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 Rules of Engagement (Current Version: 1.1)

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Draccy



Male Number of posts: 280
Age: 22
Location: In pain, most likely.
Registration date: 2007-10-13

Character sheet
Class: Pirate
Amount of drunkenness:
0/0  (0/0)

PostSubject: Rules of Engagement (Current Version: 1.1)   Mon Oct 15, 2007 12:19 am

Actions

During each game round every character may take a set number of actions, as indicated by their speed value. All actions must be declared in the same post, and actions that become obsolete due to other actions and/or the actions of previous posters are lost. As new items appear in-game, more actions will be added to this list.

There are a number of different actions availible during a turn. It is assumed that general movement is free and does not cost actions to perform.

Aim Weapon
Rather than firing blindly, the character can take the time to aim their shot carefully. Each action spent aiming at a target adds +20% to your hit chance, up to a maximum of +60%. This bonus remains until the character is hit by enemy fire, does anything other than aim or fire or changes targets.

The aiming action cannot be used on a character who has full cover.

Change Stance
A character can make use of the terrain to try and protect themselves. There are a number of stances availible, and changing from one to the other costs one action.

Normal: Standing out in the open, all locations exposed
Hiding behind cover: All locations hidden, character cannot attack other players
Standing behind cover: Groin and Legs hidden
Crouched behind cover: Abdomen, groin and legs hidden
Firing around corner: Abdomen, Groin and legs hidden
Standing in window: One arm, groin and legs hidden
Crouched in window: Abdomen, groin and legs hidden
Firing prone: One leg and groin hidden

Please note that locations behind cover are not invulnerable, but merely gain a protective bonus, dependant of the type of cover.

Fire Weapon
The character fires their currently equipped weapon at a specified target, using one of three firing modes:

Single: The character fires a single shot.
Semi-Automatic: The character fires a number of shots, as indicated by the weapon, taking a penalty of -10% per shot fired on each shot. Any bonuses for aiming are lost after the first shot.
Full Auto: The character fires a number of shots, as indicated by the weapon. The character may choose up to three targets, dividing the shots between them as accurately as possible. The character's hit chance is divided by 5, and modifiers from aiming do not apply. Any bonuses for aiming are lost.

A character can equip two pistol type weapons and fire both as a single action, but both weapons take a -20% penalty for those attacks.

When making a ranged attack, the character must specify a preferred targeting location. This will influence the placement of 'placed' shots.

Melee Attack
The character attacks their target with their currently equipped melee weapon. The defending character has a chance of parrying the attack if they currently also have a melee weapon equipped.

When making a melee attack, the character must specify a preferred targeting location. This will influence the placement of 'placed' hits.

Recover
The character attempts to heal some of their wounds. When the recover action is used, the character specifies a location or their injury total. The character must roll equal or lower than their maximum injury total. Should this check succeed, that location is healed by d3 points, and an additional +1 per full 10 points that the character's maximum injury total is over 50. In addition to this healing, if a location is specified to be healed, the injury level on that location also drops down one step in severity.

Recover actions can also be used on other players, should you wish to help someone out.

Rest Weapon
The character rests his weapon on a piece of scenery to stabilise it. All shots while rested gain a +10% to their hit chance. This bonus persists until the weapon is unrested.

Switch Weapon
The character switches their current weapon with one of their other availible weapons.

_________________
Stray wrote:
You're like a big ball of bedroom-related accidents.

Noxy wrote:
Oh god, if extreme physical violence is wrong, I don't want to be right anymore.


Fear my leet time-wasting skills.


Last edited by on Wed Oct 17, 2007 1:17 pm; edited 6 times in total
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Draccy



Male Number of posts: 280
Age: 22
Location: In pain, most likely.
Registration date: 2007-10-13

Character sheet
Class: Pirate
Amount of drunkenness:
0/0  (0/0)

PostSubject: Re: Rules of Engagement (Current Version: 1.1)   Mon Oct 15, 2007 12:59 am

Injury and Damage Locations

As well as having an injury total, which represents the overall health of the character, the character has an injury value for every location. Any damage taken by a character will affect a random location and add to that location's damage as well as the injury total. Every time a damage threshold is crossed for a location, that character suffers penalties depending on the location.

Damage thresholds are as follows:

No injury: Character is fine
Light injury: T'is but a flesh wound!
Heavy injury: Okay, that really, really hurt!
Serious injury: Argh. My inside bits!
Acute injury: [insert graphic imagery here]
Crippled: You're as good as dead.



