Editing Scratch:Basic Rules

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
 
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:
 
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:
  
 
+
<blockquote>
Zimzambamalam (10 agility, 10 intelligence, 10 strength, 1 stamina): a master of magic
+
''Zimzambamalam (8 shooting, 2 toughness, 1 tgh/2, 11 defense)'' is a master of magic who destroys his enemies with bolts of lightning from his fingertips (using his shooting ability.) The mighty wizard relies on the awesome power of his magic rather than weapons or fancy footwork.
 
+
</blockquote>
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.
 
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===
+
===Action===
 
   
 
   
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 "[[Scratch:Twenty-Sided Die Alternatives|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.
+
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 the "Twenty-Sided Die Alternatives" section 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 automatically succeeds.  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.
+
Ability rolls require a character to use specific abilities. If the character does not have the ability, they cannot succeed at the ability roll. The character's ability level is added as a modifier to the roll. "Make a command roll (difficulty 25)" or "beat a command roll of 25" means a player whose character has at least one level of command ability can roll a twenty-sided die then add his character's 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. For 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.
+
Non-ability rolls are not affected by ability levels. "Make a non-ability roll (difficulty 11)" or "Make a non-ability roll of 11" means a player whose character is attempting the action should roll a twenty-sided die. The action succeeds when the roll 11 or greater and fails when the roll is 10 or less.
  
===Turns===
+
Characters have ''hit points'' which determine whether they are ''healthy'', ''injured'' or ''incapacitated''. Characters usually start combat with their maximum hit points. A character's ''toughness'' ability level is his maximum hit points. ''Tgh/2'' is half of a character's toughness, rounded down. A healthy character has more hit points than his tgh/2.  An injured character has at least one hit point but no more hit points than his tgh/2. Characters can never have less than zero hit points. A character with zero hit points is incapacitated and cannot perform actions.
  
Each person controlling characters has an ''initiative group''. This group contains the characters that person controls.
+
For example, if a character has 7 toughness, his tgh/2 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.
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.
+
In combat characters take turns performing actions. Some attack actions cause damage when they are successful. Each point of damage reduces the target's hit points by 1. The difficulty of attacking a character is the character's ''defense'', except when the rules specify a different difficulty. A character's defense is either 10 plus the level of his best ''defensive ability'' or 10 plus his tgh/2, whichever is greater.
  
''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.
+
For example, if a character has a defensive ability with 3 levels, and the character has 2 tgh/2, then his defense is 13 (10 plus his defensive ability, which is higher than his tgh/2.)  If he is attacked and his attacker's roll plus applicable ability level is 13 (or more,) then the attack would be successful. (If the roll was 12 or less, the attack would fail.)
  
''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.
+
Most actions are regular actions. Characters can only perform one regular action per turn. They cannot perform regular actions when they are ''delayed'', and they cannot perform actions while they are incapacitated. Characters can also perform one ''bonus action'' in addition to their regular action each turn. Bonus actions are actions which do not require the character's full attention, like opening a door, pushing a button or handing an item to another character.
  
===Hit Points===
+
===Basic Actions===
 
 
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.
+
Every character can do some basic combat actions.
  
===Defenses===
+
{|
 
+
| width="15%" | ''basic attack''
'''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.)
+
| width="85%" | A basic close range attack which causes 1 damage. If the attack is automatically successful, it causes 2 damage instead of 1. This attack requires a non-ability roll against the target's defense to succeed.
 
 
'''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.)
 
