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.
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.
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.
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.
/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.
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.
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.
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.
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.
Both keys are in the pause menu under Settings, then Key Bindings, then the FiveM section.
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.
These are the backbone of World of Darkness roleplay. Use them constantly. A scene made only of dialogue reads like a phone call.
| Command | Range | What it is for |
|---|---|---|
| /me [action] | 15m | Something your character does. /me lights a cigarette and does not offer one. |
| /melow [action] | 3m | A small action only someone very close would catch. A tell, a flinch, a hand moving under the table. |
| /medist [action] | 30m | A large or distant action. Something the whole street sees. |
| /do [description] | 15m | The 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. |
| Command | Range | What it is |
|---|---|---|
| /b [message] | 15m | Local out of character. Shows your server ID. For quick clarifications mid scene. |
| /ooc [message] | 20m | The same thing at slightly longer reach. |
| /pm [id] [message] | Anywhere | Private message a player by server ID. Out of character. Get the ID with Home. |
| /ad [message] | Citywide | Advertisement. Costs $250 and prints your phone number, so people can actually respond. |
| /news [message] | Citywide | A 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. |
Scenes let you leave detail in the world for other people to find. There are two kinds and they behave very differently.
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.
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.
| Command | What it does |
|---|---|
| /consentsheet | Your 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. |
Consent is about themes, not about outcomes. You cannot use it to opt out of:
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.
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.
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.
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.
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.
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.
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.
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 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.
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.
Most supernatural characters carry one or more pools that fuel their powers. They are on your sheet and they update live.
| Pool | Who has it | How you refill it |
|---|---|---|
| Blood | Kindred, Ghouls | Feeding. See Kindred. |
| Rage | Garou, Fera | Anger, frustration, the moon. Spent to shift instantly and to fuel Gifts. |
| Gnosis | Garou, Fera | Spiritual practice and Caerns. Gates whether you can step sideways. |
| Glamour | Changeling | Harvesting emotion and dreams. See Changeling. |
| Quintessence | Mage | Nodes, ley lines, Tass. |
| Willpower | Everyone | Regenerates on its own over time, and is spent to resist things you would otherwise have no answer to. |
| Conviction | Imbued | Acts 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.
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.
Type /condition at any time to see where you are.
Fists, blunt objects, falls, car impacts. Heals in about 30 minutes per level.
A bar fight leaves you sore for half an hour.
Gunshots, blades, animal attacks. Heals in about 6 hours per level.
A shooting follows you around for most of a day.
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.
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.
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.
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.
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.
Giving up is gated on whether help is realistically coming:
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.
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.
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.
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.
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.
Walk into any registered facility and Third Eye the Check In For Treatment desk. Reception sees you and does what reception can do.
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.
Treatment sets a care level that multiplies your natural healing for the next few 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.
Your dead or furious flesh does not care much about ambulances.
Fera, ghouls and other splats with pools do not get this. Kindred and Garou only.
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.
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.
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.
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.
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.
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.
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.
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.
These are hired in character by the business owner, or through an application on this site for government roles.
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.
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.
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.
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.
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.
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.
Dealerships sell new vehicles and are staffed by players. Private sales between characters are entirely possible, and considerably more interesting.
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.
/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.
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.
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.
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.
Phones can be lost, stolen, and taken off you. If yours goes missing there is a recovery route, but it is deliberately not instant.
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.
Letters are slower than email on purpose. Some things should arrive in an envelope.
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.
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.
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.
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.
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 is a scene, not a button. Every step of it is a roll you can lose.
| Blood left in them | What happens to them |
|---|---|
| 8 to 10 | They walk away fine, a little light headed. |
| 6 to 7 | They stumble off looking drunk and recover in about twenty minutes. |
| 2 to 5 | They collapse. Even odds they die; otherwise an hour to come round. |
| 0 to 1 | They 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.
