COMMAND REFERENCE
78 commands across 13 categories. Die-gated commands show a requirement — your attribute die must meet or exceed the threshold.
Commands are case-insensitive. Arguments in <angle brackets> are required. Arguments in [square brackets] are optional.
Movement
Navigate between rooms and zones. Direction words and single-letter abbreviations both work.
| Command | Aliases | Syntax | Description | Requirement |
|---|---|---|---|---|
| north | n | north | Move north. | — |
| south | s | south | Move south. | — |
| east | e | east | Move east. | — |
| west | w | west | Move west. | — |
| up | u | up | Move up (ladders, stairs, vents). | — |
| down | d | down | Move down. | — |
| in | — | in | Enter a structure or enclosed space. | — |
| out | — | out | Exit a structure or enclosed space. | — |
| look | l | look | Redisplay the current room description, exits, and visible entities. | — |
Combat
Opposed dice-pool combat using Cortex Prime mechanics. Attribute + Approach vs. target's Javelin pool. Stress accumulates across Physical, Mental, and Signal tracks.
| Command | Aliases | Syntax | Description | Requirement |
|---|---|---|---|---|
| attack | kill, hit | attack <target> [approach] | Initiate or continue combat with a target. Optionally specify an approach (forceful, quick, clever, quiet, daring) as the last word to shape your roll. | — |
| flee | run | flee [approach] | Attempt to escape an active combat scene. Specify an approach to influence your escape roll. | — |
| hack | — | hack <target> <hack_type> | Execute a quickhack on a target. hack_type specifies the attack variant (e.g. burnout, ghost, disrupt). | — |
| use | — | use <item> | Activate an item — consumables, medkits, grenades, or signature assets — in or out of combat. | — |
| scan | — | scan <target> | Scan a target to reveal their stress tracks, trauma count, and equipped gear. | — |
Commerce
Buy, sell, and trade in the shop network. Prices shift dynamically with scarcity and your faction standing.
| Command | Aliases | Syntax | Description | Requirement |
|---|---|---|---|---|
| shop | store | shop | List the current room's shop inventory and prices. Only works in rooms with a vendor NPC. | — |
| buy | purchase | buy <item> | Purchase an item from the shop NPC in the current room. | — |
| sell | — | sell <item> | Sell an item from your inventory to the shop NPC in the current room. | — |
| trade | — | trade <target> <item> | Initiate a direct item trade with another player. | — |
Inventory
Manage everything you carry. Pick up, drop, equip, examine, and organize items. Favorited items are protected from accidental sells and drops.
| Command | Aliases | Syntax | Description | Requirement |
|---|---|---|---|---|
| inventory | inv, i | inventory | List all items currently in your inventory. | — |
| gear | equipment, eq | gear | List your currently equipped items and their die ratings. | — |
| get | take, pick, pickup | get <item> | get all [container] | Pick up an item from the ground. Use 'get all' to pick up everything, or 'get all <container>' to loot a specific container. | — |
| drop | — | drop <item> | drop <count> <item> | Drop an item from your inventory to the ground. Specify a count to partially drop a stack. | — |
| give | — | give <item> to <target> | give <target> <item> | Give an item from your inventory to an NPC or another player. | — |
| equip | wear, wield | equip <item> | Equip an item from your inventory into its appropriate slot. | — |
| unequip | remove, unwield | unequip <item> | Remove an equipped item back into your inventory. | — |
| examine | inspect, read | examine <item> | Examine an item in detail — reveals its stats, SFX, die rating, and flavor text. | — |
| search | loot, rummage, open | search <container> | Search a container (desk, locker, crate, body) for hidden items. | — |
| sort | — | sort [rarity|category|name|value] | Sort your inventory. Defaults to category if no mode is given. | — |
| favorite | fav, pin, unfavorite, unfav, unpin | favorite <item> | Toggle a favorite/pin on an item. Pinned items sort to the top and are protected from accidental drops and sells. | — |
Crafting
Build, repair, and upgrade gear at workbenches. Experimental crafting lets you combine components without a recipe at higher risk.
| Command | Aliases | Syntax | Description | Requirement |
|---|---|---|---|---|
| craft | build, make, assemble, ripperdoc | craft <item> | craft | Craft an item from components at a workbench. Running 'craft' without arguments shows available recipes. | — |
| recipes | crafting | recipes | List all available crafting recipes you have the components and skills for. | — |
| repair | fix, mend | repair <item> | Restore a damaged item's durability at a workbench. | — |
| upgrade | enhance | upgrade <item> | Attempt to upgrade an item's die rating at a workbench. | — |
| experiment | tinker, combine | experiment <components> | Combine components without a recipe. Rolls Mental + Clever vs. d10. Success produces a useful item; failure may destroy components. | — |
Crime
Theft, lockpicking, bounties, and concealment. Every crime has witnesses. Every witness has a memory. The Wire is watching.
| Command | Aliases | Syntax | Description | Requirement |
|---|---|---|---|---|
| steal | pickpocket, rob | steal <item> from <target> | steal <target> <item> | Attempt to steal an item from another entity. Rolls Quiet vs. target's awareness. Failure triggers a crime flag. | — |
| lockpick | pick | lockpick <exit> | Attempt to pick a locked exit using lockpicking tools. | — |
| conceal | hide | conceal <item> | Hide an item on your person to evade checkpoint scans and searches. | — |
| dead_drop | stash | dead_drop <item> <description> | Hide an item as a dead drop in the current room, accessible only to someone who knows the description. | — |
| post_bounty | bounty_post | post_bounty <target> <amount> | Post a CREDS bounty on a target player or NPC. Bounty is paid to whoever delivers the mark. | — |
| bounties | bounty_list, bounty | bounties | List all currently active bounties in the world. | — |
Survival
Three need tracks — hunger, thirst, rest — degrade constantly. Neglect them and your dice shrink.
