Modus Operandi is a modern day role-playing game that combines
mystery, adventure and romance with the excitement of an ongoing
story based on Morada, a fictional island in the Caribbean.
In Modus Operandi, you will have the opportunity to make friends,
take part in great expeditions, solve crimes and other mysterious
happenings and become part of a virtual community. You will
create a "character" who will have a personality of
your choice, who may have a job, or just lounge around in the
sun, and who may even own a home or a place of business one
day! The sky is the limit; you develop the character as you
wish, from a cranky detective to a friendly tourist, the choice
is yours. Morada, the island you will be on, is ever-evolving
and new areas and adventures are constantly being added to keep
the story going.
Creating a Character
The first process in playing the game is to create a character,
and the first step is to choose a name for yourself. You'll
want to use a reasonably acceptable name in the modern day
genre. A good tip is to use a name you might find in a phone
book, for example. Avoid celebrity, vulgar, or out of genre
names. Once you've chosen your name, you'll need to choose
whether you are male or female, your age, height and build.
You'll also further customize your character by deciding about
skin tone, eye and hair color, hair length and style, and
any special facial features. Male characters also have the
option of selecting facial hair, or lack thereof. Note that
some of these choices cannot be changed later, such as height
and age for example, without erasing your character and starting
all over, so take your time in making these decisions.
As you make certain selections such as height, build and
fitness level, your character will be assigned numbers in
the vital statistics (stats) such as strength, dexterity,
agility and vitality. These statistics are described more
in a later section of this document. An important thing to
remember, however, is that unlike your features (height, weight,
age etc.) these statistics are not permanent! You don't need
to worry about whether the stat numbers are right for your
character, the numbers will constantly change over his or
Once you have completed the creation of your character, you
will choose a set of clothing to begin with, and you'll find
yourself at the arrival pier where all new tourists arrive
on Morada. All players begin their lives in this way, as tourists
fresh off the boat. You will also have a PBR communicator,
which is described more later, and may prove valuable to you
in reaching other tourists who may be able to answer questions
and so on.
Finally, if you find you've made a grave mistake in the creation
of your character and wish to recreate him or her, you may
use the REROLL CONFIRM command to delete your character
and start the creation process again, from the beginning.
Note that all your items, skills, money, notoriety and so
on will be lost! You'll be starting over brand-new.
Mentors, Game Hosts, and GameMasters
Other than your fellow players, you also have the help available
of the Mentors (called Island Guides), Game Hosts and GameMasters.
Island Guides are volunteers who have taken on the responsibility
of helping new tourists. Shortly after you arrive, you will
probably be met by a Mentor who will welcome you to Morada.
This mentor can answer any questions you have and help you
get started. Mentors also normally give out a few basic items
to new arrivals to help them as well, such as perhaps some
extra clothing, a backpack or other container to carry things
in, and so on. If you wish to speak to an Island Guide, you
may go to the Tourist Information Center (TIC) and ring the
bell there to speak to a Guide if one is available. A quick
way to find the TIC is to stand anywhere on the main city
streets (Downtown, New Marina, West End and so on) and type
DIR TIC. This will provide you with directions.
Game Hosts and GameMasters are "Out of Character"
persons that you can request to speak to at any time via the
ASSIST REQUEST command. They are here to handle your
technical concerns and questions. They cannot help you solve
mysteries or answer in-game puzzles for you, but they can
help you if you don't understand how to use an item, how to
fight criminals and so on.
In Character (IC) and Out
of Character (OOC)
Modus Operandi is a role-playing game wherein you pretend
to be a tourist on the Caribbean island of Morada. While playing,
you should remember to speak and act as if you are this character,
not as yourself, the player. So, you might talk about the weather,
the local sights and happenings, and your character's background
(where he or she came from, and so on), but you wouldn't talk
about where you live "In Real Life", outside of the
game, or what your real name is, or a TV show you're watching
while playing. Talking about "out of character" things
such as these can be disturbing to the other players who are
trying to stay "In Character". If you wish to talk
"OOC", or "Out Of Character", the best way
to do this is either by whispering to other characters with
the WHISPER command, or by going to the Reality Cafe,
a place designated purely for Out Of Character discussions.
