The intention of this entry is to explain how to use +help. First, to get help on a topic, type '+help <topic>'. For example, to get a list of all the help topics, type what appears on the next line:
As you can see, we did not type the single quotes from the instructions above. In general, you do not need to type single quotes as part of commands. If you typed '
ACN is an acronym for Atlantis Communications Network. Everything that uses electricity is connected to the ACN and is known as a node. Most nodes do not have a public access point. Most people connect to the ACN using a small, wireless machine about the size of a quarter, known as an ACN wafer. You place the wafer on your temple, or over your datajack if you have one, and log in to a local node. Once logged in, your ability to act in the real world is hampered. You can talk and do simple tasks, but your physical body (nicknamed meat) just doesn't respond very well.
+acn status
This command will display your current node and password. This is a free action, like talking. It does not require combat to be running.
+acn password <password>
This is also a free action. This will set your password. Whenever you do something in the ACN, this password will be checked. If you have the correct password for your current node, you have a much higher chance of success.
+acn node <new password>
Use this command to change your current node's password. Keep in mind that the node's administrators will eventually change it back.
+acn scan
Use this command to locate adjacent nodes and list the data, actions, and personas in the current node. This is a free action.
+acn login <#node number> [<password>]
Use this command to log into a node or move to a new node. Be sure to include the # in front of the node number. The password is optional. If you supply the correct password, you automatically succeed. If multiple characters login to the same node in the same round from the same location or node, then their hacking skills (magic scores) will be added together when determining success or failure.
+acn logout
Use this command to log out of the ACN.
+acn get <data_name>
Use this command to get data stored in your current node. The data_name will have underscores instead of spaces.
+acn store <data_name>=<data>
Use this to store data in a node. The data_name should not have spaces in it. The data argument can have spaces.
+acn wipe <data_name>
Use this to remove data from your current node.
+acn encrypt <data_name> [<encryption level>]
Use this to encrypt data in a node. The default encryption level is 10. The higher the level, the harder to decrypt.
+acn decrypt <data_name>
Use this command to decrypt encrypted data. The target number is equal to the encryption level of the data.
+acn action <action> [<action arguments>]
Use this to execute an action in the current nodes. The available actions can be found by using '+acn scan'. Not all actions have visible results within the node.
+acn attack <persona>
Use this command to attack a persona in the same node. You can see what personas are in your node using the '+acn scan' command.
+acn persona <new_name>
Use this command to change your persona's name. This can only be done while not connected to the ACN.
a"<message>
Use this to communicate with other personas in the same node. This command does not use your combat action.
+agive <persona>=<amount>
Use this command to transfer Oxy from your account to the specified persona's account. This does not use your combat action.
See also
The Board of Regents has once again eased some of the regulations on the Atlantis Communication Network. As part of this deregulation, private citizens and organizations can purchase more powerful nodes and networks of nodes. Most private networks are custom built and must be approved by the Board of Regents. The current price formula per node is this: security level squared times 1,000 Oxy, with a 25,000 minimum. For security levels between 31 and 40, the level is squared and multiplied by 5,000 Oxy. You can purchase a basic node with a security level of 5 for only 25,000 Oxy!
If you are the owner of an existing arcology or hub, go to the Arcology builder and use the '+arcology password <hub>=<new password>' command to reset your arcology's acn password from the default and use the '+security <hub>=<acn node security level>' command to upgrade the security of your new node. You may also change the way your Arcology rooms look by using '+redecorate <description>' within each room.
If you are the owner of more than one company (100 shares or more), you may also use +manage <stock symbol> to change which company you are giving commands for.
To place an order or begin a free consultation, contact Regent Hawk (@mail Hawk or email hawk@hawkgames.com).
Please read '
If a company becomes unowned (usually due to the owner's death), then the following rules apply for taking that company over:
1. No one currently owns over 100 shares (otherwise they are the owner and the company isn't ownerless).
2. You have complete physical control of the company's arcology for at least 24 hours.
3. You have permission from the faction rulers of the port that the arcology is located in to take over the company.
If you wish to own a company and these criteria apply, @mail Builder and Coder to help you.
Around 2050, a group of well-financed, international scientists invented a new technology they simply referred to as "shield generation". The shields created were capable of repelling water. The application for this technology would be facilitating research on the ocean floor. A 500-meter tall shield generator was constructed and delivered to a secret location where the ocean was roughly 5 kilometers deep. When the generator hit the ocean floor, it automatically straightened itself and drilled in. Once stable, the generator activated itself. A beam was fired 2500 meters straight up from the top of the generator. At the beam's peak, it fanned out in all directions and curved back down to the ocean floor, creating a dome with a 3 kilometer radius.
The scientists pumped the water out from the inside of the dome and Atlantis was born. They constructed special areas to allow for submarines to enter and leave the dome safely. They built a university specializing in marine and geological sciences. They researched and developed a wide assortment of ideas, safe from prying eyes.
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Beginning in 2063, the political situation of the surface world was explosive. Pressured by the expansion of freedom and capitalism, Ukraine, Russia, Zimbabwe, Syria, Iran, Ecuador, and China formed the Totalitarian Regime. They began using their combined power to force other countries to join them. In response, the United States, the United Kingdom, New Zealand, Ireland, Australia, Canada, and the Netherlands created the Capitalist Alliance. Nations flocked to the two factions. Switzerland remained neutral, but friendlier to the Capitalist Alliance. Atlantis, governed by the Board of Regents, declared itself independent and neutral.
Submarines from the Totalitarian Regime blockaded Atlantis, trying to pressure the scientists into sharing the knowledge they had gained. Atlantis hired a large number of Swiss mercenaries to break the blockade. The Totalitarian Regime viewed this as a violation of Switzerland's neutrality, and many of those living in Switzerland fled to Atlantis for safety. These Swiss immigrants organized themselves into the Mercenary Guild. The Uferpatrouille was created for the protection contract with the Board of Regents. One translation of Uferpatrouille is Shore Patrol. The Swiss decided that Atlantis was really just a shore surrounded by ocean.
The Board of Regents invited other scientists from the surface to join them in Atlantis. They became known as the Neutral Science Alliance, which evolved into simply Neutral Alliance. This split the world into four major factions: the Neutral Alliance, the Mercenary Guild, the Capitalist Alliance, and the Totalitarian Regime.
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By 2067, the fighting was fierce across the globe, above and within the ocean. The Capitalist Alliance had more advanced technology, but the Totalitarian Regime countered that with sheer numbers. Someone fired nuclear intercontinental ballistic missiles. Someone else countered with the same. No one knows who did what because no one on the surface survived to tell the tale; however, the submarine navies of both factions continued the war beneath the waves.
Faced with extinction, both sides negotiated deals with the Neutral Alliance (Neuts). The Capitalist Alliance (Caps) leased the Eastern side of Atlantis, and the Totalitarian Regime (Totes) the West side. The Shore Patrol was given the job of keeping the peace inside the Atlantis dome. Full-fledged war between the Caps and Totes subsided, but small skirmishes in the ocean persisted. The Mercenary Guild (Mercs) occasionally helped either side, depending on who was paying.
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In 2099, the Totes purchased a small shield generator from the Board of Regents. They used it to create a small port (500m radius) a few kilometers southeast of Atlantis. The original name may have been 'The Party's Port', referring to the Totalitarian Party, but it soon became known as Party Port. Around the same time, the Totes discovered Genetica, a small, formerly secret port controlled by the Board of Regents. Over the next year, the remaining ports were built. A mysterious Neutral founded the Twin Ports: Dark Moon and Tempest. The Mercenary Guild started with Zion, and then expanded further to New Helvenia. An insane Capitalist purchased a generator and established Syria, the farthest east port. A group of pirates loosely affiliated with the Capitalist Alliance founded Guerrier west of the other ports. Some evil creature created Omnis Bustum to the north, and lured many to their deaths. Caves forming a natural port were discovered northeast of Atlantis.
