commit 0acf4185cd857eeae0e6ed1126255e8db0335de9 Author: NikolajDanger Date: Sat Apr 11 21:32:31 2026 +0200 :goat: diff --git a/fonts/GothamBold.otf b/fonts/GothamBold.otf new file mode 100644 index 0000000..59ae7c2 Binary files /dev/null and b/fonts/GothamBold.otf differ diff --git a/fonts/GothamBoldItalic.ttf b/fonts/GothamBoldItalic.ttf new file mode 100644 index 0000000..a9f2b11 Binary files /dev/null and b/fonts/GothamBoldItalic.ttf differ diff --git a/fonts/GothamBook.ttf b/fonts/GothamBook.ttf new file mode 100644 index 0000000..6cdde85 Binary files /dev/null and b/fonts/GothamBook.ttf differ diff --git a/fonts/GothamBookItalic.ttf b/fonts/GothamBookItalic.ttf new file mode 100644 index 0000000..c711011 Binary files /dev/null and b/fonts/GothamBookItalic.ttf differ diff --git a/fonts/Idlewild-Bold.otf b/fonts/Idlewild-Bold.otf new file mode 100644 index 0000000..d31da8c Binary files /dev/null and b/fonts/Idlewild-Bold.otf differ diff --git a/main.pdf b/main.pdf new file mode 100644 index 0000000..130a38f Binary files /dev/null and b/main.pdf differ diff --git a/main.tex b/main.tex new file mode 100644 index 0000000..85d6c18 --- /dev/null +++ b/main.tex @@ -0,0 +1,82 @@ +%!TEX TS-program = xelatex +%!TEX encoding = UTF-8 Unicode +\documentclass[a4paper]{article} +\usepackage{fancyhdr} +\usepackage{geometry} +\usepackage{fontspec} +\usepackage{import} +\usepackage[table,xcdraw]{xcolor} +\usepackage[parfill]{parskip} +\usepackage{enumitem} +\usepackage{tabularx} +\usepackage{titlesec} +\usepackage{tikz} + +\pagestyle{fancy} +\fancyhf{} +\fancyheadoffset{0pt} +\renewcommand{\headrulewidth}{0pt} +\renewcommand{\footrulewidth}{0pt} +\fancyhead[R]{\thepage} +\fancypagestyle{plain}{% + \fancyhf{}% + \fancyhead[R]{\thepage}% +} + +% Alien-inspired colors +\definecolor{titlecolor}{HTML}{558B2F} % Acid green +\definecolor{subtitlecolor}{HTML}{4d7d2a} % Darker green +\definecolor{tableheader}{HTML}{1B5E20} % Dark green header +\definecolor{tablecolor1}{HTML}{E8F5E9} % Light green row +\definecolor{tablecolor2}{HTML}{C8E6C9} % Slightly darker green row +\definecolor{warncolor}{HTML}{FF6F00} % Warning amber + +\geometry{ + a4paper, + left=45pt, + right=45pt, + top=25pt, + bottom=25pt, + headsep=-10pt +} + +\setcounter{secnumdepth}{0} + +\setmainfont[ + Path=./fonts/, + BoldFont=GothamBold.otf, + ItalicFont=GothamBookItalic.ttf +]{GothamBook.ttf} +\newfontfamily\titlefont[Path=./fonts/]{Idlewild-Bold.otf} + +\def\arraystretch{1.2} + +% Section formatting +\titleformat*{\section}{\raggedright\fontsize{28}{34}\titlefont\color{titlecolor}} +\titleformat*{\subsection}{\raggedright\fontsize{16}{19}\titlefont\color{titlecolor}} +\titleformat*{\subsubsection}{\raggedright\fontsize{13}{16}\titlefont\color{subtitlecolor}} + +\titlespacing*{\section}{0pt}{5pt}{5pt} +\titlespacing*{\subsection}{0pt}{10pt}{3pt} +\titlespacing*{\subsubsection}{0pt}{8pt}{2pt} + +% Custom commands +\newcommand{\wrap}[2]{\parbox{#2\textwidth}{\vspace{3pt}#1\vspace{3pt}}} +\newcolumntype{P}[1]{>{\centering\arraybackslash}m{#1}} + +% Dice symbols (simple text versions) +\newcommand{\success}{\textbf{6}} +\newcommand{\facehugger}{\textbf{1}} + +\begin{document} +\setcounter{page}{1} + \input{parts/basics.tex} + \newpage + \input{parts/stealth.tex} + \newpage + \input{parts/combat.tex} + \newpage + \input{parts/damage.tex} + \newpage + \input{parts/panic.tex} +\end{document} \ No newline at end