The Public Band Radio (PBR)
The PBR, or Public Band Radio is a tool players use to communicate
with each other. All tourists start with a basic PBR communicator
(usually called a "comm"). To use this device, you
simply type TRANSMIT <channel number> <message>.
For example, if you wanted to talk on the main channel, channel
1, you might type TRANSMIT 1 Hello, everyone! This
would send your message to everyone who is listening to the
channel. The PBR is a good way to get help with things, however,
remember to stay In Character while you are talking on the
PBR. You may also communicate via private transmissions to
a particular player. To do this, type TRANSMIT TO <first
name> <last name> <message>, such as TRANSMIT
TO SANDY SHORE Hey, there! This will send your message
only to this character.
The demo model communicator you begin the game with cannot
transmit on channels other than channel one. You'll want to
purchase a full-featured communicator at the Gizmogoria in
the Emporium (Use DIR EMPORIUM to find it!) The full-featured
communicators can tune on 16 different channels, 1-16, have
a scanner function to listen to all channels at once and have
replaceable battery compartments. If the battery in your communicator
goes dead, you'll need to REMOVE your communicator,
OPEN it, GET the battery from the
communicator, and PUT a fresh, new batteryINside and CLOSE the communicator. WEAR
it again, and TURN it back on (TURN COMM).
Replacement batteries are available in the Gizmogoria in the
To tune the communicator to a particular channel, use TUNE
COMM TO <channel#>, such as TUNE COMM TO 5.
To tune it to the scanner, use TUNE COMM TO SCANNER,
or TUNE COMM TO 0. Remember, valid channels are 1-16.
If you have a full-featured communicator, you don't need to
tune the communicator to any particular channel to transmit
on it, just use TRANSMIT <channel#> <message>,
such as TRANSMIT 3 For sale, one shrubbery! If you
don't specify a channel, you'll transmit on whatever channel
you're tuned to (channel 1 if you're tuned to the scanner.)
Please note! Channel 5 is the designated channel for
selling items, so if you wish to sell or buy something from
another player, please use channel 5. Channel 1 is the normal
conversation channel, but players are free to talk on any
channel for general conversations.
Talking and Getting Around
An important facet of Modus Operandi is how to talk with
other characters. You may speak aloud by typing SAY <message>,
such as SAY Hey, everyone! You can also use the quote
mark (') to speak, such as 'Hey everyone!
Additionally, sometimes you will want to talk in private
to one person in particular. To do this, use the WHISPER
command, such as WHISPER SANDY SHORE Hey, Sandy!
This will allow you to talk privately with that person.
Finally, you may also use the YELL verb to speak
into adjacent rooms. YELL The sky is falling! Would
allow your message to be heard by characters in rooms next
to the one you're in.
Movement in Modus Operandi is primarily handled by direction
commands. For example, if you LOOK, you will see
the directions out of the room you are in. If you are on a
street, you may see "Obvious paths: north, south,
east, west." This would tell you that you may walk
north, south, east and west. If you wanted to walk north,
you can type NORTH or N to walk north. You
will also see places you may go or climb. For example, if
you see a door, you might want to GO DOOR. If you
see a set of stairs, you might wish to CLIMB STAIRS.
Climbing some obstacles, such as ladders, ropes and rocks
will depend on your Climbing skill, and you may not be able
to climb them at first. As your Climbing skill improves with
practice, you will be able to climb these obstacles. Skills
are described more later in this document.
Finally, you may travel with other players in a group if
you wish. One character is selected as the group leader and
everywhere they go the other group members will automatically
follow. To follow a character, use JOIN <name>,
such as JOIN SANDY SHORE. To lead a character, type
HOLD <name>, such as HOLD SANDY SHORE.