You only get the commands for Disciplines your sheet actually has. If a command below does nothing, you do not own it yet.
| Command | Discipline | What it opens |
|---|---|---|
| /obfuscate | Obfuscate | Levels 1 to 5. Arguments: shadow, unseen, mask, vanish, group, off. |
| /auspex | Auspex | Heightened senses, aura sight, telepathy, reading objects. |
| /celerity | Celerity | A burst of supernatural speed. |
| /presence | Presence | Menu. Direct: /awe, /dread, /entrance, /summon, /majesty. |
| /animalism | Animalism | Menu. Direct: /beckoning, /quell, /subsume, /beast. |
| /protean | Protean | Menu. Direct: /protean eyes, claws, meld, shape [wolf|rat|bat], mist, rise, revert, off. |
| Lvl | Power | How it breaks |
|---|---|---|
| 1 | Cloak of Shadows. Hidden while completely still. | Any movement at all. |
| 2 | Unseen Presence. Move about unnoticed. | Sprinting, drawing a weapon, vehicles, talking. |
| 3 | Mask of a Thousand Faces. Wear another face entirely. | Roll is Manipulation plus Performance at difficulty 7. |
| 4 | Vanish from the Mind's Eye. Disappear while being watched. | Contested against observers, one minute cooldown, drops to level 2 after ten seconds. |
| 5 | Cloak 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.
| Lvl | Power | Cost and notes |
|---|---|---|
| 1 | Eyes of the Beast. See in complete darkness. | Free. Your eyes glow red, which mortals notice. |
| 2 | Feral Claws. Hands become weapons. | 1 blood. Lethal unarmed damage, and you cannot hold a gun. |
| 3 | Earth Meld. Sink into the ground. | 1 blood. Needs bare natural earth. Invulnerable and safe from sunlight. Press E to rise. |
| 4 | Shape of the Beast. Become a wolf, rat or bat. | 1 blood. Injuries carry across. /protean revert to come back. |
| 5 | Mist Form. Become fog. | 1 blood. Physical immunity, drifts through gaps, floats over water, rises about three metres. |
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 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.
| Position | Can raise | Can lower | Scope |
|---|---|---|---|
| Prince | +2 | -5, can strip entirely | Everyone |
| Seneschal | +1 | -2 | Everyone |
| Harpy | +1 | -1 | Everyone |
| Primogen | +1 | -1 | Their own clan |
| Sheriff | - | -1, with a stated reason | Everyone |
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.
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.
The Anarch Movement runs on reputation and favours instead of status and boons.
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.
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.
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.
| Form | Str | Dex | Sta | Man | App | What it is |
|---|---|---|---|---|---|---|
| Homid | - | - | - | - | - | Human. The one you wear in public. |
| Glabro | +2 | - | +2 | -1 | -1 | Near-man. Big, wrong, still passes in the dark. |
| Crinos | +4 | +1 | +3 | -3 | n/a | The war form. Triggers Delirium in every mortal who sees it. |
| Hispo | +3 | +2 | +3 | -3 | n/a | Dire wolf. Fast over ground. |
| Lupus | +1 | +2 | +2 | -3 | n/a | Wolf. Passes for an animal. |
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.
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.
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.
| Where you are | Gauntlet |
|---|---|
| A Caern | 3 |
| Deep wilderness | 5 |
| Rural | 6 |
| Suburban | 7 |
| Urban | 8 |
| Downtown | 9 |
| Wyrm blight | 10 |
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.
A howl is physical sound, not telepathy. It is blocked by buildings, swallowed by traffic, and carries a very long way over open ground.
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.
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.
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.
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.
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 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.
More Gifts are wired up over time. Anything not listed here is still on your sheet and still playable as narrative freeform.
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.
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.
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.
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.
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: 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.
/glamourpool shows both halves of it.
| Half | What it is | How it moves |
|---|---|---|
| Permanent | Your Glamour rating on the sheet, 0 to 10. | Bought with experience. Nothing else raises it. |
| Temporary | What 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.
Third Eye a mortal and choose Harvest Emotions, or Enter Dreams if they are asleep. One Glamour per success.
