nervework -- Mundane craft floor montage Usage: nervework Alias: nerve How you play 1. Have a Mundane Background (Human Path, or Awakened cover) 2. Humans: be Steady (not Committed). Covers skip Commit. 3. Go to a room that matches your Background (below) 4. nervework short cooldown; refill a little craft pool Humans refill Spirit; Monster / Celestial covers refill Lineage fuel (Presence / Blood / Grace / … -- see help fuel) 5. Matching rooms add more; Human sparring leaves a little Spirit residue Matching rooms (wastes town) detective -- Jail, Library, Civic Row, Corner Bar tips scientist -- Singer Garage lab, Ash Garage / warehouse workshop, industrial salvage soldier -- Gym barracks/spar; street patrol on plaza and avenues witch -- Chapel medic -- Clinic / wards procurer -- nightlife strips, Pawn fence, evil_zone sewers prophet -- Chapel / consecrated / ritual hunter -- salvage, patrol, library, tip boards, barracks occultist -- ritual / consecrated / evil_zone men_of_letters -- library / ritual / consecrated (bunker stacks) slayer -- spar / training / patrol / barracks Offline Echoes only trickle in matching rooms, and slower. Never as strong as surviving supernatural pressure while Committed (premium Spirit -- Humans only; see help commit). Soft town heat can rise from loud juryrig / case work (Cadence tells, not monstrous reveal). Collapse broadcasts mortal exhaustion only. See also: help human | help spirit pool | help fuel | help commit