Scratch:Agility, Intelligence and Strength

From RPGnet
Jump to: navigation, search

Instead of defense, a character has agility, intelligence and strength.

Agility is 10 plus the character's stalking, acrobatics, quickness or flying ability level, whichever is greater. Agility is used instead of defense as the difficulty of normal attacks which should be physically avoided or blocked. Basic attack, throw object, catch, shooting, blasting and knockout attack are all normal attacks. Evade bonuses are added to agility.

Intelligence is 10 plus the character's command, healing or craftsmanship ability level, whichever is greater. Intelligence is the difficulty of actions like deception, persuasion, intimidation, mind reading and mind control. These are called psychic attacks regardless of whether their power is psychological or supernatural.

Strength is 10 plus the character's toughness or wrestling ability, whichever is greater. This is the difficulty of force attacks that should be resisted physically, but not by moving out of the way or parrying the attack. Hold is a force attack.

Psychic Attacks[edit]

Frightened characters must evade or escape. They cannot attack or heal.

Distract is a close range psychic attack that anybody can do. Make a non-ability roll against the target's intelligence. If the distraction is successful, the target is delayed until the end of his next turn. Each character can only use this attack once per battle.

Surprise is a long range psychic attack that requires stalking ability. Make a stalking roll versus the target's intelligence. If the attack is successful, the target is frightened until the end of his next turn, so he can only evade or escape on that turn. Each character can only use this attack once per battle.

Intimidate is a long range psychic attack that requires command ability. You cannot intimidate an enemy if he has more strength than you. Make a command roll versus the target's intelligence. If the attack is successful, the target is frightened until the end of his next turn, so he can only evade or escape on that turn. Each character can only use this attack once per battle.

Lifting and Carrying[edit]

Strength can be used to estimate how much weight a character can carry or lift.

A character can carry a heavy pack all day if the pack does not weigh more than 2 kg (4.4 lbs) for every point of the character’s strength. A character can carry a heavier weight for a few minutes if it does not weigh more than 5 kg (11 lbs) for every strength point. A character can lift a very heavy object without carrying it around if the object does not weigh more than 10 kg (22 lbs) for every strength point. A character can also drag any weight he can lift a short distance.

These are not firm limits. A character may be able to pack, carry, or lift more weight if he travels a shorter distance, stops to rest frequently, or pushes himself to the limit (which might require an ability or non-ability roll, and could result in injury.)

 strength   pack long distance   carry short distance   lift in one place 
10 20 kg (44 lbs) 50 kg (110 lbs) 100 kg (220 lbs)
11 22 kg (48 lbs) 55 kg (120 lbs) 110 kg (240 lbs)
12 24 kg (53 lbs) 60 kg (130 lbs) 120 kg (260 lbs)
13 26 kg (57 lbs) 65 kg (145 lbs) 130 kg (290 lbs)
14 28 kg (62 lbs) 70 kg (155 lbs) 140 kg (310 lbs)
15 30 kg (66 lbs) 75 kg (165 lbs) 150 kg (330 lbs)
16 32 kg (70 lbs) 80 kg (175 lbs) 160 kg (350 lbs)
17 34 kg (75 lbs) 85 kg (185 lbs) 170 kg (370 lbs)
18 36 kg (79 lbs) 90 kg (200 lbs) 180 kg (400 lbs)
19 38 kg (84 lbs) 95 kg (210 lbs) 190 kg (420 lbs)
20 40 kg (88 lbs) 100 kg (220 lbs) 200 kg (440 lbs)