01 / Organizations
What the sale uses
society sellblood <glass> consumes a nonempty glass produced by giveblood. It attempts an NPC sale in waking Gravesend. The seven-real-day cooldown belongs to the character and is shared across society selections. Changing the selected organization cannot create another attempt.
The attempt has a 50 percent sting chance. A sting spawns a tier-scaled Cortex arrest squad and pays nothing. Both the successful sale and the sting consume the glass and cooldown. Invalid attempts consume neither.
society sellblood <glass>- Attempt an eligible blood sale.
02 / Organizations
Where the money goes
A successful sale pays the selected active society rather than the character's personal bank. It creates a society log and contribution record.
| Seller tier | Successful payment |
|---|---|
| 1 or 2 | $20,000 |
| 3 | $10,000 |
| 4 | $5,000 |
| 5 | $2,500 |
03 / Organizations
Eligibility matters
The character must be free to act. Guests and staff and ghosts and higher powers are excluded. Battlegrounds and dissent and State of Emergency scenes do not qualify. An existing enforcer pursuit also prevents the attempt.
The sale outcome and cooldown are saved immediately. It is not a repeatable resource loop that can be reset by reconnecting.
Source notes c5dfe60
Repository edition reviewed 2026-09-19. The running game may differ.