the guest list using the HOUSE command. ^gUsage: house [<player name>]^n Typing 'house' with no arguments gives a list of the people currently on your house's guest list. Typing HOUSE with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the time. Guests of your house will be able to enter your house until you remove them from the guest list. ^WSee Also: HOUSES^n # HOUSES Houses have been implemented as of CircleMUD 3.0. A house entails two things: access control and crash protection. Only you and your guests will be allowed to enter the house. Your house will be crash-saved every five minutes. You can force your house to save by typing 'save' while standing in your house. In the event of a crash, the objects in your house as of the last crash-save will be loaded back into your house when the MUD reboots. Also, if you own a house you will be loaded into your house next time you enter the game. Guests of your house can be defined using the ^WHOUSE^n command. See ^WHOUSE^n for more information. Houses are an alternative to renting. You can simply enter your house and quit; your objects, and any left in the room, will be saved. A maximum of 35 items can be saved (in the room itself, not including those on your person) per lifestyle level of the house. ^WSee Also: HOUSE, IMPLEMENTORS^n # HUMANS "HOMO SAPIENS SAPIENS" Average Height: 1.7 meters (5.8 feet) Average Weight: 70 kilograms (154 pounds) Features: Hair distribution and quality vary from sapien to sapien. Their ears are always rounded, and they have 32 teeth. Their skin color ranges from pale-pink to ebony. Habitat: Humans prefer to live in roofed structures. Habits: They usually prefer daytime activities, and their diet is omnivorous. Their breeding season is unrestricted, with a gestation period of 266 days. Young are 5.5 percent of the mother's weight with a suckling time of more than 12 months. The world-wide average life span of sapiens is 55 years. Individual offspring may be of robustus or ingentis and undergo UGE at puberty. ^WSee Also: RACES^n # IC ICE Interference Countermeasures, or IC, are computer programs designed to protect a system from hackers. IC may be installed in any system with a node rating of ^ggreen^n or higher. Every IC has a rating, which is it's skill and target number for any tests made against it. There are three classes of IC: White, Gray, and Black. White IC are passive and only act as doorway guards. Gray IC actively attacks intruders or traces their entry point into the Matrix. Black IC will try and actually kill deckers. IC, as mobs, will only ever use two mobflags for creation. These are ^WSENTINEL^n and ^WSTAY_ZONE^n. All other flags should be left alone. ^WSee Also: WHITE IC, BLACK IC, GREY IC, MATRIX COMBAT, MATRIX, NODE^n # IMPLEMENTORS These are a powerful race rumored to be omnipotent. They appeared just before the first dragons returned, though after the human race began to goblinize. Not much is known about their purpose, their age, or their power, except that they seem to have limitless power. Only a few humans (and meta-humans) have ever dared to upset one of these beings and their power rang across the world. For this reason, no one has ever dared to bother these beings. Respect seems to be an appropriate response to any of their actions. Some less civilized people have worshiped the Implementors, but they insist that they are NOT to be worshiped, just respected. One thing is known about them: they have the ability to create, destroy, cast powerful ^Wmagic^n, and they are dual natured (meaning they exist on the astral plane as well as the physical plane). They tend to use their power for the good of human kind, keeping the general peace if other actions would harm the world. ^WSee Also: FREEZE^n # "INCREASED REFLEXES" Adds a number of dice equal to its rating to the adept's initiative roll. Level Cost 1 1 2 4 3 6 ^WSee Also: ABILITIES^n # INDEX The ^Windex^n command allows you to view the index for this set of help files. Two forms of the command are available. Typing: ^cindex^n by itself, will display the entire index. ^cindex <letter>^n will display a list of all words in the help files which begin with that particular letter. # INFO NEWS POLICY CREDITS VERSION These commands show you important information about CircleMUD. It is a good idea to read them every once in a while. ^ginfo - useful information about the game for beginners news - latest changes to the code and areas policy - policies on topics like playerkilling credits - the people who made CircleMUD possible! version - displays the current CircleMUD version number^n # INITIATIVE Initiative determines how fast you can react in a fight. This is affected by your intelligence, your reaction, and any possible cyberware enhancing implants. In a combat round, the real life equivalent of three seconds, your initiative will determine who gets the first attacks. ^WSee Also: REACTION^n # INSTALL This installs a program or item of software into a cyberdeck. ^cinstall <program> <cyberdeck> ^WSee Also: DECKERS, MATRIX, CYBERDECK^n # INTELLIGENCE Intelligence is an attribute which represents everything from you aptitude level, how fast you think, and how well you perceive your environment. For this reason, intelligence is important because it affects your ^Wreaction^n. You may be quick, but if you can't think fast, it won't do you much good. As for ^Wmages^n and ^Wshamans^n, intelligence affects how well they perform in astral space as it is their astral ^Wquickness^n rating. Intelligence also allows you to notice things in your environment that others wouldn't, such as the red dot from someone's laser sight on your best friend's head. ^WSee Also: ATTRIBUTES^n # INTERROGATION ^bSkill Type: General Concentrations: Verbal, Machine Aided^n The interrogation skill governs your ability to extract information from subjects. It is usually ineffective when used against more than one subject simultaneously. # INVENTORY If you're uncertain about what you're carrying, or simply want to check that no thieves have gotten into your backpack. ^WSee also: EQUIPMENT^n # JOHNSONS JOHNSON Johnsons are simply nicknames for those high ranking members of society that come to you with jobs they need done by someone anonymous. Johnsons, slimy and evil as they are, are some of your best clients. You need them for ^Wshadowruns^n, and your whole way of life. Not only that, but they also posess far greater power than you. As the saying goes, "if you can't beat 'em, join 'em." ^WSee Also: RUNS, QUEST^n # JUMPING ^bSkill Type: Concentration General Skill: Athletics^n The jumping skill determines your ability for leaping vertically and horizontally. ^WSee Also: ATHLETICS^n # JUNK Use JUNK instead of ^WDROP^n if you want to keep the world a little cleaner. If you JUNK something, it will disappear and you'll get a few coins or experience points, just as if you had dropped it in the dump. ^gUsage: junk <object> junk <number> nuyen^n ^c> junk cup > junk all.bronze > junk 500 nuyen^n ^WSee Also: DROP, DONATE^n # KARMA Whenever you kill a monster or complete a quest/shadowrun, you earn karma. When enough karma has been earned, you can use it to buy increased stats and skills. ^WSee Also: GROUP^n # KILL HIT A good way to start a fight. Not a good idea to hit other players. # "KILLER IC" IC Type: Grey Sentinel: No Killer IC engages the decker in ^WMatrix Combat^n. This is extremely popular with owners that like to fry Deckers first and ask questions later. ^WSee Also: IC, GREY IC, MATRIX COMBAT^n # "KILLING HANDS" Turns normal unarmed (Str)M stun damage into physical damage. Damage level Cost (Str)L .5 (Str)M 1 (Str)S 2 (Str)D 4 ^WSee Also: ABILITIES^n # KISS Well can't you ^bguess^n? (= # LEADERSHIP ^bSkill Type: General Concentrations: Political, Military, Commercial, Tactics, Morale^n Leadership skill governs your ability to get others to do your bidding by example and authority. # LEARN In order to learn a spell, you need three things. First, your magical rating must be above 0. Second, you must have a spell formula. Third, you must have a number of ^Wkarma^n points equal to the force of the desired spell. ^c> learn tactical nuke^n ^WSee Also: CAST, CREATE, MAGIC, SPELLS, KARMA^n # LEAVE If you feel claustrophobic, typing 'leave' will make you use the nearest obvious exit to the outside. # LIFTING ^bSkill Type: Concentration General Skill: Athletics^n The lifting skill determines your ability to lift heavy objects. Though your ability to lift is primarily determined by your ^Wstrength^n, the lifting skill governs correct form allowing you to lift more than the average person of your ^Wstrength^n. Note, lifting is only for a short while, and it in no way helps you carry a heavier load around. ^WSee Also: ATHLETICS^n # LINK A lot of players have problems with their links to the game. This can be very hazardous to your health in the middle of a battle, of course. I. If your link is broken, you will automatically attempt to flee each time someone attempts to hit you. If you manage to flee, then you will be saved by divine forces, and put in a safe place until you reconnect to the game. II. If your link jams (freezes), you have a problem. The only solution we can give is that you break your link as quickly as possible. By breaking the link you can hope that the above procedure is initiated. Do not try to get out of a fight by breaking link. You will be not reimbursed for any experience or equipment if you purposefully cut your link. # LION Lion is a warrior, disdaining spells that heal. Lion is very conscious of his position in society and will attempt to improve it at all costs. A Lion shaman is at home on the prarie. ^WSee Also: TOTEMS^n # LIST If you'd like to see what items a shop has for sale, take a look at the list. The list contains all of the items currently for sale and in what quantity. The price for each item is also listed. If you are interested in a particular type of item, you can specify which items to list. Examples: ^c> list (list all items for sale) > list gun (list all guns for sale)^n ^WSee Also: SHOPS, BUY, SELL, VALUE^n # LOAD This command, useable only by personas, loads a program from storage memory into active memory. ^cload <program>^n ^WSee Also: MATRIX, PROGRAMS, RUN # LOOK For studying your surroundings. Examples: ^c> look > look AT angel > look IN bag > look to south (or just: look south)^n Note that if you LOOK AT CORPSE you will not see its inventory. To see what's inside a container (i.e. a corpse) use LOOK IN <OBJECT>. ^WSee Also: EXAMINE, READ^n # MAGIC "MAGIC ATTRIBUTE" Your magic attribute is a rating of how much magical energy you can control. If you are a mundane, you are a mundane for life, ie, you'll never be able to raise your magic rating above 0. Your magic rating determines how powerful a spell you can ^Wcast^n, so with a magic rating of 6 you can safely cast force 6 spells and take only mental drain. If you cast a spell above your magic rating, you will take physical damage as the power overloads your mind and bursts cells and blood vessels. Your magic rating also increases your ability to perform in astral space. You can raise your magic rating by becoming an initiate or joining a magical group. ^WSee Also: ESSENCE, CAST^n # MAGES "HERMETIC MAGES" Given many names, mages are people who were born with magical ability and have chosen to follow the hermetic tradition. Mages are the group of people who believe ^Wmagic^n is like a science that can be studdied. They build libraries to further their studies, conjure elementals, and manipulate the magical energies through knowledge. Though they may partly understand how ^Wshamans^n perform ^Wmagic^n, they conceptualize it differently. Mages see their art through the lenses of complex formulae, symbols, theories, and practice. ^WSee Also: ARCHETYPES, SHAMANS^n # "MAGIC POOL" This pool only accounts for ^Wmages^n or ^Wshamans^n, whose magic ability is represented by it. The Magic pool is a pool of dice, that the magic user can augment his drain or success tests with. The pool is equal to the caster's ^WSorcery^n skill. ^WSee Also: SORCERY, MAGES, SHAMANS, POOLS^n # "MAGICAL THEORY" ^bSkill Type: General Concentrations: Design, History^n Magical theory allows you to understand and study ^Wmagic^n. You do not have to have magical ability to learn this skill (since it's a knowledge based skill). This skill is vital to anyone wishing to design spell formulas or understand ^Wmagic^n. ^WSee Also: MAGIC, SORCERY, CONJURING, CREATE, LEARN, SPELLS^n # MAIL CHECK RECEIVE The commands used by the World Postal Service (WPS) are MAIL, CHECK, and RECEIVE. These commands can only be used while in an Official WPS Post Office. To write mail to Quifael: ^c> mail quifael^n To check and see if you have any mail waiting: ^c> check^n To ask the Postmaser to give you your mail, if you have any waiting: ^c> receive^n Stamps cost a mere 15 nuyen. # MASKING Masking helps a persona to camouflage itself among its surroundings. By doing so, it helps to mislead tracer and identification programs. ^WSee Also: MATRIX COMBAT, TRACE IC^n # MATRIX Awake currently has a fully operational Matrix that exists throughout the game. Deckers are the only people other than gods that have access to this world and all its riches. Once you find certain rooms that have linkups to the Matrix, you can use a datajack and cyberdeck to jack in. The better your cyberdeck, the better your chances of survival and success in the Matrix. The Matrix is very much like the real world, with doors, structures and people. However, in the real world these things represent something different. Doors usually represent security locks or passways, structures are data directories or structural application, and people are either other deckers or Intrusion Countermeasures (ICs). The Matrix is invaluable when it comes to sneaking through security or grabbing information, because in 2050, everything is stored on computers. If you need the dirt on someone, or a pass for a Maglock at the local police station, only a decker will be able to get it for you. The Matrix has its own central database that almost noone has access to. The central database is the anchor for every computer system in the world that exists on the Matrix. From this central database, you can shutdown the entire world net or download a map of the whole Matrix system, or even silence alarms in any system in the world. Every system that exists has a link to the database, although some closer to the CPU than others. For example, the Aztechnology link to the database is a lot closer to the CPU than Bob's Cafe. The database holds basic public information for the most part, it is only once you breach the huge amounts of top-level security that you will have any real power. Unfortunately, by then, everyone in the world will probably want you dead. This is what the Matrix is about. You go in, you grab something, and hope to god noone noticed. If they did, they'll come after you in real life. When you jack into the Matrix, your real body will remain by the terminal unchanged. Your mind however will go on a trip unlike any other as the cyberdeck simulates your experience. This means that although you might be unlocking Lone Star's undercover payroll files, someone might be kicking the shit out of you in real life. Since you NEVER want to be tracked down, you will almost always jack in from a public terminal. Because of this, you will always need someone you trust by your side looking after your body while you're away. In this way, a decker relies on the group and the group relies on the decker. In mud terms, the Matrix is probably one of the coolest things you will ever see. It is essentially an alternate reality for the player, as you surf through rooms that don't exist. You will fight and avoid mobs that are simple computer programs, and will open doors that are made up of numbers. You will also find data in there, that when you jack out, will be worth a lot to the right person. As you make more money and gain a bigger reputation in the Shadowrun world, you will be able to increase your abilities in the matrix. At your very peak, when you are at your best, you will finally be able to surf "naked". This means you will surf without any protection, but at a speed that hardly anyone will notice. This is most deckers' dream, so don't expect to surf naked for a long time. ^WSee Also: MATRIX COMBAT, DECKERS, CYBERDECKS, PROGRAMS, UTILITIES, IC^n # "MATRIX COMBAT" Combat in the Matrix operates much the same as combat in the real world. It moves in turns, the opponents' reaction and initiative totals determining who goes in what order. Wired reflexes and magical advancement have no effect on the Decker's attributes in the Matrix. Only response increases will increase a Decker's attributes (+2 Rea +1D6 Initiative/per level). When you attack an IC, you use the IC's rating as your target number. You first need to succeed in executing the utility, depending on the ^WNode Rating^n and the rating of your Computer skill. Once the program is executed, you attack the IC accordingly. For every success you get over the IC's defense test, you take off one point of the IC's condition monitor. The higher the rating of your attack program, the more