Parallel RPI - ParaWiki
A Futuristic Roleplay Intensive MUD


Firearms are a large part of ParallelRPI, and it is important to know how they work in game-mechanic terms so you don't end up dead.

Basic Syntax

For a firearm to fire, you'll need to be wielding a loaded, unjammed firearm with the safety switched off. To get to that stage, you need to:

1a. If your firearm takes a magazine, load the magazine: hold the magazine in one hand and the bullets in the other, and type load. Alternatively, have the magazine in one hand, nothing in the other hand, and the bullets in a bandolier you are wearing, then type load.

The procedure is the same for loading the firearm: have the firearm in one hand, and the loaded magazine in the other hand, and then type load. Alternatively, have the firearm in one hand, nothing in the other hand, and the loaded magazines in an ammo-belt you are wearing, then type load.

1b. Otherwise, if your firearm is a direct-load (doesn't take a magazine), then hold the firearm in one hand and the bullets in the other, and type load. Alternatively, have the firearm in one hand, nothing in the other hand, and the bullets in a bandolier you are wearing, then type load.

2. Wield the firearm - just type wield <name of firearm>. You can change how you're wielding your firearm with the grip command: as you might imagine, having two hands on your weapon increases your chance to hit and reduces the recoil experiences.

3. Make sure the safety is off: type turn <name of firearm> safety to toggle it on or off. You can see what other things your firearm can do by typing turn <firearm> help.

4. Aim at your target: type aim <name of target>. This will start your aiming. Alternatively, you can do aim <direction> <target>, aim <target> <bodypart>, or even aim <direction> <target> <bodypart>.

5. Fire: type fire. Your weapon will fire. Alternatively, you can also fire <target> or fire <target> <bodypart> to make an unaimed shot - your chances of hitting are reduced, though.

6. When you're out of rounds or your magazine is empty, you need to reload. Type unload to remove the magazine or blank casings, and we're back to step 1.


After you start aiming at something, you'll notice an aiming appear in your prompt. It will be either red, yellow or green - this reflects how good an aim your character has. When your character has the best aim they're going to get, it will turned in to a green aimed.

How quick your character changes from aiming to 'aimed depends on a number of factors, including:

  • their Aim skill, and their skill with the weapon being used
  • their grip on the gun: a two-handed grip will let you aim quicker than a one-handed
  • their position: lying prone, sitting (kneeling) or against cover will let you aim faster
  • their level of trauma: the more trauma, the slower you aim
  • aiming for a specific body part will reduce the speed
  • aiming at someone moving or in cover will reduce the speed, likewise aiming at someone in the distance

The sooner you fire before reaching maximum aim, the worse your character's chance of hitting will be. Firing without a solid aim is a good way for an inexperienced gunfighter to waste bullets.

When you fire, you keep your aim, but it is reduced by the recoil you've experienced. Your aim will slowly climb back up to full again. The amount of recoil your character suffers depends upon:

  • their firearm skills
  • the amount, and caliber, of bullets being fired
  • their grip on the firearm and their position

To minimise recoil, don't fire on automatic, don't fire standing up, and don't fire with one hand.


A lot of factors come in to play to determine whether you hit, or miss, your target. In general, though, your chances to hit someone depend on the exact same things that the speed of your aim relies upon. A person with good skills, fully aimed, crouched against cover and wielding the firearm in both hands at a target in the same room as they are has a very good chance of hitting. A person with poor skills, not bothering to aim, standing in the open and wielding a firearm in one hand pointed at the head of a running target three room's away has almost no chance of hitting. The code is robust enough that if you think a certain coded action will help your chance to hit, it will – and vice-versa.

Cover, or, Avoiding Being Shot

If you're standing out in the open, you have an extremely high chance of getting shot, and there is nothing that your character's skills, attributes, or equipment can contribute to stopping this. The only way to reduce your chances of being shot are to get moving, or find cover.

By typing cover, your character will begin looking for some cover from the area: imagine hiding behind some of the scenary, or even just hitting the ground flat. Different areas provide different levels of cover: if an area is described as being filled with old, ruined hunks of machinery, it might provide a very high level of cover. If you're on a flat plain, you'll get a low level of cover.

However, just typing cover will only provide cover from shots fired in the room you are in - it will do nothing to protect you from shots fired outside the room. To protect from these attacks, you need to type cover <direction>. You'll then be treated as taking cover from that direction. It is important to note that -any- cover you are taking counts as taking cover from gunshots inside the room.

You can take cover from more than one direction at the time - just keep typing cover <direction> until you get messages of abandoning old cover to find new cover. How many directions you can take cover from depends, again, on the level of cover in the room. The old scrapyard might let you protect yourself from all directions - the moon plains, you might be lucky to find cover from just one direction.

