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, piloting, navigation, driving
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*''Attack abilities:'' blasting, shooting, knockout, fighting, wrestling.
*Toughness ability level is your maximum HP.
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*''Movement abilities:'' acrobatics, quickness, flying, swimming.
*Stamina: half of you toughness, rounded down.
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*''Other abilities:'' toughness, stealth, detection, command, craftsmanship, healing.
*Agility: 10 + stealth, acrobatics, quickness or flying.
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*''HP:'' toughness ability level is your maximum hit points.
*Intelligence: 10 + detection, command, healing or craftsmanship.
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*''Stamina:'' half of your toughness, rounded down.
*Strength: 8 + toughness or 10 + wrestling.
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*''Agility:'' 10 + stealth, acrobatics, quickness or flying.
*Initiative: 1d20 + 10 × stealth + 10 × detection. (Highest goes first.)
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*''Intelligence:'' 10 + detection, command, healing or craftsmanship.
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*''Strength:'' 7 + toughness, 10 + wrestling or 10 + swimming.
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*''Initiative:'' 1d20 + 2 × best stealth + 10 × best detection. (Highest goes first.)
  
 
'''Effects'''
 
'''Effects'''
*Healthy: your HP is greater than your stamina.
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*''Healthy:'' your HP is greater than your ''stamina''.
*Injured: your HP is less than or equal to your stamina.
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*''Injured:'' your HP is less than or equal to your ''stamina''.
*Incapacitated: your HP is 0. (HP cannot be less than 0.)
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*''Incapacitated:'' your HP is 0. (HP cannot be less than 0.)
*Frightened: you must evade or escape. (You cannot attack or heal.)
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*''Panicked:'' you must ''evade'' or ''escape''. (You cannot attack or heal.)
*Delayed: you cannot move or perform actions.
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*''Delayed:'' you cannot move or perform actions.
*Automatic success: roll 20 before adding modifiers, +1 damage.
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*''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.
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*''Basic attack:'' close range, fighting, wrestling or knockout vs. ''agility'', 1 damage.
*Throw object: long range, roll vs. agility, 1 damage.
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*''Throw object:'' long range, roll vs. ''agility'', 1 damage.
*Hold: close range, wrestling vs. strength, target delayed until end of his next turn.
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*''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.
*Evade: add acrobatics, quickness or flying to agility until your next turn.
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*''Evade:'' add movement ability to ''agility'' and ''strength'' until your next turn.
*Catch: close range, detection, acrobatics, quickness or flying vs. 10 + evade ability, return target's agility to normal.
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*''Escape:'' leave combat if you evaded on your last turn.
*Escape: leave combat if you evaded on your last turn and have not been caught or hit since that turn.
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*''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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*''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.
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*''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.
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*''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.
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*''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.
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*''Fighting:'' two basic attacks using fighting ability as a single action if you are healthy.
*Wrestling: basic attack using wrestling and hold using wrestling as a single action if you are healthy.
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*''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: long range, stealth or detection vs. intelligence, target frightened until the end of his next turn, once per battle.
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*''Surprise:'' unrepeatable, long range, stealth or detection vs. ''intelligence'', target panicked until the end of his next turn.
*Swimming: evade, escape, catch in water. bonus to agility and close range attack rolls in water.
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*''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.
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*''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.
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*''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.
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*''Command:'' 1 or 2 minions whose total CP is your command level. Minions cannot be healed.
*Intimidate: command vs. intelligence, target frightened until the end of his next turn, once per battle, requires equal or better strength.
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*''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.