Los Angeles: A House Divided

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The commands in this section are connected with the game system: character sheets, performing tests, showing stats to others, etc.
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[ approve | aura | bg | combat | contest | descer | explain | influence | jnote | listinfo | notify | power | privatecontest | prove | sheet | weapon | xp]


approve
Usage:	+approve

The +approve command adds you to the queue of characters awaiting approval, and notifies any online staff who can approve you. The staff will deal with your request as soon as possible.

This command is intended only to be used at the end of character generation, in the character generation Birthplace.

aura (p. 1)

+aura/set <descriptive text> Sets your aura to <text>
(or simply &aura me=<text>)
E.g. +aura/set Open and vulnerable or &aura me=Dark and depressed.
Auras here do not correspond to the colors of the rulebooks, rather they tie to emotions and perhaps symbols. Setting an aura is mandatory and encouraged to be kept to one 80 character line. You are also encouraged to keep your aura updated to mood when possible. Auras are a doorstep to RP, not a weakness. Asking someone for their aura is not as effective as someone seeming to read your nuances.

Some aspects of an aura will be automatically added for the reader (from frenzy, diablerie, magic use, etc.) It includes information on whether they have an idea of what they are looking at means.

See also: +help ic/aura
---------- aura (p. 2) ----------

Custom, permanent auras may be set by Wizards with the following command:

&_aura-special *<name>=<text>

bg (p. 1)

+bg Displays all the entries in your personal background
+bg <char> Shows you various things you might know about <char>
+bg/clan <char> Shows you clan-related information on <char>
+bg/domain <char> Shows you domain-related information on <char>
+bg/norm <player> (for staff) - as above but w/o secret part
+bg/all <char> Shows all of regular, domain and clan bgs

Please see the next page for information on how to set backgrounds for your character.
---------- bg (p. 2) ----------

+setbg *1=*2 Sets background *1 to *2.
+setbg/add *1=*2 Adds text *2 to the end of background *1
+editbg *1=*2/*3 Edits background *1, replacing *2 with *3

The valid entries for field *1 are:
secret mortal vampire camarilla
anarch occult brujah gangrel
malkavian nephilim nosferatu toreador
tremere ventrue downtown long-beach
north-o.c. santa-monica south-central south-o.c.
torrance valley

All characters MUST set their SECRET and MORTAL backgrounds, and all vampire characters must also set the VAMPIRE background, home clan bg (e.g. GANGREL, VENTRUE, et cetera), home domain bg (DOWNTOWN, SOUTH-CENTRAL, et cetera), and one of either CAMARILLA or ANARCH as appropriate to your character. Though not required for approval, you are encouraged to complete as many bg's as you can.

Note that you may also wish to set &clan-name me=<chosen name> if your clan uses nicknames.

Please review +news applications/backgrounds for guidelines on what information to provide in your backgrounds.
---------- bg (p. 3) ----------

In the interest of full disclosure, there is another field on your +bg which staff can view that even you cannot see. This records information about you regarding things which you should not know about IC or OOC. E.g. who is your true sire? Or maybe you are a prime candidate for a long-term plot to be developed.

Architects see also: +help admin/setcomment.

combat
	+combat

This command shows your present combat capability. Brawl, Evade, and Soak stats are always shown.
If you have protean 2 and claws active, that will also show.
If currently wield a weapon, you can see how you perform with it.
This is the only way for players to get "numbers" on how a weapon works (for them). Firearms have an added line describing using them as a club in melee.

+combat/show [<attack>|evade|wounds|soak|fire] to <player/object>

Allows you to "prove" your skill in combat to another player to resolve potential conflicts. Staff can also intercede in your behalf and see your combat table if need be (and without giving away such information to the other player). This command will show a single row from the list of attacks you have, your evade, soak, or fire/sun soak.
E.g.: +combat/show Brawl to Tuan

See also: +news combat, +help ic/wield.

contest (p. 1)
Usage: +contest <challenger total> vs <defender total>
+privatecontest <challenger total> vs <defender total> to <recipients>

+contest is used to perform the random element in a test. Either party may resolve the test, the results are announced publically to the room. Contest output uses the verifiable message system (see +help ooc/verify).
+privatecontest accomplishes exactly the same but allows you to share the results to a restricted list of players, E.g.: +privatecontest 3 vs 5 to frederico alvin

<total> may be specified as <number> for a simple total, as <number>+ to indicate a total to which Advantage should be added, or as <number>+<bonus> to indicate a total to which a bonus for the Multi modifier on certain power cards should be applied.