If you're behind a decent level of cover, you will be very well protected against incoming gunshots from that direction. If you're in a high level of cover, you'll be near-impossible to hit. The trick is making sure you've got enough cover for all the directions – if your opponent flanks you, you're in trouble. There are also a number of ways to get some “generic” cover: if your character is moving, crawling, sitting, or prone (unconscious or sleeping), they'll be counted as having a small degree of cover. In short, when shooting breaks out, even before drawing your gun you want to be in cover. It's the only way to reliably not get shot.

Types of Firearms

There are a multititude types of Firearms available. They are:


  • pocket-pistol: these are direct-load firearms that take a single round, and are easy to draw without attracting notice.
  • compact-revolver: these are small revolvers that take five direct rounds.
  • revolver: a larger revolver that takes six direct rounds.
  • compact-pistol: a small pistol that takes a small clip of six rounds.
  • pistol: a large pistol that takes a medium clip of twelve rounds.


  • single-shot: as the name suggests, this rifle takes a single, directly-loaded round
  • repeating-rifle: this rifle takes five directly-loaded rounds
  • hunting-rifle: this rifle takes a small clip of six rounds
  • rifle: this rifle takes a medium clip of twelve rounds

Firearm Damage

When you get shot, you are impacted in three key ways:

  • You gain an immediate wound (damage)
  • If that wound is anything above a graze in severity, you start bleeding (bloodloss)
  • You also suffer some shock and grief (trauma)

Damage works just like melee combat: when your PC takes a certain level of damage, they will fall unconscious. When they take a certain level more of damage to certain body parts, they'll die - you can't be killed from repeated blows to the foot, for instance. The six stars on your prompt give a general overview of your health: six stars means you are perfectly healthy, one means you are near-death.

However, bloodloss and trauma work very differently than they do in melee.


Let's talk about a “normal” gunshot wound: your armour didn't deflect it, it wasn't graze, it didn't hit your head, so the bullet is likely to be still lodged in you somewhere. You might notice that, hey, I still have five stars, so I must be just fine, right?

Wrong. Typing health will reveal the extent of your wounds: you'll notice you're bleeding. A lot. If your character took a “normal” gunshot wound, they'll be dead within fifteen real-life minutes, or one in-game hour, from the bloodloss. If your character took six or seven normal gunshots, they'll probably be dead within five real-life minutes.

The real danger of gunshots isn't the immediate damage to your body - it's the significant bloodloss that these bullets cause. Your character can easily survive being shot in the body at point-blank range a dozen times. They will not survive the ensuring bloodloss, unless…


The only way to survive bloodloss is to bind those wounds immediatetly. See HELP BIND for more information in-game. However, binding takes time, especially when you're trying to bind yourself. The First-Aid and Medicine skills greatly shorten the time it takes to bind. Furthermore, multiple people can bind the same person - imagine a squad of medics descending on a soldier and helping patch up his or her wounds. Each bind attempt will reduce the level of bleeding of a gunshot wound by one tier. The more severe the wound, the more times you'll need to bind these wounds. The tiers are, from least dangerous to most dangerous: bleeding, hemorrhaging, spurting, gushing, and mortally bleeding.

While in real-life, binding requirements something to help stem the flow of blood, ParallelRPI currently requires no specific objects - because these are life-and-death matters, the code is willing to assume that your character can find -something- to help them bind, be it strips of an old shirts, bandages, crude tourniquets, whatever.

You will still lose blood while binding. You can even die while binding. As mentioned above, your PC doesn't have long after being shot before they will die from bloodloss. If you get shot, and you're on your own, the best course of action is to immediately remove yourself from the line of fire start binding your wounds. If you're with a group, and a friend gets shot, your best bet is to get in to cover, and start binding their wounds because they die. If you have only taken a wound or two, you should be able to bind in plenty of time. If you've taken a half-dozen serious wounds, you're going to need help.


While normally the danger from a gunshot is not the entry wound, but the bloodloss, for shots to the head your damage will be modified to match the bloodloss - there's enough sensitive tissue in that area that any penetration is going to cause a lot of very nasty damage. While the code is balanced that it's very unlikely you'll get killed outright in a single shot, it is very possible you could take a headwound, bleed in to unconscious a minute later, and then bleed to death a minute after. This is where helmets, or friends who are willing to save your life, come in handy.

guns.txt · Last modified: 2013/05/27 18:31 by prpi
Featured artwork used on Parallel RPI given permission for use by original artists macrebisz and merl1ncz.