This game uses Faraday's FS3 skill and combat system, Second Edition.
Skill Rolls
To check the success of an action, you will need to perform a +roll, like this:
+roll <skill>
The FS3 system will roll a number of 8-sided dice, that corresponds to the level of the skill plus the level of the ruling attribute that affects it.
For example, +roll Blades would be 9 dice (Blades level 6 and Body level 3).
The result depends on the number of high rolls (i.e. with a result of 7 and higher), and can be embarrassing failure, failure, success, good success, great success and amazing success. The system will tell you the outcome.
For more information, see '+help FS3_rolls' in game.
Luck Points
Luck points can be spent to reroll or +roll with a one time bonus, they can also become important in +combat (see Combat System section below).
Reroll
Use for a reroll, if your first +roll didn't yield the result you'd hoped for. Please note, that only one reroll per +roll will be allowed.
Example:
+roll Riding
<FS3> Hyacinthe rolls Riding: Failure. (6 2 4 2 3 5 4 1)
+luck/spend 1=Reroll because I don't want to look bad
Hyacinthe spends 1 luck point on Reroll because I don't want to look bad.
+roll Riding
<FS3> Hyacinthe rolls Riding: Great Success. (8 7 6 3 6 8 6 8)
One Time Bonus
Use for a one time bonus, to use in a +roll that follows immediately. The bonus is usually +5. In other cases (such as in Investigation requests) staff will tell you, how high a bonus you can apply. Please note, that you need to apply the bonus manually to the +roll, as there is no automation there.
Example:
+luck/spend 1=Singing like a nightingale
Phèdre spends 1 luck point on Singing like a nightingale.
+roll Singing+5
<FS3> Phèdre rolls Singing+5: Great Success. (8 7 6 2 5 3 6 8 6 8 3 4)
Combat/Hero
This will immediately stop your state of KO'ed, and you can join back into the combat.
Combat/Luck
Raises temporarily your attack, defense or initiative in the next round.
+combat/luck attack
Combat System
FS3 comes with a handy combat system, which can be used for combat or tourney RP. It also comes with a help file, +help combat. Here's an overview of how to handle combat, both from the runner's point of view, and from someone who just takes part.
+combat - Views a summary of your current combat status.
+combat <name> - Views someone's detailed combat status.
+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.
+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
+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>
+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!).
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 - 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 - 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 - 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/weapons - Lists weapon stats
insert here a list of currently supported weapons
+gear/armor - Lists armor stats
insert here a list of currently supported weapons
General Basics regarding Combat
- Certain weapons rely on certain action skills. Make sure you have the required skill to achieve optimal results.
- Dodge 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 heal has the Medicine skill.
- After combat, the +heal command can speed up the recovery process, again Medicine is the required skill to have (see +help +heal).