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'''Stats''' | '''Stats''' | ||
− | * | + | *Abilities: toughness, blasting, shooting, knockout, fighting, wrestling, stealth, detection, acrobatics, quickness, flying, swimming, command, craftsmanship, healing |
− | + | *Toughness ability level is your maximum HP. | |
− | + | *Stamina: half of you toughness, rounded down. | |
− | * | + | *Agility: 10 + stealth, acrobatics, quickness or flying. |
− | * | + | *Intelligence: 10 + detection, command, healing or craftsmanship. |
− | * | + | *Strength: 8 + toughness or 10 + wrestling. |
− | * | + | *Initiative: 1d20 + 10 × stealth + 10 × detection. (Highest goes first.) |
− | * | ||
− | * | ||
'''Effects''' | '''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 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 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. | ||
'''Using Abilities''' | '''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: basic attack using wrestling and hold using wrestling as a single action if you are healthy. |
− | * | + | *Surprise: bonus action, long range, stealth or detection vs. intelligence, target panicked 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 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: bonus action, long range, command vs. intelligence or strength, whichever is greater, target panicked until the end of his next turn, once per battle |