Project Narnia Rules
Rules for the Project Narnia PBP game
We're going to be folding, spindling, and mutilating the palladium combat system to fit it into a workable PbP format. To that end, I'm going to rearrange a few concepts. Bear with me...
A combat round's roughly half a minute of fighting, by the way.
1. GM rolls initiative for all involved PC's and NPC's, then posts the initiative order on the OOG board. This is more for tracking purposes, than anything else.
2. PC's figure out what they want to do, and how they wish to divide their actions. Unless they have a skill that grants them extra actions, most PC's have 2 actions per round. For every action that is an attack, dodge, or skill use, they roll the dice and record the results. (Please use invisible castle for this.)
Attacks are 1D20 + any bonuses to strike. You can split up attacks between enemies or focus multiple attacks on a single foe. An attack roll of 5 or less on the die always misses. An attack roll of 20 on the die is a critical hit. This causes double damage, and can only be dodged or parried by a roll of 20 on the defender’s die.
Dodges are 1D20 + any bonuses to dodge. Each action devoted to dodging also gives you a free roll-with-punch attempt, which is only really useful if you are being attacked with blunt trauma. A roll of 20 on the die means that the defender dodged any attack leveled his way, even a critical hit.
Things like running or changing an ammo clip also take an action. Moving around a bit or drawing a weapon do not, but holstering a weapon and drawing a new one does. Bottom line is if it takes about 5-10 seconds to do, it's an action.
Once PC's are finished, they post their actions and roll results in the OOG board, and write up a description in the IG board. Any PC's who go past the time limit in deciding their actions are assumed to be on full defense, and devoting all actions to dodging.
3. The GM figures out the NPC actions, and rolls as necessary. The GM rolls all applicable parry attempts for PC's and NPC's. The GM applies any announced dodge actions to the highest successful damaging attacks, for both PC's and NPC's. A dodge roll that exceeds its opponent's attack negates all damage from that attack. The GM applies any applicable roll-with-punch rolls to any blunt trauma-related attacks. A successful roll-with-punch reduces damage from a blunt trauma attack by half.
4. The GM rolls damage for each successful attack, winces at the results, and puts together an OOG post detailing who gets what amount of pain and suffering. He also puts together a description on the IG board.
5. Players figure out how much damage they've taken, and see whether they're still standing. Then a new round is rolled if necessary, and combat continues.
Damage taken is first applied to a character's SDC. This represents nicks, bruises, grazing attacks, and flesh wounds. A character can take SDC damage without any serious problems, and it heals at an hourly rate.
Once a character's SDC is depleted, then all damage taken is applied to a character's hit points. THIS is where it starts getting serious. Hit point damage represents internal damage, serious wounds, and other fairly problematic complications.
Every time a character takes hit point damage, he starts bleeding. He bleeds at the rate of 1 HP per round, until he either bleeds out, or is successfully given first aid.
If a character is either reduced below 10% hit points, or damaged while under 10% hit points, he has the possibility of being afflicted by a serious injury. The GM will roll this in secret, and describe the effects experienced. A serious injury can be diagnosed by a successful use of the Paramedic skill. It takes an action to do so, and the target being diagnosed must be within touching range of the paramedic, and unresisting.
Once you're out of hit points, you must save vs. death once per round until you recieve a paramedic's successful attempt to stabilize you. Failure in any of these saves results in death. If anyone damages you while you are at 0 or less hit points, you will die.
Hit points take days to heal, and often leave scars when they do.
Armor is good to have. Armor comes with two ratings, an Armor Rating and a SDC rating.
If you attack an armored target and roll under its armor rating, then the armor takes the damage. If you roll higher than the armor rating, then you've hit the target in an unarmored spot, and the target takes full damage. Armor absorbs damage until its SDC rating is fully depleted, at which point it is broken and any remaining damage goes to the wearer. Armor may be repaired after the fight is done, but this usually takes an hour or more, depending on the kind of armor damaged. The skill used for cloth, light Kevlar, and leather-based armor repair is Sewing. The skill used for heavy kevlar and metal-based armor repair is Basic Mechanics.
Natural armor repairs itself at the rate of 5 SDC per hour, as the character’s flesh mends, and he recovers from the various minor traumas that assailed his hide/scales/whatever.
Your speed times 10 is the number of yards you can run in one combat round.
You recover 5 SDC per hour. You recover 2 HP per day, under regular conditions. If you're under the care of a doctor, add +2 to that number. If you spend the majority of the day recovering in a medical facility, add another +2 to that number.
Aimed Shot: You may spend an action doing nothing but aim. This adds +4 to your next shot if you're using a revolver or pistol, or +3 to any other firearm.
Short Burst: This expends 20% of the weapon's magazine, and adds +1 to strike to the attack. If you hit, the damage is the weapon's base X2.
Long Burst: This expends 50% of the weapon's magazine, and adds +1 to strike to the attack. If you hit, the damage is the weapon's base X5.
Entire Magazine: This expends 100% of the weapon's magazine, and adds +1 to the strike of the attack. It also costs 2 actions to do. If you hit, the damage is the weapon's base X10.
Spray: You may attempt to hit multiple targets with a Long Burst, or Entire Magazine manuver. To do this, they must be in fairly close proximity. It takes 3 actions, and subtracts -6 to the strike. You roll ONCE. Everyone in the area rolls a separate dodge, if they have any dodge actions allocated.