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Getting Started in Modus Operandi

About the Game
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 her life.

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 battery INside and CLOSE the communicator. WEAR it again, and TURN it back on (TURN COMM). Replacement batteries are available in the Gizmogoria in the Emporium.

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.

 
Self-Improvement

Your character in Modus Operandi will acquire skills, stats, notoriety, money, titles, property and so on. These are described below.

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 choose.

2. Statistics: The following are the statistics in Modus Operandi and may be viewed at any time with the INFO command.

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 use.

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 Awards (RPA's)

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 playing are:

  • 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."

 
Referencing Items

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 so on.

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.

 
Public Transportation
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 your questioning.
  • 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 CHIP.

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.

Chips are worth the following amounts:

Gold $1000 Green $25 White $1
Pink $500 Red $10  
Black $100 Blue $5  

 
Combat in Modus Operandi
Combat is covered in the combat guide. Click here to check it out!
 
Paranormal and Anti-Paranormal Abilities

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:

PSI INFRAVISION
Allows one to see better in the dark, reducing combat penalties somewhat.

PSI TELEPATHY <name> <message>
Send telepathic messages to another paranormal.

PSI TELEKINETICS <target>
Allows one to hurl objects on the ground at the specified target.

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 without distractions.

 
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!


 
Simutronics Corporation

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