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nervework

Same text as in-game help nervework.

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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