Editing Scratch:Grid
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===Movement=== | ===Movement=== | ||
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+ | Spaces usually represent an area about 2 meters wide. On the ground, a character can move 4 spaces plus 1 space for every 2 levels of quickness ability. On the ground or over rough terrain (which includes climbing, jumping, swinging, and tightrope walking,) a character can move 2 spaces plus 1 space for every 2 levels of acrobatics ability. A swimming character can move 2 spaces plus 1 space for every 2 levels of swimming ability. A flying character can move 4 spaces plus 1 space for every 2 levels of flying ability. | ||
− | + | Each character can move on his turn if he is not incapacitated or delayed. The character can move before or after performing an action, but only once. He can move into any of the spaces around his current space if that space is not blocked by a wall, obstacle or enemy. A character can move through spaces occupied by allies if he does not stop on that space. When a character moves into a space next to an enemy, the character cannot do any more moving during that turn. | |
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− | Each character can move on his turn if he is not incapacitated or | ||
[[File:Scratch-grid-zone-of-control.png|center]] | [[File:Scratch-grid-zone-of-control.png|center]] | ||
===Actions=== | ===Actions=== | ||
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To use healing ability, a character must be in a space next to the character he is healing or reviving. | To use healing ability, a character must be in a space next to the character he is healing or reviving. | ||
− | Close range attacks (basic attacks, holds or knockout attacks) can hit a target in any of the spaces next to the attacker's space. A successful hold | + | Close range attacks (basic attacks, holds or knockout attacks) can hit a target in any of the spaces next to the attacker's space. A successful hold allows the attacker to swap places with the enemy or move the enemy 1 space in any direction that is not blocked by a character, wall or other obstacle. |
Long range attacks (throw object, shooting or blasting) can hit targets further away as long as the line-of-sight between the attacker and target is not blocked by walls, obstacles or enemies. A character can shoot through spaces occupied by his allies without hitting them. Blasting targets an occupied or empty space, attacking every character (including allies) within one space of that target (a maximum of 9 characters on a square grid or 7 characters on a hex grid.) | Long range attacks (throw object, shooting or blasting) can hit targets further away as long as the line-of-sight between the attacker and target is not blocked by walls, obstacles or enemies. A character can shoot through spaces occupied by his allies without hitting them. Blasting targets an occupied or empty space, attacking every character (including allies) within one space of that target (a maximum of 9 characters on a square grid or 7 characters on a hex grid.) | ||
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===Interrupting Attacks=== | ===Interrupting Attacks=== | ||
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An interrupting attack is a close range attack a character can do immediately when an opponent within 1 space exposes himself to the attack. A character exposes himself to an interrupting attack when he moves more than 1 space, evades or attacks an enemy more than 1 space away from himself. | An interrupting attack is a close range attack a character can do immediately when an opponent within 1 space exposes himself to the attack. A character exposes himself to an interrupting attack when he moves more than 1 space, evades or attacks an enemy more than 1 space away from himself. | ||
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===Escaping=== | ===Escaping=== | ||
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To escape, a character must move into a special exit space or off the edge of the map. Characters trying to escape should start their turn with an evade action before moving, instead of moving first and then evading. This way they receive the extra bonus to agility from evading. This extra defense can help the escaping character avoid interrupting attacks. | To escape, a character must move into a special exit space or off the edge of the map. Characters trying to escape should start their turn with an evade action before moving, instead of moving first and then evading. This way they receive the extra bonus to agility from evading. This extra defense can help the escaping character avoid interrupting attacks. |