Example:
> +contest 4 vs 3
<<VERIFY>> Calum resolves a challenge..
Challenger total is 4, Defender total is 3.
Result is... Challenger wins.
---------- contest (p. 2) ----------
More Examples:
> +contest 4 vs 3+
<<VERIFY>> Calum resolves a challenge..
Challenger total is 4, Defender total is 3 (plus Advantage).
Result is... Tie.

> +contest 6 vs 3+9
<<VERIFY>> Calum resolves a challenge..
Challenger total is 6, Defender total is 3 (plus Multi bonus of 9).
Result is... Defender wins automatically.

> +contest 6+ vs 3+9
<<VERIFY>> Calum resolves a challenge..
Challenger total is 6 (plus Advantage), Defender total is 3 (plus Multi bonus of 9).
Result is... Defender wins.
---------- contest (p. 3) ----------
+contest operates roughly like this..

o If the totals are more than three points apart, the player with the
higher total is considered to win automatically.
o There is roughly a 2/3 chance of the higher number winning if there
is two or three points separating the score.
o If the totals are within one point of each other, there is roughly an even
chance of either winning, or of a tie.
o Advantage is worth roughly +2
o If you have Advantage, you have at least a 1/3 chance of winning.
o Advantage will not give you an automatic win if you didnt have
an automatic win already.
---------- contest (p. 4) ----------
For interest and info:
When Calum uses these rules in his LARP games, tests are resolved as follows:

o If the totals are more than three points apart, the player with the
higher total is considered to win automatically.
o If the totals are within one point of each other, the two players
play a single round of Paper/Scissors/Stone, and the result of this
is the result of the contest.
o If the totals are two or three points apart, the two players play a single
round of Paper/Scissors/Stone as above, but the player with the higher
total wins the contest if the game of Paper/Scissors/Stone is a tie.
o Advantage is worth +2 to your total, but will not give you an automatic
win if you didnt have one already.
o You cannot automatically lose if you have Advantage.

descer
There is a simple-to-use global descer installed. We encourage players to use it, but if you prefer to use a different descer, that's up to you. (A descer is a set of commands that makes it easy for you to store and swap descriptions of your character) The global descer can be used with descs stored as a single entry that is changed as a whole, or as a series of parts which can be -totally- defined by you. There are commands for removing, renaming, and re-ordering the categories. If you prefer to store entire descs without parts, simply remove all categories but one and name it what you like. To explain briefly, a descer that works on parts allows you to create a list of descs for different categories. (say, for hair you create descs named BRAIDS, NEWPERM, FRIZZY, and CLIP) You can then set each category to what desc you wish. Say, set hair to 'braids' and top to 'plaid-shirt' and bottom to 'bluejeans' or something similar. The following are valid commands which you can now do +help on.
setup descer listdesc makedesc
removedesc removecat renamecat
checkdesc setdesc reset descer
addcat storedesc orderdesc

explain
+explain <infobit>

+explain is used to explain to you what a certain infobit means. It lists
what type of infobit is in game terms (is it an attribute, an ability, etc),
and in terms of how it is stored (is it a Stat, a String, or a Listitem).
e.g.

>+explain strength
+--------------------------------( Strength )---------------------------------+
Type:Attribute (Physical)Info-type: Stat
Your raw physical power; how much you can lift or carry, how hard you can hit.
+-----------------------------------------------------------------------------+

See also: +help listinfo

influence


Not Yet Implemented


jnote
The +jnote commands are used to record and communicate judge-notes. Judge-notes augment backgrounds and features on +sheet in a manner consistent with our strategy for auto-judgeing, where players benefit from resolving scenes with minimal staff intervention.

