Los Santos After Dark

The Player Guide

Everything you can actually do. How the city works, how your sheet works, how each of the splats plays, and every command you can type. If you only read one page before your first night, read this one.

Left AltThird Eye
VoiceHow you talk
/sheetYour character
/splathelpThis guide, in game
Section one

Your first night

Four things carry most of the game. Learn them and you can find the rest by poking at the world. Everything on this page assumes you have been whitelisted and have a character approved by a Storyteller.

Third Eye

Left Alt is the single most important control you have. Hold it and the world lights up with things you can interact with: people, shop counters, fuel pumps, doors, terminals, corpses, animals, elevator panels. If you are ever wondering how to do something physical, the answer is almost always Third Eye it.

Talking

This is a voice roleplay server. Your character speaks through your microphone, and voice is proximity based: people hear you if they are close enough. Get your microphone working before your first scene.

T opens chat, which is where you describe things with /me and /do. Typing dialogue is reserved for players who cannot use a microphone. See Talking and roleplay.

Your sheet

/sheet opens your character. Attributes, Abilities, Backgrounds, powers, your wound track and your pools all live there, and every dice roll you make is rolled off it. Read it once before you play.

Your phone

M opens your phone. Calls, texts, contacts, the bank app, garages, and the apps your character has access to. If you get hurt, this is one of the ways you reach a medic.

The other four you should know tonight

Home
Shows the server IDs of nearby players above their heads for five seconds. You need an ID to send a private message, sell someone something, or file a report. It is not their name and it never becomes their name.
Esc
The pause menu. Settings, then Key Bindings, then scroll to the FiveM section is where you rebind almost everything on this page. Nearly every keybind here is yours to change, and several ship with no default at all so they cannot collide with something you already use.
F8
The console. Useful if staff ask you to read an error back to them. Keybinds are not in here.
/tutorial
Replays the new player tutorial. You can run it as many times as you like, whenever you like.
/splathelp
Opens this guide inside the game, filtered down to what your character can actually use. Bind it to a key you will remember. If a command exists but does not appear in there, your character does not have it.

How a night usually goes

  1. You spawn somewhere in the city. Nobody knows who you are and you do not know them. That is the intended starting position, not a bug.
  2. You find people. Bars, diners, gas stations, the hospital lobby, wherever the crowd is. Talk to them in character.
  3. You introduce yourself, or you do not. Names are exchanged deliberately, in scene. See Names and appearance.
  4. You do something. Pick up a shift at a store, take a delivery job, chase a rumour, follow whatever your character wants.
  5. Something goes wrong, because this is the World of Darkness. See Injury, dying and healing.

Two habits that will save you a lot of trouble

Ask before you assume. If you are not sure whether something is mechanically possible, ask in local out of character chat with /b rather than guessing and building a scene on top of a wrong guess.

Nothing here is a race. Power comes from experience spent over weeks and from Storyteller approval, not from grinding. A brand new character who plays well is more interesting than an old one who does not.

Section two

Talking and roleplay

Dialogue happens in voice. Chat is for describing what your character does, and it is split by how far each thing carries, so a small gesture in a booth does not reach the far side of the bar. Everything below shows above your character's head as well as in the chat window unless it says otherwise.

Speaking

Your character talks through your microphone. Voice is proximity based: normal speech reaches the people around you, and the further away someone is the less they hear. There is nothing to type and no command to learn.

Talking
Hold your push to talk key and speak. Your range follows how you are speaking.
Changing range
Cycle between whisper, normal and shout with your proximity key. Everyone can hear how loud you are being.
Radio
Held separately from your voice. People standing next to you hear your half of it.

Both keys are in the pause menu under Settings, then Key Bindings, then the FiveM section.

Typing dialogue is reserved

Plain typed speech and the /s, /w and /low commands are held for players who cannot use a microphone. Try one without access and you are told to speak in voice instead.

If that applies to you, open a support ticket. It is granted through Discord and takes effect in game once it is approved. Nobody will ask you to justify it in detail.

Everything else in this section, all the description and out of character commands, is open to everyone and always has been.

Describing

These are the backbone of World of Darkness roleplay. Use them constantly. A scene made only of dialogue reads like a phone call.

CommandRangeWhat it is for
/me [action]15mSomething your character does. /me lights a cigarette and does not offer one.
/melow [action]3mA small action only someone very close would catch. A tell, a flinch, a hand moving under the table.
/medist [action]30mA large or distant action. Something the whole street sees.
/do [description]15mThe environment, or the outcome of an action. /do The lock gives with a snap. Use it to answer questions other players ask about your character too.

Out of character and private

CommandRangeWhat it is
/b [message]15mLocal out of character. Shows your server ID. For quick clarifications mid scene.
/ooc [message]20mThe same thing at slightly longer reach.
/pm [id] [message]AnywherePrivate message a player by server ID. Out of character. Get the ID with Home.
/ad [message]CitywideAdvertisement. Costs $250 and prints your phone number, so people can actually respond.
/news [message]CitywideA news broadcast. Reporters only.
/chatsettings-Chat preferences: what you see, how it looks, what gets filtered.
/clear-Clears your own chat window. Nobody else's.

Emotes and body language

The basics

/e [name]
Play an emote. /e sit, /e smoke, /e lean.
/emotemenu
The full browsable list. Far easier than guessing names.
/emotecancel
Stop whatever you are doing.
/nearby
Shared emotes with another player. Handshakes, hugs, carrying, dances. They get a prompt to accept.

Carriage and mood

/walk [style]
Change how your character moves. /walks lists the options.
/mood [name]
Set a resting facial expression.
/crouch /crawl
Get low, or get lower.
/pointing
Point at things with your hand.
/binoculars
Watch something a long way off.

Leaving something behind

/scene

Scenes let you leave detail in the world for other people to find. There are two kinds and they behave very differently.

  • Prop scene. Place any physical object, position it with a live preview, and write the text a successful roll reveals. Another player Third Eyes the object and only reads what you wrote if they pass the roll you set. This is the one for evidence, hidden marks, and things that should reward a perceptive character.
  • Text only scene. Plain readable text floating in the world. Not hidden, not gated, anyone walking past can read it. Look at where you want it, the real text previews in place, and E drops it. Up and Down adjust height, hold Shift for fine control, X or Esc cancels.

Dropping an item from your inventory also uses the scene placer, so you can put things down precisely and describe them, instead of items appearing in a heap at your feet.

Consent

This city goes to some dark places on purpose. The consent system exists so you can set the edges of that for yourself without stepping out of the fiction to negotiate it every time.

CommandWhat it does
/consentsheetYour own preferences. Mark each theme Yes, No, Fade to black, or Ask first, and write a free text note if you want to explain.
/checkconsent [id]Read someone else's sheet before you start something. Do this rather than guessing.
/consent [id]Ask a specific player about a specific theme, with context. They approve or decline. Requests time out after two minutes.
/withdrawconsent [reason]Stop, now. Alerts everyone within 30 metres, plays a sound, and logs it. Never a wrong thing to use.

What consent does not cover

Consent is about themes, not about outcomes. You cannot use it to opt out of:

  • Supernatural powers being used on your character.
  • The consequences of your own roleplay, including injuries and social fallout.
  • Dice results, investigation outcomes, or losing a contested roll.

If you want your character to be resistant to something, buy the merit that does it at character creation. That is the in character answer, and it costs something, which is the point.

Section three

Names and appearance

Nobody's name floats over their head here. Every character you meet is an unknown individual until they choose to tell you who they are, and that stays true no matter how many times you have seen them. It is the single biggest difference between this server and most others.

Learning a name

Third Eye a player and choose Introduce Yourself. They now see your name in chat instead of an unknown label.

It is one way. If you want to know theirs as well, they have to introduce themselves back. This is deliberate: telling a stranger your name is a decision your character makes, and it should cost something to be careless with.

Introductions are permanent and survive relogs and restarts.

Reading a stranger

Third Eye a player and choose Observe Appearance to see how they look. You get whatever they have written about themselves plus any visible merits or flaws from their sheet, automatically. You never get their name from this.

Inside that view there is a Look Deeper option: a Perception plus Alertness roll to notice traits they did not advertise. Scars under a collar, the wrong kind of stillness, a smell that should not be there.

Describing yourself

/appearance
Write what people see when they look at your character. Height, build, the state of their clothes, how they hold themselves. Aliases: /desc, /setdesc, /setappearance. Fill this in. An empty description is a wasted first impression.
/showsheet
Show your character sheet to a nearby player. For when someone genuinely needs to see it.
/reloadskin
Re-apply your saved appearance if your character is wearing the wrong thing or has gone bald.
/refreshskin
Force your model back to normal if a power left you looking like someone else.
/refreshtextures
Fixes blurry or missing textures. Try this before assuming something is broken.
/outfit
Open your outfit bag if you are carrying one.

Clothes are changed at a clothing store or in your own property, not from a command. /reloadskin is not an undo button for that: it re-applies what is saved, so if you buy an outfit and then reload, you get the new outfit back rather than the one you arrived in. Save deliberately.

Server IDs, and what they are not

Every player has a numeric server ID. Press Home to see the IDs of everyone near you for five seconds. You need one for /pm, for targeted commands, for reporting, and for selling someone a vehicle.

/id shows your own. /cid shows your character identifier, which staff sometimes ask for.

An ID is an out of character handle. Your character does not perceive it, cannot say it, and does not learn anything about a person from it. Recognising a player by their ID and acting on it in character is metagaming.

Section four

Your sheet and dice

This is a tabletop game that happens to be rendered in three dimensions. Your character is a sheet of traits, and almost everything uncertain is settled by rolling a handful of ten sided dice against it.

Opening it

/sheet
Your character sheet. Also /charactersheet.
/showsheet
Show it to a nearby player.
/roll
Roll from chat when you already know the pool you want.
/resources
Your Resources background: what your character owns, what they can afford, and how many vehicles they may keep. Also /backgrounds.
/job
Your current job and grade.

