\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{Overland Games (dcware)} \pdfinfo{ /Title (journey-to-the-overland-qrs.pdf) /Creator (Cheatography) /Author (Overland Games (dcware)) /Subject (Journey To The Overland QRS 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}{2446A3} \definecolor{LightBackground}{HTML}{F1F3F9} \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{Journey To The Overland QRS Cheat Sheet}}}} \\ \normalsize{by \textcolor{DarkBackground}{Overland Games (dcware)} via \textcolor{DarkBackground}{\uline{cheatography.com/20409/cs/3195/}}} \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}Overland Games (dcware) \\ \uline{cheatography.com/dcware} \\ \uline{\seqsplit{www}.kickstarter.com/projects/1235706284/journey-to-the-overland-a-solo-tabletop-roleplayin} \end{tabulary} \vfill \columnbreak \begin{tabulary}{5.8cm}{L} \SetRowColor{FootBackground} \mymulticolumn{1}{p{5.377cm}}{\bf\textcolor{white}{Cheat Sheet}} \\ \vspace{-2pt}Published 22nd January, 2015.\\ Updated 14th March, 2019.\\ 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}{Beginning Play}} \tn % Row 0 \SetRowColor{LightBackground} \mymulticolumn{1}{x{5.377cm}}{1. Pull an Event Card} \tn % Row Count 1 (+ 1) % Row 1 \SetRowColor{white} \mymulticolumn{1}{x{5.377cm}}{2. Pull a Weather Card} \tn % Row Count 2 (+ 1) % Row 2 \SetRowColor{LightBackground} \mymulticolumn{1}{x{5.377cm}}{3. Choose A Daily Action} \tn % Row Count 3 (+ 1) % Row 3 \SetRowColor{white} \mymulticolumn{1}{x{5.377cm}}{4. Commit Action} \tn % Row Count 4 (+ 1) % Row 4 \SetRowColor{LightBackground} \mymulticolumn{1}{x{5.377cm}}{6. If Traveling, Check for an Encounter} \tn % Row Count 5 (+ 1) % Row 5 \SetRowColor{white} \mymulticolumn{1}{x{5.377cm}}{5. If Traveling, Check for Getting Lost} \tn % Row Count 6 (+ 1) % Row 6 \SetRowColor{LightBackground} \mymulticolumn{1}{x{5.377cm}}{7. Eat meal. Pay for Lodging.} \tn % Row Count 7 (+ 1) % Row 7 \SetRowColor{white} \mymulticolumn{1}{x{5.377cm}}{8. Pay Taxes on Money Earned.} \tn % Row Count 8 (+ 1) \hhline{>{\arrayrulecolor{DarkBackground}}-} \SetRowColor{LightBackground} \mymulticolumn{1}{x{5.377cm}}{After you have created and equipped your Player Character (See: Determining Starting Characteristics), separate the Event, Weather, Encounter and (if in play) Quest cards. Shuffle each Card Deck and set each deck out on the table. Play begins by performing the steps above.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}-} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{p{1.64241 cm} x{3.33459 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{5.377cm}}{\bf\textcolor{white}{Starting Characteristics Modifiers Tables}} \tn % Row 0 \SetRowColor{LightBackground} 01-20 & add 20 \tn % Row Count 1 (+ 1) % Row 1 \SetRowColor{white} 21-40 & add 15 \tn % Row Count 2 (+ 1) % Row 2 \SetRowColor{LightBackground} 41-60 & add 10 \tn % Row Count 3 (+ 1) % Row 3 \SetRowColor{white} 61-70 & add 5 \tn % Row Count 4 (+ 1) % Row 4 \SetRowColor{LightBackground} 71-90 & add 0 \tn % Row Count 5 (+ 1) % Row 5 \SetRowColor{white} 91-00 & subtract 5 \tn % Row Count 6 (+ 1) \hhline{>{\arrayrulecolor{DarkBackground}}--} \SetRowColor{LightBackground} \mymulticolumn{2}{x{5.377cm}}{Roll d100 dice and apply the modifiers to get a final score. Make seven of these rolls, modifying each roll as listed, then assign one of the seven numbers to each starting characteristic. In addition each player gets a 10 point Bonus Pool. Use these points to increase any score rolled by as much as +5 but no less than +2.