## 1. What this game is
Deep Shadows is a **text roleplay** game set in **Shadowrun 5th Edition**. You play a shadowrunner (or a corp-affiliated street operator) on a shared city grid. Stats, gear, karma, and nuyen live on your **character sheet**. Rooms are where you **roleplay**. The game automates bookkeeping (dice, pools, inventory, Matrix actions, many magic/resonance verbs) and leaves story outcomes, consent, and fuzzy calls to poses, rolls, and staff.
**Rules source:** SR5 Core plus the sourcebooks the game has implemented (Run Faster lifestyles, Data Trails / Kill Code Matrix, Street Grimoire magic, Rigger 5.0, and so on). If a number is on your sheet or in a catalog, trust that over memory. House rules that differ from the book are called out in this guide.
**This is not a video game.** Combat helpers and Matrix commands do **not** freeze the room or stop you from typing. Initiative trackers and combat prompts are **advisory**. You still pose, roll, and play fair.
---
## 2. How to connect
### Web client (recommended)
1. Open [https://dsmush.com](https://dsmush.com) and log in (or create an account).
2. Open the **web client**. You get a command line, output pane, and (when AR is on) an **AR overlay** for Matrix/comms chrome.
3. You are automatically puppeting your character. There is **no** `ic` / `ooc` / `puppet` / `unpuppet` command. One account, one character in play.
### Telnet / MUD client
Connect to the game host on the published telnet port (staff / website will list the current host). Same commands as the web client. You will **not** get the HTML AR pane or the embedded `+map` iframe; you still get text.
### First login
- Type `look` — see the room.
- Type `help` — category index.
- Type `who` — who is connected.
- Type `+staff` — which staff are online.
If you are brand new, find a **Deep Shadows Digital Assistant** (DSDA) in the intro area and type `talk to dsda` (or `talk` on that object). Different NPCs cover MUSH basics, layout, Character Creation, corps, crime, government, magic, Matrix, augments, runner life, theme, and PvP policy.
---
## 3. How to get help (always start here)
| What you want | What to type |
|---|---|
| Table of contents | `help` |
| Commands in a category | `help general` · `help character` · `help matrix system` · `help combat` · … |
| One command | `help +roll` or `help roll` (leading `+` is optional) |
| Slash commands | `help +matrix/action` — the index hides slash keys on purpose; the pages still exist |
| Character Creation | `cchelp` (while the menu is open: help for **this screen**). Topics: `cchelp start`, `cchelp priorities`, `cchelp lop`, `cchelp basic`, `cchelp skills`, `cchelp limits` |
| Priority table | `+nptable` |
| Staff online | `+staff` |
| Ask staff | `page <staffname> = <question>` or `+qsub` (see [Tickets](#23-tickets-qsub)) |
**Help categories** (top-level `help`): General, Roleplaying, Character, Character Creation, Combat, Matrix System, AR, Comms, Rigging & Vehicles, Security & Stealth, Economy, Forum, Events, Building, Admin & Staff, System.
If a menu says **Character Creation does not allow for that command**, you are inside `+ccstart`. Only a small set of commands work there (`help`, `cchelp`, `desc`, `+nptable`, `+nsheet`, `+qsub`, and subscribed channels). Type a menu letter or `Q` to quit.
---
## 4. Your first hour (checklist)
1. **Consent** — Character Creation opens with a disclosure screen. Read it. Continue only if you agree.
2. **Start Character Creation** — `+ccstart` (staff must have given you the **tester** permission). Choose **Full** build or a **template** (template locks you to name + final questions).
3. **Do the required steps** — Priorities, Basics (name, age 18+, gender, ethnicity, height, weight), at least one **Concept**, Level of Play.
4. **Everything Else** — metatype, attributes, skills, nuyen/gear, karma, qualities, contacts, magic or resonance if applicable, optional corp/org.
5. **Descriptions** — `desc` (personal / clothing / demeanor). Aura is for astral, not mundane look.
6. **Finalize** — answer player and character questions, submit. Staff review your application. You play as a normal PC after they **complete** the Character Creation ticket.
7. After approval: `+nsheet`, `inventory`, `equip`, `desc`, `+identity`, `+go/ic` onto the grid, `+where`, and find a hotspot or intro scene.
**You cannot skip staff approval.** Finishing the menu sends a queue ticket. Do not assume you are “in play” until staff complete it.
---
## 5. Permissions you will actually feel
| Status | What it means |
|---|---|
| **Tester** | Required to run `+ccstart`. Staff grant this. |
| **Approved** | Staff finished Character Creation review. Unlocks `+advance`, `+go`, `+events`, `+identity`, `+spend`, `+karma2cash` / `+cash2karma`, `+market/sell`, Living Contacts dials, and (for eligible magicians) `+astral`. |
| **Players** | Needed for `+nptable` and `+random`. |
| **Scene lock** | Staff or a Certified GM paused **mechanical downtime** on your character. You can still RP. You **cannot** self-heal, train, buy, initiate, and similar progression until it expires or is cleared. You will see `[SCENE LOCK]`. |
There is **no** switching characters with `ic`/`ooc`. In-room OOC speech is `+OOC` or `.` — that is **not** leaving the grid.
---
## 6. Moving, looking, time, and the grid
### Looking
- `look` — the room (and your AR/astral extras if those modes are on).
- `look <person or object>` — that target.
- `look <detail>` — named “virtual” details on extended rooms (a sign, a mural, a keypad) without a separate object.
