diff --git a/fallout-cheat-sheet.pdf b/fallout-cheat-sheet.pdf index 714c4a3..dc1feb1 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 4a552c9..18bb358 100644 --- a/fallout-cheat-sheet.tex +++ b/fallout-cheat-sheet.tex @@ -8,6 +8,10 @@ \usepackage{enumitem} \usepackage{tabularx} \usepackage{titlesec} +\usepackage{tikz} +\usepackage{stix} +\usetikzlibrary{shapes,shadows,calc} +\usetikzlibrary{positioning,calc} \pagestyle{fancy} \fancyhf{} @@ -20,6 +24,9 @@ \fancyhead[R]{\thepage}% } +\definecolor{titlecolor}{HTML}{ffb030} +\definecolor{diecolor}{HTML}{0c05e6} + \geometry{ a4paper, left=45pt, @@ -31,26 +38,43 @@ \setcounter{secnumdepth}{0} -\setmainfont{Calisto MT} +\setmainfont[BoldFont=Cala W01 Bold]{Cala W01 Regular} \newfontfamily\titlefont{Fontdiner Swanky} -\definecolor{titlecolor}{HTML}{1ABEEF} +\newfontfamily\subtitlefont{Futura} \def\arraystretch{1.2} +\newcommand\SecTitle[1]{% +\begin{tikzpicture} + \clip (0,0.75)--(15,0.75)--(14,-0.75)--(0,-0.75)--cycle; + \path [draw=titlecolor,line width=1.5cm](0,0)--(20,0); + \node [color=black,align=left,anchor=west] at (1,0) {\titlefont\huge#1}; + +\end{tikzpicture} + +} + \titleformat{name=\section}[block] - {\vspace*{10pt}\sffamily\large} + {} {} {0pt} - {\colorsection} -\titlespacing*{\section}{0pt}{\baselineskip}{\baselineskip} + {\SecTitle} +\titlespacing*{\section}{-50pt}{0pt}{0pt} -\newcommand{\colorsection}[1]{% - \hspace*{-5pt}\colorbox{blue!20}{\hspace*{10pt}\parbox{\dimexpr\textwidth-10\fboxsep}{\titlefont#1}}} +\titleformat{name=\subsection}[block] + {\LARGE} + {} + {0pt} + {\subtitlefont\MakeUppercase}[\hrule] +\titlespacing*{\subsection}{-10pt}{30pt}{5pt} + +\newcommand{\dice}{$\color{diecolor}\mdblksquare$} \begin{document} \setcounter{page}{1} +\section{Basic Rules} \begin{center} \begin{minipage}[t]{0.46\textwidth} -\section{Skill Checks} +\subsection{Skill Checks} In order to make a skill check, you: \begin{itemize} \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. @@ -60,17 +84,66 @@ In order to make a skill check, you: \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} -\section{Action Points} +\subsection{Action Points} You can spend action points to do the following: \begin{itemize} - \item \textbf{Buy d20s (1-6):} On a skill check, you may buy additional d20s for your dice pool. The first additional d20 costs 1 AP, the second costs 2, and the third costs 3. So if you purchase all 3, that's a total of 6 AP. + \item \textbf{Buy d20s (1-6 AP):} On a skill check, you may buy additional d20s for your dice pool. The first additional d20 costs 1 AP, the second costs 2, and the third costs 3. So if you purchase all 3, that's a total of 6 AP. You may also choose to generate the same number of AP for the Game Master, instead of using your own. + \item \textbf{Obtain Information (1 AP):} Can only be used directly after getting the Action Point used. Ask the GM a question regarding the roll. + \item \textbf{Reduce Time (2 AP):} Can only be used directly after obtaining the Action Points used. Halves the time it takes to complete the action. + \item \textbf{Take an additional minor action (1 AP):} May only take a total of 2 minor actions in a single turn. + \item \textbf{Take an additional major action (2 AP):} Any skill test you must attempt is increased in difficulty by +1. May only take a total of 2 major actions in a single turn. + \item \textbf{Add extra damage (1-3 AP):} On a successful melee attack or thrown weapon attack you can spend AP to add 1 \dice{} per AP spent, up to a maximum of +3 \dice{} for 3 AP. \end{itemize} - -\section{Luck} \end{minipage} \hfil \hspace{30pt} \begin{minipage}[t]{0.46\textwidth} - - +\subsection{Luck} +You start each quest with an amount of Luck Points equal to your Luck attribute. You may at any point spend them for one of the following effects: + +\begin{itemize} + \item \textbf{Luck of the Draw:} You will something good to happen, like looting the right kind of ammo or discovering the password to a door. The GM may veto your suggestion or say it takes multiple Luck Points to achieve. + \item \textbf{Stacked Deck:} You may spend 1 Luck Point before a skill check to use your Luck attribute instead of the default attribute. + \item \textbf{Lucky Timing:} You may spend a Luck Point to immediately take your turn for the round in combat. + \item \textbf{Miss Fortune:} Spend 1 Luck Point to reroll 1d20 or up to 3\dice{}. You may use multiple Luck Points on the same roll. You cannot reroll a die that has already been rerolled. +\end{itemize} + +\end{minipage} +\end{center} +\newpage +\section{Combat} +\begin{center} +\begin{minipage}[t]{0.46\textwidth} +\subsection{Initiative} +Initiative is determined without a roll. Each character has an initiative statistic, which dictates the order of combat. + +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}. + +\subsection{Minor Actions} +\begin{itemize} + \item \textbf{Aim:} Re-roll 1d20 on the first attack roll you make this turn. + \item \textbf{Draw Item:} Draw one item carried on your person or pick up an object or item within your reach. You may put an item away as part of this action. + \item \textbf{Interact:} Interact with your equipment or environment in a simple way, like opening a door, or pushing a button. + \item \textbf{Move:} Move up to one zone, to any position within medium range. Alternatively, stand up from prone position. + \item \textbf{Take Chem:} Administer a dose of a chem that you are holding, targeting yourself or a willing character within your reach. If you're not holding the chem, then you need to draw it first. +\end{itemize} + +\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{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{Attack} \end{minipage} \end{center}