Table of Contents

House Rules, implementation details and potential gotchas

Some of these (such as Essence Hole) are not a houserule but are a nuance that may not be immediately apparent to players familiar with the setting but perhaps not intimately well-versed with Third Edition.

The in-game helpfile (HELP HOUSERULES) enumerates the highlights from this article and sends you here for the details:

We have several house rules in place here, which have evolved over time 
largely due to the constraints of running a tabletop game as a 
long-lived MMO. Most are listed below, but this is not a complete list-- 
if you find something that's missing, let us know so we can add it!

* MUD time elapses thirty times faster than real time;
* Elementals sustain spells up to their own Force;
* Nature spirits last for four days, but despawn if their shaman leaves their Domain;
* permanent character death is opt-in;
* rating caps have been applied to Attributes, Skills, Foci, Adept Powers;
* body slots for wearable items;
* Combat, Spell and Task Pools do not deplete when used;
* Visibility Penalties affect Dodge;
* only one active Autorun at a time;
* Karma Pool, Edges / Flaws, Contacts not implemented;
* Smartlink-II, cyberlimbs buffed;
* armour layering buffed but shields nerfed;
* Skill Points within character generation simplified;
* minor cosmetic relabelling of Skills and Skillsoft types;
* First Aid, drug addiction have custom implementation;
* Concealability simplified;
* weapons checkpoints, cyberscans, astral wards not implemented;
* image magnification enables shooting (but not spellcasting or gunnery) into nearby Rooms;
* AutoNav is limited to GridGuide;
* stock purchased Cyberdecks cannot (be modified to) use Hacking Pool;
* spell learning costs discounted by upgrades, but not Limitations;
* spellcasting Successes capped at Force for Sustained Illusions;
* Invisibility and Ritual Sorcery have custom implementation;
* vehicle combat only partially implemented;
* no drone Pilot to follow or assist riggers automatically;

For more verbose detail, please visit https://awakemud.com/dokuwiki/houserules in your web browser.

Official pen-and-paper rulesbooks can irregularly be available at a bargain.

Time

MUD time is accelerated by a coefficient of ×30:

MUD time Real time
1 Combat Turn (3 seconds) 1/10 second
1 minute 2 seconds
1 hour 2 minutes
1 day 48 minutes
1 month 1 day
21/2 years 1 month

Regardless of how long a character stays connected to the MUD for, TIME will always report that the year is “2064-ish.”

A “tick” is 1 MUD hour or 2 real minutes.

Lifestyle and Purchases

Health recovery

Healing Stun and Physical damage (SR3.126) is vastly accelerated in the MUD.

It is decoupled from Body rating (to avoid bias in favour of certain metas).

Track Base Drugs Medical Workshop Social Room Sterile Room Symbiotes Rapid Healing Bioware Overstress Lifestyle
Physical based on Position penalties ×1.8 ×2 ×1.8 ×1.1~2.0 +50%×Rating -10%×Rating +bonus
Mental ditto + 33~50% ×1.5 ×1.5

NPCs heal at double this rate so by the time a PC has healed up from an interrupted encounter (at least, without intervention) NPCs likely have too.

A character whose Mental track is filled is stunned and continues to recover health (at a comparatively high rate). NPCs will generally stop attacking unconscious PCs (although damage-over-time spells like Ignite will continue to tick damage). The character may revive, stand, and flee with luck and good timing.

A character whose Physical track is filled is mortally wounded. All health recovery ceases at this point and they slowly bleed out, inevitably dying without intervention.

Under pen-and-paper play, a spirit recovers one box of damage on its Condition Monitor per minute it spends out of combat (MitS.98) and disappears immediately when either Track is filled (SR3.176). The MUD does not implement these properties. FIXME

Spirits

The accelerated MUD time affects both kinds of spirits.

In standard pen-and-paper play, Elementals can sustain spells of any Force for (elemental's Force) days (SR3.187). In the MUD implementation they can sustain spells up to (elemental's Force) indefinitely instead, which is the other way around.

In standard pen-and-paper play, Nature Spirits depart at the soonest sunset or sunrise (SR3.186, SR3.264; except for Urban/Wilderness shamans: MitS.16). In the MUD implementation they linger for four MUD days. However, every Room has its Domain(s) individually configured during zone design and:

For this reason, if creating a Shaman with Conjuring, pick a Mentor Totem with a bonus to Spirits of Man (eg, Monkey or Dark King), a meta with high Charisma, and a Power or Spirit Focus - because you'll be constantly resummoning (HELP DOMAIN, HELP TOTEMS, HELP SPIRITS, HELP ORDER.)

Astral Projection

Essence naturally begins at 6 and is reduced permanently by implanting Cyberware and is reduced temporarily by Astral Projection. A magician with a datajack and smartlink might have 5.5 Essence, giving them 5.5 MUD hours to Project before running out and dying (SR3.173, MitS.31). By concession this has been extended to an equal real life duration under idealised conditions (HELP PROJECT).

Towards the end of that time, as your Essence drops to 2, the system will warn you that “Your link to your physical form grows tenuous.”

Towards the end of that time, as your Essence drops to 1, the system will warn you that “You feel memories of your physical body slipping away. Better RETURN to it soon…”. Depending on what other traffic is being sent to your terminal that same instant, the warning can be overlooked. Include the Essence token in your Prompt to keep an eye on its progress (HELP PROMPT: @Z). If augmentations have lowered your Essence to 1.0 or lower, you won't notice your memories slipping away; you'll just spontaneously rupture faster than DocWagon can respond.

In standard pen-and-paper play, a Projecting magician would need to relocate and return to the Room in which their physical body is before re-integrating with it. If they cannot find their body in time, they die. If they manage to fill their own Stun track with Boxes, they instead get Disrupted, teleport back to their body, re-integrate with it, and are unconscious (SR3.176). This triggers a Magic Loss Check but is better than dying outright. This leads to wearing Shock Watches with a countdown timer, or casting Stunbolt on oneself to escape, etc. In the MUD implementation, targeting oneself with a Combat spell is blocked. Therefore everyone automatically teleports back to their physical body from their astral exploration no matter how distant or how lost in a maze, etc. the astral form has become (HELP RETURN). This makes astral Projection much more powerful as a risk-free means of exploring a slippery dark elevator shaft or when facing a maze of twisty little passages all alike.

Maintenance

Characters are purged after 50+TKE/10 (real life) days of inactivity. This expiry can be lifted through OOC efforts to support the MUD community, quantified through SysPoints (HELP TKE, HELP SYSPOINTS).

