A mask is a persistent traceable item that changes supported in-character presentation while worn. This guide remains a draft until two-client streaming, custody cleanup, mask-aware social output, and authorized identification have completed verification.

Obtain and wear a mask

Obtain a mask through an operating store’s current catalogue or an ordinary item handover. Confirm that the current character carries it in /inventory, then use /mask to put it on.

The server privately shows the public scene reference in m: form. Use /mask again to remove concealment. Current store location, number, stock, and price are intentionally left to the live catalogue.

Understand visible concealment

While worn:

  • the overhead name tag is hidden;
  • supported in-character speech and social output use masked presentation;
  • commands that explicitly support mask references can use the displayed m: code; and
  • mask-aware examination preserves the concealed identity.

The system does not rename the scoreboard character or currently attach a visible face object. A mask changes supported in-character presentation; it does not erase authoritative identity or server records.

Use mask references safely

Use an m: reference only when that masked character is visibly part of the current scene. Remembering a code does not locate an offline or currently unmasked character, and seeing an OOC scoreboard name does not grant character knowledge.

Examination does not reverse concealment. A voluntarily presented authoritative document can reveal the identity written on it. Specialized role-authorized identification remains outside this public draft.

Understand custody and persistence

The item persists through reconnects, but the character starts a new session unmasked and must use /mask again while still carrying it.

Successfully giving, dropping, storing, or otherwise moving the worn mask away removes concealment. Removing a mask remains available when putting one on would be refused.

The visible code belongs to the character and remains stable if that character later obtains another mask; it is not a unique serial number for the physical item.

Recover from common problems

  • Putting it on is refused: confirm the item is carried and correct the reported health, restraint, or character-state condition.
  • Custody changed while worn: check /inventory; concealment should end when the item leaves the character.
  • Reconnect starts unmasked: this is expected. Wear the carried item again if appropriate.
  • A masked reference no longer resolves: use only the current visible scene reference rather than old character knowledge.
  • Presentation disagrees between players: remove and re-wear once, then preserve the two-client result for verification rather than repeatedly transferring the item.

Mask acquisition remains linked to the draft shopping flow, and operational identification procedures are deliberately omitted.