Editing Scratch:Basic Rules
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'''Acrobatics''' is used to get up, across, or over three-dimensional structures and obstacles like ropes, nets, ledges, ladders, fences, trees and cliffs. | '''Acrobatics''' is used to get up, across, or over three-dimensional structures and obstacles like ropes, nets, ledges, ladders, fences, trees and cliffs. | ||
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'''Quickness''' is used for movement on relatively level ground. | '''Quickness''' is used for movement on relatively level ground. | ||
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'''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''' 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. | ||
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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. | 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. | + | '''Swimming''' is used to move in water. 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. |
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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. | 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. | 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. | ||
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===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.) |
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− | 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. | + | '''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 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. |
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− | 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''' is an ability that provides a character with one or two minions. |