How to roll

  1. Open /sheet.
  2. Click the Attribute you want. Strength, Manipulation, Wits, whichever fits. It highlights.
  3. Click the Ability to pair it with. Brawl, Subterfuge, Investigation, and so on. Backgrounds and other traits can be picked the same way.
  4. The two ratings add together into a dice pool. Roll it.

Reading the result

  • Each die that comes up at or above the difficulty is a success. Standard difficulty is 6.
  • One success means it worked, barely. Three is comfortable. Five is exceptional.
  • A 1 cancels a success. If you roll ones and no successes at all, that is a botch, and something goes actively wrong rather than merely not working.
  • Your wound penalties are applied automatically to almost everything. A hurt character rolls fewer dice, and you do not have to remember to subtract them.

Rolls are announced to nearby players, but your name only appears to people who have actually been introduced to you. Everyone else sees the unknown label. You cannot learn someone's identity by watching them roll.

Experience

Experience is granted by Storytellers and through the site, not by grinding. It is spent through your sheet, and the spend is reviewed before it takes effect.

  1. Open /sheet and click Spend XP.
  2. Raise whatever you want to raise. The editor is add only: dots go up, never down, and nothing can be removed.
  3. Submit. The sheet locks and shows your new dots, but they are not usable yet.
  4. A Storyteller approves or denies. On approval the dots go live and the experience is deducted. On denial nothing changes and nothing is lost.

Costs are calculated automatically from the standard tables and recomputed on the server, so there is nothing to argue about and nothing to work out on paper.

Experience also arrives monthly, with per splat caps, and is visible on your account on this site. Raising a dot is a story beat worth roleplaying towards, not a shopping trip. Storytellers will happily deny a spend that came out of nowhere.

Pools

Most supernatural characters carry one or more pools that fuel their powers. They are on your sheet and they update live.

PoolWho has itHow you refill it
BloodKindred, GhoulsFeeding. See Kindred.
RageGarou, FeraAnger, frustration, the moon. Spent to shift instantly and to fuel Gifts.
GnosisGarou, FeraSpiritual practice and Caerns. Gates whether you can step sideways.
GlamourChangelingHarvesting emotion and dreams. See Changeling.
QuintessenceMageNodes, ley lines, Tass.
WillpowerEveryoneRegenerates on its own over time, and is spent to resist things you would otherwise have no answer to.
ConvictionImbuedActs of faith and confrontation.

A permanent rating is the ceiling; the temporary value is what you actually have to spend. You can usually burn into the permanent rating in an emergency, but you will be warned first, and getting it back costs experience rather than time.

Section five

Injury, dying and healing

Your character does not have a health bar in the usual sense. They have a wound track of seven levels, and the deeper it fills the worse they function. This is what every medic, every dice roll and every death screen is reading.

The condition ladder

0HealthyNothing wrong.
1BruisedCosmetic. No penalty.
2HurtMinus 1 die to everything.
3InjuredMinus 1 die, and you move like it.
4WoundedMinus 2 dice.
5MauledMinus 2 dice, movement badly affected.
6CrippledMinus 5 dice. You need help to get anywhere.
7IncapacitatedYou cannot act at all.

Type /condition at any time to see where you are.

The three kinds of damage

Bashing

Fists, blunt objects, falls, car impacts. Heals in about 30 minutes per level.

A bar fight leaves you sore for half an hour.

Lethal

Gunshots, blades, animal attacks. Heals in about 6 hours per level.

A shooting follows you around for most of a day.

Aggravated

Fire, and things worse than fire. Heals in about 48 hours per level, and no field medic can close it.

Being set alight is a story arc.

Named injuries

Separately from the wound track, your character accumulates specific injuries: a gunshot wound to the left leg, a fractured rib, lacerations. Each is recorded with a body region and a severity of Minor, Serious or Critical. These are what a medic actually treats.

They accrue during ordinary play, not only when you go down. If you get shot and walk it off, the wound is still on your chart.

Going down

When your body gives out you enter last stand. You have roughly five minutes before you pass into full death. Being shot again while down will finish you immediately.

Controls while you are down

T
Chat. Your voice still works too. You can still take part while you are down, and you are meant to. A downing is a scene, not a loading screen, and the person on the floor is still in it.
H held
Call for a medic. Hold it again while the call is unanswered to withdraw it.
E
Declare your injuries and write a statement for whoever treats you.
R
Hide the patient monitor so you can watch the scene. Press again to bring it back.
Backspace held
Give up. Only works once the timer has unlocked.
G held
Rise. Kindred and Garou only, costs one Blood Point or one Rage.

The monitor's heartbeat trace is real: it reflects your actual wound track, and it will flatline if you do. It is deliberately see through so the scene around you stays visible.

Nothing calls an ambulance for you

Going down is not a call. Until you hold H, no medic, no dispatch board and no map marker knows anything has happened.

This is deliberate. A vampire bleeding out in a haven, a Garou put down inside their own sept, a body left somewhere quiet: none of those want an ambulance turning up. Calling is a decision your character makes.

Once a unit has taken your call they are already driving, so at that point you cannot withdraw it.

How long before you can give up

Giving up is gated on whether help is realistically coming:

You have not called
About 2 minutes. Nobody knows, so nobody is coming.
Nobody on duty
About 45 seconds. There is no crew to wait for.
Called, not yet taken
About 4 minutes, counted from the call rather than the downing.
A medic is en route
About 15 minutes. Somebody is actually driving to you.
Somewhere unreachable
About 10 minutes.

Giving up is a hold rather than a press for the same reason rising is: no amount of typing produces a held key, so a stray keystroke mid sentence cannot kill you.

Separately, a genuinely critical patient has a rescue window of 30 to 60 minutes. Inside that window you can still be saved, and that is the timer that really decides how your downing resolves.

Declaring your injuries

Press E while down and tell the medic what is wrong with you. You choose the injury, the body region, and how bad it is. If you would rather not adjudicate your own wounds, pick the option that asks the system to judge severity: it rolls three dice and decides.

You can also write, in your own words, what happened. This goes onto your chart and the treating medic can read it. It is the single most useful thing you can do for the person about to work on you.

Anything you declare is flagged as stated, meaning it came from you rather than from the system. You are free to lie about how you got hurt. They are free to be sceptical.

Waking up

Two ways back. A medic revives you and you come back treated. Or you give up, and wake on a hospital bed still carrying the injuries from whatever put you down. Being shot to death and then waking up does not un-shoot you.

Healing on your own

Bashing
About 30 minutes per wound level.
Lethal
About 6 hours per wound level.
Aggravated
About 48 hours per wound level.

You do not have to be online for it. Healing that would have happened while you were away is applied when you log back in.

You cannot treat yourself

There is no self care. Medical supplies in your inventory do not work on the person holding them. Use one on yourself and it is refused, the item stays in your pocket, and you are told to find a medic.

This is deliberate. An injury a character can walk off alone is an injury that never becomes a scene. Carrying a kit is still worth it, because a medic can use one on you, and because the person bleeding out next to you is not you.

If there is genuinely no medic

Walk into any registered facility and Third Eye the Check In For Treatment desk. Reception sees you and does what reception can do.

What you get
Up to two wound levels closed, bashing first and then lethal, plus professional care for the next couple of hours.
What you do not get
Anything aggravated. They will clean you up and tell you honestly that it is beyond a walk-in.
How often
Once every fifteen minutes.

Giving up and waking at the hospital counts as a check-in. The same fifteen minutes applies, so you cannot respawn and then immediately walk to reception to top yourself up. Respawning is meant to cost you something.

A walk-in is deliberately weaker than being treated by a person. It exists for the night when nobody is on duty, not as an alternative to calling one.

Being treated by a medic

Treatment sets a care level that multiplies your natural healing for the next few hours:

  • Basic aid. Normal rate, but the bleeding is stopped.
  • Professional care. Twice as fast, lasts about 2 hours.
  • Advanced care. Four times as fast, lasts about 4 hours.

This is why it is worth seeing a medic even when you are not dying. Clearing a chart entirely requires you to be lying on a bed at a registered facility, and aggravated damage needs a written justification that stays on your record permanently.

The system deliberately does not fully heal anyone in the field. Being hurt stays a thread someone can pull on.

If you are Kindred or Garou

Your dead or furious flesh does not care much about ambulances.

  • Rising. Hold G while down. Costs one Blood Point or one Rage. You come back at Crippled and your injuries come back with you. It is not a heal, it is refusing to stay down. /rise works as a fallback if your G binding conflicts with something.
  • Mending. /mend spends a point to close one health level, once per scene. Vitae and Rage can close bashing and lethal. Neither can touch aggravated. Fire is still fire.

Fera, ghouls and other splats with pools do not get this. Kindred and Garou only.

Be careful who is watching

Mortal bystanders who see a body get up, or see wounds close on their own, will flee, and the sighting reaches people who hunt your kind. Rising in front of a crowd is a decision, not a reflex.

Going down where no ambulance can reach

If you fall in the Umbra, the Dreaming, the Shadowlands or anywhere else off the map that mortals share, no unit is coming. There is no dispatch to page and no hospital to wake up in. The death screen will tell you where you are and what it feels like.

Your rescue is another character's Gift, Art, Discipline or Sphere. Failing that, the give up timer is your way out. Plan accordingly before you go somewhere like that alone.

Section six

Money, work and business

Almost every shop in this city is staffed by a player, not a machine. That means work is easy to find, and it means the person behind the counter is someone you can talk to, lie to, or rob.

Working a shop floor

Gas stations, convenience stores, liquor stores, pharmacies, supermarkets, hardware stores, electronics shops and Ammu-Nation are all open to anyone. No application, no interview, no waiting list.

  1. Go to any store of the type you want to work.
  2. Find the staff terminal. It is behind the counter or in the back room.
  3. Third Eye the terminal and choose Clock In.
  4. Your store gets a marker on the map and becomes the open store of that type. Customers come to you.
  5. Third Eye the terminal again to Open Terminal and ring up customers, or Clock Out to end your shift.

