Combat Guide

From X-Factor

We use a trimmed-down version of Faraday's FS3 system. If you're interested in the mechanical details, you can read all about them.

This guide is meant to walk you through joining, participating in, and leaving a combat. Combat organizers should read our GM Combat Guide for more info.


These commands provide useful information as you participate in combat.

+combat/list - See a list of all ongoing combats, their organizers, and their participants.
+combat - Shows everyone engaged in your combat, along with their weapon, damage, stance, action, target, and team. This includes NPCs.
+combat <name> - Shows combat-related information on a person, including type, team, weapon, stance, armor, modifiers, target, current action, and more.
+damage - View your damage, including its location, severity, and heal time. It will also show you your wound modifier - or how your injuries are impacting your chances of success in combat. 
+damage <name> - View someone else's damage. If they do not currently have any damage, you will see an error message.

Joining Combat

Your GM may automatically add you to combat. If not, you can join yourself.

+join <#number> - Join the appropriate combat.

Prepping for Combat

When you join combat, you are automatically set as a soldier who is using a pistol and no armor. You can change both of these things, along with your type and your stance.


What is your role in combat? Most of the time you will be a 'soldier' - IE, someone who is participating in the combat.

+type <type> - Change your type.

Possible types are:

  • Soldier - You are participating in the combat.
  • Observer - You are not participating in the combat, but want to see the <COMBAT> messages.
  • NPCMaster - Generally the GM; you are running NPCs and not participating in the combat personally.


The default weapon is a pistol, however, you may choose to change your weapon at any time during combat. Please be realistic about what your character is carrying, however.

If you are a mutant with a combative power (IE, super strength, claws, etc), you can +request that a custom weapon be made for you to use.

+gear/weapons - List available weapons.
+gear/weapon <weapon> - See details on the weapon, including a short description, what skills it draws from, how accurate it is, how lethal it is, etc.
+weapon <weapon> - Change your weapon.

NOTE: If you are using a weapon with 0 or low penetration, such as a stinger, unarmed, or blunt, it is very important to call your hit location (+attack <name>/<location>) when attacking. Weapons with low penetration will do NO damage to armored targets. Most armor only covers certain parts, such as the abdomen, so calling an attack to the arms or legs can do damage.


By default, you are wearing no armor. If the situation calls for it, you can don armor.

+gear/armor - List available armor.
+gear/armor <armor> - See details on the armor, including a short description, the protection level, and what areas of the body it protects.
+armor <armor> - Change your armor.


Your stance indicates how you are approaching the situation. By default, your stance is 'normal'. There's no need to change it if you do not want to, but doing so can add a fun twist to combat RP. Note that your GM can also adjust your stance to better reflect your poses.

+stance <stance> - Set your stance.

Possible stances are:

  • Normal - You proceed as normal, being neither overly reckless nor particularly cautious.
  • Banzai - You take risky attacks that greatly improve your chance of success, but also your chance of injury.
  • Cautious - You're careful with your movements and attacks, taking a slight bonus to defense but a slight penalty to your chances for success.
  • Cover - You attack from behind cover. You have a normal chance of success, but attacks against you have a chance of hitting your cover instead.
  • Evade - You attempt to evade attacks, greatly reducing your chance of injury, but also your chance of success.
  • Outofsight - You are out of sight of the enemy, and can attack them normally, but cannot be attacked. You can generally only use this until you have attacked an enemy, at which point you lose the element of surprise.


During combat, each person may pose once and choose one coded action per turn. If you try to pose or choose an action before a turn has completed, you'll see an error message asking you to wait for the new turn message.

Keep in mind that the code exists to support RP, not vice versa. Think about what your character would be doing and pose accordingly - feel free to take actions not accounted for in the code. Your GM will adapt, either through RP or by asking you to +roll an appropriate skill.

+attack <name>- Attack someone with whatever weapon you have equipped.
+attack <name>/<location> - Attack a particular location on someone, such as their head, abdomen, etc.
+hitlocs <name> - Shows a list of valid locations you can aim for.
+explode <names right next to>/<names close by> - Use an explosive weapon. The first list of people are those who are directly in the path of the explosion, while the second are those who are close by. This may include friendlies! Ask your GM if you're unsure who's where. Separate multiple targets by commas.
+subdue <name> - Attempt to subdue or disarm someone. This attack does no damage otherwise.
+escape - If someone subdues you, attempt to escape.
+rally <name> - Attempt to rally a KO's character to bring them back into the fight. 
+treat <name> - Treat an injured person. Must have First Aid.
+pass - Take no coded action this turn. Use this when you're re-positioning, reacting to an injury, or doing some other IC action (including those that require +rolls).

NOTE: If you are using a weapon with 0 or low penetration, such as a stinger, unarmed, or blunt, it is very important to call your hit location (+attack <name>/<location>) when attacking. Weapons with low penetration will do NO damage to armored targets. Most armor only covers certain parts, such as the abdomen, so calling an attack to the arms or legs can do damage.


Sometimes you may want to do an action that +combat is not equipped for, but which is reflected on your +sheet. For example, most mutations are handled by +roll. In that case, your GM may ask you to +roll. If you +roll for a turn, you should also use +pass so the combat system knows to skip you.

+roll <skill>+<attr><+/-mod> - Roll your skill. Skills have ruling attributes attached to them, but in instances where another attribute may better reflect your present use of the skill, you can add it to your roll. Likewise, you can add + or - modifiers to reflect a very easy or very difficult situation. 
+roll <charA>=<skill>+<attr><+/-mod> vs <charB>=<skill>+<attr><+/-mod> - Makes an opposed roll between two players or NPcs and declares the winner. 

See +roll for more details on how rolls work.

Using Luck

Luck points are points that you get when others give you cookies for your RP. You can collect up to 3 at a time and use 1 per combat scene. Luck points allow you to bend reality just a little - to get a really great shot, to affect the location of a wound, to get back into the fight, etc.

+luck - Views your available luck. 
+combat/luck <attack or defense> - Spend a luck point to add a significant chance to your success. 
+combat/hero -  Spend a luck point to stay in the fight after being KO'd.
+damage/move <#>=<location> - Spends a luck point to move the location of a wound. Use +hitlocs <name> to see locations it can be moved to. Can only be done within 10 minutes of gaining the wound.

You can also use luck to affect +rolls.

+luck/spend <points>=<reason> - Spends luck points.

Possible uses are:

  • Receive a +50 modifier to your roll.
  • Apply a +50 or -59 modifier to someone else's roll. This includes NPCs.
  • After your own roll, get a re-roll and choose the better of the two rolls.
  • Cancel a luck point used against you (for example: if someone gave you a modifier you can spend a luck point to avoid it).

Your GM may also be open to other uses of +luck/spend - talk to them!


There are several levels of possible damage.

Damage Severity Modifier
Light Just a scratch -0.25
Moderate Missed everything important, but hurts a lot -0.5
Serious Bleeding badly, might have broken a bone or something -2
Critical Potentially life-threatening -4

These are just guidelines; how injuries are handled is flexible according to what's best for RP. Likewise, the heal times in +damage are general guidelines, not hard and fast rules.

As you accumulate damage, you will also accumulate negative modifiers which will decrease your effectiveness in combat by subtracting dice from the pool rolled for your turns. Your RP should reflect this.


Combat scenes are automatically stopped every night at 5 AM, and you will automatically be removed. You can also leave a combat scene at any time.

+leave - Leave a combat scene.