assist
Syntax: assist [character] [assistance description]The assist command allows you to help another character with a try rollWhen used, it announces your assistance to the room and describes how you'rehelping.The command requires both a target character (who must be in the same room)and a description of...
bargain
Syntax: bargain <untie|flight|fight|knowledge|strength|life> This command allows you to make bargains with demons for various benefits,but at a cost of increasing your invitation level and also possibly youracedia. Each bargain type provides different assistance: Untie: Will continue to untie yourself when using the 'escape' command even...
bedwindow
Syntax: bedwindow [character name]This command allows you to break into another player's bedroom by climbingthrough their window. You must be within 10 distance of their bedroomlocation to succeed. If you're too far away, the game will tell you whichdirection to travel. This command requires that...
breakout
Syntax: breakoutThis command allows you to break free from bindings or escape from a room,but only when specific conditions are met.When bound (either completely or just your feet): - If you've initiated thebreak binding process and it has completed, you'll break freefrom your bindings -...
chat
Syntax: chat [message]Sends a message to your current active chatroom. Your message will be visibleto all players who are in the same chatroom and have a phone (orelectropathic ability). Messages are formatted with the chatroom name andyour profile handle, and are stored in the chatroom's...
cure
Syntax: cure [character] [condition] [reason]Removes a negative condition from a player character. This is a storyrunner-only command that allows GMs to cure various debilitating effects.Available conditions:weaken: Removes weakness effect, restoring the character's strength.noheal: Restores the character's ability to recover/heal normally.nomove: Restores the character's ability to...
Fimagine
Syntax: fimagine (target) (imagining)Can be used on characters with at least invitation 2 to cause their mind to wander andthem to imagine the given argument....