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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<br/>
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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. Each point of every stat costs 1 point. 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 number of AP a character gets per turn, which controls number of hexes moved, allows characters to break status effects, and on occasion can be used to deal extra damage. Move also 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 - 27<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. The defender rolls 2d6 + defending stat - 4 per adjacent ally of the attacker (not counting the attacker). If they tie, repeat.
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| If the attacker moves towards the defender in a straight line during the turn of the attack, add the number of hexes moved in a straight line to damage for strikes, and hexes pushed for pushes.
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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 receive -4 to all attacks, -4 to all defenses, and cannot move. Grabs stack and must be broken separately, either by forcing the grabbing character to move out of range or grabbing the attacker.<br/>
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| Trapped - Trapped characters receive -4 to all attacks, -4 to all defenses, and cannot move. Characters are no longer trapped once the trapping character moves/is moved away.<br/>
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| Submission Hold - Characters in submission holds are grabbed and may have the sustain submission hold attack performed upon them.<br/>
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| Dazed - Dazed 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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| All actions cost the remainder of your APs, minimum of 1. For this reason, it is possible for characters to move either their full move either their full move speeds, or their move speed - 1 and an action. Being prone can prevent slower characters from being able to take actions at all.
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| ===Normal Attacks===
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| Normal attacks can be performed at any time, except when forbidden by a status effect.
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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 must have at least one hex to move into, or the attack fails. 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, and falls prone. 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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| Throw - The attacker must be grabbing the defender in order to perform this attack. Physique vs physique, target is pushed in a straight line in a direction of the attacker's choice. Target must have at least one hex to move into, or the attack fails. 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, and falls prone. 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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| Trap - Defender must be between attacker and a terrain obstacle, physique vs skill, target is trapped. If a trapped character successfully uses this attack on the character trapping it, the attacker reverses, escaping the trap and trapping the defender. To do this, the character must be in a position where trapping is allowed normally.
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| Trip - Skill vs skill, target is knocked prone.
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| Grab - Skill vs skill, target is grabbed. If a character under the grabbed or submission hold effect successfully uses this attack on the character grabbing it, the attacker reverses, escaping the grab or submission hold and grabbing the defender.
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| Submission - Skill vs skill, target is under the submission hold status effect and takes 1/2 the attacker's physique (round up) in HP damage.
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| Sustain submission - Target must be under the submission hold effect by the attacker, automatic success. Target takes 1/2 the attacker's physique in HP damage (round up) and the submission hold effect continues. Not performing this move ends the submission hold effect automatically.
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| Drag - The attacker must be grabbing the defender in order to perform this attack. 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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| ===Reaction Attacks===
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| Characters who end their turn with 6AP or more unspent (which requires they not attack on their turn) may perform one of the following moves on their attacker if missed by an attack. One reaction attack is allowed per character per turn cycle.
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| Strike - Auto success, target takes attacker skill damage on a hit
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| Trip - Auto success, target is knocked prone
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| Grab - Auto success, target is grabbed
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| ===Other Actions===
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| Actions here cost a character's AP maximum to perform, and cannot be performed by a character who also moves.
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| Rest - Auto success, gain 1 HP without exceeding maximum
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| Taunt - Auto success, taunter gains 2 morale. If the taunter is grabbing an enemy, the taunter may select one enemy to lose 5 morale, and then gain 5 morale instead of 2.
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| ==Moving==
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| Moving one hex costs 1 AP. Because of this, 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 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. This is a little bit complicated, so here are some examples.
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| [[file:Aooexamplea.png|example A]] [[file:Aooexampleb.png|example B]]
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| Example A provokes an attack of opportunity, while example B does not.
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| Movement from a push or throw may trigger an attack of opportunity, but the attacking of opportunity counts as that unit's attack for the round.
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| ==Winning==
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| Characters are dazed when their HP falls to 0 or below. Dazed status ends when the dazed character's HP is 1 or greater. Characters are defeated upon taking morale damage while dazed, taking HP damage while at morale of 0 or below, or simply dropping below negative max HP.
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| A team wins when all enemies are defeated, or all enemies are dazed and all allies have morale above 20.
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| ==Optional Rules for Testing==
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| Currently, special moves are extremely unbalanced and are only here for testing purposes.
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| During a fight, when a character becomes dazed or defeated for the first time, the other characters on the dazed/defeated character's team each recieve a number of desperation points equal to the dazed/defeated character's character points.
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| As the fight continues, characters may spend their DP to perform a special move that they selected at character creation.
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| During character creation, characters choose exactly one special move from the following list.<br>
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| Drop Kick - Character makes a normal strike attack. However, extra damage from moving is doubled. The character falls prone after the attack resolves, whether it hits or misses. Cost: 20 DP
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| Spin - Character makes separate skill vs skill attacks for all adjacent enemies. If more than one attack hits, the attacks do a total of 2 x skill damage divided equally among the enemies (remainder chosen by attacker). If exactly one hits it functions as a strike. Spin attacks get no bonuses from moving. Cost: 10 DP
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| Improved Opportunity Attack - Character may make an opportunity attack whenever an enemy leaves an adjacent hex, as long as the character has the DP to pay for it. Cost: 1 DP
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| Ram - Character makes a physique vs physique attack that does 2 x physique damage on a hit. This attack provokes simultaneous opportunity attacks for all enemies, the ones that hit do so after resolving the original attack (whether the opportunity attacker is still capable of attacking or not). Cost: 20 DP
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| Charge - Character makes a push or throw attack normally, but can follow the pushed character an equal number of hexes the character is moved to remain adjacent. Characters can use this to move a total number of hexes greater than their move stats. If the ending position would allow the attacker to make a subsequent trap attack, the defender is automatically trapped by the attacker. Cost: 10 DP
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| Submission Plus - Character makes a submission hold or sustain normally. It does morale damage equal to its HP damage. Cost: 20 DP
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| ==Maptool Server==
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| The Official Really Good [http://www.rptools.net/index.php?page=downloads MapTool] Server of Catfight: Tactics is named "broads wrasslin" and "yougay" is it's password. It is currently absolutely one hundred percent broken but will probably return in January when I switch routers.
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