Over the next fifteen years, battles were fought over the ports, but they rarely changed hands. All of the founders have either died or disappeared. The year is now 2114. The same war continues. What role will you play? A submariner? A gambler? A pirate? A soldier? What faction will you join?
Bags are available in various sizes. Look at them to see their capacity.
+bag <item name>
This will place an item in your possession into the bag, or if it is already in the bag, put it back into your possession.
+bag/#<bag number> <item name>
This specifies a particular bag to use.
The Bank of Atlantis provides anonymous and secure financial transactions for all sentient beings. The transactions are transmitted over the Atlantis Communications Network (ACN) and are encrypted using a combination of memorized passwords, DNA, and childhood memory algorithms. To make a transaction, simply place your ACN wafer to your temple and concentrate on the desired transaction. There are no fees associated with using the services provided. The Bank of Atlantis' main revenue sources are loans to governments and large corporations.
+bank
This will display all of your accounts, loans, and recent transactions.
+bank/open <account>
Use this to open an anonymous account owner by your public account. You may only have 10 accounts open at one time.
+bank/close <account>
Use this to close an anonymous account that you opened.
+bank <account/loan>=<amount or percentP>
Use this command to transfer oxy into an anonymous account or loan.
+bank/loan <account>=<amount>/<interest amount or percentP>
This will offer a loan to the account specified. The interest can be a specific amount (useful for contracts), or a weekly percentage. To specify a percentage append a P to the amount. Do not use %. For example, '+loan 1234=1000/7P'. This will offer a loan of 1000 oxy to account 1234 at a rate of 7% a week. This is a contract example: '+loan 1234=1/1000'. This will loan only 1 oxy, but charge account 1234 1000 oxy each week. Loans (and contracts) must be accepted by the recipient and terminate once the balance is paid in full; so, contracts must maintain a balance of at least 1 to remain in effect. Loans may also be withdrawn by the lender if the recipient has not accepted it yet.
+bank/accept <loan>
The recipient of a loan offer must use this command to accept a loan. Once the loan is accepted, the oxy is transferred and interest will begin on the following Friday.
+bank/reject <loan>
The recipient or lender may reject a loan. This can only be done if the recipient has not yet accepted the loan. No oxy is transferred if a loan offer is rejected.
+bank/schedule <account/loan>=<amount or percentP>
+bank/schedule <account/loan>=0
Use this command to schedule weekly payments to an account or loan. The <account/loan> should be the name or number of the account or loan. The amount can be in oxy, or a percentage of the account or loan's balance. Percentages must have a P appended to them. Do not use %. For example, '+bank/schedule 1234=3.5P'. This will schedule a weekly payment on loan 1234 in the amount of 3.5 percent of the loan's balance. Use an amount of 0 to cancel a scheduled payment.
+bank/clear
Use this command to clear your transaction history.
Authorized members of each faction may set a bounty on any individual or object able to engage in combat. Placing a bounty on someone will make it so that they are treated as an enemy by members and droids of the faction that is offering the bounty.
If you wish to collect a bounty, simply knock the target unconcious and drag them to the Atlantis Penitentiary off of The Plaza, then use '+bounty <target>'. You may only claim one bounty at a time on an individual. The system will automatically select the most valuable bounty to be claimed. You may then hunt down the prisoner again to claim any additional bounties.
When a bounty is claimed and a prisoner turned over to the Atlantis Penitentiary, the prisoner will be healed and released, but also outfitted with a tracking device. Later, a member of the faction that placed the bounty can summon the prisoner from anywhere for trial, at which time the amount of the reward will be transferred from that individual to the successful bounty hunter and the prisoner will be knocked out again for the trial.
If a summoned prisoner disconnects, you may place a new bounty, then +pull them while disconnected and unconcious to the Atlantis Penitentiary to claim the new bounty and make them a prisoner again.
Bounty Related Commands:
+bounty <player/object list>=<reward in oxy>
Place a bounty on one or more combat-enabled individuals. It is simplest to use the name of players and the dbref # of non-players in list. Note that if you use this command to place multiple bounties at once, a bounty hunter will be able to claim the total bounty amount for each target, not just once for one or all of the targets, so make sure that is what you intended.
+bounty/b <player/object list>=<reward in oxy>
Add /b to set a bounty for your base Capitalist faction instead the Capitalist subfaction. If you don't have a subfaction, it doesn't matter if you use the /b switch or not.
+bounty <player/object list>=0
Use 0 as the reward value to clear a previously set bounty.
+prisoner <player/object>
Summons a prisoner to your current location using their tracking id. The tracking id is then removed, you are charged for the reward (which is paid to the successful bounty hunter) and the prisoner is knocked unconcious so that they don't easily escape you.
+bounty/list
Gives you a complete list of currently offered bounties and prisoners being tracked.
+bounty <prisoner>
Only used in the Atlantis Penitentiary on a player with an outstanding bounty who is in the Atlantis Penitentiary with you and unconcious. This will release the prisoner with a tracking ID and register you as the successful bounty hunter for future payment.
+bounty/rank <rank number>
Only available to the highest ranking member of a faction, this command sets the minimum rank someone must have achieved in order to be allowed to place bounties in the name of that faction. The default minimum rank is that of an officer, or numerical rank 5.
+bounty/rank/b <rank number>
Use to set the minimum rank for a main faction instead of a subfaction.
+bugs[/<status>]
Use this command to check previous bugs before submitting a new bug. You can also use this to check the status of a bug. If the optional /<status> argument is passed, then only bugs with that status will be displayed. Valid status values include: New, Assigned, Resolved, Duplicate, and Closed.
+bug <description>
Use this command to enter a new bug. All bugs start with a status of 'New'. When a staff member begins working on a bug, they will update it to 'Assigned'. When they are done it will be changed to one of the following: 'Resolved', 'Duplicate', or 'Closed'. Bugs may not be resolved in the same order they are submitted.
+bug/status <bug>=<status>
Staff members can use this command to change the status of a bug.
+desc <description>
+desc/restore
Cargo may be loaded or unloaded from a vehicle in a transhipment room. Commands in the room include:
+display products (<s/b> <quantity>)
Display the products for sale or purchase here. Prices displayed will be for one unit. For the average price to buy or sell a different quantity of units, just specify the optional s or b and quantity parameters.
+buy <quantity> <product>=#<vehicle number>
+sell <quantity> <product>=#<vehicle number>
Buy or sell a product and have it loaded onto your vehicle.
The actual price paid or received for a particular amount of cargo, you must account for the tendancy of prices of a product in a location to drop when more of that product is being sold and to rise when more is being purchased. The basic formula to figure this out is <current price> + (<price variance/2> * <quantity - 1>). The price variance can differ from product to product. An easy way to figure out what your average purchase or sales price for a particular quantity is to use the +display products (<s/b> <quantity>) command with the optional arguments.
You can't buy or sell a product for less than the variance amount per unit or more than 1,000 time the variance amount per unit. Transhipment points will try to keep a quantity of around 100 of each product on hand. Quantities less than thay may signal a selling opportunity and quantities more than that may signal a buying opportunity.
You may transport cargo on your vehicle between dock transhipment rooms through the Upper Ocean or the Underground, depending on the type of vehicle. Vehicles not purpose-built for cargo can generally carry a number of cargo containers equal to their constitution plus their strength attributes.
Transhipment rooms are also ACN nodes and may include ACN actions that duplicate some of the above commands. You may also use the transhipment +sell and +buy commands to move cargo from one vehicle to another.
+cargo
Display the available capacity and cargo quantities of the vehicle you are in.
