Catfight: Tactics: Difference between revisions

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==Resolving Attacks==
==Resolving Attacks==
When attacking, the attacker rolls 2d6 + attacking stat - 1 per adjacent enemy other than defender. The defender rolls 2d6 + defending stat - 1 per adjacent enemy other than the attacker. If they tie, repeat. Before rolling, attackers and defenders may spend any amount of available stamina to boost their roll by an equal amount.
When attacking, the attacker rolls 2d6 + attacking stat. The defender rolls 2d6 + defending stat - 3 per adjacent enemy other than the attacker. If they tie, repeat. Before rolling, attackers and defenders may spend any amount of available stamina to boost their roll by an equal amount.


==Status Effects==
==Status Effects==

Revision as of 02:40, 4 November 2009

Catfight: Tactics is a a game of tactics and catfights. It is super experimental and probably horribly broken at this point.

Character Creation

To create a character for Catfight: Tactics, fill out the following template.

Character Template Name
Point Total - 3 to 36
skill - 1 to 12
physique - 1 to 12
move - 1 to 12
HP - 3 x physique
Stamina - 3 x move
Morale - 10

Skill, physique, and move are chosen using a point buy system - 1 point for each point of each stat. Opposing teams in Catfight: Tactics should be worth the same number of points.

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.

Examples

Chun Li
Point Total - 27
skill - 9
physique - 12
move - 6
HP - 36
Stamina - 18
Morale - 10

Resolving Attacks

When attacking, the attacker rolls 2d6 + attacking stat. The defender rolls 2d6 + defending stat - 3 per adjacent enemy other than the attacker. If they tie, repeat. Before rolling, attackers and defenders may spend any amount of available stamina to boost their roll by an equal amount.

Status Effects

prone - minus 3 to all attacks and defenses, cannot move until spending 3AP (or a full round, if character has a Move of less than 3) to stand
grabbed - minus 1 to all attacks except break grab, minus 2 to all defenses, cannot move
trapped - minus 1 to all attacks, minus 3 to all defenses, cannot move
controlled - minus 2 to all attacks, minus 2 to all defenses, cannot move, no actions available except break control and rest
unconscious - no defense, cannot move, automatically prone, no actions available other than rest
defeated - no defense, cannot move, automatically prone, no actions available

Actions

strike - Skill vs skill, target takes attacker physique damage to HP on a hit.

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).

taunt - Auto success, taunter gains 2 morale

trip - Skill vs skill, target is knocked prone

grab - Skill vs skill, target is grabbed

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).

taunt (while grabbing) - Auto success, attacker gains 2 morale and target loses 2

strike (allowed while grabbing) - Skill vs skill, target takes attacker physique damage on a hit

slam (only allowed while grabbing, ends grab) - Physique vs physique, target takes 2 x attacker physique HP damage on a hit

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

control (only allowed while grabbing) - Skill vs physique, target is controlled

taunt (while controlling) - Auto success, attacker gains 5 morale and target loses 5

submission move (only allowed while controlling) - Skill vs physique, on a hit target takes attacker's skill or physique in HP and Stamina damage

trap - Defender must be between attacker and a terrain obstacle, physique vs skill, target is trapped

strike (allowed while trapping) - Skill vs skill, target takes attacker physique damage to HP on a hit

grab (allowed while trapping) - Skill vs skill, target is grabbed

break grab/control - Skill or physique vs skill, on success attacker is no longer grabbed/controlled

rest - Auto success, gain 2 stamina or 2 HP without exceeding maximum

Moving

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.

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.

Winning

Characters are knocked unconscious when their HP or stamina 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 or stamina damage while at morale of 0 or below.

A team wins when all enemies are defeated, or all enemies are unconscious and all allies have morale above 20.

Example of Play

Chun Li is fighting 3 Genericas (3 in all stats, 9 points total).

Round 1
Chun Li goes first due to her higher speed. She runs forward, singles out one of the Genericas, and delivers a death foot to the face (strike).
Chun Li's attack: 9 (skill) + 8 (2d6) = 17 vs 3 (skill) + 10 (2d6) = 13. Chun Li hits, does 12 (physique) damage. Generica is at -3HP and unconscious, but not defeated.

The remaining Genericas surround Chun Li and try to grab her. They blow all of their stamina because holy shit did you see that death foot.
Generica 1's attack: 3 (skill) + 8 (available stamina) + 4 (2d6) = 15 vs 9 (skill) + 11 (2d6) - 1 (extra adjacent enemy) = 19. Generica 1 misses.
Generica 2's attack: 3 (skill) + 8 (available stamina) + 6 (2d6) = 17 vs 9 (skill) + 5 (2d6) - 1 (extra adjacent enemy) = 13. Generica 2 hits, Chun Li is grabbed.

The unconscious Generica rests. She is now at -1 HP and still unconscious.

Round 2
Chun Li grabs the unconscious Generica automatically on account of her being unconscious.

The Generica grabbing Chun Li attempts to drag her, breaking her hold on the unconscious Generica.
Generica 1's attack: 3 (physique) + 3 (2d6) = 6 vs 12 (physique) + 5 (2d6) - 1 (extra adjacent enemy) - 2 (grabbed) = 13. Generica 1 misses.

The other Generica attempts to push Chun Li.
Generica 1's attack: 3 (physique) + 3 (2d6) = 6 vs 12 (physique) + 7 (2d6) - 1 (extra adjacent enemy) = 17. Generica 1 misses.

The unconscious Generica rests, hits 1 HP, and is now conscious.

It is looking pretty bad for the Genericas. It is also looking pretty unbalanced. Fixing that later.