\documentclass[10pt,a4paper]{article} % Packages \usepackage{fancyhdr} % For header and footer \usepackage{multicol} % Allows multicols in tables \usepackage{tabularx} % Intelligent column widths \usepackage{tabulary} % Used in header and footer \usepackage{hhline} % Border under tables \usepackage{graphicx} % For images \usepackage{xcolor} % For hex colours %\usepackage[utf8x]{inputenc} % For unicode character support \usepackage[T1]{fontenc} % Without this we get weird character replacements \usepackage{colortbl} % For coloured tables \usepackage{setspace} % For line height \usepackage{lastpage} % Needed for total page number \usepackage{seqsplit} % Splits long words. %\usepackage{opensans} % Can't make this work so far. Shame. Would be lovely. \usepackage[normalem]{ulem} % For underlining links % Most of the following are not required for the majority % of cheat sheets but are needed for some symbol support. \usepackage{amsmath} % Symbols \usepackage{MnSymbol} % Symbols \usepackage{wasysym} % Symbols %\usepackage[english,german,french,spanish,italian]{babel} % Languages % Document Info \author{ChadTestosteman} \pdfinfo{ /Title (ito-hack-cheat-sheet.pdf) /Creator (Cheatography) /Author (ChadTestosteman) /Subject (ITO Hack Cheat Sheet) } % Lengths and widths \addtolength{\textwidth}{6cm} \addtolength{\textheight}{-1cm} \addtolength{\hoffset}{-3cm} \addtolength{\voffset}{-2cm} \setlength{\tabcolsep}{0.2cm} % Space between columns \setlength{\headsep}{-12pt} % Reduce space between header and content \setlength{\headheight}{85pt} % If less, LaTeX automatically increases it \renewcommand{\footrulewidth}{0pt} % Remove footer line \renewcommand{\headrulewidth}{0pt} % Remove header line \renewcommand{\seqinsert}{\ifmmode\allowbreak\else\-\fi} % Hyphens in seqsplit % This two commands together give roughly % the right line height in the tables \renewcommand{\arraystretch}{1.3} \onehalfspacing % Commands \newcommand{\SetRowColor}[1]{\noalign{\gdef\RowColorName{#1}}\rowcolor{\RowColorName}} % Shortcut for row colour \newcommand{\mymulticolumn}[3]{\multicolumn{#1}{>{\columncolor{\RowColorName}}#2}{#3}} % For coloured multi-cols \newcolumntype{x}[1]{>{\raggedright}p{#1}} % New column types for ragged-right paragraph columns \newcommand{\tn}{\tabularnewline} % Required as custom column type in use % Font and Colours \definecolor{HeadBackground}{HTML}{333333} \definecolor{FootBackground}{HTML}{666666} \definecolor{TextColor}{HTML}{333333} \definecolor{DarkBackground}{HTML}{A3A3A3} \definecolor{LightBackground}{HTML}{F3F3F3} \renewcommand{\familydefault}{\sfdefault} \color{TextColor} % Header and Footer \pagestyle{fancy} \fancyhead{} % Set header to blank \fancyfoot{} % Set footer to blank \fancyhead[L]{ \noindent \begin{multicols}{3} \begin{tabulary}{5.8cm}{C} \SetRowColor{DarkBackground} \vspace{-7pt} {\parbox{\dimexpr\textwidth-2\fboxsep\relax}{\noindent \hspace*{-6pt}\includegraphics[width=5.8cm]{/web/www.cheatography.com/public/images/cheatography_logo.pdf}} } \end{tabulary} \columnbreak \begin{tabulary}{11cm}{L} \vspace{-2pt}\large{\bf{\textcolor{DarkBackground}{\textrm{ITO Hack Cheat Sheet}}}} \\ \normalsize{by \textcolor{DarkBackground}{ChadTestosteman} via \textcolor{DarkBackground}{\uline{cheatography.com/212864/cs/46345/}}} \end{tabulary} \end{multicols}} \fancyfoot[L]{ \footnotesize \noindent \begin{multicols}{3} \begin{tabulary}{5.8cm}{LL} \SetRowColor{FootBackground} \mymulticolumn{2}{p{5.377cm}}{\bf\textcolor{white}{Cheatographer}} \\ \vspace{-2pt}ChadTestosteman \\ \uline{cheatography.com/chadtestosteman} \\ \end{tabulary} \vfill \columnbreak \begin{tabulary}{5.8cm}{L} \SetRowColor{FootBackground} \mymulticolumn{1}{p{5.377cm}}{\bf\textcolor{white}{Cheat Sheet}} \\ \vspace{-2pt}Not Yet Published.