Combat Primer

STEP 1:

!round

The ST will use this command to make sure the round is reset.


STEP 2:

!actions <name> <type> <*amount>

This tells the system you want to use extra actions (if you have them).


STEP 3:

!dodge <name> <amount> / !parry <name> <amount>

If you wish to defend yourself during combat you need to choose to dodge or parry.  Dodge uses Dexterity + Athletics + Dodge and Parry uses Dexterity + Melee + Parry to avoid getting hit.  This will happen automatically when attacked, as many times as you put in amount.  Each Dodge/Parry costs either 1 Extra Action or applies a 2 Dice (- Mind Sphere) Penalty to combat actions for that round.  You cannot Parry vs Firearms, and only Countermagics and Magic Resistance will defend against purely magical attacks.


STEP 4:

!init <name>

This sets your actions in the roster.  Once everyone has had a chance to use it, the ST will continue.


STEP 5:

!order (and the first !next)

The ST will use this to put everyone in order from highest Initiative to lowest and get things started.


STEP 6:

  • !brawl <name> <attack> <target>
  • !melee <name> <weapon> <target>
  • !firearms <name> <weapon> <target>
  • !magic <name> <attack> <level> <target>

When it is your turn you will perform an action.  If it is an action such as Brawl, Melee, Firearms, or Magic then you will use those commands.


STEP 6 (part 2):

  • !bashing <name> <amount>
  • !lethal <name> <amount>
  • !agg <name> <amount>
  • !bane <name> <amount>

The Target (if struck) will apply damage based on the type.  Soaking occurs automatically when these commands are applied.  Bashing/Lethal/Agg and we now have Bane Damage (which is just Agg but from a source that cannot normally be soaked like Silver for some Shifters and Iron for Changelings).


STEP 7:

Use !next to let the next person in line go and describe your actions in the IC channel.