#60500 Name: Welcome to Awakened Worlds! Desc:$ Welcome to Awakened Worlds. This room stands on the event horizon of a great rift, the rift connecting our world to that which lies beyond. You stand now at the sole entrance to this realm. As you explore these hallowed halls, you will discover everything you need to know to survive in the cruel, cold world the Earth has become in what is our present - midway through the 21st century. Mind you, here you will only be taught the theory of what you must do. Living long enough to learn how to apply it is completely up to you. Welcome, and good luck. Type NORTH or N to continue on your journey. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60501 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60501 Name: All About Your Surroundings Desc:$ A MUD is a virtual world. To look around this world, just type 'look' or 'l' for short. This will give you the description of the area you are in and show any objects, people, and/or monsters in the same area. If you use the look command right now you will see this room description again. You can look at objects, people, monsters, and even in directions (such as 'look south' or 'l s' for short). In order to move around the world, you type in the name of the direction you wish to travel, such as north, south, east, west, up, or down. If there is not a path in that direction, the mud will let you know. To continue, go north (by typing 'north' or 'n'). To see who or what else is in the rooms adjacent to your own room, type 'scan'. Sometimes doors or objects can obstruct your view or path. In that case, try to 'open' a door by typing 'open door (direction)'. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60502 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60500 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60502 Name: Getting To Know Yourself Desc:$ The next thing you need to know is how to find out information about yourself. There are several commands which give you information needed to play here. These commands are 'score', 'inventory', 'equipment', 'skills', and 'spells'. All commands on the mud may be abbreviated, therefore you can type 'sc' for score, 'i' for inventory, 'eq' for equipment, and so on. The first thing you should do is try out these commands. To pick up an item you see on the floor, type 'get (item)'. If the item is in a container, you can type 'get (item) (container)' to retrieve it. If you'd like to equip the item, simply type 'wear (item)'. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60503 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60501 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60503 Name: A Steel Staircase Leading Down Desc:$ You've arrived at a metal staircase leading to the floor below. The Neophyte Guild is designed to assist you in becoming a capable member of the Awakened Worlds playerbase. The levels of the building will guide you through character generation, roleplaying, and rules and policy. Proceed DOWN to continue. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT south] ToVnum: 60502 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT down] ToVnum: 60504 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60504 Name: Interacting in the Shadowrun Universe Desc:$ The Shadowrun universe is set in the year 2060, when international corporations have a strong grasp on the power in the world, surpassing the authority of whole nations. The long lost practices of magic have also emerged, creating a large variety of metahuman races in addition to returning the forces of magic to the world. Awake allows you to interact with this fantasy world through your CHARACTER- your avatar in the Shadowrun Universe. You control this character, and act as if you were actually in this world. This section of the tutorial will allow you to customize your character by assigning him skills, attributes, and careers. Proceed SOUTH to begin. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT south] ToVnum: 60505 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT up] ToVnum: 60503 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60505 Name: All About Your Attributes Desc:$ Attributes determine the strengths and weaknesses of your character in the Shadowrun Universe, and form the essential backbone to the character. If you type SCORE, the lefthand column will display your character's attributes: BODY, QUICKNESS, STRENGTH, INTELLIGENCE, CHARISMA, and WILLPOWER are the main attributes, and the other values are determined from these six main stats. For more detailed help on your statistics, type "HELP (Statistic)". An Attribute Trainer is also present in this room. Type TRAIN and follow the directions to allocate attribute points. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60504 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60506 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60506 Name: The Neophyte Skill Center Desc:$ Skills are another essential aspect to a Shadowrunner, someone who performs illegal deeds for pay. Skills make up your character, and determine what tasks they are capable of performing, and how well they can perform them. If you type EXITS, you can see the various rooms that teach those essential skills to new runners. To see the skills you already possess, type SKILLS. When you encounter a skill trainer, type PRACTICE to see what he is capable of teaching. To learn a new skill, simply type PRACTICE (skill name). Type it again to become more proficient in the skill you just aquired. Proceed into the skill trainer rooms to learn the abilities essential to your survival. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60505 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT northeast] ToVnum: 60507 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT east] ToVnum: 60508 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT southeast] ToVnum: 60509 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60513 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT southwest] ToVnum: 60512 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60511 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT northwest] ToVnum: 60510 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT down] ToVnum: 60593 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60507 Name: Melee Skill Training Desc:$ The skills offered in this room are all derived from your STRENGTH attribute. Type PRACTICE to see the list of avaliable melee and strength-based skills. EDGED WEAPONS, WHIPS AND FLAILS, POLE ARMS, and CLUBS determines your abilities with various hand held melee weapons. PROJECTILES is the skill related to bow and crossbow-type weapons, exotic in the world of 2060. THROWING WEAPONS is the skill that is required for those that wish to be able to use grenades, throwing knives, or shuriken. UNARMED COMBAT is the skill essential for those who wish to be able to fight effectively with their fists. CYBER IMPLANTS, while similar to UNARMED COMBAT, is necessary for those who wish to fight with cybernetically installed weapons such as hand razors, bone lacing, and spurs. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT southwest] ToVnum: 60506 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60508 Name: Ranged Combat Skill Training Desc:$ Combat in 2060 is not much different from modern-day warfare: firearms are abundant, and within reach of nearly anyone that has the money for them. This room trains characters with the skills for operating and firing guns. Type PRACTICE to see what firearms training is offered. Careful: legality of firearms is still present in the world of 2060. Anything larger than a simple pistol is very likely to attract unwanted attention from law enforcement. It is best to keep firearms concealed unless you actually need to use them. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT west] ToVnum: 60506 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60509 Name: Vehicle Skill Training Desc:$ Vehicle skills are avaliable in this room. Type PRACTICE to see what's avaliable. DRIVING type skills are necessary for operation of cars, trucks, and other vehicles. BR skills, or Build and Repair skills, determines a character's ability to repair or construct a vehicle. These skills are essential for Rigger characters, whose specialties revolve around the operation of vehicles and drones. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT northwest] ToVnum: 60506 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60510 Name: Magical Skill Training Desc:$ Magical skills are essential for magically attuned characters, but are not very useful for the mundane. This room allows you to home your abilities in SORCERY and CONJURING, aswell as aura reading. SORCERY determines the spellcaster's capabilities with casting spells, and will determine their success with spellcasting. CONJURING allows mages to summon elementals to do their bidding, and also allows shamans to conjure spirits to do theirs. AURA READING helps awakened people gain extra information about a person or items aura. To practice these abilities, type PRACTICE, followed by the skill name. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT southeast] ToVnum: 60506 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60511 Name: Decking and Electronics Skill Training Desc:$ Deckers are the computer hackers of 2062. Connecting their braing directly to the matrix they risk life and limb to break into corporate systems, steal files, and provide security overwatch for their chummers in the real world. Type PRACTICE to see what the Trainer has to offer. Typing "HELP (Skillname)" will provide you with more information on the skill you are trying to learn. Skills to help with Programming are to the WEST. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60506 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60591 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60512 Name: Language Training Desc:$ Despite the changing territories and nation boundaries in 2060 that incorporated members of various ethnic nationalities into a jumble of territories, language barriers still exist in the Shadowrun Universe. While all characters start with mastery of the English language, knowing other languages is always a useful skill when interacting with others. Sometimes you may not be able to understand someone else in a conversation: this is due to a failed dice roll based on your language skill. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT northeast] ToVnum: 60506 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT southwest] ToVnum: 60592 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60513 Name: A Marble Hallway Desc:$ Have you spent all your Attribute and Skill points? If not, you may want to turn back and spend the rest of them. The next few rooms allow you to choose an archetype for your character, to pick a specialty or specialties that your character excels at. While the Shadowrun system does not restrict a player on the professions they want their characters to take, it is recommended that you stick to one profession if you are new to the Shadowrun system. Proceed SOUTH to continue. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60506 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60514 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60514 Name: Career Archetype Paths Desc:$ Here the path splits off into three directions. The Mundane characters, those who do not have magical abilities, should proceed westward, where they can learn more about STREET SAMURAI, DECKER, and RIGGER professions. Those who are gifted with spellcasting abilities should proceed to the EAST, where they can learn more about HERMETIC and SHAMANIC magic. Finally, those who are ADEPTS, people who use magic to augment their physical capabilities, should head SOUTH to learn more about their profession. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60513 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT east] ToVnum: 60520 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60518 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60515 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60515 Name: The Path of the Mundane Desc:$ So you weren't born with magical abilities. Who needs 'em? Mundanes can augment themselves with cyberware and bioware, artificial enhancements, to greatly increase their physical and mental capabilities. Mundanes also can excel at tasks mages and Adepts can't- rigging vehicles and hacking into the Matrix, the virtual reality system of computers, for example. Cyberware detracts from the character's essence, representing the loss of humanity of a character after installing foreign, unnatural objects into their bodies. Cyberware and bioware may not be for everybody, as cyberware installation is a sickening process. For those who can stomach it, however, the possibilities are great. Continue WEST to learn more. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60514 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60516 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60516 Name: Street Samurai, Riggers, and Deckers Desc:$ In this room you'll learn about Street Samurai, Deckers, and Riggers. STREET SAMURAI- A general term that refers to any character that installs cyberware into their bodies to augment their fighting capabilities. These characters tend to be the most combat intensive of the Shadowrun archetypes. DECKERS- The futuristic hacker, DECKERS hack into the Matrix, an artificial reality system of computers similar to the World Wide Web. DECKERS connect their minds into the computers themselves through machines called CYBERDECKS and DATAJACK cyberware. RIGGERS- The futuristic mechanic, RIGGERS can synchronize their mind with those of vehicles, effectively controlling vehicles and drones with their VEHICLE CONTROL RIGS and REMOTE CONTROL DECKS. Riggers can become quite formidable with a legion of machines backing them up. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60515 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60517 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60517 Name: Cyberware Central Desc:$ Cyberware is one of the sixth worlds greatest achievements, it blends man and machine, working together seemless, to bring otherwise mundane metahumans up to levels only dreamed of by even the most power adept or mage. It is not without its drawbacks however, along with costing alot of nuyen, it also takes up essence. Essence is a measurement of how much your spirit binds with your body. Everyone starts with 6 essence and it cannot be raised. If your essence ever drops to 0, your spirit flees your body and you die. Low essence also makes it hard for benificial spells to bind with your body. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60611 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT east] ToVnum: 60516 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60610 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT southwest] ToVnum: 60614 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60613 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT northwest] ToVnum: 60612 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT down] ToVnum: 60615 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXTRADESC 0] Keywords: datajack~~~~~~~~~~~~~~~~~~ Desc:$ A DATAJACK is necessary for a decker or a rigger to interface their mind with a machine. ~ [EXTRADESC 1] Keywords: smartlink system~~~~~~~~~~~~~~~~~~ Desc:$ The SMARTLINK system allows the user to use a smartlink accessorized firearm, granting them greater accuracy in ranged combat. If the weapon is outfitted with a SMARTLINK accessory and the user has a SMARTLINK system installed, the feature is automatically used. ~ [EXTRADESC 2] Keywords: spurs razors retractable~~~~~~~~~~~~~~~~~~ Desc:$ Spurs/Razors are blades attached to the hands of the user, providing them with a handy weapon in a fist fight. When installed, the spurs/razors are automatically used when the character enters unarmed combat, and success is based on the CYBERIMPLANT COMBAT skill. ~ [EXTRADESC 3] Keywords: Vehicle control rig~~~~~~~~~~~~~~~~~~ Desc:$ The VEHICLE CONTROL RIG and a DATAJACK is necessary for someone who wants to be able to mentally control a vehicle. An explanation of RIGGING is provided later in the guild. ~ [EXTRADESC 4] Keywords: wired reflexes~~~~~~~~~~~~~~~~~~ Desc:$ Wired Reflexes, while costly to the user's essence, enhance their REACTION and INITIATIVE, allowing them to attack more often than an unaugmented person. Wired Reflexes are known to cause some people to be extra jumpy. ~ BREAK #60518 Name: The Path of the Adept Desc:$ Adepts, also referred to as Somatic Mages, are awakened people who focus their magic inward, unlike hermetic and shamanic mages who focus their magic into the world. This allows adepts to seem superhuman, like the heroes in martial arts movies. Adept powers range from straight out killing to healing. Like all awakened beings however, their powers are hampered by cyberware and bioware, which should be avoided as they cause random ability loss. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60514 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60607 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60519 Name: Adept Power Training Desc:$ Adepts can purchase abilities here using their starting power points. All adepts start off with their magic rating in Power points. Type TRAIN to see what the trainer has to offer. All abilities have help files associated with them, so if you require any extra information about then make sure to read through them. Typing TRAIN and then the name of the ability you would like to learn to advance that ability another level. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60606 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT down] ToVnum: 60525 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60520 Name: The Path of the Magician Desc:$ Following the Awakening in 2019, the world experienced a surge of magical energy. In addition to the emergence of metahuman races such as elves, dwarves, and trolls, mankind once again became capable of manipulating magical energy from the Earth. Two divisions of mages formed: Hermetic Mages, who view magic as a science and approach it in a scientific manner, and Shamans, who consider magic to be more spiritual in nature. In Shadowrun, mages are capable of casting spells, conjuring spirits or elementals to aid them, and also astral projection, which will be explained later in the tutorial. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60521 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60514 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60521 Name: All About Hermetic Magic Desc:$ Hermetic Mages consider magic to be like a science: because they know spell formulas and are capable of managing the complex computations in their heads, Hermetics usually consider magic to be theirs to use and manipulate. Hermetics are capable of conjuring elementals, if they have access to a hermetic library and various conjuring materials. The strength of the earth, fire, wind, or water elemental depends on the force of the library used, and the abilities of the summoner. Hermetic mages are also capable of astral projection and perception. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60523 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60520 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60522 Name: Conjuring Desc:$ Conjuring is different for hermetic mages and shamans. Shamans can conjure a spirit anywhere, but they will disappear at sunrise or sunset. Mages require hermetic circles and conjuring libraries, but their elementals can wait in the metaplanes for aslong as the mage desires and be called out at any time to help. Spirits are ordered to perform services with the ORDER command, most orders take up a service, once a spirits services run out they will vanish never to be seen from again. If a spirit is disrupted (IE. Killed), it will vanish to the metaplanes and be available to be summoned back again if conjured by a hermetic mage. Spirits can be CONTESTed by other mages, hermetic mages can only contest elementals and shamans can only contest nature spirits. Contesting control of a spirit or elemental will let you take control of it if you are succesfull. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60594 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60524 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60523 Name: All About Shamanic Magic Desc:$ Totemic Shamans consdier magic to be of a spiritual nature: their Totem, through its divine knowledge, calls upon its loyal services to carry out its will. Shamans are capable of conjuring spirits based on the domain of their immediate surroundings. If they were in a forest, for example, they could conjure up a Forest spirit. Likewise, if they were in the mountains they could conjure a Mountain Spirit, or if they were in the city streets they could summon a Spirit-of-Man. Shamans are also capable of astral projection and perception. All Shamans must abide by the rules set forth by their Totem. Failure to obey the Totem, or deviation from the Totem philosophy, will result in the loss of magic abilities by the Shaman. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60524 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60521 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60524 Name: Spellcasting Desc:$ The two main commands that mages of either type will use the most is CONJURE and CAST. Take your time to read the help files now. There are alot of factors that affect casting success, depending on your condition and the spell being cast. Some spells are dependant on their victims stats, set targets, or even their essence (Most health spells follow this). There are 3 types of spells, Instant, which effects happen as soon as you cast them; Sustaining, which will stay in affect for as long as you concentrate; and Permanent, which require you to concentrate for a set period of time before the affects can not be undone. Concentrating on a spell distracts you from other tasks, and if it's not being sustained by a spirit or focus (explained later) it will cause you to have a harder time doing things that require concentration. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60522 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60523 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60525 Name: Introduction to Complex Commands Desc:$ Awake has developed a large number of complex commands and features unique to this MUD. While not all of them can be explained in this area, the basic, essential fuctions will be described in the rooms to come. A staircase leads back up to the Career Archetype area in case you'd like to learn more about the archetypes. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60526 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT up] ToVnum: 60514 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60526 Name: Managing Your Bank Account: ATMs and Credsticks Desc:$ The world of 2060 is all about nuyen (the standard currency in thes world). Managing your finances is an important aspect of running the shadows. People who carry their life savings with them all the time tend to lose it very quickly. Characters can store their funds in bank accounts. At an ATM, type BALANCE to see how much money is in the account, DEPOSIT to deposit your funds, or WITHDRAW to make a transaction. Credsticks, small pen shaped credit cards, are also a safe way to store money. Credsticks can be personalized by someone to keep their funds safe, but can also be rigged by someone who is proficient in ELECTRONICS. To personalize a credstick, simply ACTIVATE it. If the credstick has already been activated, you must CRACK the security with your ELECTRONICS skill before you can access the nuyen within. You can use credsticks to make purchases, although some illegal street dealers will only accept rolls of nuyen. To move funds from a credstick to an ATM, type "TRANSFER <amount> ACCOUNT". To transfer funds from an ATM to a credstick, type "TRANSFER <amount> CREDSTICK". ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60527 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60525 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60527 Name: All About Radio Broadcasting Desc:$ The radios used by Shadowrunners in 2064 are specialized Matrix terminals linked through the Shadowland network. This allows them heavy security from most normal law enforcement agencies, but it is still possible to track someone down through it. Radio's are an IN-CHARACTER form of communication: disregard the way you behave and think about how your character would act. To operate a radio use the RADIO command. This will show you it's current settings. To center the radio at a frequency (the most common is 8mhz), type RADIO CENTER <frequency>. To scan through all frequencies type RADIO SCAN. Encryption rating can be set by typing RADIO CRYPT <rating>. Only radios with an encryption rating greater than or equal to what you have it set at can receive them. To broadcast a message type BROADCAST <message>. Turning the radio off can be accomplised with RADIO OFF. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60528 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60526 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60528 Name: E.T. Phone Hoooome. Desc:$ Phones are a more private form of communation. When you aquire a phone and wish to use it, you must first find the eight digit telephone numbers of the people you want to call. Type PHONE to see your settings. Type CALL (########) to start calling someone. If they answer, use TALK (message) to start talking with them. Type HELP PHONE for more information on settings and calls. Head NORTH to learn about channels. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60540 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60527 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60529 Name: Score Screen Desc:$ There are a few entries on the score sheet that may not be obvious. Karma is basically your experience in the world, you gain more by killing other people and completing Shadowruns, how you go about this is up to you. Your total karma is divided into two sections; Reputation, the karma gained through performing Shadowruns and Immortal Awards; and Notoriety the karma gained through killing. Reputation affects the maximums amount of PowerPoints adepts can get, what Shadowruns you can do and other things, Notoriety affects nothing. Essence Index is the amount of Bioware you can handle before you start having negative affects, like slow healing, illness, etc. It is equal to your Essence + 3. Essence is the amount of humanity you have left, or how well attached your spirit is to your body, cyberware will reduce it. As your essence drops so does your magic rating, and the amount that beneficial magic will affect you. Bioware Index is the amount of Bioware your body can take, bioware also reduces magic like cyberware, but only at half the value you have installed. Awakened Characters also have a Grade, which is how many times they have initiated, this is explained later. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60608 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60540 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60530 Name: Operating Elevators Desc:$ Elevators are essential to travelling about the many, many buildings and areas in Awake. When you are in front of an elevator, type LOOK PANEL to see where the elevator currently is. To call the elevator, type PUSH BUTTON. The next area of the tutorial can only be accessed through an elevator. Try calling it now by pushing the button and walking north once the elevator doors open. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT south] ToVnum: 60608 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60531 Name: Inside the Neophyte Elevator Desc:$ You're inside the Neophyte Elevator. Good job! Try looking at the elevator panel again to see which floors this elevator is connected to. Head to a specific floor by typing PUSH (floor number you wish to go to). To proceed to the next area, you need to head to the lower of the two floors offered in this elevator. ~ Flags: 10000000000000011000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 BREAK #60532 Name: Worlds Within our World: Facets of Reality Desc:$ In the world of Shadowrun, the physical world is just one of many facets of reality. With the resurgance of magic and amazing advances in technological development, whole new worlds have been opened up for the people of 2060. Riggers can directly connect their minds with their vehicles, essentially "becoming" their cars. Deckers can similarily connect their minds with machines, specifically the artificial reality construct known as the Matrix. The Matrix, a global connection of the world's computer systems, is a virtual world that directly stimulates the senses of the Deckers enter use it through technology called Simsense. Magically attuned characters like mages and Adepts are also capable of interacting with the Astral Plane, a metaphysical realm that mirrors the real world. Through the Astral Plane, mages can leave their physical bodies and sense lifeforce and auras of all living things that they come into contact with. Head on SOUTH to learn more about these worlds that Awake has to offer. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT south] ToVnum: 60533 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60533 Name: Specialty Commands: Driving, Astral Projection, Decking, Rigging Desc:$ A Rigger, Decker, or Magic-type character has access to Rigging, Decking, and the Astral Plane, respectively. Adepts are also capable of accessing the Astral Plane, but only if they purchased the Astral Perception power, and they are incapable of leaving their bodies through Astral Projection. Type EXITS. The rooms in this area explain the details to interacting with these other worlds, and will tell you the important commands that are necessary. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60532 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT east] ToVnum: 60535 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60538 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60534 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT up] ToVnum: 60537 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT down] ToVnum: 60536 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60534 Name: The Astral Plane Desc:$ Awakened Character, Hermetic and Shamanic Mages and Adepts, have access to the astral plane in some form. Aspected Mages and magicians can only perceive the astral plane, while full mages can fully remove their spirit from their bodies and explore the astral plane freely. PROJECT and PERCEIVE are used to perform these actions. To stop projecting type RETURN, to stop perceiving toggle it off again with PERCEIVE. Astral Perception makes concentrating on both the physical and astral planes difficult and gives you penalties to any actions that involve concentration. While projecting your essence will slowly decrease, at a rate of 1 per mud hour. If it falls to 0 you will die. It returns at a rate of 1 every mud hour while in your physical body however. There are various actions that can only be undertaken while in the astral plane, these are explained to the WEST. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60533 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60609 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60535 Name: Decking: There is No Spoon Desc:$ Decking is a fairly complex art, almost a whole game unto itself. To connect to the matrix, find a room that mentions a dataport and CONNECT. From there you have a variety of options: You can LOCATE another host, then LOGON to it. You can attempt to LOCATE files and DOWNLOAD them. But first you need a cyberdeck and four 'persona' programs - body, evasion, sensors and masking. You must INSTALL these programs to access even the most basic of hosts. Once you get started, you'll realise that a lot of operations fail. To improve your chances of succeeding, you can add additional utilities to your deck. Use the SOFTWARE command to get the values and names of software you have installed. See the help files: MATRIX, IC, CYBERDECKS, PROGRAMS, UTILITIES, LOCATE, LOGON, ANALYZE, DOWNLOAD, SOFTWARE and RUN for more information. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT west] ToVnum: 60533 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60536 Name: Rigging: Danger! Danger, Will Robinson! Desc:$ Rigging is a complex task. A rigger must aquire three things before they can even think about rigging: a Vehicle Control Rig, and Datajack, and a Remote Control Deck. Once those are aquired, they simply need to purchase a vehicle or a drone. First the rigger must register the vehicle with the SUBSCRIBE command to add it to their RC deck. When subscribed, a vehicle will be given a control number. To start controlling a vehicle on your SUBSCRIBE list, type CONTROL (number of the vehicle). To adjust the speed at which you are travelling, type SPEED (idle/cruise/speeding/max). To return back to your physical body, type RETURN. While in control of a vehicle, it is possible to attack those who are hostile with the RAM function. Excessive ramming will result in damage to the vehicle. If the vehicle is destroyed while the rigger is in control of it, he will suffer extreme damage known as DUMPSHOCK, in which his brain is wracked by the damage sustained while in control of the vehicle. Weapons can also be attached to a drone, providing a safer method of attack. Some useful help files: VEHICLES, RIGGING, DRIVE, RIG, CONTROL, SUBSCRIBE, UPGRADE, UNINSTALL, ATTACH, TARGET, and REPAIR. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT up] ToVnum: 60533 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60537 Name: Driving: Vroom vroom, dukka dukka Desc:$ Driving is not too different from rigging. To enter a vehicle, first UNLOCK the door and ENTER it. To begin driving, type DRIVE. To adjust speed, type SPEED (idle/cruise/speeding/max). To defend yourself from someone who's attacking your vehicle, you can RAM him, which will result in damage to your vehicle. If your vehicle is destroyed, all passengers will be flung out into the street, where they will take heavy crash damage in addition to being in the unenviable position of confronting whatever destroyed their vehicle. In the world of 2060, the isolated city-state of Seattle is surrounded by unfriendly nations, all of which firmly patrol their borders and shoot intruders on sight. It is not recommended that you attempt to drive past a border fortification. Useful help files: VEHICLES, DRIVER, UPGRADE, UNINSTALL, REPAIR, GRIDGUIDE The man in this room also can sell a vehicle to you if you have the money for one. He won't give you the actual car itself, but he will give you a TITLE that you cash in for a vehicle at the end of the area. Driving isn't essential, however, as Seattle boasts an effective cab system: simply type HAIL when you're out on the street to flag down a cab. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT down] ToVnum: 60533 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60538 Name: A Metal Staircase Leading Downward Desc:$ Finished learning about the special features of Awake? Head down to the next level to continue making your character by outfitting him/her with some equipment. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60533 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT down] ToVnum: 60539 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60539 Name: All About Your Equipment Desc:$ Equipment is essential to survival in the harsh world of 2060. Someone will always be better equipped than you, and if you ever come into conflict, you'll want to make the most out of what you have. To wear a piece of equipment, type WEAR (equipment). To start using a weapon, type WIELD (weapon). Watch out, security forces in sensitive areas like corporate territory will attack anything that looks like a threat: be sure you're not wearing illegal equipment such as armor or weapons unless you like being shot at. Continue NORTH to learn about the types of equipment in 2060. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60541 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT up] ToVnum: 60538 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60540 Name: Doors and Maglocks Desc:$ Most doors in 2064 are Maglocks, Magnetic Locks. Keys normally take the form of a passcode, biometric scan or keycard. Tumbler locks still exist, but they are so rare as to be considered obscure knowledge. Doors can be locked and unlocked using the LOCK and UNLOCK commands, directions or door names can be used as arguments. To "pick" a lock you use the BYPASS command. To do this you need an electronics kit however. It is also possible to kick or shoot doors down, using the KICK or SHOOT commands. Also, the KNOCK command can be used to alert someone on the other side of a closed door. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60529 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60528 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60541 Name: Neophyte Gear Central Desc:$ This area sells everything you could possibly need as a neophyte. The rooms around you offer various types of equipment. Buy what you need before continuing, you lose any money you have left once you leave the guild. You buy items from stores using the BUY command, and sell items back using the SELL command. VALUE is used to give a rough estimate of how much you will get payed for an item. INFO will show a brief explanation of what a item is, it's ratings, etc. CHECK and RECEIVE are used along with availiblity to see how long is remaining until an item arrives and to receive delivery of it. If an item has a time listed in the "Availibility" column then it is subject to an availiblity test. The time listed is the least amount time it will take, the better you score on the availiblity test the less time it will take. Once ordered you can go about your business as normal, even log off, it will be availible in the amount of time the shopkeeper responds. All time listed is MUD time. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60549 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT northeast] ToVnum: 60545 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT east] ToVnum: 60546 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT southeast] ToVnum: 60547 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60539 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT southwest] ToVnum: 60544 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60543 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT northwest] ToVnum: 60542 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT down] ToVnum: 60590 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60542 Name: Toby's Firearms and Ammunition Desc:$ Toby will provide you with firearms, provided you have enough money to pay for his services. Remember that a weapon is only as good as its user: if you don't have any skill in handling a weapon, it's not going to be of much use to you. Type LIST to see what's avaliable. After you make your selection, you can head into the storage room ABOVE to accessorize the weapon or purchase ammunition. Be careful: ammunition will only work with your weapon if the clip capacity is the same as the maximum ammo of your weapon, and if the clip is of the same weapon type. To reload, type RELOAD when your weapon is out of ammo. Light Pistols: Fichetti Security, Colt American Machine Pistols: Ceska Black Scorpion Heavy Pistols: Ares Predator, Colt Manhunter, Ruger Super Warhawk, Colt Peacemaker Submachine Guns: Ingram Smartgun, Uzi III Rifles: Remington 950 Light Machine Guns: Ingram Valiant ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT southeast] ToVnum: 60541 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT up] ToVnum: 60548 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60543 Name: Erik's Forge: Melee Weapons Desc:$ Racks of various melee weapons are lined against the wall, and Erik stands at the forge pounding a sheet of metal. Type LIST to see what he has to offer. EDGED WEAPONS- Combat Axe, Katana, Rapier, Survival Knife, Two Handed Sword CLUBS- Stun Baton, Staff, Nightstick WHIPS/FLAILS- Nunchaku, Leather Whip ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60541 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60544 Name: Ave's Protective Gear: Armor and Clothing Desc:$ Here protective armor can be purchased to better guard yourself from hostile attacks. Security forces frown upon armor, however, so be careful where you wear it. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT northeast] ToVnum: 60541 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60545 Name: Gremlin's Gadgets: Electronics and Machines Desc:$ Gremlin sells various electronic devices that someone new to the Seattle metroplex might need. Type LIST to see what's avaliable. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT southwest] ToVnum: 60541 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60546 Name: Howie's Decks: Cyberdecks and Rigging Decks Desc:$ Here a decker or rigger can purchase the equipment they need to get their job done. Glass cases store CYBERDECKS and PROGRAMS, both of which are needed to successfully DECK the MATRIX. Rigger equipment is also sold here, and various electronic devices are stored in storage lockers. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT west] ToVnum: 60541 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT up] ToVnum: 60587 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT down] ToVnum: 60588 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60547 Name: Bowie's Hunting Shop: Survival Gear Desc:$ Bowie, a long, long, distant descendant of the famous Jim Bowie, stands behind the counter selling items that someone might need to survive in a harsh environment. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT northwest] ToVnum: 60541 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60548 Name: Gun Accessories Desc:$ Here you can purchase gun accessories to outfit your firearm. To attach an accessorry to a gun, use the ATTACH command. Help ATTACH for more information. A Smartlink accesory adapts a gun to the Smartlink cyberware, allowing someone to shoot more accurately if they have a Smartlink installed in their bodies. A laser sight can be attached for those who do not have a smartlink for increased accuracy. Gas Vents can reduce the recoil of a weapon, reducing the target modifiers for firing in burst fire mode. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT down] ToVnum: 60542 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60549 Name: Restrings Desc:$ All equipped? If you haven't spent all your starting funds, you may want to, they won't follow you outside character generation. Any item can have it's description customized using the restring command. This changes only the name of the item, not it's look description or it's room description. Anyone can do this at any time for the cost of 2.5 Karma, however, you have received 5 free restrings that are valid while you are in character generation only. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT south] ToVnum: 60541 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT down] ToVnum: 60550 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60550 Name: Entrance to the Neophyte Guild Combat Simulation Desc:$ This section of the Neophyte Guild will teach basic combat. Characters who have high QUICKNESS, INTELLIGENCE, and REACTION will tend to get more attacks than their opponents. To initiate combat, type KILL (target). If you are using a weapon that deals stun damage, you will only stun your opponent instead of killing them. Killing should only be initiated on MOBs (mobiles, computer controlled non-player characters). All your kills with gain you a fraction of a karma point, but also increases your NOTORIETY. And don't even think about trying to start a fight with another player unless you both have toggled your player-killer flags- you won't do any damage at all, wheras your opponent will be able to hurt you. Continue SOUTH to learn more about combat. ~ Flags: 0 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT south] ToVnum: 60551 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT up] ToVnum: 60549 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60551 Name: Melee Combat Tutorial Desc:$ This section will teach you about basic, same-room combat. When both opponents are in the same room, you can initiate a fight with the KILL command. If both characters are using melee weapons, they'll just duke it out. Likewise, if both characters are using firearms, they'll take turns shooting at each other. However, if one character is using a melee weapon and their opponent has a firearm, they will need to "close the distance" before they can try to attack their opponent. It is difficult to attack someone with a sword if they happen to be spraying you with full automatic fire. Your success at closing the distance between the attackers is dependant on your QUICKNESS rating. As such, attrbitues like QUICKNESS, INTELLIGENCE, and WILLPOWER are all very important for combat. BODY is also important for determining damage resistance, and STRENGTH is useful for increasing the power of your attacks if you're using a melee weapon. Combat can also be initiated in other ways: Casting a combat spell on someone will start a fight, and casting spells in the middle of combat requires intense concentration- the harder the spell, the longer it will take to cast it. ~ Flags: 0 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60550 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60552 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60552 Name: Ranged Combat Tutorial: Distance Attacks Desc:$ Tested your basic combat abilities on those training robots? Now it's time to learn about ranged attacks. If you're using a ranged weapon like a firearm, you can attack people from other rooms. Type SCAN now to see WEST into the Shooting Range. You can hit people in other rooms with the SHOOT command. To fire at someone, type SHOOT (target) (direction). Naturally, it is more difficult to shoot someone from far away than it is if they're in the same room: gun accessories like smartlinks, laser sights, gas vents, and scopes can make the task easier. If a mage has a direct line of sight, they can also cast a combat spell from a distance. Type syntax is CAST '(spell)' (target) (direction). The same can be done from Astral Space against an Astral form. Practice ranged combat here if you want, and head SOUTH to learn more about combat. ~ Flags: 0 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60551 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60554 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60553 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60553 Name: On the Shooting Range Desc:$ What are you doing out in the middle of the Shooting range? Are you crazy? Go back east before you get shot! ~ Flags: 0 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60552 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60554 Name: Advanced Combat Tactics: Tips for Survival Desc:$ Combat can be a difficult task. Thankfully, this section teaches you some commands that can make survival easier. If you've gone in over your head and started a fight with someone that you're losing, you can FLEE to try to run away. Fleeing will attempt to move your character out of the room through a random exit- you may escape the fight, or you may run into more opposition if you're not careful. For a more precise, but more difficult method of escaping combat, try to RETREAT. You can run away from a specific direction if you try to RETREAT (direction). The WIMPY command can be used to set your character to automatically flee once they're wounded enough. What if you don't want to run away from a fight? To avoid getting hit, you have a COMBAT POOL. Your COMBAT POOL is determined by your QUICKNESS, INTELLIGENCE, and WILLPOWER attributes. In combat, your COMBAT POOL will add dice to either your defense (allowing you to dodge attacks) or offense (allowing you do deal more damage, or hit someone) dice rolls. To set your combat pool, type DEFENSE. Wounds: The weapons in Shadowrun all have a set, realistic damage rating: Light, Moderate, Serious, and Deadly. Based on the skill of your weapon handling, you can increase the amount of damage you deal to an opponent. For example, someone who is skilled enough with a Light weapon can make it deal Moderate, Serious, or even Deadly damage if they're good enough. A weapon is only as good as its user. ~ Flags: 0 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60552 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60555 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60555 Name: A Metal Staircase Leading Downwards Desc:$ You've essentially learned all the basic game mechanics that you'll need to know to play here. Once you've passed the next few rooms which discuss the MUD policy, rules, and roleplaying, you'll be ready to start playing in the Shadowrun Universe. Head DOWN to start. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60554 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT down] ToVnum: 60556 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60556 Name: Entrance to the Awakened Worlds' Disclaimer Area Desc:$ You're about to enter the Disclaimer area. It is vital that you read everything in the following area carefully. Awake exists for the enjoyment of the players and the staff: when people fail to obey the rules, they ruin the enjoyment of other players, which ruins the enjoyment of the staff, which in turn will forcibly ruin the enjoyment of the offender with strict punishment, and if the situation is serious enough, banning. We are not kidding around, and we are dead serious about this. Continue NORTH. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60557 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT up] ToVnum: 60555 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60557 Name: "Info" Help Desc:$ Type ^YINFO^n right now. Read every single bit of it. Once you are done, continue north. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60558 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60556 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60558 Name: Having Fun: Most Important Feature of this MUD Desc:$ The main purpose of this MUD is to have fun, RP if you want, go around and kill everything if you feel like it. Only time this doesn't apply is if you are deliberatly spoiling someone elses fun. Use your common sense and don't be an arse. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60559 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60557 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60559 Name: Character Descriptions Desc:$ It is recommended you create a custom description to benefit more fully from the MUD. It is difficult to interact with others when you have no description set at all to describe what your character looks like. To set your descriptions, type CUSTOMIZE. Mages will have to make two descriptions: one for their physical body and one for their Astral reflection. The same goes for Deckers. For more detail, type HELP CUSTOMIZE and HELP DESCRIPTION. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60560 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60558 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60560 Name: Law Enforcement in 2060 Desc:$ There are some automated law enforcement systems in place, these will trigger if you attack police officers or try and raid corporate installations (either physically or through the matrix). ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT south] ToVnum: 60561 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60559 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60561 Name: Awake's Policy and Rules Desc:$ Type ^YPOLICY^N right now. Read every single bit of it. Understand all of it. Once you're done reading, head SOUTH. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60560 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60562 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60562 Name: Acknowledgement of the MUD's rules Desc:$ Have you thoroughly read each and every single sentence in this Policy area, and do you understand and agree with ALL of it? If you haven't read it, go back and do so. If you disagree with our rules here, you're free to leave, and we'd prefer if you do instead of coming into conflict in the future. If you understand and accept this and are ready to play, simply say... "^YI have read the rules and policies, understand them, and agree to abide by them during my stay here.^n" ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60561 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60563 Name: In the Lobby of the Neophyte Guild Desc:$ You've finally finished the Neophyte Guild! In the Lobby area of the Neophyte Guild, there are a few people to the EAST that need some jobs done. Maybe you should talk to them. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60585 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT northeast] ToVnum: 60566 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT east] ToVnum: 60573 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60569 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT southwest] ToVnum: 60570 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60564 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT northwest] ToVnum: 60565 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60564 Name: Recap: Chute Leading Back to the Tutorial Desc:$ Miss something from the tutorial? Something needs clarification? Go UP in this room to return to the start of the Neophyte Guild. This is a ONE WAY EXIT back to the start of the guild. It is HIGHLY recommended that you store your money in an ATM, unless you want to lose it all when you go through the guild for the second time. ^RNo items, cash or credit are to be exchanged within the tutorial area.