What it pays

An hourly wage plus a commission on every sale you process. The wage is decent and the commission rewards actually serving people rather than standing behind a till.

Stay in the store. Wandering out of your zone or idling for around ten minutes clocks you out.

What changes when you are on

While a store is staffed, the automated shops of that type nearby shut down. Customers have to come and deal with a person.

At a staffed gas station, fuel goes through you. The driver cannot just pay the pump.

Ammu-Nation clerks also run the gunsmith. Three dimensional weapon inspection, attachments, and every firearm sold is serialised and registered to the buyer. That serial number does not go away, and law enforcement can read it.

Banking

Visit a bank branch or any ATM for cash, savings and society accounts. Businesses and organisations have their own accounts with their own permissions, so an owner can let a manager draw on the company without handing over everything.

Paychecks arrive automatically while you hold a job. Cash on your person can be taken from you. Money in the bank cannot.

Other work

Freelance and contract

  • Deliveries, postal routes and logistics runs.
  • Garbage collection, window cleaning, lumberjacking.
  • Oil rig work, treasure hunting, electrical contracting.
  • Taxi driving and bus routes.
  • Fishing, mining and other slow honest money.

These are start-when-you-want, stop-when-you-want. Most have a cooldown between runs so they stay a living rather than a treadmill.

Employed positions

  • Mechanics, dealerships and custom shops.
  • Bars, restaurants, cafes and clubs.
  • Hotels, gyms and entertainment venues.
  • Real estate offices.
  • Law firms and journalism.
  • Government service: police, fire, medical, corrections and the courts.

These are hired in character by the business owner, or through an application on this site for government roles.

Running a business

Player owned businesses have menus, recipes, staff rosters and a bank account. If you are a member of one, /markets opens the business dashboard: stock, suppliers, negotiations and imports.

Crafting recipes turn purchased ingredients into sellable products. Supply is not infinite: suppliers have prices that move, negotiations can go badly, and a business that never restocks runs dry.

Menus and business requests are managed through your account on this site, and staff review changes before they go live in the city.

Items and inventory

Carrying
You have a weight limit. Overload yourself and you will feel it. Bags, boxes and vehicle boots hold more.
Dropping
Dropping an item puts it in the world, where anyone can pick it up. Use the placement preview to put it somewhere deliberate.
Giving
To hand something to a specific person, target them and give it directly. Do not drop it at their feet and hope.
Stealing
Other players' pockets can be searched under the right circumstances. So can yours.
Section seven

Vehicles and property

Los Santos is large and walking it is a punishment. Here is how to get a car, keep it running, and find somewhere to sleep that is not a bus stop.

Fuel

  1. Drive up to a pump and step out of the vehicle.
  2. Third Eye the pump.
  3. Choose how much you want and pay with cash or card.

You can also buy a jerry can at the pump, up to 50 litres, for the day you misjudge a journey. Electric vehicles recharge at charging stations rather than pumps.

If a player is clocked in as the attendant at that station, the transaction goes through them instead. Talk to the person behind the counter.

Owning and storing

Garages

Public garages are marked on the map. Store a vehicle at one and retrieve it from any garage that allows it. Your phone can also show you where your vehicles are.

How many vehicles you may keep is capped by your Resources background. A character with one dot of Resources does not have a fleet. Check yours with /resources.

Impound

Vehicles seized by law enforcement go to the impound lot, not your garage. Getting one back costs money and sometimes a conversation.

Abandoned vehicles left in the street eventually get cleaned up. If a car matters to your character, park it somewhere sensible.

Keys

Vehicles are locked and keyed. You can hand keys to another player, and someone without keys has to work for it. Losing your keys is a real problem.

Buying

Dealerships sell new vehicles and are staffed by players. Private sales between characters are entirely possible, and considerably more interesting.

/engine
Toggle the engine on or off.
/stations
Browse and set the radio while in a vehicle.
/stuckmlo
If you fall through the world or get wedged inside a building, this moves you to the nearest public garage. Also /unstuckmlo.

Wear and servicing

Vehicles wear down with mileage, not with time parked. Oil, filters, brakes, spark plugs and the rest all degrade, and a neglected car handles like one.

Take it to a mechanic shop. Mechanics are players, which means a working relationship with one is worth having before your brakes are the problem.

Somewhere to live

/listings opens the property portal: everything currently on the market, sorted into tiers from a room above a bar to something with a gate.

Properties are bought through an estate agent, who is a player. Real estate agents earn commission, so they have every reason to actually show you around.

Once you own somewhere you can furnish it, set access for other characters, and use it as a haven, a safehouse, or somewhere your character keeps their things. For most supernaturals, having somewhere defensible is not a luxury.

If a door refuses to work or you end up locked inside your own house, /unstickhouse gets you out. Tell staff afterwards so it can be fixed properly.

Elevators and interiors

Buildings with multiple floors have working elevators. Third Eye the panel and pick a floor. Some floors are private and will refuse you, which is the intended answer rather than a fault.

Section eight

Phones, radio and mail

There are five separate ways to reach somebody who is not standing in front of you, and which one you use says something about who you are.

Your phone

M opens it. Calls, text messages, contacts, photos, and the apps your character has access to. Numbers are exchanged in character like names are, and a number is a real piece of information: give it out carefully.

/phone works as a fallback if your keybind conflicts with something.

Banking app
Balances and transfers without walking to a branch.
Garage app
Where your vehicles are.
Radio app
Join a radio channel from your phone rather than carrying a handset.
Emergency
/911 reaches police, fire and medical dispatch with a message and your location.

Phones can be lost, stolen, and taken off you. If yours goes missing there is a recovery route, but it is deliberately not instant.

Radio

Music

/stations
Open the station browser. In a vehicle it controls the car radio; on foot it controls the nearest boombox.
/setstation [id]
Jump straight to a station.
/radiovolume [0-100]
Set how loud it is for you.
/radiooff
Silence.

Boomboxes

/placeboombox
Put down the boombox you are carrying.
/boombox
Set the station on the nearest one.
/boomboxyt [url]
Queue a video link. Everyone nearby hears the same thing at the same point, because the queue is kept on the server.
/boomboxskip
Next track.
/boomboxvolume [0-100]
How loud it plays in the world.
/boomboxoff
Turn the nearest one off.
/pickupboombox
Take yours back. Owner only.

Two way radio

Emergency services and some organisations run encrypted radio channels. You need the job and you need to be on duty to join one. /callsign sets how you identify on the air.

Radio traffic is heard by everyone on the channel and by anyone standing next to you when you transmit. Be aware of who is in the room.

Mail and letters

/email
Opens a laptop mail client. Write, read, and manage an inbox. If there is no laptop nearby, one appears.
/mailgroups
Create and manage mailing lists, for when a message has to reach a whole organisation.
/letter
A desk, a blank sheet, and a pen. Physical correspondence. Kindred.
/letters
The pile of letters you have received.

Letters are slower than email on purpose. Some things should arrive in an envelope.

The private networks

SchreckNet

The Kindred network, run by the Nosferatu and reached with /schrecknet or /sn. Text only, channel based, and old fashioned on purpose.

Channels include a general lobby, a marketplace, a rumours channel and clan-locked spaces. Some are invite only; Nosferatu, network administrators and channel operators hand out access with /invite.

Commands inside: /join #channel, /part, /msg [user] [text], /who, /whois [user], /channels, /me, /quit.

Hunter-Net

The Imbued network, reached with /hn or /hunternet. You need an Imbued account; it is not open to hunters generally.

Channels cover sanctuary, sightings, tactics, edges and new bloods. Inside you can file /report for a sighting, read /sightings, browse /creeds and consult the /bestiary.

Everything posted there is read by people who kill things for a living. It is not a diary.

Both networks are in character. Anything you type on them can be read, quoted, screenshotted and used against you by other characters, and both have been infiltrated before. Assume nothing you write is private.

Section nine

The splats

What follows is the mechanical half of playing each kind of character: the commands, the pools, the costs and the consequences. It is not a lore primer. For the fiction, read the primers.

Only the sections that apply to you are worth memorising. /splathelp in game shows you exactly your own list and hides everyone else's.

Kindred

Vampire: The Masquerade

You are dead, you are hungry, and you are bound by a law that says none of that may ever be seen. Everything you can do costs blood, and blood comes from people.

Blood and hunger

/bloodpool
Your current blood pool and hunger level.

Hunger runs from 0, sated, to 5, on the edge of frenzy. It climbs by one every twenty four hours whether you play or not. Every blood point you drink brings it back down by one.

At hunger 5 the Beast is close enough to touch, and a Storyteller may call for a frenzy roll at any provocation. Do not let it sit there.

Feeding

Feeding is a scene, not a button. Every step of it is a roll you can lose.

  1. Find someone. Third Eye any mortal, whether a passer-by or another player.
  2. Choose your approach. Seduce uses Manipulation plus Persuasion. Intimidate uses Charisma plus Intimidation. Dominate needs the Discipline and bypasses the argument entirely.
  3. Roll against them. They roll too. Ordinary people have a small pool, cautious ones more, the genuinely paranoid more again. You need more successes than they get.
  4. They come with you. On a success they follow until you feed or dismiss them. Walk them somewhere quiet. Doing this in the middle of a street is how the Masquerade breaks.
  5. Feed. Target them again and choose how much to take.
Blood left in themWhat happens to them
8 to 10They walk away fine, a little light headed.
6 to 7They stumble off looking drunk and recover in about twenty minutes.
2 to 5They collapse. Even odds they die; otherwise an hour to come round.
0 to 1They are dead, and you did that.

Feeding inside somebody else's domain without permission is noticed. The owner gets word through SchreckNet, vaguely, with no names attached, which means the next thing that happens is an investigation rather than an accusation. See Domain.