\\ Updated 14th May, 2025.\\ Page {\thepage} of \pageref{LastPage}. \end{tabulary} \vfill \columnbreak \begin{tabulary}{5.8cm}{L} \SetRowColor{FootBackground} \mymulticolumn{1}{p{5.377cm}}{\bf\textcolor{white}{Sponsor}} \\ \SetRowColor{white} \vspace{-5pt} %\includegraphics[width=48px,height=48px]{dave.jpeg} Measure your website readability!\\ www.readability-score.com \end{tabulary} \end{multicols}} \begin{document} \raggedright \raggedcolumns % Set font size to small. Switch to any value % from this page to resize cheat sheet text: % www.emerson.emory.edu/services/latex/latex_169.html \footnotesize % Small font. \begin{multicols*}{3} \begin{tabularx}{5.377cm}{X} \SetRowColor{DarkBackground} \mymulticolumn{1}{x{5.377cm}}{\bf\textcolor{white}{Character Creation}} \tn % Row 0 \SetRowColor{LightBackground} \mymulticolumn{1}{x{5.377cm}}{Roll {\emph{1d12+1d6}} for {\bf{PRW}} (Prowess), {\bf{GUI}} (Guile), and {\bf{ACU}} (Acuity)} \tn % Row Count 2 (+ 2) % Row 1 \SetRowColor{white} \mymulticolumn{1}{x{5.377cm}}{Roll {\emph{1d6}} for starting {\bf{HP}} (hit protection)} \tn % Row Count 3 (+ 1) % Row 2 \SetRowColor{LightBackground} \mymulticolumn{1}{x{5.377cm}}{Roll {\emph{1d20}} for starting {\bf{stubs}}} \tn % Row Count 4 (+ 1) \hhline{>{\arrayrulecolor{DarkBackground}}-} \SetRowColor{LightBackground} \mymulticolumn{1}{x{5.377cm}}{10 stubs = 1 rode, round of cheap drinks \newline 10 rode = 1 silver \newline 1 silver = a decent wagon, a nice ring, a serviceable handgun} \tn \hhline{>{\arrayrulecolor{DarkBackground}}-} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{X} \SetRowColor{DarkBackground} \mymulticolumn{1}{x{5.377cm}}{\bf\textcolor{white}{Dicework}} \tn % Row 0 \SetRowColor{LightBackground} \mymulticolumn{1}{x{5.377cm}}{{\bf{Saves}}, the most common rolls, are used to avoid danger in risky situations. Roll {\emph{1d20}} {\bf{under}} or equal to the ability score the GM declares fitting. A 1 is always a success and a 20 is always a failure.} \tn % Row Count 5 (+ 5) \hhline{>{\arrayrulecolor{DarkBackground}}-} \SetRowColor{LightBackground} \mymulticolumn{1}{x{5.377cm}}{Most risks that necessitate a save bypass your {\bf{HP}} in damage.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}-} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{x{1.74195 cm} x{3.23505 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{5.377cm}}{\bf\textcolor{white}{Attributes}} \tn % Row 0 \SetRowColor{LightBackground} {\bf{PRW}} Saves are for: & Fighting, fortitude, and toughness \tn % Row Count 2 (+ 2) % Row 1 \SetRowColor{white} {\bf{GUI}} Saves are for: & Persuasion, lying, subtlety, and reflexes \tn % Row Count 4 (+ 2) % Row 2 \SetRowColor{LightBackground} {\bf{ACU}} Saves are for: & Confidence, mental clarity, and willpower \tn % Row Count 6 (+ 2) \hhline{>{\arrayrulecolor{DarkBackground}}--} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{X} \SetRowColor{DarkBackground} \mymulticolumn{1}{x{5.377cm}}{\bf\textcolor{white}{Inventory}} \tn % Row 0 \SetRowColor{LightBackground} \mymulticolumn{1}{x{5.377cm}}{A character has a default of 8 inventory slots, 6 of them are considered {\bf{backpack slots}}, while the other 2 represent a character's {\bf{hand slots}}} \tn % Row Count 3 (+ 3) % Row 1 \SetRowColor{white} \mymulticolumn{1}{x{5.377cm}}{A character may equip a {\bf{belt}} or {\bf{bandolier}} to gain an additional 3 inventory slots} \tn % Row Count 5 (+ 2) % Row 2 \SetRowColor{LightBackground} \mymulticolumn{1}{x{5.377cm}}{It requires an {\bf{Action}} to take an item from the {\bf{backpack slots}}, whereas an item in the {\bf{hand slots}} or a {\bf{belt}} or {\bf{bandolier}} can be equipped freely, as long as the previously held item is dropped} \tn % Row Count 10 (+ 5) % Row 3 \SetRowColor{white} \mymulticolumn{1}{x{5.377cm}}{If a character has all available slots filled, their {\bf{HP}} is reduced to 0 until they drop something and take a {\bf{Short Rest}}} \tn % Row Count 13 (+ 3) \hhline{>{\arrayrulecolor{DarkBackground}}-} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{x{1.29402 cm} x{3.68298 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{5.377cm}}{\bf\textcolor{white}{Logistics}} \tn % Row 0 \SetRowColor{LightBackground} {\bf{Short Rest}} & Resting for a few minutes recovers all lost {\bf{HP}} \tn % Row Count 2 (+ 2) % Row 1 \SetRowColor{white} {\bf{Field Rest}} & Resting for 8 hours recovers 1 point of each {\bf{Ability Score}} \tn % Row Count 5 (+ 3) % Row 2 \SetRowColor{LightBackground} {\bf{Full Rest}} & A week of downtime in a comfortable location restores all {\bf{Ability Scores}} \tn % Row Count 8 (+ 3) % Row 3 \SetRowColor{white} {\bf{Deprived}} & Someone deprived of a crucial need (food, water, warmth, shelter) cannot benefit from Rests \tn % Row Count 12 (+ 4) % Row 4 \SetRowColor{LightBackground} {\bf{Fatigue}} & When a character gains a {\bf{Fatigue}}, it fills up one of their inventory slots (player's choice of which slot, can't be a {\bf{hand slot}}). Missing a {\bf{Field Rest}} for any reason applies 1 {\bf{Fatigue}} to a character, and they could also gain it in other ways through gameplay. Completing a {\bf{Field Rest}} removes one fatigue \tn % Row Count 24 (+ 12) % Row 5 \SetRowColor{white} {\bf{Bulky}} & Items marked as Bulky require two hands or significant storage. If you carry more than two Bulky items your {\bf{HP}} is reduced to 0 until you set one down and take a short rest \tn % Row Count 31 (+ 7) \end{tabularx} \par\addvspace{1.3em} \vfill \columnbreak \begin{tabularx}{5.377cm}{x{1.29402 cm} x{3.68298 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{5.377cm}}{\bf\textcolor{white}{Logistics (cont)}} \tn % Row 6 \SetRowColor{LightBackground} {\bf{Petty}} & Items marked as Petty don't take up inventory space \tn % Row Count 2 (+ 2) \hhline{>{\arrayrulecolor{DarkBackground}}--} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{x{1.09494 cm} x{3.88206 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{5.377cm}}{\bf\textcolor{white}{Combat}} \tn % Row 0 \SetRowColor{LightBackground} {\bf{Turns}} & Turns are broken into sides, the Players and their allies being one side, and the enemies being the other. Player characters always go first unless surprised, in which case they must make a {\bf{GUI}} Save to be allowed to act in the first turn. \tn % Row Count 8 (+ 8) % Row 1 \SetRowColor{white} {\bf{Actions}} & The players can perform an action and move on their turn. The GM can determine whether the action requires a {\bf{Save}} to be made. A common choice in battle is {\emph{attacking}} \tn % Row Count 14 (+ 6) % Row 2 \SetRowColor{LightBackground} {\bf{Attacks}} & There is no roll to hit, as attacks simply deal damage to the target. Roll the die indicated by the weapon used and subtract the enemy's {\bf{Armor}} score from the result. The remaining value is applied as {\emph{damage}} in the same way it would be applied to a player. \tn % Row Count 23 (+ 9) % Row 3 \SetRowColor{white} {\bf{Morale}} & NPCs must make an {\bf{ACU}} save to avoid being routed when they lose half their numbers. In organized groups only the leader makes this save, and if not each NPC rolls individually. \tn % Row Count 29 (+ 6) \hhline{>{\arrayrulecolor{DarkBackground}}--} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{x{1.74195 