Los Angeles: A House Divided

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The commands in this section are things that your character would do, rather than OOC commands or things connected with the game system.
[ help | ooc | ic | character | jobs | mail | bbs | functions | social]
[ 911 | aura | blood | cell | clusters and places | compass | detect | dominate | drive | falling | frenzy | glance | hunt | hurt | keys | knock | language | lock | map | mutter | shout | strength | taxi | time | view | wield | willpower]


911 (p. 1)
+911 <message>

This will send a help call to emergency teams. Note that you will only be able to do this if you would be able to place a phone call as it simulates your character dialing '911' on a telephone. (yes, for you Brits it's like dialing '112') Indeed, even 'hoax' calls will be tracked and followed up on since all calls are also recorded.

If you do not receive a response from a staff member, helper, or Plot Coordinator, please feel free to improvise in your scene. Only call for a timestop as an absolute last resort. Try to work out sensible response accordingly. While this world may not have the most secure and organized police, certain districts do indeed have very good response, and the police or emergency response should not be something to conveniently ignore.
---------- 911 (p. 2) ----------
This command does the following:

1. Notes the IC location, voice type (use sex if not available), telephone number originating the call (if they have a cell phone), and IC time.

2. Broadcasts:
<Helper> 911: IC Call placed to 911 - may need response.
<Monitor> (Frederico) placed a 911 call from (K1/San Vincente Boulevard) at (12:22am on Sat Sep 22 Year-7): There is a white van on fire.

3. Creates a new PLOT +job with the same information, so staff can trace what was then placed for follow up as appropriate.

4. The +911 user is told to wait a few minutes and if nobody assists, then feel free to improvise and supply additional information to their +myjob.

5. Pose the call being placed and the text said by the person, for those in that room.

6. The <911> channel that receives the broadcast and allow players with appropriate connections / influence to subscribe to it. Helpers potentially as well if we feel they can handle emergency responses. Plotcos will be expected to monitor this channel.

aura
You may "pose" fluctuations in your aura with the command:

+aura/pose <descriptive text>

(E.g. +aura/pose A churning of anger builds)

This text will be presented to all (with auspex-2) in the same location as the character, and will even appropriately be shown to Obfuscators with the ability to see auras.

E.g. Frederico does this:
+aura/pose Anxious and apprehensive.
and Auspex Annie sees:
Auspex on Frederico notes:
<<Anxious and apprehensive>>

blood
Usage: +blood				+blood/pump <attribute>=<num>
+blood/expend <num> +blood/revert
+blood/heal <num> +blood/prove <target>
+blood/feed <victim>=<num> +blood/feedok <feeder>

The +blood command allows vampires and ghouls to manipulate their vitae pool.
+blood tells you how much vitae you have, how fast you can spend it, etc.
+blood/pump expends <num> points to increase the physical attribute <attribute>.
+blood/revert restores your physical attributes to normal.
+blood/expend simply burns <num> blood points.
+blood/heal expends <num> blood points to heal <num> levels of normal damage.
+blood/prove verifies to <player or 'here'> your vitae/action rate
+blood/feedok gives <feeder> OOC permission to drink your blood.
+blood/feed drinks <num> points from <victim>.

The commands that expend blood will not allow you to expend more blood than you may burn in one action turn with a single command. All of the above also inform other players present what you have done.

cell (p. 1)
To get set up to use the phone system, you need to first do the following:

+cell/phones
+cell/setup <Registration Name>=<Phone Name>

Your <Registration Name> is the name by which you will be known in the phone book. <Phone Name> is the name of the phone selected in +cell/phones.

Currently, you may only have one phone checked out to you, and while puppets can use the phones, they cannot /setup a phone. If you need your puppet to have a phone (such as a retainer situation), then you must setup the phone and give the phone object to the puppet.

Be sure not to lose your phone, as then people can use it in your place (and thus have access to your messages, your phone book, etc).

+cell/use <phone>
+cell/drop <phone>

Once you have been issued a phone, you must /use the phone in order to get it to work properly. To drop it, you have to use the /drop switch.

NOTE: While your characters likely do not appreciate this fact, cell phones are not ICly a secure technology. In this context, Architects can (and sometimes do) monitor cell phone communications.