This will add them to your group. If you are in a group and
wish to leave it, type LEAVE. If you are leading
others and want to stop leading, type DISBAND.
To help find locations, one option is to find a phone booth
and LOOK UP the place of business or residence. You
will be provided an address, if it is listed. While on the
streets of Cape Marassas, you may type ADDRESS to
see the address where you are.
Finally, to help you get around, it's recommended that you
download maps of the areas in game. There are several sites
in our links section that you
can access to get this information.
Your character in Modus Operandi will acquire skills, stats,
notoriety, money, titles, property and so on. These are described
1. Skills: Your character's knowledge of certain
fields and experience in doing things. For example, if your
Dancing skill is high, you can perform dance moves that
will impress others. If your Swimming skill is high, you
can tread through the strongest waters with ease. As you
use skills, they improve. Swimming in a pool would improve
your Swimming skill, and so on. You may view your skills
at any time by typing SKILLS. Each skill ranges
from 0 to 500 ranks. At 500 ranks you have completely mastered
the skill and cannot improve it further. Next to each rank
on the skill sheet when you type SKILLS, you will
find a percentage. This is how close you are to the next
rank. As you use that skill, the percentage will go up.
At 100%, you gain a new rank and the percentage goes back
down to zero percent toward the next rank.
A final note about skills. There is a lifetime skill cap
in place. When you reach this cap, you cannot gain any more
skill in ANY skills. Typing SKILLS shows how close
you are to reaching the cap. However, note that you can
use the SKILL REMOVE to delete skill points, if
you so choose. For example, if you decided you'd rather
"throw away" 100 points of Culinary Arts skill
so that you can learn some other skill, you could do so.
The 100 points would be lost permanently, and you would
then be able to learn 100 more ranks in any skill(s) you
2. Statistics: The following are the statistics
in Modus Operandi and may be viewed at any time with the
Agility: Your physical prowess, quickness and reflex
in movement. A high agility helps you perform acrobatic
moves, dodge attacks, and so on. This stat is raised with
Dexterity: Your level of coordination with your
hands. A high level of dexterity helps in picking locks,
parrying attacks with a weapon, and so on. This stat is
raised with use.
Mentality: Your clarity and power of mind. This
statistic is very important in the paranormal, theological
and philosophical respects of Modus Operandi. The ability
to harness one's mind to perform great feats is based in
part on this stat. This stat does not raise with
use, but rather, raises based on your ESP Ability, Humanities
and Occult Studies skills. As they rise, so will your Mentality.
Strength: Your physical strength and power. The
higher this statistic is, the more you can carry, the easier
you can lift and move things, the more power you can pack
into a punch, kick and so on. This stat is raised with use.
Vitality: Your level of physical resilience. A high
vitality helps you recover lost health more quickly, makes
you less susceptible to certain types of illness, poison
and so on. This stat is raised with use.
3. Notoriety / Levels: Your character's "Level"
is a vague description of his or her level of achievement
in the world of Modus Operandi. You begin life at level
1, and may progress to a maximum of level 200. Reaching
level 200 is a very long journey and requires years of work!
As you use skills, apprehend or fight off criminals, solve
mysteries and so on, you will earn notoriety. After a certain
amount of notoriety has been gained, you will be granted
a level. To see your level and notoriety, type NOTORIETY.
As you gain levels, you will receive more body points (discussed
more later). Every 10 levels, you will gain a new title
as well, which you may use as a sign of your achievement.
Finally, reaching 50th level entitles you to create and
own a private home, office, or place of business! Every
50 levels thereafter you are entitled to expand this structure,
adding new rooms or areas to your private location! Every
time a character reaches level 50, 100, 150 or 200, the
Government of Morada puts on a grand fireworks display to
note the occasion.
4. Cash: As you spend time on Morada, you will gain
money which you may use to purchase possessions and property.
