Catfight: Tactics: Difference between revisions
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Many moves make reference to status effects as a secondary effect. The standard status effects are listed here. | Many moves make reference to status effects as a secondary effect. The standard status effects are listed here. | ||
Grappled | Grappled - Grappled characters receive -4 to all attacks, -4 to all defenses, and cannot move. Grapples stack and must be broken separately, either by forcing the grappling character to move out of range or rendering the attacker Dazed. One character can make multiple grabs, but cannot grab a single enemy multiple times. | ||
Prone - Prone characters receive -4 to all attacks and defenses, and cannot move or attack until spending 7AP (or a full round, if character has fewer than 7 total AP) to stand. | |||
Dazed - Dazed characters have a DF of 0, cannot move, are automatically prone, and have no actions available unless otherwise specified. | |||
Defeated - Defeated characters have a DF of 0, cannot move, are automatically prone, and have no actions available. | |||
Demoralized - Demoralized characters behave completely normally, unless they are capable of moving off of the board on their turn. If this is the case, they do so, exiting the game and not returning. | |||
Forced Movement - While not a status effect that stays on a character, forced movement is a secondary effect of many attacks with specific rules. If a character is forced to move into an occupied space, check the number of hexes of forced movement remaining. The character takes damage equal to this number and becomes prone. | |||
Forced Movement | |||
While not a status effect that stays on a character, forced movement is a secondary effect of many attacks with specific rules. | |||
If a character is forced to move into an occupied space, check the number of hexes of forced movement remaining. The character takes damage equal to this number and becomes prone. | |||
===Win Conditions=== | ===Win Conditions=== | ||
One side wins when all opposing characters are either defeated or removed from the board. | One side wins when all opposing characters are either defeated or removed from the board. |
Revision as of 05:57, 10 November 2010
Catfight Tactics
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.
Character Creation
Character Sheet
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Stats
Stats represent a character's basic capabilities. The four main stats — Skill, Intellect, Physique, and Speed — are purchased directly with points. They default to 0, but must be raised to at least 1 for a character to be legal. Increasing a stat costs 2 points. For example, giving a character a SKI of 3 costs 6, and giving a different character a SKI of 9 costs 18. The derived stats are secondary. They are not directly purchased by the player, but instead each based on a different main stat..
Skill (SKI) Skill represents a character's ability to fight. In the game, the accuracy of most attacks is based on skill.
Derived Stat: Defense (DF) Defense represents a character's ability to avoid being hit. DF is a characters SKI+6.
Intellect (INT) Intellect represent's the character's mental abilities. High gives characters a few secondary bonuses to certain attacks.
Derived Stat: Morale Points (MP) Morale represents a character's will to keep fighting. It can be raised or lowered by certain attacks. MP is a character's INTx3.
Physique (PHY) Physique represents the character's natural strength and power. PHY controls the damage from most attacks, as well as the accuracy of a few special attacks. It also controls how much abuse the character can absorb before being defeated.
Derived Stat: Health Points (HP) Health represents the character's ability to take hits. HP is determined by multiplying PHY by 3.
Speed (SPD) Speed represents the character's agility and ability to move. SPD controls as well as how quick to react the character is.
Derived Stat: Action Points (AP) Action Points are spent on moving and attacking. Characters' turns end when they run out of action points. Characters have a number of AP equal to their SPD stat.
Moves
Moves represent all of a character's attacks and abilities.
Combos
Moves are divided into tier 1, tier 2, and tier 3. Moves cost as many points as their tier for a character to purchase. Moves can be placed into the combo tree at the bottom right of the character sheet based on their tier. The lowest square can only be filled with a tier 1 move. The middle row can be only filled with tier two moves, and the highest row can only be filled with tier 3 moves. While characters can use a tier 1 move on their turns whenever they like, they can only access their tier 2 moves by placing them in the combo tree before the fight, scoring a hit against an enemy using their tier 1 move in the combo tree, and then following up with their tier 2 move on the next turn. Tier 3 moves are accessed the same way, but can only be used after the tier 2 move they are connected to. These general rules will be replace by specific instructions in the move descriptions occasionally.
Reading Move Descriptions
Move descriptions follow a standard format to make them easier to understand. They begin with a prerequisite, which is a set of standards that must be met before the move can be attempted at all. If the move can be attempted under circumstances that break the general rules, it will be noted here.
Next is the attack stat. When using a character's move, the player declares an adjacent target, rolls 2d6 and adds the stat listed. If the total is greater than the target's DF, the attack hits. A few attacks always hit; these are labelled automatic in the attack line. This will be covered in more detail in the combat section.
If the attack misses, nothing happens. However, if the attack hits, it will usually do the amount of damage listed in the damage line, reducing the target's HP by whatever that number might be. This will usually be one of the attacker's stats.
Finally, any other effects the move has are noted in the extra line. Unless otherwise noted, all stats here refer to the attacker's stats.
Creating a Team
Fill out a character sheet using the previous instructions. Keep creating characters until you have reached the agreed upon total for your game. 80 is a good starting number. You can spread these points among as many or as few legal characters as you like.
Move List
The moves are contained in the image to the right for formatting reasons. They will eventually make it to the final pdf.
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Combat Sequence
Placement
Determine which player goes first randomly. The players place tokens representing their characters on opposite sides of the board, the first player going first.
Combat
Character Order
In order to decide what order characters act in, compare their move scores. Characters with the highest move scores go first. If there are any ties, break them randomly — unless they are between characters on the same team, in which case the controlling player can decide on their turn order. Make a list in order and stick with it for the whole game.
Moving
Characters can move into any hex not occupied by a terrain feature or another character. Moving costs 1AP. Upon reaching 0AP or fewer, the character's turn ends. Characters regain their AP at the starts of their turns.
Attacking
Characters can use their moves on adjacent characters. Using a move takes up whatever number of AP a character has remaining, ending the turn.
When a player declares a move against a target, that player must roll 2d6, add the stat listed under the attack line of the move to the total, and compare it to the target's DF. If the total is greater, the attack is a success, and does damage and any extra effects if listed. If not, it fails. Either way, the character's turn ends.
Using moves with no target works in the same way.
Characters that run out of HP become Dazed. Characters that go below -9HP become defeated. Characters that run out of MP become Demoralized. See status effects for more on this.
Status Effects
Many moves make reference to status effects as a secondary effect. The standard status effects are listed here.
Grappled - Grappled characters receive -4 to all attacks, -4 to all defenses, and cannot move. Grapples stack and must be broken separately, either by forcing the grappling character to move out of range or rendering the attacker Dazed. One character can make multiple grabs, but cannot grab a single enemy multiple times.
Prone - Prone characters receive -4 to all attacks and defenses, and cannot move or attack until spending 7AP (or a full round, if character has fewer than 7 total AP) to stand.
Dazed - Dazed characters have a DF of 0, cannot move, are automatically prone, and have no actions available unless otherwise specified.
Defeated - Defeated characters have a DF of 0, cannot move, are automatically prone, and have no actions available.
Demoralized - Demoralized characters behave completely normally, unless they are capable of moving off of the board on their turn. If this is the case, they do so, exiting the game and not returning.
Forced Movement - While not a status effect that stays on a character, forced movement is a secondary effect of many attacks with specific rules. If a character is forced to move into an occupied space, check the number of hexes of forced movement remaining. The character takes damage equal to this number and becomes prone.
Win Conditions
One side wins when all opposing characters are either defeated or removed from the board.