A useful summary of available commands: +cell/help
---------- cell (p. 2) ----------
+cell/dial <phone#|book name> +cell/answer
+cell/talk <message> +cell/refuse
+cell/quiet <message> +cell/hangup
+cell/message <msg> +cell/imitate <language>=<msg>

These are the most basic phone commands and allow you to communicate with another phone. /dial will dial a <phone#> of a phone. When being called, you can /answer or /refuse. If you /refuse, the caller will be directed to voice mail to leave a /message. When you are connected, you can then /talk to each other, or you can speak quietly with /quiet. When you are finished, you should /hangup (which also acts as a reset for your phone - if you have problems, use +cell/hangup). Using the /imitate switch, you can imitate an accent when you speak and send <msg> to the receiver. Note that you must be very fluent in the <language> in order to be able to imitate it.
---------- cell (p. 3) ----------
+cell/book +cell/bookadd <name>=<phone#>
+cell/bookdel <phone#|name>

The previous commands controls your phone book. /book will display your book to you. /bookadd will add <phone#> with a <name>. /bookdel will delete either by <phone#> or <name>.

+cell/on|off +cell/ring|silent
+cell/color <color> +cell/status
+cell/block|unblock

The previous commands configures your phone. With /on or /off, you can turn your phone on or off. /ring and /silent will turn your ringer on and off. With /color, you can change the phone's faceplate & case to another color or style. Using /status, you can check the status of your cell phone (and if your phone supports caller ID, you can see who is calling you). The /block features are not available on most phones, but this configuration option allows you to bock others from picking up your number with Caller ID (instead of showing as your phone number, it will show as UNKNOWN). If you set the attribute 'GIMP_STATUS' on yourself, /status will display a very small /status instead of the spammy version.
---------- cell (p. 4) ----------
+cell/id +cell/last
+cell/messages +cell/retrieve <#>
+cell/delete <#> +cell/mailmessage <msg>

The /id command will list the last 5 callers to your phone, if you have caller ID. With /last, you can see what the last 5 outgoing calls were. /messages will allow you to display your voice mail messages. /retrieve will display voice mail <#>, and /delete <#> will delete a voice mail. You can set what message is displayed to callers with /mailmessage.

+cell/accent <accent>

You can set what accent is broadcast when you speak over the phone with the /accent switch. This command can only be used once. You should set it to the <accent> you'd like displayed, such as 'British', 'German', 'Midwestern', 'Southern', etc.
---------- cell (p. 5) ----------
+cell/photodir +cell/photo <#>
+cell/show <#>=<player> +cell/shoot <#>=<desc>
+cell/clear <#> +cell/send <#>=<email>
+cell/transfer <#>=<Phone#>

Using the /photodir, you can get a list of photos available (you can only have up to 10). With /photo, you can look at photo <#> on your phone. With /show, you can show photo <#> to <player>. Using the /shoot switch, you can shoot a new photograph. This will broadcast a verifiable message to the room. Using /clear, you can clear out a photo. With /send, you can send a photograph to an <email> address (you must, however, have your own email address - see '+help ic/email'). Using /transfer, you can transfer photo <#> to another <Phone#> that has photo+internet access.

+cell/text <phone#>=<msg> +phone/lookup <name>

Using the /text switch, you can send a text message to <phone#>. With the +phone/lookup command, you can look up <name> in the phone book.
---------- cell (p. 6) ----------
Building commands:

+phone/networkstrength <0-100>

This command sets the network strength of a location which you control. For builders & staff only. 0 = No signal, 100 = Perfect clarity. Underground areas should have a 0 signal. Outdoors should have 100. Indoors should have something in between.

clusters and places (p. 1)

INTRODUCING CLUSTERS AND PLACES

We have clusters and places code which allows virtual places (tables, chairs, beds, et cetera) and clusters of characters in a room without having separate database objects. When you join a place or another character, you can create poses and conversations with others at the same place or cluster without these actions being generally observed.

Commands:
--------
places (or 'clusters') Shows places and clusters in the room.
join <name> Puts you in a cluster with <name>.
join <num> Puts you at place <num>.
depart Leaves your current place or cluster.
tt <message> Allows you to talk quietly at your cluster.
The usual say/pose tokens may be used
and tt |<message> will @emit at the table.
tts <message> Pose <message> in current +language.
To set a language, see: +help ic/lang.
ttm <message> Allows you to pose <message> at your cluster
or place which will be heard as a mutter
by the room. See, e.g., +help ic/mutter.