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}--} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{p{0.64701 cm} x{4.32999 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{5.377cm}}{\bf\textcolor{white}{Experience Points Table - Combat}} \tn % Row 0 \SetRowColor{LightBackground} XPs & Actions or Kills \tn % Row Count 1 (+ 1) % Row 1 \SetRowColor{white} 1,000 & xp's per level of opponent \tn % Row Count 2 (+ 1) % Row 2 \SetRowColor{LightBackground} 1,000 & xp's for killing opponent in a fistfight \tn % Row Count 4 (+ 2) % Row 3 \SetRowColor{white} 1,000 & xp's for killing a Wizard \tn % Row Count 5 (+ 1) % Row 4 \SetRowColor{LightBackground} 1,000 & xp's for killing a Magician \tn % Row Count 6 (+ 1) % Row 5 \SetRowColor{white} 1,000 & xp's for killing a Knight or Warrior \tn % Row Count 8 (+ 2) % Row 6 \SetRowColor{LightBackground} 1,000 & xp's for each battle won (involving troops) \tn % Row Count 10 (+ 2) % Row 7 \SetRowColor{white} 5,000 & xp's for killing King of Overland \tn % Row Count 11 (+ 1) % Row 8 \SetRowColor{LightBackground} 8,000 & xp's for killing Dragon Valron \tn % Row Count 12 (+ 1) % Row 9 \SetRowColor{white} 10,000 & xp's for killing Wizard Morcai \tn % Row Count 14 (+ 2) \hhline{>{\arrayrulecolor{DarkBackground}}--} \SetRowColor{LightBackground} \mymulticolumn{2}{x{5.377cm}}{This table only lists XPs gained for combat related actions. See the Non Combat Experience Point Table for XPs earned for non-combat related actions.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}--} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{p{0.68655 cm} x{2.2885 cm} x{1.60195 cm} } \SetRowColor{DarkBackground} \mymulticolumn{3}{x{5.377cm}}{\bf\textcolor{white}{Experience Points To Spend Table}} \tn % Row 0 \SetRowColor{LightBackground} Level & Total Experience & XPs to Spend \tn % Row Count 1 (+ 1) % Row 1 \SetRowColor{white} 1 & 0 - 30,000 & 5,000 \tn % Row Count 2 (+ 1) % Row 2 \SetRowColor{LightBackground} 2 & 30,001 - 55,000 & 10,00 \tn % Row Count 3 (+ 1) % Row 3 \SetRowColor{white} 3 & 55,001 - 100,000 & 15,000 \tn % Row Count 4 (+ 1) % Row 4 \SetRowColor{LightBackground} 4 & 101,001 - 175,000 & 20,000 \tn % Row Count 5 (+ 1) % Row 5 \SetRowColor{white} 5 & 175,001 - 250,000 & 25,000 \tn % Row Count 6 (+ 1) % Row 6 \SetRowColor{LightBackground} 6 & 250,001 - 350,000 & 30,000 \tn % Row Count 7 (+ 1) % Row 7 \SetRowColor{white} 7 & 350,001 - 450,000 & 35,000 \tn % Row Count 8 (+ 1) % Row 8 \SetRowColor{LightBackground} 8 & 450,001 - 550,000 & 40,000 \tn % Row Count 9 (+ 1) % Row 9 \SetRowColor{white} 9 & 550,001 - 650,000 & 45,000 \tn % Row Count 10 (+ 1) % Row 10 \SetRowColor{LightBackground} 10 & 650,001 - 750,000 & 50,000 \tn % Row Count 11 (+ 1) \hhline{>{\arrayrulecolor{DarkBackground}}---} \SetRowColor{LightBackground} \mymulticolumn{3}{x{5.377cm}}{Once a Character acquires a certain amount of Experience Points he will receive a set number of Experience Points to Spend (XPS). These Experience Points can then be used to purchase skills, traits or advanced skills or other abilities where indicated in the rules.