| Command | Aliases | Syntax | Description | Requirement |
|---|---|---|---|---|
| eat | consume | eat <food item> | Eat a food item from your inventory to reduce hunger. | — |
| drink | sip | drink <beverage> | Drink a beverage from your inventory to reduce thirst. | — |
| rest | nap | rest | Rest in the current room for partial recovery. You remain interactive but recover some rest. | — |
| sleep | — | sleep | Sleep in the current room for full rest recovery. You become inactive and vulnerable until you wake. | — |
| gamble | bet, wager | gamble <amount> | Gamble CREDS at a Recreation room. Win or lose based on a dice contest. | — |
Character
View your character's current state — attributes, stress, equipped gear, and unlocked skills.
| Command | Aliases | Syntax | Description | Requirement |
|---|---|---|---|---|
| stats | attributes | stats | Display your attributes (Physical, Mental, Social, Ghost), approach die sizes, stress tracks, and trauma count. | — |
| skills | — | skills | List all unlocked skill tree nodes and their current die ratings. | — |
| legacy | legends, stories | legacy | Check what stories NPCs tell about your dead characters. Retired characters leave marks on the world. | — |
Perception
Observe, identify, and sense beyond the visible. Some abilities require GHOST signal presence.
| Command | Aliases | Syntax | Description | Requirement |
|---|---|---|---|---|
| analyze | study | analyze <target> | Learn a target NPC's attribute and approach die sizes. | Clever d8+ |
| appraise | value | appraise <item> | Determine the true market value of an item, bypassing vendor markup. | Clever d8+ |
| diagnose | — | diagnose <target> | Identify infrastructure problems — failing systems, leaking pipes, overloaded nodes. | Mental d8+ |
| attune | listen | attune | Listen to the Substrate — the ambient GHOST signal. Reveals hidden presences and emotional echoes in the room. | Ghost d8+ |
| substrate_sense | sense | substrate_sense | Detect entities in adjacent rooms through GHOST signal resonance. | Ghost d10+ |
Communication
Reach across zones, broadcast to factions, and route messages through the GHOST signal network.
| Command | Aliases | Syntax | Description | Requirement |
|---|---|---|---|---|
| signal | transmit | signal <target> <message> | Send a cross-zone message via the GHOST signal network. | Ghost d6+ |
| relay | — | relay <target> <message> | Send a cross-zone message via signal with stronger amplification. | Ghost d10+ |
| faction_say | fsay | faction_say <message> | Broadcast a message to all faction allies currently in the same zone. | — |
| write | inscribe, note | write <text> | Write text onto a blank item (Scrap Paper) to create a readable note. | — |
| teach | train, mentor | teach <target> <skill> | Teach another player a skill pair from your unlocked tree. Both parties must be in the same room. | — |
Property
Claim rooms as personal territory and install defensive upgrades. Property grants respawn anchors and passive income.
| Command | Aliases | Syntax | Description | Requirement |
|---|---|---|---|---|
| claim | squat | claim | Claim the current room as personal property. Requires an unclaimed or abandoned room. | — |
| install | place | install <item> | Install an item as a room upgrade — locks, alarm systems, turrets, or utility fixtures. | — |
Specialization
Advanced abilities gated behind attribute die thresholds. Build your character toward these to unlock them.
| Command | Aliases | Syntax | Description | Requirement |
|---|---|---|---|---|
| breach | kick | breach <door> | Kick down a locked door or barricade through sheer force. | Physical d8+ |
| grapple | restrain, grab | grapple <target> | Restrain a target in combat, preventing them from acting freely. | Physical d10+ |
| fortify | barricade | fortify <exit> | Barricade a room exit to slow or block movement through it. | Physical d10+ |
| break | smash, destroy | break <object> | Destroy objects and containers through brute force. | Forceful d10+ |
| decrypt | decode | decrypt <item> | Read and decode encrypted messages or data shards. | Mental d8+ |
| forge | counterfeit | forge <document> | Create counterfeit documents — ID chips, permits, faction credentials. | Mental d10+ |
| override | bypass | override <lock> | Bypass electronic locks and security systems without physical lockpicks. | Mental d10+ |
| recruit | hire | recruit <npc> | Convince an NPC to follow you temporarily as a companion. | Social d8+ |
| broker | mediate | broker <npc1> <npc2> | Mediate a dispute between two NPCs to shift their dispositions toward each other. | Social d10+ |
| rumor_plant | plant_rumor, spread | rumor_plant <rumor> | Plant a fabricated rumor into the social network. It will spread and shift NPC behaviors. | Social d10+ |
| ambush | — | ambush <target> | Strike from stealth for a guaranteed first-strike advantage, bypassing initiative. | Quiet d8+ |
| shadow | follow, tail | shadow <target> | Follow an NPC or player undetected through multiple rooms. | Quiet d8+ |
| taunt | provoke | taunt <target> | Provoke a target into attacking you, forcing them to engage rather than flee or ignore. | Daring d10+ |
| intercept | block | intercept <target> | Cut off a target's movement, preventing them from fleeing the current room. | Quick d10+ |
Wire (DM) commands — narrate, spend_doom, complicate, force_stress, detain, release, quarantine, dispatch_enforcer, flag_behavior — are parsed by the engine but only execute when issued by the Wire DM task. Player sessions that issue Wire commands receive a permission error.
Social
Speak, gesture, and build relationships. All speech is visible to everyone in the room. NPC disposition shifts based on what they hear.