This is a very new code. If you experience any problems, please submit a +feedback/bug. (See '+help ooc/feedback' for more details.)
---------- clusters and places (p. 2) ----------

USING CLUSTERS AND PLACES

Our clusters code compliments traditional places code by dynamically resolving spatial relationships. When you join (e.g. 'join <num>') a place, then you are joining that place. When you join (e.g. 'join <name>') a person, you are standing near them. If the person you join is at a place (i.e. a couch or table), then you are standing near the place. If they are not at a place, then you are forming an arbitrary group of people within the room. Notwithstanding limits on the existing number of places in a room, there is no limit to how many dynamic groups ("clusters") can exist.

When someone uses one of the 'tt' commands, they are speaking just loud enough for everyone nearby to hear: whether those people are within a cluster or at a nearby place.

For those who wish to employ Obfuscate to spy upon a cluster or place, they should 'join <name>' where <name> is a person at the cluster or place.

If a room is quiet enough (i.e. if it is not set TERSE), then a person with '+auspex1 hearing' engaged might be able to eavesdrop upon communications at most clusters and places in a room.
---------- clusters and places (p. 3) ----------

CUSTOMIZING CLUSTERS AND PLACES

There is an option to allow you to specify the color that tabletalk (tt) appears as, allowing specification for personal preferences and terminal restrictions.

&TTCOLOR1 me=<ansi code>
&TTCOLOR2 me=<ansi code>

TTCOLOR1 controls the color of the tabletalk at your table.
TTCOLOR2 controls the color of a tabletalk that you are spying on.

For example, setting '&TTCOLOR1 me=hr' will set it to highlighted red. Setting '&TTCOLOR1 me=n' will set it normal. If you do not set these, TTCOLOR1's default is 'h' (i.e. highlight) and TTCOLOR2's default is highlight black (i.e. grey).

See 'help ansi codes' for a list of ansi codes.
---------- clusters and places (p. 4) ----------

INSTALLING CLUSTERS AND PLACES

The code for configuring clusters and places is not yet completed. However, you can configure clusters and places manually for a room you own. As an instructive example, if you want to create a place 1 which would be a couch, then input the following:

&CFG.PLACE.1 here=name~A couch|desc~A nice leather couch.|max~4|num~4|fixed~That's just silly|join~sits down at the couch.|depart~stands up from the couch.|cjoin~moves to stand near the couch.|cdepart~You move away from the couch.|prefix~At the couch|cprefix~Near the couch

You can add additional places and customize them by changing the data after each ~ as appropriate. And a second would be created with '&CFG.PLACE.2 here=<customized data>' and so on.

If a room has a lot of IC background noise, please do: @set here=TERSE.

compass
This tool displays valid directions from your current position.
It scans exits for "north", "southwest", etc. and creates an appropriate form, graphicly. Outdoors, this looks something like a street layout, indoors, more like a star. These can be overidden by setting the &COMPASS attribute on the *room*. There are two commands:

+compass Display compass at current location
+compass/formats List all available formats

This was written by Kynn Bartlet, with mods by Amberyl and Imaginos@SN later.

detect

+detect/<how> <power-user>=<discipline>

<how> = one of: 'lore', 'willpower', or 'discipline'
<power-user> = character at your location who recently used the power
<discipline> = the discipline (category) you are trying to detect

E.g., +detect/discipline frederico=presence
Means you are justifying detecting frederico's use of presence based on you also having the presence power (at same or higher level as the power used.)

NOTE: You only have a certain amount of time to do the detection. If it is important for you to do so in scene, pay attention and run this. If you did miss the time interval, you can re-request the power-user to flash the card and THEN try the +Detect.

See also: +news faq/detecting powers

dominate (p. 1)

+dominate/<level> <target>=<note>

Use this command in place of using the +power command to show the intended target the power information and relevent +contest information to resist.

