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\input{cheat sheet/parts/combat.tex}
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\newpage
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\input{cheat sheet/parts/force.tex}
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\input{cheat sheet/parts/healing.tex}
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\newpage
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\input{cheat sheet/parts/charactercreation.tex}
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\newpage
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@@ -72,7 +72,11 @@
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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.
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\vspace{10pt}
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\subsection{STEP 7: BUY GEAR}
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\subsection{STEP 7: Motivation}
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Roll for or chose a motivation (EoTE. 94, FaD. 105).
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\vspace{10pt}
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\subsection{STEP 8: BUY GEAR}
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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}.
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\end{minipage}
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@@ -75,7 +75,7 @@
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\vspace{10pt}
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\subsection{Spending Advantage and Triumphs (GCB. 104)}
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\subsection{Spending Advantage and Triumphs (EotE. 206)}
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\newcolumntype{P}[1]{>{\centering\arraybackslash}p{#1}}
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@@ -1,28 +1,29 @@
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\section{THE FORCE}\label{force}
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\begin{center}
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\begin{minipage}[t]{0.48\textwidth}
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\subsection{Force powers}
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\subsection{Force powers (FaD. 280)}
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Force powers take an action. They work in one of two ways:
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\begin{itemize}[noitemsep]
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\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.
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\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.
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\end{itemize}
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\subsection{Force Talents}
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\subsection{Force Talents (FaD. 282)}
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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.
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\subsection{Conflict}
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\subsection{Conflict (FaD. 51)}
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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.
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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.
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\end{minipage} \hfil \hspace{15pt}
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\begin{minipage}[t]{0.48\textwidth}
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\subsection{Dark side characters}
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\subsection{Dark side characters (FaD. 52)}
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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.
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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.
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\subsection{Light side paragon characters}
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\vspace{5pt}
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\subsection{Light side paragon characters (FaD. 53)}
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At higher than 70 morality, you become a light side paragon. You generate 1 additional destiny point at the beginning of each session.
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At more than 80 morality, your strain threshold increases by 1. At more than 90, it increases by 1 again.
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26
cheat sheet/parts/healing.tex
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26
cheat sheet/parts/healing.tex
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\section{Recovery and healing}
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\begin{center}
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\begin{minipage}[t]{0.48\textwidth}
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\subsection{Natural rest}
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Regain 1 wound after a full night's rest.
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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.
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\vspace{10pt}
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\subsection{medical attention}
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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{}.
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Instead of healing wounds and strain, a medicine check may attempt to heal a critical injury. Difficulty equal to severity of critical injury.
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Doing a medicine check without equipment increases the difficulty by one. Doing a medicine check on yourself increases the difficulty by 2.
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\end{minipage} \hfil \hspace{15pt}
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\begin{minipage}[t]{0.48\textwidth}
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\subsection{Stimpacks}
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The first stimpack of each day heals 5 wounds. The second, 4 wounds, etc. It costs a maneuver to inject a stimpack.
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\vspace{10pt}
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\subsection{Recovering from strain}
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After each encounter, make a simple (-) discipline or cool check. You heal strain for each uncancelled \success{} you get.
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\end{minipage}
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\end{center}
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