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.
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 from | What happens |
|---|---|
| Mages and psychics | Normal, though they may be lucid in their own dreams. |
| Werewolves | Double Glamour from their rage, but roll Willpower or fall into violent hysteria. |
| Vampires and ghosts | One Glamour maximum, no matter how well you roll. |
| Other Changelings | Impossible. |
| True Fae | Do not try. |
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.
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.
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.
| Trod | To create | To travel | Per day |
|---|---|---|---|
| Silver Path | 5 | 1 | 1 |
| Twilight Road | 3 | 1 | 1 |
| Green Path of Balor | 6 | 2 | 2 |
| Black Path of Balor | 7 | 2 | 2 |
| Gold Path of Balor | 8 | 3 | 3 |
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.
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: 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 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.
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.
The city is threaded with ley lines, and the places where they cross hold power that Mages and Changelings can both draw on.
Harvesting a node is not private. Places of power are finite, contested, and other people are watching the same map you are.
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.
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.
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.
You cannot simply declare that somebody is a vampire. You have to prove it, and proof is reviewed.
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.
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.
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.
/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.
The Imbued are the ones something reached out and touched. Everything above applies, plus Edges, Conviction, and access to the network.
Non-Imbued hunters are entirely playable and in some ways harder: no Edges, no network, and the same monsters.
You are alive, you are borrowing something you do not own, and you will be asked to pay for it.
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.
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.
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.
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.
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.
| Rank | Grade |
|---|---|
| Recruit | 0 |
| Officer | 1 |
| Sergeant | 2 |
| Lieutenant | 3 |
| Chief | 4, and runs the department account |
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.
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.
/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.
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.
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.
| Rank | Grade |
|---|---|
| Recruit | 0 |
| Paramedic | 1 |
| Doctor | 2 |
| Surgeon | 3 |
| Chief | 4, and runs the department account |
Everything you need is at a registered facility. Third Eye the interaction points:
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.
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.
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.
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.
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.
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.
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.
| Rank | Grade |
|---|---|
| Recruit | 0 |
| Firefighter | 1 |
| Engineer | 2 |
| Captain | 3 |
| Chief | 4, and runs the department account |
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 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.
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.
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.
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 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.
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.
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.
| Key | What it does |
|---|---|
| Left Alt | Third Eye. The universal interact. |
| T | Open chat. Works while you are down. Dialogue is spoken in voice, not typed here. |
| M | Phone. |
| Home | Show nearby server IDs for five seconds. |
| Esc | Pause menu. Settings, then Key Bindings, then the FiveM section, is where you rebind everything here. |
| F8 | The console. For reading an error back to staff. Not where keybinds live. |
| E | Contextual interact: doors, prompts, water, carrion, rising from Earth Meld, placing a text scene. |
| Key | What it does |
|---|---|
| T | Talk. You are still in the scene. |
| H held | Call for a medic. Hold again to withdraw an unanswered call. |
| E | Declare your injuries and write a statement. |
| R | Hide or show the patient monitor. |
| Backspace held | Give up, once the timer unlocks. |
| G held | Rise. Kindred and Garou only. |
| Key | Who | What it does |
|---|---|---|
| F7 | Garou, Fera | Pack menu. |
| Caps Lock held | Garou, Fera | Pack-Link transmit. |
| Unbound | Garou, Fera | Form menu, quick shift up and down, and the Umbra toggle. Search Garou in the keybind settings. |
| Unbound | Kindred | Celerity. Search Celerity. |
| Unbound | Kindred | SchreckNet. Search SchreckNet. |
| Unbound | Imbued | Hunter-Net, dossiers and the compendium. Search HunterNet. |
| Unbound | Kindred, Garou | Domain map. Search Domain. |
| Unbound | Everyone | Contacts menu, and the in-game guide. Search Contacts or Splat Help. |
| Key | Service | What it does |
|---|---|---|
| F6 | Police | Police menu. |
| Q | Police | Tackle. |
| F7 / F9 | Police | Radar, and radar move mode. |
| Numpad 8 / 2 / 4 / 6 | Police | Radar antenna lock and lane. |
| F6 | Medical | Dispatch board. |
| U | Fire | Fire menu. |
| P | All services | Call manager. |
| Left / Right / Up | All services | Previous call, next call, accept. |
| , / . | All services | Dispatch map, dispatch sidebar. |
| J | All services | Panic 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.
