107 lines
5.6 KiB
TeX
107 lines
5.6 KiB
TeX
\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 Destiny 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 Destiny 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} |