We will utilize combat on 10 Ravine. There is a lot of information on combat documented by the FS3 creator, Faraday. This is available at github: Here

Understand that the combat is oriented on physical combat, by utilizing super powers we're already acknowledging a deviation from this. Our combat is more representational. It is intended to simulate super power level combat. This being said, the system is also designed for PvE. This page is meant to help determine when and how to use the combat system to cover more complicated encounters.

Note that we utilize the idea of an 'average' PC in our instances; this assumes attack and defend of 6 with 3 in all attributes. Many PCs will not be this high to start, be mindful of stats when engaging with the combat system. There is no fudging rolls in combat. Staff will use combat and we will stick to the end results.

Player vs NPC

Note, in the instance of a powered character vs mundane humans, the powered character has the clear advantage. For small groups, it would be advisable to avoid using +combat all together. A powered character can easily overtake a few humans. Our NPCs represent groups of humans, armed and prepared for combat with a powered individual.


A group of five or more individuals, not skilled by capable of threatening a powered character. Either through coordinated tactics or simple virtue of more numbers. Our generic weapons assume at least 5 individuals in a group and up to Squad sized.


A squad represents a larger group of at least 25 more more individuals. This assumes some level of coordination or leadership among any individual groups. They are set to a higher skill level to reflect numbers and coordination.


A platoon is a coordinate group of at least 50 members. This is a serious threat especially if well armed and a powered character should think twice before simply engaging a platoon individually. Even with a couple of supers, the level of coordination in a platoon could prove to be advantageous.


This is a large, well organized group of at least 100 humans. They are a serious threat due to this fact alone.

Player vs Vehicles

Before using a vehicle against a PC, first make sure it makes absolute sense. If the vehicle is ground based and the powered character has flight abilities, would they engage even? Or inversely, if the super can't fly, but a helicopter is the intended target, is there some chance for them to interact.


A basic land vehicle covered in metal, typically with four wheels.

The car utilizes ramming (Ram) as a means of attacking the player character. This does represent any damage the PC may take while engaged with someone in a car/land vehicle. Are they flying and trying to get someone in the vehicle, it could be they collided with the low lying bridge or the environment. Maybe the damage is from something from inside the vehicle? A weapon fired from inside? Anything.

Like a mundane human, a car is at a slight disadvantage to an average super. The mobility of the super makes it harder for the car to inflict damage to the super as opposed to the super having a slightly better chance of dealing damage to the car itself. This is due to versatility of movement by the super coupled with numerous ways to affect the vehicle they are attacking.


A low end flying vehicle. The helicopter for our combat comes standard equipped with a heavy machine gun. The helicopter is on par with the super for ability to deal and receive damage. Note, however, that the machine gun is a little more lethal than most weapons and there is a slight chance for it to be more deadly versus a powered character over the character dealing damage in return.

The armor of the helicopter and the mobility of the powered character are the same, which means they chance to deflect avoid damage by either is roughly the same.

Fighter (jet)

This is a higher end flying vehicle that is better armed and armored than the helicopter. This is a step above an average super. These vehicles have better armor than a the mobility, it will more readily deflect/shrug off damage than the powered character can. It comes standard equipped with a Gatlin Gun as well, which increases the chance of dealing damage on a hit and is more lethal should a hit deal damage. While the skill level difference could give a powered character an advantage, the risk of greater/more deadly damage outweighs any potential benefits.


This is the high end of vehicle in the realm of single character vs vehicle. It is well armed and armored, able to damage a powered character more readily on a direct hit than the other vehicles as well as more deadly when dealing damage.

Joining Combat

There are only two options to worry about as a powered character when joining combat. Super or SuperV. The V stands for combat against vehicles. Choosing these will utilize the appropriate arms and armor to reflect a more balanced combat.

Type +combat/join #xxx/super (superv)

Your #xxx will be provided by the combat runner, they are given the number when they initiate a combat instance.

All other types are for adding NPCs quickly into combat. Be mindful of skill level and group size. There are standard NPCs showing what skill levels to use for NPCs. If they are on foot, add the NPC group as a solider, otherwise, specify the vehicle (car, heli for helicopter, jet for fighter jet, and tank).

This sets armor appropriately for the vehicle and arms the NPC with the appropriate weapon. Vehicle weapons can be changed to increase or decrease a challenge level. For instance, a renegade group may have mounted a gatlin gun on a dodge ram and they are chasing the powered character with a mounted 50 calibre machine gun.

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