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− | + | *Initiative = 1d20 + 10 × stealth + 10 × detection (highest goes first.) | |
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− | + | *Toughness ability level is your maximum hit points. | |
− | * | + | *Stamina = toughness ÷ 2 (rounded down.) |
− | * | + | *You are healthy when your hit points are greater than your stamina. |
− | * | + | *You are injured when your hit points are less than or equal to your stamina. |
− | + | *You are incapacitated when your hit points are 0 (They cannot be less than 0.) | |
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− | + | *Agility = 10 + stealth, acrobatics, quickness or flying. | |
− | * | + | *Intelligence = 10 + detection, command, healing or craftsmanship. |
− | * | + | *Strength = 8 + toughness or 10 + wrestling. |
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− | ' | + | *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 vs. strength, target delayed until end of his next turn. |
− | * | + | *Distract: close range, roll vs. intelligence, target delayed until end of his next turn, once per battle. |
− | * | + | *Evade: add acrobatics, quickness or flying to agility until your next turn. |
− | * | + | *Catch: close range, detection, acrobatics, quickness or flying vs. 10 + evade ability, return target's agility to normal. |
− | * | + | *Escape: leave combat if you evaded on your last turn and have not been caught or hit since that 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. |
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− | * | + | *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: close range, fighting vs. agility, 1 damage, two attacks if you are healthy. | ||
+ | *Wrestling: close range, basic attack using wrestling, hold using wrestling, or both if you are healthy. | ||
+ | *Surprise: long range, stealth or detection vs. intelligence, target frightened until the end of his next turn, once per battle. | ||
+ | *Swimming: evade, escape, catch in water. bonus to agility and close range attack rolls in water. | ||
+ | *Healing: healing vs. 10, increase injured allies HP to stamina +1, or increase incapacitated ally's HP to 1. | ||
+ | *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: command vs. intelligence, target frightened until the end of his next turn. Once per battle. Requires equal or better strength. |