Before you can play with everyone else, you need to take a moment to make a character. To create a character, all you have to do is choose a faction and set your four attributes: strength, dexterity, constitution, and magic. To learn more about factions and attributes, type '+help <topic>' without the single quotes, and replace the topic for <topic>. For example: '
+set faction=<faction name>
Valid factions: Capitalist, Totalitarian
It is possible to become a Neutral or Mercenary after you enter the game.
+set <attribute>=<value>
The attribute must be one of these: strength, dexterity, constitution, or magic.
The value must be an integer between -4 and 4.
The sum of all four attributes must be zero.
In a hurry? Copy and paste these five commands to create a Capitalist Magic-User:
+set strength=-4
+set dexterity=-4
+set constitution=4
+set magic=4
+set faction=Capitalist
@wait 5=+done
You can view your current attribute values by typing '+sheet' without the single quotes.
When you have set your faction and all four attributes, type '+done', again without the single quotes, to tell the system you're ready.
If you can't see everything on your screen, be sure to scroll up using your client's scroll bar.
Cheese is a useful substance found in highly stirred dairy milk. For those tired of cheesey jokes, See also
Social Classes:
For the purposes of the Regents' legal system, Independents are the lowest social class, Capitalists and Totalitarians are the second lowest, Mercenaries are the second highest and Neutrals are the highest.
See also
Combat in Atlantis uses an adaptation of the Simple Role-playing Game (SRPG) system. Information on SRPG can be found at http://www.hawkgames.com/srpg.
To start combat, just enter one of the commands described below. If you do not specify an action during combat, the system will assume you are actively defending and give you the appropriate bonuses. If no one specifies an action (they are all defending), the combat will stop.
+combat
Use this to start combat quickly, allowing you to decide what to do later. This is useful if someone is passing by and you know you want to engage them, but you don't have time to type one of the other commands before they leave.
+str <target>
Use this command to attempt a strength/melee attack. You must be in melee range of your target. See also
+dex <target>
Use this to attempt a dexterity/ranged attack. Cover and concealment may impact your effectiveness.
+mag <target>
Use this to attempt a magic attack. Only characters with a magic score above 0 can do this. If you have a magic of 16 or higher, you can specify 'enemy' or 'all' as the target. The targets are based on the faction relationships ('+fr'). Specifying 'enemy' will result in all enemies being targeted. Specifying 'all' will result in neutrals also being included.
+heal <target>
Use this to heal yourself or another character. As with the attack, only those with a magic score above 0 can heal.
+throw <target> <destination>
Use this magically throw a person or object to a different location. Only those with a magic score of 2 or higher can throw. Success is not automatic. If you have a strength of 16 or higher, you can also use this command.
+invisible [<targets>]
This will turn you invisible during combat. It lasts from when you cast it until your turn in the next round. While you are invisible, your defense increases by 10. Use '+visible' to become visible again. If you have magic of 16 or higher, you can turn others invisible. Include everyone you want to turn invisible in a space-seperated list as the targets argument.
+defend [<target>]
This explicitly sets your combat action as defending. While defending, your constitution and dexterity are doubled for calculating defense (or halved if they are negative). If you do not set your action, the system will assume you are defending. This action will not start combat. If you specify a target, you will prevent a single attack from striking the target. The attack must be made before your next turn in order to be blocked.
+evade <destination>
You must have a dexterity of 16 or higher to use this command. It is the same as a +move command, except your initiative is increased by 40 points. This enables you to almost always escape a location before you can be attacked.
+grapple <target>
You must have a strength of 16 or higher to use this command. A grappled target does not get to act in a round. This command also increases your initiative by 20 points. Unless the target is evading, you should usually be able to prevent your target from acting in a round.
+pull <target> <destination>
This can be used to pull an unconscious person to the specified destination. The target is the players name. The destination can be any place the target could move if he were conscious. You can also use this to pull unconscious people into your vehicle. You may also pull unconscious players who are disconnected. Disconnected players will appear with a non-highlighted name.
Important: See also
Constitution represents your character's stamina and ability to withstand damage. Constitution's main function is damage absorption. Constitution is used to calculate your defense score. Constitution is also used to determine your life points and is used when creating life force (magical) items.
Dexterity represents your character's hand-eye coordination. Dexterity is used as a modifier in ranged combat and used when determining combat initiative. Dexterity is also used to calculate speed. You must have an appropriate weapon to use dexterity offensively. Dexterity is also used to avoid taking damage in combat.
+disguise <target>=<new name>/<new description>
You may disguise yourself or an unconscious human or droid. While disguised, most commands you type normally will be executed as your disguise. Some built-in PennMUSH commands will be executed as yourself.
+reveal
Use this command to remove your disguise.
Droids respond to voice commands (using say) from authorized people. Authorized persons include the members of the purchaser's faction who have a rank equal to or higher than the rank of the purchaser, at the time the purchase took place.
say <#droid number> <command>
say Guard <command>
@pemit <#droid number>=Guard <command>
To command a droid, you must say it's droid number or 'Guard', followed by a command. To command all the droids in your current location, use 'Guards'. You can use the @pemit version to either command your droids silently or remotely. It will only respond to one command at a time. The valid values for <command> are listed below.
health
Include this word in your sentence and the droid will tell you how many life points it has left.
attack <level>
Include this command to set the aggression level of your droid. If the level starts with an 'e', the droid will attack enemies. If the level starts with an 'n', the droid will attack enemies and neutrals. For example, 'say Guard attack enemy' will cause your droid to attack enemies.
move <destination>
Include the statement to order a droid to move. Always use the exit alias. The exit alias is the part in the <>.
rank <numeric rank>
Use this to adjust the minimum rank required to command a droid. Please read '
defend
Include this word in your command to make your droid defend or stop. This will also change your droid's aggression level to ignore even enemies. The droid will only fight back.
vmove <destination>
Inlude this to order your droid to attempt to move your current vehicle.
vscan
This will order your droid to attempt to use the '+vscan' command.
vload
Including this word will order your droid to load a torpedo. If your droid has no ore, it will load a strength 40 torpedo. If you give your droid ore, it will load as powerful torpedo as it has ore for (maximum strength 100).
vtarget <#submarine>
This will cause the droid to attempt to target the specified submarine.
vfire
This will order the droid to fire a loaded torpedo.
report
This command is most useful when communicating with remote droids. The droid will look at it's location and transmit to you what it sees.
Continued in
Continued from
name
This will set the prefix before the droid's name. This can only be a single word.
+describe <number>=<description>
This will change the description of the droid. This can only be used by the original pruchaser/summoner. Any descriptions that are considered not properly in character or crude will be dealt with negatively by staff. See also
play
This will change the droid's aggression level; so, it will play orbwar and defend itself.
run
This will order the droid to use the '+run' command. This is useful if the droid is playing orbwar and is carrying the orb.
give <target>=<object>
If the droid has the object specified, it will give it to the target. An example of this is: 'say Guard, give Coder=orb'.
faction <new faction>
You can use this to change the faction of a droid. Be very careful with this order. It is possible to make a droid no longer listen to you. Check '+fr' before using this command.
course <course>
This will order the droid to do the +course <course> command. See '
reequip
This will order a droid inside an escape pod to attempt to return to a nearby friendly dock and acquire another submarine, then return to the upper ocean.pull <target> <destination>
Use this command to have your droid pull someone. This is very useful when you still have droids but are unconcious in a battle.
Orbwar note: While playing orbwar, droids will obey other teammates instead of who they normally obey. Once the game is complete, they return to normal.
Oxy is the common name for Oxygen Certificate. Oxygen Certificates can be redeemed for oxygen. One Oxy can be redeemed for enough oxygen for one person for one hour. Oxy is the standard currency used in Atlantis and the surrounding ports.