damage you can possibly do. The higher the rating of the IC, the more resilient it will be to damage. All IC react differently to attacks, be sure to learn from experience to ensure you never make the same mistake twice. ^WSee Also: MATRIX, IC, CYBERDECKS, PROGRAMS, UTILITIES^n # MAXIMUMS Each race has a racial maximum that sets the boundary for physical perfection. Bod Qui Str Int Wil Cha Rea Human 6 6 6 6 6 6 6 Elf 6 7 6 6 6 8 6 Dwarf 7 5 8 6 7 6 5 Ork 9 6 8 5 6 5 5 Troll 11 5 10 4 5 4 4 No runner can ever take their stats naturally over these maximums. With ^WCyberware^n and ^WBioware^n however, that's a different story. ^WSee Also: RACES, BIOWARE, CYBERWARE, ATTRIBUTES^n # MEAT DRINK SIP TASTE If you're hungry or thirsty, these commands are for you! ^c> eat bread > taste bread > drink from cup > sip fountain^n # MEDIC A medic utility repairs damage to the persona. The higher the program's rating, the greater the chance of extensive repair. A medic utility degrades after use, but the rating can be restored by loading in a fresh copy from storage memory during the run. The greater the damage done, the harder it is for the Medic to heal. ^WSee Also: UTILITIES, DEGRADABLE^n # MEDICAL ^bSkill Type: Concentration General Skill: Biology^n Medical skill determines your ability to administer medicine, diagnose conditions, and even perform surgery on certain species (mainly those falling under ^WHomo sapiens^n). # MENTAL "MENTAL POINTS" Your mental points (abbreviated M on your prompt) are a display of your current mental condition. This number ranges from 0 to 10. If it falls to 0 (or below), you will immediately fall unconscious. Any damage taken in addition to falling unconscious will begin to subtract from your ^Wphysical points^n, until you are dead. Your mental condition is particularly important to spell users, as casting spells will sometimes drain your mental points. If you fall unconscious, any sustained spells will be dropped immediately. Just like physical points, mental points always remain at a maximum of 10. To recover mental points, you must spend some time resting, if not sleeping. Sleeping obviously recovers mental points quicker. ^RNote: Any damage done to you, or which you deal in which you are using a blunt weapon, will do mental damage only. Once they are knocked unconscious, you can begin to do physical damage to them. The reason is that you don't always need to kill everyone, and somtimes, just knocking an oppenent unconscious is a better solution. Once they fall unconscious, you will stop hitting them. If you wish to continue damaging them, you must keep attacking (this keeps you from accidentally killing someone you were trying to subdue).^n ^WSee Also: PHYSICAL POINTS^n # MIRRORS A Mirrors program adds its rating to the persona's Quickness, making them harder to hit in combat. The program does not require any execution tests to start it up, as it's run inside the persona's deck. The program will degrade every combat turn that passes after it's triggered. ^WSee Also: PROGRAMS, DECKERS^n # MOTD This shows you the Message of the Day (a misnomer - it's not changed at nearly so steady intervals). # MPCP The Master Persona Control Program, or MPCP runs on a grouping of optical chips that are the heart of the deck. It contains the master operating system that integrates the deck's ^WPrograms^n. It lets the decker control their appearance in the Matrix and translates Grid signals into sensory input that the Decker can see, feel, and hear. If the MPCP crashes, the Decker is automatically dumped. The Persona's attributes are a combination of the MPCP and four ^WPrograms^n that all decks must run. ^WSee Also: BOD, EVASION, MASKING, SENSORS, PROGRAMS^n # MURDER Kill command to hit another player. To avoid accidental flagging (i.e. trying to type "kiss redferne" but accidentally typing "kill redferne") Note that it is illegal to kill other players without both having a PKER flag. If you try you will get a KILLER flag. If you are flagged as a killer, you are unable to do damage and other players will be allowed to use the MURDER command to kill you without being flagged themselves. ^WSee Also: FLAGS^n # NEGOTIATION ^bSkill Type: General Concentrations: Bargain, Bribe, Fast Talk^n Negotiation determines your ability to gain the more fruitful position in any interactions with others. # NEWBIE As a newbie, you will first of all need to find a source of survival in the Sprawl, namely food, water, and a gun. For directions on how to find some small suppliers of such resources, look for the Map Stand in the Tacoma Airport. To get a broader overview of other help files, type '^WIndex.^n' Around the world of Awake, you will find numerous computer terminals, which link up to the worldwide neural network, displaying comments and information from other people in the Sprawl like yourself. ^WSee Also: HELP, INFO^n # NODES A node is basically a room in the Matrix. They are the building blocks of any system. There are several different types of nodes, which should be used wisely in planning out any system. They are: CPU SPU DS SM SAN ^WSee Also: IC, MATRIX^n # NORTH NORTHEAST SOUTH SOUTHEAST EAST SOUTHWEST WEST NORTHWEST UP DOWN To walk in a given direction. # OFFER RENT For use in the receptions of hotels and cryogenic centers. Offer makes the receptionist tell you the cost of a room for one night. Rent stores your belongings and exits you from the game. When you re-enter, you will start where you rented. There is a daily charge for rent. You may store your things at the CRYOGENIC CENTER for a one-time charge of four days rent. See HOTELS for details on the rent policy. ^c> offer > rent^n ^WSee Also: HOTELS, QUIT^n # OPEN CLOSE LOCK UNLOCK To open, close, lock, and unlock doors, of course. ^gUsage: <open | close | lock | unlock> <door> [direction]^n ^c> open portal > lock door > unlock door south > close gate^n # ORDER Used for ordering pets and charmed people to do your evil bidding. You can order everyone under your command with "order followers". ^gUsage: order <character> <command> order followers <command>^n ^c> order spirit sit > order guard kill 2.guard^n # ORKS "HOMO SAPIENS ROBUSTUS" Average Height: 1.9 meters (6.2 feet) Average Weight: 95 kilograms (209 pounds) Features: The ork body is proportionately similar to sapiens, however they are more heavily built. Hair is more prominent than sapiens. Robustus lips tend to be thin, and noses tend to be broad. Their ears show a definite point and are sometimes elongated. Like ingentis, the appearances of robustus tend to vary greatly, leading scientists to believe there are several sub-species. The high proportion of rod over cone structures allow vision in low light. Their skulls have 32 teeth with greatly enlarged lower canines. Habitat: Like sapiens, robustus prefers roofed dwellings. Habits: Though orks operate in both day and night, they seem to prefer night. Their diet is omnivorous, but have a preference for meat. Metabolic studies show the lifespans to be from 35 to 40 years. Their breeding season is unrestricted, with a gestation period of 187 days. Ork mothers tend to bear 4 children, though births of 6 and 8 are not uncommon. Birth weight is 4.2 percent of mother's weight, and suckling time is more than 7 months. Young born as sapiens have a 95 percent chance to genetically become robustus at puberty. Such young have severe psychoses and aberrant behavioral patterns. ^WSee Also: RACES^n # OWL Owl is quiet and undemonstrative, possessing wisdom but rarely sharing it. Owl works best at night, finding it difficult to operate during the daylight hours. Owl is unconcerned with the surroundings, being at ease anywhere. ^WSee Also: TOTEMS^n # "PAIN RESISTANCE" Target modifiers are normally applied to those whose physical and mental points are below maximum. With pain resistance, an adept ignores these modifiers until the sum of his lost physical and lost mental points is greater than his pain resistance rating. Cost: .5 per point ^WSee Also: ABILITIES^n # PATCH This command allows you to apply a "patch" to a person. Patches are small mini-medical appliances. There are several types, and each heals you in a different way. To use: ^cpatch <patch type> <person>^n ^WSee Also: HEALING, TREAT^n # PERCEIVE This command allows mages and shamans to perceive on the astral plane. They remain in the physical plane, but they can see astral beings and mobs, and defend themselves against astral attacks. ^WSee Also: PROJECT, ASTRAL PLANE^n # PHYSICAL "PHYSICAL POINTS" Physical points are a measure of what physical condition you are in relative to your attributes. This number