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}---} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{x{1.84149 cm} x{3.13551 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{5.377cm}}{\bf\textcolor{white}{Percent Encounter Table}} \tn % Row 0 \SetRowColor{LightBackground} Terrain & Percent Chance of Encounter \tn % Row Count 2 (+ 2) % Row 1 \SetRowColor{white} Mountain & 45\% \tn % Row Count 3 (+ 1) % Row 2 \SetRowColor{LightBackground} Desert & 30\% \tn % Row Count 4 (+ 1) % Row 3 \SetRowColor{white} Hills & 55\% \tn % Row Count 5 (+ 1) % Row 4 \SetRowColor{LightBackground} \seqsplit{Openland/Plains} & 75\% \tn % Row Count 7 (+ 2) % Row 5 \SetRowColor{white} \seqsplit{Iceland/Tundra} & 30\% \tn % Row Count 8 (+ 1) % Row 6 \SetRowColor{LightBackground} Wood/Forest & 45\% \tn % Row Count 9 (+ 1) % Row 7 \SetRowColor{white} Swamps & 25\% \tn % Row Count 10 (+ 1) % Row 8 \SetRowColor{LightBackground} Darkmen's Domain & 20\% \tn % Row Count 12 (+ 2) \hhline{>{\arrayrulecolor{DarkBackground}}--} \SetRowColor{LightBackground} \mymulticolumn{2}{x{5.377cm}}{Check on the above table for having an Encounter in the terrain you are 'entering'. Roll d100 (percentile dice). If the roll is equal to or less than the "Percent Chance" listed for that terrain pull an "Encounter Card" before you move for the day. If entering a town or castle check for an encounter using the terrain the town or castle is located on unless you have already had an encounter.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}--} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{p{1.79172 cm} x{3.18528 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{5.377cm}}{\bf\textcolor{white}{Random Direction Table}} \tn % Row 0 \SetRowColor{LightBackground} Roll & Direction \tn % Row Count 1 (+ 1) % Row 1 \SetRowColor{white} 01-02 & North \tn % Row Count 2 (+ 1) % Row 2 \SetRowColor{LightBackground} 03 & Northeast \tn % Row Count 3 (+ 1) % Row 3 \SetRowColor{white} 04 & Northwest \tn % Row Count 4 (+ 1) % Row 4 \SetRowColor{LightBackground} 05 & East \tn % Row Count 5 (+ 1) % Row 5 \SetRowColor{white} 06 & West \tn % Row Count 6 (+ 1) % Row 6 \SetRowColor{LightBackground} 07 & Southeast \tn % Row Count 7 (+ 1) % Row 7 \SetRowColor{white} 08 & Southwest \tn % Row Count 8 (+ 1) % Row 8 \SetRowColor{LightBackground} 09-10 & South \tn % Row Count 9 (+ 1) \hhline{>{\arrayrulecolor{DarkBackground}}--} \SetRowColor{LightBackground} \mymulticolumn{2}{x{5.377cm}}{Roll 1d10 and consult the table above whenever you are instructed to move in a random direction or need to determine a random direction.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}--} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{x{1.79611 cm} p{0.79363 cm} p{0.50124 cm} x{1.08602 cm} } \SetRowColor{DarkBackground} \mymulticolumn{4}{x{5.377cm}}{\bf\textcolor{white}{Shields}} \tn % Row 0 \SetRowColor{LightBackground} Weapon & \seqsplit{Modifier} & Break & Cost (gold) \tn % Row Count 2 (+ 2) % Row 1 \SetRowColor{white} Small Round Shield & +10 & 01-10 & 20 \tn % Row Count 4 (+ 2) % Row 2 \SetRowColor{LightBackground} Buckler & +12 & 01-08 & 30 \tn % Row Count 6 (+ 2) % Row 3 \SetRowColor{white} Large Round Shield & +15 & 01-08 & 25 \tn % Row Count 8 (+ 2) % Row 4 \SetRowColor{LightBackground} Kite Shield & +15 & 01-05 & 30 \tn % Row Count 10 (+ 2) % Row 5 \SetRowColor{white} Tower Shield & +25 & 01-05 & 35 \tn % Row Count 12 (+ 2) \hhline{>{\arrayrulecolor{DarkBackground}}----} \SetRowColor{LightBackground} \mymulticolumn{4}{x{5.377cm}}{Shields are used to increase a character's defense percent score. The modifiers for the shield used are added to the character's defense percent score as part of the total. A shield will break and be useless if a character striking it lands a blow with a result (number rolled) that is equal to or anywhere between its break numbers.