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.
| Command | Who | What it does |
|---|---|---|
| /911 | Everyone | Call emergency services with a message and your location. |
| /acceptcall | Emergency services | Accept the highlighted dispatch call. |
| /ad | Everyone | Citywide advertisement. Costs $250 and shows your phone number. |
| /adddescriptor | Kindred, court | Attach a status descriptor to a Kindred. |
| /animalism | Kindred | Animalism menu. |
| /apecraft | Garou, Fera | Apecraft's Blessing. |
| /appearance | Everyone | Write what people see when they look at you. Also /desc, /setdesc, /setappearance. |
| /arachnophobia | Everyone | Replace spider models with something less unpleasant. Also /hidespiders, /spiderphobia. |
| /armory | Hunters | Open the hunter armory, if your background grants one. |
| /arts | Changeling | The full cantrip builder: Realms, bunks, Scene and Time. |
| /auspex | Kindred | Auspex: heightened senses, aura sight, telepathy, psychometry. |
| /awe | Kindred | Presence 1. |
| /b | Everyone | Local out of character chat, 15 metres. |
| /backgrounds | Everyone | Your Backgrounds and what they give you. Also /resources. |
| /beast | Kindred | Animalism power. |
| /beckoning | Kindred | Animalism 1. |
| /binoculars | Everyone | Watch something a long way off. |
| /bloodpool | Kindred, Ghouls | Your blood pool and hunger level. |
| /boombox | Everyone | Set the station on the nearest boombox. |
| /boomboxoff | Everyone | Turn the nearest boombox off. |
| /boomboxskip | Everyone | Skip to the next track in the queue. |
| /boomboxvolume [0-100] | Everyone | How loud the nearest boombox plays in the world. |
| /boomboxyt [url] | Everyone | Queue a video link on the nearest boombox. |
| /boons | Kindred | Boons you owe and are owed. |
| /callboon [id] | Kindred | Formally demand payment of a boon. |
| /callmanager | Emergency services | Open the dispatch call manager. |
| /callouts | Medical | The medical dispatch board. |
| /callsign | Emergency services | Set your radio callsign. |
| /cantrips | Changeling | The Cantrip Grimoire: every wired power and why anything is locked. |
| /carrypatient | Medical | Carry the nearest downed patient. |
| /casting | Mage, Sorcerer | The casting interface: Spheres, Effects, Paths, Rituals. |
| /celerity | Kindred | A burst of supernatural speed. |
| /charactersheet | Everyone | Your character sheet. Same as /sheet. |
| /chatsettings | Everyone | Chat preferences. |
| /checkconsent [id] | Everyone | Read another player's consent sheet. |
| /checkskills | Everyone | Your current driving and firearms skill levels. |
| /checksentence | Inmates | How long you have left inside. |
| /chicanery 2 [id] | Changeling | Veiled Eyes: vanish from one person's sight. |
| /chicanery 4 | Changeling | Veiled Mind: vanish from everyone present. |
| /cid | Everyone | Your character identifier, for when staff ask. |
| /cityrunning | Garou, Fera | City Running: super jump, wall climbing, easier Athletics. |
| /claimturf | Kindred, Anarch | Stake a claim to a patch of the city. |
| /clear | Everyone | Clear your own chat window. |
| /closetrod | Changeling | Close a trod deliberately. |
| /commissarybalance | Inmates | Your commissary credit. |
| /compendium | Hunters | The Monster Compendium. Also /opencompendium. |
| /condition | Everyone | Your current condition and wound track. |
| /consent [id] | Everyone | Ask a player about a specific theme, with context. |
| /consentsheet | Everyone | Set your own consent preferences. |
| /contacts | Everyone | Use your Contacts background to reach a street-level contact. |
| /crawl | Everyone | Get low. |