Earning money is done in a variety of ways, from hunting
down criminals, to delivering packages, fishing the open
seas for a big catch, panning for gold or searching the
Moradian underground for gems, creating crafts or works
of art and so on. There are many ways to earn money! To
see how much money you have, type CASH. You may
visit shops and purchase things. When you enter a shop,
usually it will have a menu. To view it, type MENU.
If you decide you'd like to make a purchase, ORDER
it by number, such as typing ORDER 5 if you wish
to order item number 5. Note that there are some shops that
have special menus, so please read the instructions posted
in the menu or on signs in the shop carefully.
5. Property: As you collect items, you may store
them on your person, in containers, or wear them if they
are clothing and other wearables. To see what items you
have with you, type INVENTORY. You may also have
containers, such as a backpack. You can LOOK IN BACKPACK
to see what's inside. Other commands you'll need are GET,
such as GET SHIRT FROM BACKPACK; PUT,
such as PUT SHIRT IN MY BACKPACK and so on. Notice
the word MY, there! Make sure to use it when
putting things away! If you type PUT SHIRT IN BACKPACK
and there is a backpack on the ground in the room, you'll
put the shirt in that backpack instead of the one you're
wearing! To avoid misplacing valuables, always use MY
BACKPACK, MY PURSE, and so on! Additional
verbs you will undoubtedly need include WEAR and
REMOVE. WEAR allows you to don an article
of clothing, a purse or backpack, and so on. REMOVE
allows you to take the item off and place it in your hand.
When using WEAR and REMOVE, you may find
it easier to reference the item by using MY, such
as WEAR MY WATCH and REMOVE MY WATCH.
You may find, after a time, that you simply have too much
to carry. There are storage lockers you may use to store
your belongings if you wish. If your account is a Premium
Account, you may use the Balmour Country Club (BCC) lockers.
If you are not, you may use the lockers located in the Portmanteau
Club in New Marina. Note that BCC members have slightly
larger lockers available to them, and do not have to pay
storage fees. Those using the lockers in the Portmanteau
Club will incur a storage fee on a monthly basis which they'll
need to pay (with in game money, of course.)
6. Titles: Every 10 levels you gain a new title.
To select a title, use the TITLE command. TITLE
LIST display all the titles available to you. Select
a title with TITLE SET <title>, such as TITLE
SET THE RESPECTED, if you had this 50th level title
in your list. To clear your title, use TITLE CLEAR.
Finally, you may have selected a profession and wish to
use this as your title. If so, type TITLE PROFESSION.
If your name was Joe Smith and you had the Mechanic profession,
typing TITLE PROFESSION would cause you to be seen
as "Mechanic Joe Smith".
7. Professions: Professions are granted to you as
your skills meet the requirements for the profession. As
an example, the Tumbler profession requires 80 Acrobatics
skill. If you have 80 Acrobatics and typed PROFESSION
LIST ACRO, or PROFESSION LIST ALL, you would
see the Tumbler profession. Typing PROFESSION SET TUMBLER
would select this profession. You may change your profession
at will; it does not affect your abilities in game, it's
purely for fun and role-playing. Some of the available professions
are just plain silly, and some are for role-playing. There
are over 1000 professions to choose from! Finally, some
professions require multiple skills. For example, the Paranormal
Investigator profession requires 340 Occult Studies skill
and 200 ESP Ability skill. Note that the requirements and
list of available professions are considered a game "secret"
and therefore Game Hosts and GameMasters will not tell you
what choices are available or what the requirements are!
Interacting With Others
There are many commands you can use to interact with other
characters. For example, if you wished to smile at a character
named Joe Smith, you could type SMILE JOE SMITH. Look
here for a partial list of commands
you can use.
Role-Playing and Role-Playing
Characters in Modus Operandi are role-played with a specific
persona in mind. Players choose what type of character they
want to be and act it out. Some questions you may want to
answer for yourself to feel out what kind of character you're
Is s/he friendly or grumpy?
Is s/he outgoing or shy?
Is s/he from a country with noticable habits/clothing/accents,
or does s/he blend into the crowd?
Is s/he brave or faint of heart?