^n ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60563 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT up] ToVnum: 60500 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60565 Name: The Neophyte Hotel Desc:$ A receptionist stands behind the counter to this coffin motel. The accomodations are shoddy, as can be expected from a Coffin Motel, which rents out miniscule little rooms for the ever increasing population of Seattle. To exit the game, you must RENT. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT southeast] ToVnum: 60563 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60566 Name: Shadowland: In-Character Message Board Desc:$ A computer terminal has been placed here and is linked to Shadowland, a connection in the Matrix that serves at a database for all Shadowrunners. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60567 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT southwest] ToVnum: 60563 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60567 Name: The OOC-Board: Out-of-Character Communications Desc:$ An Out-Of-Character Board is here for your convenience, allowing you to talk about things that should not be addressed through In-Character methods. You can also visit the forums at www.awakenedworlds.net if you need further assistance. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60568 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60566 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60568 Name: The Post Office Desc:$ The postal station is just a large computer database that helps to keep track of all the WPS mail that goes in and out of the Neophytic Guild each day. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT south] ToVnum: 60567 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60569 Name: The Neophyte Guild Store Desc:$ The Neophyte Supply Store stocks items that you may need: ammunition, flashlights, and rations. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60563 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60570 Name: The Salvation Army Desc:$ You enter a cold concrete building lined up from wall to wall with bins, filled with all sorts of objects, some things just useless trinkets, others downright useful. Signs all over the building say things such as "ALL ITEMS SOLD AS IS" and "NO REFUNDS" and "NO WARRANTY". The items in these bins are various things of all types, donated by the community for the less fortunate. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT northeast] ToVnum: 60563 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT east] ToVnum: 60572 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60571 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60571 Name: The Salvation Army Desc:$ You enter a cold concrete building lined up from wall to wall with bins, filled with all sorts of objects, some things just useless trinkets, others downright useful. Signs all over the building say things such as "ALL ITEMS SOLD AS IS" and "NO REFUNDS" and "NO WARRANTY". The items in these bins are various things of all types, donated by the community for the less fortunate. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60570 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60572 Name: The Salvation Army Desc:$ You enter a cold concrete building lined up from wall to wall with bins, filled with all sorts of objects, some things just useless trinkets, others downright useful. Signs all over the building say things such as "ALL ITEMS SOLD AS IS" and "NO REFUNDS" and "NO WARRANTY". The items in these bins are various things of all types, donated by the community for the less fortunate. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT west] ToVnum: 60570 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60573 Name: Ricky's Eatery Desc:$ In the world of 2060, everyone has something that needs to be done. People with money can hire Shadowrunners like you to do their task for them instead of getting their own hands dirty. Ricky's Eatery, a fairly dingy fast food joint, always has a few people around that need something done. In Awake, and in the Shadowrun Universe, the main source of karma and money is from a Shadowrun. Shadowruns are jobs or missions provided by middlemen known as Johnsons. In Awake, Shadowruns are automated by the AUTOJOHNSON system. Type HELP SHADOWRUN for more information on jobs. The Immortal Staff also holds Roleplaying Events on a very regular basis here: always be on the lookout for opportunities to roleplay, and don't be surprised at all if the MOBS respond and interact with you. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60575 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60574 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60563 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60574 Name: A Small, Shadowy Booth Desc:$ A small enclosed corner of the neophyte guild, that is almost like a back alley, with a concrete floor and a brick wall covered in graffiti. The smell of cigarette smoke pervades this little booth. A Johnson is sitting in this booth, maybe you should ask him for work. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60573 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60575 Name: Inside Ricky's Kitchen Desc:$ Participating in Immortal-held Roleplaying Events, in combination with Autojohnson Shadowruns, a character will earn Karma. Karma can be used to increase character attributes and skills, provided the character can find appropriate trainers and teachers outside of the Neophyte Guild. Karma is divided into two values: Reputation is "good" karma that you earn from jobs and events, Notoriety is "bad" karma that you gain by killing people. To discourage power gaming, characters with too much notoriety (more than the repuation value) will be given a Power Gaming flag on their characters, which will significantly reduce their ability to carry out tasks like fighting. There are plenty of Autojohnsons out there in the Seattle Metroplex, which means there are plently of job opportunities for characters. ~ Flags: 11100 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT west] ToVnum: 60573 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT down] Keywords: door trapdoor hatch ToVnum: 60576 Flags: 1 Material: wood Barrier: 4 KeyVnum: 0 BREAK #60576 Name: In a Dark, Dank Basement Desc:$ The area below Ricky's Eatery is not the most pleasant place in the world. Mildew and mold grows on the walls in abundance, and waste water drips down from the ceiling into wet puddles on the floor. The area is barely illuminated, and incredibly large, vicious rats scamper throughout the area. ~ Flags: 1000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60577 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60583 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT up] Keywords: door trapdoor hatch ToVnum: 60575 Flags: 1 Material: wood Barrier: 4 KeyVnum: 0 BREAK #60577 Name: In a Dark, Dank Basement Desc:$ The area below Ricky's Eatery is not the most pleasant place in the world. Mildew and mold grows on the walls in abundance, and waste water drips down from the ceiling into wet puddles on the floor. The area is barely illuminated, and incredibly large, vicious rats scamper throughout the area. ~ Flags: 1000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60578 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60576 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60578 Name: In a Dark, Dank Basement Desc:$ The area below Ricky's Eatery is not the most pleasant place in the world. Mildew and mold grows on the walls in abundance, and waste water drips down from the ceiling into wet puddles on the floor. The area is barely illuminated, and incredibly large, vicious rats scamper throughout the area. ~ Flags: 1000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60579 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60577 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60579 Name: In a Dark, Dank Basement Desc:$ The area below Ricky's Eatery is not the most pleasant place in the world. Mildew and mold grows on the walls in abundance, and waste water drips down from the ceiling into wet puddles on the floor. The area is barely illuminated, and incredibly large, vicious rats scamper throughout the area. ~ Flags: 1000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT south] ToVnum: 60580 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60578 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60580 Name: In a Dark, Dank Basement Desc:$ The area below Ricky's Eatery is not the most pleasant place in the world. Mildew and mold grows on the walls in abundance, and waste water drips down from the ceiling into wet puddles on the floor. The area is barely illuminated, and incredibly large, vicious rats scamper throughout the area. ~ Flags: 1000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60579 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60581 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60584 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60581 Name: In a Dark, Dank Basement Desc:$ The area below Ricky's Eatery is not the most pleasant place in the world. Mildew and mold grows on the walls in abundance, and waste water drips down from the ceiling into wet puddles on the floor. The area is barely illuminated, and incredibly large, vicious rats scamper throughout the area. ~ Flags: 1000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60580 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60582 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60582 Name: In a Dark, Dank Basement Desc:$ The area below Ricky's Eatery is not the most pleasant place in the world. Mildew and mold grows on the walls in abundance, and waste water drips down from the ceiling into wet puddles on the floor. The area is barely illuminated, and incredibly large, vicious rats scamper throughout the area. ~ Flags: 1000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60581 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60583 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60583 Name: In a Dark, Dank Basement Desc:$ The area below Ricky's Eatery is not the most pleasant place in the world. Mildew and mold grows on the walls in abundance, and waste water drips down from the ceiling into wet puddles on the floor. The area is barely illuminated, and incredibly large, vicious rats scamper throughout the area. ~ Flags: 1000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60576 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT east] ToVnum: 60582 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60584 Name: Inside a Dusty Storeroom Desc:$ It doesn't look like anyone's been in here for ages. Crate after crate of food has been stacked, most of them gnawed through by the ravenous rats in the area. ~ Flags: 1100 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60580 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60585 Name: Entrance to the Neophyte Guild Desc:$ The entrance to the guild has no door - it instead consists of a narrow opening covered by a slightly-visible field of red light. The building itself is made of a greyish stone, and has no visible windows on this side of the building. Brand new characters should check out the Dantes Inferno nightclub for quick, simple work to build their reputation in the shadows, and also to develop contacts with other characters. To travel around the city, you can HAIL a cab outside, get inside, and tell the driver where you want to go. ~ Flags: 11100 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 32679 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT east] ToVnum: 60586 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60563 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60586 Name: The Neophyte Parking Lot Desc:$ A very basic parking structure with a single level, yellow walls with numbers by each parking space, and ugly florescent lights on the cold gray concrete ceiling. An exit to the east leads to the outside, but a large sign in red block letters near the outer gate states plainly: ^R/**/ THIS IS A ONE WAY EXIT. VEHICLES LEAVING PAST THIS POINT WILL NOT RETURN TO THE NEOPHYTE GUILD, THEY ARE ON THE OUTSIDE FOR GOOD. YOU HAVE BEEN WARNED.