Rooms may change text by **season** and **time of day**. Astral-only prose is wrapped in `<aura>…</aura>` and only shows if you are perceiving or projecting.
### Walking
Type the **exit name**: `north`, `out`, `into the lobby`, whatever `look` lists. Some exits need a **SIN check**, a **keypad**, or an **allowlist**.
Keypad:
type north 4821
type <exit alias> <code>
That unlocks the **next** traversal for a short window. Wrong code fails.
If you manage an exit’s guest list (staff set you as manager):
+exitaccess/list <exit>
+exitaccess/add <exit>=<character>
+exitaccess/remove <exit>=<character>
Remote lock/unlock from a comm (when authorized): `+comm/lock` / `+comm/unlock` (see `help +comm/lock`).
### IC vs OOC lounge
+go/ooc — to the Black Hole Lounge (OOC hangout). Saves your last IC room.
+go/ic — return to that last IC room.
Requires **approved**. Do not use this as a combat teleport.
### Who is where
+where — occupied rooms and player counts
+where/show — list your name in that table
+where/hidden — hide your name again
**Hotspots** (rooms tagged for social play) show **[Hotspot]**. When **3 or more** connected players are there and none have been idle more than **5 minutes**, it shows **[Rewarding]** — that room is eligible for the hourly hotspot payout.
+map — city map for the city tag on your current room (web client: embedded map; telnet: URL)
+area — list “areas” inside a large room (bar vs dance floor)
+area/join <name>
+area/leave
+area/say <text>
+area/pose <pose>
### Time and weather
+time
@time
+weather
Time is **in-character** by city/region tags, not server uptime. Weather is real-world metro data for the city tag (Las Vegas, etc.), plus occasional Shadowrun flavor. OOC rooms do not get weather.
---
## 7. Roleplay: say, pose, OOC, language, descriptions
### Speech and poses
| Command | Also | What it does |
|---|---|---|
| `say <text>` | `"<text>` or `'<text>` | Spoken words |
| `pose <text>` | `:<text>` | Emote (your name is prefixed) |
| `nspose <text>` | `;<text>` | Emote **without** forcing your name at the front |
| `@emit <text>` | `#<text>` | Raw emit to the room |
| `+OOC <text>` | `.<text>` | **Out of character** speech **in this room** |
If you are **jacked into the Matrix**, `say` / `pose` go to your Matrix node instead of meatspace (or use `+msay` / `+mpose`).
### Languages
You **always type English**. The game mangles what listeners hear based on **their** skill in the language you are speaking.
+language — list known languages and current pick
+language Sperethiel — speak Sperethiel
+language/switch Japanese
+language/clear — back to English (everyone hears you clearly)
Listeners who do not know the language get opaque noise; partial skill gets mixed/garbled English; native/fluent hear the real line. Pick languages in Character Creation (Skills) or later with karma.
### Descriptions (what people see on `look`)
desc/set/personal = <appearance>
desc/set/clothing = <what you are wearing>
desc/set/demeanor = <bearing, mannerisms>
desc/set/aura = <astral appearance> — NOT shown on mundane look
Save / list / delete named outfits:
desc/save/personal streetwear
desc/set/personal streetwear
desc/list/personal
desc/delete/personal streetwear
Do the same for `clothing`, `demeanor`, and `aura`. Put **spaces** around `=` as in the examples.
### Idle and pages
@idle = AFK, back at 9pm MST
@idle/clear
page <name> = <message>
tell <name> <message>
page last
page
Pages are **OOC private messages**. Staff are not blocked by mute-all.
@reject — summary
@reject/add <player>
@reject/remove <player>
@reject/clear — clear the list only
@reject/all on — mute everyone except staff
@reject/all off
@reject/message = <auto-reply>
@reject/message <player>=<text>
`@idle` does **not** stop the page; the sender just sees your idle line.
### Mail and who
who
mail — Evennia mail (see `help mail`)
---
## 8. Character Creation (full walkthrough)
Start: **`+ccstart`**. Help: **`cchelp`**. Table: **`+nptable`**. Sheet preview: **`+nsheet`**. Tickets: **`+qsub`**.
Menus are letter keys (`[P]riorities`, `[B]ack`, `[Q]uit`). Type the letter or the number. Destructive resets ask for confirmation.
### Path
1. **Disclosure / consent** — Continue or quit.
2. **Full CC** or **Template** — Templates fill a legal build; you only set name and final questions.
3. **Main hub** — Priorities, Basics, Concept, Level of Play, Everything Else, Reset, Quit.
### Basics (required)
- **Name** (`primary_alias`) — the name others see unless you `+identity/switch`.
- **Ethnicity, age, gender, height, weight.** Age **must be 18+**. Height: `1.8` = meters, or `5'11"`. Weight: `70kg` or `150lb`.
- **Level of Play** — type `street`, `standard`, or `prime` (Prime only if staff already approved Prime for this character).
### Level of Play (house table)
| | Street | Standard | Prime (staff-approved) |
|---|---|---|---|
| Starting karma | 13 | 25 | 35 |
| Max karma during CC | 26 | no extra cap | 70 |
| Availability cap | 10 | 12 | 15 |
| Device / rating cap | 4 | 6 | 6 |
| Karma → nuyen (2,000¥ each) | max 5 karma | max 10 | max 25 |
| Contact points | CHA × 3 | CHA × 3 | CHA × 6 |
Street is required for **formal corp/org membership**. Prime is not a menu you can pick without staff.