 
 
{| style="text-align:center"
 
!&nbsp;strength&nbsp;
 
!&nbsp;pack long distance&nbsp;
 
!&nbsp;carry short distance&nbsp;
 
!&nbsp;lift in one place&nbsp;
 
 
|-
 
|-
|10
+
| ''delay''
|20 kg (44 lbs)
+
| A close range distraction or grappling attack delays the target until the end of the target's next turn if the attack is successful. If the attack is automatically successful, it also causes 1 damage. This attack requires a non-ability roll against the target's defense to succeed.
|50 kg (110 lbs)
 
|100 kg (220 lbs)
 
 
|-
 
|-
|11
+
| ''throw object''
|22 kg (48 lbs)
+
| If a dangerous throwable object, such as a rock or chair is available, a character can throw it. This long range attack causes 1 damage if it is successful. If the attack is automatically successful, it causes 2 damage instead of 1. This attack requires a non-ability roll against the target's defense to succeed.
|55 kg (120 lbs)
 
|110 kg (240 lbs)
 
 
|-
 
|-
|12
+
| ''evade''
|24 kg (53 lbs)
+
| Add the level of one ''movement ability'' to the character's defense until his next turn. A character without movement abilities can also evade, but his defense does not change.
|60 kg (130 lbs)
 
|120 kg (260 lbs)
 
 
|-
 
|-
|13
+
| ''catch''
|26 kg (57 lbs)
+
| To catch an evading character, make a success roll. The difficulty of this action is 10 plus the evading character's movement ability. The catching character can add a movement ability to his roll. If the roll is successful, the evading character's defense returns to normal.
|65 kg (145 lbs)
 
|130 kg (290 lbs)
 
 
|-
 
|-
|14
+
| ''escape''
|28 kg (62 lbs)
+
| A character can escape the battle if he evaded on his last turn and has not been caught or hit since that turn. The character cannot perform actions or be attacked for the rest of the fight.
|70 kg (155 lbs)
 
|140 kg (310 lbs)
 
 
|-
 
|-
|15
+
| ''engage''
|30 kg (66 lbs)
+
| Before a regular close range attack action - like basic attack or delay - a character can engage his enemies as a bonus action.  The attacker adds 2 to his close range attack rolls until the end of his current turn, but the attacker's defense is reduced by two until the beginning of his next turn. Lowering the attacker's defense may encourage enemies to target the attacker instead of his allies.
|75 kg (165 lbs)
 
|150 kg (330 lbs)
 
 
|-
 
|-
|16
+
| ''do nothing''
|32 kg (70 lbs)
+
| A character can also do nothing instead of an action.
|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===
 
 
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===
 
===Abilities===
Line 147: Line 67:
 
===Toughness===
 
===Toughness===
 
   
 
   
'''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.
+
'''Toughness''' is a character's maximum hit points, and represents armor, size or other damage-resisting traits. Characters who are big, physically fit, armored or highly motivated usually have 4 or more toughness. A cop who stays in shape and wears light body armor would have at least 4 toughness while a large, highly trained, veteran medieval warrior in heavy body armor could have 8 toughness. A child or elderly person may have only 2 toughness. A horse might have 6 toughness. A large African bull elephant with light body armor would have at least 10 toughness. Some characters might have only 1 toughness because they are particularly fragile or because they are unmotivated and give up as soon as they are injured. Characters without toughness may not perform actions in combat rounds.
  
 
===Attack Abilities===
 
===Attack Abilities===
  
'''Shooting''' is used to perform a powerful long range normal attack against one character.
+
'''Shooting''' is used to perform an extra powerful attack against one character. If the attack is successful, it causes 2 damage. If the attack is automatically successful it causes 5 damage. If the attacker is injured, then using this ability makes him delayed until the end of his next turn.
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''' is used to attack multiple opponents simultaneously with one big attack. Using blasting allows an attacker to attack three separate targets in one turn, but he cannot attack any single target more than once on that turn. Each successful attack causes 1 damage. Each automatically successful attack causes 2 damage instead of 1. If the attacker is injured, using blasting causes him to be delayed until the end of his next turn.
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''' is used to perform extremely devastating attacks against a single character at close range. If the attacker is healthy, a knockout attack causes 4 damage. If the attacker is injured, a knockout attack causes 2 damage. If a knockout attack is automatically successful it causes 5 damage if the attacker is healthy or 3 damage if the attacker is injured. Using a knockout attack causes the attacker to skip his next turn.
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.  
+
'''Fighting''' is used to perform quick attacks against one or two enemies. If the attacker is healthy he can do two attacks on his turn.  If the attacker is injured, then he can only do one attack per turn. Each successful fighting attack causes 1 damage. If a fighting attack is automatically successful, it causes 2 damage instead of 1.
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.  
+
'''Wrestling''' is used to perform delaying and damaging attacks. If the attacker using wrestling ability is healthy, he can do both an attack which delays an enemy until the end of his next turn and an attack which causes 1 damage on a single turn. If the attacker is injured he can only do one delaying attack or one damaging attack. If the damaging attack is automatically successful, it causes 2 damage instead of 1. If the delaying attack is automatically successful it causes 1 damage in addition to delaying the target.
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===
+
===Defense and Movement Abilities===
  
