Combat System

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This game uses Faraday's FS3 skill and combat system, 2nd Edition. Basic combat commands are listed below.

Basic Commands

+combat - Views a summary of your current combat status.
+combat <name> - Views someone's detailed combat status.

Joining/Leaving

+combat/all - Shows all combats going on

+combat/join <combat #>/<type>(/<vehicle>) - Joins combat Type must be one of soldier, pilot, passenger observer or npcmaster Vehicle is required for passengers and pilots

+combat/join <names>=<combat#>/<type>(/<vehicle>) - Joins someone else to combat. Names can be a comma-separated list. If the NPC does not already exist, it will be added to the database with a random skill level.

+combat/type <type>(/<vehicle>) - Change your type.
+combat/type <name>=<type>(/<vehicle>) - Change someone else's type.
Vehicle is required for passengers and pilots

+combat/leave - Leaves combat.
+combat/leave <name> - Makes someone else leave combat.

Preparation

+combat/stance <stance> - Sets stance (banzai,normal,evade,cautious,cover,outofsight)
+combat/weapon <weapon> - Sets weapon.
+combat/armor <armor> - Sets armor.
+combat/mod <name>=<modifier, + or -> - Sets a situational modifier (not damage!).
+combat/lethal <name>=<modifier, + or -> - Sets a lethality modifier

There is a NPC version for each command that takes the NPC name, such as +combat/weapon <name>=<weapon>

+gear/weapon - lists weapons
+gear/armor - lists armor

Stances

Stance reflects your general attitude and behavior in the combat, and offers modifiers to attack and defense.

Stance Description Effects
Normal The default stance. None
Banzai An overly offensive, almost reckless stance. +3 to attack rolls, -3 to defense rolls
Evade Dodging and weaving. -3 to attack rolls, +3 to defense rolls
Cautious Taking it slow and careful. -1 to attack rolls, +1 to defense rolls
Mounted Fighting while mounted, e.g. from horseback +5 to attack rolls
Cover You are partially behind cover, such as a wall or tree. Attacks aimed at you have a chance of hitting the cover instead of you.

You may change stance at any time during the turn.

Action

+combat/attack <target>
+combat/attack <target>/<specials>
Specials are optional, and can include:

  • burst - Fire a short burst if the weapon is capable of it.
  • called=<location> - Perform a called shot to a particular hit location.

Use +combat/hitlocs <target> to see a list of valid hit locations Use commas to separate multiple special options.

+combat/aim <target>
+combat/subdue <target>
+combat/escape
+combat/rally <target>
+combat/treat <target>/<wound#>
+combat/pass

There is a NPC version for each command that takes the NPC name, such as +combat/attack <name>=<target>

Organizer

+combat/start <mock or real> - Starts a combat. MOCK combats are for sparring, training, or mock combats where no real harm is done.

+combat/spar <name> - Sets up a sparring match with your partner.
+combat/stop <combat #> - Stops a combat.
+combat/all - Shows all combats going on

+combat/newturn - Starts a new turn

+combat/skills - Views a summary of combatant skills (organizer only)
+combat/slackers - See at a glance who hasn't posed or chosen their actions.

+combat/team <team#> and +combat/team <npc>=<team#>

+combat/target <name>=<target> - Forces someone to change targets
+combat/teamtarget <team# list>=<team# list> - Sets up team targets
Example: +combat/target 1 3 = 2 4 (targets teams 1 and 3 at teams 2 and 4) Note that this does not affect targets for teams 2 and 4 - you must set them separately This team setting is remembered from one turn to the next.

+combat/retarget - Forces all NPCs to pick new random targets based on their team targets.
+combat/retarget <attacker=target,attacker=target,etc.> - NPCs on the list will pick specific targets and everyone else will pick random targets

+combat/randtarget <name>targets> - Spits out a list of random targets (default 1)

+combat/reaction - NPCs will pick new actions against the same targets

+combat/mod <name>=<modifier, + or -> - Sets a situational modifier (not damage!).

Luck

You can spend 1 luck point per turn on attack, defense or initiative. This effect lasts only a turn, so be sure not to waste it on something you're not going to use. You can also use luck to stay in the fight after being knocked out.

+combat/luck <attack, defense or initiative> - Spend a luck point this turn.
+combat/hero - Stay in the fight after a KO.

Damage

+damage - Views your damage.
+damage <name> - Views someone else's damage, PC, NPC or Vehicle
+damage/move <#>=<location> - Spends a luck point to move the hit location of a wound to yourself.
This can only be done within a few minutes after the wound.
+damage/notes <name>/<#>=<notes> - Adds notes to a wound. This is appended to any old notes.

+damage/scan - Looks for injured players or vehicles in your location.

You can use the +heal command to heal injuries. See their respective help files for information.

The damage display will tell you if someone is fit for duty, hospitalized or on restricted duty (or a vehicle down for repairs).

NPCs

+npcs - Shows NPCs
+npc <name> - Shows a specific NPC
+npc/create <name>=<skill> - Creates a NPC
+npc/delete <name> - Deletes a NPC. Only the creator or staff can do this.
+npc/skill <name>=<skill> - Changes a NPC's skill
+npc/notes <name>=<notes> - Adds notes to a NPC

Vehicles

+vehicles - Views all vehicles
+vehicle <name> - Views a specific vehicle.
+vehicle/create <name>=<type> - Creates a vehicle
+vehicle/delete <name> - Removes a vehicle
+vehicle/notes <name> - Adds notes to a vehicle.

Gear

+gear/weapons - lists available weapons
+gear/weapon <weapon name> - lists weapon stats
+gear/armor - Lists available armor types
+gear/armor <armor> - lists armor stats
+gear/vehicles - lists available vehicle types
+gear/vehicle <vehicle> - lists vehicle stats

Special Rules on Atharia

  • Melee is the base skill for any hand-to-hand combat. Please note that you need to learn specialties to master particular weapons and also for unarmed combat.
  • Ranged is the base skill for any attacks with ranged weapons. Please note that you need to learn a specialty for using bows, thrown weapons but also larger weapons such as catapults.
  • In combat weapon stats, the attack ability will use the combat specialty in question. If a character uses a weapon without having the required specialty, they can still attack, but with a -3 modifier to their Melee or Ranged skill.
  • Defense is important in FS3 Combat, as it will help you evade blows.
  • The Body attribute affects how much damage you can sustain.
  • During combat, +combat/treat <player> can be performed as a means of first aid, but only if the character performing the treatment has the First Aid specialty.
  • During combat, +combat/treat <vehicle> can be performed as a means of quick repair, but only if the character performing the treatment has the Woodworking specialty.
  • After combat, the +heal <player> command can speed up the recovery process, but Medicine is the required specialty to have.
  • After combat, +heal <vehicle> will repair a damaged vehicle, it requires the specialty Woodworking. (see +help +heal).