Disciplines

You only get the commands for Disciplines your sheet actually has. If a command below does nothing, you do not own it yet.

CommandDisciplineWhat it opens
/obfuscateObfuscateLevels 1 to 5. Arguments: shadow, unseen, mask, vanish, group, off.
/auspexAuspexHeightened senses, aura sight, telepathy, reading objects.
/celerityCelerityA burst of supernatural speed.
/presencePresenceMenu. Direct: /awe, /dread, /entrance, /summon, /majesty.
/animalismAnimalismMenu. Direct: /beckoning, /quell, /subsume, /beast.
/proteanProteanMenu. Direct: /protean eyes, claws, meld, shape [wolf|rat|bat], mist, rise, revert, off.

Obfuscate, level by level

LvlPowerHow it breaks
1Cloak of Shadows. Hidden while completely still.Any movement at all.
2Unseen Presence. Move about unnoticed.Sprinting, drawing a weapon, vehicles, talking.
3Mask of a Thousand Faces. Wear another face entirely.Roll is Manipulation plus Performance at difficulty 7.
4Vanish from the Mind's Eye. Disappear while being watched.Contested against observers, one minute cooldown, drops to level 2 after ten seconds.
5Cloak the Gathering. Hide your allies too.One person per success within ten metres, five minutes, then five minutes of cooldown.

Activating is Wits plus Stealth at difficulty 6. Anyone nearby may roll Wits plus Alertness at difficulty 7 to see through it, and Auspex adds to that. If an observer's Auspex equals or beats your Obfuscate rating, they simply see you. Vehicles break every level of it.

Protean, level by level

LvlPowerCost and notes
1Eyes of the Beast. See in complete darkness.Free. Your eyes glow red, which mortals notice.
2Feral Claws. Hands become weapons.1 blood. Lethal unarmed damage, and you cannot hold a gun.
3Earth Meld. Sink into the ground.1 blood. Needs bare natural earth. Invulnerable and safe from sunlight. Press E to rise.
4Shape of the Beast. Become a wolf, rat or bat.1 blood. Injuries carry across. /protean revert to come back.
5Mist Form. Become fog.1 blood. Physical immunity, drifts through gaps, floats over water, rises about three metres.

Court and standing

Status

/status
Your standing in the Camarilla.
/present [id]
Present a Kindred to Court. Prince and Seneschal only.
/setstatus [id] [amount] [reason]
Raise or lower someone's standing. Requires a court position, and how far you can move it depends which one.
/adddescriptor
Attach a reputation to a name. Feared, Respected, Disgraced.
/removedescriptor
Take one off.

Status runs from Unknown up through Acknowledged, Recognized, Valued, Admired, Revered and Exalted. It is not decoration: it changes your social rolls against other Kindred, how much territory you may hold, and how much you can take from it.

Boons

/boons
What you owe and what you are owed.
/ledger
The public ledger. Everyone can read it.
/callboon [id]
Formally demand payment.
/fulfillboon [id]
Mark one paid.
/registerboon
Enter one in the ledger. Harpy only.

Boons run Trivial, Minor, Major, Blood and Life. Every one needs a witness, and only the Harpy can register them officially. Debts left unpaid for a month start accruing interest, which is exactly as unpleasant as it sounds.

PositionCan raiseCan lowerScope
Prince+2-5, can strip entirelyEveryone
Seneschal+1-2Everyone
Harpy+1-1Everyone
Primogen+1-1Their own clan
Sheriff--1, with a stated reasonEveryone

Domain

Domain is the right to feed in a place, and it is granted by the Court, not taken. You must be at least Acknowledged to ask for one, the number of separate domains you may hold is capped by your status, and their size is set by your Domain background.

/requestdomain
Draw a claim on the map and submit it to the Court.
/myrequests
Where your outstanding claims stand.
/domainmap
The territory map. Everything claimed, by whom, and where you are welcome.
/domaincheck
Whose ground are you standing on right now.
/domainperms
Every zone you personally have permission in.
/domainfeed [id]
Grant somebody the right to feed in your domain.
/domainrevokefeed [id]
Take it back.
/domain
Grant a whole domain. Court authority only.
/domainrevoke
Revoke one.

Every approved grant automatically enters a boon in the Harpy's ledger. The Court does not give away ground for free, and you will be reminded of that.

If you are not Camarilla

The Anarch Movement runs on reputation and favours instead of status and boons.

/rep
Your standing on the street.
/claimturf
Stake a claim to a patch of the city.
/myturfclaims
What you have claimed and what is still pending.
/crew
Your crew.
/createcrew
Start one.
/favors
Favours owed in both directions. /ledger shows the wider picture.
/myheat
How much attention you have drawn.
/grudge
Grudges, held and owed.

The Masquerade

Everything above happens under one rule: mortals must never learn what you are. Rising from the dead in front of a crowd, feeding in public, using a Discipline where it can be seen, letting your eyes glow in a lit room. All of it is witnessed, all of it is recorded, and all of it eventually reaches people whose entire purpose is to find you.

Hunters on this server do not simply know what you are. They gather evidence, photograph it, submit it, and have it verified. Every breach you make is a page in somebody's file.

Garou

Werewolf: The Apocalypse

Five bodies, one temper, and a war nobody is winning. You have a pack, a territory, a spirit world you can walk into, and a curse that means ordinary people cannot stand to be near you.

Forms

Shifting is a Stamina plus Primal-Urge roll, with difficulty depending on how far you are going. Spend a Rage instead and you shift instantly with no roll. Your breed form is always free and always instant.

FormStrDexStaManAppWhat it is
Homid-----Human. The one you wear in public.
Glabro+2-+2-1-1Near-man. Big, wrong, still passes in the dark.
Crinos+4+1+3-3n/aThe war form. Triggers Delirium in every mortal who sees it.
Hispo+3+2+3-3n/aDire wolf. Fast over ground.
Lupus+1+2+2-3n/aWolf. Passes for an animal.
/garou
The form menu. Hold Shift while clicking a form to spend Rage and shift instantly.
/reform
Re-apply your current form if a revive or a skin reload dropped you back to human.

The form menu, quick shifting and the Umbra toggle all ship with no default key so they cannot collide with anything you already use. Assign them yourself under Esc, Settings, Key Bindings, in the FiveM section, searching for Garou.

Eating and drinking as an animal

Lupus and Hispo can lap water from rivers and lakes: walk to the water's edge and press E. Lupus, Hispo and Crinos can feed on dead animals the same way. Carcasses are picked clean after a few bites.

The Umbra

Stepping sideways is a Gnosis roll against the local Gauntlet. It is not a door, it is a wall you push through, and it does not always let you.

Getting there

/umbra
Step sideways, or come back if you are already there.
/peekumbra
Glimpse the other side for thirty seconds without crossing.
/gauntlet
How thick the Gauntlet is where you are standing.
/rescue [id]
Pull a Caught Garou back through. You roll for it, and a botch catches you as well.

What the roll gets you

3 or more successes
You phase through instantly.
2 successes
You phase after about thirty seconds.
1 success
You phase after five minutes. Stand somewhere safe.
No successes
Failure, and an hour before you can try again.
Botch
Caught between worlds. Everything greys out and you cannot act. Another Garou has to come and get you.
Where you areGauntlet
A Caern3
Deep wilderness5
Rural6
Suburban7
Urban8
Downtown9
Wyrm blight10

You cannot step sideways while your Rage is higher than your Gnosis. An angry Garou is too solid to slip through. This catches people out constantly, and it is not a bug.

Going down in the Umbra means no ambulance and no hospital. See Injury.

Howling

A howl is physical sound, not telepathy. It is blocked by buildings, swallowed by traffic, and carries a very long way over open ground.

How far it goes

Homid
25m. A shout, not a howl.
Glabro
50m. Stronger lungs.
Crinos
100m. A war howl.
Hispo
150m. Built for distance.
Lupus
200m. The real thing.

Wilderness adds half again. A Caern adds a third. Urban ground cuts it by 40 percent and downtown by 60. Two or more packmates howling within ten seconds harmonise and reach a quarter further.

Using it

/howl
Open the howl menu and pick a traditional form.
/howl [text]
A quick freeform howl with your own words.

There are traditional howls for introduction, war, challenge, distress, the hunt, mourning and the Moot. They are cultural forms rather than mechanical powers: nothing forces you to use them, and other Garou will notice if you do not.

There is a cooldown of twenty to thirty seconds between howls, longer in Crinos and longer again in a noisy city.

Recognition

Garou learn each other's voices over time. Hear a stranger once and they are an unfamiliar voice. After three times they are vaguely familiar, after seven familiar, and after twelve you know exactly who is out there. Packmates and septmates are recognised much faster.

Pack

/pack or F7
Pack management. Members, roles, totem, shared business.
Caps Lock held
Pack-Link transmit. Speak to your pack alone. Rebindable.
/findhome
Follow the homing instinct back to your sept's Caern.
Moon bridges
Third Eye the bridge point at a Caern to travel to another. The Lunes decide whether it opens, so it is a request rather than a button.

Territory

Garou territory is hunting ground, and it is granted by rank rather than by court. You need to be in a pack to claim, and approval comes from a Garou of Athro rank or higher.

/territory [id] [zone]
Grant territory. Alpha and above.
/territoryrevoke [zone]
Take it back.
/territoryhunt [id]
Grant hunting rights to someone else.
/territoryrevokehunt [id]
Withdraw them.
/territorycheck
Whose ground is this.

Hunting in someone's territory uninvited gets word back to them through their pack contacts, vaguely and after a delay. No names, no coordinates. What happens next is roleplay, not a notification.

Gifts

Gifts are written freely on your sheet, and the ones that have real mechanical effects are wired up and matched to your sheet entry automatically. Spelling and punctuation do not have to be exact.