Actions in Combat

In pen-and-paper play, a Combat Turn is 3 seconds long, divided into a number of Combat Passes (SR3.39, 104). A participant's Combat Phase in the Pass is divided among Actions. Mêlée, full-auto, summoning, and casting (any number of) spells consumes one Complex Action; semi-automatic or burst-fire consume only a Simple Action and so may be performed twice as often. The MUD implementation elides the differentiation and awards one attack or spell per Pass to each combatant.

The MUD implements one global Initiative ladder. Anyone entering combat slots into it and anyone leaving combat is removed from it. If combat takes a long time IRL while all the combatants in your room do nothing but wait for their turn in Initiative, it is (probably) because elsewhere in the MUD, someone else is simultaneously in combat and the participants in that combat have significantly higher Initiative, are more numerous, or both.

When adversaries initiate mêlée contests with your character in their Phases, your character will automatically participate.

When it's your character's Combat Phase:

  1. if you have submitted a queue of actions to take (eg: reload, (de)activate adept power, summon spirit, cast spell, glance at opponents' health, move, etc.) your character will take the next action;
  2. if the most recent Wound received tripped its Wimpy threshold, attempt to Flee;
  3. if your character's hands are empty and there's an adversary in the room, attempt to DRAW the first READY weapon container encountered;
  4. if there's a loaded firearm in your hands, and the opponent is at range, shoot the opponent;
  5. if there's a mêlée weapon in your hands, close the distance (if necessary) and mêlée the opponent;

As a result, all characters should have a readied weapon available to them that they are skilled in. An SMG with internal Recoil Compensation, Gas Vent IV and bayonet (with SMG and Pole Arms skills) is a solid choice. It doesn't matter if your character knows Force 12 Deathtouch if you, as a player, can't identify your target's name in the scrollspam and issue the command to cast it in time when you're surprised. Carry a weapon. Preparation for the offence is the best defence.

Ordinary directional movement has a cooldown of 1 Combat Phase before it can be used again. Characters can attempt to escape combat using FLEE which can be programmatically triggered using WIMPY. The FLEE command takes half as long as attempting to walk away in a specific direction so can be attempted once every time it's your Combat Phase. Augmentations and racial movement modifiers apply to the Flee mechanic.

Out of combat, movement is not rate-limited.

cRPG

Death

This is a cRPG adaptation of a pen-and-paper ruleset. Having no human GM controlling NPCs has consequences:

Players can opt-in to receive DocWagon client emergency dispatch alerts and may show up at the crime scene to revive a wounded player before they bleed out. Don't count on it, though!

The Metabolic Arrester bioware slows bleed-out by a coefficient of 5 which gives more time for a Good Samaritan to swing by, and more opportunities for your DocWagon callout to get through.

As a result of the accelerated future mechanic and no GM fiat to protect PCs from lethal rolls, character death is inevitable (even common, at times). Therefore:

Just like Diablo, during character generation only, a player has a once-in-a-lifetime opportunity to voluntarily TOGGLE HARDCORE for that character:

Within TOGGLE is an option KEEPALIVE. This doesn't protect your character from injury; it tries to maintain your connection to the MUD server during extended periods AFK.

PvP

PvP is optional. “This flag cannot be removed once it has been toggled on” (HELP PK).

Some players are trolls (not the meta!) and have used Area of Effect (AoE) attacks antisocially. Therefore AoE attacks are disabled, including:

Although merchants still sell grenades and Spell Design can be used to create formulae and learn AoE spells, these carry a coded flag, prominent in yellow, saying they have been flagged NERPS, indicating it has no special coded effects.

Area effects (and carried items which create them, such as grenades) are viable within PRuns.

Caps

Attribute caps

Attributes can only be raised with Good Karma up to the Racial Modified Limit, not to the Racial Maximum (SR3.245).

(To offset this limitation, improvements to Attributes from Bioware and Adept Powers are house-ruled to count as Augmented and therefore can exceed the RML. Normally they are considered natural and unaugmented: MM.77, SR3.41.)

Adept Powers that raise Attributes are capped at 6. Spells which raise Attributes are capped at 12 (the rating of Sorcery, and require 24 dice to auto-succeed in Ritual Sorcery).

Attributes experience diminishing returns beyond 20 (!); above this threshold, only every second increase counts mechanically.

Magic rating is capped at 26 (!). Additional Initiations beyond this are possible but do not provide benefit (unless base Magic is subsequently reduced, such as by augmentation). Magic rating cannot be reduced below 1 by augmentations; such implantation surgery is blocked. Magic Loss caused by augmentation cannot be mitigated via gaesa (MitS.31). You can still chargen a Burnout though:

  1. assign Priority A and B to Magic and Resources, either way round;
  2. implant and explant a VCRIII in order to take your Magic to 1 and still have all your nuYen;
  3. buy and bond any F3+ focus;
  4. activate it, check STATUS, and wait:
You are at risk of geas from using too many points of foci! You're using 3, and need to reduce to 2.
You feel some of your magic becoming locked in a rune ring! Quick, take off all your foci before it happens again!
You feel the last of your magic leave your body.
> score attributes
As a Mundane, you have no magic.

In pen-and-paper play, “Magic is the only Attribute that can have a value of 0” (SR3.56, 42) unless someone with Intelligence 1 activates a Pain Editor (mm.73) or someone with Willpower 1 comes down from Kamekaze (mm.120). The MUD implementation caps minimum Intelligence to 1 but Quickness to 0 (MitS.150).

Skill caps

Skill caps apply to natural skills and skillsofts.

Magic Priority A

Magic is assigned to Priority A by Magicians (ie Mages and Shamans) and Mystic Adepts (not implemented). Their skills are capped to:

Magic Priority B

Magic is assigned to Priority B by Adepts (ie Physical Adepts and Aspected Conjurers, Sorcerers, Shamanists). Their skills are capped to:

Nonetheless, even if Improved Ability (SR3.169) is not implemented, there are other ways to raise dice above 10 (weapon Focus, Enhanced Articulation, Reflex Recorder and (non-Task) Pools).

Magic Priority E

Magic is assigned to Priority E by Mundanes. Their skills are capped to:

For more information, HELP SKILLS.

Equipment caps

Encumbrance limit is 30+Str×10kg (instead of the system on SR3.274 which inflicts damage for carrying certain loads for certain durations). A shopkeeper can sell you a heavy item which takes your character far over their limit and they will still be able to move; they just won't be able to pick anything new up, and if they do DROP the heavy item they will be blocked from GETing it from the ground again.