| /createcrew | Kindred, Anarch | Start a crew. |
| /createtrod | Changeling | Open a new trod where you stand. |
| /crew | Kindred, Anarch | Your crew. |
| /crouch | Everyone | Crouch. |
| /cuff | Police | Restrain a suspect. /uncuff releases them. |
| /desc | Everyone | Alias of /appearance. |
| /dexterity | Everyone | Parkour movement. |
| /dispatchmap | Emergency services | Open the dispatch map. |
| /dispatchsidebar | Emergency services | Open the dispatch sidebar. |
| /do | Everyone | Describe the environment or the result of an action, 15 metres. |
| /domain | Kindred, court | Grant a domain. |
| /domaincheck | Kindred | Whose ground are you standing on. |
| /domainfeed [id] | Kindred | Grant feeding rights in your domain. |
| /domainmap | Kindred, Garou | The territory map. |
| /domainperms | Kindred | Every zone you have permission in. |
| /domainrevoke | Kindred, court | Revoke a domain. |
| /domainrevokefeed [id] | Kindred | Withdraw feeding rights. |
| /dragpatient | Medical | Drag the nearest downed patient. |
| /dread | Kindred | Presence: Dread Gaze. |
| /e [emote] | Everyone | Play an emote. |
| Everyone | Open the laptop mail client. | |
| /emotecancel | Everyone | Stop the current emote. |
| /emotemenu | Everyone | The full browsable emote list. |
| /emsmdt | Medical | The medical records terminal. |
| /engine | Everyone | Toggle a vehicle engine on or off. |
| /entrance | Kindred | Presence: Entrancement. |
| /escalate | Kindred, Anarch | Escalate a grudge. |
| /exitdreaming | Changeling | Leave the Dreaming. |
| /faeflight | Changeling | Fly. Also /ffly and /fflight. |
| /faewings | Changeling | Show and style your wings. /wingoff puts them away. |
| /favors | Kindred, Anarch | Favours owed in both directions. |
| /fulfillboon [id] | Kindred | Mark a boon as paid. |
| /garou | Garou, Fera | The form menu. |
| /gauntlet | Garou, Fera | How thick the Gauntlet is where you stand. |
| /gifts | Garou, Fera | Your mechanically wired Gifts. |
| /glamourpool | Changeling | Your Glamour, permanent and temporary. |
| /grudge | Kindred, Anarch | Grudges held and owed. |
| /helpme | Everyone | Ask staff for guidance in game. |
| /hideui | Everyone | Hide the interface for screenshots. Also /nohud, /togglehud. |
| /hn | Imbued | Connect to Hunter-Net. Also /hunternet. |
| /howl | Garou, Fera | Open the howl menu, or howl freeform with your own text. |
| /id | Everyone | Your own server ID. |
| /invite [user] | Network users | Grant access to an invite-only channel. /uninvite revokes it. |
| /jamtech | Garou, Fera | Jam Technology. Costs a permanent Gnosis. |
| /job | Everyone | Your current job and grade. |
| /kenning [id] | Changeling | See through a borrowed shape. |
| /ledger | Kindred | The public boon ledger. |
| /letter | Kindred | Write a physical letter. |
| /letters | Kindred | The letters you have received. |
| /leylineclaim | Mage, Changeling | Claim a place of power. |
| /leymap | Mage, Changeling | The ley line map. |
| /listings | Everyone | The property portal. |
| /lorehelp | Everyone | Ask the Storyteller team a lore question. |
| /low | Approved only | Typed quiet speech, 5 metres. Reserved for players who cannot use a microphone. |
| /mailgroups | Everyone | Create and manage mailing lists. |
| /majesty | Kindred | Presence: Majesty. |
| /markets | Business members | The business dashboard: stock, suppliers, imports. |
| /markofwolf | Garou, Fera | Mark of the Wolf: inflict your Curse on someone. |
| /mdt | Police | The mobile data terminal. |
| /me | Everyone | Describe an action, 15 metres. |
| /medist | Everyone | A large or distant action, 30 metres. |