/gifts
The menu of Gifts you own that actually do something mechanically.
/apecraft
Apecraft's Blessing. Two minutes of concentration, then Wits plus Crafts at difficulty 7. Spend it on repairing a vehicle, opening its locks, steady hands with a firearm, or sure driving.
/cityrunning
City Running. One Rage. Super jump, wall climbing, and easier Athletics for the rest of the scene. Jump at a wall to latch on, W and S to climb, X to let go.
/jamtech
Jam Technology. Costs a permanent Gnosis, spent whether you succeed or not. Kills computers, phones, vehicles, guns or blades inside a fifteen metre zone.
/markofwolf
Mark of the Wolf. Inflicts your Curse on a person for a real day per success. They are not told what happened.
/staredown
Staredown. Charisma plus Intimidation against their rank. Twenty real minutes of fear per success, and five successes lasts two days. They may spend a Willpower to master it, but only in the first two minutes.

More Gifts are wired up over time. Anything not listed here is still on your sheet and still playable as narrative freeform.

The Curse and the Delirium

The Curse

When your permanent Rage is higher than a mortal's permanent Willpower, they feel it. They do not know why; they simply cannot settle near you. This runs constantly, automatically, and you do not control it.

The higher the gap, the worse their reaction. Supernaturals are unaffected.

The Delirium

Any mortal who sees Crinos experiences the Delirium. What they do depends on their Willpower, from catatonic terror at the bottom to detached curiosity near the top, and almost all of them forget or rationalise it afterwards.

Roughly one mortal in fifty remembers clearly. That is the one who becomes a problem.

Both systems deliver prompts to the affected player rather than seizing control of their character. What they actually do with the terror is up to them, and that is the point.

Fera

The other Changing Breeds

Everything that shifts and is not a wolf. Cats, ravens, bears, spiders, rats and the rest. Fewer in number, longer memories, and generally very clear about what the Garou did to them.

Playing Fera

Mechanically you share most of the Garou framework. Forms, Rage, Gnosis, Renown, the Umbra and Gifts all work the same way, with your own breed's forms and your own breed's culture around them.

/garou
Opens the shifting menu. The name is shared for now and will change.
/pack
Monitor pack activity. Whether you belong to one depends entirely on your breed.
/howl
You can hear howls but not understand them, unless you have the merit for it. Play it as noise you know is meaningful, and cannot read.
/gifts
Your wired Gifts, same as Garou.
/umbra
Stepping sideways works identically, including the Rage restriction.

Rage and Delirium fire automatically around you exactly as they do for Garou. Territory is claimed through the same route, and approval still comes from high rank.

Some breeds carry their own systems on top of this. Ananasi in particular have their own pool behaviour. Your Storyteller will have walked you through anything specific to your breed at approval; if they did not, ask with /lorehelp.

Changeling

Changeling: The Dreaming

You run on other people's feelings, and the world is trying very hard to convince you that you are ordinary. Glamour is fuel and Banality is rust.

The Glamour pool

/glamourpool shows both halves of it.

HalfWhat it isHow it moves
PermanentYour Glamour rating on the sheet, 0 to 10.Bought with experience. Nothing else raises it.
TemporaryWhat you actually have to spend, up to the permanent rating.Harvesting refills it. Casting drains it.

Your rating is a ceiling. Harvest past it and the surplus spills back into the Dreaming, and you are told so. Spending always drains temporary first; you may burn permanent Glamour in an emergency, after a warning, but burned permanent Glamour only comes back through experience, and until it does your ceiling is lower too.

Harvesting

Third Eye a mortal and choose Harvest Emotions, or Enter Dreams if they are asleep. One Glamour per success.

Emotion, by approach

Intimidate
Strength or Charisma plus Intimidation.
Seduce
Charisma or Manipulation plus Subterfuge.
Inspire
Charisma or Manipulation plus Expression.
Provoke
Manipulation or Charisma plus Intimidation.
Comfort
Charisma or Manipulation plus Empathy.
Socialize
Manipulation or Charisma plus Socialize.

How strong the feeling already is changes the pool, from minus two dice for a momentary flicker to plus two for something raw and fresh.

Dreams

Enter a sleeping mortal's dream instead of working on them awake. Dreaming rewards patience: rushing costs you dice, taking your time gains them. It gets more lucrative as your Wyrd rises.

Harvesting fromWhat happens
Mages and psychicsNormal, though they may be lucid in their own dreams.
WerewolvesDouble Glamour from their rage, but roll Willpower or fall into violent hysteria.
Vampires and ghostsOne Glamour maximum, no matter how well you roll.
Other ChangelingsImpossible.
True FaeDo not try.

Cantrips

There are two ways to cast. The quick-cast commands below fire the powers that have real mechanical effects wired to them. /arts is the full builder, where you declare Realms, bunks, Scene and Time and cast anything on your sheet as narrative.

/cantrips
The Grimoire. Every wired power, what it needs, and exactly why anything locked is locked.
/chicanery 2 [id]
Veiled Eyes. Vanish from one specific person's sight.
/chicanery 4
Veiled Mind. Vanish from everyone present at once.
/unveil
Drop a veil early.
/metamorphosis
Thousandskins. Open the appearance editor and wear another shape. /metamorphosis revert to return.
/kenning [id]
Perception plus Kenning to see through a borrowed shape.
/sovereign 1 [id] [word]
Protocol. One spoken word they have to obey.
/sovereign 2 [id]
Grandeur. Wear majesty until they defer to you.
/primal
Menu: speak with a beast, or read what an object remembers. /primal animal and /primal read [item] go straight there.

How a cast resolves

  1. Art. Do you own enough dots.
  2. Realm. Worked out from the target, not declared by you. Another Changeling is Fae. Anyone else is Actor, at 2 if you have been introduced to them and 5 if you have not. Weaving at strangers is expensive on purpose.
  3. Glamour. Every wired power reaches into the real world, so every one is a Wyrd cast and costs 1 Glamour. Birthrights are free.
  4. Roll. Art plus Realm against difficulty 8, with wound penalties applied.
  5. Duration. Bought by successes: thirty seconds, two minutes, ten minutes, thirty minutes, an hour.

Glamour is spent when the roll is made, so a botched weaving still burns it. A cast refused because you do not own the Art costs nothing.

Counterplay

  • Kenning pierces veils. Anyone whose Kenning matches the Art level a veil was woven at simply is not fooled. No roll, no dice, they just see you.
  • Willpower resists Grandeur, and resists the Sidhe birthright at difficulty 8. The target is asked whether to spend it.
  • Piskeys reshape themselves at will, with no Art requirement, no roll and no Glamour cost, and it does not lapse.
  • Sidhe fire Unearthly Beauty automatically whenever they invoke the Wyrd where a mortal can see. Every mortal present rolls Willpower or is held.

Trods and the Dreaming

Trods are fae roads. They cost Glamour to open and Glamour every real day to keep open, charged against wall clock time, so a trod nobody maintains closes on its own.

TrodTo createTo travelPer day
Silver Path511
Twilight Road311
Green Path of Balor622
Black Path of Balor722
Gold Path of Balor833
/createtrod
Open a new one where you stand.
/mytrods
Yours, with their pools and how long they have left.
/usetrod
Travel one.
/closetrod
Shut one down deliberately.
/exitdreaming
Get out of the Dreaming if you are stuck there.

A new trod opens with its creation cost plus a starting bonus already in the pool, and anyone can contribute up to ten Glamour at a time, to a maximum of fifty. Fifty Glamour is roughly seven weeks of a Twilight Road.

Wings and flight

/faewings
Show your wings, and pick a style.
/faeflight
Take to the air. Also /ffly and /fflight.
/wingoff
Put them away.

Flight needs either the Winged merit or a dot of Wayfare. Flying over a crowded street is a Wyrd invocation with witnesses, and Banality has opinions about that.

Mage and Sorcerer

Mage: The Ascension, and the hedge

Reality is negotiable, and it argues back. Everybody else's powers have a cost you can count. Yours has a cost that arrives later, at a time of its own choosing.

Casting

/casting opens the interface. Mages work through Spheres and build Effects; Sorcerers, hedge mages and psychics work through Paths, Rituals and Phenomena. The interface adapts to which you are.

Every roll is resolved on the server from your sheet, so what you can attempt is exactly what you have paid for. You declare what you are trying to do, the system works out whether your dots reach it, and the dice decide the rest.

/casting
The casting interface.
/staveparadox
Attempt to hold back gathered Paradox before it lands.

Vulgar magic and Paradox

Working within what a witness could explain away is coincidental, and cheap. Working in a way that visibly breaks the world is vulgar, and it accumulates Paradox, especially with people watching.

Paradox does not bill you immediately. It waits. When it arrives it can be a backlash, a flaw, a quiet in your magic, or something considerably stranger, and no amount of arguing gets you out of it.

Ley lines and places of power

The city is threaded with ley lines, and the places where they cross hold power that Mages and Changelings can both draw on.

/leymap
The map of lines and places. You need supernatural perception to read it.
/senseley
Feel for a line near where you are standing.
/sensepower
Judge how strong a place is.
/trackpower
Follow a line towards its source. /stoptracking to stop.
/meditate
Draw on a place of power. This is the slow, safe, correct way to refill.
/leylineclaim
Claim a place of power. Expect company.

Harvesting a node is not private. Places of power are finite, contested, and other people are watching the same map you are.

Hunter and Imbued

Hunter: The Reckoning

You are outnumbered, outmatched, and probably right. What you have instead of power is evidence, patience, and other people who believe you.

Dossiers

A dossier is a file on a target. Intel goes in with a category and a confidence level, and it accumulates into something you can act on.

/opendossier
Your dossiers. Create, read and add to them.
/compendium
The Monster Compendium: the shared, verified knowledge base your community has actually earned. Also /opencompendium.
/secondsight
Look at the world the way you have learned to.

Both commands ship with no default key because the obvious ones are already taken. Assign them yourself under Esc, Settings, Key Bindings, in the FiveM section, listed under HunterNet.

Evidence

You cannot simply declare that somebody is a vampire. You have to prove it, and proof is reviewed.

