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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. | |
− | *'' | ||
− | *''Stamina:'' half of | ||
*''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 × | + | *''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 | + | *''Hold:'' close range, wrestling, detection, quickness, acrobatics, flying or swimming vs. ''strength'', target delayed until end of his next turn, loses evade bonus. |
− | *''Distract:'' | + | *''Distract:'' close range, roll vs. ''intelligence'', target delayed until end of his next turn, once per battle. |
− | *''Evade:'' add | + | *''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 | + | *''Wrestling:'' hold using wrestling does 1 damage if you are healthy. |
− | *''Surprise:'' | + | *''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:'' | + | *''Intimidate:'' long range, command vs. ''intelligence'' or ''strength'', whichever is greater, target panicked until the end of his next turn, once per battle |