ranges from -(BODY) to 10, with anything below 0 meaning you are on the verge of death. The most you can fall below zero is equal to your body attribute. Beyond this means instant death. This number, like your ^Wmental points^n, never raises beyond 10. The reason is that this number is affected by your attributes, so, for example, my physical condition of 10 may mean alot more than your condition of 10. (This is why ^Wattributes^n and ^Wskills^n are so important as you ratings in those directly affect what your physical points really mean). To recover physical points, you must either get magical healing, visit a hospital, or rest (or ^Wsleep^n). These are in order of most effective to least effective. Any weapon which is not blunt will strike for physical damage, with the end goal being death of your opponent. If you don't wish to kill your oppenent, use a blunt weapon (including your hands). ^WSee Also: MENTAL POINTS^n # PISTOLS ^bSkill Type: Concentration General Skill: Firearms^n Pistol skill governs your ability to use pistols of all sizes. Most places allow you to carry a light or hold-out type pistol. Standard pistols allow you to mount barrel and top mounting accessories only. Revolvers cannot use silencers or sound suppressers, while hold-out pistols cannot mount any accessories. ^WSee Also: FIREARMS^n # "PLAYER DELETION" This is a horrible spell rumored to exist. Only great beings with immense power are known to use this spell. No one knows what happens to those who have been affected by this spell, except that no trace is left of them. The beings known as "^WImplementors^n", which appeared in the Sixth World some time before the dragons returned are possibly the only known creatures which can harness this power. ^WSee Also: IMPLEMENTORS, FREEZE^n # "POLE ARMS" ^bSkill Type: Concentration General Skill: Armed Combat^n The pole arm skill determines your ability to fight with weapons which fall into the pole arm and staff category. These include pole arms, staves, halberds, and similar weapons. ^WSee Also: ARMED COMBAT^n # POOLS Every character has a certain set of pools, that represent that little bit of extra good luck you get in tight situations. Depending on a character's archetype, he has a different set of dice pools to augment his success tests. The different types of pools are Hacking, Combat, Magic, and Control. ^WSee Also: HACKING POOL, DECKING POOL, MAGIC POOL^n # POUR If you want to pour some liquid from one container to another. ^c> pour canteen cup^n ^WSee Also: FILL^n # PRACTICE PRACTISE Practice is the way you improve your spells and skills. You must go to your guildmaster to let him/her help you improve. If you type practice, you will see which skills you can improve upon, and how good you already are at these. You can then use practice <skill>, to practice the appropriate skill. # PREQUEL This command gives the amount of time left (CST) until the day of the release of the first episode of the Star Wars Trilogy. # PRIORITIES All players have 5 priority slots, labelled from A to E (highest to lowest, respectively), and 5 priorities: attributes, magic, race, resources, skills. ^bAttributes/Skills:^n The higher these are placed, the more attribute/skill points you will have when you begin the game. ^bMagic:^n Spell casters (^Wmages^n and ^Wshamans^n) must have magic as their highest available priority (A for humans, B for metahumans). Adepts have magic as their second highest priority (B for humans, C for metahumans). ^bRace:^n Humans can have race as any priority, and since it is completely irrelevant, it is automatically placed in priority E. Metahumans, however, must have race as priority A. ^bResources:^n The higher the slot this is given, the more nuyen and force points you will have. Nuyen is used to purchase starting equipment, and force points are used to learn starting spells. ^WSee Also: ATTRIBUTES^n # PROGRAMS All Deckers must have certain programs just for their deck to run. Programs are much like the skeleton of the Deck, without them one cannot jack in. There are four programs all Deckers need: ^Wbod^n, ^Wevasion^n, ^Wmasking^n and ^Wsensors^n. The total ratings of all four programs cannot exceed three times the ^WMPCP^n of the deck. ^WSee Also: MPCP, CYBERDECK^n # PROJECT This allows a mage or a shaman to project themselves into the Astral Plane. They effectively leave their bodies and exist on two planes at once, although they can only control their bodies in the Astral Plane. While projected, player's physical bodies are extremely vulnerable and it is not advisable to be alone or in unknown territory while projecting. ^WSee Also: PERCEIVE, ASTRAL PLANE^n # PROJECTILES ^bSkill Type: General Concentrations: Bows, Crossbows, Slings^n The projectile skill allows you to effectively use weapons which throw projectiles based someone on your ^Wstrength^n. These weapons include ^Wbows^n and ^Wcrossbows^n. ^WSee Also: BOWS, CROSSBOWS^n # PUT For putting items into containers. ^c> put bread bag > put all.bread bag > put all chest^n ^WSee Also: GET^n # QUAFF POTION POTIONS ^gUsage: quaff <potion>^n Quaff is used to "drink" a (magical) potion, but is NOT a "drink" command! # QUICKNESS Quickness represents your ability to move quickly (obvious, neh?) and dodge things. With a high quickness you can dodge bullets, swords, arrows, and other dangerous things. Quickness also affects your ^Wreaction^n, allowing you to get more attacks per round. If you are a ^Wdecker^n, quickness also affects your hacking ability. ^WSee Also: ATTRIBUTES^n # QUIT When you get tired of playing, you can leave the game by typing 'quit'. When you quit, you will automatically be placed in rent at the last place you rented. Newbies who have never rented before are rented at the Guild Hotel. ^WSee Also: HOTEL, RENT^n # RACCOON Raccoon lists cleverness and trickery among his attributes. Raccoon is adept at manipulation; combat is avoided whenever possible. This totem finds the city or wilderness welcome. ^WSee Also: TOTEMS^n # RACES Prior to the 21st century, people thought that races were people of different skin colors and features. This term was redefined to mean the different genetic expressions of ^Whumans^n which came about in the early 21st century. With this, racism changed dramatically. Instead of worrying if someone with darker skin was going to hurt them, they became more concerned about whether that 9 foot ^Wtroll^n or huge ^Work^n was gonna hurt them. Racism is still a thing that affects society, but in this new shade. ^WSee Also: DWARVES, ELVES, HUMANS, ORKS, TROLLS^n # RADIO Radios are necessary for wide-range communication. The "radio" command can be used to change the mode of one's cybernetic or standard radio. ^cradio^n Lists the current settings of your radio. ^cradio off^n Turns your radio off, making it impossible to send and receive broadcasts. ^cradio scan^n Sets your radio to scan mode, where it can receive broadcasts from all frequencies but not send any. ^cradio center <frequency>^n Centers your radio around the given frequency. Broadcasts within the radio's range of the centered frequency will be received, and any broadcasts sent will be at the centered frequency. ^cradio crypt <on | off>^n Turns the radio's crypt mode on or off. With crypt mode on, only other radios with a crypt rating greater than or equal to yours will receive your broadcasts (note: others' crypt does not need to be on to decrypt incoming messages). ^WSee Also: BROADCAST^n # "RANGED COMBAT" Ranged combat is the system of survival in the Sprawl. If you don't have a gun, don't expect to last long chummer. You can always see people further than the room you're standing in, so you can use ^Wscan^n to check the adjacent rooms for possible targets. No one can scan more than one room away without the aid of cybernetic eye implants. The range of the gun also plays a large role. You won't be able to shoot someone, if he's out of your gun's range. To shoot someone, use the syntax: shoot <target> <direction> The direction is which direction the mob is from you. So if you scan and see a mob north of you that you want to shoot, you'd type in: ^c> shoot mob north^n This would shoot the mob once, and then combat is commenced. Many mobs have different reactions to being shot from a distance. You will come across these reactions as you use the system more and more. ^WSee Also: SCAN, WIMPY, GRENADES^n # RAT Rat lacks for companions, as selfishness and cowardice are hallmarks of this totem. Rat's greed leads him to the city, where advantages in detection and illusion come into play. Rat is a poor fighter. ^WSee Also: TOTEMS^n # RAVEN