Common Commands
Common Commands
Basic commands
Score | Shows basic information about your character |
craft | Lists your crafts |
skills | Lists your skills |
knowledge | Lists your coded knowledge |
inspect room | Inspect room
Shows details in the room which can be inspect further, if available. |
info | Usage: Info NPC -
Example: A haggard man digs through some rubble. Info haggard will display information about the NPC |
memories | Lists your memories |
tables | Shows tables in the room or areas where your character can sit
table A weathered firepit sits here, its embers glowing faintly beneath layers of blackened stone. |
Roleplay Commands
Command | What it does |
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think | Do a think |
feel | Do a feel |
remember | Log a memory |
imagine | Imagine something |
plan | The plan command allows you to easily show your immediate and long-term
goals to roleplay administrators. |
journal | An important rp tool. Use Journal to write about your characters experiences, thoughts
or pretty much anything that contributes to their journey as a character. This helps staff keep track of your characters development and opinions. |
Roll VS | Roll vs a D20 dice. Roll vs attribute, or skill at current level. |
Communication
Emote | It is possible to reference visible characters by preceding their keyword with ~ (tilde) and objects with *.
You may also use **@** to insert your character's name naturally into the emote without manually typing it. Examples: > emote smiles, winking in your direction. > A lithe, dark-haired man smiles, winking in your direction. > emote puffs on *pipe. > A lithe, dark-haired man puffs on a long cedar pipe. > emote nods to ~man. > A lithe, dark-haired man nods to a stocky man. > emote nodding, @ steps toward the door. > Nodding, A lithe, dark-haired man steps toward the door. |
Say / tell | > say (lifting *tankard, nodding to [tilde]kieran) Thanks!
> tell kieran (raising a brow) You want -how- much? > sing (drunkenly, sloshing *tank) Ninety-nine tankards... |
whisper | Usage: whisper <person> <message>
This command is used to attempt to communicate quietly with someone who is in the same room. Note that it is always possible that you will be overheard by someone else. |
talk | The one difference between them being that if you are
seated at a table, and wish to lower your voice so that only others at your table will likely be able to hear, you should use this command as opposed to SAY.
groups as well, even if you aren't at a table. |
travel | Usage: travel <string>
> travel Your current travel string: (limping heavily) > north You begin walking northward, limping heavily. |
voice | Usage: voice <string>
Rather like a "vmote", or "voice emote", the voice command allows you to specify a string that will be appended to your character's speech. Simply entering "voice" will display your current voice string, if any, and entering "voice normal" will clear any voice string you have set. |
dmote | Usage: dmote <description addition>
Dmote allows you to add a temporary addition to your character's main or full description, adjusting how they are perceived in the game environment. This command is ideal for expressing temporary states, such as injuries, dirt, or other visible changes, without permanently altering the character's description. Example: He seems to be covered in dust. A large chunk of his hair is missing. |
pmote | Pmote is a variant of the emote command that allows a
player to temporarily alter his or her character's long description, thus changing the way they are seen in the game environment. Example: > pmote leans quietly against the wall. > A lithe, dark-haired man leans quietly against the wall. > pmote is holding *tank and staring at ~horse > A lithe, dark-haired man is holding a wooden tankard and staring at a three-legged horse. |
omote | Usage: omote <object> <message>
> omote dagger is stuck in the wall here. > A sharp dagger is stuck in the wall here.
