Difference between revisions of "Scratch:Summary"
(8 intermediate revisions by one other user not shown) | |||
Line 1: | Line 1: | ||
'''Stats''' | '''Stats''' | ||
− | * | + | *''Attack abilities:'' blasting, shooting, knockout, fighting, wrestling. |
− | * | + | *''Movement abilities:'' acrobatics, quickness, flying, swimming. |
− | *Stamina: half of | + | *''Other abilities:'' toughness, stealth, detection, command, craftsmanship, healing. |
− | *Agility: 10 + stealth, acrobatics, quickness or flying. | + | *''HP:'' toughness ability level is your maximum hit points. |
− | *Intelligence: 10 + detection, command, healing or craftsmanship. | + | *''Stamina:'' half of your toughness, rounded down. |
− | *Strength: | + | *''Agility:'' 10 + stealth, acrobatics, quickness or flying. |
− | *Initiative: 1d20 + | + | *''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''' | '''Effects''' | ||
− | *Healthy: your HP is greater than your stamina. | + | *''Healthy:'' your HP is greater than your ''stamina''. |
− | *Injured: your HP is less than or equal to your stamina. | + | *''Injured:'' your HP is less than or equal to your ''stamina''. |
− | *Incapacitated: your HP is 0. (HP cannot be less than 0.) | + | *''Incapacitated:'' your HP is 0. (HP cannot be less than 0.) |
− | *Panicked: you must evade or escape. (You cannot attack or heal.) | + | *''Panicked:'' you must ''evade'' or ''escape''. (You cannot attack or heal.) |
− | *Delayed: you cannot move or perform actions. | + | *''Delayed:'' you cannot move or perform actions. |
− | *Automatic success: roll 20 before adding modifiers, +1 damage. | + | *''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. | + | *''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 vs. strength, target delayed until end of his next turn. | + | *''Hold:'' close range, wrestling, detection, or movement ability vs. ''strength'', target delayed until end of his next turn, loses evade bonus. |
− | *Distract: close range, | + | *''Distract:'' unrepeatable, close range, movement ability vs. ''intelligence'', target delayed until end of his next turn. |
− | *Evade: add | + | *''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. | |
− | *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. |
− | *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. | + | *''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. | + | *''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. | + | *''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: | + | *''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: | + | *''Surprise:'' unrepeatable, long range, stealth or detection vs. ''intelligence'', target panicked until the end of his next turn. |
− | *Swimming: | + | *''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:'' unrepeatable, long range, command vs. ''intelligence'' or ''strength'', whichever is greater, target panicked until the end of his next turn. |
Latest revision as of 01:45, 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.