Raven is a devious totem, obsessed with sustenance. Raven shamans are uncomfortable when indoors or when fighting. Manipulation is the province of the Raven, who communicates best with the spirits of the air. ^WSee Also: TOTEMS^n # REACTION Your reaction attribute is a rating of how well and how quick you act under pressure. It helps you gain more attacks during battle, it helps ^Wdeckers^n work better in cyberspace, and it helps ^Wmages^n and ^Wshamans^n fight better in astral space. This attribute can only be raised by increasing your ^Wintelligence^n and ^Wquickness^n, because it is a determined by adding those two attributes, and dividing by 2. For the combat intensive person, reaction is very important if you wish to gain multiple attacks. ^WSee Also: ATTRIBUTES^n # READ When you want to read something. READ is also used to read messages on bulletin boards; type HELP TERMINALS for more information. ^c> read note^n ^WSee Also: TERMINALS^n # RECITE SCROLLS ^gUsage: Recite <Scroll> [Target]^n Is used to "read" a magical scroll. Target can be an object, character or nothing (which may be yourself). # RELEASE This command allows ^Wmages^n or ^Wshamans^n to release a sustained spell from a person. To use: ^crelease <person> <spell>^n ^WSee Also: SPELLS, MAGES, SHAMANS^n # RELOAD This searches your primary weapon, secondary weapon, equipment, and inventory (in that order) for a gun which is out of ammunition. Then it will reload that weapon with the proper clip (if available). ^WSee Also: FIREARMS^n # REMOVE If you tire of wearing some armor or wielding a weapon. ^c> remove boots > remove gun > remove all > remove 2.predator^n ^WSee Also: WEAR, WIELD^n # REPLY This replies a message back to the last person that told you something. ^WSee Also: TELL^n # REPORT This command sends a report of your current and max hp and mana to your group. You can use this command to let potential rescuers know how low your hps are without forcing them to use the "^Wgroup^n" command. It is designed as a convenience for groups with members who get lag or have slow modems. ^c> report^n # RIFLES ^bSkill Type: Concentration General Skill: Firearms^n The rifle skill determines your ability to use most rifles. This does not include ^Wassault rifles^n, as their design and use differs from standard rifles. ^WSee Also: FIREARMS, ASSAULT RIFLES^n # RETURN This returns you back to your physical body when you are Astrally projecting. ^WSee Also: PROJECT^n # RUN This is used by personas to execute programs already loaded into active memory. Attack-type programs require a second argument to be given, as such: ^crun <program> <victim>^n All other programs, however, only require one argument: ^crun <program>^n ^WSee Also: LOAD, MATRIX, PROGRAMS^n # RUNNING ^bSkill Type: Concentration General Skill: Athletics^n The running skill not only determines your ability to run faster and longer the average person of your ^Wquickness^n, but also determines your ability to perform other actions while running (with less of a penalty). ^WSee Also: ATHLETICS^n # SAN System Access Node. This is the entry point for all deckers into your system. They are the doorways into the system. By simple logic, these will *always* be the first rooms in your system. The SAN will usually appear as some sort of airlock, doorway, or path leading into your system. A SAN cannot be linked to a ^WSM^n or another ^WSAN^n. ^WSee Also: CPU, SPU, SM, DS^N # SAVE Save your character. This includes experience points, strength, credits, etc. Your equipment is also saved in the (unlikely?) event of a crash. The game periodically auto-saves you and your equipment, so it is not necessary to have your client auto-save you as well. You CANNOT load a saved version if you die -- your character still exists, but you will lose experience, and all your objects stay in the game, with your corpse. Note that the SAVE command only saves your equipment in the event of a crash. If you are leaving the game normally, SAVE will NOT save your equipment -- you must find a hotel to store your belongings. ^c> save^n ^WSee Also: HOTEL, RENT, QUIT^n # SAY TELL ASK WHISPER SHOUT YELL ' If you consider communicating with other beings, you might be understood better if you start your sentences with either say, tell, whisper or shout. In order to use "tell" successfully, both persons must have a functional phone on their person or be in a public phone. ^gUsage: <say | shout | holler> <string> <tell | whisper | ask> <player> <string>^n ^c> say Hey, does anyone know how to get to Everett? > tell uncle hi, how are you?^n You can use ' as a shorthand for say, as in: ^c> ' hello there.^n Shout and yell broadcast your message to everyone is your geographic zone. ^WSee Also: GOSSIP, AUCTION, GSAY, NOREPEAT, QSAY^n # SCAN Scan is used to look in every room adjacent to you, through open exits but not through closed ones. If a mob exists in any of the rooms scanned, it will show up after you scan. Scanning is the most useful utility for ^WRanged Combat^n as it allows you to shoot mobs without being in the same room as you. All players can only scan one room away from themselves, but one can improve your range up to four rooms away from you with cybernetic enhancements. The better then enhancement, the further you can see. With enhancements, you can only scan in one direction at a time, so simply use: scan <direction>. # SCORE Whenever you want to check whether you're still alive and healthy or simply want to see how much money you have left. # "SCRAMBLE IC" IC Type: White Sentinel: Yes Scramble IC is usually found in Datastores or attached to specific files or programs. It resembles a softly glowing light across the entrance of the datastore or wrapped protectively around the file it's guarding. Scramble IC can be defeated by Deception or Decrypt programs, or crashed with combat utilities. The IC cannot defend itself, but it will attempt to destroy the file it is guarding once it comes under attack. It cannot erase the file as long as the decker continues to successfully attack it. Fail once, and the file is history. Associated Imagery: Protection, guardianship Typical Appearance: A snake that crushes data, a whirlwind, a jigsaw ^WSee Also: IC, WHITE IC, MATRIX COMBAT^n # SELL If you'd like to sell an item to a shopkeeper, trying selling it to them. Most ^Wshops^n specialize in what they will buy, so you may have to look around to find a buyer for your items. By default, when you sell something, the nuyen will be added to your personalized credstick. If you would prefer to receive cash, then simply insert the word "cash" after sell. Examples: ^c> sell gun (sell the first gun in your inventory) > sell cash 3 gun (sell the first three guns in your inventory for cash)^n ^WSee Also: SHOPS, BUY, LIST, VALUE^n # SENSORS Like the name suggests, this program enhances a persona's detection abilities. ^WSee Also: DECRYPT, SCRAMBLE IC^n # SHADOWRUNS Shadowruns are a runner's primary source of cash. Without them, a runner would be nothing. Through runs you'll find cash, equipment, contacts and much more. Runs in Awake are automated for you, all you need do is find a ^WJohnson^n. They will then give you work. Certain keywords are used in getting a job. These are: - Job, run, work, accept, quit, complete, collect, yes, no As time goes on, Johnsons will be more flexible in comprehending what you're trying to get across. Just recently, they gained the intelligence to understand basic gestures ("nod" and "shake" specifically). ^WSee Also: JOHNSON^n # SHAMANS Shamans are people who are born with magical ability, but manipulate ^Wmagic^n through their emotions, will, and faith in the natural world and its power. For shamans, this connection comes through a ^Wtotem^n which personifies their nature and has strengths and weaknesses just as they do. This way of life allows them to summon spirits and manipulate the magical energies of the world. Shamans do not view the world in a strictly logical or ordered way. Unlike ^Wmages^n, they prefer to improvise when casting and let their emotions bring out the strengths of their spells. ^WSee Also: ARCHETYPES, MAGES^n # SHARK Shark is a ravenous killer, often going berserk in combat. Shark shamans tend to use up their resources at once, immediately setting off to search for more. Shark is at home on the sea and in combat, where these shamans are second to none. ^WSee Also: TOTEMS^n # SHIELD A shield utility acts as auxillary armor for the persona and its programs, automatically stopping a number of potential wounds equal to its rating. The shield program degrades, losing 1 rating every time it stops