@combat

Starting and running a fight

@combat/setup <training|serious|dangerous>

Sets up a fight in the room - once per room; refuses if one's
already running here, or the room doesn't allow combat. You
become its manager.

@combat/join (<side>)

Joins - or switches to - a side. No side given defaults to
"Good Guys".

@combat/initiate

Manager-only. Starts the round; needs at least two sides.

@combat

With no switch, shows the current turn-order board.

@combat/mode <training|serious|dangerous>

Changes an already-running fight's mode.

@combat/end

Manager or staff only. Ends the fight on the spot and puts
everything back to its pre-fight state: every combatant -
the downed too - is restored to full HP and Stamina and set
Active, every spawned NPC, summon and companion is despawned,
and transformations, Modifiers, Frenzy and ammo are reset. No
aftermath report, and no mode outcome - a Dangerous fight
can't send anyone to Departed this way. Meant for testing.

Taking your turn

@combat/actions <action> = <target>[/<body part>]

Once combat has started and it's your turn, this is how you
act. A turn doesn't resolve until both a whole-turn action AND
a pose are in, in whichever order you set them:

Pose = <text> - your part of the turn's narration.
Reload = <weapon> - refill an empty firearm; costs
your whole turn.
Aim - spend the turn lining up a shot: your next ranged
attack is +2 to hit and crits one number sooner. Doing
anything else first wastes it.
a Stance you have - a pure State change (Flight,
Phase Out...); no target.
an Active Defence you have - raises it for the round; no
target.
an Attack or Protection you have = <target> -
Attacks must target an opponent; Protections must
target an ally, yourself included. Add /<body part>
to call a shot - only possible against the largest
enemies, whose parts you'll see listed.

Running it as GM

@gm/npcs list
@gm/npcs add <npc sheet>[=<side>]

Spawns a combatant from an NPC sheet onto a side (default
"Enemies"). Generic NPCs (Introduced/Established) are numbered
and can be added several times, up to eight of a kind; unique
NPCs (Invasive and up) join once, under their own name.

@gm/behavior <combatant> = <behavior name>

Force-swaps a combatant's AI personality for the rest of this
fight only - it never touches their CharacterSheet's default
Behavior.

@gm/board on|off

Toggles how often the turn-order board reprints during play:
off (default) shows it once at the top of each round; on
reprints it after every action, for everyone. @combat always
shows the full board on demand either way.

@gm/afk <N>

Sets how many consecutive skipped turns get a PC auto-removed
from combat (0 = never, the default).

Aliases: +combat, combat, @gm, +gm, gm.


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