Body slots are implemented for all gear worn or carried:

A Focus (plural: Foci) is a magical item (SR3.189). The Force of a Focus is capped to:

Character generation offers each type of Focus except for a weapon Focus. Pregenerated archetype characters have their Focal bonding costs 100% subsidised. Up to (Intelligence) Foci of a sum total of (2×Magic) Force can be Active simultaneously (SR3.190, MitS.45). Intelligence can be raised with Sustained spells. Up to a number of spells equal to the Sorcery skill may be Sustained simultaneously (SR3.178).

Sorcery Libraries and Conjuring Libraries are used by all mages to research / learn spells and summon Elementals. The Rating of a Library limits the Force of the effect it can accommodate.

As a result, hermetic spells and spirits are capped to F8.

Limitations

Not all mechanics are implemented.

Archetype Implementation Outstanding
Street samurai =) =) =) =) =) projectile weapons
Adept =) =) =) =) :!: metamagic; some Powers
Mage =) =) =) :!: :!: astral space minigame; metamagic; Focus allocation; Ally spirits
Shaman =) =) :!: :!: :!: astral space minigame; metamagic; domains; Focus allocation; Ally spirits
Decker =) =) =) =) =) modding stock purchases; trace IC
Rigger =) :!: :!: :!: :!: drone Pilot; vehicle combat; Control pool

Partially implemented

Not implemented

Metatypes

“Meta” is the cyberpunk term equivalent to “race” in other RPGs. It primarily governs:

In pen-and-paper play, Humans get bonus Karma Pool as compensation for having none of the special perks metatypes get. The MUD does not implement Karma Pool.

Metatypes have metavariants accessible within custom character generation. They come with:

Certain metatypes (HELP PRESTIGE) consume system points on creation:

If using Build Points creation method, take care to ensure enough Attributes are purchased to cover all penalties your metatype imposes.

At one point, there were house-rules implemented for tall characters getting Reach but having to hunch or stoop if the ceiling wasn't high enough, penalising other things. This complexity has been deactivated in the source code.

The map hosted in the MUD is chock-a-block full of toilets and food shops because at one point, there were house-rules implemented for digestion requirements… Resident Evil style. Stomach growl cues and everything. This complexity has been deactivated in the source code. Ghoul dietary requirements are not implemented (there is no GET all all.corpse; EAT all.corpse).

Augmentations

During character generation, RESTRINGs are advertised, promoting their ability to customise visible cyberware such as datajacks and cybereyes. Within character generation, augmentations are either implanted or in the shop - never in the inventory to restring. However, within play cyberdocs can explant and implant augmentations, and they charge 10% of the augmentation's value for doing so (rather than MM.151's exorbitant fees). Fortunately, implants acquired during character generation are set to worthless, which means:

  1. spend the 5 complimentary restrings on other items during character generation;
  2. enter the game;
  3. explant cybereyes or datajack, as desired, for free;
  4. pay Good Karma or SysPoints to restring it;
  5. implant it with your customisations, for free;

Be aware prior to paying to restring cybereyes that there are cosmetic cybereyes (SR3.300) for sale from many shops in play which will cover most designs, saving you the cost of manually restringing. Be aware that wearing goggles / spectacles in the Eyes bodyslot will prevent other players from seeing and appreciating your fancy cybereyes. Protective Covers (SR3.300) are inexpensive, zero Essence, Magic-friendly super-contact-lenses that can be restrung; officially they are compatible with all eyes, but the MUD implementation blocks them if you have BioWare eyemods (Cat Eyes, Nictitating Membranes). They are for sale in custom character generation and Little Chiba.

Explantation (even within character generation FIXME ) leaves behind an Essence Hole or BioIndex Hole of the same size as the most cyberware or bioware ever installed simultaneously caused. This cannot be repaired. It impacts Magic rating, healing TN, BioTech TN, etc. If, during custom character generation, you regret the implantation of augmentations and cannot find other augmentations you like to fill the Hole, the only way to (ever) recover that Essence or BioIndex is to delete the character (QUIT) and recreate it.

Consider that some augmentations are situational. For example, you either need a VCR if you're sending a drone to fight for you or you need cyberlegs and dermal sheath if you're going in person. In which case you can explant your cyberlegs (thanks for keeping my real legs on ice all these months, doc!) and install your cranial VCR in the hole your legs left (abstraction is the only way this makes any sense). You don't need all your implants implanted all the time. If you plan to make use of this, try to plan ahead and front-load your Alphaware / Cultured augmentations in character generation so that their price-crunch minimises your refitting overheads in play. Player characters in WHO who are flagged (Cyberdoc) can provide this service at their discretion.

Cyberware

Bugs:

Bioware

Possible bugs:

Equipment

Active players often DONATE surplus loot rather than lug it around in their bags, trying to find a merchant willing to offer scratch for it. 80% of donations are teleported to the Rummage Bins in the Neophyte Guild, often including abundant branded armour, and firearms without ammunition. Combined with the generous Nuyen awards from Neophyte Johnson autoruns, it is very viable to assign -5 Build Points to Resources in character generation (500Y) and acquire all necessary equipment from scavenging.

Armour

Dikote

Hoarding, item damage and loss

Equipment worn on body slots can be damaged in combat by sufficiently savage mundane attacks (CC.96) or (more often) through the Secondary Effects of Elemental Manipulation spells (SR3.196, SR3.183, MitS.51).

When equipment damage takes place, the MUD combat log contains lines such as these:

 remains undamaged
 has been slightly damaged
 has been damaged
 has been destroyed
 would have been damaged, but was shielded by your newbiestatus!
(OOC message: Be careful with these enemies; your deck would have taken permanent damage

You can configure your MUD client to remember / alert you when such strings are detected. You can take damaged equipment to an NPC for repair:

  1. EQUIP DAMAGED to check if anything is broken;
  2. UNWEAR ITEMNAME to remove it to your inventory;
  3. HAIL a taxi or GRIDGUIDE to -4138, 2169;
  4. READ SIGN there which says REPAIR CASH/CRED ITEM;
  5. REPAIR ITEMNAME without specifying cash or cred (it only gives you an error if you use that argument);
  6. wait some time;
  7. LIST to check if your items are ready;
  8. RECEIVE ITEMNAME to get the item back (RECEIVE 1 doesn't work here like it works in shops);

Many bags such as backpacks can be worn: You can WEAR and REMOVE it, and potentially PUT things in it while worn. That exposes those stored things to combat damage, though! Therefore if the top level of your inventory is full you can WEAR BACKPACK but the container might be damaged if you enter combat. You will know the top level of your inventory is full if you see output such as:

You can't carry any more items.
Your arms are already full!
you can't hold any more items.
you can't carry that many items.