+jnote/scan - Lists set/unset jnotes on you
+jnote/scan <player> - Lists set/unset jnotes on player (Staff only)
+jnote/submit <note>=<description>
- (In chargen Birthplace) submits note for approval
+jnote/list - Lists all judge-notes on self (player)
- Lists all possible judge-note types (staff)
+jnote/list <target> - Shows judge-notes on <target> (if permitted)
+jnote/long - Lists a table of all jnote categories
+jnote [me|<target>]/<note> - Displays self <note> on self or <target>
+jnote/show <target>=<note> - Shows verifiable <note> to <target>

You may only view notes on your self or something you own/control (e.g. a room). To view 'PHOBIA' on yourself, you would: '+jnote me/phobia'. To show that detail to 'Bob' you would '+jnote/show bob=phobia'.

Judge notes may only be set by staff.

See also: +help ooc/verify

listinfo
+listinfo	Show the top level infobit categories
+listinfo <category> List the infobits in <category>

+listinfo lists all the defined infobits of a defined type. Infobits are the items that make up your character; the numeric stats, the members of your list of beast-traits etc, the strings (nature, demeanor, etc). Typing: +listinfo will give you a list of the various categories of infobits that make up a character. +listinfo on a category will list the sub-categories, or list the members of that category.
e.g.

>+listinfo
See +listinfo on: attributes, abilities, advantages, disadvantages, rituals
>+listinfo attributes
--------------------------------- Attributes ----------------------------------
Strength, Dexterity, Stamina, Charisma, Manipulation, Appearance, Perception,
Intelligence, Wits
-------------------------------------------------------------------------------

See also: +help explain

notify (p. 1)

Usage: +notify <text>
+notify/list
+notify/show <#>=<me|(name)|here|(list)>
+notify/lock <#>
+notify/purge <#|all>

+notify <text> creates a verifiable note which records <text>. In addition, this note records the RL time, the IC time, and the location of your character when the note is created. This note is intended to record the IC actions of your character which other characters might not yet be aware, and such a note should always be created when you anticipate any potential for IC conflict or OOC negotiation related to the actions of your character. E.g., if your character is gathering his or her retainers before entering a dangerous scene, then +notify should be used to memorialize these preparations. Likewise, +notify should be used to record the efforts of your character to follow other characters while obfuscated. If you are ever in doubt as to if you should use +notify, then you should err on the side of creating the note.

Architects are advised when notes are set.
---------- notify (p. 2) ----------

+notify/list displays a list of all of the notes you have set on your character.

+notify/show <#>=<me|(name)|here|(list)> will show note <#> to you (me), to a single player (name), to your location (here), or to a list of players (list). The showing of the note is verifiable. See: +help ooc/verify.

+notify/purge <#|all> deletes note <#> or else all notes which you have not locked.

+notify/lock <#> toggles note <#> as either being locked from deletion or else unlocks it so it can be deleted.

power
+power <target>=<power>		- show card for <power> to <target>
+power/modifier <modifier> - check the meaning of a modifier
+power/list - list your power cards

Supernatural powers are described on 'cards'. To use a power, you will
generally show the card for that power to the target of that power. The
card explains the rules for that power to them, and how they may resist
it, if they choose to.

+power shows a power card to the specified target.
<power> must be one of your own powers.
<target> may be someone present. Special targets include:
'here' to show the power card to the whole room, or
'me' to just look at it yourself.

+power/modifier shows you the explanation for a power modifier. These
are listed on the bottom of the power cards in parentheses, and are
usually limitations of the power that make it easier to resist.

+power/list lists all the power cards you 'own'.

privatecontest


See: +help char/contest


prove (p. 1)
Usage:	+prove <stat>=<level> to <who>
+prove <stat>+<stat>=<level> to <who>
+prove <list item> to <who>
+prove <list item>=false to <who>

We want players to be able to trust each other, and for the most part there should be no need to prove what stats you have to another player. Other commands show your powers, rituals, combat totals and social standing. However, occasionally, you may wish to prove a particular stat to another player, and this command allows you to do so.

For a numeric stat the first form applies. You specify which stat and a level, and the +prove command will verify to <who> that you have the stat to at least that level. You may 'undercall' your stats, it will only verify that you have the level you claimed. You can prove Generation as if it were a numeric stat, except that you must claim an equal or higher number.

For a list-item stat (eg, beast-traits, inhumanities, rituals), the second and third forms apply. The second form will prove that you have the specified list item, the third form will prove that you do not have the specified list item.