Does s/he have any strong personal convictions, beliefs,
fears, hopes or dreams?
Does s/he have family? If so, small or large and how
close is the family?
Is s/he a heavy coffee drinker, chain smoker, gum chewer,
flirt, comedian, etc?
Staying "IC" or In Character, means avoiding talk
of things your character would not know or doing things they
wouldn't do. For example, if you're RPing an investor from
Japan, then start talking about how hard your day at work
at your "real life" job as a bank teller was and
what your opinions of Ohio, where you live, are, you're slipping
completely out of character. However, if you're talking about
Japan or how much you enjoy or dislike Morada in comparison,
or commenting on the investment business, or local politics
or weather or how you like some other tourist's new dress,
then you're being in character.
Being in character is rewarded by the GameMasters often in
the form of role-playing awards. These are basically our way
of giving you a good pat on the back for a job well done in
staying in character and role-playing. The more detailed your
character is, the harder you work at role-playing them, the
more rewards you're likely to receive. When you receive a
role-playing award, you'll notice it when you type NOTORIETY.
You might see something like this:
Inactive RPA: 1
This means you have a role-playing award stored and ready
to use at any time! You just need to activate it. To activate
your award, type RPA ACTIVATE. You can also use RPA
CHECK to see if you have an award, and RPA PAUSE
to pause an award. Note that you can only have one inactive
award at a time. If you don't use it up, we can't award you
another later! When active, role-playing awards allow you
to gain notoriety faster and learn skills more quickly!
When you have an active RPA in force, typing NOTORIETY
will show the following message: "You are truly a unique
person, and you have a special place in Morada."
Sometimes you may find that there are several items in a
room with similar names, causing confusion. For example, let's
say you were in a room with a red door, a blue door and a
green door. You can use GO DOOR normally, but in
this case, you may want to use GO BLUE DOOR, and
You may also use GO FIRST DOOR, GO SECOND DOOR,
etc., as well as GO OTHER DOOR.
Additionally, you can specify a location for items with many
commands. As an example, if you wanted to get some shotgun
shells from your backpack, you could use GET SHELLS FROM
BACKPACK, or if you wanted to put the shells in a box
on a table, you could use PUT SHELLS IN BOX ON TABLE.
Morada is a small island, with limited resources. The private
ownership of automobiles is strictly regulated. Even small vehicles
such as motorcycles and mopeds are heavily taxed and regulated.
Therefore, travel is limited for tourists to either travel by
foot or by the public monorail system, an advanced travel system
that covers some of the furthest parts of Morada. There are
monorail stations located all over Morada which will take you
to various destinations.
Delving into the Mysterious
There are many different types of mysterious happening on
Morada - missing felons, stalkers, thefts and scams. Brush
up on your detecting skills and get your casebook ready!
The easiest way to get started on a case is to peruse the
bulletin and public notice boards located around the island.
LOOK ON BOARD to see what has been posted, and READ
the notices, posters or notes that catch your interest. They
will usually provide additional instructions on how to proceed.
Another way to get started is to listen to the announcements
made over the PBR Communicators. The police dispatcher frequently
alerts listeners to criminals that are on the loose.
Others send out pleas for help in "certain circumstances".
Listen carefully and follow their instructions carefully.
Clues for mysteries are not always obvious. SEARCH
around the scene of the crime, LOOK ON, IN, UNDER, BEHIND
objects in the area to see if there is anything that can help
you solve the case. EXAMINE items closely, READ
written clues for details that are important, and listen carefully
to what the people involved with the case have to say. All
these things will help you garner enough evidence to find
"who done it."
When searching for a missing person, make sure you have read
the poster or notice dealing with that person and note their
name, clothing and description. This will insure that proper
identification is made, and give you additional information
that may be vital to solving the case. After you have found
your quarry, bring him to the attention of the police by using
ACCUSE <first name> <last name>, such
as ACCUSE JOE SMITH. Finding them is not easy and
you will find that you have to utilize all your detecting
skills to track them down.