damage. ^WSee Also: UTILITIES, DEGRADABLE^n # SHOOT This command allows you to shoot someone from a distance. You can shoot in any of the existing directions. You can only shoot up to four rooms away, which depends on sight magnification or eye cyberware that would allow you to see further. You can only shoot as far as you can scan, and as far as your gun will reach. Thus, pistols will obviously not reach as far as sniper rifles, no matter how good your sight is. Be wary however, because some mobs will not tolerate being shot at, and will come right after you. At the same time, others will just turn and run. To use: ^cshoot <target> <direction>^n ^c> shoot pook east^n ^WSee Also: FIREARMS, RANGED COMBAT^n # SHOPS Shops are places where the adventurer may purchase ^Wequipment^n for his quests, and where he may sell his treasure if he should manage to survive the perils with his life and sanity intact. Many shops trade only in a specific type of merchandise. Thus, a baker may well refuse to buy your ^Warmor^n, even if it is of high quality! To some people, the prospect of obtaining the entire ^Winventory^n of a shop by murdering the keeper may appear tempting - but beware: The shopkeepers are often rugged, capable men; roughened by years of trading and, indeed, surviving in a world where the only safe prospect is death in the end. ^WSee Also: BUY, SELL, LIST, VALUE^n # SHOTGUNS ^bSkill Type: Concentration General Skill: Firearms^n The shotgun skill determines your ability to use shotguns. Shotguns use slugs most of the time for greater power. ^WSee Also: FIREARMS^n # SHUTDOWN This command is accessible only to personas in the CPU of a system. When typed, this command will cause the system the persona is in to shutdown entirely (it remains so until an employee happens to reboot it). If done in the Central Matrix CPU, however, this will shutdown the entire Matrix for some prolonged length of time. ^WSee Also: CANCEL, CPU, MATRIX^n # SKILLS This shows you what skills you have, and to what level you have trained them. # SLOW The slow utility is used mainly to "freeze" IC during combat, to give the decker more of an edge in the fight. When a decker executes the utility, any successes are subtracted from the IC's initiative for that combat turn. If an IC's total initiative is reduced to zero or below, the IC is "frozen" and stops working altogether. ^WSee Also: IC, UTILITIES^n # SM Slave Module. A SM controls some physical process or device, anything from the weapon detectors to the coffee machines. Do not be fooled by their simple purpose, these can be the handiest nodes in your entire system for a clever decker. The SM appears as a small cubicle, its walls covered with flashing patterns of light. The more complex the slaved system, the larger the room and the more complex pattern of lights. A SM cannot be linked to a ^WDS^n, ^WSAN^n, or another ^WSM^n. NOTE: At this point in time, SM's would all require individual room specs, which take time and although they're hugely significant, the game is not at the level yet in which Rift can write room specs for every single SM out there. ^WSee Also: CPU, SPU, DS, SAN^n. # SMG "SUBMACHINE GUNS" ^bSkill Type: Concentration General Skill: Firearms^n The SMG skill allows you to use submachine guns. The are light, repeating ^Wfirearms^n, and do not include anything classified as a light, medium, or heavy machine gun. SMGs can accept one top, barrel, and under the barrel accessory (excluding grenade launchers). They cannot use silencers, but may use sound suppressers. ^WSee Also: FIREARMS^n # SMILE Whenever you feel like smiling... # SMOKE A smoke utility simulates a burst of high-volume system activity that obscures perception around the persona. The smoke program's rating is added to every target number needed for any tests made in the node. The programs rating degrades by one point every combat turn. The effect will follow the decker if they move nodes. If in a fight, the smoke utility will also stop the fighting momentarily. The IC involved will attempt to attack as fast as possible, but the smoke utility is incredibly useful for getting out of a bad fight, especially with Black IC. ^WSee Also: IC, UTILITIES, DEGRADABLE^n # SNAKE Snake, a reasonable and adaptable totem, enjoys advantages in healing, illusion and detection. The primary purpose of any Snake's life is the acquisition of knowledge, particularly secret knowledge. Snake is at home anywhere except in the mountains, and does not fight well. ^WSee Also: TOTEMS^n # SNEAK Sneaking is used to prevent others from noticing you entering and leaving areas, and is based off your ^Wstealth^n skill. When you sneak, you move as quietly as possible and as out of sight as possible. Once you begin sneaking, you will continue until you either begin combat or you decide to stop. ^c> sneak^n You attempt to sneak around. (And again...) ^c> sneak^n You stop sneaking around. ^WSee Also: STEALTH^n # SOCIALS Socials are commands used to show your affective state to others. The actor, victim and bystanders may receive different messages. Generally, social commands are used only to express emotion, but it is possible that some mobs (or players) will take action based on the social. ^gUsage: <social> [<victim>]^n ^c> shake homer > applaud marge > stare^n The SOCIALS command generates a canonical listing of all available socials. ^c> socials^n ^WSee Also: EMOTE^n # SOFTWARE This will list the software currently installed in any cyberdeck you use it on. This will also show you your currently installed programs while jacked into the ^WMatrix^n. While not connected: ^csoftware <cyberdeck>^n While connected: ^csoftware <all/programs/loaded/files/idle>^n ^WSee Also: CYBERDECK, MATRIX, DECKERS, PROGRAMS, UTILITIES^n # SORCERY ^bSkill Type: General Concentrations: Spell Casting, Ritual Sorcery^n Skill in sorcery is vital if you have magical ability and wish to cast ^Wspells^n. With it, you are able to manipulate magical energies and control them in the form of ^Wspells^n. ^WSee Also: CONJURING, MAGICAL THEORY^n # SPELLS In order to get a listing of spells you know, you use the command 'spells'. ^c> spells^n ^WSee Also: CAST, CREATE, LEARN, SPELLS^n # SPLIT ^gUsage: SPLIT <amount to split>^n SPLIT is used to split credits among people in your ^Wgroup^n who are in the same room as you. If you are in a group with 4 other people, all of whom are in the same room with you, and you type SPLIT 100, you will give each of the other 4 group members 20 credits each. (100 credits is split 5 ways; you keep your share and give everyone else their share). ^WSee Also: GROUP, FOLLOW^n # SPU Sub-Processor Units. An SPU is a small computer that is "slaved" to a more powerful unit. The CPU gives the SPU orders, and the SPU executes various jobs for it. Some SPUs are just traffic cops, but are most often used as "fencing" around the more important components of any system. An SPU is a large chamber or tower, filled with banks of pulsing circuits and sizzling lines of energy. A SPU can be linked to any other node in the system. ^WSee Also: CPU, SAN, SM, DS^N # STATUS This displays any spells or temporary affections you may have. People that are affected with the "detect magic" spell can status other people. ^cstatus status <character>^n ^WSee Also: CAST, MAGIC, RELEASE^n # STEALTH Stealth governs your ability to ^Wsneak^n, to move quietly, to ^Whide^n, to ^Wtrack^n others, and to cover your tracks. As with many skills, anyone can learn stealth. This skill has obvious practical applications. ^WSee Also: SNEAK, HIDE, TRACK^n # SAMURAI "STREET SAMURAI" Street samurai are people who have chosen the path of technology to work in the city. They are tough, if not a little insane, and proud of the tech they augment their body with. To them, the hottest ^Wcyberware^n and ^Wbioware^n are the tools that will bring them success. Their environment is the metroplex. ^WSee Also: ARCHETYPES^n # STRENGTH Your strength rating represents how much you can lift, carry, and how hard you can hit someone. With 6 being the maximum for a ^Whuman^n (such as Hans and Franz), a ^Wtroll^n with a strength of 10 quite easily out-arm wrestles such heroes. Strength can be important in melee combat, where a weapons damage is directly related to your strength. It does not however affect your skill in using a melee weapon, unless you don't have either ^Warmed^n or ^Wunarmed combat^n skill (in which case, it your skill is slightly based on your strength). ^WSee Also: ATTRIBUTES^n # SWIMMING ^bSkill Type: Concentration General Skill: Athletics^n The swimming skill allows you to at least keep afloat in water. Note