| /meditate | Mage, Changeling | Draw power at a ley line place. |
| /melow | Everyone | A small, close action, 3 metres. |
| /mend | Kindred, Garou | Spend a pool point to close one health level. Once per scene. |
| /metamorphosis | Changeling | Thousandskins: wear another shape. /metamorphosis revert to return. |
| /mood | Everyone | Set a resting facial expression. |
| /mytrods | Changeling | Your trods, their pools and how long they have left. |
| /myheat | Kindred, Anarch | How much attention you have drawn. |
| /myrequests | Kindred | Your outstanding domain claims. |
| /myturfclaims | Kindred, Anarch | Turf you have claimed or are claiming. |
| /nearby | Everyone | Shared emotes with a nearby player. |
| /news | Reporters | Broadcast a news item citywide. |
| /nextcall | Emergency services | Cycle to the next dispatch call. /previouscall goes back. |
| /nofight | Everyone | Stop yourself swinging or shooting by accident. Also /pacifist. |
| /notifysettings | Everyone | Notification preferences. /notifyhistory shows what you missed. |
| /obfuscate | Kindred | Obfuscate. Arguments: shadow, unseen, mask, vanish, group, off. |
| /ooc | Everyone | Local out of character chat, 20 metres. |
| /opendossier | Hunters | Your hunter dossiers. |
| /openfiremenu | Fire | The fire menu and tablet. |
| /outfit | Everyone | Open your outfit bag. |
| /pack | Garou, Fera | Pack management. |
| /panic | Emergency services | Panic button. |
| /phone | Everyone | Open your phone if the keybind is not working. |
| /pickupboombox | Owner | Pick your boombox back up. |
| /placeboombox | Everyone | Put down the boombox you are carrying. |
| /pm [id] [message] | Everyone | Private out of character message. |
| /pointing | Everyone | Point at things. |
| /presence | Kindred | Presence menu. |
| /present [id] | Prince, Seneschal | Present a Kindred to Court. |
| /primal | Changeling | Willow Whisper: speak to a beast, or read an object. |
| /prison:leavework | Inmates | End your work shift. |
| /prison:requestwork [job] | Inmates | Request a work assignment. |
| /prison:workstats | Inmates | What you have done and earned inside. |
| /protean | Kindred | Protean menu. Arguments: eyes, claws, meld, shape, mist, rise, revert, off. |
| /quell | Kindred | Animalism: Quell the Beast. |
| /radiooff | Everyone | Turn the vehicle radio off. |
| /radiovolume [0-100] | Everyone | Vehicle radio volume. |
| /reform | Garou, Fera | Re-apply your current form after a revive reset it. |
| /refreshskin | Everyone | Force your model back to normal. |
| /refreshskills | Everyone | Re-read your skill levels from your sheet. |
| /refreshtextures | Everyone | Fix blurry or missing textures. |
| /registerboon | Harpy | Enter a boon in the official ledger. |
| /releaseme | Inmates | Release yourself once your sentence is complete. |
| /reloadskin | Everyone | Re-apply your saved outfit. |
| /removedescriptor | Kindred, court | Remove a status descriptor. |
| /rep | Kindred, Anarch | Your standing on the street. |
| /report | Everyone | Report a player to staff. |
| /requestdomain | Kindred | Draw a domain claim and submit it to Court. |
| /rescue [id] | Garou, Fera | Pull a Caught Garou back through the Gauntlet. |
| /resources | Everyone | Your Resources background: money, assets, vehicle slots. |
| /rise | Kindred, Garou | Get back up while down. Fallback for the G bind. |
| /roll | Everyone | Roll dice from chat. |
| /s | Approved only | Typed shout, 30 metres. Reserved for players who cannot use a microphone. |
| /scene | Everyone | Leave a prop scene or readable text in the world. |
| /schrecknet | Kindred | Connect to SchreckNet. Also /sn. |