cm} x{3.23505 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{5.377cm}}{\bf\textcolor{white}{Tactics}} \tn % Row 0 \SetRowColor{LightBackground} {\bf{Multiple Attackers}} & When more than one attacker targets an individual, all attackers roll together and only apply the highest roll as damage \tn % Row Count 5 (+ 5) % Row 1 \SetRowColor{white} {\bf{Dual Wielding}} & When a character uses a weapon in each hand, roll twice and keep the higher number \tn % Row Count 9 (+ 4) % Row 2 \SetRowColor{LightBackground} {\bf{Blast}} & Weapons marked with {\bf{Blast}} do damage to any targets within the appropriate area. Damage is rolled for each target individually \tn % Row Count 14 (+ 5) % Row 3 \SetRowColor{white} {\bf{Automatic}} & Weapons marked with {\bf{Automatic}} roll their damage die twice, taking the higher result. However, if the highest roll is a 1 or 2, the weapon malfunctions and a character must spend an action to return its functionality. \tn % Row Count 23 (+ 9) % Row 4 \SetRowColor{LightBackground} {\bf{Armor Piercing}} & Weapons marked with {\bf{Armor Piercing}} ignore {\bf{Armor}} completely when dealing damage \tn % Row Count 27 (+ 4) % Row 5 \SetRowColor{white} {\bf{Impaired/Enhanced}} & Attacks that are hindered by cover, made while overburdened, or in some other way rendered ineffective roll a {\emph{d4}} in addition to the normal damage die and keep only the lowest result. Attacks made against helpless targets or aided by a successful stunt of some kind roll an additional {\emph{d12}} and keep only the highest result \tn % Row Count 40 (+ 13) \end{tabularx} \par\addvspace{1.3em} \vfill \columnbreak \begin{tabularx}{5.377cm}{x{1.74195 cm} x{3.23505 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{5.377cm}}{\bf\textcolor{white}{Tactics (cont)}} \tn % Row 6 \SetRowColor{LightBackground} {\bf{Use an item}} & You can use any inventory item as a normal {\bf{Action}}. \tn % Row Count 3 (+ 3) % Row 7 \SetRowColor{white} {\bf{Retreat}} & Fleeing to safety under pursuit or fire requires a {\bf{GUI}} Save and somewhere to escape to \tn % Row Count 7 (+ 4) % Row 8 \SetRowColor{LightBackground} {\bf{Anything Else}} & Any {\bf{Action}} that does not fall under the previous categories instead requires a {\bf{Save}} for the character most in danger from the action \tn % Row Count 13 (+ 6) \hhline{>{\arrayrulecolor{DarkBackground}}--} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{x{1.59264 cm} x{3.38436 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{5.377cm}}{\bf\textcolor{white}{Consequences}} \tn % Row 0 \SetRowColor{LightBackground} {\bf{Damage}} & When a character takes damage they lose {\bf{HP}}. Once {\bf{HP}} is depleted, the character is {\bf{wounded{\emph{ and all further damage is applied to your }}PRW{\bf{ score. Each time your }}PRW{\bf{ score takes damage, you muse make a }}PRW{\bf{ save to avoid }}Critical Damage}}* \tn % Row Count 10 (+ 10) % Row 1 \SetRowColor{white} {\bf{Scars}} & When a character is reduced to exactly 0 {\bf{HP}}, they take a {\bf{Scar}}. Based on the amount of damage from the hit that caused this effect, take the effect for the equivalent value on the table to the right \tn % Row Count 18 (+ 8) % Row 2 \SetRowColor{LightBackground} {\bf{Critical Damage}} & If a character takes {\bf{Critical Damage}} they are so wounded that they cannot take further action until tended to by another character, followed by a short rest. If a character is left untended for an hour, they {\bf{die}}. \tn % Row Count 27 (+ 9) % Row 3 \SetRowColor{white} {\bf{The End}} & If your {\bf{PRW}} Score is at 0, you are dead. If your {\bf{GUI}} score is at 0, you are paralyzed. If your {\bf{ACU}} score is at 0, you are catatonic. \tn % Row Count 33 (+ 6) \hhline{>{\arrayrulecolor{DarkBackground}}--} \SetRowColor{LightBackground} \mymulticolumn{2}{x{5.377cm}}{Once a character dies, roll a new character or take control of a party NPC. The goal is to get players back into the game as fast as possible, with verisimilitude being a secondary concern.