Just as each case is different so will the rewards be. Some
of your "employers" may pay you little money, but
spread your name far and wide, gaining you greater notoriety
throughout the town.
Lost kittens, bank robbers and escaped convicts are out in
the fair city of Morada, and the Police Department will pay
you to find them.
When you hear an announcement from the Police Dispatcher
over the PBRs about a missing person listen closely to the
name of the person, where the poster is, and where the person
was last seen. READ the POSTER and make
a note the person's appearance and what they were wearing.
Then go to the place they were last seen. Sometimes the person
will have left behind some evidence of their presence in the
area - though you may have to SEARCH the area (or
in adjacent ones) to pick up on the trail.
Most of the bounties will show their names, but some of them
will simply appear as a nondescript person - a man, woman
or a child perhaps. That's where having their description
will come in handy. To view a NPC (a Non-Player Character
- A character controlled by the game instead of by another
player) type LOOK <first name> <last name>
or DESCRIBE <first name> <last name>.
To turn in a bounty, ACCUSE the NPC in question
by name and the police will come running. The amount of a
reward you get each bounty relates directly to how difficult
the case is.
Lab Work and Clues
Samples can be taken from some clues (not all clues will
be sample-able). The command to garner a sample is SAMPLE
<ITEM> WITH KIT. Let's say you have found a fingerprint
and you wish to make a copy of it to take to the lab. You
first make sure you are holding the appropriate kit then you'd
type SAMPLE FINGERPRINT WITH KIT. Your skills in
various areas will determine how successful you are at obtaining
a -good- sample.
Kits can be purchased at Gizmogoria in the Emporium. Be sure
to READ the CATALOGUE to see what kit best
suits your purposes, as there are several different kinds.
The catalogue gives a complete listing of the uses for each
type of kit. Kits can be used multiple times, but each use
brings about a chance for breakage. If you are skilled enough,
your kits should last a good amount of time. Just remember
that wear and tear is expected, and nothing lasts forever.
Once you have taken your sample, type INVENTORY.
You'll see that you are holding your kit in one hand and a
bag, tube or something similar in your other hand. That "bag"
contains your sample. Take it to the University of Morada's
Hawthorne Research Facility located on the east side of the
campus. Once you are in the waiting room, READ the
SIGN and go from there.
Once you have deposited your sample for analysis, there will
be a certain amount of time before the report is ready for
you to pick up. If you want to check on the status of the
analysis, go back to the waiting room and PUSH the
BELL again. When the lab tech comes to the window,
type "STATUS. The tech will tell you how long
it will be until your report is ready (in Moradian hours).
When your sample's analysis is finished, the lab tech will
give you an index number that is associated with the sample.
Type BUY <#> to get your report from the tech.
Lab analysis and research generally runs between $75 - $300
dollars. It depends on the type of work to be done, and how
much the techs like you.
The Citizens of Morada
NPC stands for Non-Player Character. In other words, a character
in the game that is run by someone other than a player. Most
of them are run by the game, but once in a while you'll come
across one who looks and acts just like the rest of you!
NPCs are capable of a wide variety of actions. Some NPCs
travel around town and might be found at differing locations
at various times. Other NPCs may be stationary and never move
from a certain spot.
Mostly known as the citizens of Morada (as opposed to the
vacationing tourist, like yourself), NPCs play various roles
in the daily happenings around Morada. NPCs may serve as sales
clerks or shop owners, police officers, bar maids, librarians,
doormen, businessmen, and just about any other kind of person
you'd find in daily life.
You will discover many ways to interact with NPCs. They are
very sophisticated and intelligent. However, no matter how
smart they may be, they are still computer controlled for
the most part. NPCs are very literal and can not recognize
things like simple spelling errors. There are a few things
to remember when trying to interact with NPCs. The following
pointers will help make things a little easier:
Make sure you have typed TALK <NPC NAME>.
This lets the character know you wish to have a "conversation".