Location damage effects

Different locations do different things when hurt. None of them are good, but here's a list of what happens.

Head
(Head shots will always have a chance to stun the character for a turn, regardless of damage done. It's still going to disorient you.)
Light: Character is stunned for one turn.
Heavy: Character is stunned for one turn, adds d6 damage to their injury total and suffers -1 speed.
Acute: Character may pass out from system shock.
Crippled: Character is dead, dead, dead!

Chest
Light: Character falls prone
Heavy: Character falls prone and suffers -1 speed.
Serious: Character falls prone, is stunned for a turn, adds d3 damage to their injury total and suffers -1 speed.
Acute: As above, and character starts bleeding.
Crippled: Character may pass out from system shock.

Abdomen
Light: Character adds d3 damage to their injury total.
Heavy: Character adds d3 damage to their injury total, falls prone and suffers -1 speed.
Serious: As above, and character starts bleeding.
Acute: As above, and character is stunned for a turn.
Crippled: As above, and character must remain prone.

Groin
Light: Character falls prone.
Heavy: Character falls prone, is stunned for a turn and suffers -1 speed.
Acute: As above, and character adds d3 damage to their injury total and starts bleeding.
Crippled: Character may pass out from system shock.

Arms (Both tracked seperately)
Light: No additional penalties.
Heavy: Character may drop their weapon.
Serious: Character may drop their weapon, adds d3 damage to their injury total, and halves their base to hit % when using that arm to attack.
Acute: Character automatically drops anything held, can no longer use that arm and starts to bleed.
Crippled: As above, and character may pass out from system shock.

Legs (Both tracked seperately)
Light: No additional penalties.
Heavy: Character suffers -1 speed.
Serious: As above, and character falls prone and adds d3 damage to their injury total.
Acute: As above, and character must remain prone and may only crawl.
Crippled: As above, and character may pass out from system shock.

No matter how many penalties are applied to speed, the character will always have at least 1 action in a turn.

If your injury total ever exceeds the given value for your character, you die immediately.

When a character is bleeding, they add d3 damage to their injury total for each bleeding wound at the end of their turn.

Armour

When damage is dealt to a location, the armour on that location will absorb some of the damage, possibly saving a character from an otherwise fatal shot. Any damage dealt to an armoured location has the armour value subtracted from its damage.

If the damage dealt to a location is enough to pierce the armour, it will also deal an amount of damage to that piece of armour equal to half the damage of the shot. When armour's durability is reduced to 0 it becomes useless as a protective measure.

_________________
Stray wrote:
You're like a big ball of bedroom-related accidents.

Noxy wrote:
Oh god, if extreme physical violence is wrong, I don't want to be right anymore.


Fear my leet time-wasting skills.
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Draccy



Male Number of posts: 280
Age: 22
Location: In pain, most likely.
Registration date: 2007-10-13

Character sheet
Class: Pirate
Amount of drunkenness:
0/0  (0/0)

PostSubject: Re: Rules of Engagement (Current Version: 1.1)   Wed Oct 17, 2007 1:12 pm

Additional Rules / Concepts

Lucky / Unlucky Events

Sometimes fate is on your side. Sometimes it just isn't. Even the most skilled sniper will sometimes miss a shot. To represent this, a roll of 1 - 5 on any kind of check is always a success. Conversely, a roll of 96 - 100 is always a failure.

Placed Shots / Targeted Shooting

When firing at a person, the character must specify a 'preferred' location on their target's body. This will affect the targeting of 'placed shots'. Placed shots means getting a shot just where you want it. In the event of a placed shot, your hit location will be adjust up or down by 20 points to try and get as close to your preferred location as possible.

A placed shot, on an unaimed shot, occurs when your to-hit roll is 1/10th or less than the required result. (Eg. when your to-hit chance is 100%, your placed shot chance is 10%). On a shot with at least one level of aiming, your placed shot chance is half your to-hit chance. (Eg. 50%, using the above example).

Please note that a character who can only hit using the 1 - 5 auto-success can never pull off a placed shot.

Primary Hand

Each character should have a primary hand designated. This will affect a range of issues, especially when it comes to arms being injured. Please note it is not possible to be ambidextrous. This trait that must be gained seperately.

_________________
Stray wrote:
You're like a big ball of bedroom-related accidents.

Noxy wrote:
Oh god, if extreme physical violence is wrong, I don't want to be right anymore.


Fear my leet time-wasting skills.
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