| /secondsight | Hunters | Look at the world the way you have learned to. |
| /setstation [id] | Everyone | Set the vehicle radio to a station. |
| /setstatus [id] [n] [reason] | Kindred, court | Raise or lower a Kindred's status. |
| /sheet | Everyone | Your character sheet. |
| /showid | Everyone | Show nearby server IDs. Bound to Home by default. |
| /showsheet | Everyone | Show your sheet to a nearby player. |
| /sovereign 1 [id] [word] | Changeling | Protocol: one word they must obey. |
| /sovereign 2 [id] | Changeling | Grandeur: wear majesty. |
| /speech | Everyone | Toggle the boosted voice range. |
| /splathelp | Everyone | This guide, in game, filtered to your character. |
| /staredown | Garou, Fera | Staredown: grip someone with fear of you. |
| /stations | Everyone | Browse radio stations. |
| /status | Kindred | Your standing in the Camarilla. |
| /staveparadox | Mage | Hold back gathered Paradox. |
| /stoppatientmovement | Medical | Put a carried patient down. |
| /stoptracking | Mage, Changeling | Stop following a ley line. |
| /stuckmlo | Everyone | Move to the nearest public garage if you are wedged. Also /unstuckmlo. |
| /subsume | Kindred | Animalism: Subsume the Spirit. |
| /summon | Kindred | Presence: Summon. |
| /senseley | Mage, Changeling | Feel for a ley line nearby. |
| /sensepower | Mage, Changeling | Judge how strong a place of power is. |
| /territory [id] [zone] | Garou, Fera | Grant territory. Alpha and above. |
| /territorycheck | Garou, Fera | Whose hunting ground is this. |
| /territoryhunt [id] | Garou, Fera | Grant hunting rights. |
| /territoryrevoke [zone] | Garou, Fera | Revoke territory. |
| /territoryrevokehunt [id] | Garou, Fera | Withdraw hunting rights. |
| /togglefocus | Emergency services | Focus or unfocus the dispatch interface. |
| /togglemovemode | Emergency services | Reposition the call manager. |
| /tracker | Police | Vehicle tracker readout. |
| /trackpower | Mage, Changeling | Follow a ley line towards its source. |
| /tutorial | Everyone | Replay the new player tutorial. |
| /umbra | Garou, Fera | Step sideways, or come back. |
| /peekumbra | Garou, Fera | Glimpse the Umbra without crossing. |
| /uncuff | Police | Release a restrained suspect. |
| /underwater | Kindred | Toggle striding along the seabed. |
| /unstickhouse | Everyone | Get out of a property whose door has stopped working. |
| /unstickappearance | Everyone | Recover if the appearance editor leaves you stuck. |
| /unveil | Changeling | Drop a veil early. |
| /uselighter | Everyone | Use a lighter. |
| /usetrod | Changeling | Travel a trod. |
| /vitals [id] | Medical | A quick read on a patient. |
| /w | Approved only | Typed whisper, 3 metres. Reserved for players who cannot use a microphone. |
| /walk [style] | Everyone | Change your walk. /walks lists the options. |
| /wingoff | Changeling | Put your wings away. |
| /withdrawconsent | Everyone | Stop a scene. Alerts everyone within 30 metres. |
Nothing matches that. Try a shorter word, or ask in game with /helpme.
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.
If something genuinely is broken, a ticket with what you did and what happened is worth ten messages saying it is broken.
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.
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.
World of Darkness, Vampire: The Masquerade, Werewolf: The Apocalypse, Mage: The Ascension, Changeling: The Dreaming and Hunter: The Reckoning are trademarks of Paradox Interactive AB. This project is made under the Dark Pack Agreement. This is a fan project and is not affiliated with or endorsed by Paradox Interactive.