<level> = 1, 2, 3, 4, 5, 4a, 4b, 5a, etc.
<target> = name of target character (one at a time)
<note> = text helpful to clarify the power use
(E.g., the wording in Mesmerism, the memory in Forgetful Mind)

The output will calculate and display the numbers to use in a subsequent +contest (then modified by willpower use (or Multi), social advantage, etc. Also the target can elect to waive the contest altogether.

See also: +help char/power, +help char/contest, +news FAQ/dominate
---------- dominate (p. 2) ----------

+dominate/retry <target>=<number of failures>

This command is used AFTER a dominate has been ICly tried (using a +power card) on a target who has successfully resisted a prior dominate in the same evening.

If it indicates SUCCESS, then proceed as normal
If it indicates FAILURE, no resistance +contest is needed (auto-fails)

See also: +power/modifier resistance

drive (p. 1)
Usage:	+drive <destination>
+drive/offer <character name>
+drive/accept <character name>
+drive/cancel
+drive/refuse <name>
+drive/who
+drive/list
+drive/list <domain code>

+drive is meant to be used together with +map (+help ic/map) to travel about the city. As public transportation is sparse and walking infeasible in this sprawl, most vampires choose to drive. +drive is locked to characters with at least Drive 1. For obvious reasons, +drive can only be used outdoors.

A valid <destination> is either the Coordinate of a place on a +map or the place's name. If you choose to use a name as a <destination>, you need only use as much of the name to be unique from any other place.
---------- drive (p. 2) ----------
+drive/offer allows a character to offer a ride to other characters in the same place. Those that accept are taken with the person who offers when that person chooses to +drive. Offers and permissions expire after a period of time. Also, +drive/cancel removes and every pending +drive/offer you have started. +drive/refuse <name> turns down an offer of a ride from someone else.

+drive/who lists anyone who has yet to respond to your offer of a ride or who has already accepted the offer. +drive/list will show all destinations sorted by the grid coordinates; +drive/list <domain code> will do the same, but will only show destinations in the requested domain.

You may customize the name of your vehicle with &vehicle me=<vehicle>. The default vehicle is 'car.' E.g. instead of +drive being 'Boots drives a car,' you could have 'Boots drives a red 1999 Porsche.'

See +help ic/taxi if your character cannot drive or get a ride.

falling (p. 1)
	+falling
+fall <feet>

The +falling command gives you a brief rundown of your falling capabilities.
The +fall command will tell you and all in your location (through our verify code) specifically what you will need to do should you fall such a distance.

See also: +news sys/falling, +help ic/strength, +help ooc/verify
---------- falling (p. 2) ----------
Staff-only commands:

+falling <char>
+fall/char <char>=<feet>

The +falling command gives you an idea of the character's falling capabilities.
The +fall command will show the system for a character (without creating the Verify information).

Note falling is based off of jump distances, as well as dexterity and athletics for the roll maneuver, and stamina, athletics, and fortitude for the soak.

frenzy
+frenzy			Check the status of your frenzy history.
+frenzy/check <player> Check if <player> is in frenzy.
(Archs get frenzy history.)
+frenzy/prove <player> Prove to <player> that you are (not) in frenzy.
+frenzy/start fear Begin a fear frenzy.
+frenzy/start hunger Begin a hunger frenzy.
+frenzy/start rage Begin a rage frenzy.
+frenzy/stop Cease your present fenzy.

Use these commands to register frenzy, etc. so players may acknowledge your mental state, ignoring wound levels, etc. and RegArchs may manage BT checks, etc.

NOTE: The messages produced are OOC - you can only IC determine frenzy through +aura or animalism use.

See also: +news systems/frenzy, +news systems/beast traits

glance

+glance Displays brief (first line) @desc info on neighbors.

This will use your &shortdesc (should be limited to 60 characters) if that is set, otherwise it will use the first line of your (or an object's) @desc.

(This command supercedes the old '+sweep' command)
See also +status/glance in +help ic/status

hunt (p. 1)
Commands:

+hunt <hours> Hunt as set in default (E.g.:
+hunt 2 = Hunt for 2 hours)

+hunt/here <method>/<hours> Hunt in present location by <method>
(E.g.: +hunt/here prey/2)
If desperate: +hunt/here reckless/<hours>

+hunt/access Lists locations to which you have been
granted hunting permission.