Sometimes if you have done an action between questions,
you need to type TALK <NPC NAME> again as
the action has interrupted the process.
Make sure your spelling is correct. The citizens may
be bright they still won't get spelling errors.
If the NPC doesn't seem to have any information on the
topic you asked about try another way of asking the same
question. If "What did the suspect look like?"
gets you nothing, try something like "Can
you describe the woman to me?" Be creative with
When you are ready to end your conversation with the
NPC type GOODBYE or BYE. This will let
the NPC know that you are finished.
Taking a Chance on Lady Luck
Chips may be purchased at the Cashier's cage, or from the
individual game dealers. Type BUY CHIPS to see the
usage. You can also exchange your chips to denominations that
you prefer. The command for that is CHANGE <# of chips>
<chip color> for <chip color>or, CHANGE
<# of chips> <chip color>. The first usage
is for when you desire a specific chip color, the second usage
is for when you do not care, and just desire to break up a chip
color. To see how many chips you currently have, type COUNT
To redeem your chips, go to the Cashier's cage just off of
the Casino entryway and type CASH IN. This will redeem
all chips which you currently hold. For your banking convenience
an Automatic Teller Machine is located just outside the Casino.
Each table or game has specific commands that allow you to
play. They are as follows:
For Slots, type PLAY <FIRST WORK OF KIND> SLOT.
So if you wanted to use the Ante Up Slot Machine, you would
type PLAY ANTE SLOT. Once you are told that you are
seated in front of the machine, type BET <COLOR CHIP>.
You can bet white, red, or blue chips, one at a time. So if
you wished to try your luck with a blue chip, the command
would be BET BLUE.
There are several tables for Blackjack. To play, you must
SIT at one of the tables. To bet an amount, type
BET <# of CHIPS> <COLOR of CHIPS>, or
just BET <AMOUNT>. Once the dealer lays out
the card, you can LOOK CARDS to see what has been
dealt. Your choices for playing the hand are "Stand
or "Hold, "Double, "Hit, "Split
or "Insurance (when it's offered). Make sure
you SPEAK what it is you want to do (using an apostrophe
or a quotemark) or the dealer won't understand what it is
you wish to do.
The main command for Roulette is BET. Type BET
alone to see the usage for the command as well as the possible
ways you can bet.
If you want to play Craps you must first JOIN the
TABLE. This will indicate to the stickman that you
are interested in playing. If the stickman asks you if you
would like to be the shooter, you may either ROLL
the DICE, or PASS to decline the offer.
If you LOOK TABLE it will show you what the previous
dice rolls have been, as well as what bets you have placed.
If you READ the SIGN behind the table it
will give you a listing of the possible bets you can make
and the proper usage for doing so.
Among the mysterious happenings in Modus Operandi, none may
be more mysterious than the paranormal. You'll see amazing
feats performed with the power of the mind, and by other means.
Flames summoned from thin air, telepathic messages riding
the wind and visions unseen by the naked eye are just a few
of the things you may see during your stay on Morada.
Paranormal skills are based on the ESP Ability and Occult
Studies skills. A good way to start out learning ESP is to
SENSE items, people, and so on. A good way to learn
Occult Studies is to FOCUS on a weapon. You can also
fight perps of the paranormal nature, from apparitions and
skeletons, to phantoms, vampires and ghostly coal miners deep
in the earth. These perps use paranormal attacks such as stuns
and draining health, and the only way to defend against them
is with your paranormal skills!
Another paranormal ability is PSI:
Allows one to see better in the dark, reducing combat penalties
PSI TELEPATHY <name> <message>
Send telepathic messages to another paranormal.
PSI TELEKINETICS <target> Allows one to hurl objects on the ground at the specified
PSI COMBUSTION <target>
Allows one to combust a target in flames and fire.
PSI COLD <target>
Allows one to freeze a target with a chilling aura of mist.
