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2024-07-19 16:19:22 +02:00
parent 74507da85a
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13 changed files with 233 additions and 193 deletions

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\input{cheat sheet/parts/combat.tex}
\newpage
\input{cheat sheet/parts/force.tex}
\input{cheat sheet/parts/healing.tex}
\newpage
\input{cheat sheet/parts/charactercreation.tex}
\newpage

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Your wound and strain thresholds can be calculated now, based on your species. Your base soak is equal to your Brawn.
\vspace{10pt}
\subsection{STEP 7: BUY GEAR}
\subsection{STEP 7: Motivation}
Roll for or chose a motivation (EoTE. 94, FaD. 105).
\vspace{10pt}
\subsection{STEP 8: BUY GEAR}
You start the game with 2.000 credits, which you can spend on gear. If you wish to purchase a lightsaber, check page \pageref{gear}.
\end{minipage}

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\vspace{10pt}
\subsection{Spending Advantage and Triumphs (GCB. 104)}
\subsection{Spending Advantage and Triumphs (EotE. 206)}
\newcolumntype{P}[1]{>{\centering\arraybackslash}p{#1}}

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\section{THE FORCE}\label{force}
\begin{center}
\begin{minipage}[t]{0.48\textwidth}
\subsection{Force powers}
\subsection{Force powers (FaD. 280)}
Force powers take an action. They work in one of two ways:
\begin{itemize}[noitemsep]
\item Make a force power check by rolling a number of \force{}, often equal to your force rating. For most characters, only \lightforce{} generate \forcepoint{}. You may, however, generate \forcepoint{} using one or more \darkforce{}, by using a destiny point for each \darkforce{} used. You also take strain and conflict equal to the number of \darkforce{} used.
\item Commit a number of force dice. You cannot commit more than your force rating, and for the time those are committed, your force rating counts as that many less.
\end{itemize}
\subsection{Force Talents}
\subsection{Force Talents (FaD. 282)}
While specializations from force-sensitive classes can be obtained by non-force-sensitive characters, force talents cannot be bought unless you have a force rating of at least 1.
\subsection{Conflict}
\subsection{Conflict (FaD. 51)}
You gain conflict by using \darkforce{} to generate \forcepoint{} or when the DM feels like you've done something that goes against the light side of the force.
At the end of each session, roll 1d10 and subtract your conflict. Add that value to your morality. A roll of below your conflict will generate a negative result, which means your morality falls. Your morality cannot go lower than 0 or higher than 100. Your conflict then resets.
\end{minipage} \hfil \hspace{15pt}
\begin{minipage}[t]{0.48\textwidth}
\subsection{Dark side characters}
\subsection{Dark side characters (FaD. 52)}
If your morality drops below 30, you become a dark side force user. You now generate \forcepoint{} with \darkforce{} instead of \lightforce{}. Take conflict when using \darkforce{}. It also now costs strain and destiny points to generate \forcepoint{} with \lightforce{}, as it does with the reverse for light side force users. Dark side force users PC's also use up 1 destiny point from the pool at the beginning of each session.
At fewer than 20 morality, your strain threshold decreases by 1 and your wound threshold increases by one. At fewer than 10 morality, they once again decrease and increase by 1.
\subsection{Light side paragon characters}
\vspace{5pt}
\subsection{Light side paragon characters (FaD. 53)}
At higher than 70 morality, you become a light side paragon. You generate 1 additional destiny point at the beginning of each session.
At more than 80 morality, your strain threshold increases by 1. At more than 90, it increases by 1 again.

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\section{Recovery and healing}
\begin{center}
\begin{minipage}[t]{0.48\textwidth}
\subsection{Natural rest}
Regain 1 wound after a full night's rest.
After a week of rest, may attempt to recover from a critical injury with a resilience roll with difficulty equal to the injury's severity. On a success, you recover. May use \triumph{} with a success to recover an additional critical injury.
\vspace{10pt}
\subsection{medical attention}
May receive 1 medical check per encounter. Difficulty of check is \difficulty{} if wounds is at half or less of wound threshold, \difficulty{}\difficulty{} if wounds at more than half wound threshold, and \difficulty{}\difficulty{}\difficulty{} if wounds exceed wound threshold. On a success, heal a number of wounds equal to uncancelled \success{}, and strain equal to uncancelled \advantage{}.
Instead of healing wounds and strain, a medicine check may attempt to heal a critical injury. Difficulty equal to severity of critical injury.
Doing a medicine check without equipment increases the difficulty by one. Doing a medicine check on yourself increases the difficulty by 2.
\end{minipage} \hfil \hspace{15pt}
\begin{minipage}[t]{0.48\textwidth}
\subsection{Stimpacks}
The first stimpack of each day heals 5 wounds. The second, 4 wounds, etc. It costs a maneuver to inject a stimpack.
\vspace{10pt}
\subsection{Recovering from strain}
After each encounter, make a simple (-) discipline or cool check. You heal strain for each uncancelled \success{} you get.
\end{minipage}
\end{center}