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This commit is contained in:
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fonts/GothamBold.otf
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fonts/GothamBold.otf
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fonts/GothamBoldItalic.ttf
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fonts/GothamBoldItalic.ttf
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fonts/GothamBook.ttf
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fonts/GothamBook.ttf
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fonts/GothamBookItalic.ttf
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fonts/GothamBookItalic.ttf
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fonts/Idlewild-Bold.otf
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main.tex
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main.tex
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%!TEX TS-program = xelatex
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%!TEX encoding = UTF-8 Unicode
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\documentclass[a4paper]{article}
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\usepackage{fancyhdr}
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\usepackage{geometry}
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\usepackage{fontspec}
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\usepackage{import}
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\usepackage[table,xcdraw]{xcolor}
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\usepackage[parfill]{parskip}
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\usepackage{enumitem}
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\usepackage{tabularx}
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\usepackage{titlesec}
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\usepackage{tikz}
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\pagestyle{fancy}
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\fancyhf{}
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\fancyheadoffset{0pt}
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\renewcommand{\headrulewidth}{0pt}
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\renewcommand{\footrulewidth}{0pt}
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\fancyhead[R]{\thepage}
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\fancypagestyle{plain}{%
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\fancyhf{}%
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\fancyhead[R]{\thepage}%
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}
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% Alien-inspired colors
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\definecolor{titlecolor}{HTML}{558B2F} % Acid green
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\definecolor{subtitlecolor}{HTML}{4d7d2a} % Darker green
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\definecolor{tableheader}{HTML}{1B5E20} % Dark green header
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\definecolor{tablecolor1}{HTML}{E8F5E9} % Light green row
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\definecolor{tablecolor2}{HTML}{C8E6C9} % Slightly darker green row
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\definecolor{warncolor}{HTML}{FF6F00} % Warning amber
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\geometry{
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a4paper,
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left=45pt,
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right=45pt,
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top=25pt,
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bottom=25pt,
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headsep=-10pt
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}
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\setcounter{secnumdepth}{0}
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\setmainfont[
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Path=./fonts/,
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BoldFont=GothamBold.otf,
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ItalicFont=GothamBookItalic.ttf
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]{GothamBook.ttf}
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\newfontfamily\titlefont[Path=./fonts/]{Idlewild-Bold.otf}
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\def\arraystretch{1.2}
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% Section formatting
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\titleformat*{\section}{\raggedright\fontsize{28}{34}\titlefont\color{titlecolor}}
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\titleformat*{\subsection}{\raggedright\fontsize{16}{19}\titlefont\color{titlecolor}}
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\titleformat*{\subsubsection}{\raggedright\fontsize{13}{16}\titlefont\color{subtitlecolor}}
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\titlespacing*{\section}{0pt}{5pt}{5pt}
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\titlespacing*{\subsection}{0pt}{10pt}{3pt}
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\titlespacing*{\subsubsection}{0pt}{8pt}{2pt}
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% Custom commands
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\newcommand{\wrap}[2]{\parbox{#2\textwidth}{\vspace{3pt}#1\vspace{3pt}}}
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\newcolumntype{P}[1]{>{\centering\arraybackslash}m{#1}}
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% Dice symbols (simple text versions)
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\newcommand{\success}{\textbf{6}}
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\newcommand{\facehugger}{\textbf{1}}
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\begin{document}
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\setcounter{page}{1}
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\input{parts/basics.tex}
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\newpage
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\input{parts/stealth.tex}
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\newpage
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\input{parts/combat.tex}
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\newpage
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\input{parts/damage.tex}
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\newpage
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\input{parts/panic.tex}
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\end{document}
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93
parts/basics.tex
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parts/basics.tex
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\section{Basics}
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\begin{center}
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\begin{minipage}[t]{0.46\textwidth}
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\subsection{Skill Rolls}
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To perform a skill roll:
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\begin{enumerate}[leftmargin=*]
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\item \textbf{Assemble Base Dice}: Start with a number of base dice (D6) equal to your \textbf{Attribute + Skill Level}.
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\item \textbf{Add Stress Dice}: Add a number of stress dice equal to your current \textbf{Stress Level}.
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\item \textbf{Roll All Dice}: Roll all dice together. You need at least one \textbf{6} to succeed.
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\item \textbf{Count Successes}: Each \textbf{6} beyond the first gives bonus effects (extra damage, quicker completion, etc.).
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\end{enumerate}
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\subsubsection{Modifiers}
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The GM or gear can add or remove base dice. You can never roll fewer than one base die. Modifiers never affect stress dice.
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\subsubsection{Helping}
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Up to three characters can help with a roll. Each helper gives \textbf{+1 die}. In combat, helping costs your full action.
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\subsubsection{Rolling Without Skill}
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If you lack the required skill, roll only your attribute score as base dice (plus stress dice).
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\vspace{10pt}
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\subsection{Pushing Your Roll}
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If you fail, or want more successes, you can \textbf{push} the roll:
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\begin{itemize}[leftmargin=*]
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\item Increase your stress level by \textbf{+1}.
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\item Add one stress die to your pool.
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\item Re-roll all dice that did \textbf{not} show \textbf{6}.
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\item All dice count after the re-roll (including those not re-rolled).
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\end{itemize}
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\textbf{Restrictions:}
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\begin{itemize}[leftmargin=*]
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\item You can only push \textbf{once} per roll.
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\item If you rolled \textbf{1} on any stress dice, you \textbf{cannot push}.
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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{Stress Response}
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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:
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\vspace{5pt}
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\rowcolors{1}{tablecolor1}{tablecolor2}
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\begin{tabular}{|P{0.12\textwidth}|m{0.78\textwidth}|}
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\hline
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\rowcolor{tableheader}
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{\color{white}\textbf{Result}} & {\color{white}\textbf{Response}} \\ \hline
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$\leq$0 & \textbf{Keeping Cool.} No effect. \\ \hline
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1 & \textbf{Jumpy.} When pushing, gain +2 stress instead of +1. \\ \hline
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2 & \textbf{Tunnel Vision.} --2 dice on Wits-based rolls. \\ \hline
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3 & \textbf{Aggravated.} --2 dice on Empathy-based rolls. \\ \hline
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4 & \textbf{Shakes.} --2 dice on Agility-based rolls. \\ \hline
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5 & \textbf{Frantic.} --2 dice on Strength-based rolls. \\ \hline
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6 & \textbf{Deflated.} You cannot push any rolls. \\ \hline
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7+ & \textbf{Mess Up.} Action fails regardless of dice rolled. Stress +1. \\ \hline
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\end{tabular}
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\vspace{3pt}
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\textit{If you get a response you already have, gain +1 stress instead.}
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\vspace{10pt}
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\subsection{The 12 Skills}
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\vspace{5pt}
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\rowcolors{1}{tablecolor1}{tablecolor2}
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\begin{tabular}{|m{0.25\textwidth}|m{0.65\textwidth}|}
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\hline
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\rowcolor{tableheader}
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{\color{white}\textbf{Attribute}} & {\color{white}\textbf{Skills}} \\ \hline
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Strength & Heavy Machinery, Stamina, Close Combat \\ \hline
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Agility & Mobility, Ranged Combat, Piloting \\ \hline
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Wits & Observation, Comtech, Survival \\ \hline
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Empathy & Command, Manipulation, Medical Aid \\ \hline
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\end{tabular}
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\vspace{10pt}
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\subsection{Time Units}
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\vspace{5pt}
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\rowcolors{1}{tablecolor1}{tablecolor2}
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\begin{tabular}{|m{0.22\textwidth}|m{0.28\textwidth}|m{0.32\textwidth}|}
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\hline
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\rowcolor{tableheader}
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{\color{white}\textbf{Unit}} & {\color{white}\textbf{Duration}} & {\color{white}\textbf{Primary Use}} \\ \hline
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Round & 5--10 seconds & Combat \\ \hline
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Stretch & 5--10 minutes & Stealth \\ \hline
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Shift & 5--10 hours & Repairs \\ \hline
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\end{tabular}
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\end{minipage}
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\end{center}
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103
parts/combat.tex
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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}
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At the start of each round, draw cards numbered 1--10. Card \#1 acts first, \#2 second, etc.
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\subsubsection{Surprise \& Ambush}
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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}.
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\subsubsection{Holding Off}
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On your turn, you can \textbf{swap initiative cards} with someone acting after you. They must act immediately. Useful for letting allies go first.
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\vspace{10pt}
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\subsection{Actions}
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Each round you can perform \textbf{one full action + one quick action}, or \textbf{two quick actions}.
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\vspace{5pt}
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\rowcolors{1}{tablecolor1}{tablecolor2}
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\begin{tabular}{|m{0.45\textwidth}|m{0.42\textwidth}|}
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\hline
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\rowcolor{tableheader}
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{\color{white}\textbf{Full Actions}} & {\color{white}\textbf{Skill}} \\ \hline
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Attack in close combat & Close Combat \\ \hline
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Make a ranged attack & Ranged Combat \\ \hline
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Jump or climb & Mobility \\ \hline
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Take full cover & -- \\ \hline
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Interact with terminal & Comtech \\ \hline
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Use machinery & Heavy Machinery \\ \hline
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Give first aid & Medical Aid \\ \hline
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Clear jammed weapon & Heavy Machinery \\ \hline
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Give orders & Command \\ \hline
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Drive a vehicle & Piloting \\ \hline
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\end{tabular}
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\vspace{5pt}
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\subsubsection{Quick Actions}
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\begin{itemize}[leftmargin=*]
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\item Move into an adjacent zone
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\item Move between Short and Adjacent range
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\item Move to a door/hatch and peek through
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\item Lock a door or hatch
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\item Take partial cover
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\item \textbf{Defend} against close combat (interrupt)
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\item \textbf{Aim} (+2 dice to next ranged attack)
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\item \textbf{Dodge} a ranged attack (interrupt)
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\item Reload a weapon
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\item Pick up an item from the ground
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\item Rally a broken character (COMMAND)
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\end{itemize}
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\textit{Interrupt actions occur out of turn but still cost a quick action.}
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\end{minipage} \hfil \hspace{30pt}
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\begin{minipage}[t]{0.46\textwidth}
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\subsection{Range Bands}
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\vspace{5pt}
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\rowcolors{1}{tablecolor1}{tablecolor2}
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\begin{tabular}{|m{0.25\textwidth}|m{0.62\textwidth}|}
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\hline
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\rowcolor{tableheader}
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{\color{white}\textbf{Range}} & {\color{white}\textbf{Description}} \\ \hline
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Adjacent & In your face (touching distance) \\ \hline
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Short & In the same zone \\ \hline
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Medium & In an adjacent zone \\ \hline
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Long & Up to four zones away \\ \hline
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Extreme & Farther away \\ \hline
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\end{tabular}
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\vspace{10pt}
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\subsection{Close Combat}
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Roll \textbf{CLOSE COMBAT} (full action) at Adjacent range.
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\textbf{Damage:} Weapon's base damage + 1 per extra \success~beyond the first. Unarmed attacks have base damage 1.
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\subsubsection{Defend}
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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.
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\subsubsection{Special Attacks}
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Declare before rolling; no weapon bonus dice:
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\begin{itemize}[leftmargin=*]
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\item \textbf{Disarm} -- Take or throw opponent's item.
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\item \textbf{Pass} -- Move past a blocking enemy.
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\item \textbf{Shove} -- Push opponent to Short range.
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\item \textbf{Grapple} -- Pin enemy; they can only try to break free.
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\end{itemize}
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\vspace{10pt}
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\subsection{Ranged Combat}
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Roll \textbf{RANGED COMBAT} (full action) at Short range or more. Base damage +1 for each \success~beyond the first.
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\textbf{Aiming:} Spend a quick action before attacking for \textbf{+2 dice}. Must happen immediately before the attack (same round, no other actions).
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\textbf{Dodge:} Quick action (interrupt), roll MOBILITY. Each \success~eliminates one attacker's \success.
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\subsubsection{Conserving Ammo}
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After hitting, you can spend one extra \success~to \textbf{skip the ammo supply roll} instead of adding damage.
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\subsubsection{Full Auto}
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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.
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\end{minipage}
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\end{center}
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94
parts/damage.tex
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parts/damage.tex
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\section{Damage \& Health}
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\begin{center}
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\begin{minipage}[t]{0.46\textwidth}
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\subsection{Health}
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Your starting Health equals \textbf{(Strength + Agility) $\div$ 2}, rounded up. Health represents fatigue, bruises, and minor cuts.
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\subsection{Armor}
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Armor reduces incoming damage by its \textbf{armor level}. You can only wear one suit of armor at a time.
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\subsubsection{Armor Piercing}
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Against armor piercing attacks, armor level counts as \textbf{1 lower} (minimum 0).
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\subsubsection{Weak Spots}
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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).
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\vspace{10pt}
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\subsection{Cover}
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\begin{itemize}[leftmargin=*]
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\item \textbf{Partial Cover} (quick action): Ranged attacks against you get \textbf{--2 dice}. You can still dodge.
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\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}.
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\end{itemize}
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Only available in cluttered zones (or by doors/hatches).
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\vspace{5pt}
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\rowcolors{1}{tablecolor1}{tablecolor2}
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\begin{tabular}{|m{0.45\textwidth}|P{0.35\textwidth}|}
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\hline
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\rowcolor{tableheader}
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{\color{white}\textbf{Barrier}} & {\color{white}\textbf{Armor Level}} \\ \hline
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Furniture & 1 \\ \hline
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Inner Bulkhead & 2 \\ \hline
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||||
Outer Bulkhead & 3 \\ \hline
|
||||
Armored Bulkhead & 4+ \\ \hline
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||||
\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}
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||||
\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}
|
||||
81
parts/panic.tex
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81
parts/panic.tex
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||||
\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}
|
||||
76
parts/stealth.tex
Normal file
76
parts/stealth.tex
Normal file
@@ -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}
|
||||
Reference in New Issue
Block a user