<who> is the list of people or things to send the message to. The list can contain 'here', which will send the message to everyone in the room. Messages can be sent to a remote player using *<name>.

+prove uses the verifiable message system. (See: +help ooc/verify)
---------- prove (p. 2) ----------
Examples:

> +prove stamina=4 to here
<<VERIFY>> Calum has a stamina stat of at least 4.
> +prove fire=false to camden sara
<<VERIFY>> Calum does not have fire (BEAST-TRAITS).
> +prove purity of flesh to *calum
<<VERIFY>> Calum has purity of flesh (RITUALS).
> +prove dex+brawl=6 to here
<<VERIFY>> Calum's Dexterity + Brawl total is at least 6.

See also +help on: power, ritual, combat, status

sheet
+sheet		Show your own character sheet
+sheet <X> Show object X's character sheet, only if you have the
VIEWSTAT access item (see: +help admin/access), or control X.

weapon

+weapon/check <weapon name>

Shows you information about the weapon. You must be holding or next to the weapon to get this information.

+weapon/prove <weapon name or dbnum> to <player name>

Shows the player information about the weapon.
E.g., concealability, range, type.

+weapon/carry <weapon name>

Notes a weapon in your inventory as being carried IC. This way people and staff will know what you have on you when they look at you, etc. If you use carry or uncarry outside of your auto-house location, it will flag this in a message locally and to staff.

+weapon/uncarry <weapon name>

Notes a weapon in your inventory as no longer being carried ICly.

See also: +help ic/wield, +help char/combat, +news combat

xp (p. 1)
Usage:	+xp				+xp/vote <player>
+xp/disc me +xp/influence <influence>
+xp/request <stat>=<reason>

The XP system is used to automate at least part of the process of awarding experience points. On Los Angeles: A House Divided experience points are awarded for three things:
o Turning up and taking part in roleplay
o Recommendations from other players
o Awards from staff for achieving goals, and for running plots.
The first two of these are taken care of by the XP system, the third is administered manually.

Experience points are allocated roughly once a week (when exactly depends on when you are logged on, and how active you've been). It'll happen at different times for different characters. They're awarded on a combination of how much time you've spent online and in character, and how many votes you received in the previous week. We don't intend to spell out exactly how this is calculated, but it's designed to be fair to everyone.
---------- xp (p. 2) ----------
The command '+xp' will tell you how many unspent experience points you have, and how many votes you may cast for other players for good roleplaying if you have any. It may show you as having fractional parts of an experience point - you cannot spend these, but it shows how close you are to getting your next point.

The command '+xp/vote <player>' casts one of your votes for <player>. You should do this when someone impresses you with good roleplay. You can't vote for the same person twice in the same week - and your votes will be worth more if you dont vote for the same people all the time. Unspent votes will carry over into the next week, up to a certain limit. You can't stockpile them _too_ high.

This system may be automated, but it still works on trust: it saves the staff time they can use to spend on making role-play better in other ways. Please don't try and abuse it.
---------- xp (p. 3) ----------
The command '+xp/disc me' tells you how many XP you may spend on disciplines and stay within our guidelines. It does not calculate exactly how many XP you have spent on disciplines, but how many XP your disciplines are 'worth'. This command is used as the basis for staff decisions about when you can spend XP on disciplines.

The command '+xp/influence <influence>' tells you how many XP it will cost you to buy the next level of the specified influence. The cost varies based on a number of parameters; including how many levels of that influence have already been purchased (in your domain for levels 1-3, in Los Angeles as a whole for levels 4-5), and how many Beast Traits and Inhumanities you have. When an influence is very oversubscribed, you may not be able to buy it at all.
---------- xp (p. 4) ----------
To make an XP request, use '+xp/request <stat>=<reason>' which might look like:

+xp/request vampire lore=Refer to my Journal entries #3, #10, and #12 for details. <Feel free to copy-paste essential data from logs and journals.>

or

+xp/request drive=I forgot to buy any drive in chargen, and I've been taking lessons from my ghoul.

This will be translated as a +feedback to staff, and you should have some form of response within about 3 days.

To review the status of your +xp/requests, refer to +myjobs. See '+help ooc/myjobs' for details.

This information subject to change, please visit us online at lamush.net 9021 for most recent information