When this happens, you can:

To effectively hoard equipment for later:

Items dropped in (Apartment)s and items dropped in vehicles parked in (Garage)s have special efforts made to preserve them across updates and reboots. Try not to hoard excessive quantities of stuff you really don't need any more. Each stored item has some small impact on server speed (COUNT ALL).

If you stored items in a vehicle but it has (or you have) since moved and you've lost track of it, Dude, WHERESMYCAR?

Skills

Natural skills

The pen-and-paper rules for natural skills are:

The MUD rules for natural skills are:

After character generation, both:

Skillsofts

The pen-and-paper requirements for skillsofts are on (SR3.295):

Jack type Info ActiveSofts KnowSofts LinguaSofts DataSofts DIC BTL
Chipjack is a specialised datajack +Skillwires
Datajack is required to access headware memory +Knowsoft Link + Display Link / Image Link

The MUD implementation of skillsofts is:

stay Jacked ActiveSoft KnowSoft LinguaSoft
Yes Chipjack + Skillwires Chipjack
No Chipjack + headware memory + Skillwires Chipjack + headware memory + Knowsoft Link
  1. JACK chip;
  2. SKILLS now lists the skill; if you want to free up the jack slot then:
  3. LOAD chip;
  4. UNJACK chip;
  5. MEMORY to see indices;
  6. LINK 1 to connect the Knowsoft Link or Skillwires;
  7. SKILLS now lists the skill; if you want to delist the skill then:
  8. UNLINK 1;
  9. DELETE 1;

Shops in character generation and within play sell:

Customers can tell a KnowSoft erroneously displayed as an ActiveSoft is genuinely a KnowSoft because it is more expensive than the ActiveSofts of the same Rating. Knowing that it is a KnowSoft reassures the customer they do not need Skillwires; a Chipjack will be sufficient to make use of the skillsoft:

Rating ActiveSoft KnowSoft LinguaSoft
3 2700Y 4050Y 1350Y
5 7500Y 11250Y 3750Y

Quirks:

Language

The MUD implements multiple Language skills. Select which language future utterances will be in using the LANGUAGE command (HELP SPEAK). Sentences spoken in Languages other than English are legible by other characters with that Language skill; such utterances will be displayed in English on the clients of characters who understand that Language and in gibberish on other clients. Authentic translation is not implemented. The Rating of a Language skill determines the complexity of words conveyed faithfully. It is possible to UNPRACTISE ENGLISH in custom character generation and thereby understand nothing any NPC says to you; it is possible to compensate for this with a Chipjack and Linguasoft: English 5. Even so, the Johnsons' Are you interested? will be misrepresented as “Are you angry?”, “Are you socks?” or other random replacement of words over a threshold length. To save you ten minutes of experimentation, this is what it looks like:

> job
The following words are too long for TongueTied's understanding of English: 'I', 'm', 'looking', 'for', 'a', 'job'.
Please limit your speech to words of length 0 or less.
Jack Johnson says in an unknown language, "College senior pull month top your painting mission environment."
Jack Johnson says in an unknown language, "Serve economy your?"

If you deteriorate your character's fluency in English, please be mindful of this and don't submit TYPO reports for garbage! It is often challenging to know whether garbage text is intentional:

Dropping English entirely during character generation could allow you to raise two Active skills from 1 to 6, which would have cost 58 Good Karma + 150kY total in play. Learning English back up to rank 10 within play costs 71 Good Karma + 226kY. On the plus side, the language teacher is trivially easy to locate whereas others require considerable exploration. (Calculations here assumed a Linked Attribute of 6.)

Cosmetic

The Unarmed Combat skill has been renamed to Brawling. It is the only skill used in Astral Combat while Projecting (Sorcery is not used; the skill associated with your Weapon Focus is only used when Perceiving). FIXME

The Gunnery skill has been renamed to Mounted Gunnery.

The Heavy Weapon skill has been split into specialisations:

and does not Default To Skill (SR3.84) between them.

The Launch Weapon skill has been split into specialisations:

Laser rifles use the Rifles skill rather than Laser Weapons.

The Etiquette skill has been split into specialisations:

and does not Default To Skill (SR3.84) between them. They do Default to Charisma.

The Vehicle skill Car (SR3.89) has been split into:

and the character can Default between these and Bike (Driving Motorcycles) skills. They do not Default to Reaction when inside the vehicle but they do Default to Reaction when using a Remote Control Deck. FIXME

BioTech

Standard pen-and-paper rules permit:

  1. BioTech/FirstAid once, which recovers one entire Wound Level (Serious to Moderate; Moderate to Light; or Light to nothing) or stabilises the character (if at Deadly) (SR3.129); then:
  2. magical healing once, which recovers a number of Boxes (SR3.194); then:
  3. natural recovery thereafter.

MUD implementation provides:

In pen-and-paper play, a medkit is Rating 3 and provides complementary dice (MM.138, SR3.97). In the MUD implementation, it isn't and it doesn't. BioTech/FirstAid costs 150Y per attempt rather than manage the overhead of Supplies.

In pen-and-paper play, a Trauma Patch (SR3.305) has no Rating. In the MUD implementation, its Rating is rolled against TN 4 in order to stabilise its patient.

Stimulant Patches (SR3.305, SR3.126):

Drug mechanics (MM.108) extensively overhauled.

DocWagon retrieval depends on your character owning a Modulator, wearing it, BONDing it, being in an accessible Room, and being dealt 10 or more Boxes of Wounds. The Modulator attempts repeatedly to secure your extraction until you exceed Body Overflow - the longer this takes, the greater the chance DocWagon will respond. Successful retrieval costs 10% of your carried cash and is deducted directly from your bank account (or cash, if your bank account is depleted). Successful retrieval preserves the current Job. Successful retrieval delivers your character with their worn and carried equipment to the DocWagon recovery room. Failure delivers the player to the login menu which brings them to the DocWagon recovery room with no worn or carried equipment (not even a Modulator). Just like in Diablo II, your equipment is dropped in your corpse in the Room where you died (HELP BELONGINGS, HELP WHERE). Getting to that Room, looting the corpse, and re-equipping every item while surviving hostile NPCs can be non-trivial. Belongings should survive copyovers. Belongings can only be looted by their owner. Corpses are intentionally programmed to be impossibly heavy to prevent trolls (the character meta, and the player attitude) from being disruptive.

