Difference between revisions of "Scratch:Summary"

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'''Stats'''
 
'''Stats'''
*''Abilities:'' toughness, blasting, shooting, knockout, fighting, wrestling, stealth, detection, acrobatics, quickness, flying, swimming, command, craftsmanship, healing
+
*''Attack Abilities:'' blasting, shooting, knockout, fighting, wrestling
*''Toughness'' ability level is your maximum HP.
+
*''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 you toughness, rounded down.
 
*''Stamina:'' half of you toughness, rounded down.
 
*''Agility:'' 10 + stealth, acrobatics, quickness or flying.
 
*''Agility:'' 10 + stealth, acrobatics, quickness or flying.
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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, quickness, acrobatics, flying or swimming vs. ''strength'', target delayed until end of his next turn, loses evade bonus.
+
*''Hold:'' close range, wrestling, detection, or movement ability vs. ''strength'', target delayed until end of his next turn, loses evade bonus.
*''Distract:'' close range, roll vs. ''intelligence'', target delayed until end of his next turn, once per battle.
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*''Distract:'' unrepeatable, close range, movement ability vs. ''intelligence'', target delayed until end of his next turn, once per battle.
*''Evade:'' add acrobatics, quickness, flying or swimming to agility until your next turn.
+
*''Evade:'' add movement ability to ''agility'' and ''strength'' 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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*''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:'' long range, stealth or detection vs. ''intelligence'', target panicked until the end of his next turn, once per battle.
+
*''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.
 
*''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:'' long range, command vs. ''intelligence'' or ''strength'', whichever is greater, target panicked until the end of his next turn, once per battle
+
*''Intimidate:'' unrepeatable, long range, command vs. ''intelligence'' or ''strength'', whichever is greater, target panicked until the end of his next turn.

Revision as of 08:31, 2 June 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 you 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 × stealth + 10 × 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, once per battle.
  • 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.
  • 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.