Combat

=Starting Up= The first thing is the scenerunner uses +attack/reaction to roll and post the initiative for the round. The current initiative can be checked by any PC using the +attack/initiative command.

=Spending Actions= Actions are normally spent in the order listed on initiative. To spend an action, use +attack/use action.


 * Attacking - One can attack at the cost of one action when they are first in the initiative. (+attack at at )
 * Movement - A character can move at the cost of one action. Note: This is 'notable movement', like trying to dive behind cover. Walking a couple steps generally does not count as something that needs an action. This can be done when one is first in the initiative.
 * Dodge - A character can spend an action to dodge an attack that would otherwise hit. They simply need to beat the number shown in +attack. If the attack is a dual wield attack (or something else where there are two actual combat rolls), on action must be spent on each dodge attempt. Meeting or exceeding the number in the +attack message means the attack was dodged. (+taskroll dodge at )
 * Aiming - A character can spend an action to 'aim' at a target. A character can do this up to three actions. Each action spent on this gives a +2 to the next attack against the target being aimed at barring interruption (such as needing to dodge or doing anything other than aiming).

=Holding Actions= Sometimes your character needs to wait for someone else to act before doing something. Use +action/use hold to 'hold your action.' This held action can be played at anytime (via +action/use unhold), either for a normal thing an action can be spent on, or to interrupt someone. In the case of interrupting, both characters roll reaction (+reaction at 0, normally), the one with the higher result goes first, the lower result goes after. Held actions carry over between rounds.