### Concepts
Pick up to **8** concepts (street samurai, decker, face, rigger, magician, adept, technomancer, …). They gate magic vs resonance. You cannot mix technomancer with conflicting magical concepts. “Adept” in the matcher means **physical adept**, not Adept Trainer.
### Priorities (SR5)
Assign **A through E** once each to:
- **Metatype** — which metatypes you may pick, and special attribute points (Edge / Magic / Resonance).
- **Attributes** — points for Body, Agility, Reaction, Strength, Willpower, Logic, Intuition, Charisma.
- **Skills** — active skill points / skill group points.
- **Resources** — starting nuyen (table depends on Level of Play).
- **Magic or Resonance** — or mundane (E).
Changing a priority **resets** dependent steps. Use `+nptable` any time.
**Metatype mins/maxes** follow SR5 (Human Edge 2/7, Elf CHA 3/8, Dwarf/Ork/Troll racial vision and lifestyle cost, Troll reach/armor, etc.).
**Attributes:** spend **all** attribute points. **Only one** physical or mental attribute may sit at racial max at creation (Edge / Magic / Resonance do not count).
**Special:** Edge starts 2 (Human) or 1 (others). Magic/Resonance come from the Magic/Resonance priority.
### Skills
- Spend **all** skill and skill group points.
- **Max rating 6** at creation (7 with Aptitude).
- Knowledge and Language share one pool: **(Intuition + Logic) × 2**.
- One **native language** is free. **Bilingual** quality adds a second native.
- **You cannot** take a skill group **and** any individual skill from that group.
- Specializations: 1 skill point each; one per skill at creation.
### Qualities
Positive qualities **cost** karma; negative qualities **give** karma. At creation: **max 25 karma** in positive and **max 25** in negative (Street/Prime karma pool caps still apply). Some qualities are required for corp/org membership (corporate SINner vs Made Man).
### Resources (nuyen)
Buy gear, weapons, armor, electronics, vehicles, drones, foci, lifestyles, SINs, credsticks, and misc through the Resources menus. Caps are **Availability** and (for electronics/augment ratings) **device rating** from Level of Play.
- **Carry over max 5,000¥** unspent priority nuyen (SR5 Step 6). The validator errors if you try to finish over that.
- **Essence cannot go below 1** during Character Creation.
- **Augmentation bonus** per attribute is capped as in SR5.
- Firearm accessories that scale off the host weapon use `buy <acc> for <weapon>`.
- If you finish with **no usable commlink**, the game **grants a free cheap legal commlink** (usually a Meta Link) at 0¥ so you can use `+comm`. Living Persona does not count; an implanted commlink does.
### Karma leftover (during Character Creation)
Raise attributes/skills, buy spells (5 karma), complex forms (4), bind foci, convert karma to nuyen (capped by Level of Play), buy contacts. **Carry over max 7 karma** into play (warning if you exceed).
### Contacts at creation
Free contact points = **Charisma × 3** (Prime: × 6). Each contact: 1 karma per Connection + 1 per Loyalty; min 1/1; max 7 karma on a single contact at creation.
### Magic / Resonance in Character Creation
If your priority and concept allow it, spend the free spells / complex forms / skills the table grants. Mystic adepts **buy** Power Points with karma (5 per PP). Aspected magicians are limited to one of Sorcery, Conjuring, or Enchanting.
### Corps and orgs (optional, Character Creation only)
**Everything Else → [O]rgs.** Formal membership in a megacorp, gang, media corp, etc. is **only available at Character Creation**. After approval you cannot join a CO this way.
- Must be **Street** Level of Play.
- Corporations need a **corporate SIN** (SINner). Criminal orgs need a **Made Man** (or equivalent) quality.
- Starting rank is always **Tier 1** (you do not pick rank).
- You need a **recruitment / sponsor** note (a PC member, or CEO/COO if no PCs exist).
See [Corps and organizations](#21-corps-and-organizations) for play rules after you are in.
### Finalize and wait
Answer **player questions** and **character questions**. Review. Submit. That opens a **Character Creation** queue ticket. Re-finalizing **updates the same open ticket**.
Staff complete the ticket → you become **approved**, get the public roster tag, and (if you are online) start receiving live street Facts.
Until then, stay in Character Creation / OOC space and do not expect grid commands that require `approved`.
---
## 9. After approval: what to do first
1. `+nsheet` — confirm the sheet matches what you built.
2. `inventory` then `equip` your armor, commlink, and a weapon.
3. `desc/set/personal`, `clothing`, `demeanor` if you skipped them.
4. `+identity` — know which SIN you are broadcasting.
5. `+go/ic` onto the grid (if you are in the lounge).
6. `+where` — find people. Look for **[Rewarding]** hotspots.
7. `+comm` — Connexus (contacts + saved numbers). Save people with `+comm add Name=<address>`.
8. `bboard` — read **News**, **Events**, **Logs**.
9. `+qsub/list` — know how to reach staff.
---
## 10. Character sheet (`+nsheet`)
+nsheet
+nsheet/attributes
+nsheet/skills
+nsheet/magic
+nsheet/contacts Ace
**Sections (and short aliases):** personal, attributes, conditions, combat, skills, active, knowledge, language, qualities, contacts, ids, lifestyle, safehouses, augments, magic, resonance.
**Show the room or one player:**
+nsheet/show
+nsheet/show attributes combat
+nsheet/show Alice=
+nsheet/show Alice=attributes magic
The sheet is **mechanical truth**. Gear is **not** duplicated there — use `inventory` and `equip`. Staff can `+nsheet <name>` on another character; players cannot.