that all water is not calm, and a higher swimming skill will increase your chances of surviving. ^WSee Also: ATHLETICS^n # "TAR BABY IC" IC Type: Grey Sentinel: No Tar Baby is a type of intrusion countermeasure, or IC. If an attempt to fool this IC (with deception or sleaze programs) fails or if the IC is attacked but not harmed, the IC program crashes, taking the attacking utility with it. That program must then be reloaded to be reused. The Tar Baby also triggers an active alert as it crashes. Associated Imagery: A Trap or snare (usually disguised as something else) Typical Appearance: Trap, pit, pool, snare ^WSee Also: MATRIX, IC, TARPIT IC, GRAY IC^N # "TARPIT IC" IC Type: Grey Sentinel: No Tarpit IC works in much the same manner as ^WTar Baby^N IC, but it also corrupts ALL copies on the persona of the attacking program when it crashes. It does not destroy copies in offline storage, but the Decker must reconnect to the Matrix to get their attacking utility back. Associated Imagery: A Trap or snare (usually disguised as something else) Typical Appearance: Trap, pit, pool, snare ^WSee Also: MATRIX, IC, TAR BABY IC, GREY IC^N # TASERS ^bSkill Type: Concentration General Skill: Firearms^n The taser skill determines your ability to use a taser effectively. Generally, they fire a small dart with a wire connected to it. Once the dart makes contact, an electrical charge flows down the wire, rendering the victim unconscious. This is often times a weapon favored by police in low-threat situations. ^WSee Also: FIREARMS^n # TERMINALS Terminals are the forum of interplayer communication on ^RAwake 2050^n. There are different terminals for different purposes -- for example, a standard mortal terminal, a terminal for immortals, a terminal for fun "social" messages, etc. Naturally, not all players may be allowed to read all types of terminals. Type "look terminal" to see the messages already posted on a terminal. Type "write <subject>" to post a message to a terminal; terminate a message with a '@' as the first character on a line. Type "read <number>" to read a post. Type "read <number>" to remove your own files. Typing "reply <number>" will automatically start your writing a new message, with the same header as the message you are replying to with an "Re: " appended to the beginning. ^c> look at terminal > write Am I using these boards correctly? [writes the message; terminates with a '@'] > look at terminal > read 6 > remove 6^n > reply 7 # THROW This allows you to throw weapons at people, or mobs. Most often used with projectile weapons such as grenades, shuriken and throwing knives, this can often be a very good way of wearing someone out. You need to be wielding the object you will throw, however, before you throw it. This will only ever throw the weapon one room. To use: ^cthrow <weapon> <direction>^n ^WSee Also: GRENADES^n # "THROWING WEAPONS" ^bSkill Type: General Concentrations: Non-Aerodynamic, Aerodynamic^n The throwing weapon skill allows you to use throwing weapons effectively in combat. These include knives, shuriken, and grenades. ^WSee Also: THROW, GRENADES^n # TIME Gives you the current game time. Your initial reaction to the output of this command may be one of surprise, but you'll get used to it. You'll have to, at any rate, since certain things in the game depend on this particular notion of time; the opening hours of the ^Wshops^n, for example. # TITLE Sets the title people see on the ^WWHO^n list and when you're in the room with them. You can't use parentheses (the "(" and ")" characters) because those are reserved for ^Wflags^n. Do not abuse this command; if you do, it will be taken from you. ^WSee Also: FLAGS, WHO^n # TOGGLE TOGGLE shows you the current values of various toggles available on the MUD. Use "toggle _____" to change the value of one of the available options. Some common toggle features areas follows: afk Sets the AFK bit, which tells others that you are AFK autoexits Shows the obvious exits after the room description brief Represses room descriptions while moving compact Represses extra lines from being sent before each prompt echo Tells and broadcasts are echoed to your screen fightgag Hides the fight details between other characters movegag Hides the movement of other characters noshout Represses shouts from being shown notell Does not let others ^Wtell^n you anything pker Turns on the PKER flag, meaning you can kill and be killed by other players. Note: once turned on, you can NOT turn this off. quest Toggles the QUEST flag, which assures players running (non-automated) quests that you are taking part in it. ^WSee Also: DISPLAY, WIMPY^n # TOTEMS When a shaman chooses a totem, (s)he is choosing which part of nature to emulate. The shaman's connectivity to the natural world depends on the totem and the animal it represents. Since the totem is the source of the shaman's power, it affects all aspects of the shaman's life. The extent to which this influence is manifested is described in the specific totem listings. ^WSee Also: BEAR, CAT, COYOTE, DOG, EAGLE, GATOR, LION, OWL, RACCOON, RAT, RAVEN, SHARK, SNAKE, WOLF^n # "TRACE IC" IC Type: Grey Sentinel: No There are three different types of the Trace IC. These are them: Trace and Dump - This program locates the target decker's access path and locates the physical address of his entrance point. Basically a trace. However, once the decker is successfully traced, the decker is automatically dumped from the system. Trace and Report - Ugly. The same trace as before, but once the decker is successfully traced, it reports his physical position to any mobs with the ^WGUARD^n flag near the player in the real world. That mob will then come and beat the shit out of you while you hack your way unknowingly. Trace and Burn - Same again as before, but this trace will actually take a shot at your deck, just like a ^WBlaster^n. It will attempt to burn your ^WMPCP^n, and you'll just have to fight the IC for it. Associated Imagery: Tracking, tracing, following Typical Appearance: A wolf, bloodhound, detective, seeker missile ^WSee Also: GREY IC, MATRIX COMBAT, IC, BLASTER IC^n # TRACK Used for finding the first step on the shortest route to a monster. ^c> track fido^n # TRAIN This allows you to train, using karma to raise your attributes. When you find a trainer, simply type train to see how much karma you can spend. Then simply ^ctrain <attribute>^n ..and this will raise your stat by one point. If you can afford any more, you can find out by typing train again. For all chars, a racial maximum exists, such that you cannot increase any natural stat above this value. Each maximum differs with race, thus the advantages of each race. ^WSee Also: MAXIMUM, ATTRIBUTES^n # TREAT This will attempt to treat a wounded person other than oneself. It utilises the ^Wbiotech^n skill, and a rather large target modifier is applied for those without a medkit. If successful, however, the victim will recover a varying number of physical points. When administered (regardless of whether it is successful or not), the treated character may not be treated again, by anyone, for some time. ^ctreat <victim>^n ^See Also: PATCH^n # TROLLS "HOMO SAPIENS INGENTIS" Average Height: 2.8 meters (9.1 feet) Average Weight: 225 kilograms (495 pounds) Features: Skin color varies from pinkish-white to mahogany brown, and usually remains changed after ingentisization (transformation into troll form). Ingentis' body proportions include a very high arm to leg length ratio. Trolls are very heavily built and often times exhibit dermal bone deposits (resulting in spines and a rough texture to skin). Body hair is well developed, but may be absent completely. Ears show definite points and are sometimes elongated. Their slopped skull has 34 teeth with enlarged canines. Their molars show extreme convolutions which researches believe indicate that ingentis' teeth constantly regenerate. Their eyes are sensitive to the infrared portion of the spectrum allowing them to operate freely in darkness. Like robustus, ingentis varries in appearance greately which may indicate several subspecies. Habitat: Trolls living in the wilderness tend to use caverns and converted structures such as buildings for dwelling. In urban areas, they prefer areas such as sewers and derelict buildings. Habits: Trolls prefer night, and their diet is omnivorous. Metabolic studies show ingentis life expectancy to about 50 years. Gestation period is 259 days, with a suckling time of more than 15 months. Birth weight is 2.5 percent of mother's weight. As robustus, young born as sapiens will 95% of the time genetically express into ingentis. This