Scratch:Basic Rules

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The Scratch RPS provides simple rules for role-playing games (RPGs.) In an RPG, each player takes on the role of a character in a story or simulation. People play RPGs to have fun and socialize, but they can also be a fun way to practice basic math and problem-solving skills. A Scratch RPS character looks something like this:


Zimzambamalam (10 agility, 10 intelligence, 10 strength, 1 stamina): a master of magic

8 shooting: destroys enemies with bolts of lightning from his fingertips

2 toughness: relies on the awesome power of his magic alone


Each character has some abilities, and each of those abilities has a level. If a character does not have at least one level of an ability, the character does not have that ability and cannot use that ability.

Rolls[edit]

Some actions, like a character attacking another character, have a chance of success and a chance of failure. To determine whether the action succeeds, roll a twenty-sided die. (If you do not have a twenty-sided die, see "Twenty-Sided Die Alternatives" below.) Modifiers, such as ability levels, are then added to certain types of rolls. If the total is greater than or equal to the difficulty of the action, then the action succeeds. If the die roll is 20 before adding an ability level or other modifiers, then the action is automatically successful. If the die roll is not 20 and the total is less than the difficulty, the action fails.

Rolls may allow a character to use specific ability levels as a modifier. "Make a command roll (difficulty 25)" or "beat a command roll of 25" means a player can roll a twenty-sided die. If he has at least one level of command ability, then he can add his command ability level to the roll. The character is only successful if the total is equal to or greater than 25, or the player rolls a 20 before adding his character's command ability. As another example, suppose a character with 3 levels of craftsmanship ability has to make a craftsmanship roll of 15. He rolls 12, and 12 plus 3 is equal to the difficulty 15, so he is barely successful.

Some rolls require specific abilities. "Make a healing roll (difficulty 11, requires healing ability)" or "Make a healing roll of 11 (requires healing)" means a character can only attempt the action if they have at least one level of healing ability. If they do have at least one level of healing ability, they can add their healing ability to a twenty-sided die roll, and the action is successful if the roll is 11 or greater.

Turns[edit]

Each person controlling characters has an initiative group. This group contains the characters that person controls. Initiative groups take turns during encounters. At the beginning of each encounter, roll a twenty-sided die for each initiative group to determine the order of their turns. This is the group's initiative roll. Groups take turns in order from the highest initiative to the lowest. If two groups have the same initiative, break the tie by rolling another die for both groups until one of them rolls higher. That group goes before the other. Each character has a turn during each turn of their initiative group. The player controlling the group chooses the order of the turns of the characters in the group.

Regular actions require a character's full attention, so characters can only perform one regular action per turn. Most actions are regular actions.

Bonus actions do not require a character's full attention, so characters can perform one bonus action in addition to their regular action each turn. Bonus actions include opening a door, pushing a button or handing an item to another character.

Unrepeatable actions can only be used once per encounter. For example suppose that a sherriff and an outlaw are stalking each other. Both characters can use the unrepeatable surprise action. Both characters can surprise each other, but the sheriff can only surprise the outlaw one time and the outlaw can only surprise the sheriff one time.

Hit Points[edit]

Characters have hit points which determine whether they are healthy, injured or incapacitated. A character's toughness ability level is his maximum hit points. Stamina is half of a character's toughness, rounded down. A healthy character has more hit points than his stamina. An injured character has at least one hit point but no more hit points than his stamina. Characters can never have less than zero hit points. A character with zero hit points is incapacitated and cannot perform actions.

For example, if a character has 7 toughness, his stamina would be 3, so he would be healthy when his hit points are 4, 5, 6 or 7, injured when his hit points 1, 2 or 3, and incapacitated when his hit points are 0.

Some attacks cause damage when they are successful. Each point of damage reduces the target's hit points by 1. When an attack that causes damage is automatically successful, it causes 1 extra point of damage. An attack that normally causes 3 damage will do 4 damage when it is automatically successful. An attack that delays an opponent without causing damage still does no damage when it is automatically successful.