---
## 11. Inventory, equip, load, give
inventory
inv
i
Shows **nuyen cash**, **credsticks**, then stacked SR5 gear/weapons/vehicles, then carried objects.
get <item>
grab <item>
get 2 cavalier — if several match, pick line 2
drop <item>
give <item> to <person>
give <item> = <person>
give 3 stimpatch to Alice
give 500 nuyen = Alice — wallet cash, same room
SR5 gear dropped on the floor only works in **extended** rooms. Duplicate names get a numbered list.
equip
equip armored jacket
equip primary ares predator
equip ares predator secondary
unequip armored jacket
load regular ammo
load primary APDS
reload
`equip` with no args lists armor, hands, commlink, deck. Weapons fill **primary** first, then **secondary**. `load` uses the weapon’s magazine size from the catalog. Mixed ammo in one mag is not allowed; unequip/equip to clear.
---
## 12. Identity and SINs (`+identity`)
Requires **approved**.
+identity
+ident
+id
+identity Street Name
+identity/create <persona name>
+identity/switch <name>
+identity/burn <name>
- No switch: list personas. With a name: full detail.
- **create** — new persona, no SIN, no money, no notoriety.
- **switch** — you **are** that persona for display: name, SIN broadcast, money, awareness, street credit, notoriety. Play the cover. The SIN on that identity is what cameras and kiosks see.
- **burn** — SIN is burned (hidden). If it was current, you become SINless. **Cannot be undone** (staff may restore).
Some doors, apartments, and ticket kiosks **roll your fake SIN**. Criminal IDs are refused at some desks. SINless may be allowed when the building’s threshold is 1 (nuyen or Character Creation prepay only — not credstick).
---
## 13. Dice, Edge, and limits (`+roll`)
+roll pistols
+roll pistols + agility
+roll 12
+roll 8 + 3
+roll pistols + 2 physical 3
+roll/silent negotiation
+roll/basic perception
+roll/init
+roll/astral_init
+roll/ainit
+roll/cold_init
+roll/hot_init
+roll/judge_intentions
**Hits** are 5–6. **Glitch** = more than half the dice are 1s. **Critical glitch** = glitch and zero hits.
Skill names resolve against your sheet (partial names OK). Limits: type `physical`, `mental`, or `social` (abbreviations allowed). Wound penalties and sheet modifiers are applied by the roller when the code knows about them; extra situational dice you still type as `+ 2` / `- 1`.
**Edge switches** (on `+roll`):
| Switch | Effect |
|---|---|
| `/edge` or `/pre_edge` | Push the Limit **before** the roll |
| `/push_the_limit` | Push the Limit **after** |
| `/second_chance` | Reroll failures |
| `/close_call` | Negate glitch / reduce critical glitch |
| `/smackdown` | **Burn** 1 Edge: automatic success (4 net hits) |
| `/notdeadyet` | **Burn** 1 Edge to survive inevitable death |
| `/deadman` | Spend 1 Edge: Dead Man’s Trigger (BOD + WIL) |
| `/blitz` | 5 Initiative dice |
| `/seize` | Seize the Initiative (top of order) |
`+roll/init` (and astral / cold / hot) need the matching state (astral perceiving/projecting; Matrix VR + jack or Resonance).
### Soak and dodge
+resist damage
+resist fading
+resist matrix
+resist soak
+resist/edge damage
+resist/accept damage
+dodge
+dodge/edge
`+resist` / `+dodge` answer a **pending** incoming effect (combat helper, spell, Matrix, fading). If nothing is pending, they say so.
---
## 14. Combat (advisory)
Nothing here **blocks** out-of-turn poses. Use it so the table shares one sequence.
### Surprise
+surprise
+surprise Guard
+surprise/alerted
+surprise/ambush
+surprise/clear
Reaction + Intuition (3). Fail: −10 Initiative and no Defense until your next Action Phase. `/alerted` +3, `/ambush` +6. Combat Paralysis on the target adds +2 for the ambusher.
### Initiative tracker (per room)
+initiative/start
+init/join
+init/join/blitz
+init/physical
+init/astral
+init/cold
+init/hot
+init/order
+init/next
+init/pass
+init/newround
+init/delay
+init/add Thug=12
+init/set Guard=8
+init/remove Alice
+init/end
If no tracker is running, `/physical` `/astral` `/cold` `/hot` just roll once for flavor. `/pass` is −10 for the next pass (SR5). Staff: `/rollall`.
### Guided exchange
+combat/start Guard
+combat/attack 9 -1
+combat/defense
+combat/net 3
+combat/soak
+combat/apply physical 4
+combat/status
+combat/clear
**You still roll** with `+roll` / `+resist`. This only stores DV, AP, net hits, and who is attacker/defender. Starting combat **whispers adjacent rooms** (bleed).
### Healing (bookkeeping)
Roll First Aid / Medicine / Heal spell **first**, then apply boxes:
+heal/stun 3
+heal/physical 1
Self-heal is refused under **scene lock**. Healing **another** character (`/firstaid`, `/medical`, `/recover`) is **staff**. Magical healing uses `+cast`, then staff or the spell flow applies boxes.
---
## 15. Economy: cash, market, karma, spending
### Seeing money
`inventory` (cash + credsticks). `+spend` (approved): last 30 days of nuyen movement. `+spend/all`, `+spend/days 7`, `+spend/recurring`.