  1. Witness it. Physically be there while something happens. A feeding, a shift, a Discipline, a wound closing.
  2. Photograph it. Use a camera during or immediately after the event.
  3. Submit it. Upload the photo to a dossier and file it as evidence: what you claim you saw, what you think they are, a detailed description, where and when.
  4. Wait for review. A Storyteller reads your submission and decides what you actually witnessed, which may be less than you think.
  5. It becomes intel. Verified evidence writes itself onto the dossier with a confidence level attached.

Claimable events cover the obvious ones and a lot of the subtle ones: feeding, discipline use, frenzy, torpor, sunlight damage, visible fangs, blood healing, an Embrace, every shift form, rage frenzy, gift use, rapid regeneration, glamour, cantrips, mortal enchantment, a true form revealed, and the general run of impossible strength, speed, senses, mind control, invisibility and death defiance.

What survives review becomes part of the Compendium, which is a shared wiki built from confirmed findings rather than rumour. What each hunter or cell can read from it is what they have earned the right to read. There is also a folklore layer: myths and rumours, which are exactly as reliable as myths and rumours.

Cells and sanctions

Cells

A cell is your team. Maximum six people, and cells do not share with each other. What your cell knows stays inside your cell, which is deliberate: hunter organisations that pool everything get found and burned in one night.

Sanctions

Killing something is authorised, not assumed. A sanction is voted on and approved, and it runs against tracked playtime rather than wall clock, so a target cannot simply log off until it expires.

Equipment

/armory opens the hunter armory if your background gives you access to one. Restocking is on a cooldown, so a cell that burns through everything in one night is unarmed for the next one.

Imbued

The Imbued are the ones something reached out and touched. Everything above applies, plus Edges, Conviction, and access to the network.

/hn
Connect to Hunter-Net. Also /hunternet. Imbued account required.
Conviction
Your pool. Permanent and temporary halves, same shape as everyone else's. Earned through acts of faith and confrontation, not through time.

Non-Imbued hunters are entirely playable and in some ways harder: no Edges, no network, and the same monsters.

Ghouls

You are alive, you are borrowing something you do not own, and you will be asked to pay for it.

/bloodpool
Your vitae. It is not yours; it came from your domitor and it runs out.
/sheet
Whatever Disciplines your regnant's blood grants you are listed here, and only those.

Ghouls do not age while fed and do not heal like the living, but they also do not get the Kindred rising mechanic. If you go down, you go down like a mortal, and you need a medic like a mortal.

The blood bond is the actual mechanic of your life. Drinking from the same vampire three times is not a favour, it is a leash, and your character will not be able to tell the difference from the inside.

Mortals

No pool, no powers, no second chances. Also no Masquerade to break, no Court to answer to, no Rage, and nobody hunting you specifically. Mortals are the hardest characters to kill by accident and the easiest to build a real life around.

What you have instead

  • Every job in the city, including all four emergency services.
  • Backgrounds: Resources, Contacts, Allies, Influence, Fame. These do more here than most powers.
  • Merits and flaws, including the ones that let you see things you should not.
  • The ability to walk into a room without anyone wondering what you are.

What happens to you

  • The Curse. Near an angry Garou you will feel it, and you will not know why.
  • The Delirium. If you see something in Crinos you will react according to your Willpower, and you will probably forget or rationalise it.
  • Powers used on you. Disciplines, Arts, Gifts and Spheres all work on mortals, and consent does not cover them. What it does cover is the theme, not the outcome.

A mortal who survives long enough to work out what is going on is one of the strongest positions in this game. You are the person everyone else has to explain themselves to, and the one they cannot simply ignore.

Section ten

Public service

Police, medical, fire and the courts are all played by people, and all of them are applied for rather than picked up. Applications go through the Government Jobs page on this site, and you will hear back through the Discord.

Everything in this section assumes you have the job and are on duty. Nothing below works off duty, and that is checked rather than trusted.

Law enforcement

Three departments share the city: the LSPD, the Blaine County Sheriff's Office and the San Andreas State Police. Same tools, different jurisdictions and very different cultures.

RankGrade
Recruit0
Officer1
Sergeant2
Lieutenant3
Chief4, and runs the department account

On the street

Core controls

F6
The police menu. Everything you carry and everything you can deploy.
Q
Tackle a fleeing suspect.
/cuff /uncuff
Restraints. Soft cuffing and hard cuffing behave differently.
E
Interact. Y removes a placed object, Backspace stops dragging someone.
/tracker
Vehicle tracker readout.

Traffic radar

F7
Toggle the radar unit.
F9
Move mode, to reposition the display.
Numpad 8 / Numpad 2
Lock the front or rear antenna.
Numpad 4 / Numpad 6
Switch lane, front and back.
0
Focus the radar.

Equipment

Cones, barriers, work lights, spike strips, speed cameras, breathalysers, door cameras, drones, shields, tracker darts and wheel clamps are all carried items rather than menu options. If it is not in your inventory, you cannot deploy it.

The city also runs automatic number plate recognition and facial recognition. Both are tools, not oracles, and both produce records somebody can subpoena later.

Dispatch

P
Open the call manager.
Left / Right
Cycle through calls.
Up
Accept the highlighted call.
,
Dispatch map.
.
Dispatch sidebar.
I
Move mode, to reposition the call manager.
J
Panic button. Use it.

Command staff can manage layers and act as dispatchers. Everyone else takes calls and clears them.

Civilians reach you with /911, which sends a message and a location. It is the only route in for a member of the public, so treat every one of them as somebody who chose to involve the police.

The MDT

/mdt opens the mobile data terminal. Records, warrants, charges, reports, vehicle and person lookups, and the photographic evidence attached to them.

What goes in the MDT is what exists. A stop that never gets written up did not happen as far as the courts are concerned, and defence attorneys read these.

Evidence collected at a scene is tracked separately and can be linked to a case. Chain of custody is a real thing here, not set dressing.

What law enforcement is not told

Your character does not know that supernaturals exist. There is no department briefing, no secret file, and no arrangement. An officer who starts treating a suspect as a vampire because the player knows they are is metagaming, and it is the fastest way to be removed from the department.

What you are allowed to notice is what a police officer would notice: an impossible witness statement, a body with the wrong injuries, a suspect who does not appear on camera. Chase that. It is far better roleplay than knowing the answer.

Emergency medical

Read Injury, dying and healing first. All of it applies to you as a person. This section is the part that only applies to you as a medic.

RankGrade
Recruit0
Paramedic1
Doctor2
Surgeon3
Chief4, and runs the department account

Coming on duty

Everything you need is at a registered facility. Third Eye the interaction points:

  • Clock In and Out. You must be on duty for any of the rest of this to work.
  • Personal locker. Yours alone, persistent, keyed to your character.
  • Departmental supply. Shared, restricted to on-duty staff.
  • Cloakroom.
  • Hospital beds. These matter more than they look. See discharging below.

The dispatch board

F6 or /callouts opens it.

A call only reaches the board when the patient asks for one. Going down does not page you. That makes the board a list of people who have actively requested help, and you can treat it that way: every name on it wants you there.

It also means the board is not a list of everyone who is down. There will be bodies on the map that never appear here. That is intended. Do not go looking for them.

Each call shows how long they have been down, where they are, how far you are, their condition, and whether they wrote a statement. Take the call before you drive. The patient is told the moment you do, and again when you mark en route and on scene. That message is the only way they can tell a crew three streets away from one that logged off.

If you cannot make it, stand the call down so it goes back on the board. A patient who believes help is coming is sitting behind a fifteen minute gate.

A patient can withdraw a call before anyone takes it. Once you have taken it they cannot, so take a call only when you are actually going. Patients somewhere you cannot reach do not page at all. If a call looks impossible, it probably is.

Assessing

Target any player and choose Assess Patient to open the field chart, or use /vitals [id] for a quick read in chat.

The chart shows their condition and the wound track behind it, their impairment in dice, every open injury with region and severity, the patient's own statement, whether you are carrying the tool each injury needs, their care level, and whether they are critical.

Injuries tagged stated came from the patient, not the system. That is testimony, not evidence. Treat it the way you would treat a patient telling you what they think is wrong with them.

Treating

Treatment is resolved by a Medicine roll, not a minigame. The item you carry decides whether the attempt is possible at all. The roll decides how much good it does. It is Intelligence plus Medicine against difficulty 6.

  • Three or more successes closes the injury outright.
  • One or two improves it by one severity step.
  • No successes achieves nothing.
  • A botch makes it worse.

Field treatment takes about six seconds, treatment at a facility about nine. Each treatment closes up to two wound levels, bashing first then lethal, on a five minute cooldown per patient. The cooldown only starts if something actually closed, so a wasted attempt does not lock you out.

Your Emergency Equipment Pack is a container, not a consumable. It holds medical supplies and only medical supplies, and field supplies do not run dry for an on-duty crew.

Moving, reviving and discharging

/carrypatient
Carry the nearest downed patient.
/dragpatient
Drag them instead.
/stoppatientmovement
Put them down.

Reach is arm's length and only on-duty medical staff can do it. You cannot carry someone who is on their feet, and a patient who gets revived is set down rather than left over your shoulder.

Reviving is done through the field chart, and the patient comes back treated.

Discharging a chart entirely is location gated rather than rank gated. Any rank may do it, but the patient must be lying on a bed at a registered facility. Aggravated damage additionally requires you to type a justification, which stays on their chart permanently. Write something a Storyteller reading it later would accept.

What you cannot fix

  • Aggravated damage. Not in the field, not at a facility, not by anyone.
  • Injuries marked beyond tier. These need more than medicine.
  • Patients whose bodies are not obeying mortal rules. Some people will not respond to treatment the way a person should. That is not a bug, and it is not something to announce over the radio.

Working with your patient

The chart gives you the mechanical truth. It does not give you the scene. Ask for a /me or a /do before you start. A patient who has written a statement has already told you what they want this to be about, and the fastest way to waste a good downing is to treat it as a repair job.