The primary way to obtain Oxy is to harvest in the ocean. To do that, you need to get a submarine and drive it out into the ocean. Once there, you can harvest Oxy (+gather), Hydro (+reap), or Ore (+mine). Hydro and Ore can be exchanged for Oxy in the Commodity And Stock Exchange in The Plaza. To get a submarine, if you are a Capitalist, go to the dock off of Captown. If you are a Totalitarian, go to the dock off of Totetown.
Another way to obtain Oxy is by turning over prisoners of war. The Totalitarians and Capitalists are at war. Capitalists may claim a bounty on unconscious Totalitarians, and Totalitarians may claim a bounty on unconscious Capitalists. There is no bounty for killing someone. To claim a bounty, pull (
Piracy is also an option. Attack an enemy submarine until it is disabled (
Neutral: The Neutral Alliance consists of scientists from various nations and their descendents. The Neutrals are the highest social class in Atlantis. They are expected to refrain from directly engaging in the Cap-Tote war. The Board of Regents governs the Neutral Alliance. They are nicknamed Neuts.
Mercenary: The Mercenary Guild is employed by the other three factions, but they are still a privileged class in Atlantis. The Shore Patrol act as the police force in Atlantis. The Guild Council governs the Mercenary Guild. They are nicknamed Mercs.
Capitalist: The Capitalist Alliance consists of businessmen and submarine captains who have agreed to work together to defend their freedom. They are governed by a popularly elected Defense Council which is funded by donations. They are nicknamed Caps.
Totalitarian: The Totalitarian Regime works to bring the entire world into their worker's paradise. Primarily, they execute military actions against the Caps. They are governed by the Premier. It is unclear how the Premier is chosen, but it's always obvious who the Premier is.
+fr
Use this command to display all of the faction relationships. If no relationship is listed, then the relationship can be determined using the following questions. If any answers are yes, the relationship is friendly; otherwise, the relationship is neutral. Do the subfactions (after the :) match? Does the subfaction match the base faction?
Guerrier is French for warrior. The origin the Guerrier family was two brothers: Sage Guerrier and Mauvais Guerrier. Sage (the French word for wise) organized the family and planned its endeavors. He was killed when he detonated a bomb to prevent the capture of the Guerrier dock. The dock still bears the marks of the explosion. Mauvais (the French word for evil) enforced the decisions of the family and carried out Sage's plans; as a result, Mauvais was wanted by the Shore Patrol for multiple, serious charges. Mauvais died in Atlantis port while fighting the Shore Patrol and other Capitalists.
Before their deaths, Sage and Mauvais had recruited hundreds of followers, known as cousins, into the Guerrier family. They had also earned a seat in a secret organization, the Pirate Alliance. The Pirate Alliance consisted of a handful of powerful men who worked together from time to time. Their purposes and their actions are relayed only in rumors and conjectures. One conspiracy theory proposes that all major events are orchestrated by the Pirate Alliance. There is no public proof that the Pirate Alliance ever existed. Some believe it still exists. Many believe it never did.
Within a generation of the deaths of the founding brothers, the Guerrier family had grown into an organization of thousands. The Guerrier port was completed. The Guerrier Kingdom established its domain as any ocean within three kilometers of the port.
Guerriers greet each other with an uncommon salute. Many of them wear clothing with a G embroidered over the left breast. The salute consists of making a fist with the right hand and placing it over the G, representing the Guerrier's heart. To equals, this is accompanied by a slight bow. To superiors, the saluter bows low enough that his head is below his superior's head.
The Guerrier family uses a territory-based royalty system. Territory can be in multiple forms: an arcology, a one-kilometer diameter ocean zone, or a one-kilometer diameter port. A Guerrier's territory is determined not only by what he directly controls, but includes what is controlled those who have pledged fealty to the Guerrier. A baron controls 1 unit of territory. If another baron pledges fealty to the first, the first now controls 2 units of territory. A count controls 2 units of territory. A duke controls 4 units of territory. A prince controls 8 units of territory. A king controls 16 units of territory. An emperor is a king who has been pledged fealty by another king, but has not pledged fealty to another king or emperor. Guerriers without territory are awarded positions and titles including Knight, Squire, Footman, and Serf. Any Guerrier with territory can award one of the four titles to another Guerrier.
A more detailed map of the Guerrier Kingdom can be found at: http://www.hawkgames.com/atlantis/map.html
The hacking skill is based on your magic attribute.
+hack owner
Use this command to attempt to steal the vehicle you are in. Literally, what you are doing is trying to hack into the vehicle's computer and configure it to think you're the rightful owner.
Implants are similar to life force items; however, each implant only raises one attribute. As with life force items, implants only give a bonus up to the value of the base attribute. Also, they will only install the implant if your base attribute is already high enough. Also, implants can be damaged. For every 20 points of damage you take from a single attack, one of your implants will be damaged by 1 point. Implants cannot be repaired, but they can be replaced. If you are in a room that doesn't allow death or knockouts (an arena) implants do not get damaged.
You can only have one set of each implant at a time. If you have Cybernetic Appendages II, you cannot get Cybernetic Appendages II again to change it to IV. Cybernetic implant operations are usuaully performed at Dark Moon.
Subdermal Nanites
This implant increases your constitution. Thousands of extremely tiny robots are injected into you. These robots go about rearranging things to make your body stronger and healthier. They tend to create hexagonal cartilage patterns across your entire body, excluding your head. This increases your ability absorb damage.
Wired Spinal Cord
This implant increases your dexterity. Your natural spinal cord remains in place; however, wires are implanted in specific places and patterns to increase the speed at which messages travel throughout your body. This results in faster reflexes and better hand-eye coordination.
Cybernetic Appendages
This implant increases your strength. First, they amputate your arms and legs. Then they attach cybernetic arms and legs in their place. These new appendages are very durable and very strong. You can then jump higher, run faster, and punch harder.
Head Computer w/Datajack
This implant increases your magic. For this implant, they install a small, very powerful computer around your brain stem. This computer increases the speed at which your brain functions. Your IQ is measurably increased. Easily accessible memory is also included. This allows you to specifically store information in a place where you can reliably recall it. This is beyond photographic memory because you can recall information obtained by any of your senses. A datajack is also installed behind your right ear. This allows you to interface with an external computer without the danger of opening your brain up to wireless hacking.
Jurisdictions:
Board of Regents: The Regents' laws and courts apply within Neutral and Mercenary Ports (including all of Atlantis Port) and within the ocean. These laws are normally enforced by the Shore Patrol under contract with the Regents, but may also be enforced by any of the Regents directly. All death penalty cases will be automatically appealed to a Regent for final approval. All other cases may be appealed by anyone to the current head of the Shore Patrol or by a Mercenary to a Mercenary GuildMeister or a Neutral to the Regents. The Board of Regents may from time to time grant exceptions to their jurisdiction via contract. These exceptions are usually to a corporation to form an Arcology.
Arcologies: An Arcology is a location, many times as small as a single room or building, where the normal governing authority for a port has granted a corporation the right to set it's own laws and try it's own offenders. Arcology entrances and boundaries are usually well marked. Offenses within an Arcology are dealt with only by the legal system of that Arcology. In contracts establishing an Arcology that would otherwise be under Regent jurisdiction, the Regents always write an exception for members of the Board of Regents themselves.
Other Ports: Ports not under the Regents' jurisdiction fall under the legal system and government of the appropriate faction government and may adopt all or none of the Regents' laws. Arcologies in these ports have been granted sovereignty in a fashion similar to Arcologies in Neutral and Mercenary ports.
See also
When making a strength attack, you have a 1% chance per level of your knockout skill to additionally knock your target to 0 life points, rendering them unconcious. See
Once you have spent at least 40 attribute points, you may then +raise strength in order to raise your knockout skill. See
Atlantis laws are divided into different groups based on the authority issuing them. The most commonly used laws are the Regent laws ('
The individual groups of laws are not written out in their entirety. Only those laws which need to be clearly defined to facilitate game play are included.