### Buying and selling
Stand in a room with a **GearVendor** and/or a **ticket kiosk**.
+market — Buy / Sell (and Transit ticket if a kiosk is here)
+market/buy — acquisitions menu
+market/buy gear
+market/buy ticket — public transit ticket (SIN check if the kiosk requires it)
+market/buy pending — paid gear not yet on your sheet
+market/pending
+market/sell — fence from inventory (approved)
Black market / restricted / forbidden (and SINless buying legal gear) may require the right **shared contact** and opposed tests. Deliveries can sit in a **pending** queue before they hit `inventory`.
**Karma ↔ nuyen** (approved): **2,000¥ per karma**, **5 combined units per ISO week (UTC)**.
+karma2cash 2
+cash2karma 4000
+cash2karma 4000 stick 12
---
## 16. Advancement (`+advance`)
Requires **approved**. Opens a menu: skills, knowledge, attributes, qualities, magic, resonance, Edge, history.
- Training takes **real time**. Karma is taken **when the training completes**, not when you start.
- One improvement at a time.
- Instant: Edge, some complex forms, some qualities (confirm in the menu).
- Scene lock **pauses** timers and **refuses** new training.
`help +advance` and the menu keys (`s` skill, `b` back, `q` quit) are the live UI.
---
## 17. Lifestyles, rent, and safehouses
Lifestyles show on `+nsheet/lifestyle`. Tags you will see:
- **[Chargen prepay]** — prepaid during Character Creation (on-sheet label).
- **[Rented]** — long-term rent in play.
- **[Permanent]** — paid **100 months** up front.
### Apartment manager
Find the manager NPC. `rent` or `talk to manager`.
- **Short-term** — a temporary in-world unit for N days.
- **Long-term** — on-sheet lifestyle at that building’s monthly rate (not always a private room).
**Pay with:** (1) nuyen wallet, (2) a credstick that covers the fee, (3) trade a Character Creation prepaid lifestyle of the same (or higher) tier. Remainder of a prepay stay prepaid — it is **not** turned into cash.
**SIN:** fake SIN may be rolled vs the building’s hit threshold. Criminal IDs can be refused. SINless is sometimes allowed at threshold 1.
**Options / qualities** (Run Faster) attach to **that lifestyle entry** (lifestyle points, restrictions such as Angry Drunk). Permanent lifestyles cost 100 × monthly.
**Team safehouses** are staff-run (`+teamsh` is staff). If you are a member, they appear on your lifestyle block. They may be sheet-only or a real entry room.
**Hospital:** staff `+hospitalize`. Basic 500¥/day, intensive 1,000¥/day, billed automatically.
---
## 18. Travel (legal)
- **Walk** the grid.
- **Tickets:** `+market/buy ticket` at a kiosk. Pick a route; pay; board the transit vehicle when it stops. Hubs may SIN-check.
- **Personal vehicles:** if staff have spawned a physical vehicle for you, use the vehicle’s own commands (enter / leave / drive / lock — see `look` on the vehicle). `+vlist` lists vehicles **in this room**. `+garage` lists garages you own; `+garage/lock` `/unlock`.
- `+breakin <target> = <pose>` — Locksmithing or Hardware vs a lock; **pose required**.
---
## 19. Comms, Connexus, and Living Contacts
Equip a commlink (or deck / Living Persona).
+comm — Connexus (contacts + saved numbers)
+comm connexus — same
+comm Ace — ring a **known contact** (Living Contacts menu) or a PC
+comm 555-12-3456
+comm accept
+comm decline
+comm hangup
+csay <text> — talk on the active call
+msg Alice=On my way
+comm add Spike=<address>
+comm delete Spike
+comm share Alice
+comm request Alice
+comm pay Alice 500
+comm pay accept
+comm invite Bob
+comm pan
+comm pan slave <gear>
+comm pan unslave <gear>
+comm pan check
**Living Contacts:** jobs and favors come **through contacts**, not a public job board. `+hooks` is **Certified GM / staff** only. Players: `+comm` a contact; if they have something for you, you get a short call menu. Hooks never auto-pay or start combat.
**PAN** is your Personal Area Network (wireless slaves on the commlink). Device Rating limits how much you can slave.
---
## 20. Matrix, AR, and hacking
**Index in game:** `help matrix` (or the Matrix, AR & Comms topic).
### State
+matrix — status (AR, node, OS, programs)
+ar
+matrix/ar on
+matrix/ar off
+jackin
+jackin cold
+jackin hot
+jackout
+matrix/silent on
+matrix/reboot — clears marks and OS; also repairs by reboot
+matrix/config — ASDF on the deck
+matrix/program — cyberprograms
+matrix/scan
+matrix/perceive
+matrix/grid <target>
+matrix/grid/hop <grid>
+matrix/tag list
+matrix/repair — Hardware + Logic; tactical pause; **critical glitch can brick the deck**
+matrix/module — hardware modules (Data Trails)
+matrix/rcc <nr>/<sharing>
+mlook
+mgo <node>
+msay <text>
+mpose <pose>
+mread
+persona/desc <text> — icon flavor
+persona/desc/clear
**Overwatch:** Attack/Sleaze actions add defender hits to OS. OS also rises **every 15 real minutes** while jacked in (GOD +2d6). At **OS 40**, **convergence**. Baby Monitor or `+maction checkos` (costs OS) to peek. Plan runs; the timer does not pause because you went to get coffee.
`+matrix/foundation` is **not implemented** yet.
