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'''Stats'''
 
'''Stats'''
*''Attack abilities:'' blasting, shooting, knockout, fighting, wrestling.
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*''Abilities:'' toughness, blasting, shooting, knockout, fighting, wrestling, stealth, detection, acrobatics, quickness, flying, swimming, command, craftsmanship, healing
*''Movement abilities:'' acrobatics, quickness, flying, swimming.
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*''Toughness'' ability level is your maximum HP.
*''Other abilities:'' toughness, stealth, detection, command, craftsmanship, healing.
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*''Stamina:'' half of you toughness, rounded down.
*''HP:'' toughness ability level is your maximum hit points.
 
*''Stamina:'' half of your toughness, rounded down.
 
 
*''Agility:'' 10 + stealth, acrobatics, quickness or flying.
 
*''Agility:'' 10 + stealth, acrobatics, quickness or flying.
 
*''Intelligence:'' 10 + detection, command, healing or craftsmanship.
 
*''Intelligence:'' 10 + detection, command, healing or craftsmanship.
 
*''Strength:'' 7 + toughness, 10 + wrestling or 10 + swimming.
 
*''Strength:'' 7 + toughness, 10 + wrestling or 10 + swimming.
*''Initiative:'' 1d20 + 2 × best stealth + 10 × best detection. (Highest goes first.)
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*''Initiative:'' 1d20 + 2 × stealth + 10 × detection. (Highest goes first.)
  
 
'''Effects'''
 
'''Effects'''
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*''Basic attack:'' close range, fighting, wrestling or knockout vs. ''agility'', 1 damage.
 
*''Basic attack:'' close range, fighting, wrestling or knockout vs. ''agility'', 1 damage.
 
*''Throw object:'' long range, roll 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.
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*''Hold:'' close range, wrestling, detection, quickness, acrobatics, flying or swimming 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.
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*''Distract:'' close range, roll vs. ''intelligence'', target delayed until end of his next turn, once per battle.
*''Evade:'' add movement ability to ''agility'' and ''strength'' until your next turn.
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*''Evade:'' add acrobatics, quickness, flying or swimming to agility until your next turn.
 
*''Escape:'' leave combat if you evaded on your last 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.
 
*''Engage:'' bonus action before close range attack, +2 to that attack, -2 agility until the beginning of your next turn.
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*''Knockout:'' close range, knockout vs. ''agility'', 2 damage (4 if healthy), delay yourself.
 
*''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.
 
*''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.
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*''Wrestling:'' hold using wrestling does 1 damage if you are healthy.
*''Surprise:'' unrepeatable, long range, stealth or detection vs. ''intelligence'', target panicked until the end of his next turn.
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*''Surprise:'' long range, stealth or detection vs. ''intelligence'', target panicked until the end of his next turn, once per battle.
 
*''Swimming:'' bonus to agility and close range attack rolls in water.
 
*''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.
 
*''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.
 
*''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.
 
*''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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*''Intimidate:'' long range, command vs. ''intelligence'' or ''strength'', whichever is greater, target panicked until the end of his next turn, once per battle

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