Items can be imbued with life force (positive attribute points). The item then gives its bearer an attribute bonus equal to what was imbued. There is a limit. This magical bonus cannot exceed the character's base attribute score. For example, if you have a constitution of 4, and you buy a gold ring of +6 constitution, your constitution will be 8, not 10.
+lfi create <Perm/Temp>=<Name>
Use this command to create a life force recepticle. The cost to create a temporary recepticle is 1 constitution. The permanent recepticle cost is 2 constitution. Life force imbued into temporary recepticles can be revoked, but life force imbued into a permanent recepticle gives double the benefit. The name you specify will be the name of the item. The item will also add <> onto the end with its item number.
+lfi imbue <Con/Dex/Mag/Str>=<Item>
US this command to imbue life force into a recepticle. You must be holding the item, and you can only imbue attributes with a score higher than zero. One point is imbued each time you use the command. In a temporary recepticle, this will give the item an equal bonus to the attribute you imbue. For permanent recepticles, the item will gain two points for every point you imbue. The item value should the number between the <> in the item name. Include the #.
+lfi revoke <Item>
Use this command to revoke all of the life force you have imbued into a temporary life force recepticle. This will never destroy the recepticle. All of your life force will be restored. If this would result in having an attribute above 10, then that attribute you be 10, and will be able to respend the remaining points.
+lfi list
Use this command to list the details and locations of every life force recepticle you have created or imbued life force into.
Please note: When a character dies, all life force they have imbued into items, temporary or permanent, is revoked and returned to them. If the character created items, all life force imbued into those items is revoked and returned to the imbuers.
This is a list of all of the topics in +help:
ACN
ACNCOSTS
ATLANTIS
ATLANTIS2
ATLANTIS3
ATLANTIS4
BAG
BANK
BB
BBCHANGES
BBCONFIG
BBCONFIG2
BBLOCK
BBMISC
BBPOST
BBREAD
BBTIMEOUT
BBTIMEOUT2
BBWIZ
BOUNTY
BUG
BUILDER
CARGO
CHARGEN
CHEESE
CLASSES
COMBAT
CONSTITUTION
DEXTERITY
DISGUISE
DROID
DROID2
ECONOMY
FACTION
GUERRIER
HACKING
IMPLANTS
JURISDICTION
KNOCKOUT
LAW
LIFE_FORCE_ITEMS
LIST
LOOK
MAGIC
MARKET_SHARE
MONEY
MOVE
MULTIPLAY
NOM
OOC
ORBWAR
PORTS
RADAR
RADIO
RANKS
REGENERATION
REGENT_42
REGENT_LAW
REGENT_OPEN
SHEET
SHOUT
STAFF
STOCK
STRENGTH
SUBMARINE
SUMMON
UNCONCIOUS
UNDERGROUND
VEHICLE
WHO
look [<object or character>]
Use this command without any arguments to look at your current location. If you specify an object or a character, this command will show you the description of that object or character.
+look <exit alias>
This command will allow you to look into adjacent areas. You can only look into lettered-exits (N, S, E, and W), not numbered-exits. Numbered-exits tend to have doors to them; meanwhile, lettered-exits are generally open space.
Magic represents your character's mental power. This is used for magical combat and for tasks related to intelligence and charisma. Magic can be used to heal yourself and others. Magic in Atlantis is more like a psionic power than traditional fantasy magic. There are no magical words or gestures; however, those who use magic sometimes make things up to help them focus their mental powers.
Market share is the percent of a particular market a company services. A company's daily profit is determined by how much market share it has. This converts directly into dividends to the share holders. The owner of a company usually has 10,000 shares.
Once you own an arcology, you can create a presence in one or more markets. Your company's must have a relevant store front before you obtain market share. An average store front costs 100,000 oxy per room. Most store fronts only need one room. To place an order for a store front, you should contact a regent ICly or a staff member OOCly. Each store front room can only be considered relevant for one market.
Once you have a relevant store front, your next task is to obtain market share. There are three main ways to obtain market share.
The first way is a forced-sale as defined by Atlantis law. In each market, there is a company with the most market share. This company is called the market leader. Each market has a daily profit listed. This daily profit is the standard market price for one point of market share. The market leader must accept offers to purchase up to ten percent of its market share, at the standard market price, to any other company; as long as, that purchase does not give the buying company more than ten percent of the market share of the selling company immediately before the transaction. The proceeds are distributed among the share holders as a special dividend. The value of the dividend per share is equal to the proceeds from the transaction divided by 10,000.
As an example, in market X, company A has an 80% market share, company B has a 15% market share, and company C has a 5% market share. The daily profit of market X is 100,000 oxy. Company C can legally force company A to sell 3% of the market. The price of the transaction would be 300,000 oxy. Each share of company A would be paid 30 oxy as a special dividend. Company B cannot force anyone to sell, and cannot be legally forced to sell its share.
The second way is to negotiate with the majority share holder (also known as the owner) to purchase market share. The Board of Regents can act as a holding company for negotiated market transactions. Any company may sell any whole number amount to any other company that has a relevant store front. Companies suspected by the Board of Regents to be using this method simply to circumvent the forced-sale law will be penalized.
The third way to obtain market share is by illegal means. The most common form this takes is a mission against the target company's arcology. The amount of market share stolen is determined by the difficulty of the mission, not the nature of it. Stealing secret plans is the same as destroying the factory. Illegal activities will normally reduce the target company's market share by 2% to 8%. The formula for determining the exact value is complex and subjective. You will gain more market share per mission by working with a staff member to insure the resistance is worthy of you.
Atlantis does not use the hard-coded PennMUSH monetary system. The standard spendable currency is Oxy. To see how much Oxy you have, type '+sheet' without the single quotes. In the commodities section, you'll see Oxy listed.
+give <player>=<amount> [<commodity>]
+give <player>=<item>
You can use this command to give commodities (Hydro, Ore, or Oxy) or an item to another player. If you specify an amount and do not specify a commodity, it will be assumed you mean Oxy.
+get <item>
Use this command to pick up an item. The item must be in the same location as you or your vehicle. You cannot pick up things like vehicles and other players.
+drop <item>
Use this command to drop an item you are carrying.
+search <player>
Use this command to determine how much of each commodity a player has. When you do this, you are essentially frisking your target. Many people do not like you to search them and may retaliate.
See also '
To move around Atlantis, check the movement options of where you are (using 'look'), and type what is between the <>. For example, in your current location, you have the following movement options:
Central Park <1>
To move to Central Park, just type '1' or '+move 1', without the quotes. During combat, you move the same way, but you will have to wait for the resolution phase of combat for the movement to be executed.
To enter a vehicle, you must use +move in front of the vehicle number. Vehicle numbers appear in <> and start with a #. So, to enter "Submarine <#7>", you'd type '+move #7' without the single quotes. You can also enter vehicles that are in the same room or ocean area as your current vehicle. Doing so is sometimes called boarding. Please note that up to two hovertanks may move into a submarine.
How do Atlantians get around?
Most people walk; however, they use the high-speed walkways that can be found all over Atlantis. The walkways are usually in sets of ten. The first walkway will be moving slowly at 3 Kmh (1.85 Mph). There will be a walkway adjacent to that moving a little quicker: 6 Kmh (3.75 Mph). Each adjacent walkway increases in speed by 3 Kmh, until the last and fastest walkway: 30 Kmh (18.75 Mph). On the fastest walkways, you can get from one end of Atlantis to the other in fifteen minutes. The slower walkways are narrower (1 m) than the faster ones (upto 5 m). This is because the slower walkways' main purpose is to act as a transition to the faster walkways. The speed change between each walkway (3 Kmh) is slow enough that a crawling infant could use them. Please note: The Board of Regents does not recommend allowing your infant to travel the walkways alone.
