Difference between revisions of "Combat System"
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== Special Rules on Atharia == | == Special Rules on Atharia == | ||
* '''Melee''' is the base skill for any hand-to-hand combat. Please note that you need to learn specialties | * '''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. | * '''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. | * 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. |
Latest revision as of 17:32, 6 April 2022
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).