diff --git a/fallout-cheat-sheet.pdf b/fallout-cheat-sheet.pdf index dc1feb1..bff7092 100644 Binary files a/fallout-cheat-sheet.pdf and b/fallout-cheat-sheet.pdf differ diff --git a/fallout-cheat-sheet.tex b/fallout-cheat-sheet.tex index 18bb358..a6864bb 100644 --- a/fallout-cheat-sheet.tex +++ b/fallout-cheat-sheet.tex @@ -80,7 +80,7 @@ In order to make a skill check, you: \item \textbf{Choose attribute+skill:} The DM decides which combination of \textbf{Attribute} and \textbf{Skill} would best fit what the character is trying to do. Each skill has a default attribute, but it could be any combination. The number you get from adding the attribute and the skill is the \textbf{Target Number}, which dice must roll under to succeed. \item \textbf{Set the difficulty:} The DM decides on a difficulty of 1-5. \item \textbf{Assemble the dice pool and roll:} By default, you roll 2d20 on any given skill check. You may purchase up to 3 additional dice with \textbf{Action Points}. - \item \textbf{Count successes:} Any roll equal to the target or under is a success. Any roll of 1 is a critical success, which counts for 2 successes. If the target is a \textbf{Tag Skill}, any normal success counts as a critical success. A roll of 20 generates a \textbf{Complication}. + \item \textbf{Count successes:} Any roll equal to the target or under is a success. Any roll of 1 is a critical success, which counts for 2 successes. If the target is a \textbf{Tag Skill}, any roll less than or equal to your skill level counts as a critical success. A roll of 20 generates a \textbf{Complication}. \item \textbf{Compare successes to the difficulty}: You succeed the check if you scored a number of successes higher than or equal to the difficulty. Every success above the difficulty generates an \textbf{Action Point}. \end{itemize} @@ -118,6 +118,7 @@ Initiative is determined without a roll. Each character has an initiative statis The character who initiated combat takes a single turn. Afterwards, each character takes turns from highest initiative to lowest. Each turn consists of a single \textbf{Major Action} and a single \textbf{Minor Action}. +\vspace*{10pt} \subsection{Minor Actions} \begin{itemize} \item \textbf{Aim:} Re-roll 1d20 on the first attack roll you make this turn. @@ -129,20 +130,19 @@ The character who initiated combat takes a single turn. Afterwards, each charact \subsection{Major Actions} \begin{itemize} - \item \textbf{Assist:} - \item \textbf{Attack:} - \item \textbf{Command an NPC:} - \item \textbf{Defend:} - \item \textbf{First Aid:} + \item \textbf{Assist:} You help another character with something they're attempting. Roll a single d20 against a relevant \textbf{attribute}+\textbf{skill} (doesn't have to be the same combination) and add any successes to the roll you're helping, assuming the roll you're helping generates at least 1 success on its own. + \item \textbf{Attack} + \item \textbf{Command an NPC:} Tell an allied NPC what to do. You may automatically assist using \textbf{CHA}+\textbf{speech}, \textbf{CHA}+\textbf{survival}, or \textbf{INT}+\textbf{science}, depending if it's a person, animal, or robot. + \item \textbf{Defend:} Make an \textbf{AGI}+\textbf{athletics} test, with a difficulty equal to your current Defense. If you succeed, add +1 to your Defense. For 2 AP, add an additional +1 to your Defense. + \item \textbf{First Aid:} Make an \textbf{INT}+\textbf{medicine} test. \item \textbf{Rally:} \item \textbf{Ready:} \item \textbf{Sprint:} \item \textbf{Test:} \end{itemize} - -\subsection{Prone} \end{minipage} \hfil \hspace{30pt} \begin{minipage}[t]{0.46\textwidth} +\subsection{Prone} \subsection{Attack} \end{minipage} \end{center}