The other common methods are submarines and hover vehicles. Submarines only travel through the ocean. It's very dangerous to try swimming in the ocean without a submarine. Hover vehicles are not significantly impacted by the moving walkways, as opposed to older, wheeled vehicles. Flying (in vehicles or using magic) is not common because it is currently illegal. It is much easier to keep the peace when you can setup chokepoints. Also, accidents involving hitting the shield dome are very messy.
New players may only have one character. Once you have earned 6 attribute points, you may play a second character. The second character must have a different base faction. If you would like to play a Neutral or Mercenary, please discuss with a staff member before creating the character. Do not use information one of your characters has for the benefit of your other character. Avoid involving your characters in the same conflict.
+player[/new] [<player>]
This command is used to manage multiple characters for a single player. To create a new player entry, use the '+player/new <player>' form and specify a player name. To add characters to a player, log in as the new character, and use the '+player <player>' form. To see what player your current character is associated with, just use '+player'.
+finger <character>
Use this command to display information about a character including when they last connected. If you use this on one of your own characters, it will also display a list of all your characters. You may also set any additional information you want shown when someone uses +finger on you in the attribute `finger`. Example: `&finger me=[ansi(wh,Favorite Color: [ansi(bh,Blue`
To gain more attribute points, you must be nominated by another player for good roleplaying. You cannot nominate yourself. Once a week, the nominations will be reviewed and those with legitimate nominations will receive an attribute point that can be used to raise one of their base attributes. Please only nominate players for good roleplaying. Do not use the nomination system for anything not in that spirit. If you do, eventually you will be caught and punished.
+nom <player>
Use this command to nominate a player for good roleplaying. You can make 3 nominations each week. There is no point in nominating the same person more than once in the same week. The system will alert you if you try to nominate someone already nominated that week.
+raise <attribute>
Use this command to spend the attribute points you earn from nominations. You can raise strength, dexterity, constitution, or magic. When you raise an attribute, the skills tied to that attribute also go up. Your total attribute points are listed on your character sheet ('
The maximum for an attribute is 10. Once you have spent 40 attribute points, you may use the +raise <attribute> command to raise the special skills associated with those attributes. You may only raise one of those skills at a time, until it is level 10, then you may start on another of the special skills. See also
+ooc <message>
Use this to speak out-of-character in your current location.
The object of the game is to score the most points in 15 minutes, 45 rounds. If you move the orb beyond the 100 meter mark, you score two points for your team. If the orb is pushed behind the 0 meter mark, the other team scores one point and gains possession of the orb. Teams are determined by the orb, which attempts to balance the teams evenly based on skill.
+orb/new
To use this command, you must be in possession of an orb. You can only start a new game if two or more players are present. You cannot start a new game while another is already in progress in the same location.
+orb/new teams=<player> <player> <...>/<players> <player> <...>
You may choose teams manually by using this form of the command. If the orb can't locate one of the specified players, it will choose the teams for you.
+orb/stats [<target>]
Use this command to display your orbwar stats. If a target is specified, it will display the stats for that target.
+give <target>=orb
Use this to pass the orb to another player. You have an 80% chance of passing successfully. If you fail, the orb will be dropped.
+run
If you're carrying the orb, you must use this command to make any forward progress. You will move a number of meters equal to your speed, minus damage times two you've taken that round.
+get orb
Use this to pickup the orb.
+drop orb
Use this command to drop the orb.
+defend <target>
Use this command to defend someone else, such as the orb carrier. This will result in one attack being diverted to you.
+throw <target>
Use this command to throw an orb carrier back. This is 50 more effective than using a magic attack.
+rt <message>
This is a form of the radio command that will send a message to only your current orbwar teammates.
Also see '
Droid note: Droids will only join an orbwar game if an authorized person is present at the beginning of the game. During the game, they will only obey teammates. Once the game is over, they will return to normal.
+orb/round
See the current round number and team score.
+orb/summon
Use this command to summon an orb to play with. If there are any orbs not in use, one of them will come to you.
The following ports generate 10,000 Oxy a day for their ruling factions: Syria, and Party. If the Totalitarian faction owns the port, the money is deposited into the ToteBank. If the Capitalist faction owns the port, the money is deposited in the Defense Council Fund.
To gain ownership of a port, all you have to do is demonstrate to a staff member that you have military control of it. This usually consists of eliminating any droids in the main port room and placing droids of your own faction there.
If you are having difficulty contacting a staff member, you can @mail Hawk or email him at hawk@hawkgames.com.
Vehicle Radar
Symbol Key:
Droid - D
Submarine - S
Tank - T
Person - P
LFI - L
Squid - Q
Unknown - ?
+radar is only available from inside a vehicle. See also
Your Sonar Skill or Magic Attribute is used to determine if you are able to successfully use the vehicle's radar. The target number is 10 normally, but 20 when inside the upper ocean due to the ranges involved.
To talk on the radio, type '+r <message>'. Everyone in Atlantis is listening to the radio. The radio is reserved for in-character (IC) communication. That means you should talk as if you were your character. You should be roleplaying when you talk on the radio. The radio is also anonymous. In contrast, the public channel is reserved for out-of-character (OOC) communication, and it is not anonymous. To talk on the public channel, type '+p <message>'. To "pose" on the public channel, type '+p :<pose>'. If you need help with how to play the game, use the public channel. If you're looking to hire a submariner, use the radio.
Each faction also has a communication channel reserved for them. To talk on the Capitalist channel, use '+c <message>'. All communications on this channel should be in-character (IC). If you are a member of a different faction, use '+<first letter of faction> <message>'.
You can encrypt radio messages. To set a radio password, use '+rpass <password>'. To send using that password, use '+re <message>'. Those with the same password will see the message clearly. Everyone else will see the encrypted version. You can also use multiple radio channels for encryption. Beyond the default channel exist channels 0 through 9. To set your password on another channel, use '+rpass <channel>=<password>'. For someone to decrypt a message, they must have the same password as the sender on one of their channels. To send an encrypted message on a specific channel, use '+r<channel> <message>'.
To set your name that is displayed with your radio message, use '+rname <new name>'. If you do not specify a radio name, your radio name will be set to "Someone". You can always speak anonymously on the radio by using '+ra <message>'. To set your display name on a specific channel, use '+rname <channel>=<name>'. You can list all of your radio settings using the '+rlist' command.
Please reserve the use of the page command and other communication mediums (such as AIM and MSN) for OOC communication only.
Land Rank - Numeric Rank
General - 10
Colonel - 9
Major - 8
Captain - 7
Lieutenant - 6
Warrant Officer - 5
Master Sergeant - 4
Sergeant - 3
Corporal - 2
Private - 1
Sea Rank - Numeric Rank
Fleet Admiral - 10
Admiral - 9
Commodore - 8
Commander - 7
Lieutenant - 6
Ensign - 5
Master Chief [Petty Officer] - 4
Chief Petty [Officer] - 3
Petty Officer - 2
Seaman - 1
Medieval Rank - Numeric Rank
Emperor - 10
King - 9
Prince - 8
Duke - 7
Count - 6
Baron - 5
Knight - 4
Squire - 3
Footman - 2
Serf - 1
+ranks
This will display a list of the ranked individuals in your faction.
+rank <player>=<rank>-<number>
Staff members may use this command to set a player's rank. The optional -<number> argument should be included for non-standard ranks.
A combatant regenerates life points in the amount of two times the level of their regenerations skill at the end of each combat round. Regeneration does not happen outside of combat. See
Once you have spent at least 40 attribute points, you may then +raise constitution in order to raise your regeneration skill. See
The Regent 42 is a submarine race open to any submarine crew that wishes to enter. There is no maximum on the number of submarine crews that can participate; however, there are some restrictions. Droid crews must be sentient, accompanied by a sentient being, or be the only droid crew with a friendly relationship to their faction. For example, unaccompanied droid crews from the Totalitarian and Capitalist factions may enter, but a Capitalist and a C:****** crew may not both enter. Friendly droid crews are expected to decide without outside assistance which crew will compete. Crews may register after the race begins; however, they will not be given any advantages to compensate. Only submarines may enter. Escape pods and other non-standard submarines may not enter; however, if a submarine is destroyed, the crew may continue the race in an escape pod.