'''Stealth''' helps a character go first in combat by sneaking around.  
+
'''Stalking''' is a ''defensive ability'' which determines the order of turns in combat. Characters with more stalking ability go first. If characters have the same stalking level, then randomly determine who goes first. (Roll a die for each tied character. Whoever rolls higher goes first. If they roll the same, re-roll.) When a player controls more than one character, all of those characters move and perform actions on the same turn. The highest stalking ability level of all the characters controlled by a player determines when the player's characters have their turn.
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.
+
'''Acrobatics''' is a ''defensive ability'' and ''movement ability'' used to get up, across, or over three-dimensional structures and obstacles like ropes, nets, ledges, ladders, fences, trees and cliffs. Acrobatics can be used to catch characters who are trying to escape by using acrobatics, quickness and even flying when these three-dimensional structures are in the combat environment.
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.
+
'''Quickness''' is a ''defensive ability'' and ''movement ability'' used to evade, escape and catch characters on relatively level ground. Quickness is used to catch characters using quickness or no ability to escape, but it can also be used to catch characters escaping with acrobatics, swimming or flying when the environment does not allow them to get far from solid ground (short trees, shallow water or low ceiling for example.)
  
===Movement Abilities===
+
'''Flying''' is a ''defensive ability'' and ''movement ability'' used to evade, escape, and catch characters who are escaping by flying and quickness. Flying can only be used where there is room to fly. (There is usually room to fly outdoors but not indoors.) When a flying character evades or uses a long range attack, he cannot be attacked with a close range attack until his next turn. Flying can also be used to catch characters escaping by climbing unless obstacles like tree branches protect climbers from fliers, and it can be used to catch characters escaping by swimming if the water is shallow. A character with no flying ability cannot fly, and cannot get flying ability unless there is a good explanation for why then can fly now when before they could not.
  
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.
+
'''Swimming''' is a ''movement ability'' used to evade, escape and catch characters who are trying to escape in water. When a character is in water, add his swimming ability to his defense and close range attack rolls in addition to the ability levels normally added to defense and attack rolls. When there is deep water in the combat environment, characters escaping by swimming cannot be reached by characters who are flying, quickness or using acrobatics. A character without this ability does not know how to swim. Most land-dwelling species can only develop one or two levels of swimming ability without special equipment.
 
 
'''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===
 
===Support Abilities===
  
'''Healing''' allows a character to try to revive incapacitated characters and heal injured characters.  
+
'''Healing''' allows a character to try to revive incapacitated characters and heal injured characters. 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.)
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.
+
'''Craftsmanship''' is an ability which allows a character to maintain and improve his allies' equipment. 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 in combat. 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.
  
3 toughness
+
'''Command''' is an ability that provides a character with minions whose total ability level is no greater than the character's command ability level. None of these followers can have command ability or an ability level greater than half of the leader's command ability (rounded up.) A character with 4 command could have 4 minions with 1 ability level each, 2 minions with 2 ability levels each or 3 minions with 1 or 2 ability levels, but no minions with 3 or more levels. For example:
  
 +
<blockquote>
 +
''The Boss (3 shooting, 1 stalking, 4 command, 2 toughness, 1 tgh/2, 11 defense)'' is a street smart enforcer with a white suit and a submachine gun. He is always accompanied by four muscular, but poorly motivated ''thugs (1 toughness, 0 tgh/2, 10 defense)'' who conceal blunt weapons under their long overcoats.
 +
</blockquote>
  
Thugs (10 agility, 10 intelligence, 10 strength, 1 stamina): concealing blunt weapons under their long overcoats
+
Minions can continue fighting even after their leader has escaped or been incapacitated.
  
