The ST will use this command to make sure the round is reset.
!actions <name> <type> <*amount>
This tells the system you want to use extra actions (if you have them).
!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.
This sets your actions in the roster. Once everyone has had a chance to use it, the ST will continue.
!order (and the first !next)
The ST will use this to put everyone in order from highest Initiative to lowest and get things started.
- !brawl <name> <attack> <target>
- !melee <name> <weapon> <target>
- !firearms <name> <weapon> <target>
- !magic <name> <attack> <level> <target>
- !athletic <name> <throw/shoot> <weapon> <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):
- !subdual <name> <amount>
- !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) and Subdual Damage (which under most circumstances cannot kill).
Use !next to let the next person in line go and describe your actions in the IC channel.