of file diff --git a/parts/basics.tex b/parts/basics.tex new file mode 100644 index 0000000..03d2ebe --- /dev/null +++ b/parts/basics.tex @@ -0,0 +1,93 @@ +\section{Basics} +\begin{center} +\begin{minipage}[t]{0.46\textwidth} + \subsection{Skill Rolls} + + To perform a skill roll: + \begin{enumerate}[leftmargin=*] + \item \textbf{Assemble Base Dice}: Start with a number of base dice (D6) equal to your \textbf{Attribute + Skill Level}. + \item \textbf{Add Stress Dice}: Add a number of stress dice equal to your current \textbf{Stress Level}. + \item \textbf{Roll All Dice}: Roll all dice together. You need at least one \textbf{6} to succeed. + \item \textbf{Count Successes}: Each \textbf{6} beyond the first gives bonus effects (extra damage, quicker completion, etc.). + \end{enumerate} + + \subsubsection{Modifiers} + The GM or gear can add or remove base dice. You can never roll fewer than one base die. Modifiers never affect stress dice. + + \subsubsection{Helping} + Up to three characters can help with a roll. Each helper gives \textbf{+1 die}. In combat, helping costs your full action. + + \subsubsection{Rolling Without Skill} + If you lack the required skill, roll only your attribute score as base dice (plus stress dice). + + \vspace{10pt} + \subsection{Pushing Your Roll} + If you fail, or want more successes, you can \textbf{push} the roll: + \begin{itemize}[leftmargin=*] + \item Increase your stress level by \textbf{+1}. + \item Add one stress die to your pool. + \item Re-roll all dice that did \textbf{not} show \textbf{6}. + \item All dice count after the re-roll (including those not re-rolled). + \end{itemize} + + \textbf{Restrictions:} + \begin{itemize}[leftmargin=*] + \item You can only push \textbf{once} per roll. + \item If you rolled \textbf{1} on any stress dice, you \textbf{cannot push}. + \end{itemize} + +\end{minipage} \hfil \hspace{30pt} +\begin{minipage}[t]{0.46\textwidth} + \subsection{Stress Response} + If you roll \textbf{1} on one or more stress dice, trigger a stress response. Roll D6, add your Stress Level, subtract your Resolve, and consult the table: + + \vspace{5pt} + \rowcolors{1}{tablecolor1}{tablecolor2} + \begin{tabular}{|P{0.12\textwidth}|m{0.78\textwidth}|} + \hline + \rowcolor{tableheader} + {\color{white}\textbf{Result}} & {\color{white}\textbf{Response}} \\ \hline + $\leq$0 & \textbf{Keeping Cool.} No effect. \\ \hline + 1 & \textbf{Jumpy.} When pushing, gain +2 stress instead of +1. \\ \hline + 2 & \textbf{Tunnel Vision.} --2 dice on Wits-based rolls. \\ \hline + 3 & \textbf{Aggravated.} --2 dice on Empathy-based rolls. \\ \hline + 4 & \textbf{Shakes.} --2 dice on Agility-based rolls. \\ \hline + 5 & \textbf{Frantic.} --2 dice on Strength-based rolls. \\ \hline + 6 & \textbf{Deflated.} You cannot push any rolls. \\ \hline + 7+ & \textbf{Mess Up.} Action fails regardless of dice rolled. Stress +1. \\ \hline + \end{tabular} + + \vspace{3pt} + \textit{If you get a response you already have, gain +1 stress instead.} + + \vspace{10pt} + \subsection{The 12 Skills} + + \vspace{5pt} + \rowcolors{1}{tablecolor1}{tablecolor2} + \begin{tabular}{|m{0.25\textwidth}|m{0.65\textwidth}|} + \hline + \rowcolor{tableheader} + {\color{white}\textbf{Attribute}} & {\color{white}\textbf{Skills}} \\ \hline + Strength & Heavy Machinery, Stamina, Close Combat \\ \hline + Agility & Mobility, Ranged Combat, Piloting \\ \hline + Wits & Observation, Comtech, Survival \\ \hline + Empathy & Command, Manipulation, Medical Aid \\ \hline + \end{tabular} + + \vspace{10pt} + \subsection{Time Units} + + \vspace{5pt} + \rowcolors{1}{tablecolor1}{tablecolor2} + \begin{tabular}{|m{0.22\textwidth}|m{0.28\textwidth}|m{0.32\textwidth}|} + \hline + \rowcolor{tableheader} + {\color{white}\textbf{Unit}} & {\color{white}\textbf{Duration}} & {\color{white}\textbf{Primary Use}} \\ \hline + Round & 5--10 seconds & Combat \\ \hline + Stretch & 5--10 minutes & Stealth \\ \hline + Shift & 5--10 hours & Repairs \\ \hline + \end{tabular} + +\end{minipage} +\end{center} \ No newline at end of file diff --git a/parts/combat.tex b/parts/combat.tex new file mode 100644 index 0000000..22b217a --- /dev/null +++ b/parts/combat.tex @@ -0,0 +1,103 @@ +\section{Combat} +\begin{center} +\begin{minipage}[t]{0.46\textwidth} + \subsection{Initiative} + At the start of each round, draw cards numbered 1--10. Card \#1 acts first, \#2 second, etc. + + \subsubsection{Surprise \& Ambush} + If an attack is surprising, the attacker gets card \#1 automatically. An \textbf{ambush} (attack on unaware opponent) also gives \textbf{+2 dice} to the attack and the target \textbf{cannot defend or dodge}. + + \subsubsection{Holding Off} + On your turn, you can \textbf{swap initiative cards} with someone acting after you. They must act immediately. Useful for letting allies go first. + + \vspace{10pt} + \subsection{Actions} + Each round you can perform \textbf{one full action + one quick action}, or \textbf{two quick actions}. + + \vspace{5pt} + \rowcolors{1}{tablecolor1}{tablecolor2} + \begin{tabular}{|m{0.45\textwidth}|m{0.42\textwidth}|} + \hline + \rowcolor{tableheader} + {\color{white}\textbf{Full Actions}} & {\color{white}\textbf{Skill}} \\ \hline + Attack in close combat & Close Combat \\ \hline + Make a ranged attack & Ranged Combat \\ \hline + Jump or climb & Mobility \\ \hline + Take full cover & -- \\ \hline + Interact with terminal & Comtech \\ \hline + Use machinery & Heavy Machinery \\ \hline + Give first aid & Medical Aid \\ \hline + Clear jammed weapon & Heavy Machinery \\ \hline + Give orders & Command \\ \hline + Drive a vehicle & Piloting \\ \hline + \end{tabular} + + \vspace{5pt} + \subsubsection{Quick Actions} + \begin{itemize}[leftmargin=*] + \item Move into an adjacent zone + \item Move between Short and Adjacent range + \item Move to a door/hatch and peek through + \item Lock a door or hatch + \item Take partial cover + \item \textbf{Defend} against close combat (interrupt) + \item \textbf{Aim} (+2 dice to next ranged attack) + \item \textbf{Dodge} a ranged attack (interrupt) + \item Reload a weapon + \item Pick up an item from the ground + \item Rally a broken character (COMMAND) + \end{itemize} + + \textit{Interrupt actions occur out of turn but still cost a quick action.} + +\end{minipage} \hfil \hspace{30pt} +\begin{minipage}[t]{0.46\textwidth} + \subsection{Range Bands} + + \vspace{5pt} + \rowcolors{1}{tablecolor1}{tablecolor2} + \begin{tabular}{|m{0.25\textwidth}|m{0.62\textwidth}|} + \hline + \rowcolor{tableheader} + {\color{white}\textbf{Range}} & {\color{white}\textbf{Description}} \\ \hline + Adjacent & In your face (touching distance) \\ \hline + Short & In the same zone \\ \hline + Medium & In an adjacent zone \\ \hline + Long & Up to four zones away \\ \hline + Extreme & Farther away \\ \hline + \end{tabular} + + \vspace{10pt} + \subsection{Close Combat} + Roll \textbf{CLOSE COMBAT} (full action) at Adjacent range. + + \textbf{Damage:} Weapon's base damage + 1 per extra \success~beyond the first. Unarmed attacks have base damage 1. + + \subsubsection{Defend} + As a \textbf{quick action} (interrupt), roll CLOSE COMBAT. Each \success~you roll \textbf{eliminates one} \success~from the attacker. Must declare before attacker rolls. + + \subsubsection{Special Attacks} + Declare before rolling; no weapon bonus dice: + \begin{itemize}[leftmargin=*] + \item \textbf{Disarm} -- Take or throw opponent's item. + \item \textbf{Pass} -- Move past a blocking enemy. + \item \textbf{Shove} -- Push opponent to Short range. + \item \textbf{Grapple} -- Pin enemy; they can only try to break free. + \end{itemize} + + \vspace{10pt} + \subsection{Ranged Combat} + Roll \textbf{RANGED COMBAT} (full action) at Short range or more. Base damage +1 for each \success~beyond the first. + + \textbf{Aiming:} Spend a quick action before attacking for \textbf{+2 dice}. Must happen immediately before the attack (same round, no other actions). + + \textbf{Dodge:} Quick action (interrupt), roll MOBILITY. Each \success~eliminates one attacker's \success. + + \subsubsection{Conserving Ammo} + After hitting, you can spend one extra \success~to \textbf{skip the ammo supply roll} instead of adding damage. + + \subsubsection{Full Auto} + If you hit without pushing, you may immediately attack again (same or different target). Up to \textbf{3 attacks} total. Each attack after the first gives \textbf{+1 stress}. Must make ammo supply roll after each attack. + +\end{minipage} +\end{center} \ No newline at end of file diff --git a/parts/damage.tex b/parts/damage.tex new file mode 100644 index 0000000..baf5771 --- /dev/null +++ b/parts/damage.tex @@ -0,0 +1,94 @@ +\section{Damage \& Health} +\begin{center} +\begin{minipage}[t]{0.46\textwidth} + \subsection{Health} + Your starting Health equals \textbf{(Strength + Agility) $\div$ 2}, rounded up. Health represents fatigue, bruises, and minor cuts. + + \subsection{Armor} + Armor reduces incoming damage by its \textbf{armor level}. You can only wear one suit of armor at a time. + + \subsubsection{Armor Piercing} + Against armor piercing attacks, armor level counts as \textbf{1 lower} (minimum 0). + + \subsubsection{Weak Spots} + You can aim for a weak spot: \textbf{--2 dice} to attack, but on hit the armor level is reduced by 1 (in addition to armor piercing). + + \vspace{10pt} + \subsection{Cover} + \begin{itemize}[leftmargin=*] + \item \textbf{Partial Cover} (quick action): Ranged attacks against you get \textbf{--2 dice}. You can still dodge. + \item \textbf{Full Cover} (full action): Breaks line of sight. Ranged attacks get \textbf{--3 dice} and must penetrate the barrier. You \textbf{cannot dodge}. + \end{itemize} + + Only available in cluttered zones (or by doors/hatches). + + \vspace{5pt} + \rowcolors{1}{tablecolor1}{tablecolor2} + \begin{tabular}{|m{0.45\textwidth}|P{0.35\textwidth}|} + \hline + \rowcolor{tableheader} + {\color{white}\textbf{Barrier}} & {\color{white}\textbf{Armor Level}} \\ \hline + Furniture & 1 \\ \hline + Inner Bulkhead & 2 \\ \hline + Outer Bulkhead & 3 \\ \hline + Armored Bulkhead & 4+ \\ \hline + \end{tabular} + + \vspace{3pt} + \textit{Breach Limit: If armor level $>$ weapon's base damage, the attack cannot breach, regardless of \success~rolled.} + + \vspace{10pt} + \subsection{Broken} + When you drop to \textbf{0 Health}, you are \textbf{broken}: + \begin{itemize}[leftmargin=*] + \item Immediately roll for a \textbf{critical injury} (D66). + \item You can only make \textbf{one move action per round} and mumble. + \item You \textbf{cannot gain stress} and never make panic rolls. + \item Further damage causes \textbf{additional critical injuries}. + \end{itemize} + +\end{minipage} \hfil \hspace{30pt} +\begin{minipage}[t]{0.46\textwidth} + \subsection{Recovering from Broken} + If not dead, three ways to recover: + + \begin{itemize}[leftmargin=*] + \item \textbf{First Aid}: Someone at Adjacent range rolls MEDICAL AID (full action). On success, recover \textbf{1 Health per \success}. Also stabilizes lethal injuries. + \item \textbf{Rally}: Someone in same zone rolls COMMAND (quick action). On success, recover \textbf{1 Health per \success}. Does not affect critical injuries. + \item \textbf{On Your Own}: After \textbf{one stretch}, automatically recover 1 Health and get back up. + \end{itemize} + + \subsubsection{Natural Recovery} + If not fatigued, recover \textbf{1 Health per stretch} resting in a safe area (even with critical injuries). + + \vspace{10pt} + \subsection{Critical Injuries} + Roll D66 when broken. Some critical injuries are \textbf{lethal} -- you must make \textbf{death rolls}. + + \subsubsection{Death Rolls} + Roll for \textbf{STAMINA} after the time limit passes. You \textbf{cannot push} and use \textbf{no stress dice}. + \begin{itemize}[leftmargin=*] + \item \textbf{Fail}: You die. + \item \textbf{Succeed}: Make another roll when time limit passes again. + \item \textbf{3 Successes}: You survive and stop rolling. + \end{itemize} + + \subsubsection{Stabilizing} + Someone can give first aid (MEDICAL AID, full action): + \begin{itemize}[leftmargin=*] + \item \textbf{Success}: Stabilized -- stop making death rolls. If broken, also recover 1 Health per \success. + \item \textbf{Failure}: Time limit \textbf{decreases one step} (shift $\rightarrow$ stretch $\rightarrow$ round $\rightarrow$ death). + \end{itemize} + + \subsubsection{Instant Death} + \begin{itemize}[leftmargin=*] + \item Critical injury results 64--66. + \item Damage from a single hit $\geq$ 2$\times$ your max Health. + \item Certain attacks. + \end{itemize} + + \subsubsection{Surgery} + Some injuries require surgery before healing: a \textbf{shift} of time + MEDICAL AID roll. + +\end{minipage} +\end{center} \ No newline at end of file diff --git a/parts/panic.tex b/parts/panic.tex new file mode 100644 index 0000000..5265242 --- /dev/null +++ b/parts/panic.tex @@ -0,0 +1,81 @@ +\section{Panic} +\begin{center} +\begin{minipage}[t]{0.46\textwidth} + \subsection{Stress Level} + Your stress level starts at zero and increases during play: + \begin{itemize}[leftmargin=*] + \item You \textbf{push} a skill roll. + \item You or a nearby PC suffers certain stress/panic responses. + \item A nearby NPC panics. + \item You fire a 2nd or 3rd burst of full auto fire. + \item You become fatigued. + \item A crew member attacks you. + \item Someone nearby is revealed to be an android. + \item Any unnerving encounter (GM discretion). + \end{itemize} + + \subsection{Panic Roll} + Make a panic roll when: + \begin{itemize}[leftmargin=*] + \item You witness a PC become \textbf{broken}. + \item You see a Xenomorph \textbf{for the first time}. + \item A Xenomorph comes within \textbf{Adjacent range}. + \item You witness a PC suffer certain \textbf{panic responses}. + \item A \textbf{truly horrifying event} occurs (GM discretion). + \end{itemize} + + \textbf{Roll:} D6 + Stress Level -- Resolve. Consult the table on the right. + + \subsubsection{More Panic} + If you're already suffering a panic response and must make another panic roll, you suffer \textbf{both responses} if possible. If incompatible, the higher result takes precedence. Same result = use next higher response. + + \vspace{10pt} + \subsection{Stopping Panic} + Ongoing panic responses end when: + \begin{itemize}[leftmargin=*] + \item Another character in speaking range makes a \textbf{COMMAND roll} (full action in combat). + \item You become \textbf{broken}. + \item \textbf{One stretch} passes. + \end{itemize} + + \vspace{10pt} + \subsection{Relieving Stress} + For every \textbf{stretch} spent resting in a \textbf{safe area}: + \begin{itemize}[leftmargin=*] + \item Stress level \textbf{--1}. + \item Remove one \textbf{stress response} of your choice. + \end{itemize} + You cannot make skill rolls while resting. + +\end{minipage} \hfil \hspace{30pt} +\begin{minipage}[t]{0.46\textwidth} + \subsection{Panic Response Table} + \textbf{Roll:} D6 + Stress Level -- Resolve + + \vspace{5pt} + \rowcolors{1}{tablecolor1}{tablecolor2} + \begin{tabular}{|P{0.08\textwidth}|m{0.82\textwidth}|} + \hline + \rowcolor{tableheader} + {\color{white}\textbf{Result}} & {\color{white}\textbf{Response}} \\ \hline + $\leq$0 & \textbf{Keeping Cool.} No effect. \\ \hline + 1 & \textbf{Spooked.} Stress +1 for you. \\ \hline + 2 & \textbf{Noisy.} Nearby enemies are automatically alerted. \\ \hline + 3 & \textbf{Twitchy.} Make an immediate supply roll (air, ammo, or power -- GM's choice). \\ \hline + 4 & \textbf{Lose Item.} Drop a weapon or item (GM's choice). Quick action to pick up. \\ \hline + 5 & \textbf{Paranoid.} Cannot give or receive help on skill rolls. \\ \hline + 6 & \textbf{Hesitant.} Automatically get \#10 initiative card. \\ \hline + 7 & \textbf{Freeze.} Lose your next turn. No interrupt actions until then. \\ \hline + 8 & \textbf{Seek Cover.} Immediately take full cover (interrupt). Stress --1, but lose next turn. If open zone, Scream instead. \\ \hline + 9 & \textbf{Scream.} Lose next turn, no interrupt actions. Stress --1, but every friendly PC in zone makes a panic roll. \\ \hline + 10 & \textbf{Flee.} Move away from the source (interrupt). Stress --1, allies in starting zone get stress +1. Must keep fleeing until safe. \\ \hline + 11 & \textbf{Frenzy.} Attack the nearest creature, friend or foe. All friendly PCs in zone make panic roll. Fight until you or target is broken. \\ \hline + 12+ & \textbf{Catatonic.} Collapse. Cannot move or act until panic stops. \\ \hline + \end{tabular} + + \vspace{10pt} + \subsection{Mental Trauma} + If you rolled \textbf{9 or higher} on a panic roll during a session, roll \textbf{Empathy} (attribute only, no skill, cannot push) after the session. On failure, roll D66 for a permanent mental trauma. + +\end{minipage} +\end{center} \ No newline at end of file diff --git a/parts/stealth.tex b/parts/stealth.tex new file mode 100644 index 0000000..887412c --- /dev/null +++ b/parts/stealth.tex @@ -0,0 +1,76 @@ +\section{Stealth} +\begin{center} +\begin{minipage}[t]{0.46\textwidth} + \subsection{Stealth Mode} + Stealth mode represents careful exploration of unknown areas, played out in \textbf{stretches} (5--10 minutes each). + + \subsubsection{PC Movement} + In one stretch, you can: + \begin{itemize}[leftmargin=*] + \item Move into an \textbf{adjacent zone} (if border is open or has unlocked door/hatch). + \item Scan for enemies. + \item Get a superficial description of the zone from the GM. + \end{itemize} + + PCs can move individually or as a group. Order is chosen freely. + + \subsection{Detection} + When you come within \textbf{line of sight} of an NPC (or vice versa), make a \textbf{passive open opposed OBSERVATION roll}. + + \begin{itemize}[leftmargin=*] + \item This roll \textbf{cannot be pushed} and does not trigger stress responses. + \item For groups, only the \textbf{highest roll} on each side counts. + \end{itemize} + + \subsubsection{Detection Outcomes} + \textbf{If one side wins}, they spot the other first and can choose to: + \begin{itemize}[leftmargin=*] + \item \textbf{Reveal themselves} -- End stealth, draw initiative. + \item \textbf{Ambush} -- +2 dice to attack, target cannot defend/dodge. + \item \textbf{Hide} in the zone (if cluttered). + \item \textbf{Back out} the way they came (immediate, doesn't count toward movement). + \end{itemize} + + \textbf{If tied}, both sides spot each other simultaneously -- draw initiative and begin combat. + +\end{minipage} \hfil \hspace{30pt} +\begin{minipage}[t]{0.46\textwidth} + \subsection{Hiding} + A character can hide in a \textbf{cluttered zone} (not open zones). Hiding carefully takes \textbf{one stretch} and cannot be combined with movement -- \textit{except} immediately after winning a detection roll (then it's free). + + \subsubsection{Finding Hidden Characters} + When an enemy enters a zone with a hidden character: + \begin{itemize}[leftmargin=*] + \item No automatic opposed roll is made. + \item The enemy must \textbf{actively search} (takes one stretch). + \item Make an \textbf{OBSERVATION roll}. If failed, can try again next stretch. + \item Each \success~on the roll reveals one hidden character/item. + \item If found, \textbf{draw initiative}. + \end{itemize} + + \subsubsection{Taking Action While Hidden} + A hidden character can move, interact, or ambush. If they do, make an \textbf{opposed OBSERVATION roll} against all enemies in line of sight. + + \vspace{10pt} + \subsection{Keeping Guard} + If you remain \textbf{stationary} in a zone for a stretch doing nothing but watching, you get \textbf{+2 dice} to OBSERVATION rolls to spot anything coming into line of sight. + + \vspace{10pt} + \subsection{Special Zones} + + \subsubsection{Crawlspaces \& Air Shafts} + \begin{itemize}[leftmargin=*] + \item Enter via access points (costs one zone of movement). + \item Cannot move past other characters (even friendlies). + \item Considered \textbf{open zones} -- cannot hide or take cover. + \item Can be \textbf{sealed shut} with a cutting torch (HEAVY MACHINERY roll). + \end{itemize} + + \subsubsection{Darkness} + In dark zones, OBSERVATION rolls for humans/androids get \textbf{--2 dice}. A flashlight removes this penalty. + + \subsubsection{Line of Sight} + Everyone in the same zone has line of sight to each other (unless hiding/full cover). Blocked borders block line of sight unless you're at a doorway peeking through. + +\end{minipage} +\end{center} \ No newline at end of file