* In TinyMUDs, "kill" sends players to the rooms that are their homes, meanwhile scattering any objects they are holding to the objects' respective homes. Therefore killing is an inconvenience, and a bow to the combat-adventure origin of MUDs. Killing was successful on a percentage chance equal to the pennies spent on the act, with a ten penny minimum. Killed players received fifty pennies "insurance" money. With the probabilities involved, suicide was not profitable, and newcomers had to accumulate pennies before they could successfully kill anyone. However, with the aid of some macros, a problem player could generate crash, sit themselves in a public room, and kill everyone who walked in until booted.