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Fallout-rpg-cheat-sheet/parts/basic.tex
2024-04-25 22:58:33 +02:00

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\section{Basic Rules}
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\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.
\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 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}
\subsection{Action Points}
You can spend action points to do the following:
\begin{itemize}
\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}
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\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}
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\end{center}