Fire department

The least glamorous emergency service and the one that actually saves the most buildings. Fires here spread, behave differently indoors and out, and take real coordination to put down.

RankGrade
Recruit0
Firefighter1
Engineer2
Captain3
Chief4, and runs the department account

Working a fire

U
The fire menu. Your tablet, your calls, and your tools.
E
Interact. Connect a hose, investigate smoke, force a door, pull a casualty clear.
G
Switch decal type while working a hose.
Extinguisher
A carried weapon. Effective on small fires, useless on a real one.

Smoke calls

A smoke call is somebody reporting smoke before anyone has found the fire. It shows as a smoke plume, a marker on the map, and a card on the tablet.

You cannot hose a smoke call out. Crews clear them by walking up and investigating, or by a real fire spawning nearby and taking over the incident. If you are spraying water at smoke, you are in the wrong place.

Hoses and water

Hoses connect to appliances and to hydrants, and they have real length. Park the engine with that in mind, because moving it once the line is run is a genuine problem.

Indoor fires behave differently from outdoor fires: heat, smoke and spread are all modelled separately. Ventilation matters, and so does the order you attack a building in.

Fire is the only source of aggravated damage most characters will ever meet, and aggravated damage is the one thing no medic can close. When you pull somebody out of a burning building you have not just saved their evening, you have saved them two days of injury they cannot treat away. Say so.

Some casualties will react to fire in ways a person should not. Do not comment on it over the air.

Working alongside

Fire and medical share several tools and are dispatched together on most serious incidents. Police share the scene control tools. On a big call, the sensible order is police for the perimeter, fire for the hazard, medical for the people, and everyone off the radio who does not need to be on it.

Courts and prison

Being arrested is not a timeout. It is a location with its own economy, its own hierarchy and its own roleplay, and there are people who play there deliberately.

If you are inside

/checksentence
How long you have left.
/releaseme
Release yourself once your sentence is actually complete.
/commissarybalance
Your commissary credit.
/prison:requestwork [job]
Ask for a work assignment. Work earns commissary credit and passes the time.
/prison:leavework
End your shift.
/prison:workstats
What you have done and earned.

Cells are unlocked by default. The prison runs on a daily routine of recreation, meals and lockdown, and the routine is set by corrections rather than by a timer. Contraband exists, searches exist, and solitary exists.

Sentences count down in real time whether you are logged in or not, but nothing about being inside is automatic. If you sit in a corner and alt-tab for an hour you have had the punishment and none of the game. The interesting part of prison is the other inmates.

Corrections

Corrections officers run the block: cells, doors, routine, work details, searches, contraband and solitary. Release is a corrections decision rather than a staff one, including for lifers on parole.

Some inmates need a suppression regime, for reasons corrections officers are told about in character and no further.

The courts

Attorneys, judges and clerks are player roles applied for through the Government Jobs page. A charged character can request representation, and a case that goes to trial is played out rather than resolved by a number.

The MDT record is the evidence. If law enforcement did not write it down, it did not happen, and a good attorney will say so.

Reference

Every keybind

Almost all of these are rebindable. Press Esc for the pause menu, then Settings, then Key Bindings, then scroll down to the FiveM section. Several deliberately ship with no default key at all so they cannot collide with something you already use, and those are marked. Assign them before you need them, not during.

Everyone, all the time

KeyWhat it does
Left AltThird Eye. The universal interact.
TOpen chat. Works while you are down. Dialogue is spoken in voice, not typed here.
MPhone.
HomeShow nearby server IDs for five seconds.
EscPause menu. Settings, then Key Bindings, then the FiveM section, is where you rebind everything here.
F8The console. For reading an error back to staff. Not where keybinds live.
EContextual interact: doors, prompts, water, carrion, rising from Earth Meld, placing a text scene.

While you are down

KeyWhat it does
TTalk. You are still in the scene.
H heldCall for a medic. Hold again to withdraw an unanswered call.
EDeclare your injuries and write a statement.
RHide or show the patient monitor.
Backspace heldGive up, once the timer unlocks.
G heldRise. Kindred and Garou only.

Splat keybinds

KeyWhoWhat it does
F7Garou, FeraPack menu.
Caps Lock heldGarou, FeraPack-Link transmit.
UnboundGarou, FeraForm menu, quick shift up and down, and the Umbra toggle. Search Garou in the keybind settings.
UnboundKindredCelerity. Search Celerity.
UnboundKindredSchreckNet. Search SchreckNet.
UnboundImbuedHunter-Net, dossiers and the compendium. Search HunterNet.
UnboundKindred, GarouDomain map. Search Domain.
UnboundEveryoneContacts menu, and the in-game guide. Search Contacts or Splat Help.

On duty

KeyServiceWhat it does
F6PolicePolice menu.
QPoliceTackle.
F7 / F9PoliceRadar, and radar move mode.
Numpad 8 / 2 / 4 / 6PoliceRadar antenna lock and lane.
F6MedicalDispatch board.
UFireFire menu.
PAll servicesCall manager.
Left / Right / UpAll servicesPrevious call, next call, accept.
, / .All servicesDispatch map, dispatch sidebar.
JAll servicesPanic button.

F6 and F7 each do different things depending on which job and which splat you are. If a key seems to be doing the wrong thing, that is why. Rebind whichever of the two you use less.

Reference

Command index

Every player command on the server. Storyteller and administration commands are deliberately not listed. If a command below does nothing when you type it, your character does not have access to it, which is the answer rather than a fault.