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}----} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{x{1.75434 cm} x{1.08602 cm} p{0.79363 cm} p{0.54301 cm} } \SetRowColor{DarkBackground} \mymulticolumn{4}{x{5.377cm}}{\bf\textcolor{white}{Hand Weapons Table}} \tn % Row 0 \SetRowColor{LightBackground} Weapon & Modifier & Damage & Cost \tn % Row Count 1 (+ 1) % Row 1 \SetRowColor{white} Dagger & +5 & 5 & 5 \tn % Row Count 2 (+ 1) % Row 2 \SetRowColor{LightBackground} Short Sword & +7 & 8 & 20 \tn % Row Count 3 (+ 1) % Row 3 \SetRowColor{white} Broadsword & +10 & 12 & 50 \tn % Row Count 4 (+ 1) % Row 4 \SetRowColor{LightBackground} Saber@@@ & +9 / +11 & 10 & 50 \tn % Row Count 5 (+ 1) % Row 5 \SetRowColor{white} Longsword & +9 & 15 & 75 \tn % Row Count 6 (+ 1) % Row 6 \SetRowColor{LightBackground} Greatsword & -4 & 18 & 85 \tn % Row Count 7 (+ 1) % Row 7 \SetRowColor{white} Mace & +9 & 9 & 40 \tn % Row Count 8 (+ 1) % Row 8 \SetRowColor{LightBackground} Morningstar@@ & +4 & 12 & 50 \tn % Row Count 9 (+ 1) % Row 9 \SetRowColor{white} Hand Axe & -5 & 15 & 50 \tn % Row Count 10 (+ 1) % Row 10 \SetRowColor{LightBackground} Battle Axe & -7 & 20 & 100 \tn % Row Count 11 (+ 1) % Row 11 \SetRowColor{white} Great Axe@ & -10 & 25 & 125 \tn % Row Count 12 (+ 1) % Row 12 \SetRowColor{LightBackground} War Club@ & +10 & 20 & 150 \tn % Row Count 13 (+ 1) % Row 13 \SetRowColor{white} War Hammer@ & -15 & 35 & 175 \tn % Row Count 14 (+ 1) \hhline{>{\arrayrulecolor{DarkBackground}}----} \SetRowColor{LightBackground} \mymulticolumn{4}{x{5.377cm}}{Weapons can be bought at any town or castle for the prices shown. The column titled 'modifier' displays the amount added to a character's Ability score when using the weapon in combat and rolling for a strike. 'Damage' is the amount of harm done to an opponent from a strike by a character using that weapon. \newline (@) indicates a weapon which must be wielded two handed. (@@) adds 5 to the normal break score of any shield. (@@@) Saber modifier increases to +11 when used while mounted} \tn \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}{Attack On Dragon Valron Table}} \tn % Row 0 \SetRowColor{LightBackground} Roll (1d10) & Area Hit by Attack \tn % Row Count 2 (+ 2) % Row 1 \SetRowColor{white} 1 & Valron is struck in the heart; your first attack kills him! \tn % Row Count 4 (+ 2) % Row 2 \SetRowColor{LightBackground} 2-4 & Your attack deflects off his scales; no effect! \tn % Row Count 6 (+ 2) % Row 3 \SetRowColor{white} 5 & You strike Valron in the left eye causing him to land in a random hex located 1d10 away from the town; \tn % Row Count 10 (+ 4) % Row 4 \SetRowColor{LightBackground} 6-8 & Valron is wounded and returns home without causing any damage to the town! \tn % Row Count 13 (+ 3) % Row 5 \SetRowColor{white} 9-10 & Valron evades your attack and swoops down and fires a blast of fire at you doing -50 damage! \tn % Row Count 16 (+ 3) \hhline{>{\arrayrulecolor{DarkBackground}}--} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{X} \SetRowColor{DarkBackground} \mymulticolumn{1}{x{5.377cm}}{\bf\textcolor{white}{The Knight's Oath!}} \tn \SetRowColor{LightBackground} \mymulticolumn{1}{p{5.377cm}}{\vspace{1px}\centerline{\includegraphics[width=5.1cm]{/web/www.cheatography.com/public/uploads/dcware_1421658941_Knight's Oath.PNG}}} \tn \hhline{>{\arrayrulecolor{DarkBackground}}-} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{p{0.54747 cm} x{4.42953 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{5.377cm}}{\bf\textcolor{white}{Quest Reward Table}} \tn % Row 0 \SetRowColor{LightBackground} Roll & Reward \tn % Row Count 1 (+ 1) % Row 1 \SetRowColor{white} 01-20 & You receive 2,000 gold \tn % Row Count 3 (+ 2) % Row 2 \SetRowColor{LightBackground} 21-40 & You receive one cavalry and one infantry unit \tn % Row