> omote ore is under the foot of ~red. > A chunk of iron ore under the foot of a tall, red-haired man. |
notify | Use this command to let another player-character you are
familiar with, or other clan members, know that you are online and looking for roleplay. |
sing | Usage: sing <message>
Sings a message out loud, audible to all those in the room. |
yell | Usage: shout <message>
This command is used to make yourself heard in nearby rooms and areas. Players in other rooms will not necessarily know who it is that shouted, but they will know whether the voice was a male voice or a female one. |
greet | Use to initiate conversation with a NPC if possible
Usage: Greet haggard |
Combat
Cover | Usage: cover
cover <direction> cover <direction> <object> The cover command allows anyone to take advantage of the terrain to avoid ranged attacks. You may also take cover behind an object in the room. A pmote is generated to show others that you are under cover. Objects do not give any advantage to cover at this time beyond a nicer looking pmote. |
Assess | Get an overview of who is engaged with who and who is injured. |
Alert | Usage: alert
The player will make a noise, such as a whistle, that will attract other clan members. Guards will use this to help them arrest or subdue a criminal. Non-human NPC's may use other means of alerts, such as howls, screechs, or even odor. |
hit | Usage: hit <target>
This is the primary way to initiate combat that is not intended to be brought to a lethal end. |
kill | Combat: Kill
A way to initiate combat that is intended to be brought to a lethal end. |
behead | Usage: behead <corpse> |
flee | Usage: flee
Flee is used in combat to escape a potentially bad situation. Fleeing is not an automatic way out, as your character's chances for escape are based on a number of factors, including carried weight, number of opponents, and sometimes, luck. |
guard | Usage: guard (<name> or <direction>)
This command has two usages. First, it may be used to guard a mobile or PC in the event that they are attacked. While it will not stop the first attack, you will try to the best of your ability to rescue the target. Second, it may be used to block off a room's exit. |
surrender | Usage: surrender <target>
Using this command, a character may give herself up to the specified PC or NPC. This will allow the target to automatically subdue the PC issuing this command, bypassing the messy (and occasionally fatal) subdue/combat sequence involved in NPC enforcement of the justice systems in civilized areas. |
subdue | Usage: subdue <target>
Using this command, you may take a sleeping or unconscious individual into custody. You may subdue a character that is not unconscious only if they SURRENDER to your character. |
rescue | Usage: rescue <name>
Use this command to shield a companion currently engaged in combat. Your character will attempt to step between your companion and their attacker, diverting the enemy's focus onto you. |
wield | Usage: release
The release command allows your character to release his or her hold on the character or NPC that s/he currently has subdued. |
Normal stance | Usage: set normal
This is the default fighting mode. You will fight with a balance of offensive and defensive moves. |
Careful stance | Usage: set careful
By turning this flag on, your character will fight more defensively than offensively. |
Aggressive stance | Usage: set aggressive
By turning this flag on, your character will fight more offensively than defensively. |
Frantic stance | Usage: set frantic
By turning this flag on, your character will forego any defensive moves. You will only attack during battle. (Note that you will not learn any combat skills while in this mode of combat.) |
Pacifist | Syntax: set pacifist
By toggling this flag on, your character will forego any attacks they have the opportunity to make during the course of combat. Due to increased concentration on other things, they will receive a small bonus to defensive rolls. |
Stop | General: Stop
Stops certain activities. If you are performing multiple activities, then the first of these is stopped: * Current and scheduled movement commands * Delayed activities such as inviting or searching * Crafting * Fighting In the case of fighting, you will signal your opponent for a truce, who may then also execute a "stop" command to bring the combat to an end. |
Switch | Using this command, a player may swap currently carried
items to the other hand. |
Healer commands
Please read healers guide at Healers Guide . It can be complex and afflictions like diseases go beyond coded diagnoses and require character knowledge and insight. | |
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Bind | Usage: bind <target>
bind Lanky bind Peter Using the bind command, a character will stop all bleeding wounds on the target. The delay for the command increases with the number and severity of the wounds being treated. If no target is specified, the bind command will default to the person issuing it. The user and the target must not be engaged in combat when the command is used. Both hands must be free to bind a target. If holding two objects, will need to drop it before binding, unless it is a healers item. You may hold a healing item in your free hand. Non-healers can use items like a dirty rag, bandage, or cloth to try and bind wounds. |
Diagnose | The diagnose command is instrumental in getting a basic sense of your patients physical condition, however, it is limited to external injuries.
Healers who are not in combat, and using diagnose on non-combatants will see additional information, such as treatment effectiveness, and binding quality, on any treated wounds as well as a more detailed picture of the patients overall health. usage: Diagnose <target> diagnose lanky diagnose Peter |
MISC
Stand | Moves to the boundaries of a room to allow you to look into the next.
stand e You begin walking eastward. <#****** / ****** / |||||| / Balanced> look e You are close enough to see what is in the next room: Small puddles of water forms in the low point of the terrain, reflecting the cloudy sky above. |
Inspect | inspect the state of your armour or an object
Usage: inspect vest inspect boots |