Defenses[edit]

Agility is 10 plus the character's stealth, acrobatics, quickness or flying ability level, whichever is greater. If the character does not have one of those abilities, his agility is 10. Agility is the difficulty of normal attacks which should be physically avoided or blocked. If a character has 2 levels of acrobatics and 3 levels of quickness, then his agility is 13. If he is targeted by a normal attack and the attacker's roll is 13 or more, then attack is successful. (If the roll is 12 or less the attack fails fails.)

Intelligence is 10 plus the character's detection, command, healing or craftsmanship ability level, whichever is greater. If the character does not have one of those abilities, his intelligence is 10. 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 wrestling or swimming ability level, whichever is greater. If the character does not have one of those abilities, his strength is 7 plus his toughness. This is the difficulty of force attacks that should be resisted physically, but not by moving out of the way or parrying the attack.

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)

Basic Actions[edit]

Every character can do these basic actions or do nothing when it is their turn.

Basic attack is a close range normal attack. Make a roll against the target's agility. If the attack is successful, it causes 1 damage. Basic attacks are usually weapon strikes or unarmed strikes.

Throw object is a long range normal attack. Make a roll against the target's agility. If the attack is successful, it causes 1 damage. A character can only use this attack if a dangerous throwable object like a rock or chair is available.

Hold is a close range force attack. Make a roll against the target's strength. If the hold is successful, it delays the target until the end of the target's next turn. A successful hold also stops the target from evading.

Distract is an unrepeatable close range psychic attack. Make a roll against the target's intelligence. If the distraction is successful, the target is delayed until the end of his next turn.

Evade is a regular action which allows the evading character to add a movement ability level to his agility and strength until his next turn or until he is held, whichever comes first. A character without one of those abilities can also evade, but his agility and strength do not change.

Escape is a regular action which allows a character to leave an encounter. A character can escape if he evaded on his last turn. The character cannot perform actions or be attacked for the rest of the encounter.

Engage is a bonus action which an attacker can use before a close range attack. The attacker adds 2 to his close range attack rolls until the end of his current turn, but the attacker's agility is reduced by 2 until the beginning of his next turn. Lowering the attacker's agility may encourage enemies to target the attacker instead of his allies.

Take cover is a bonus action which a character can use before performing any other actions on his turn. A character can only take cover if there is some kind of cover, like a hill, a wall or a large box to hide behind. While the character is in cover, his agility is increased by 2, but he subtracts 2 from all of his rolls. The character can remain in cover as long as he wants and leave cover whenever he wants, but he cannot evade, use close range attacks, distract, surprise or intimidate from cover.

Abilities[edit]

Characters typically have between three and six abilities. All characters have toughness, most have at least one attack ability, and many have a defensive ability.

Characters may be created by distributing character points (CP) between 1 or more abilities. Each CP gives the character one ability level of that ability. No ability can receive more levels than a certain maximum level. The characters in the combat example which follows the list of abilities below were created with 10 CP and a maximum level of 4. These are good limits for making characters that are like average people. Chokestar was created by distributing 2 CP to piloting ability, 2 CP to toughness ability, 3 CP to wrestling ability and 3 CP to stalking ability, for a total of 10 ability levels, and no more than 4 levels of any single ability.

Maximum level limit requires a character to divide his ability levels between a variety of abilities instead of putting all of his levels into a single ability. For example, in a game where characters are slightly more powerful than the average person, they might start with 12 CP and a maximum level limit of 5. Characters in this game would have to divide their CP between at least three abilities.

Appropriate abilities, CP and maximum levels for new characters depend on the setting and type of character being created. Scratch RPS abilities can be loosely interpreted or adapted to a wide variety of settings and types of characters. For example, shooting could be used with guns, bows, other ranged weapons or magic powers. See Scratch:Example Characters for more examples.

Toughness[edit]

Toughness ability level is a character's maximum hit points. Characters without toughness may not perform actions during encounters. An average person without armor has 3 toughness. Less toughness could represent fragility or lack of determination. A child or elderly person might have only 2 toughness. More toughness could represent armor, endurance or size. A big person without armor or conditioning might have 4 toughness. The average horse could have 6 toughness, and the average elephant might have 10 toughness. Training and experience could give a character 1 or 2 more levels of toughness, and heavy armor might give a character 2 more levels of toughness, so a big, heavily armored veteran warrior could have 8 toughness.

Attack Abilities[edit]

Shooting is used to perform a powerful long range normal attack against one character. Shooting could represent guns, bows, throwing spears or powers that damage an enemy from a distance. Make a shooting roll against the target's agility. If the attack is successful, it causes 2 damage. If the attack is automatically successful it causes 5 damage instead of 3 damage. When an injured character uses this attack he delays himself until the end of his next turn.

Blasting is used to attack multiple opponents simultaneously. Blasting could represent explosive or spraying attacks like grenades, a submachine gun or breathing fire. The blasting attack is a long range normal attack which targets up to three separate enemies. A character cannot target a single target more than once with the same blasting attack. Make a blasting roll against the agility of each target. Each target successfully attacked receives 1 damage. When an injured character uses this attack he delays himself until the end of his next turn.

Knockout is used to perform an extremely devastating close range normal attack against a single target. Knockout could represent a powerful bludgeoning weapon, deadly assassination techniques, fast-acting venom or a very large character simply crushing his enemies. If the attacker is healthy, the attack causes 4 damage. If the attacker is injured, it causes 2 damage. When a character does a knockout attack he delays himself until the end of his next turn. Knockout ability level can also be added to basic attack rolls if no other abilities have been added to them.

Fighting ability level can be used to make basic attack rolls. If the attacker is healthy he can do two basic attacks as a single action, using his fighting ability level for both rolls. Fighting could represent prowess with swords, other close range weapons, natural weapons or powerful striking martial arts.

Wrestling ability level can be added to make basic attack and hold rolls. Holds using wrestling ability cause 1 damage when the attacker is healthy and not delayed. Wrestling holds could represent chokes, locks and throws or a mixture of grappling and striking techniques. Normally delayed characters cannot perform actions, but when a character with wrestling ability is healthy and delayed, he can use wrestling to hold a character who has successfully held him since his last turn. This hold while delayed causes no damage.

Stalking Abilities[edit]

Stealth helps a character go first in combat by sneaking around. Stealth could represent camouflage, moving silently, hiding in shadows or slinking close to the ground. Add 2 times the highest stealth ability level of any character in an initiative group to that group's initiative roll. If an initiative group has a character with 3 levels of stealth and another character with 1 level of stealth, add 6 to the group's initiative roll.

Detection helps a character go first in combat by detecting enemies who are sneaking around. Detection could represent alertness, perception, keen senses or tracking skills. Add 10 times the highest detection ability level of any character in an initiative group to that group's initiative roll. If an initiative group has a character with 5 levels of detection and another character with 3 levels of detection, add 50 to the group's initiative roll. A character can use this ability to make hold rolls.

Surprise is an unrepeatable long range psychic attack that requires stealth or detection ability. Make a stealth or detection roll versus the target's intelligence. If the attack is successful, the target is panicked until the end of his next turn. Panicked characters must evade or escape. They cannot attack or heal.

Movement Abilities[edit]

A character can use movement abilities to evade or make distract and hold rolls, but only when the character is in the right type of terrain.

Acrobatics is used to get up, across, or over three-dimensional structures and obstacles like ropes, nets, ledges, ladders, fences, trees and cliffs. Acrobatics could represent good balance, climbing, or jumping or an aptitude for maneuvering around obstacles. It can also represent using equipment which helps a character do those things.

Quickness is used for movement on relatively level ground. Quickness could represent combat footwork, sprinting speed, or being able to keep moving without getting exhausted.

Flying is used to move through the air when there is room to fly. (There is usually room to fly outdoors but not indoors.) A character with no flying ability cannot fly, and cannot get flying ability without a good explanation for why he can fly now when he could not fly before. Flying could represent wings, a jetpack or other means of defying gravity. When a flying character evades or uses a long range attack, he cannot be attacked with a close range attack until his next turn, unless the attacker can also fly.

Swimming is used to move in water. A character without this ability does not know how to swim. One or two levels of swimming could represent trained human ability and natural talent. Higher levels of the ability could represent special equipment for maneuvering in water (like fins) or a streamlined body more suited for swimming. When a character is in water, add his swimming ability to his agility and close range attack rolls in addition to the ability levels normally added to agility and attack rolls. In deep water, characters who use swimming ability to evade cannot be attacked with long range attacks or characters who do not have swimming ability.

Support Abilities[edit]

Healing allows a character to try to revive incapacitated characters and heal injured characters. Healing ability could represent emergency medicine training, fast-acting potions, or miraculous healing powers. A character cannot heal himself with this ability. The difficulty of reviving an incapacitated character is 10. The difficulty of healing an injured character is 10. After being successfully revived a character is still injured, and has only one hit point. After being successfully healed a character is barely healthy, with 1 hit point more than half of his maximum hit points (rounded down.)

Craftsmanship is an ability which allows a character to maintain and improve his allies' equipment. This ability could represent traditional crafts like woodcarving and blacksmithing mastery or high technology like auto mechanics, electrical engineering and robotics. For each level of this ability, a character can give a traveling companion a temporary +1 bonus to an ability which is already at least level 1. He cannot give a second temporary bonus to an ability which has a temporary bonus from himself or someone else. The bonus lasts until he removes it or they are no longer traveling companions. He cannot remove or add bonuses during an encounter. He must make a success roll to add a temporary bonus in a hurry (usually difficulty 10.) If the roll fails he cannot use that temporary bonus until he is no longer in a hurry.

Command is an ability that provides a character with one or two minions. Command could represent charisma to attract followers, rank that provides you with underlings, or teaching ability and students. The total CP of these minions is no greater than the character's command ability level, and they cannot have command ability. A character 4 command could have 1 minion with 4 total ability levels, 2 minions with 2 total ability levels each, or a minion with 1 toughness and another minion with 3 total ability levels. For example:


The Boss (10 agility, 11 intelligence, 11 strength, 1 stamina): an enforcer in a white suit

2 shooting: submachine gun

1 detection: street smart

4 command: accompanied by two thugs.

3 toughness


Thugs (10 agility, 10 intelligence, 10 strength, 1 stamina): concealing blunt weapons under their long overcoats

2 toughness: big, but not powerfully motivated.


Minions can continue fighting even after their leader has escaped or been incapacitated. Minions cannot be healed by using healing ability during an encounter.

Intimidate is an unrepeatable long range psychic attack that requires command ability. Make a command roll versus the target's intelligence or strength, whichever is greater. If the attack is successful, the target is panicked until the end of his next turn. Panicked characters must evade or escape. They cannot attack or heal.

Combat Example[edit]

Breakhelm X-19 (10 agility, 10 intelligence, 14 strength, 3 stamina): notorious mutant-cyborg outlaw, wanted for piracy and industrial sabotage

4 shooting: cyborg targeting provides deadly accuracy with his sidearm and ship weapons.

4 fighting: retractable blades for industrial emergencies and self defense

6 toughness: armored cybernetic body


Chokestar (13 agility, 10 intelligence, 12 strength, 1 stamina): bounty hunter who wears dark-colored gear that conceals his identity; likes to take his targets quickly and by surprise

2 wrestling: non-lethal weapons expert with stun gun

3 stealth: crafty stealth techniques to bring in live bounties

3 toughness


Flipfire (11 agility, 11 intelligence, 12 strength, 2 stamina): medic and commando turned mercenary

2 shooting: bayoneted assault rifle

1 healing: medic training

2 fighting: acrobatic fighting style

1 acrobatics: leaps between fallen comrades as she attempts to revive them

4 toughness: light body armor.


Chokestar and Flipfire have just stormed onto Breakhelm X-19's ship in an attempt to capture him. Each character has hit points equal to his or her toughness.

A twenty-sided die is rolled for each character to determine their initiative order. Chokestar's initiative roll is 13, but his 3 levels of stalking ability add 6 to that roll for a total of 19. Flipfire rolls 17 and Breakhelm X-19 rolls 14. So Chokestar goes first, followed by Flipfire and then Breakhelm X-19.

Chokestar can do two attacks with his wrestling ability: a damaging basic attack and a delaying hold. For his hold he attacks Breakhelm X-19 with a stun gun. A twenty-sided die roll is added to Chokestar's wrestling ability, for a total of 13, which is barely not enough to reach Breakhelm X-19's 14 strength. Chokestar's basic attack is a combo of martial-arts strikes. A die roll is added to his wrestling for a total of 10, which is barely equal to Breakhelm X-19's agility, so Breakhelm X-19's hit points are lowered from 6 to 5.

Flipfire takes a shot at Breakhelm X-19 with her rifle. A die is added to her shooting for a total of 9, which is not high enough to reach Breakhelm X-19's agility, so her bullets fail to penetrate his armor.

Breakhelm X-19's retractable blades come out, and he slices away at Chokestar. A die roll is added to Breakhelm X-19's fighting ability for a total of 18, which damages but does not yet injure Chokestar by lowering his hit points from 3 to 2, still above Chokestar's 1 stamina. Breakhelm X-19 can do a second fighting attack, so he tries to finish injuring Chokestar while he can. A die roll is added to Breakhelm X-19's fighting ability, for a total of 14, so Chokestar is now injured because his hit points are equal to his stamina.

Chokestar tries to grapple (hold) Breakhelm X-19. A die roll added to Chokestar's wrestling ability comes to a 7, which fails to get past Breakhealm X-19's agility.

Flipfire leaps to Chokestar's aid, injecting him with adrenaline. Flipfire's healing ability is added to a die roll for a total of 14, which is equal to or greater than the 10 difficulty of healing a character from injured to healthy. This restores Chokestar to 2 hit points, so he is health rather than injured.

Breakhelm X-19 takes careful aim at Flipfire and fires. A die roll is added to his shooting ability for a total of 10, which only grazes Flipfire causing her no damage because it does not quite reach her 11 agility.

Chokestar again tries to stun Breakhelm X-19. Chokestar's wrestling ability plus a die roll comes to 15, reaching and surpassing Breakhelm X-19's strength, so Breakhelm X-19 is delayed until the end of his next turn as he shakes off being stunned. Chokestar gets a second damaging attack from his wrestling because he is healthy, but a die roll plus his wrestling ability only comes to a 9, so Chokestar fails to also damage Breakhealm X-19.

Flipfire takes another shot at Breakhelm X-19. Her shooting ability plus a die roll comes to 19, lowering Breakhelm X-19's hit points to 3, and injuring him because his remaining hit points are not greater than his 3 stamina.

Breakhelm X-19 does nothing on his turn because he has been delayed by a hit from Chokestar's stun gun.

Chokestar attacks Breakhelm X-19 with a damaging strike. Chokestar's wrestling ability is added to a die roll for a total of 16, which is equal to or greater than Breakhelm X-19's agility, lowering his hit points to 2. Chokestar tries to follow up with another stun gun attack, but his wrestling ability plus a die roll only come to 11, failing to delay Breakhelm X-19.

Flipfire takes another shot at Breakhelm X-19. Her shooting ability plus a die roll reaches or exceeds Breakhelm X-19's agility, his hit points are lowered to 0 and he is incapacitated. The bounty hunters are victorious.