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Created page with '*Initiative = 1d20 + 10 × stealth + 10 × detection (highest goes first.) *Toughness ability level is your maximum hit points. *Stamina = toughness ÷ 2 (rounde…' |
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*Initiative | '''Stats''' | ||
*''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''' | |||
* | *''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 attack:'' close range, fighting, wrestling or knockout 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. | |||
*''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''' | |||
* | *''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:'' 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. | |||
*''Surprise:'' unrepeatable, long range, stealth or detection vs. ''intelligence'', target panicked until the end of his next turn. | |||
*''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. | |||
*''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. | |||
*Blasting: long range, 3 separate targets, blasting vs. agility, 1 damage, 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. | ||
*Knockout: close range, knockout vs. agility, 2 damage (4 if healthy), delay yourself. | |||
*Fighting: | |||
*Wrestling: | |||
*Surprise: long range, stealth or detection vs. intelligence, target | |||
*Swimming: | |||
*Healing: healing vs. 10, increase injured | |||
*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 |
Latest revision as of 08:45, 27 July 2011
Stats
- 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
- 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 attack: close range, fighting, wrestling or knockout 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.
- 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
- 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: 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.
- Surprise: unrepeatable, long range, stealth or detection vs. intelligence, target panicked until the end of his next turn.
- 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.
- 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: unrepeatable, long range, command vs. intelligence or strength, whichever is greater, target panicked until the end of his next turn.