### Matrix actions (tactical pause)
+maction bruteforce <target>
+maction/resolve
+maction/second_chance
+maction/cancel
+mdefend
**Action types:** bruteforce, hackonthefly, dataspike, crashprogram, crackfile, control, formatdevice, hide, perceive, edit, traceicon, tagsearch, sensorscan, jumpin, gunnery, search, checkos.
Failed **Sleaze** alerts the host and can give the target a free Mark on you.
**Agents:** `agent` / `+agent` — deploy, order, resolve (uses a program slot; damage hits **your** deck).
**Skillsofts:** `+softs`, `+softs load <name>`, `+softs unload <name>`, `+softs skilljack <name>`. Need a Skilljack; activesofts need Skillwires.
**Boosters (technomancers):** `+booster`.
---
## 21. Resonance (technomancers)
+resonance — index
+thread <form>=<level>
+compile <type> <level>
+decompile
+sprite
+submerge
+matrix/checkos
+resonance/find_backdoor
+resonance/event_horizon
+resonance/action
Fade is resisted with `+resist fading`. Sprite types and complex forms: `help sprites`, `help complex forms`.
---
## 22. Magic and the astral
Most magic commands use a **tactical pause**: roll → optional Edge → `/resolve` (drain).
+spells
+cast manabolt at Guard f5
+cast/edge manabolt at Guard f5
+cast/second_chance
+cast/resolve
+cast/cancel
+sresist
+counter
+summon fire f4
+summon/resolve
+spirits
+bind <spirit>
+banish <spirit>
+ritual <name> f4
+ritual/join
+ritual/seal
+lodge
+lodge/temporary 4
+reagents
+matlink
+focus
+focus/bond Onyx Ring
+focus/activate Onyx Ring
+initiate
+initiate/preview ordeal group
+initiate/commit ordeal
+metamagic
+mask
+quicken
Force default = Magic. Overcasting (Force > Magic) makes **your drain physical**. Foci: buy in Character Creation or staff grant → **unbonded** → `+focus/bond`. Bonding costs karma (Force × table). Caps: Magic foci, Magic × 5 total Force (Magic × 2 during Character Creation).
**Astral** (approved / eligible):
+astral/perceive — toggle perception in your body
+astral/project — full magicians: leave the body (puppet moves to Astral Body)
+astral/stop
Aspected: perceive only. Adepts / mystic adepts need the **Astral Perception** power to perceive; they cannot project. Set `desc/set/aura` so astral lookers see something.
Initiation: `10 + (new grade × 3)` karma; optional ordeal / group / schooling discounts. Schooling: `+initiate/enroll` (10,000¥, 5 weeks) then commit with the schooling flag.
Reagents: staff grant for now; binding spends Force × 25 drams.
---
## 23. Rigging and drones
+rig
+rig status
+rig manual
+rig remote <vehicle> = <pose>
+rig jump <vehicle> = <pose>
+rig vrmode cold
+rig slave <drone>
+rig network
+rig autosoft <drone>
+raction …
+rdefend
+drone
+drone/mod <drone> = <mod>
+drone/remove <drone> = <mod>
+repair <vehicle>
+repair/matrix <drone>
+repair/scavenge <donor>=<boxes>
Jump-in needs a **Control Rig** and an RCC or deck. Physical repair is Mechanic + Logic (Default: No). Matrix repair is Hardware + Logic. Parts: 5% of base cost per box.
---
## 24. Corps and organizations
If you joined at Character Creation:
+myorg
+corporation
+co
Shows public stats, **turf** rooms, goals, org contact assets, and recent **payroll** (treasury pays members on a ~29 real-day cycle).
**Play policy (formal CO members):**
- **≥75%** of your contacts should belong to **that** CO.
- **85%** of runs should be for your CO. Other runs: **15% of pay** tithed (staff deduct).
- Rank: PCs normally cap at **Tier 3**. CEO/COO discretion.
- On **turf**, you may call CO backup immediately; off turf, at least one combat round. Contact favors still cost.
- Do not lie about CO status when another player checks under these rules.
- PK of a member can draw a bounty.
Runner teams and informal magic groups **without** a CO row are fine. You cannot pick up a second competing OC without staff.
---
## 25. Events, logs, forums
### Events
+events
+events/signup 1
List and **signup** are for approved players. Create / update / delete / allow-list are **Certified GM or staff**.
### Scene logs
**One log per room.**
+log/start
+log/pause
+log/continue
+log/end
+log/end=We got out with the prototype.
Start wizard: title, prerun, what happened, optional CO, optional **Event ID**. Neighbors get a whisper that a log started. On **end**: recommend rewards → optional post-run → **public** (Paxboards **Logs** + staff queue) or **private** (staff queue only). Optional **leave a bruise** (world Fact) — default no.
### Forums (Paxboards)
In game:
bboard
forum
bboard/read News
bboard/post News/Subject=Body text
bboard/reply News/3=Thanks
bboard/sub Events
bboard/unsub Events
bboard/scan
bboard/new
bboard/catchup all
bboard/search News/keyword
On the website: **Forums** in the site menu (`/boards/`). Same boards. You can also **edit your own posts** on the web and file a **bug report** (Player permission).
Typical boards: News, Events, Logs (public run transcripts).
---
## 26. Tickets (`+qsub`)
+qsub
+qsub/list
+qsub/submit 1=I need a garage built in North Vegas
+qsub/view 12
+qsub/note 12=Adding the room dbref
+qsub/add 12=Alice
+qsub/retract 12
`/list` is **categories that are accepting requests**, not your ticket status. `/retract` only works while **pending** with **no notes**. **Rejected** tickets cannot take player notes. Works during Character Creation.