The race begins at Dark Moon Dock and ends at Tempest Dock. The middle checkpoint is Omnis Bustum Dock. Submarines must remain in the upper ocean throughout the race. A submarine which enters the lower ocean will be disqualified and will have to restart the race to be eligible to compete. All submarines must leave Dark Moon Dock, dock at Omnis Bustum, and then return to Tempest Dock. An observer will be stationed at Omnis Bustum to verify which submarines have passed through that checkpoint.
The first submarine to enter Tempest Dock, after leaving Dark Moon and passing through Omnis Bustum, is the winner. Other submarines will be ranked based on the order they arrive. The first four submarine crews will be awarded cash prizes. The crews will determine how to divide the prize. The first place crew will receive 1,000,000 oxy. The second place crew will receive 500,000 oxy. The third place crew will receive 250,000 oxy. The fourth place crew will receive 125,000 oxy. Crews that place after fourth will not receive a prize.
Companies may sponsor crews to gain market share. The rules regarding this are identical to the Regent Open ('
Race starts at 10:00 PM Eastern/+time.
Race Champions:
April 7, 2115 - Sorin in 14:40
Crime: Spitting
Punishment: Fine of 1000 oxy
Definition: The suspect must have spit.
Crime: Felony Assault
Punishment: Fine of 20 percent of suspect's commodities at time of conviction.
Definition: The suspect must have attacked the victim first with strength, dexterity, or magic, or with a vehicle weapon; such as, laser cannon or torpedo. This attack must not result in or lead to the victim's death. The victim must be the perpetrator's social equal or better.
Crime: Misdemeanor Assault
Punishment: Fine of 10 percent of suspect's commodities at time of conviction.
Definition: The suspect must have attacked the victim first with strength, dexterity, or magic, or with a vehicle weapon; such as, laser cannon or torpedo. This attack must not result in or lead to the victim's death. The victim must be beneath the suspects social class.
Crime: Mercenary or Neutral Assault
Punishment: Fine of 30 percent of suspect's commodities at time of conviction.
Definition: The suspect must have attacked the Neutral or Mercenary victim first with strength, dexterity, or magic, or with a vehicle weapon; such as, laser cannon or torpedo. This attack must not result in or lead to the victim's death.
Crime: Murder
Punishment: Fine of 100 percent of suspect's commodities at time of conviction and Death
Definition: The suspect must have attacked the Neutral or Mercenary victim first with strength, dexterity, or magic, or with a vehicle weapon; such as, laser cannon or torpedo. This attack must have immediately resulted in the victim's death, either without further damage being required to kill the victim or leading to an indirect death of the victim via droids.
Crime: Manslaughter
Punishment: Fine of 50 percent of suspect's commodities at time of conviction.
Definition: Manslaughter is murder with one difference. The victim and suspect were both either a Capitalist or Totalitarian.
Crime: Unattended or Excessive Combat Droids
Punishment: Confiscation and Dismantling of the droids in question and a fine of 10,000 oxy per droid.
Definition: No droids numbering more than three times the amount of the persons attending the droids shall be in Central Park, The Plaza, or Old Merctown. Any droids in these areas not accompanied by the proper amount of persons shall be considered in violation of this law.
Exclusions: Mercenary or Neutral droids or persons with a permit from the Shore Patrol or the Board of Regents.
Crime: Kidnapping
Punishment: Fine of 10 percent of suspect's commodities at time of conviction.
Definition: Taking a person by force or through the threat of force somewhere against their will.
Crime: ACN rules violation
Punishment: Fine of 5 percent of suspect's commodities at time of conviction.
Definition: Accessing via the Atlantis Main hub, any adjacent nodes to the Atlantis Main Hub without Authorization from the Faction or Owner of the hub being accessed.
Crime: Public Displays of Affection
Punishment: Fine of 10 percent of suspect's commodities at time of conviction.
Definition: Any action in any area in which an outsider might enter or be present without their consent that is beyond a hug, kiss, or holding hands is considered Public Display of Affection.
General Exclusions and Exceptions: If the suspect is a member of the Shore Patrol in the course of performing their duties and the victim is wanted for a crime, there is no crime. Members of the Board of Regents may only be arrested and tried by a full impeachment vote of the Board itself.
Continued in
The Regent Open is an Orbwar tournament open to any human or droid wishing to enter. The maximum number of participants is 12. Droids may only enter after all interested humans have entered. Droid entrance preference is based on the social-standing of the droid's owner.
Teams will be chosen in the following manner. All participants will be included in the intial orb pool. The orb will divide the participants into two groups. The orb will then divide group A into teams 1 and 2, and group B into teams 3 and 4. Team 1 will always play at the Regent Arena in Atlantis. Team 3 will play at the Ludus Arena in Idrica Centro during the preliminary rounds.
Preliminary rankings will be determined after round two. The teams will be ranked according to win-loss record. If there is a tie, the tie will be broken based on point differentials. The point differential is the sum of the points scored by the team minus the sum of the points scored by the opposing teams. The teams ranked in the top two positions will play a third and final round. The winner of the third round will be the Tournament Champions.
All teams will be awarded cash prizes. All prizes will be divided using a shares system. Human and sentient-droid participants will receive two shares. Non-sentient droids will earn one share which will be give to the one who entered the droid in the tournament. The Tournament Champion team will receive 2,000,000 oxy. Second place will receive 1,000,000 oxy. Third place will receive 500,000 oxy. Fourth place will received 250,000 oxy.
The arenas must be configured to disallow knock outs at all times during tournament play. Any player who changes that configuration will be disqualified and charged for any crimes committed after the change, such as assault.
Companies may sponsor teams to gain market share. All sentient teammates must accept the sponsorship. The sponsoring company must choose a single market for each team sponsored where they have an existing market share. The cost of sponsorship, beyond persuading the team to accept, is two times the daily market size of the market chosen. All market share transfers are from the market leader to the sponsoring company. A market leader may sponsor a team as insurance against losing market share. If a market leader sponsors a team, they cannot lose market share in that market from the tournament. If the team sponsored is the tournament champion, the sponsoring company gains 3 points of market share from the market leader. If the team is 2nd, 2 points are gained. If the team is 3rd, 1 point is gained. There is no gain for 4th place. Teams may only be sponsored by one company, and only in one market. Sponsorships for the security market are not permitted.
Round One
9:30 pm Eastern/+time
Team 1 vs Team 2 at the Regent Arena in Atlantis
Team 3 vs Team 4 at the Ludus Arena in Idrica Centro
Round Two
10:00 pm Eastern/+time
Team 1 vs Team 4 at the Regent Arena in Atlantis
Team 3 vs Team 2 at the Ludus Arena in Idrica Centro
Final Round
10:30 pm Eastern/+time
Two highest-ranked teams at the Regent Arena in Atlantis
+sheet
This will display your character sheet. The phrase "character sheet" stems from tabletop roleplaying games where you write the information about your character on a sheet of paper. Using this command will show you all of your character's attributes, skills, and other relevant information.
+shout <exit alias>=<message>
Use this command to shout things that can be heard in adjacent rooms/areas. For example, to shout to exit 1, type '+shout 1=I am testing shouting' without the single quotes.
The staff at Atlantis MUSH is here to help you. They are experienced players who can help you learn how to play and find adventure. Each faction has one or more faction coordinators. These coordinators are dedicated to creating adventures for those in their faction and helping new players learn the ropes. Regardless of what faction you're in, any of the coordinators can help you.
