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accord

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accord -- Elysian Accord (masquerade heat)

Balthazar's underworld treaty: do not break the masquerade in witnessed public on Prime Earth. Mundane bar fights are police business (arrest heat)
-- fangs, smites, hexes, and true-form reveals in front of bystanders stack accord_heat.

How you play
  Avoid undeniable supernatural displays when mortals can see you (streets, diners, plazas).
  accordheat -- read your masquerade breach heat and dispatch tier (like heat for arrest heat).
  accord_heat decays while you are hiding -- monster nests, evil sewers, private rooms, or anywhere no bystander could report you -- about one point per game-hour.
  Heat clears when Cleaners bag you, clinic you out, or an Author rewrite ends the hunt (see below).
  Killing a Watcher or Cleaner makes heat stick higher until you settle or lay low a long time.
  Watchers (heat 30+) report your coordinates to Balthazar's cuff network.
  Cleaners (80+) hunt you in civic Earth. Enforcers (150+ or repeat Cleaner kills) bring tier-3 kit. A rare Grigori (200+) is the last resort.
  Monster nests (vampire_nest, spawn dens) -- the network loses you entirely. No Watchers, Cleaners, or door-camping.
  Evil sewers outside a nest -- lay low. Only a Grigori may hunt you there; Watchers, Cleaners, and Enforcers stay out.
  Lebanon - The Elysian - Lobby is neutral ground (no combat).
  vipelevator -- VIP shaft (Lot's Salt or contractor standing).
  accordboard / claimaccord / joinaccord -- VIP Contract Board (heat 50+).
  EXTRACT lines appear when Cleaners bag an unkillable mark into holding.
  bribeheat -- spend Lot's Salt at the Elysian desk to clear heat.

Elysian vault
  Supernatural holding ward (below VIP lounge) bags death-proof marks.
  Observation gallery for contractors. Held marks cannot walk out until the timer lapses or staff intervenes.
  Bagging clears your Accord heat -- the contract is filed closed when you are released.

What it does
  0 Spirit.

See also: help bite | help form | help arrest | help balthazar