Web: `/boards/` shows **your** submissions; you can add notes there too.
---
## 27. Scene lock (downtime vs scene)
Default: the game treats you as in **mechanical downtime** (training ticks, rent, etc.).
When staff or a Certified GM sets a **scene lock**, progression **pauses**. RP continues. You will be told when it lifts.
Players do not set this on themselves.
---
## 28. Physical security (meatspace)
- Keypads: `type <exit> <code>` (above).
- Allowlists: `+exitaccess` if you are the manager.
- Some rooms log audio/video; staff review hubs with `camreview` (Builder).
- Breaking a vehicle/object lock: `+breakin <target> = <pose>`.
---
## 29. House rules and expectations (read this)
- **Theme:** Shadowrun 2070s, cause and effect, consequences. Talk to the theme DSDA if you are unsure.
- **Consent:** adult game, 18+ characters. Respect other players’ limits. PvP and PK have policy (PvP DSDA / staff). Formal CO backup and bounties are real.
- **One character in play** per login. No puppet hopping.
- **Pose before (or with) the roll** when a command requires a pose (`+breakin`).
- **Do not** treat advisory combat/Matrix as an auto-win. If someone is not at the keyboard, wait or page them.
- **Facts / bruises:** public logs and combat starts can leak to nearby rooms or mint short-lived world Facts. Assume the street notices loud runs.
- **Languages:** typing English while `+language` is Sperethiel is the point — you are not leaking fluent Sperethiel to everyone.
- **SIN is identity.** Switching personas is a lie in the world; play it.
- **Staff** mediate disputes, close tickets, and run Certified GM events. `+staffcmds` is not a player tool.
- **In-game `help` wins** over this wiki if they disagree.
---
## 30. What staff handle (so you do not hunt for a command)
- Character Creation **approval**
- Prime Level of Play
- Formal CO join after CC, rank above Tier 3, tithe logs
- Healing other PCs, hospital stays
- Team safehouses, garages, spawned vehicles, grid building
- Scene lock, Certified GM events, Living Contacts **hooks**
- Restoring burned SINs, bricked decks, bad projection state
- Catalog grants (foci, reagents, odd gear)
Page staff or `+qsub`. Do not spam `+staffcmds`.
---
## 31. Complete player command index
If a lock is listed, you need that permission. “Approved” means Character Creation has been completed by staff.
### Help and meta
| Command | Aliases | Notes |
|---|---|---|
| `help` | `?` | Category index |
| `cchelp` | | Character Creation help |
| `+ccstart` | | **tester** — start Character Creation |
| `+nptable` | | **players** — priority table |
| `who` | | Who is connected |
| `+staff` | `staff` | Online staff list |
| `+qsub` | `qsub` | Tickets |
| `+random` | | **players** — random run seed; `/public` to the room |
### Roleplay and social
| Command | Aliases | Notes |
|---|---|---|
| `look` | | Room / details |
| `say` | `"`, `'` | |
| `pose` | `:`, `emote` | |
| `nspose` | `;` | |
| `@emit` | `#` | |
| `+OOC` | `.` | In-room OOC |
| `+language` | `+lang`, `+languages`, `@language` | |
| `desc` | | personal / clothing / demeanor / aura |
| `page` | `tell` | |
| `@idle` | | |
| `@reject` | | |
| `mail` | | See `help mail` |
| `+nsheet` | | |
| `+nsheet/show` | | Room or private |
| `+identity` | `+ident`, `+id` | **approved** |
| `+where` | | `/show` `/hidden` |
| `+map` | | |
| `+area` | | |
| `+go` | | **approved** `/ic` `/ooc` |
| `+time` | `@time`, `@uptime` | |
| `+weather` | | |
| `+events` | | **approved**; `/signup` |
| `+log` | | `/start` `/pause` `/continue` `/end` |
| `bboard` | `@bb`, `forum`, … | |
| `+hooks` | `+hook` | Players: use `+comm`. GM minting is staff |
### Sheet, gear, money
| Command | Aliases | Notes |
|---|---|---|
| `inventory` | `inv`, `i` | |
| `get` | `grab` | |
| `drop` | | |
| `give` | | Items or `give 100 nuyen = Name` |
| `equip` | `eq`, `wield`, `wear` | |
| `unequip` | `uneq`, `remove`, `unwield` | |
| `load` | `reload` | |
| `+market` | `market` | `/buy` `/sell` `/pending` |
| `+spend` | `+wallet` | **approved** |
| `+karma2cash` | `+cash2karma`, `+kexchange` | **approved** |
| `+advance` | `+adv` | **approved** |
| `+softs` | `+soft`, `+skillsofts` | |
| `+myorg` | `+corporation`, `+co`, `+myorgs` | |
### Dice and combat
| Command | Aliases | Notes |
|---|---|---|
| `+roll` | | See [Dice](#13-dice-edge-and-limits-roll) |
| `+resist` | `resist`, `soak` | |
| `+dodge` | `dodge` | |
| `+initiative` | `+init` | |
| `+surprise` | `surprise` | |
| `+combat` | `+combatflow` | |
| `+heal` | `+medic` | Self `/stun` `/physical` |