To see the staff list, type '+staff' without the single quotes. If the value in the 'Last On' column is 'Connected', that staff member is online right now. To contact a staff member who is online, type 'page <name>=<message>'. If there are no staff members online, you can always ask for help on the public channel. To speak on the public channel, type '+p <message>'.
+stocks
Use this command to display information on all companies that sell stock. The symbol column lists the symbol used when buying or selling. The dividend column lists how much you will be paid each day for every share you own. The standard dividend is 1% a day. The share price is the price in Oxy for each share of the company. The 'You Own' column shows how many shares of each company you own.
+stock buy <amount> <symbol>
Use this to buy shares of a stock listed in '+stocks'. The amount must be greater than 0 and you can only own 100 shares of each company.
+stock sell <amount> <symbol>
Use this to sell shares.
+markets
This will display all of the markets along with size, profit, and company shares. The markets fluctuate on a daily basis. A single company can operate in more than one market.
+exchange <amount> <commodity being sold>=<commodity being purchased>
This command can only be used in the Commodity and Stock Exchange off of The Plaza. Use this command to exchange one commodity (Oxy, Hydro, or Ore) for another. The exchange rate is: 2 Oxy = 4 Hydro = 1 Ore.
+stock/info [<symbol>]
Use this command to display the daily profit and public relations message for all companies. If you specify a symbol, only one company's information will be displayed.
+stock/pr <symbol>=<message>
Use this command to set the public relations message for a company. You must own more than 100 shares of the company. This message can be anything you want, but is most often your company's mission statement or basic philosophy.
Strength represents your character's physical muscle. Strength is used as a modifier in melee combat and used to calculate speed. Strength has a special advantage: the damage dealt by strength-based attacks is doubled.
If you have not read '
+gather
+reap
+mine
These commands can only be used in a submarine that is in the ocean. To harvest commodities (earn money), use the command for whatever related skill is highest. To see your skills, read '
+docks
This will display a list of all known docks and their coordinates. This is useful when in a submarine.
+vscan
Use this command to scan for any submarines within 3 kilometers (3 ocean zones). This uses your sonar skill.
+vload [<strength>]
This command uses your loading skill. Use this to load a torpedo. The strength value is optional. If you do not specify a strength, the torpedo will be free and have a strength of 40. If you specify a strength of 50, 60, 70, 80, 90, or 100, your torpedo will have that strength and you will be charged the strength divided by 10 in ore.
+vtarget <#submarine>
Use this to lock your torpedo onto a target. When specifying the target, use the submarine number including the #. Your target does not need to be in the same location as you, but it must be in the ocean. This command uses the sonar skill.
+vfire
Use this command to launch a torpedo. If you have not already locked your torpedo onto a target, it may explode prematurely. This skill uses gunnery.
+course <contact id>
+course #<dock number>
+course <location>
+course <direction>
The +course command will set your submarine's course in the upper ocean. If you specify a contact id (after using '+vscan'), you can move toward a contact within 5 kilometers or with a sonar contact no older than 2 minutes. It doesn't matter if the contact moves, as long as you remain within 5 kilometers or maintain a fresh contact. This is useful when following another contact or coordinating fleet movements. If you specify a dock number (listed in '+docks'), then the submarine will move to that dock and when it is within range (1 kilometer), it will dock there. If you specify a location, the submarine will move to that location and then stop. Locations are in this format: 9 East/West 9 North/South. These are examples of valid locations: .5 E 3 N, 10 W 5.7 South, 0 West 7 North, and 8 East 2 S. If you specify a direction, your submarine will move in that direction until it reaches the end of the safe ocean. The edges are 17 East, 8 West, 8 North, and 15 South. Valid directions include: N S E W NE EN SW WS NW WN SE ES North South East West NorthEast EastNorth SouthWest WestSouth NorthWest WestNorth SouthEast EastSouth.
+vstatus
This will display the status of your submarine including, but not limited to: speed, status of systems, contacts, and torpedo information.
+map
Display a realtime map of the Upper Ocean based on widely known docks and your sonar contacts, if any.
If you have a positive summoning skill, then once per day (allow 24 hours between uses) you may summon a guard to protect you and your possessions. The initial level of the guard is determined by your skill level.
+summon <name>
This command will summon a creature and give it the name you supply.
Summoned creatures are similar to guard droids in function. See
You should choose your creature's name carefully to reflect the power of your summoning skill. Do not name your level 1 creature "Dragon". More appropriate for a low level creature would be "Spider" or "Cat", while "Dragon" or "Giant" is more appropriate for a level 9 or 10 creature.
Once you have spent at least 40 attribute points, you may then +raise magic in order to raise your summoning skill. See
What can I do while unconscious? When you are unconscious, feel free to do any commands that will execute. You'll find that movement and attack commands will have no effect, but talking, roleplaying, and giving will. When roleplaying while 'unconscious', just keep in mind that you can't move much and are badly hurt. If combat is no longer going on in your location, you can also ask for a mercenary rescue.
+rescue
Use this command to request mercenaries to rescue you and deliver you to the hospital. They will charge you 10% of your wealth (hydro, ore, and oxy).
A series of utility rooms and passages through the sewer and wiring systems of Atlantis. Speculation is that you can get into or out of the underground from just about anywhere, even ports other than Atlantis. The entire area is subject to continuous audio and holographic surveillance, but rumours of criminal activity within the underground persist. The area is attractive to criminals because of the many goods and valuable data that move through it.
Physical movement through the underground is difficult in terms of navigation and made harder by occasional criminal gangs or Shore Patrol guards, but as long as you keep moving you should get somewhere eventually. ACN movement through the underground is easier, but slightly limiting. Various attempts to map the underground have failed, but that doesn't stop aspiring cartographers from trying every few months. Most of them make it back out again.
The two main vehicles in Atlantis are submarines and hovertanks. To obtain a submarine, find the dock for your faction. Neuts use the North Dock, Mercs the South, Totes the West, and Caps the East. From Central Park, simply head in the direction mentioned.
While inside a vehicle, you can type 'look' to see that vehicle's stats. Defense measures how much damage it can resist. Life Points measure how mush damage it can take. Speed measures how quickly it moves around. If Life Points reach 0, the vehicle will be disabled and the occupants will fall out. If Life Points reach -20, the vehicle is destroyed and will be removed from play.
+vmove <destination>
Use this to order the vehicle you are in to move. This command uses the navigation skill.
+vdex <target>
This will order your vehicle to attempt a dexterity/range attack against the specified target. This uses the gunnery skill.
v"<message>
v:<pose>
Use these to communicate with those outside your vehicle. Try them once, you'll quickly see how they work.
+exit
Use this command to exit a vehicle. This command is the same as typing '1' or '+move 1'. When pulling someone out of a vehicle, you would use '+pull <player> 1'.
+lock
+unlock
If the vehicle you're in is lockable, you can use these commands to prevent people from entering. The original owner of the vehicle can always enter.
+heal <vehicle name>
If your repair skill is above 0 (see '
+hack owner
Use this command to attempt to steal the vehicle you are in. Literally, what you are doing is trying to hack into the vehicle's computer and configure it to think you're the rightful owner.
+vname <new name>
Use this to change the name of any vehicle. The name will be suffixed with "- Type <Number>".
+radar
Use this to display the contents of nearby locations large enough for a vehicle to enter.
+cargo
Display the available capacity and cargo quantities of the vehicle you are in. See also '
+vsurge
Use this command to damage personas connected to the vehicle's ACN node. This is useful for clearing out the vehicle's ACN node. The surge can do up to 40 points of damage to each persona.
Please see '
+who
The above command will display information on the faction and location of the currently connected players.
WHO
This command is the built-in PennMUSH command for displaying connection and idle times.

