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Add a simple Endless Horizons Cheatsheet
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*.aux | ||
*.log | ||
*.out |
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\documentclass[8pt,landscape,a4paper]{article} | ||
\usepackage{multicol} | ||
\usepackage{calc} | ||
\usepackage{ifthen} | ||
\usepackage[landscape]{geometry} | ||
\usepackage{amsmath,amsthm,amsfonts,amssymb} | ||
\usepackage{color,graphicx,overpic} | ||
\usepackage{hyperref} | ||
\usepackage{tabularx} | ||
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\pdfinfo{ | ||
/Title (eh-cheatsheet.pdf) | ||
/Creator (TeX) | ||
/Producer (pdfTeX 1.40.0) | ||
/Author (Florian Stinglmayr) | ||
/Subject (Cheatsheet for Endless Horizons) | ||
/Keywords (pdflatex, latex,pdftex,tex)} | ||
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\ifthenelse{\lengthtest { \paperwidth = 11in}} | ||
{ \geometry{top=.5in,left=.5in,right=.5in,bottom=.5in} } | ||
{\ifthenelse{ \lengthtest{ \paperwidth = 297mm}} | ||
{\geometry{top=1cm,left=1cm,right=1cm,bottom=1cm} } | ||
{\geometry{top=1cm,left=1cm,right=1cm,bottom=1cm} } | ||
} | ||
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\pagestyle{empty} | ||
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\makeatletter | ||
\renewcommand{\section}{\@startsection{section}{1}{0mm}% | ||
{-1ex plus -.5ex minus -.2ex}% | ||
{0.5ex plus .2ex}%x | ||
{\normalfont\large\bfseries}} | ||
\renewcommand{\subsection}{\@startsection{subsection}{2}{0mm}% | ||
{-1ex plus -.5ex minus -.2ex}% | ||
{0.5ex plus .2ex}% | ||
{\normalfont\normalsize\bfseries}} | ||
\renewcommand{\subsubsection}{\@startsection{subsubsection}{3}{0mm}% | ||
{-1ex plus -.5ex minus -.2ex}% | ||
{1ex plus .2ex}% | ||
{\normalfont\small\bfseries}} | ||
\makeatother | ||
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\def\BibTeX{{\rm B\kern-.05em{\sc i\kern-.025em b}\kern-.08em | ||
T\kern-.1667em\lower.7ex\hbox{E}\kern-.125emX}} | ||
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\setcounter{secnumdepth}{0} | ||
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\setlength{\parindent}{0pt} | ||
\setlength{\parskip}{0pt plus 0.5ex} | ||
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\newtheorem{example}[section]{Example} | ||
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\begin{document} | ||
\raggedright | ||
\footnotesize | ||
\begin{multicols}{4} | ||
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% multicol parameters | ||
% These lengths are set only within the two main columns | ||
%\setlength{\columnseprule}{0.25pt} | ||
\setlength{\premulticols}{1pt} | ||
\setlength{\postmulticols}{1pt} | ||
\setlength{\multicolsep}{1pt} | ||
\setlength{\columnsep}{2pt} | ||
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\begin{center} | ||
\Large{Endless Horizons - Cheatsheet} \\ | ||
\end{center} | ||
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\section{Attributes} | ||
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Main attributes range are \emph{Strength}, \emph{Dexterity}, | ||
\emph{Constitution}, \emph{Intelligence}, \emph{Perception}, | ||
and \emph{Charisma}. Their ranks go from 0 to 10. With 5 being | ||
the average. | ||
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\( Modifier = Rank - 5 \). | ||
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Raising costs five times the new modifier: | ||
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\( Cost = NewModifier * 5 \) | ||
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Hit points are calculated from constitution and strength: | ||
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\( Hit Points = 25 + CON Rank + STR Rank \) | ||
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Maximum speed is calculate from strength and dexterity: | ||
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\( Speed = 5 + DEX Mod + STR Mod \) | ||
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Maximum effort is calculated from constitution and strength: | ||
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\( Effort = 10 + (CON Mod + STR Mod) * 2 \) | ||
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Effort can be spent before rolling to gain the amount of effort spent as a flat | ||
bonus to the next check. | ||
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Carrying capacity is calculated from constitution and strength: | ||
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\( Capacity = 10 + CON Mod + STR Mod \) | ||
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\section{Movement} | ||
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Movement is done in a round by spending speed points. If a character has | ||
no more speed points left, he can take a full round to regain speed points. | ||
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\begin{center} | ||
\begin{tabular}{ll} | ||
Movement & Cost \\ | ||
Moving & 1 per metre \\ | ||
Running & 1 per two metres \\ | ||
Jumping & 2 per metres \\ | ||
Jumping (running head start) & 1 per metre \\ | ||
Crawling & 2 per metre \\ | ||
Climbing & 3 per metre \\ | ||
Change combat stance & 1 \\ | ||
Recover from prone & 2 | ||
\end{tabular} | ||
\end{center} | ||
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\emph{Difficult terrain} (stairs, snow, mud, slippery surfaces) doubles the | ||
cost. Effort can be used in stead, or to complement speed points. | ||
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\section{Skills} | ||
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Activation cost is 1 for normal skills, and 10 for special skills. | ||
Unactivated skill may only use negative ability modifiers. | ||
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\( 1d10 + MOD1 + MOD2 + RANK + Morale \) | ||
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The result must exceed or be equal to the DC. | ||
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\begin{center} | ||
\begin{tabular}{llll} | ||
\textbf{Name} & \textbf{Ability} & \textbf{Ability} & \\ | ||
Acrobatics & DEX & CON & \\ | ||
Acting & CHA & INT & \\ | ||
Climbing & STR & CON & \\ | ||
Dodging & DEX & PER & \\ | ||
Driving & PER & DEX & \\ | ||
\textit{Engineering} & \textit{INT} & \textit{INT} & \\ | ||
Escape Artist & STR & DEX & \\ | ||
First Aid & INT & PER & \\ | ||
Heavy Weapons & DEX & PER & \\ | ||
Intrusion & DEX & INT & \\ | ||
Language & PER & INT & \\ | ||
Light Weapons & PER & DEX & \\ | ||
Mechanics & DEX & INT & \\ | ||
\textit{Medicine} & \textit{PER} & \textit{INT} & \\ | ||
Melee Combat & DEX & STR & \\ | ||
Micro Gravity & DEX & STR & \\ | ||
Navigation & INT & PER & \\ | ||
Notice & PER & INT & \\ | ||
Oratory & INT & CHA & \\ | ||
\textit{Pilot Spacecraft} & \textit{DEX} & \textit{PER} & \\ | ||
Public Affairs & INT & CHA & \\ | ||
Questioning & INT & CHA & \\ | ||
Radio Operations & INT & CHA & \\ | ||
Running & STR & CON & \\ | ||
\textit{Science (Any)} & \textit{INT} & \textit{INT} & \\ | ||
Sleight of Hand & DEX & CHA & \\ | ||
Small Arms & PER & DEX & \\ | ||
Small Unit Tactics & INT & PER & \\ | ||
Stealth & DEX & INT & \\ | ||
Swimming & STR & CON & \\ | ||
Throwing & STR & DEX & | ||
\end{tabular} | ||
\end{center} | ||
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\section{Initiative} | ||
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\(Initiative = 1d10 + DEX Mod + Morale\) | ||
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\section{Ranged Combat} | ||
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Single shot: | ||
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\( DC = 5 + Range Penalty + Movement + Stance \) | ||
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Each additional shot adds recoil penalty. | ||
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\subsection{Stance} | ||
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\begin{center} | ||
\begin{tabular}{llll} | ||
\textbf{Standing} & \textbf{Kneeling} & \textbf{Firing} & \textbf{Prone} \\ | ||
-1 & -2 & -3 & +2 | ||
\end{tabular} | ||
\end{center} | ||
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\subsection{Movement} | ||
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\begin{tabular}{llll} | ||
\textbf{Still} & \textbf{Subtle} & \textbf{Slow} & \textbf{Fast} \\ | ||
-2 & 0 & +2 & +4 | ||
\end{tabular} | ||
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\subsection{Range} | ||
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\(Maximum = \frac{effective}{2} <= range \) | ||
\(Far = \frac{effective}{4} < range < \frac{effective}{2} \) | ||
\(Medium = \frac{effective}{8} < range < \frac{effective}{4} \) | ||
\(Close = effective < \frac{effective}{8} \) | ||
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\begin{center} | ||
\begin{tabular}{lllll} | ||
& \textbf{Close} & \textbf{Medium} & \textbf{Far} & \textbf{Max.} \\ | ||
\textbf{Tiny} & +3 & +6 & +12 & +18 \\ | ||
\textbf{Small} & +2 & +4 & +8 & +12 \\ | ||
\textbf{Medium} & +1 & +2 & +4 & +6 \\ | ||
\textbf{Large} & -12 & -8 & -4 & -2 \\ | ||
\textbf{Huge} & -18 & -12 & -6 & -3 | ||
\end{tabular} | ||
\end{center} | ||
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\subsection{Misc.} | ||
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\begin{center} | ||
\begin{tabularx}{\textwidth}{llXp{2.5cm}} | ||
\textbf{Action} & \textbf{Bonus} & \textbf{Time} \\ | ||
Aiming & -2 DC & 1 action \\ | ||
Clear minor fault & & 1 action \\ | ||
Drawing (holster) & & 1 action \\ | ||
Drawing (inventory) & & 2 actions \\ | ||
Hiding & -5 on stealth & \\ | ||
Reloading & & $>$ 1 action | ||
\end{tabularx} | ||
\end{center} | ||
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Aiming bonus to DC is lost is lost unless the shot is fired in the same round. | ||
Reload time may vary from weapon to weapon. | ||
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\section{Melee Combat} | ||
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\subsection{Attack} | ||
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\(1d10 + Melee Combat + STR Mod + DEX Mod \) | ||
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\subsection{Dodge} | ||
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\(1d10 + Dodging + DEX Mod + PER Mod \) | ||
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This value has to be greater than the attack. | ||
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If the defender is flat footed (not aware of the action) he may not dodge. If | ||
the defender has no more action left he takes a cumulative -2 penalty on each | ||
additional dodge attempt. | ||
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\subsection{Blocking} | ||
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\(1d10 + CON Mod + STR Mod \) | ||
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This value has to be greater than the attack. If blocking is successful then | ||
the damage is halved. | ||
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\section{Damage} | ||
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\subsection{Recover HP} | ||
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Recovering HP with \emph{Medicine}: | ||
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\(DC = \frac{HP Lost}{2} \) | ||
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Recovering HP with \emph{First Aid}: | ||
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\(DC = HP Lost\) | ||
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This DC is used for diagnosis and then for treatment. First, diagnose to | ||
determine if the difference of your roll and your DC gives you a bonus to | ||
your treatment or a penalty. | ||
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Then treat the damage with the same DC, but add (or subtract) the diagnose | ||
penalty or bonus: | ||
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\(1d10 + Medicine + PER Mod + INT Mod + Diagnose Bonus\) | ||
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\subsection{Death} | ||
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Your character is dead if his hit points are at negative maximum hit points | ||
minus any suffered wounds. | ||
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\(Death = HP <= ((Maximum HP - Wounds) * -1)\) | ||
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\subsection{Staying Conscious} | ||
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If your hit points drop below zero you have to roll if you remain conscious. | ||
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\(DC = abs(Damage Below 0)\) | ||
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\subsection{Wounds} | ||
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On taking damage the character rolls to see if he sustains a wound. | ||
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\(DC = Damage Taken \) | ||
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The damage taken after armour, but before any zone multipliers is the DC | ||
for the check. On failure, the character takes one wound damage, which | ||
lowers his maximum HP. Wounds stack with each other. | ||
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Recovering wounds works the same as recovering HP, except that the wound | ||
total is used instead of the HP lost. See above for further information. | ||
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\section{States} | ||
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\begin{center} | ||
\begin{tabularx}{\textwidth}{lp{4cm}} | ||
\textbf{State} & \textbf{Penalty} \\ | ||
Blinded & Cannot use PER mod or rank, +1 speed for all movement \\ | ||
Deafened & Cannot use PER mod or rank \\ | ||
Nauseated & -1 penalty on skill checks \\ | ||
Sickened & Depends on sickness \\ | ||
Stunned & Cannot take actions or move \\ | ||
Unconscious & Is considered still, cannot move or take actions | ||
\end{tabularx} | ||
\end{center} | ||
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If the character is \emph{blinded} and \emph{deafened} at the same time, the | ||
perception rank is considered to be at 1 (-4 modifier). | ||
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\section{Morale} | ||
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Morale ranges from -3 to +3. With -3 being despair, 0 being neutral and | ||
+3 being an almost religious like frenzy to achieve the goal. Normally it is | ||
at 0. It is used as a bonus or penalty on all checks. | ||
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To raise moral use \emph{Oratory} against the following DC: | ||
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\(DC = 5 + abs(Morale)\) | ||
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% You can even have references | ||
\rule{0.3\linewidth}{0.25pt} | ||
\scriptsize | ||
\bibliographystyle{abstract} | ||
\bibliography{refFile} | ||
\end{multicols} | ||
\end{document} |