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| Catfight: Tactics is a a game of tactics and catfights. It is super experimental and probably horribly broken at this point, but getting less so by the second. | | {{Abandoned}} |
| | '''Catfight Tactics''' is a game of catfights and tactics tentatively set in an Escape from New York style women's prison located on a post-icecap-melt Florida Island. It involves creating small squads of characters using a point buy system. It is playable, but far from complete. |
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| ==Character Creation==
| | The latest version of the rules will always be on the game's [http://cftactics.blogspot.com blog]. |
| To create a character for Catfight: Tactics, fill out the following template.
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| Character Template
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| Name<br/>
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| Point Total - 3 to 36<br/>
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| skill - 1 to 12<br/>
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| physique - 1 to 12<br/>
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| move - 1 to 12<br/>
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| HP - 3 x physique<br/>
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| Morale - 10<br/>
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| Skill, physique, and move are chosen using a point buy system. Move costs 1 point for each point, physique and skill cost 2. Opposing teams in Catfight: Tactics should be worth the same number of points.
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| Skill and physique control attacks, defenses, and on occasion damage. Move controls the order characters go in - higher first, ties are broken by coin flip. Characters with equal move speeds can choose to move simultaneously if they are on the same team.
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| ===Examples===
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| Chun Li<br/>
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| Point Total - 36<br/>
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| Skill - 9<br/>
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| Physique - 12<br/>
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| Move - 6<br/>
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| HP - 36<br/>
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| Morale - 10<br/>
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| ==Resolving Attacks==
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| All attacks have a range of one hex. When attacking, the attacker rolls 2d6 + attacking stat - 4 per adjacent enemy other than the defender. The defender rolls 2d6 + defending stat. If they tie, repeat.
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| ==Status Effects==
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| Prone - Prone characters receive minus 3 to all attacks and defenses, cannot move until spending 7AP (or a full round, if character has a Move of less than or equal to 7) to stand<br/>
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| Grabbed - Grabbed characters cannot make attacks against other characters other than break grab, which they must do at -4. They also receive -4 to all defenses and cannot move. Grabs stack and must be broken separately, either by using the break grab move or by forcing the grabbing character to move out of range.<br/>
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| Trapped - Trapped characters receive -4 to all attacks, -4 to all defenses, and cannot move<br/>
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| Controlled - Controlled characters cannot make attacks against other characters other than break control, which they must do at -6 (they can still use auto-success actions with no target, however). They also receive -6 to all defenses and cannot move. A controlled character cannot move.<br/>
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| Unconscious - Unconscious characters have no defense, cannot move, are automatically prone, and have no actions available other than rest<br/>
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| Defeated - Defeated characters get no defense, cannot move, are automatically prone, and have no actions available<br/>
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| ==Actions==
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| Strike - Skill vs skill, target takes attacker skill damage to HP on a hit.
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| Push - Physique vs physique, target is pushed directly away from the attacker in a straight line. Target moves a number of hexes equal to the degree of success, maxing out at the attacker's physique. On a collision with an obstacle, target takes HP damage equal to number of hexes of movement remaining. On collision with another character, HP damage equal to number of hexes remaining is split between the two characters (with odd numbers of damage, the remainder goes to the pushed character).
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| Taunt - Auto success, taunter gains 2 morale
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| Trip - Skill vs skill, target is knocked prone
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| Grab - Skill vs skill, target is grabbed
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| Throw (only allowed while grabbing, ends grab) - Physique vs physique, target is pushed in a straight line in any direction. Target moves a number of hexes equal to the degree of success, maxing out at the attacker's physique. On a collision with an obstacle, target takes HP damage equal to number of hexes of movement remaining. On collision with another character, HP damage equal to number of hexes remaining is split between the two characters (with odd numbers of damage, the remainder goes to the thrown character).
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| Taunt (while grabbing) - Auto success, attacker gains 2 morale and target loses 2
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| Strike (allowed while grabbing) - Skill vs skill, target takes attacker physique damage on a hit
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| Slam (only allowed while grabbing, ends grab) - Physique vs physique, target takes 2 x attacker physique HP damage on a hit and is knocked prone
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| Drag (only allowed while grabbing) - Physique vs physique, on a hit attacker may move, bringing the target, with the target at a cost of 2 AP per hex
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| Control (only allowed while grabbing) - Skill vs physique, target is controlled
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| Taunt (while controlling) - Auto success, attacker gains 5 morale and target loses 5
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| Submission move (only allowed while controlling) - Auto success, on a hit target takes double the attacker's skill or physique in HP damage
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| Trap - Defender must be between attacker and a terrain obstacle, physique vs skill, target is trapped
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| Strike (allowed while trapping) - Skill vs skill, target takes attacker physique damage to HP on a hit
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| Grab (allowed while trapping) - Skill vs skill, target is grabbed
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| Break grab/control - Skill or physique vs skill, on success attacker is no longer grabbed/controlled
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| Rest - Auto success, gain 1 HP without exceeding maximum
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| ==Moving==
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| Characters can move a number of hexes equal to their move speed on a turn if they don't attack, or a number of hexes equal to their move speed - 1 if they do.
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| Characters who - on one turn - move adjacent to an enemy character, then move one hex away from that character - incur an opportunity attack from this character. This attack can be anything that that character may currently do to the provoking character, so attacks that do not require grabbing or control are all possible.
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| Movement from a push may trigger an attack of opportunity, but the attacking of opportunity counts as that units attack for the round.
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| ==Winning==
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| Characters are knocked unconscious when their HP falls to 0 or below. Unconsciousness ends when HP and stamina are both 1 or greater. Characters are defeated upon taking morale damage while unconscious, or taking HP damage while at morale of 0 or below.
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| A team wins when all enemies are defeated, or all enemies are unconscious and all allies have morale above 20.
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This article is about a homebrew that has been abandoned by its creators. Prepare for broken rulesets, links, and promises. |
Catfight Tactics is a game of catfights and tactics tentatively set in an Escape from New York style women's prison located on a post-icecap-melt Florida Island. It involves creating small squads of characters using a point buy system. It is playable, but far from complete.
The latest version of the rules will always be on the game's blog.