The DocWagon Modulator (Platinum) at 50kY is one of the most expensive items most characters are likely to be wearing (a power Focus or weapon Focus can cost ten times as much). Being made of Electronics sets its Object Resistance high, but it is more susceptible to electricity-based attacks such as Lightning Bolt spells. When facing hostile magicians who are unlikely to kill your character outright, it can be worthwhile to stow the Platinum DWM and wear a Basic DWM so that there is still some coverage but repair costs are reduced. Characters who splurged on a Platinum Modulator within character generation find it is free to repair (due to being programatically set to worthless to prevent people from buying a pile of them in chargen and selling them immediately in play).

Combat

In the Neophyte Guild is a mounted TriD unit. One of the broadcasts to take seriously is: *A public safety message from Lonestar. An officer with a thick mustache (sic) and mirrored shades says deadpan to the camera, “Don't walk around with weapons on. We will kill you.” You can walk into a bank with a minigun in your pocket and 100kg of assault rifles in your backpack — everyone will treat you with decorum as a law-abiding citizen. But if you so much as hold a rubber NERF whip in your hand, or a toy water-pistol, Lone Star will gun you down. Be warned. Add ammo and firemode tokens to your PROMPT so you can quickly tell if you are wielding, and include HOLSTER in many of your aliases.

In standard pen-and-paper play, the Condition Monitor has a Physical and Stun Damage Track (SR3.125) with two special cases: characters have Body Overflow and vehicles have no Stun track (SR3.145). These tracks start out empty and are filled in with a number of Boxes when Wounds are dealt. Likewise, healing removes Boxes, emptying the tracks. In the MUD implementation:

In standard pen-and-paper play, vision penalties are halved in mêlée. In the MUD implementation, they aren't. FIXME

Weapon accessories are simplified and their exceptions streamlined:

In standard pen-and-paper play, vision imaging magnification scopes (SR3.282) modify the effective Range (SR3.110) to the target, and are incompatible with Smartlink. In the MUD implementation, they are compatible with Smartlink and allow a character to shoot firearms at targets in nearby Rooms without modifying the TN of doing so:

  1. Rating 1 scopes extend range to 2 Rooms away (the limit for SMGs);
  2. Rating 2 scopes extend range to 3 Rooms away (the limit for sports rifles, assault rifles, and miniguns);
  3. Rating 3 scopes extend range to 4 Rooms away (the limit for other heavy weapons, sniper rifles);

Shooting across each Room boundary raises TN by +2 (higher TN means more difficult). Sniper Rifles ignore the first +2 penalty (a bit like how scopes work in pen-and-paper play). (Some) sniper rifles in pen-and-paper play are knocked out of alignment if their wielder is engaged in mêlée; this is not implemented in the MUD.

This increases demand for the limited Mount slots, which increases the value of effects which can provide such benefits without consuming Mounts:

In pen-and-paper play, a character can fire a semi-automatic or burst-fire weapon twice in one Combat Phase (as two Simple Actions). The second time it is fired, it suffers a TN penalty detemined from the number of rounds fired total reduced by recoil compensation. In the MUD implementation, only one attack per Phase is made. Therefore that second attack doesn't take place. As a result, semi-automatics (whether pistol or assault cannon) gain nothing from recoil compensation.

“Advanced” (rather than “optional”) combat rules:

NPC corpses (organic) and remains (inorganic) are intentionally too heavy to pick up in order to prevent belongings (player corpses) from being interfered with.

Movement

Special mechanic implemented to close on a mêlée target:

Special mechanic implemented to escape mêlée to Flee. Tripping a threshold number of wound Boxes taken can automatically initiate this behaviour (HELP WIMPY) but if a character is detained or knocked down, they will forget they were supposed to Flee. FIXME

Your character may execute manual directional movement every second Combat Phase or automatic random Flee movement every Combat Phase. Drug-withdrawal-induced Fugue state instantaneously teleports the character (even through locked doors, etc.)

When Stealthing, Defaulting to Attribute on an Open Test would commonly lower the spotters' TN by 4 to perceive the person hiding. The MUD implementation instead caps #successes.

In pen-and-paper play, the Levitate spell is typically used to fly, Superman-style, at terminal velocity assisted by Movement and Guard. Occasionally it is used to inflict falling damage on an adversary. In the MUD implementation, its altitude remains within reach of mêlée assailants, however it does not grant Superior Position (SR3.123). It cannot be cast offensively, or on inanimate objects. Its function is to autopass Athletics/Climbing and Swimming tests, and therefore Force 1 is all that's necessary.

When being driven by a vehicle's AutoNav, the vehicle moves at cruise speed. This is half its maximum speed (maximum of 55). Its maximum speed is its rated maximum speed multiplied by the fraction of its Load currently consumed (HELP POP, HELP PROBE). The more a vehicle is loaded up, the slower it cruises.

There are several automated transits which wormhole occupants from location to location:

Taxis can drive you to locations which AutoNav refuses to (eg Redmond, Tarislar) for a premium surcharge. Non-taxi transits are free (generally) and require minimal to no interaction in order to get you to locations that variously:

All they need is for you to:

  1. pay attention to the prompts announcing the arrival of the transit:
  2. check EXITS to find out where the Door into/out of the transit is;
  3. use that Door;
  4. pay attention to announcements…

Often, ENTER and LEAVE can be used to automatically find and make use of whatever Door will take you inside or outside, respectively. Unfortunately, these commands do not work with transits. FIXME

Certain transits which shuttle exclusively between exactly two terminals now disgorge all passengers automatically upon arrival.

Decking

In pen-and-paper play, unauthorised access to a credstick's funds requires a cyberdeck to hit a TN 10 or 12 and failure wipes all the funds immediately (SSG.123). In the MUD implementation, a mere Electronics Kit can repeatedly tamper with a credstick until it yields. It never self-destructs.

Pen-and-paper character generation restricts gear purchases to Rating 6 and Availability 8 (SR3.270). The CMT Avatar has Availability 6 (SR3.304) so that's fine, but it has a Deck Rating of 7 (SR3.207) and so is not available during character generation. Cyberdecks' Legality is 4P-S so for an extra 5% cost, a Permit lowers Availability by 2 (SR3.274) to 4, but its Deck Rating still exceeds character generation limits. In the MUD implementation, the CMT Avatar is available within character generation.