+hunt/info Gives hunt information about current
location plus current character settings

+hunt/recent Shows recent hunt info for your character

See also: +help/next for configuration information
---------- hunt (p. 2) ----------
Configuration:

+hunt/default <method>/<grid> Sets up default for +hunt <hours>
(E.g.: +hunt/default donjuan/a1)

METHOD options:
PREY, DONJUAN, or ANIMAL

GRID must be a valid grid location (e.g. A1) and that location will determine both ease of hunting by different methods as well as how strong a pool is supplied by that location.

See also: +news faq/hunting and +news menu
---------- hunt (p. 3) ----------
Additional commands:

+hunters/info [<grid>] Lists those allowed to hunt here / at <grid>

+hunters/investigate <hours> Provides information about location's pool
activity and who has hunted there recently.
(At your current location!)
+hunters/history Shows past investigation info.

+hunters/grant <grid>=<char> Grants permission for legal hunting
+hunters/deny <grid>=<char> Removes permission for legal hunting

+hunters/control <grid>=<+/-><char>
Add (+) or remove (-) control over <grid>
for <char>. (I.e. they can grant/deny)

Note: Some commands restricted by official authority.

hurt
Usage:	+hurt <who>=<levels>[A]

This command can be used to inflict wounds on yourself (or others if you are an architect). It will inflict <levels> of normal damage (aggravated damage if levels is followed by an A).
Everyone in the room is informed of the damage you took, you are informed of the effects and your new health level also.
e.g.
+hurt me=2
+hurt me=3A

keys
The builtin commands for +lock and +unlock assume some attributes on doors (see +help ic/lock). A parent object has been created to simplify the setup of such locks, and to allow you to keep an active list of people with keys.
Set up your own keys with:
@create My Key (A copy of keys for you - see Note below)
@parent My Key=#150 (Set parent to get all the commands)
@set My Key=COMMANDS
+keyinit (Initialize your set of keys)

Commands:
+setlock mydoor=my key
Configures exit 'mydoor' to be locked by 'my key'.
+keylist Lists people who "have a copy" of My Key.
+givekey joe Gives Joe access to rooms locked with My Key.
+takekey joe Removes Joe's acccess to rooms locked with My Key.

Note: +setlock acts on both the door going in AND the door coming back. You
must own both. You may have multiple sets of keys, but be very careful to
keep them apart when using them, lest you confuse yourself.

See also: +help ic/lock.

knock

+knock * Knocks on door/exit *

Please restrict use of this command to actual doors (not street exits, etc).
Doors should have the &OTHER attribute on them:
see +help ic/keys, +help ic/lock

See also +help ic/shout

language (p. 1)
Language System Intro

The language system allows characters to speak in languages other than English, attempting to simplistically model different degrees of understanding of various languages, and how easy they are to learn.

It provides commands to talk in foreign languages, and a functional interface so that it is possible to write notes in foreign languages, implement table-talk in foreign languages, etc.
---------- language (p. 2) ----------
Basic use of the Language system

+lang - show which languages you know.
+lang <language> - select your current language.
+speak <text> - say something in your current language.

The '+lang' command serves to display and select your current language. Without arguments, it displays the list of languages you know, what level you know them at, and a textual description of how well you speak the language. With an argument, it sets your currently spoken language to that specified. Note that although English is listed as a language you speak, you cannot select it with +lang. To speak English, use the normal 'say' command.

The +speak command allows you to speak in the language you have selected. Words that are too complex for you to say will be replaced with asterisks and long phrases will be truncated and ended with .. to show the truncation. Thus if you have a poor skill, you will have to use short words and short phrases (using ... to indicate pauses works, as does punctuation).
Listeners will have what they hear limited by how well they speak the language.
---------- language (p. 3) ----------
The Language database

+language/show <language> - displays info on <language>
+language/list - lists most common languages
+language/listall - lists all supported languages

The '+language/show' command displays the info from the language database on <language>. It displays the language family, any related languages, where the language is commonly spoken, your skill level with the language, and how many language points you will need to learn another level of the language.

The '+language/list' command displays the list of languages which are reasonably commonly spoken in the Los Angeles area. It is _strongly_ suggested that characters choose their languages from this list.