^N ~ Flags: 110000000000000000011000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 32680 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60585 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60587 Name: Howie's Decks: Programs and Utilities Desc:$ Here a decker can purchase the SOFTWARE they need to interact properly in the MATRIX with the shiny new CYBERDECK they bought downstairs. Shelves contain all the latest tools in shrink-wrapped boxes, but you notice that the authenticity seals are missing.... ~ Flags: 1000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT down] ToVnum: 60546 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60588 Name: Howie's Decks: Entry-level Persona Chips Desc:$ Every decker knows that a CYBERDECK isn't complete without PERSONA chips. These chips determine your attributes in the MATRIX, your ability to withstand attacks, sense your surroundings, and hide yourself from the IC. The maximum rating of any of these chips is the MPCP of your CYBERDECK, and the combined ratings of all the chips cannot exceed MPCP x 3. Just to the east in the basement you see a much cleaner lab staffed by a more professional man, perhaps the higher-quality chips can be had over there. ~ Flags: 1000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60589 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT up] ToVnum: 60546 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60589 Name: Howie's Decks: The Good Stuff Desc:$ Just a glance inside this room you can tell that this is where the good stuff is kept. A young child with a datajack stands behind the counter looking at you condescendly. Here you see a small selection of quality SOFTWARE for your CYBERDECK as well as some high-end PERSONA chips. ~ Flags: 1000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT west] ToVnum: 60588 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60590 Name: Jarmines Talismongery Desc:$ Here mages of either shamanic or hermetic traditions can buy FOCI to help augment their spell casting, conjuring and general magic abilities. If you still have force points left over, you can use them now to BOND the FOCI, otherwise it will cost you karma depending on the type, and force of the FOCI. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT up] ToVnum: 60541 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60591 Name: Programming Skills Training Desc:$ Not all deckers are primarily concerned with surfing the matrix all the time. Some provide services to other deckers, like building a deck or programming novahot utils. The skills here are to help with the program design phase of program creation. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60511 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60592 Name: Etiquette Skills Training Desc:$ Etiquette skills are a must for anyone trying to buy items illegally. The more you score on an etiquette test the quicker the shop keeper will get the item in for you. Failure on the test will mean you will have to wait a MUD day (48 real minutes) to try again. Negotiation is used seperately, and can aid you with better prices in shops, and better rewards from johnsons. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT northeast] ToVnum: 60512 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60593 Name: Runner Survival Skills Training Desc:$ The skills in here are skills that didn't quite fit into other categories, best reffered to as runners survival skills. Things that almost everyone has atleast a couple of ranks in. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT up] ToVnum: 60506 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60594 Name: Spirit Combat Desc:$ Spirits are very dangerous in combat, especially to people without any astral abilities. They have an immunity to physical weapons so can only be effectively attacked in the astral plane. Mages can also BANISH spirits, any mage can banish any spirit or elemental, even if they could not normally control them. Banishing is dangerous to both parties however, as it can cause the mage to temporarily lose magic, and if reduced to no magic, they may suffer permanent magic loss. Any spirit that is banished is gone forever. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60595 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60522 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60595 Name: Aspected Mages Desc:$ Aspected Mages are people who have not fully awakened, they only have access to part of the astral plane. Because of this no Aspected mage can project, and they are very limited to what they can do with mage. Conjurers can only conjure elementals and Sorcerers can only cast spells. Shamanists are a shaman only aspect, and they only have access to spells and spirits that their totem gives them a bonus for. Elementalists are the most complex of the aspects, they are a purely hermetic aspect. They can only cast spells and conjure spirits that correspond to their element; Fire is Combat; Earth is Manipulation; Water is Illusion and Air is Detection. No elementalist can cast Health spells. Aspected magicians can still astrally perceive and banish any spirit or elemental. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60596 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60594 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60596 Name: Astral Projection Desc:$ Full Mages have complete access to the astral plane in the form of Astral Projection. The mages leave their body behind and travel purely in spirit form. This allows them to access areas they otherwise couldn't. When in astral space, they can't interact with the physical plane in anyway, they are completly non-corporal. Astral forms may MANIFEST though, which allows them to be seen by people without astral vision, they can also be heard, though the voice is purely in their head and can't be recorded. Only Mana based spells can be cast in astral space, and then, they can only be cast on astral or dual beings, purely physical bodies cannot be targeted from the astral plane. All drain taken in the astral plane causes physical damage, regardless of force. You can also TRACK astral signatutes in the astral plane. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60597 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60595 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60597 Name: Bonding Foci Desc:$ Foci are magical artifacts that help with spell casting. They can only be used by a mage that has previously bonded them. The "HELP FOCI" file covers them in more detail. Foci cost karma and time to bond, if you don't have enough karma you will be told how much you need. Also, in Character Generation you can bond Foci with Force Points. If you find a foci bonded by another mage, you can TRACK it back to its owner with astral tracking or rebond it, which severes its link with its previous owner and makes it usable by you. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60598 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60596 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60598 Name: Spells Desc:$ Now we come to the meat of awakened beings, spells. You have already been awarded some Force Points based on wether you are a Full or Aspected Magician. You can buy extra force points for the cost of 25000 nuyen by typing LEARN FORCE. Also, mages can buy conjuring materials for the cost of 1 force point per 1000 nuyen worth by typing LEARN CONJURING. The spells are divided into categories. Go DOWN to continue with the tutorial. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60600 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT northeast] ToVnum: 60601 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT east] ToVnum: 60602 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT southeast] ToVnum: 60603 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60604 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60597 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT down] ToVnum: 60525 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60599 Name: The Neophyte Guild Hotel Room Desc:$ This is the hotel room you're staying at. To return to the Neophyte Guild, head down the stairs below. ~ Flags: 10011100 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT down] ToVnum: 60565 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60600 Name: Combat Spell Training Desc:$ Combat spells are quick and dirty. They are designed specifically to release mana in the most destructive fashion possible. They require little concentration to cast, just the ability to channel alot of mana quickly. Mana and stun spells only affect living targets, where as the others affect all targets. Combat spells are represented by the Fire element. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT south] ToVnum: 60598 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60601 Name: Health Spell Training Desc:$ Health spells are designed to heal and manipulate the body. They are often gentle spells, requiring intense concentration and physical contact with the target of the spell. Health spells range from Healing to detoxifying the body and increasing stats. Health spells have no elemental representitive. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT southwest] ToVnum: 60598 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60602 Name: Detection Spell Training Desc:$ Detection spells give the caster new senses, these sense are purely magical, and operate beyond the 5 they are born with. This requires intense concentration, as the caster is absorbing mana from the surrounding area and analyzing it to provide the new sense. Detection spells are represented by the Air Element. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT west] ToVnum: 60598 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60603 Name: Illusion Spell Training Desc:$ Illusion spells operate in a manner similar to manipulation spells. The caster molds mana into specific constructs, creating intense visual hallucinations. Most illusion spells only affect the minds of viewers, but some also affect technological sensors, these are a lot harder to cast and are on the border between manipulation and illusion spells. Illusion spells are represented by the Water Elemental. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT northwest] ToVnum: 60598 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60604 Name: Manipulation Spell Training Desc:$ Manipulation spells are concerned soley with creating solid constructs and changing the laws of physics. They have the most widely varied effects of any category of spells and even Earth Elementalists can fulfill a wide range of rolls. Manipulation requires intense concentration and chanelling of vast amounts of mana. Manipulation spells are represented by the Earth Element. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60598 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60605 Name: Combat Spell Training Desc:$ You are in an unfinished room. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 BREAK #60606 Name: Purchasing Power Points Desc:$ To further improve their abilities adepts must gain more power points. There are two methods for this, initiation or buying them with karma. Powerpoints cost an adept 20 karma, and only 1 can be bought for every 50 reputation they have. To buy one, ask any Immortal, they all have the ability to award them to you. Initiation will be covered later as it affects all awakened characters. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60607 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60519 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60607 Name: Adept Commands Desc:$ Adepts have a few commands to go along with their powers. The Nerve Strike power can be toggled on and off using the NERVESTRIKE command. While toggled on, the adepts hand-to-hand combat will do no damage, but follow rules for Nerve Strike. if the adept is wielding anything Nerve Strike will not be triggered. To use the Empathic Healing power the HEAL command is used, this requires a target that is either lying down or unconcious. Pain relief uses the RELIEVE command, and also requires a lying or unconcious target. Boosted attributes are boosted by typing BOOST and then the name of the attribute that requires boosting. Adepts with the Astral Perception power can also astrally perceiving using the PERCEIVE command. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60518 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60606 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60608 Name: Armour Desc:$ There are two kinds of Armour in the world of Shadowrun; Ballistic and Impact. Ballistic protects against bullets. Impact protects against slower moving projectiles like arrows, fists, swords and explosions. Once more than one piece of armour is being worn at once a process known as layering takes place. The highest rating piece of armour is applied in full, then half the value of all other pieces is applied. The full total of all pieces is used to calculate penalties though. If the unlayered value of your ballistic or impact armour values is greater than your modified quickness you begin to experience penalties due to your movement being restricted. You will move slower, lose combat pool, and have a harder time using quickness based skills like athletics or ranged combat. Form fitting armour is not included in the calculations for layering penalties however. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60530 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60529 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60609 Name: Astral Actions Desc:$ Assensing is the process of carefully looking at the aura of a person, spell or object and discerning otherwise unknown information from it. It can be used to find out how much of a persons spirit remains in their body, the location of any cyberware, who cast a spell and what force. Anything that is magically active has an aura and so can be assenssed. ASSENSE is the command used to perform this action. People, foci, hermetic circles, lodges, spirits and spells can all be assenssed for more information. Infact you may wish to assense them before taking further action, so you don't end up a big astral stain. The help file contains more information on the use of this command. Astral Tracking is the process of taking a spell aura, and finding the source. It can track anyone, anywhere in the world, aslong as you have an astral link to them, this can be a spell they've cast, foci, a conjured spirit, or even a shamanic lodge, anything they've left an astral signature on. It takes time to TRACK someone, and if it takes more time than you can stay projected due to essence loss you will have to resume again later. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60534 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT down] ToVnum: 60533 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60610 Name: Headware Cyberware Desc:$ Headware is all types of cyberware that go inside your head, but does not include eye modifications. Help files can be found for most of the non-self explanitory cyberware listed here. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60517 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60611 Name: Eye modification Cyberware Desc:$ Eye modification is a booming business in 2064, anything from cosmetic modification to retinal duplicators to image magnification. If eye modifications are bought in a package, essence reductions apply, so it is usually best to do it this way. However, not always can you find your desired modification in a package and will have to buy it seperatley. All vision modifiers given by cyberware is treated as natural vision, and as such, mages with electronic magnification cannot cast any spells that require line of sight without projecting or perceiving. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT south] ToVnum: 60517 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60612 Name: Hand-based Cyberware Desc:$ Cyberware that belongs in your hands is sold here. Retractable cyberweapons can be retracted and extended with the RETRACT command. Non-retractable cyberweapons, and cyberweapons that are extended may arouse suspision from law enforcement and corporate guards, so watch out. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT southeast] ToVnum: 60517 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60613 Name: Bodyware Cyberware Desc:$ The majority of cyberware is classified as bodyware, it has been seperated into 2 categories here however so as to avoid information overload. This section has everything that doesn't compeltly replace a system, help can be found on most items here. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60517 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60614 Name: Systems Replacement Cyberware Desc:$ The cyberware here is made to replace one or more systems. From the imposing obvious cyberskulls and torsos to the subtle dermal sheathing. Obvious cyberware imposes serious social consequences, as even in 2064, most people don't like dealing with someone packed full of machines. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT northeast] ToVnum: 60517 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60615 Name: Bioware Central Desc:$ Bioware aims to replace biological systems in your body with improved, man made versions. This process is very complicated as it requires the new organs to be matched closely to your body's existing biological makeup. While bioware can offer great benefits, it is far more dangerous than Cyberware. Where excessive Cyberware leads people to be very emotionally detached and psychotic, Bioware causes intense physical problems. Lowered resistance to diseases, longer healing periods and less resistance to deadly damage. All characters can have a maximum of 9 Body Index points of Bioware. But once it starts to exceed Essence Index (Essence + 3) the severe drawbacks begin to kick in. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60618 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT east] ToVnum: 60617 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT south] ToVnum: 60619 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT west] ToVnum: 60616 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT up] ToVnum: 60517 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 [EXIT down] ToVnum: 60525 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60616 Name: Muscle Based Bioware Desc:$ Muscle based cyberware aims to replace the muscles with stronger vat grown substitutes. The result is Muscle Augmentation and Muscle Toner. Replacements for certain parts of muscles that either increase their strength, or increase their speed. Enhanced Articulation makes your joints more flexible, allowing a greater freedom of movement. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT east] ToVnum: 60615 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60617 Name: Cultured Bioware Desc:$ Cultured Bioware is protein matched to your unique DNA pattern to help facilitate a more harmonic relationship with the body. The result is lower Body Index cost. It does however cost a great deal more, and take a lot longer to get ahold of as it must be individually grown to the users unique DNA. Some bioware however has to be cultured to prevent the body from rejecting it. Any bioware that is implanted in the brain must be Cultured, it does not however receive the normal cultured bonuses as they are already factored in. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT west] ToVnum: 60615 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60618 Name: Health Based Bioware Desc:$ Health Based bioware replaces the functions of the lungs, kidneys and bone marrow to help defend the body against poisons, disease and damage. Some of them have their own drawbacks however. Nephritic Screens don't discriminate between beneficial and non-beneficial substances in the blood stream. And Platelet Factories can cause brain hemorrhage's and heart attacts due to clotting of the blood. Symbiotes also require you to eat much more food to stay healthy. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT south] ToVnum: 60615 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK #60619 Name: Misc. Bioware Desc:$ All the bioware that didn't fit into other sections is here. From eye modifications to heart upgrades. There is little that Bioware can't accomplish. ~ Flags: 11000 SecType: Inside MatrixExit: 0 [POINTS] SpecIdx: 0 Rating: 0 [EXIT north] ToVnum: 60615 Flags: 0 Material: brick Barrier: 4 KeyVnum: 0 BREAK END