The Evaluate utility is used when locating worthwhile paydata (Mat.70). The rating of this utility degrades over time to represent the fast pace of SotA. You can program a new Evaluate utility up to the rating of your Data Brokerage skill rating. You can program your new Evaluate utility using a Computers ActiveSoft, Program Design KnowSoft, and Data Brokerage KnowSoft. Even when software chips write software chips like this, the Data Brokerage skillsoft, etc. does not degrade over time to represent the fast pace of SotA.

Many hosts have no obvious exits, thanks to Universal Matrix Standards being deprecated (SR3.200). If you cannot LOCATE HOST, you can navigate up one level to the parent host with LOGON LTG.

In pen-and-paper play:

In the MUD implementation:

Architecture Room 1 Door 1 hallway Door 2 Room 2
Locking Encrypted Access Encrypted Subsystems
Unlocking Decrypt SAN ostensibly Decrypt SAN actually
Trapdoor burn it down

The Hacking Pool (SR3.207) is displayed (POOLS) for any character with ranks in the Active Skill: Computers. Without a deck, it equals simply Intelligence ÷ 3. Pen-and-paper play with only the Core book and no Matrix book supports Hacking Pool whenever using a Cyberdeck (SR3.207), but the Matrix rulebook refines / restricts / overrules this, tying it to the ASIST module.

The Hacking Pool absorbs the Task Pool in pen-and-paper play (Mat.26) but in the MUD implementation, you can roll Skill + (up to Skill dice from) Hacking Pool + (up to Skill dice from) Task Pool, drawing from them in parallel.

In pen-and-paper play, the Matrix can be accessed using different systems:

A CyberTerminal is cheap, legal and quite moddable. A CyberDeck is just a CyberTerminal with two illegal Persona Programs:

so it would be feasible for a home hacker to:

  1. purchase a legal, stock, MPCP 3 CyberTerminal for 7,500Y (Mat.167, SR3.207 ÷ 10);
  2. modify its MPCP to rating 6 for 1260Y;
  3. replace its ASIST with a hot interface for 2150Y;
  4. install Evasion and Masking (Bod/Sensor begin at 5/4) for 1260Y each;
  5. to turn it into a fully functional CyberDeck for roughly 15kY;
  6. most importantly, one which looks perfectly legal, since nobody can see Masking installed in it;

The MUD implementation includes a decker's “2600 magazine” item which endorses this:

Probably the oldest still-running hacker magazine in existence, and still
after all these years, the biggest joke of the actual hacker community.  In
this magazine it discusses modifying commercial cyberterminals to become full
cyberdecks.  Good knowledge for the neophyte decker wannabe, kindergarten
grade school drek for anyone who is actually slicing ice.

Although Matrix states that stock CyberTerminals can follow this upgrade pathway and that CyberDecks use the same rules, it doesn't explicitly state:

Consequently, stock CyberDecks bought in the MUD:

If you want to deck with hot ASIST and the Hacking Pool, you need to construct your own CyberDeck from scratch and build hot ASIST into it from the start. The usecase pathway for doing so is implemented in the MUD.

Nevertheless, if you CONNECT to the Matrix and customise your PROMPT to include the Hacking Pool token, its value does fluctuate (likely ineffectually) even using a stock CyberDeck with cold ASIST.

Hot ASIST is generically illegal, but Masking (at 2-S) is the most illegal possible. Therefore if you flash your cyberdeck around guards, they will aggress. Even if you built your deck yourself, and it's a one-of-a-kind designed to look like a shoebox full of rainbow string, or a minidisc recorder, the moment that object is exposed, guards smell its Masking firmware and are overcome with bloodlust. Promotional material for the FoxFire 'Turtle II' cyberdeck says it has a retractable waist strap for easy carrying, but such straps have been severed by manufacturers to avoid legal backlash from customers being assaulted for their waistline. Even if your custom deck looks like an innocuous Tamagotchi, keep it secret; keep it safe.

The MPs consumed by Utilities scale exponentially with their Rating. The maximum MPs provided by custom-built CyberDecks scale linearly with their Rating (Active = MPCP ×250; Storage = MPCP ×600) as an artificial limit introduced by the MUD implementation. As a consequence, entry-level decks can field a full arsenal of MPCP-rating Utilities while the Decker is learning the ropes and figuring out what they need and how much of it they need. By the time they're using a MPCP 10 Deck, certain Utilities will need to be cut entirely or several downgraded to sub-MPCP-rating in order to squeeze into the memory limit. A MPCP 12 Deck requires the Decker to prioritise exactly what they know they need for a run without any unnecessary surplus and to hotswap Utilities on-the-fly as conditions develop and priorities evolve. (This is similar to the active Power Points minigame for Adepts.)

The Sensor Persona Program is used for noticing IC spawn and sets the TN for their manoeuvres against you. The Evasion Persona Program is used for using manoeuvres and hiding from Trace IC (the MUD doesn't implement it tracing you in meatspace; it just inflates your Tally faster: Khai) therefore it's viable to set up a CyberDeck as 6/6/-/6/6 without Evasion. You can't set up the CMT Avatar as 7/7/-/7/7 in character generation, due to Rating 7 exceeding the character generation limits (… at least for Persona, if not for Deck Rating!) so settle for 7/6/3/6/6. Khai's number-crunching indicates a Rating 7 with cold ASIST functions like a Rating 6 with hot ASIST, so permitting CMT Avatar within character generation evens things out overall.

Magic

Background Count

Violent death raises the BGC within a Room. For example, if SCAN reveals a magician and a bodyguard in the next room, shooting the bodyguard will make spellcasting more difficult for the magician by creating a Rating 1 Background Count. When casting spells, the MUD responses provide insight into the challenges you face in the current Room:

In pen-and-paper play, the metamagic “Cleansing cannot affect lasting, long-term background counts” (MitS.74) but in the MUD implementation, Cleansing is viable against both:

Sorcery

In the MUD implementation:

In pen-and-paper play, learning spells (SR3.180) “costs Good Karma equal to the desired Force” with no discount for upgrading from a lower known Force. In the MUD implementation, upgrading is discounted. However, you cannot learn a spell from player casters and learning a spell destroys the formula from which it was learnt.