The '+language/listall' command displays a list of all the languages in the database. Other languages can be added on request, if there is good reason.
---------- language (p. 4) ----------
Learning languages

+language/show <language> - displays info on <language>
+language/points - displays your remaining language points
+language/learn <language> - increases your level with <language>

The '+language/show' command is documented on the previous page, but is mentioned here because it shows how many language points it will cost you to increase <language>, among other information.

The '+language/points' command displays how many language points you have. Language points are allocated for levels of Linguistics skill at character generation, and may also be purchased for freebie and experience points. They are _not_ awarded if Linguistics skill is increased with freebies or experience points.

The '+language/learn' command increases your level with <language> by one, and deducts the relevant number of language points.

Note: Language cost is determined by 1) how difficult the language is, 2) whether you speak a language in the same family to a higher level, and 3) whether you speak a related language to a higher level.

lock

+lock * Locks a door you are able to lock.
+unlock * Unlocks a door you are able to unlock.
+lock/config <exit>=<lock>
Put <lock> on <exit> (and the door the other way)

This is the preferred IC means of handling locked areas. An (optional) parent key object can be used to facilitate this system (see +help ic/keys).
+lock/config sets roughly the following code: (for +lock/config out=*joe):

&LOCKED Out=0 (This flag is set/unset for locked/unlocked)
@lock Out=LOCKED/0 (The actual lock)
@lock/UserLock Out=*Joe (Lock controlling who can +lock/+unlock)
&other Out=#12345 (The exit coming back this way from the room)

(This other door coming back this way will be configured as well)
NOTE: exits w/ the OTHER attribute are assumed to use this code, and be doors.

Note: Staff is well within their right to disallow voice-print retina-scan finger-coded hydraulic timelock door silliness so common on MUSHes. Keys are keys and tumbler locks. Nothing is safe in the WoD. (+news systems/security)

PLEASE See also: +help ic/keys (Key code HIGHLY encouraged), help @lock locks

map
+map <code>
+map/list

+map <code> will show you the map for the required area:
Santa Monica: +map sm
South Central: +map sc
Downtown: +map gd
NB:
+map gd1 and +map gd2 are also available for those who find +map gd too large for their screens.

+map/list will give you the areas (used to decide the &hood attribute when building) within each of these three active Domains.

See also:
http://www.lamush.net/images/torrance.jpg
http://www.lamush.net/images/long-beach.jpg
http://www.lamush.net/images/downtown-south-central.jpg
http://www.lamush.net/images/orange-county.jpg
http://www.lamush.net/images/santa-monica.jpg
http://www.lamush.net/images/valley-downtown.jpg

mutter (p. 1)
mutter <target>=<string>
mutter/tt <target>=<string>
mutter/place <place number>=<string>

The first command will whisper a message to <target>. A regular message, or part of a pose enclosed in "quotes", will have some of its words or groups of words replaced by "...". If you enclose a phrase with <angle brackets>, it will not be replaced.
The mutter/tt command behaves like 'whisper', except that instead of the entire room hearing the mutter, only people at a place will do so. If you are at a place, those at your place will hear the mutter; if you are not, and the target is, those at that place will hear the mutter. If neither of you are at a place, an error message will be generated.
The final version of this command allows everyone at a place to hear the message in full, while the rest of the room hears the mutter.

See '+help/next' for examples. (This code was written by Deirdre@AmberMUSH.)
---------- mutter (p. 2) ----------
Examples:

mutter Finndo=Can you loan me thirty Pence? I'm broke!
Meg mutters to Finndo, "Can... loan... thirty... broke!"

mutter Bleys=:frowns. "What a <cheapskate> he is!" She shrugs.
Meg frowns. She mutters to Bleys, "What...cheapskate..." She shrugs.

mutter/place 1=:chuckles. "Thank you very much."
Meg chuckles. She mutters to the long, mahogany bar, "Thank you..."

mutter/tt Deirdre=Where did you hide those Trumps?
At the bar, Meg mutters to Deirdre, "Where... Trumps?"

shout

+shout * Shout *message* in your area.
+shout <exit>=* Shout *message* through <exit>.

This will also accept poses and emits, but these should be used sparingly - the intent is really for actual shouts/screams, etc. Note the first form of the shout carries to all exits from your present location.