CommandWhoWhat it does
/911EveryoneCall emergency services with a message and your location.
/acceptcallEmergency servicesAccept the highlighted dispatch call.
/adEveryoneCitywide advertisement. Costs $250 and shows your phone number.
/adddescriptorKindred, courtAttach a status descriptor to a Kindred.
/animalismKindredAnimalism menu.
/apecraftGarou, FeraApecraft's Blessing.
/appearanceEveryoneWrite what people see when they look at you. Also /desc, /setdesc, /setappearance.
/arachnophobiaEveryoneReplace spider models with something less unpleasant. Also /hidespiders, /spiderphobia.
/armoryHuntersOpen the hunter armory, if your background grants one.
/artsChangelingThe full cantrip builder: Realms, bunks, Scene and Time.
/auspexKindredAuspex: heightened senses, aura sight, telepathy, psychometry.
/aweKindredPresence 1.
/bEveryoneLocal out of character chat, 15 metres.
/backgroundsEveryoneYour Backgrounds and what they give you. Also /resources.
/beastKindredAnimalism power.
/beckoningKindredAnimalism 1.
/binocularsEveryoneWatch something a long way off.
/bloodpoolKindred, GhoulsYour blood pool and hunger level.
/boomboxEveryoneSet the station on the nearest boombox.
/boomboxoffEveryoneTurn the nearest boombox off.
/boomboxskipEveryoneSkip to the next track in the queue.
/boomboxvolume [0-100]EveryoneHow loud the nearest boombox plays in the world.
/boomboxyt [url]EveryoneQueue a video link on the nearest boombox.
/boonsKindredBoons you owe and are owed.
/callboon [id]KindredFormally demand payment of a boon.
/callmanagerEmergency servicesOpen the dispatch call manager.
/calloutsMedicalThe medical dispatch board.
/callsignEmergency servicesSet your radio callsign.
/cantripsChangelingThe Cantrip Grimoire: every wired power and why anything is locked.
/carrypatientMedicalCarry the nearest downed patient.
/castingMage, SorcererThe casting interface: Spheres, Effects, Paths, Rituals.
/celerityKindredA burst of supernatural speed.
/charactersheetEveryoneYour character sheet. Same as /sheet.
/chatsettingsEveryoneChat preferences.
/checkconsent [id]EveryoneRead another player's consent sheet.
/checkskillsEveryoneYour current driving and firearms skill levels.
/checksentenceInmatesHow long you have left inside.
/chicanery 2 [id]ChangelingVeiled Eyes: vanish from one person's sight.
/chicanery 4ChangelingVeiled Mind: vanish from everyone present.
/cidEveryoneYour character identifier, for when staff ask.
/cityrunningGarou, FeraCity Running: super jump, wall climbing, easier Athletics.
/claimturfKindred, AnarchStake a claim to a patch of the city.
/clearEveryoneClear your own chat window.
/closetrodChangelingClose a trod deliberately.
/commissarybalanceInmatesYour commissary credit.
/compendiumHuntersThe Monster Compendium. Also /opencompendium.
/conditionEveryoneYour current condition and wound track.
/consent [id]EveryoneAsk a player about a specific theme, with context.
/consentsheetEveryoneSet your own consent preferences.
/contactsEveryoneUse your Contacts background to reach a street-level contact.
/crawlEveryoneGet low.
/createcrewKindred, AnarchStart a crew.
/createtrodChangelingOpen a new trod where you stand.
/crewKindred, AnarchYour crew.
/crouchEveryoneCrouch.
/cuffPoliceRestrain a suspect. /uncuff releases them.
/descEveryoneAlias of /appearance.
/dexterityEveryoneParkour movement.
/dispatchmapEmergency servicesOpen the dispatch map.
/dispatchsidebarEmergency servicesOpen the dispatch sidebar.
/doEveryoneDescribe the environment or the result of an action, 15 metres.
/domainKindred, courtGrant a domain.
/domaincheckKindredWhose ground are you standing on.
/domainfeed [id]KindredGrant feeding rights in your domain.
/domainmapKindred, GarouThe territory map.
/domainpermsKindredEvery zone you have permission in.
/domainrevokeKindred, courtRevoke a domain.
/domainrevokefeed [id]KindredWithdraw feeding rights.
/dragpatientMedicalDrag the nearest downed patient.
/dreadKindredPresence: Dread Gaze.
/e [emote]EveryonePlay an emote.
/emailEveryoneOpen the laptop mail client.
/emotecancelEveryoneStop the current emote.
/emotemenuEveryoneThe full browsable emote list.
/emsmdtMedicalThe medical records terminal.
/engineEveryoneToggle a vehicle engine on or off.
/entranceKindredPresence: Entrancement.
/escalateKindred, AnarchEscalate a grudge.
/exitdreamingChangelingLeave the Dreaming.
/faeflightChangelingFly. Also /ffly and /fflight.
/faewingsChangelingShow and style your wings. /wingoff puts them away.
/favorsKindred, AnarchFavours owed in both directions.
/fulfillboon [id]KindredMark a boon as paid.
/garouGarou, FeraThe form menu.
/gauntletGarou, FeraHow thick the Gauntlet is where you stand.
/giftsGarou, FeraYour mechanically wired Gifts.
/glamourpoolChangelingYour Glamour, permanent and temporary.
/grudgeKindred, AnarchGrudges held and owed.
/helpmeEveryoneAsk staff for guidance in game.
/hideuiEveryoneHide the interface for screenshots. Also /nohud, /togglehud.
/hnImbuedConnect to Hunter-Net. Also /hunternet.
/howlGarou, FeraOpen the howl menu, or howl freeform with your own text.
/idEveryoneYour own server ID.
/invite [user]Network usersGrant access to an invite-only channel. /uninvite revokes it.
/jamtechGarou, FeraJam Technology. Costs a permanent Gnosis.
/jobEveryoneYour current job and grade.
/kenning [id]ChangelingSee through a borrowed shape.
/ledgerKindredThe public boon ledger.
/letterKindredWrite a physical letter.
/lettersKindredThe letters you have received.
/leylineclaimMage, ChangelingClaim a place of power.
/leymapMage, ChangelingThe ley line map.
/listingsEveryoneThe property portal.
/lorehelpEveryoneAsk the Storyteller team a lore question.
/lowApproved onlyTyped quiet speech, 5 metres. Reserved for players who cannot use a microphone.
/mailgroupsEveryoneCreate and manage mailing lists.
/majestyKindredPresence: Majesty.
/marketsBusiness membersThe business dashboard: stock, suppliers, imports.
/markofwolfGarou, FeraMark of the Wolf: inflict your Curse on someone.
/mdtPoliceThe mobile data terminal.
/meEveryoneDescribe an action, 15 metres.
/medistEveryoneA large or distant action, 30 metres.
/meditateMage, ChangelingDraw power at a ley line place.
/melowEveryoneA small, close action, 3 metres.
/mendKindred, GarouSpend a pool point to close one health level. Once per scene.
/metamorphosisChangelingThousandskins: wear another shape. /metamorphosis revert to return.
/moodEveryoneSet a resting facial expression.
/mytrodsChangelingYour trods, their pools and how long they have left.
/myheatKindred, AnarchHow much attention you have drawn.
/myrequestsKindredYour outstanding domain claims.
/myturfclaimsKindred, AnarchTurf you have claimed or are claiming.
/nearbyEveryoneShared emotes with a nearby player.
/newsReportersBroadcast a news item citywide.
/nextcallEmergency servicesCycle to the next dispatch call. /previouscall goes back.
/nofightEveryoneStop yourself swinging or shooting by accident. Also /pacifist.
/notifysettingsEveryoneNotification preferences. /notifyhistory shows what you missed.
/obfuscateKindredObfuscate. Arguments: shadow, unseen, mask, vanish, group, off.
/oocEveryoneLocal out of character chat, 20 metres.
/opendossierHuntersYour hunter dossiers.
/openfiremenuFireThe fire menu and tablet.
/outfitEveryoneOpen your outfit bag.
/packGarou, FeraPack management.
/panicEmergency servicesPanic button.
/phoneEveryoneOpen your phone if the keybind is not working.
/pickupboomboxOwnerPick your boombox back up.
/placeboomboxEveryonePut down the boombox you are carrying.
/pm [id] [message]EveryonePrivate out of character message.
/pointingEveryonePoint at things.
/presenceKindredPresence menu.
/present [id]Prince, SeneschalPresent a Kindred to Court.
/primalChangelingWillow Whisper: speak to a beast, or read an object.
/prison:leaveworkInmatesEnd your work shift.
/prison:requestwork [job]InmatesRequest a work assignment.
/prison:workstatsInmatesWhat you have done and earned inside.
/proteanKindredProtean menu. Arguments: eyes, claws, meld, shape, mist, rise, revert, off.
/quellKindredAnimalism: Quell the Beast.
/radiooffEveryoneTurn the vehicle radio off.
/radiovolume [0-100]EveryoneVehicle radio volume.
/reformGarou, FeraRe-apply your current form after a revive reset it.
/refreshskinEveryoneForce your model back to normal.
/refreshskillsEveryoneRe-read your skill levels from your sheet.
/refreshtexturesEveryoneFix blurry or missing textures.
/registerboonHarpyEnter a boon in the official ledger.
/releasemeInmatesRelease yourself once your sentence is complete.
/reloadskinEveryoneRe-apply your saved outfit.
/removedescriptorKindred, courtRemove a status descriptor.
/repKindred, AnarchYour standing on the street.
/reportEveryoneReport a player to staff.
/requestdomainKindredDraw a domain claim and submit it to Court.
/rescue [id]Garou, FeraPull a Caught Garou back through the Gauntlet.
/resourcesEveryoneYour Resources background: money, assets, vehicle slots.
/riseKindred, GarouGet back up while down. Fallback for the G bind.
/rollEveryoneRoll dice from chat.
/sApproved onlyTyped shout, 30 metres. Reserved for players who cannot use a microphone.
/sceneEveryoneLeave a prop scene or readable text in the world.
/schrecknetKindredConnect to SchreckNet. Also /sn.
/secondsightHuntersLook at the world the way you have learned to.
/setstation [id]EveryoneSet the vehicle radio to a station.
/setstatus [id] [n] [reason]Kindred, courtRaise or lower a Kindred's status.
/sheetEveryoneYour character sheet.
/showidEveryoneShow nearby server IDs. Bound to Home by default.
/showsheetEveryoneShow your sheet to a nearby player.
/sovereign 1 [id] [word]ChangelingProtocol: one word they must obey.
/sovereign 2 [id]ChangelingGrandeur: wear majesty.
/speechEveryoneToggle the boosted voice range.
/splathelpEveryoneThis guide, in game, filtered to your character.
/staredownGarou, FeraStaredown: grip someone with fear of you.
/stationsEveryoneBrowse radio stations.
/statusKindredYour standing in the Camarilla.
/staveparadoxMageHold back gathered Paradox.
/stoppatientmovementMedicalPut a carried patient down.
/stoptrackingMage, ChangelingStop following a ley line.
/stuckmloEveryoneMove to the nearest public garage if you are wedged. Also /unstuckmlo.
/subsumeKindredAnimalism: Subsume the Spirit.
/summonKindredPresence: Summon.
/senseleyMage, ChangelingFeel for a ley line nearby.
/sensepowerMage, ChangelingJudge how strong a place of power is.
/territory [id] [zone]Garou, FeraGrant territory. Alpha and above.
/territorycheckGarou, FeraWhose hunting ground is this.
/territoryhunt [id]Garou, FeraGrant hunting rights.
/territoryrevoke [zone]Garou, FeraRevoke territory.
/territoryrevokehunt [id]Garou, FeraWithdraw hunting rights.
/togglefocusEmergency servicesFocus or unfocus the dispatch interface.
/togglemovemodeEmergency servicesReposition the call manager.
/trackerPoliceVehicle tracker readout.
/trackpowerMage, ChangelingFollow a ley line towards its source.
/tutorialEveryoneReplay the new player tutorial.
/umbraGarou, FeraStep sideways, or come back.
/peekumbraGarou, FeraGlimpse the Umbra without crossing.
/uncuffPoliceRelease a restrained suspect.
/underwaterKindredToggle striding along the seabed.
/unstickhouseEveryoneGet out of a property whose door has stopped working.
/unstickappearanceEveryoneRecover if the appearance editor leaves you stuck.
/unveilChangelingDrop a veil early.
/uselighterEveryoneUse a lighter.
/usetrodChangelingTravel a trod.
/vitals [id]MedicalA quick read on a patient.
/wApproved onlyTyped whisper, 3 metres. Reserved for players who cannot use a microphone.
/walk [style]EveryoneChange your walk. /walks lists the options.
/wingoffChangelingPut your wings away.
/withdrawconsentEveryoneStop a scene. Alerts everyone within 30 metres.

Nothing matches that. Try a shorter word, or ask in game with /helpme.

Reference

Getting help

There is no question too basic. Everybody on this server was new to it once, and most of us were new to the World of Darkness as well.

In game

/helpme
Ask staff for guidance. Mechanical questions, being stuck, not knowing what to do next.
/lorehelp
Ask the Storyteller team a lore question. Setting, canon, what your character would know.
/report
Report a player. Use it. It is not a nuclear option.
/splathelp
This guide, in game, showing only what your character can do.

On this site

  • Primers, for the fiction behind each splat.
  • Rules, which are shorter than this page and matter more.
  • Tickets, for anything that needs a written answer or a record.
  • Your account, for experience, characters and supporter perks.
  • Government Jobs, to apply for police, fire, medical, corrections or the courts.

Things that are not bugs

  • Nobody knows your name.
  • A command exists but does nothing for you.
  • Your injuries are still there tomorrow.
  • A patient does not respond to treatment normally.
  • A power failed and still cost you the point.
  • Somebody's dice beat yours.

If something genuinely is broken, a ticket with what you did and what happened is worth ten messages saying it is broken.

One last thing

This page describes what the systems do. It does not describe what to do with them, and that part is not written down anywhere, because it is yours. The best scenes on this server have almost never involved a command. They have involved two people in a room, one of whom wanted something.

Still stuck

Ask. Nobody expects you to know all of this

This page is long because the city is deep, not because you need to memorise it. Type /helpme in game and a member of staff will come and walk you through whatever is not landing.