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cheat sheet/parts/basics.tex
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107
cheat sheet/parts/basics.tex
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\section{BASICS}
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\begin{center}
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\begin{minipage}[t]{0.48\textwidth}
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\subsection{SYMBOL KEY}
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\begin{center}
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\rowcolors{1}{tablecolor1}{tablecolor2}
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\begin{tabular}{|m{0.4\textwidth}|}
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\hline
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\rowcolor{tablecolor3}
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{\color[HTML]{FFFFFF}\tn\selectfont{}Dice} \\ \hline
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\ability{} Ability Dice \\ \hline
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\difficulty{} Difficulty Dice \\ \hline
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\boost{} Boost Dice \\ \hline
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\setback{} Setback Dice \\ \hline
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\proficiency{} Proficiency Dice \\ \hline
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\challenge{} Challenge Dice \\ \hline
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\force{} Force Dice \\ \hline
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\end{tabular}
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\quad
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\rowcolors{1}{tablecolor1}{tablecolor2}
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\begin{tabular}{|m{0.4\textwidth}|}
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\hline
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\rowcolor{tablecolor3}
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{\color[HTML]{FFFFFF}\tn\selectfont{}Symbols} \\ \hline
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\success{} Success \\ \hline
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\failure{} Failure \\ \hline
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\advantage{} Advantage \\ \hline
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\threat{} Threat \\ \hline
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\triumph{} Triumph \\ \hline
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\despair{} Despair \\ \hline
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\lightforce\darkforce\forcepoint{} Force\\ \hline
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\end{tabular}
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\end{center}
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\subsection{DIFFICULTY (EotE. 17)}
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\rowcolors{1}{tablecolor1}{tablecolor2}
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\begin{tabular}{|m{0.25\textwidth}|m{0.22\textwidth}|m{0.383\textwidth}|}
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\hline
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\rowcolor{tablecolor3}
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{\color[HTML]{FFFFFF}\tn\selectfont{}Difficulty Level} & {\color[HTML]{FFFFFF}\tn\selectfont{}Dice} & {\color[HTML]{FFFFFF}\tn\selectfont{}Scope} \\\hline
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Simple & {\centering -} & Basic and routine. \\ \hline
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Easy & \difficulty & Poses little challenge, but something could go wrong. \\ \hline
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Average & \difficulty\difficulty & Success expected, but failure is not surprising.\\ \hline
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Hard & \difficulty\difficulty\difficulty & Professionals fail as often as they succeed. \\ \hline
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Daunting & \difficulty\difficulty\difficulty\difficulty & Pushes Professionals to their limits. \\ \hline
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Formidable & \difficulty\difficulty\difficulty\difficulty\difficulty & Nigh impossible. \\ \hline
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Impossible & - & With GM permission, spend Story Point to tackle as Formidable. \\ \hline
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\end{tabular}
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\subsection{UPGRADING/DOWNGRADING DICE (EotE. 21)}
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\begin{itemize}
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\itemsep0em
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\item \textbf{Increase}: Add \difficulty{} or \ability.
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\item \textbf{Upgrade}: Convert \difficulty{} to \challenge{} or \ability{} to \proficiency{}. If upgrading is impossible, increase instead.
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\item \textbf{Decrease}: Remove \difficulty{} or \ability{}. If only \challenge{} or \proficiency{} are left, ignore additional decreases.
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\item \textbf{Downgrade}: Convert \challenge{} to \difficulty{} or \proficiency{} to \ability{}. If only \ability{} or \difficulty{} are left, ignore additional downgrades.
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\end{itemize}
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\subsection{DESTINY POINTS (EotE. 28)}
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There are 2 pools of Destiny Points. The players' and the GM's. The players can use their pool to do things, and the GM can use their pool do similar things. When a story point is used, it is moved to the other pool.
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The points can be used to:
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\begin{itemize}
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\itemsep0em
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\item Upgrade your own or an ally's roll.
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\item Downgrade an opponent's roll.
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\item Activate an ability you have.
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\item Do anything the GM will allow a Destiny Point to do.
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\end{itemize}
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\end{minipage} \hfil \hspace{15pt}
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\begin{minipage}[t]{0.48\textwidth}
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\subsection{DICE POOL (EotE. 18)}
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Assembling a dice pool has 4 steps::
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\begin{enumerate}
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\itemsep0em
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\item \textbf{Base}: Collect \ability{} equal to the characteristic.
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\item \textbf{Upgrade}: Convert an amount of \ability{} equal to your skill rank into \proficiency{}.\\ \textit{Note: If your skill is higher than your characteristic, then use skill for the base and characteristic for the upgrade.}
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\item \textbf{Difficulty} GM adds \difficulty{} and \challenge{} depending on the base difficulty of the task.
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\item \textbf{Modifiers}: GM, actions, maneuvers or special abilities add \boost{} and \setback{} depending on situation-specific changes to the difficulty of the task.
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\end{enumerate}
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\subsection{INTERPRETING THE RESULT (EotE. 23)}
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\begin{enumerate}
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\itemsep0em
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\item \textbf{Triumph and Despair}: A \triumph{} symbol on the die counts as both a \success{} and a \triumph{}. A \despair{} symbol on the die counts as both a \failure{} and a \despair{}.
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\item \textbf{Cancel out}:
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\begin{itemize}
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\itemsep0em
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\item \advantage{} and \threat{} cancel each other out.
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\item \success{} and \failure{} cancel each other out.
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\item \triumph{} and \despair{} do \textbf{NOT} cancel each other out. The \success{} and \failure{} they generated do however count as regular \success{} and \failure{}, and can be cancelled out normally.
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\end{itemize}
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\item If the roll generated more \success{} than \failure{}, you succeed. If it generated the same amount or more \failure{}, you fail.
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\item \textbf{Spend} \advantage{}, \triumph{}, \threat{} \textbf{and} \despair{}: In combat, you spend the \advantage{} and \triumph{} and the GM spends the \threat{} and \despair{}. Out of combat, the GM spends it all.
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\end{enumerate}
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\subsection{RANGE BANDS (EotE. 208)}
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\textbf{Engaged -- Short -- Medium -- -- Long -- -- Extreme}\\
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The lines symbolize how many "Move" maneuvers it takes to move between the bands.
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\end{minipage}
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\end{center}
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68
cheat sheet/parts/charactercreation.tex
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68
cheat sheet/parts/charactercreation.tex
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\section{CHARACTER CREATION}
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\begin{center}
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\begin{minipage}[t]{0.46\textwidth}
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\subsection{STEP 1: SPECIES}
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Select a species (list found on \pageref{species}). Note your starting characteristics, wound and strain thresholds, starting experience, and special ability.
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\vspace{10pt}
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\subsection{STEP 2: CAREER AND SPECIALIZATION}
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Choose one of the careers on page \pageref{careers}. You gain one rank in four of the career skills given to you by your career. If your chosen career has a star next to it on the list, you only gain a rank in 3 of the career skills, but you also gain a force rating of 1. At this point, you may also spend 30 xp to increase your force rating from 1 to 2.\\
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Then choose a specialization, either from your chosen career, or from the list of universal specializations. You gain one level in 2 of the career skills you get from your specialization. If your chosen specialization has a star next to in on the list, you only gain a rank in 1 of the career skills, but you also gain a force rating of 1. \textbf{You do not gain a force rating of 2 if you chose both a career and a specialization that give you a force rating of 1}. \\
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Note all your career skills on your character sheet.
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\vspace{10pt}
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\subsection{STEP 3: OBLIGATION}
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You start with some sort of obligation. Roll on the table (EotE. 39), or chose one of the options to determine your obligation. Your obligation score starts at 10, but you can gain benefits by increasing it using one or multiple of the following options:
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\begin{itemize}[noitemsep]
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\item 5 additional experience points for +5 obligation
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\item 10 additional experience points for +10 obligation
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\item 1.000 additional credits for +5 obligation
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\item 2.500 additional credits for +10 obligation
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\end{itemize}
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You may only choose each option once, for a total of 30 added to your obligation score.
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The higher your obligation score is, the higher the chance for it to become relevant.
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\vspace{10pt}
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\subsection{STEP 4: MORALITY}
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If you have a force rating of at least 1, you have a morality. Roll or chose on the table (FaD. 50). Your starting morality score is 50.
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\end{minipage} \hfil \hspace{30pt}
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\begin{minipage}[t]{0.46\textwidth}
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\subsection{STEP 5: SPEND EXPERIENCE POINTS}
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There are several options for you to spend your starting experience:
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\vspace{5pt}
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\subsubsection{INCREASE CHARACTERISTICS}
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You can increase your characteristics, one level at a time. This costs of this is ten times the value it is being raised to. So raising a characteristic from 3 to 4 would cost 40, and raising it from 3 to 5 would cost 40+50=90. You can increase your characteristics no higher than 5. You must leave at least 150 xp to use for other things.
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\vspace{5pt}
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\subsubsection{SKILL TRAINING}
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You can use your starting experience to raise your skill ranks, one rank at a time. It costs 5 times the rank it is being increased to. So raising a skill from 1 to 2 would cost 10 xp. Non-career skills cost 5 more experience points to raise a rank. You cannot raise a skill above rank 3.
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\vspace{5pt}
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\subsubsection{PURCHASE TALENTS}
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You can buy talents from your specialization talent tree. The cost of each talent is noted on the tree. You may purchase any talent from the top row of the tree, or any talent connected to one you have.
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\vspace{5pt}
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\subsubsection{PURCHASE SPECIALIZATION}
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You can buy new specializations. It costs 10 times the number of specializations you have, including the new one. Specialization belonging to a career that is not yours costs an additional 10 experience points (Universal specializations don't cost extra).
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\vspace{5pt}
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\subsubsection{PURCHASE FORCE POWERS}
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If you have a force rating of at least 1, you can purchase force powers (page \pageref{forcepowers}). The cost is written on the power. You must purchase the basic power first, and then you can purchase upgrade connected to ones you own on the tree. You must meet the prerequisite before buying the basic power.
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\vspace{10pt}
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\subsection{STEP 6: CALCULATE DERIVED ATTRIBUTES}
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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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You start the game with 2.000 credits, which you can spend on gear. A list of gear can be found on page \pageref{gear}.
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\end{minipage}
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\end{center}
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105
cheat sheet/parts/combat.tex
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105
cheat sheet/parts/combat.tex
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\section{COMBAT}
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\begin{center}
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\begin{minipage}[t]{0.46\textwidth}
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\subsection{INITIATIVE (EotE. 199)}
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Initiative is decided in the beginning of combat with a simple (-) \textbf{Cool} or \textbf{Vigilance} check. \textbf{Cool} when the characters are ready for combat, \textbf{Vigilance} when they are not.
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\vspace{10pt}
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\subsection{MANEUVERS (EotE. 200)}
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Max 2 maneuvers per turn. First is free, the second either costs 2 strain, is exchanged for an action, or by spending \advantage{}\advantage{} from a combat check.
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\vspace{5pt}
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\begin{itemize}[leftmargin=*,itemsep=-1pt]
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\item \textbf{Aim (steady aim)}: Add \boost{} to next attack. If you spend two consecutive maneuvers aiming, it's \boost{}\boost{}.
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\item \textbf{Aim (aim for limb/item)}: Hobble or disarm on hit. Add \setback{}\setback{} to attack. If 2 consecutive maneuvers, \setback{}.
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\item \textbf{Assist}: Add \boost{} to ally's check.
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\item \textbf{Guarded stance}: +1 melee defense, add \setback{} to own attacks.
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\item \textbf{Interact} with environment or gear. This includes drawing your weapon.
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\item \textbf{Mount} or dismount.
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\item \textbf{Move}: Move between range bands according to the guide on the previous page.
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\item \textbf{Drop prone or stand from prone}.
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\item \textbf{Preparation}: Sometimes required by talent or ability.
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\end{itemize}
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\subsection{Actions (EotE. 203)}
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You can spend your action to do a maneuver, activate an ability, perform a skill check, or perform a combat check. \\
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\textbf{Combat checks} are much like regular skill checks. You assemble a dice pool based on the appropriate skill and roll it against a set difficulty. \setback{} can also be added based on the target's defense. If it succeeds, you hit your target. \\
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The attack does an amount of damage equal to the damage characteristic of the weapon plus 1 for every uncancelled \success{}. Damage dealt is reduced by the target's \textbf{soak}.
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\subsection{Wounds and strain (EotE. 215)}
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Wounds are physical damage to your PC. If your wounds exceed your wound threshold, you are incapacitated and gain a critical injury.
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Strain is psychological damage to your character. If you strain exceeds your strain threshold, you are incapacitated.
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\subsection{Critical Injuries (EotE. 216)}
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Critical injuries are serious and sometimes permanent injuries sustained by your character. They can be gained when an enemy uses advantage gained from a combat roll to give you one, or if your character exceeds their wound threshold. When you gain a critical injury, roll 1d100 plus 10 times the amount of critical injuries you already have on the critical injuries table
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% \subsection{Weapon Stat Meaning (GCB. 90)}
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% \begin{itemize}[leftmargin=*]
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% \item \textbf{Damage}: Flat number means the weapon deals that damage. '+' in front of the number means you add your Brawn. Each \success adds 1 damage to the attack.
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% \item \textbf{Crit}: The number indicates the number of \advantage required to cause a critical injury.
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% \item \textbf{Specials} cause various effects, see chart on page 3. Some require \advantage to \advantage\advantage\advantage to activate.
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% \end{itemize}
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\end{minipage} \hfil \hspace{30pt}
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\begin{minipage}[t]{0.46\textwidth}
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% \subsection{Two-Weapon Combat (GCB. 108)}
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% You can choose to attack with two weapons as a combat check. To do so, roll with +1 difficulty. If you hit, you hit with 1 of your weapons. You can spend \advantage\advantage to hit with the other one.
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% \vspace{10pt}
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\subsection{Attack Difficulties (EotE. 205)}
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\rowcolors{1}{tablecolor1}{tablecolor2}
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\begin{tabularx}{\textwidth}{|X|X|}
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\hline
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\rowcolor{tablecolor3}
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{\color[HTML]{FFFFFF}\tn\selectfont{}RANGE} & {\color[HTML]{FFFFFF} \tn\selectfont{}DIFFICULTY} \\ \hline
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Melee & \difficulty\difficulty \\ \hline
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Engaged (light) & \difficulty{}\difficulty{} \\\hline
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Engaged (heavy) & \difficulty{}\difficulty{}\difficulty{}\\ \hline
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Engaged (gunnery) & Not possible \\ \hline
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Short & \difficulty \\ \hline
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Medium & \difficulty\difficulty \\ \hline
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Long & \difficulty\difficulty\difficulty \\ \hline
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Extreme & \difficulty\difficulty\difficulty\difficulty \\ \hline
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\multicolumn{2}{|c|}{\cellcolor{tablecolor3}{\color[HTML]{FFFFFF}\tn\selectfont{}MODIFIERS}} \\ \hline
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Engaged with ally & Upgrade 1 \difficulty to \challenge. Hit ally on \despair. \\ \hline
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Target prone & Melee add \boost{}; Ranged add \setback{}. \\ \hline
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Attacker prone (melee) & \setback{} \\ \hline
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Aiming & Add \boost. \\ \hline
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Engaged with target that made ranged attack & Add \boost to next melee attack against them. \\ \hline
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\end{tabularx}
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\vspace{10pt}
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\subsection{Spending Advantage and Triumphs (GCB. 104)}
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\newcolumntype{P}[1]{>{\centering\arraybackslash}p{#1}}
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\rowcolors{1}{tablecolor2}{tablecolor2}
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\begin{tabularx}{\textwidth}{|P{0.15\textwidth}|X|}
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\hline
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\rowcolor{tablecolor3}
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{\color[HTML]{FFFFFF}\tn\selectfont{}ROLL} & {\color[HTML]{FFFFFF} \tn\selectfont{}RESULT} \\ \hline
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& -- Recover 1 strain. \\
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& -- Add 1 \boost{} to next allied character's check. \\
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& -- Inflict a critical injury (must deal damage past soak) (\advantage{} cost may vary). \\
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\multirow{-4}*{\advantage{}} & -- Activate an item quality (\advantage{} cost may vary).\\ \hline
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\rowcolor{tablecolor1} & -- Perform a free maneuver (only two total maneuvers per turn). \\
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\rowcolor{tablecolor1} & -- Add \setback to the target's next check. \\
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\rowcolor{tablecolor1} \multirow{-3}*{\advantage{} \advantage{}} & -- Add \boost to any allied character's next check. \\ \hline
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& -- Negate target's defense for rest of turrn. \\
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& -- Ignore environment for rest of turn. \\
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& -- Gain +1 ranged or melee defense for 1 turn. \\
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\multirow{-4}*{\advantage{} \advantage{} \advantage{}} & -- Force the target to drop something.\\ \hline
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\rowcolor{tablecolor1} & -- Upgrade difficulty of target's next check. \\
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\rowcolor{tablecolor1} & -- Upgrade ability of ally's next check.\\
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\rowcolor{tablecolor1} \multirow{-3}*{\triumph{}} & -- Perform any one of the above actions \\\hline
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\multirow{1}*{\triumph\triumph} & Destroy a piece of equipment the target is using.\\ \hline
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\end{tabularx}
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\end{minipage}
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\end{center}
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Reference in New Issue
Block a user