### Comms and Matrix
| Command | Aliases | Notes |
|---|---|---|
| `+comm` | `+comms` | Connexus, calls, PAN, pay |
| `+csay` | | On a call |
| `+msg` | `msg` | `who=text` |
| `+comm/lock` | `+comm/unlock` | Remote physical lock |
| `+matrix` | `matrix`, `+ar`, `ar` | Many `/switches` |
| `+jackin` | `jackin` | |
| `+jackout` | `jackout` | |
| `+mlook` | `mlook` | |
| `+mgo` | `mgo` | |
| `+mpose` | `mpose` | |
| `+msay` | `msay` | |
| `+mread` | `mread`, `+readfile` | |
| `+maction` | `maction`, `action`, `+matrix/action` | |
| `+mdefend` | `mdefend` | |
| `+matrix/rcc` | | RCC split |
| `+persona` | `persona` | `/desc` |
| `agent` | `+agent` | Deck agents |
| `+booster` | `+boost` | Technomancer boosters |
| `+thread` | `thread` | |
| `+compile` | `compile` | |
| `+decompile` | `decompile` | |
| `+sprite` | `sprites` | |
| `+resonance` | `resonance` | |
| `+submerge` | `submerge` | |
| `+matrix/checkos` | `checkos`, `+checkos` | |
| `+resonance/find_backdoor` | `find_backdoor` | |
| `+resonance/event_horizon` | `event_horizon` | |
| `+resonance/action` | | |
### Magic
| Command | Aliases | Notes |
|---|---|---|
| `+cast` | `cast` | |
| `+sresist` | `sresist` | |
| `+counter` | `counter` | |
| `+spells` | `spells` | |
| `+summon` | `summon` | |
| `+spirits` | `spirits` | |
| `+bind` | `bind` | |
| `+banish` | `banish` | |
| `+ritual` | `ritual` | |
| `+lodge` | `lodge` | |
| `+matlink` | `matlink` | |
| `+focus` | `focus` | |
| `+reagents` | `reagents` | |
| `+initiate` | `initiate` | Scene lock may block |
| `+metamagic` | `metamagic` | |
| `+mask` | `mask` | |
| `+quicken` | `quicken` | |
| `+astral` | `astral`, `astr` | **approved** + eligibility |
### Rigging, vehicles, security
| Command | Aliases | Notes |
|---|---|---|
| `+rig` | | |
| `+raction` | `+rig/action`, `raction` | |
| `+rdefend` | `rdefend` | |
| `+drone` | `drone` | |
| `+vlist` | | Vehicles in this room |
| `+garage` | | `/lock` `/unlock` |
| `+repair` | `repair` | |
| `+breakin` | `+picklock`, `+hardware` | Pose required |
| `type` | `ty` | Keypad |
| `+exitaccess` | `exitaccess`, `+xaccess` | Manager or Builder |
### Building (usually not players)
`+rdesc` (`@rdesc`, `@roomdesc`, `@detail`) edits **the room you stand in** (main/seasonal desc, details, srating, AR pane). If the lock refuses you, you are not a builder. Free-form plot rooms may use `+roomdesc` when that cmdset is on the room.
---
## 32. Typical loops (copy these)
**Social scene:** `+go/ic` → `look` → `+where` → walk to a **[Rewarding]** room → `say` / `pose` → `+language` if needed → `+log/start` if it is a real scene → `+log/end` public.
**Fight:** `+surprise` if ambush → `+init/start` → `+init/join` → `+combat/start <defender>` → `+roll` attack → they `+dodge` or `+roll` defense → `+combat/net` → they `+resist` → `+combat/apply` → `+heal` after.
**Buy a gun:** go to a vendor → `+market/buy gear` → pay → `+market/buy pending` if it did not appear → `inventory` → `equip`.
**Call a contact:** `+comm` → `+comm <contact name>` → answer the menu → pose the meet.
**Hack:** `equip` deck → `+jackin hot` → `+mlook` → `+maction hackonthefly <host>` → `/resolve` → watch OS → `+jackout` before 40.
**Spell:** `+spells` → `+cast <spell> at <target> f<N>` → `/resolve` → they `+sresist` if prompted.
---
## 33. Glossary
| Term | Meaning |
|---|---|
| **Character Creation** | Building the PC (`+ccstart`). Not used after approval. |
| **Approved** | Staff completed your CC ticket; full play commands unlock. |
| **Sheet** | `+nsheet` — stats, skills, qualities, magic, lifestyle. |
| **Inventory** | Carried gear, weapons, nuyen, credsticks. |
| **Persona / identity** | A cover with its own SIN (`+identity`). |
| **CO** | Formal corporation or organization (`+myorg`). |
| **Connexus** | Your comm address book (`+comm`). |
| **Living Contacts** | Jobs and info via `+comm <contact>`, not a job board. |
| **Scene lock** | Staff paused downtime mechanics for a scene. |
| **Hotspot / Rewarding** | Social room; 3+ active players = hourly reward eligible. |
| **Fact / bruise** | Short-lived street rumor the world can notice. |
| **Tactical pause** | Roll happened; you may Edge or `/resolve` before it applies. |
| **OS** | Overwatch Score. 40 = GOD convergence. |
| **AR** | Augmented reality overlay (`+matrix/ar`, web pane). |
| **FFR** | Free-form room for plot, not the city grid. |
---
## 34. If you are stuck
1. `help <command>`
2. `cchelp` during Character Creation
3. `talk to dsda` (or the themed NPC in the room)
4. `+qsub/list` then `+qsub/submit`
5. `page` a name from `+staff`
Welcome to the shadows. Stay frosty.