The "anti-paranormal" encompasses a more theological
or inner-spirit theme. It's called anti-paranormal because
the more one knows about the paranormal, the less effective
one's "anti-para" abilities are. These abilities
are based on the Humanities skill. For maximum effectiveness,
have as little ESP Ability and Occult Studies skill possible.
Some of the commands for the anti-paranormal are:
FOCUS SELF - Provides combat bonuses and lowers
all roundtimes (combat and otherwise). FOCUS STRIKE - Allows one to unleash a quick flurry
of powerful attacks. MEDITATE - Allows one to boost skill-learning ability
for a short time. This ability is best used in quiet places
Fishing for Cash and Fun!
Being an island nation, one of Morada's great pastimes and
trades is the fishing business. In Modus Operandi, you have
the ability to jump on a charter boat and fish for some of
the world's largest fish, as well as do a little recreational
fishing from the piers, streams and other locales that dot
the landscape. This can be a fun and lucrative activity!
The basic tools you'll need are a fishing rod, some bait
and probably cooler to carry your fish in. If you're fishing
in salt water, there are fishing licenses required as well.
All of these items are available at The Complete Angler, located
in New Marina. After stocking up on supplies, you can take
a trip down to Tidewater Lane, also found in New Marina, and
purchase a ticket for a charter boat. Also recommended are
pocket regulations guides and motion sickness pills you can
USE to help deter seasickness.
For charter fishing, you'll want to find and board your boat
promptly, ticket in hand. If you're late or don't have your
ticket in hand, you'll miss the charter! Once the boat launches
and reaches the destination spot, you can PUT your
bait on your ROD, then CAST ROD to get started.
Once you have your line in the water (note, it may take several
tries if your Fishing skill is low), patiently wait for a
strike. If you get nibbles and no strikes, REEL your
ROD to check your bait periodically, to make sure
a crafty fish didn't steal it! When you get a strike, REEL
ROD and the fight begins! Before you start reeling, you
may also GO into or SIT in the FIGHTING
CHAIR, which will make it easier to land your fish. Note,
however, that only one person can use the chair at a time,
so sometimes it may not be available. Be sure to STAND
up out of the chair when you're done reeling in your catch.
If your fish is a decent-sized one, you will get a fishing
voucher instead of the fish, thanks to the attentive crew.
When you're done fishing and return to the island, head over
to Moradian Fish to sell your catch, including any vouchers
you may have received.
NOTE: Certain fish have regulations, which you can view on
the posting on each charter boat, or by having a pocket regulations
guide on hand. If you do not TOSS a fish back (or
TEAR a voucher, if you got a voucher instead), and it's outside
of regulations, a warrant for your arrest will be issued!
You may also fish from the pier at Tidewater Lane, and in
many other spots all over the Island!
The Cultured Moradian
Among the activities available on Morada, you may also choose
to dabble in painting or sketching, practice your hand at
sculpting works of art, or see how you fare with musical instruments.
L'Ecole de Musique and L'Ecole d'Art are a pair of fine establishments
where you may acquire all the supplies you need to try out
the fine arts. With a canvas and brush you can PAINT
lovely works (and later sell them, too!), and with a pad of
paper and some pencils you can SKETCH some unique
art. While musical instruments aren't a usual source of income,
they are fun, and you can peruse the wares available
for you to PLAY and learn. Both of these establishments
may be found in the French Quarter of Cape Marassas.
Other fun activities include candle making in the Carib Village,
accessible via the Monorail system. This fun and profitable
trade is a good way to get handy with the Crafts skill!
Additionally, some of Morada's wonders of nature include
the gem-laden Oberon's Vault found deep in the Limestone Caverns
near New Marina, where you can SEARCH for gems, as
well as a bustling stream deep in the North-Central Jungle
that is laden with gold ready for the skilled panner!
The Adventure Continues
Whether you aim to be a great traveler, a skilled bounty hunter,
or a member of high society, Morada has much to offer and will
continue to evolve into a deeper and more mysterious place.
The topics covered in this document are only the surface of
what's to be found in Morada -- enjoy your stay!