In the MUD when casting spells:

Low Force is often advantageous:

In standard pen-and-paper play, Illusions such as Invisibility have a boolean result: either the observer determines the illusion is not real or they are fully affected (SR3.195). Ultrasound Vision (MM.18) is subject to both Mana and Physical non-visual illusion if it is implanted in cybereyes (paid for with Essence) but not if worn as equipment such as goggles (SR3.282). Thermosense Organ is explicitly non-visual and therefore immune to Invisibility (MM.75, 79). Typically:

However, the MUD implementation has degrees of success:

TN penalties by vision mode Ultrasound Vision Thermovision Mundane PC
Invisibility (M) 0 +2 +2
Improved Invisibility (P) +4 +8
Ruthenium +2 +2

NPCs may wear a focus, but they don't actually activate and benefit from it. As compensation for this, they do not suffer a TN +2 Concentration penalty for Sustaining spells. As a consequence of this, they will often cast Ignite early in a combat and Sustain it (for free) until it becomes Permanent, while getting on with casting other spells throughout ongoing combat - a tactic that would be ill-advised in common pen-and-paper play. All NPC spellcasters have a menu of spells they draw from while in combat and their spontaneous selection can be luckily effective or laughably inappropriate.

Ritual Sorcery (MitS.34) extensively overhauled. The MUD implementation:

so it is therefore useful for buffing prior to venturing out into dystopia, especially for buff spells with implausibly difficult TNs (for example, Increase Attribute).

Pen-and-paper play would typically encounter Wards (SR3.174) that would strip characters of all buffs whenever they enter or exit a corp's premises, but these are not present in the MUD implementation.

In pen-and-paper play, Spell Defence (SR3.183) consumes a Free Action every 3 seconds to maintain. There, it will lapse if someone is unconscious or too busy to dedicate a Free Action to it. In the MUD implementation, it persists even if the caster is unconscious. It can only be applied to the caster; not allies and enemies (so no tampering with adversaries' attempts to buff or heal!) The same applies by extension to Reflecting metamagic.

In pen-and-paper play, a spellcaster may cast simultaneously a number of spells using one Complex Action equal to their Sorcery skill. So a magician could cast four Stunbolts, or they could cast Invisibility and Armour, etc. This is not implemented in the MUD.

Conjuring

Nature Spirits' Confusion Power (SR3.263) is one third as effective in the MUD implementation.

Nature Spirits' Concealment Power cannot be applied to vehicles, drones or specific items.

Officially, a spirit must assume physical form before it can engage any Physical powers (SR3.262) but Materialisation (SR3.264) itself is a Physical power. House-ruling this reachability gaffe is common.

NPCs do not summon spirits. Spirits you encounter are scripted to spawn by the Room, just like every other NPC. Regardless of Force, they have 6 Essence, just like every other NPC. In pen-and-paper play, a Disrupted Spirit cannot return to the Physical plane for 28-F days (SR3.176) but the MUD does not implement this timeout.

In pen-and-paper play, a shaman Summoning gets their Totem bonuses applied to the Conjuring roll (SR3.186) and also to the Drain roll (SR3.188) since there is no equivalent of Spell Pool for Conjuring (SR3.44). In the MUD implementation, the Totem modifier is not applied to the Drain roll. FIXME

In pen-and-paper play, summoning a number of spirits equal to Charisma and then lowering Charisma (by unsustaining a spell, by sustaining a spell, by drug withdrawal, etc.) results in the excess spirit(s) going Free. In the MUD implementation, they remain controlled.

Lodges and Libraries

In pen-and-paper play:

In the MUD implementation:

Focus activation

Pen-and-paper play would support a magician activating one Power Focus and assigning its dice to Spell Defence; then activating another one and assigning its dice to Drain; then activating another one and assigning its dice to Spellcasting; then casting a spell. The MUD implementation blocks the activation of more than one Power Focus at a time.

An active Power Focus remains active through a logout and relogin to the MUD. A Sustaining Focus deactivates when logging out. A Weapon Focus remains active while wielded.

An active Power Focus remains worn when a magician astrally projects (with its Force applying as an augmented bonus to the Magic attribute and adding dice to the Spell Pool).

In pen-and-paper play, a Sustaining Focus must remain in contact with the target of the spell (SR3.190). Due to the terminology specified for 'subject' and 'target' for Detection and Illusion spells, this means:

The MUD implementation ignores the problematic official Sustaining focus exception and treats it just like every other focus; it must remain in contact with its bonded owner.

The MUD implementation considers a focus which is bonded to an Increase Attribute health spell to be effectively bonded to every Increase Attribute spell. So a character could use the same focus to sustain Increase Quickness or Increase Intelligence (not at the same time) without needing to pay Karam to rebond it.

Initiation and Power Points

Pen-and-paper play would support an adept or magician Initiating whenever they have adequate Good Karma (reduced by Ordeals, Groups, and Neopaganism – all not implemented) to do so. Adepts also have the option to purchase a Power Point for a flat cost of 20 Good Karma (SR3.168) although “the power point for Karma rule was specifically included for players who do not use the advanced magic (initiation) rules. It is recommended that this rule be ignored if the initation (sic) rules in Magic in the Shadows are also being used.” (FAQ)

In the MUD implementation, both of these mechanisms (HELP INITIATE, HELP INITIATION, HELP ADDPOINT) have been rate-limited:

TKE Initiate AddPoint
0 1 1
50 2
100 2 3
150 4
200 3 5
then every 200 TKE every 50 TKE
cost (new Grade +5) ×3 20

The MUD implementation limits magicians and adepts to 50 Initiations (which is well into Immortal Elf and Great Dragon territory) and 26 Magic reduced by augmentations (ie augmenting down to Magic 1 then Initiating 25 times results in Magic 20).

In pen-and-paper play, many Adept Powers are always-on, some are temporary (eg Attribute Boost) and some are triggered (eg Suspended State). Adepts within a Mana Warp (MitS.85) “cannot simultaneously use more Power Points worth of powers than their effective Magic Rating” and an Adept Focus (SotA64.68) “does not grant adepts additional power points, but does affect the amount they can have active at a time”. In the MUD implementation, adepts can learn a number of Powers equal to their addpoint + Magic attribute as a float, but they can only activate a number of Powers simultaneously equal to their Magic attribute as an integer. A Power's cost to activate is less than or equal to its cost to train (eg Improved Attribute).

In pen-and-paper play, “when an adept loses Magic, he chooses which powers are lost” (FAQ) but in the MUD implementation, Powers are confiscated (seemingly at random) while they exceed adjusted Magic + addpoint.