2 toughness: big, but not powerfully motivated.
+
'''Piloting''' is an ability used for driving, flying, and sailing vehicles. See the Vehicle Crews section of the optional Vehicle rules to see how this ability works.
 
 
 
 
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===
 
===Combat Example===
 
   
 
   
Breakhelm X-19 (10 agility, 10 intelligence, 14 strength, 3 stamina): notorious mutant-cyborg outlaw, wanted for piracy and industrial sabotage
+
''Breakhelm X-19 (1 piloting, 4 shooting, 4 fighting, 6 toughness, 3 tgh/2, 13 defense) ''is a notorious mutant-cyborg outlaw, wanted for piracy and industrial sabotage. He is armed with an advanced targeting system that gives him deadly accuracy with both his side arm and space ship weaponry, as well as helps him pilot space craft. Much of his body is cybernetic and armored, with retractable blades intended for use in industrial emergencies and self-defense.
 
 
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 (2 piloting, 2 wrestling, 3 stalking, 3 toughness, 1 tgh/2, 13 defense)'' is a bounty hunter, pilot and non-lethal weapons expert. He likes to take his targets quickly and by surprise, using crafty stealth techniques to bring in live bounties. He usually wears dark-colored gear that conceals his identity.
  
Chokestar and Flipfire have just stormed onto Breakhelm X-19's ship in an attempt to capture him.
+
''Flipfire (2 shooting, 1 healing, 2 fighting, 1 acrobatics, 4 toughness, 2 tgh/2, 12 defense)'' is a medic and commando turned mercenary. She has an acrobatic fighting style that allows her to keep fighting as she leaps back and forth between fallen comrades as she attempts to revive them. She is armed with a bayoneted assault rifle and light body armor.
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 and Flipfire have just stormed onto Breakhelm X-19's ship in an attempt to capture him. Chokestar goes first because he has the highest stalking ability. Flipfire and Breakhelm X-19 both have no stalking ability, so a twenty-sided die is rolled for each of these characters to break the tie. Flipfire goes next and Breakhelm X-19 goes last because her roll is 7, and his roll is 4. Each character has hit points equal to his or her toughness.
  
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.
+
Chokestar can do two attacks with his wrestling ability: a damaging attack and a delaying attack. For his delaying attack 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 12, which is barely not enough to reach Breakhelm X-19's defense of 13 (10 plus his tgh/2.) Chokestar's damaging attack is a combo of martial-arts strikes. A die roll is added to his wrestling for a total of 13, which is barely equal to Breakhelm X-19's defense, 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.
+
Flipfire takes a shot at Breakhelm X-19 with her rifle. A die is added to her shooting for a total of 10, which is not high enough to reach Breakhelm X-19's defense, so her bullets fail to penetrate his armor. (This also causes one point of damage to Breakhelm X-19's ship according to the Vehicle Rules below.)
  
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.
+
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 tgh/2. 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 his tgh/2.
  
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.
+
Chokestar tries to grapple (delay) 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 defense.
  
 
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.
 
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.
+
Breakhelm X-19 takes careful aim at Flipfire and fires. A die roll is added to his shooting ability for a total of 11, which only grazes Flipfire causing her no damage because it does not quite reach her 12 defense (10 plus her acrobatics ability.)
  
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.
+
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 defense, 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.
+
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 tgh/2.
  
 
Breakhelm X-19 does nothing on his turn because he has been delayed by a hit from Chokestar's stun gun.
 
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.
+
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 defense, lowering his hit points to 2.  Chokestar tries to follow up with a delay 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.
+
Flipfire takes another shot at Breakhelm X-19. Her shooting ability plus a die roll reaches or exceeds Breakhelm X-19's defense, his hit points are lowered to 0 and he is incapacitated. The bounty hunters are victorious.

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)