Scratch:Summary
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Stats
- Attack abilities: blasting, shooting, knockout, fighting, wrestling.
- Movement abilities: acrobatics, quickness, flying, swimming.
- Other abilities: toughness, stealth, detection, command, craftsmanship, healing.
- HP: toughness ability level is your maximum hit points.
- Stamina: half of your toughness, rounded down.
- Agility: 10 + stealth, acrobatics, quickness or flying.
- Intelligence: 10 + detection, command, healing or craftsmanship.
- Strength: 7 + toughness, 10 + wrestling or 10 + swimming.
- Initiative: 1d20 + 2 × best stealth + 10 × best detection. (Highest goes first.)
Effects
- Healthy: your HP is greater than your stamina.
- Injured: your HP is less than or equal to your stamina.
- Incapacitated: your HP is 0. (HP cannot be less than 0.)
- Panicked: you must evade or escape. (You cannot attack or heal.)
- Delayed: you cannot move or perform actions.
- Automatic success: roll 20 before adding modifiers, +1 damage.
Basic Actions
- Basic attack: close range, fighting, wrestling or knockout vs. agility, 1 damage.
- Throw object: long range, roll vs. agility, 1 damage.
- Hold: close range, wrestling, detection, or movement ability vs. strength, target delayed until end of his next turn, loses evade bonus.
- Distract: unrepeatable, close range, movement ability vs. intelligence, target delayed until end of his next turn.
- Evade: add movement ability to agility and strength until your next turn.
- Escape: leave combat if you evaded on your last turn.
- Engage: bonus action before close range attack, +2 to that attack, -2 agility until the beginning of your next turn.
- Take cover: bonus action before long range attack, -2 to that attack, +2 agility until the beginning of your next turn.
Using Abilities
- Shooting: long range, shooting vs. agility, 2 damage (5 if automatically successful), delay yourself if you are injured.
- Blasting: long range, 3 separate targets, blasting vs. agility, 1 damage, delay yourself if you are injured.
- Knockout: close range, knockout vs. agility, 2 damage (4 if healthy), delay yourself.
- Fighting: two basic attacks using fighting ability as a single action if you are healthy.
- Wrestling: hold using wrestling does 1 damage if you are healthy and not delayed. If you are healthy and delayed, hold anyone who has held you since your last turn.
- Surprise: unrepeatable, long range, stealth or detection vs. intelligence, target panicked until the end of his next turn.
- Swimming: bonus to agility and close range attack rolls in water.
- Healing: healing vs. 10, increase injured ally's HP to stamina + 1, or give incapacitated ally 1 HP.
- Craftsmanship: +1 bonuses to abilities you and your allies already have.
- Command: 1 or 2 minions whose total CP is your command level. Minions cannot be healed.
- Intimidate: unrepeatable, long range, command vs. intelligence or strength, whichever is greater, target panicked until the end of his next turn.