To gain Metamagic techniques:

  1. pay to Initiate and choose a technique;
  2. locate an NPC who looks willing to help you train in metamagic techniques. Use the TRAIN command to begin.
  3. pay again to learn the technique;

Adept trainers in the MUD can also teach manoeuvres such as “Kip Up” (CC.91) for Good Karma. Even the NPC in the character generation wizard offers it, even though the character has no Good Karma then. FIXME

Development

Character generation restricts Attributes, Skills and equipment to Rating 6 and Availability 8 (SR3.270) so that there is plenty of headroom to expand into within play. Training rules (SR3.245, SRC.48) are Optional and consume considerable downtime. The MUD implementation for character development is:

All three of these character development steps are instantaneous.

Often in long-running pen-and-paper play, Attributes will be awarded a higher Priority than Skills because dumping Attributes effectively halves Skill Points linked to them (bypassed by Skillsofts). In the MUD implementation: charging double skill points for skills which exceed the linked Attribute is not implemented; karma can be earnt on demand; developing Skills costs more Nuyen than Attributes; the trainers for Physical and Mental Attributes are introduced via a Neophyte Johnson autorun whereas the NPCs who let you practise your skills need to be discovered via exploration. As a result, MUD economics disturb conventional priorities to favour awarding Skills a higher Priority than Attributes.

Certain roleplay games (eg: Dungeons and Dragons, World of Darkness, Cyberpunk 2020) employ a dice mechanic which rolls Attribute + Skill. Other roleplay games (eg: Call of Cthulhu, Fudge) employ a dice mechanic which rolls only Skill. Shadowrun uses the latter system. Your Attributes have no direct influence on your probability of success; they mostly improve the economy of long-term development. When making a Skill test:

Some tests simply roll an Attribute without a Defaulting penalty (eg Perception tests simply roll Intelligence - there is no Skill to Default from).

If one completes character generation with Charisma 1 and Etiquette 4, developing Etiquette to 5 and 6 will be much more expensive than if one had Charisma 6. However, probably not as expensive as raising Charisma from 1 to 6 and raising Etiquette to 6. If one planned to raise multiple Charisma-linked skills, then raising Charisma first would pay off.

In pen-and-paper play, the Flaw: Day Job (SRC.26) provides passive income of 5kY per game month. In the MUD implementation, “Universal Basic Income” supplies 1kY per real-life hour, equivalent to 24kY per game month (HELP UBI).

Rigging

Rigging is performed by any character with a VCRig implanted (SR3.130). Driving via datajack and virtual dashboard (SR3.134) is not Rigging FIXME the same way that plugging your datajack into your washing machine isn't Decking. You need a VCRig to Rig and you need a Cyberdeck to Deck.

In pen-and-paper play, the Car skill is used to drive wheeled/tracked drones and vehicles, just like the Rotor Aircraft skill is used to fly helicopters and rotodrones. The player can Default (the VCR halves Defaulting penalty) if it is favourable to do so.

In the MUD implementation, a rigger with no Vehicle Skills can drive their car perfectly well via their RCDeck while they are not in it but the moment they enter their car and plug a cable in to rig it, they find they have no idea how to drive.

A Rigger can:

This is inconsistent. FIXME

GridGuide is built into the roads and AutoNav is built into the cars. In the MUD implementation, AutoNav is constrained to gridlinked terrain. If a newly purchased vehicle lacks AutoNav, it will need to be PUSHed into the back of a truck with enough Load to convey it to a workshop (GRID JUNKYARD then west), or TOWed (doesn't work for motorcycles), or:

  1. BUY a Vehicle Workshop;
  2. DROP it beside the vehicle;
  3. SETUP the workshop (HELP UNPACK) taking real-life minutes;
  4. UPGRADE the vehicle with the AutoNav;
  5. PACKUP the workshop (HELP PACK) taking real-life minutes;

Upgrading uses the appropriate Build & Repair vehicle Skill. The MUD implementation does not penalise retries, so providing the base TN is lower than 8, Defaulting to Intelligence is sufficient; putting ranks into the B&R Skill is unnecessary. If the base TN is 8 or higher, a couple of ranks is adequate (ideally via Activesoft, so that you can unjack it if you want to Default in the future).

Riggers can mêlée adversaries with the RAM command and shoot them with the TARGET command. Mounting multiple weapons to a vehicle's hardpoints / firmpoints will give the Gunnery skill test a dual-wielding penalty. Riggers cannot rig while their body is safe in a (Peaceful) -flagged Room.

In the MUD implementation, a drone or vehicle which takes enough Boxes to fill its damage track becomes (Wrecked). It can be DRAGged to a different Room or into the back of a vehicle; it can be TOWed by a forklift from the junkyard (towing must be initiated at SPEED IDLE). If a copyover occurs while a (Wrecked) vehicle is in a non-(Garage) Room, it will be teleported to the Taco Junkyard regardless of which building or country it was in previously. If a copyover occurs while a (Wrecked) vehicle is in the Junkyard, that vehicle is erased (HELP GARAGE, HELP JUNKYARD).

In pen-and-paper play, the Mechanical Arm (R3.152, 66, 24) can be used by a drone/vehicle to push buttons, pick up and drop items, etc. In the MUD implementation, this modification is named “Grabbers”.


PRuns and NERPS

When participating in GM-hosted PRuns at the NERPopolis, a character has access to many more of the pen-and-paper features than function in the automated MUD:

There are House Rules specific to this niche context.

Meta

Edges and Flaws

The following are unavailable:

The following have custom implementation:

Archetypes

The following are available:

The following are unavailable:

Centring

In pen-and-paper play, adepts can learn the Centring Metamagic multiple times (MitS.73), applying it to an increasing breadth of Skill Groups. The MUD implementation blocks reselection of the Centring option during Initiation if it has previously been selected in Initiation more often than it has been bestowed by a Metamagic trainer. Since Centring is NERP, this makes no difference in MUD-play, but for PRuns alert your GM that you ought to have access to (up to) Initiate Grade picks from the following menu:

For more on Centring, see MitS.30, 72 for the Magical Skill and MitS.73 for the MMT. To learn Centring in the MUD:

  1. HAIL a taxi and ENTER it;
  2. SAY nerp and LEAVE it;
  3. PUSH BUTTON to teleport to a ship named “El Sombrero” (meaning a parasol-like shade-hat);
  4. Up; North; North. From here:
    • to train Centring MMT go West; North and pay 70,000Y
    • to train Centring Skill go East; Down and pay 1 Good Karma + 1000Y as normal
    • to train Creative Skill go East; Noreast and pay 1 Good Karma + 1000Y as normal

Substances and pathogens

The following are unavailable:


Bugs

The following potential gotchas might surprise players until they are addressed:

The project source is hosted on github:

The project binary is hosted on awakemud.com on: