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Add a simple Endless Horizons Cheatsheet
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n0la committed Aug 2, 2016
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339 changes: 339 additions & 0 deletions eh-cheatsheet.tex
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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}


\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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\setlength{\parindent}{0pt}
\setlength{\parskip}{0pt plus 0.5ex}

\newtheorem{example}[section]{Example}

\begin{document}
\raggedright
\footnotesize
\begin{multicols}{4}


% 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}

\begin{center}
\Large{Endless Horizons - Cheatsheet} \\
\end{center}

\section{Attributes}

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.

\( Modifier = Rank - 5 \).

Raising costs five times the new modifier:

\( Cost = NewModifier * 5 \)

Hit points are calculated from constitution and strength:

\( Hit Points = 25 + CON Rank + STR Rank \)

Maximum speed is calculate from strength and dexterity:

\( Speed = 5 + DEX Mod + STR Mod \)

Maximum effort is calculated from constitution and strength:

\( Effort = 10 + (CON Mod + STR Mod) * 2 \)

Effort can be spent before rolling to gain the amount of effort spent as a flat
bonus to the next check.

Carrying capacity is calculated from constitution and strength:

\( Capacity = 10 + CON Mod + STR Mod \)

\section{Movement}

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.

\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}

\emph{Difficult terrain} (stairs, snow, mud, slippery surfaces) doubles the
cost. Effort can be used in stead, or to complement speed points.

\section{Skills}

Activation cost is 1 for normal skills, and 10 for special skills.
Unactivated skill may only use negative ability modifiers.

\( 1d10 + MOD1 + MOD2 + RANK + Morale \)

The result must exceed or be equal to the DC.

\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}

\section{Initiative}

\(Initiative = 1d10 + DEX Mod + Morale\)

\section{Ranged Combat}

Single shot:

\( DC = 5 + Range Penalty + Movement + Stance \)

Each additional shot adds recoil penalty.

\subsection{Stance}

\begin{center}
\begin{tabular}{llll}
\textbf{Standing} & \textbf{Kneeling} & \textbf{Firing} & \textbf{Prone} \\
-1 & -2 & -3 & +2
\end{tabular}
\end{center}

\subsection{Movement}

\begin{tabular}{llll}
\textbf{Still} & \textbf{Subtle} & \textbf{Slow} & \textbf{Fast} \\
-2 & 0 & +2 & +4
\end{tabular}

\subsection{Range}

\(Maximum = \frac{effective}{2} <= range \)
\(Far = \frac{effective}{4} < range < \frac{effective}{2} \)
\(Medium = \frac{effective}{8} < range < \frac{effective}{4} \)
\(Close = effective < \frac{effective}{8} \)

\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}

\subsection{Misc.}

\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}

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.

\section{Melee Combat}

\subsection{Attack}

\(1d10 + Melee Combat + STR Mod + DEX Mod \)

\subsection{Dodge}

\(1d10 + Dodging + DEX Mod + PER Mod \)

This value has to be greater than the attack.

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.

\subsection{Blocking}

\(1d10 + CON Mod + STR Mod \)

This value has to be greater than the attack. If blocking is successful then
the damage is halved.

\section{Damage}

\subsection{Recover HP}

Recovering HP with \emph{Medicine}:

\(DC = \frac{HP Lost}{2} \)

Recovering HP with \emph{First Aid}:

\(DC = HP Lost\)

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.

Then treat the damage with the same DC, but add (or subtract) the diagnose
penalty or bonus:

\(1d10 + Medicine + PER Mod + INT Mod + Diagnose Bonus\)

\subsection{Death}

Your character is dead if his hit points are at negative maximum hit points
minus any suffered wounds.

\(Death = HP <= ((Maximum HP - Wounds) * -1)\)

\subsection{Staying Conscious}

If your hit points drop below zero you have to roll if you remain conscious.

\(DC = abs(Damage Below 0)\)

\subsection{Wounds}

On taking damage the character rolls to see if he sustains a wound.

\(DC = Damage Taken \)

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.

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.

\section{States}

\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}

If the character is \emph{blinded} and \emph{deafened} at the same time, the
perception rank is considered to be at 1 (-4 modifier).

\section{Morale}

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.

To raise moral use \emph{Oratory} against the following DC:

\(DC = 5 + abs(Morale)\)

% You can even have references
\rule{0.3\linewidth}{0.25pt}
\scriptsize
\bibliographystyle{abstract}
\bibliography{refFile}
\end{multicols}
\end{document}

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