Editing Scratch:Summary

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'''Stats'''
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*Initiative = 1d20 + 10 × stealth + 10 × detection (highest goes first.)
*''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'''
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*Toughness ability level is your maximum hit points.
*''Healthy:'' your HP is greater than your ''stamina''.
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*Stamina = toughness ÷ 2 (rounded down.)
*''Injured:'' your HP is less than or equal to your ''stamina''.
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*You are healthy when your hit points are greater than your stamina.
*''Incapacitated:'' your HP is 0. (HP cannot be less than 0.)
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*You are injured when your hit points are less than or equal to your stamina.
*''Panicked:'' you must ''evade'' or ''escape''. (You cannot attack or heal.)
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*You are incapacitated when your hit points are 0 (They cannot be less than 0.)
*''Delayed:'' you cannot move or perform actions.
 
*''Automatic success:'' roll 20 before adding modifiers, +1 damage.
 
  
'''Basic Actions'''
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*Agility = 10 + stealth, acrobatics, quickness or flying.
*''Basic attack:'' close range, fighting, wrestling or knockout vs. ''agility'', 1 damage.
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*Intelligence = 10 + detection, command, healing or craftsmanship.
*''Throw object:'' long range, roll vs. ''agility'', 1 damage.
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*Strength = 8 + toughness or 10 + wrestling.
*''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'''
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*Basic attack: close range, fighting, wrestling or knockout vs. agility, 1 damage.
*''Shooting:'' long range, shooting vs. ''agility'', 2 damage (5 if automatically successful), delay yourself if you are injured.
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*Throw object: long range, roll vs. agility, 1 damage.
*''Blasting:'' long range, 3 separate targets, blasting vs. ''agility'', 1 damage, delay yourself if you are injured.
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*Hold: close range, wrestling vs. strength, target delayed until end of his next turn.
*''Knockout:'' close range, knockout vs. ''agility'', 2 damage (4 if healthy), delay yourself.
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*Distract: close range, roll vs. intelligence, target delayed until end of his next turn, once per battle.
*''Fighting:'' two basic attacks using fighting ability as a single action if you are healthy.
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*Evade: add acrobatics, quickness or flying to agility until your next turn.
*''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.
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*Catch: close range, detection, acrobatics, quickness or flying vs. 10 + evade ability, return target's agility to normal.
*''Surprise:'' unrepeatable, long range, stealth or detection vs. ''intelligence'', target panicked until the end of his next turn.
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*Escape: leave combat if you evaded on your last turn and have not been caught or hit since that turn.
*''Swimming:'' bonus to agility and close range attack rolls in water.
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*Engage: bonus action before close range attack, +2 to that attack, -2 agility until the beginning of your next turn.
*''Healing:'' healing vs. 10, increase injured ally's HP to stamina + 1, or give incapacitated ally 1 HP.
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*Take cover: bonus action before long range attack, -2 to that attack, +2 agility until the beginning of your next turn.
*''Craftsmanship:'' +1 bonuses to abilities you and your allies already have.
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*''Command:'' 1 or 2 minions whose total CP is your command level. Minions cannot be healed.
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*Shooting: long range, shooting vs. agility, 2 damage (5 if automatically successful), delay yourself if you are injured.
*''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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*Blasting: long range, 3 separate targets, blasting vs. agility, 1 damage, delay yourself if you are injured.
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*Knockout: close range, knockout vs. agility, 2 damage (4 if healthy), delay yourself.
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*Fighting: close range, fighting vs. agility, 1 damage, two attacks if you are healthy.
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*Wrestling: close range, basic attack using wrestling, hold using wrestling, or both if you are healthy.
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*Surprise: long range, stealth or detection vs. intelligence, target frightened until the end of his next turn, once per battle.
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*Swimming: evade, escape, catch in water. bonus to agility and close range attack rolls in water.
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*Healing: healing vs. 10, increase injured allies HP to stamina +1, or increase incapacitated ally's HP to 1.
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*Craftsmanship: +1 bonuses to abilities you and your allies already have.
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*Command: 1 or 2 minions whose total CP is your command level. Minions cannot be healed.
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*Intimidate: command vs. intelligence, target frightened until the end of his next turn. Once per battle. Requires equal or better strength.

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