Modifiers: You can soundproof an exit by setting it TERSE. (Do both sides)
See also: +help ic/knock

strength (p. 1)
	+strength

Displays how much you can lift as well as a series of examples of what you can do.

Note this is determined through a combination of:
Strength
Athletics
Potence
---------- strength (p. 2) ----------
	+strength <name>

Staff only. Checks <name>'s strength stats.

taxi (p. 1)
Usage:	+taxi <destination>
+taxi/offer <character list>
+taxi/accept <character name>
+taxi/cancel
+taxi/refuse <name>
+taxi/who
+taxi/list
+taxi/list <domain code>

+taxi is meant to be used together with +map (+help ic/map) to travel about the city. As public transportation is sparse and walking infeasible in this sprawl, most vampires choose to drive. +taxi is locked to characters with at least Resources 1. For obvious reasons, +taxi can only be used outdoors.

A valid <destination> is either the Coordinate of a place on a +map or the place's name. If you choose to use a name as a <destination>, you need only use as much of the name to be unique from any other place.
---------- taxi (p. 2) ----------
+taxi/offer allows a character to offer a ride to other characters in the same place. Those that accept are taken with the person who offers when that person chooses to +taxi. Offers and permissions expire after a period of time. Also, +taxi/cancel removes and every pending +taxi/offer you have started. +taxi/refuse <name> turns down an offer of a ride from someone else.

+taxi/who lists anyone who has yet to respond to your offer of a ride or who has already accepted the offer. +taxi/list will show all destinations sorted by the grid coordinates; +taxi/list <domain code> will do the same, but will only show destinations in the requested domain.

time
Usage: +time[/<switch>]

This command is used to tell you the time and date as far as your character is concerned.

With no switches you get the current time, date and lightlevel.
+time/sun will also tell you the dawn, dusk, sunrise and sunset times today.
+time/sun <month> will give you the sun cycle times for a given month.
+time/moon will give you the current moonphase.
+time/verbose will tell you all sorts of things you didnt want to know.

Example:
> +time
Tue Oct 11 14:04:47 1994

view (p. 1)
Usage:	+view <thing>
+view <thing>/<item>
+view/all

+view is used to see 'virtual objects' on rooms, objects or even players. These 'virtual objects' can be used to allow the main description to be kept short, while allowing those who wish more detail to see it.

'+view <thing>' will show you a list of the virtual objects on <thing>. '+view' is equivalent to '+view here'.

'+view <thing>/<item>' will let you look at the virtual object <item> on <thing>. '+view <item>' is equivalent to '+view here/<item>' provided there is no real object with the name <item> present.

'+view/all' lists all virtual objects on all things present.

Of particular note, the virtual object 'URL' is used in many places to show a World Wide Web URL which is relevant to that location.
---------- view (p. 2) ----------
+view 'virtual objects' are attached to the room or object as attributes. The text describing a virtual object is stored in &VIEW-<name>. VIEW-<name> is treated as a Verb (see: help verbs), so you can set &OVIEW-<name> and &AVIEW-<name> just as you would with @desc, @odesc and @adesc. Most commonly though, only &VIEW-<name> will be set.

Example:

> &VIEW-TABLE here=The table is round, and made of burnished oak.
Set.
> &OVIEW-TABLE here=takes a close look at the table.
Set.
> +view
Calum's Workshop has the following view items set:TABLE
> +view table
The table is round, and made of burnished oak.

wield
Note to wield a weapon you must (a) have it in your inventory and (b) have +weapon/carry'd it (see +help char/weapon)

wield <weapon>

Use this command to take a weapon from your inventory and brandish it, ready for combat. Adds the weapon's information to the table displayed by +combat.

unwield

Takes current weapon (you may only wield one weapon at a time), and puts it away, allowing another weapon to be wielded, or the weapon to be dropped.

If you have Protean 2, you can wield and unwield 'claws'.
You are expected to lower your bp on doing this.

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

willpower

+willpower Report current and full willpower.

+willpower/expend # Spend # willpower point(s) (See below).

This will also inform others in your location that you have done so, and they may verify this with +verify. Usually you will expend only 1 willpower - you may only spend more when (Multi) appears at the bottom of the power being resisted. Under all other circumstances you may only spend one willpower point on any one contest.

See also: +power/modifier multi

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