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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.
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