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}--} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{x{1.00694 cm} x{1.78503 cm} x{1.78503 cm} } \SetRowColor{DarkBackground} \mymulticolumn{3}{x{5.377cm}}{\bf\textcolor{white}{Scars}} \tn % Row 0 \SetRowColor{LightBackground} 1: {\bf{Battlescar}} & A part of you is violently marked. Reroll your {\bf{Maximum HP}} on a {\emph{d6}} an keep the result if higher & Roll {\emph{1d6}} || 1: Eye || 2: Cheek || 3: Neck || 4: Chest || 5: Stomach || 6: Hands \tn % Row Count 7 (+ 7) % Row 1 \SetRowColor{white} 2: {\bf{Shaken Nerves}} & You stammer and shake & After you take something to calm your nerves, reroll your {\bf{Maximum HP}} on a {\emph{d6}} and keep the result if higher \tn % Row Count 15 (+ 8) % Row 2 \SetRowColor{LightBackground} 3: {\bf{Hobbled}} & Reduced to a limp until fixed & \tn % Row Count 17 (+ 2) % Row 3 \SetRowColor{white} 4: {\bf{Smashed Mouth}} & You spit teeth and blood. You look a mess until you see a dentist & \tn % Row Count 22 (+ 5) % Row 4 \SetRowColor{LightBackground} 5: {\bf{Bloody Mess}} & You need stitches. You are {\bf{Deprived}} until it's done by a Specialist. & Reroll your {\bf{Maximum HP}} on {\emph{2d6}} and keep the result if higher \tn % Row Count 27 (+ 5) % Row 5 \SetRowColor{white} 6: {\bf{Punctured Organ}} & A vital organ is in a critical state. If you take {\bf{Critical Damage}} before seeing a Specialist you die. & If you get it seen to, reroll your {\bf{Maximum HP}} on {\emph{2d6}} and keep the result if higher. \tn % Row Count 34 (+ 7) \end{tabularx} \par\addvspace{1.3em} \vfill \columnbreak \begin{tabularx}{5.377cm}{x{1.00694 cm} x{1.78503 cm} x{1.78503 cm} } \SetRowColor{DarkBackground} \mymulticolumn{3}{x{5.377cm}}{\bf\textcolor{white}{Scars (cont)}} \tn % Row 6 \SetRowColor{LightBackground} 7: {\bf{Maimed}} & A part of you is torn off & Roll {\emph{1d6}} || 1: Nose || 2: Ear || 3: Finger || 4: Thumb || 5: Eye || 6: Chunk of Scalp \tn % Row Count 6 (+ 6) % Row 7 \SetRowColor{white} 8: {\bf{Torn Limb}} & A random limb is torn off or in need of amputation & \tn % Row Count 10 (+ 4) % Row 8 \SetRowColor{LightBackground} 9: {\bf{Splintered Mind}} & You are {\bf{Deprived}} until you spend a whole evening emotionally unloading & After this is done, roll {\emph{2d6}} and replace your ACU score with the result. \tn % Row Count 15 (+ 5) % Row 9 \SetRowColor{white} 10: {\bf{Shattered Ego}} & You are dealt a humiliating blow & If you achieve revenge, reroll your {\bf{Maximum HP}} on {\emph{3d6}} and take the result if higher \tn % Row Count 21 (+ 6) % Row 10 \SetRowColor{LightBackground} 11: {\bf{Fractured Skull}} & Your limbs feel slightly disconnected, and you have trouble recognizing yourself & Reroll your {\bf{GUI}} on 2D6 \tn % Row Count 27 (+ 6) % Row 11 \SetRowColor{white} 12: {\bf{Doomed to Die}} & You shouldn't have survived that. You have nightmares of your own death. & If you fail your next {\bf{Save}} against {\bf{Critical Damage}} you die horribly. If you pass, remove this effect and reroll your {\bf{Maximum HP}} on {\emph{3d6}}, keeping the result if higher. \tn % Row Count 39 (+ 12) \hhline{>{\arrayrulecolor{DarkBackground}}---} \end{tabularx} \par\addvspace{1.3em} % That's all folks \end{multicols*} \end{document}