transformation usually causes extreme psychoses and abberant behavior. ^WSee Also: RACES^n # TYPE This command allows a character to try to guess the 6-digit passcode of a standard credstick. If guessed successfully, the credstick's security is deactivated. ^ctype <credstick> <passcode>^n ^WSee Also: CRACK, CREDSTICKS, USE^n # "UNARMED COMBAT" ^bSkill Type: General Concentrations: Subduing, Cyber-Implant Weaponry^n The unarmed combat skill allows you to fight effectively when not using a weapon (or when using implanted weapons excluding ^Wfirearms^n). ^WSee Also: ARMED COMBAT, FIREAMRS^n # UNATTACH This allows you to remove an accessory from a weapon. To use: ^cunattach <accessory> <weapon>^n ^WSee Also: ATTACH, FIREARMS^n # UNGROUP UNGROUP can be used by group leaders to disband the entire group, or to kick a specific group member out of the group (and stop him/her from following the leader). ^c> ungroup > ungroup homer^n ^WSee Also: GROUP^n # UNINSTALL This removes a program from your cyberdeck while in the physical world. To use: ^cuninstall <program> <cyberdeck>^n ^WSee Also: CYBERDECK, INSTALL, PROGRAM, UTILITIES^n # UNLOAD This takes a program out of active memory while you are jacked into the Matrix. Once unloaded, you can always load the program back, but it is more efficient to keep it out of memory until you need it, or in preparation for a large task. ^WSee Also: CYBERDECK, PROGRAM, UTILITIES, MATRIX^n # UPLOAD This will transfer a file from your cyberdeck's storage memory to the Datastore. It can only be used when connected to the Matrix. ^cupload <filename>^n ^WSee Also: DOWNLOAD, MATRIX, CYBERDECK, DATASTORE^n # USE WAND STAFF STAFFS STAVES WANDS ^gUsage: use <staff> use <wand> <target> use <credstick> <victim>^n A character can "use" thumbprint and retinal-scan credsticks on a specified corpse. If the corpse is that of the previous owner of the credstick, then by either pressing the screen against its thumb or by scanning its retina, the security on the credstick will be deactivated. Using staves will automatically target everybody (or everything) in a room, execpt yourself. Therefore staves are naturally very powerful, and yet may be very dangerous to use around other players. Using wands require that you point it at a target, which can be eihter a character or an object. Both staves and wands must be HELD in the hand prior to use! (Use the ^Wgrab^n or ^Whold^n commands). You must still supply the name of the staff or wand to avoid confusion. ^WSee Also: CREDSTICKS, GRAB, HOLD^n # UTILITIES Utilities are the programs the Decker uses to strut their stuff around the Matrix. Without passcodes or programs to get them through Security, a Decker would have to sit and twiddle their thumbs in hope of getting in by chance. No Decker should be without Utilities, and no Decker can do anything without them. Present Utilities are: Attack, Deception, Slow, Smoke, Medic, Shield Mirrors ^WSee Also: PROGRAMS, CYBERDECKS^n # VALUE Before selling an item to a ^Wshop^n, you can ask the shopkeeper how much he or she is willing to pay for it. Example: ^c> value bread^n ^WSee Also: SHOPS, BUY, SELL, LIST^n # VISIBLE Use this command to break your spell of invisibility before it expires. # WAKE SLEEPING REST SIT STAND For changing your position. If you feel weary, it's probably a good idea to sit and rest for a while, or maybe even take a nap. # WEAR If you want to wear some clothes, ^Warmor^n or the likes. Also, to wear everything in your ^Winventory^n (or at least try to, as wearing things like loaves of bread is not a good way to win friends and influence people) you can type "wear all". Optionally, you can specify what part of your body to wear the ^Wequipment^n on. ^c> wear boots > wear glasses > wear all > wear ring finger^n ^WSee Also: EQUIPMENT, REMOVE^n # WEATHER If you're uncertain whether the sun is shining or the rain is pouring down. # WHERE Tells you the location of a monster, a player or an object. Mortals can only "where" monsters or players, and only from their own zone. "where" with no arguments lists all players in your zone. Immortals may type 'where' without arguments to see where everybody is. ^c> where > where torch > where dragon^n # "WHIPS & FLAILS" ^bSkill Type: Concentration General Skill: Armed Combat^n The whips & flails skill determines your ability to fight with weapons of these types. These include any weapons which have a handle and a lose end connected for striking blows. Obviously, whips and flails fall under this category. ^WSee Also: ARMED COMBAT^n # "WHITE IC" White IC is a program primarily concerned with identifying and locating interuder personas. White IC is so called cos it is harmless, but it can activate the big boys to come and give you a kicking. The three types of White IC presently are: Access Barrier Scramble ^WSee Also: IC, BLACK IC, GREY IC, ACCESS IC, BARRIER IC, SCRAMBLE IC^n # WHO Lists the people currently in the game. Some people may be invisible. Command-line options can be used to limit the listing. The parameters can be specified on the command-line in any order. ^gUsage: who [sort] [quest] [pker] [immortal] [mortal]^n sort Sorts the players by status quest Lists only questing players (those with their "quest" flag on) pker Lists only those players with their "pker" flags on immortal Lists those whose status exceeds or is legendary mortal Lists the players who have not (or do not want to) achieved legendary status ^c> who sort quest^n Lists the questing characters by status. # WHOAMI You need help on this command?! # WIELD When you get tired of bashing monsters with your fists, you might consider wielding a weapon (or two). ^c> wield gun^n ^WSee Also: EQUIPMENT, REMOVE^n # WILLPOWER Willpower represents the strength of your mind, in other words, your mental stability, determination, and your self control. For a ^Wmage^n or ^Wshaman^n this can be one of the most important stats because it represents their astral strength and it helps them resist drain from ^Wspells^n. If you are a mundane, willpower helps you resist mana type spells (spells which attack the mind to cause damage). During the late 1980's and 1990's many people were addicted to network text games called 'muds' (multi-user dungeons). Obviously those people had low willpower. ^WSee Also: ATTRIBUTES^n # WIMPY Use the "wimpy" command to automatically wimp out of a fight. ^c> wimpy 5^n will make your character automatically ^Wflee^n a fight if he/she has less than 6 physical points. ^c> wimpy 0^n turns off wimpy mode. ^c> wimpy^n shows you your current wimpy status. ^WSee also: TOGGLE, FLEE^n # WIZLIST IMMLIST Lists the most powerful beings on the mud. # WOLF Wolf's life is dedicated to his friends and family, attempting to provide for and defend them. Wolf is loyal to friends and savage to enemies. Wolf is at home in the forest, prarie, and mountain areas. ^WSee Also: TOTEMS^n # WRITE In order to write a note, you need a piece of blank paper (or similar), and a pen of some sort. You can then type something like "write on the paper with the pen", whereupon you'll be asked to type in your note at the keyboard. WRITE is also used to post messages to bulletin boards, referred to in this game as ^Wterminals^n. ^WSee Also: TERMINALS^n # ZONES AREAS Zone name Author(s) ------------------------------------------------------------------------- Aztechnology Pyramid Dunkelzahn, Pook Aztech Magic Academy Pook BioHyde Complex Pook Bradenton Pook Carbanando FlyGuy The Crime Mall Pook The Central Matrix Pook Central Puyallup Pook Club Penumbra FlyGuy Council Island Quiggely CryoCo. Complex Foo Downtown Seattle Pook, Rift, God himself East Puyallup FlyGuy Evergreen Multiplex FlyGuy Immortal HQ FlyGuy, Flynn Groetza Camp Pook LoneStar 17th Precinct Pook McDonalds (Seattle) Pook MST Monorail Stations Cypher Neophyte Guild Pook Parell Weapons Facility Pook The Reaper Taws Red Dragons Doss Quiggely Renraku Arcology Pook Seattle Docks FastJack Seattle Monorail Pook Seattle State Park Rift Tacoma Rift Tacoma Mall Pook Tarislar Dunkelzahn Titty Twister Pook ^g*This list will be updated as zones get added to the mud, and it does not include zones currently in the making.^n # ! | Use ! to repeat the last command typed at the keyboard. Use | to replace a string from the last command with a new string. The syntax is the same as in csh: "|old-string|replacement" For example: ^c> tell rasmusse Hi there, how are you?^n ^yNo-one by that name here.^n ^c> |rasmusse|rasmussen^n ^yYou tell Rasmussen, 'Hi there, how are you?'^n ^c> |you|you doing|^n ^yYou tell Rasmussen, 'Hi there, how are you doing?'^n ^WSee also: ALIAS^n #~