Count 5 (+ 2) % Row 3 \SetRowColor{white} 41-60 & You receive 3,000 gold and two infantry units \tn % Row Count 7 (+ 2) % Row 4 \SetRowColor{LightBackground} 61-80 & You are given one hex of your choice; \tn % Row Count 9 (+ 2) % Row 5 \SetRowColor{white} 81-00 & You are given 5,000 gold. \tn % Row Count 11 (+ 2) \hhline{>{\arrayrulecolor{DarkBackground}}--} \SetRowColor{LightBackground} \mymulticolumn{2}{x{5.377cm}}{Knights who fulfill their Quest are well rewarded by the King. Players whose Knight has successfully completed a quest should roll d100 on the table above to determine their reward.} \tn \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}{Arena Push Back Table}} \tn % Row 0 \SetRowColor{LightBackground} Roll (1d10) & Result \tn % Row Count 2 (+ 2) % Row 1 \SetRowColor{white} 01 & Move back one space \tn % Row Count 3 (+ 1) % Row 2 \SetRowColor{LightBackground} 02 & Move back two spaces \tn % Row Count 4 (+ 1) % Row 3 \SetRowColor{white} 03 & Move to the left one space \tn % Row Count 5 (+ 1) % Row 4 \SetRowColor{LightBackground} 04 & Move to the right one space \tn % Row Count 6 (+ 1) % Row 5 \SetRowColor{white} 05 & Fall down in current space; spend one turn getting up; \tn % Row Count 8 (+ 2) % Row 6 \SetRowColor{LightBackground} 06 & Dropped your weapon; weapon broke; you must find a new one in the Arena or fistfight; \tn % Row Count 11 (+ 3) % Row 7 \SetRowColor{white} 07 & Hard pressed; receive -5 wounds; \tn % Row Count 13 (+ 2) % Row 8 \SetRowColor{LightBackground} 08 & Stand fast! remain in current position; \tn % Row Count 15 (+ 2) % Row 9 \SetRowColor{white} 09 & Cornered; opponent gets another strike; \tn % Row Count 17 (+ 2) % Row 10 \SetRowColor{LightBackground} 10 & Thrown back; move back three spaces; fall down; spend one turn getting up and your weapon is broken; receive -10 wounds; \tn % Row Count 21 (+ 4) \hhline{>{\arrayrulecolor{DarkBackground}}--} \SetRowColor{LightBackground} \mymulticolumn{2}{x{5.377cm}}{After contestants have struck at each other the combatant that received the most wounds, or if neither was wounded, the combatant whose strike was the furthest off from his percent score must roll 1d10 die and determine where he must move to in the arena as a result of being forced back. He or she should check his result against the table above.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}--} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{x{2.28942 cm} x{2.68758 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{5.377cm}}{\bf\textcolor{white}{Dragon Flight Table}} \tn % Row 0 \SetRowColor{LightBackground} Roll (1d10) & Town Attacked \tn % Row Count 1 (+ 1) % Row 1 \SetRowColor{white} 1 & Kings Castle \tn % Row Count 2 (+ 1) % Row 2 \SetRowColor{LightBackground} 2 & Igloo \tn % Row Count 3 (+ 1) % Row 3 \SetRowColor{white} 3 & Zafton \tn % Row Count 4 (+ 1) % Row 4 \SetRowColor{LightBackground} 4 & Fire Castle \tn % Row Count 5 (+ 1) % Row 5 \SetRowColor{white} 5 & Milestill \tn % Row Count 6 (+ 1) % Row 6 \SetRowColor{LightBackground} 6 & Wooddam \tn % Row Count 7 (+ 1) % Row 7 \SetRowColor{white} 7 & Dwarftown \tn % Row Count 8 (+ 1) % Row 8 \SetRowColor{LightBackground} 8 & Dwarfhaven \tn % Row Count 9 (+ 1) % Row 9 \SetRowColor{white} 9 & Futuretown \tn % Row Count 10 (+ 1) % Row 10 \SetRowColor{LightBackground} 10 & Elf Mountain \tn % Row Count 11 (+ 1) \hhline{>{\arrayrulecolor{DarkBackground}}--} \SetRowColor{LightBackground} \mymulticolumn{2}{x{5.377cm}}{Once a month the Dragon Valron leaves his cave and flies across the Overland skies. Players should roll 1d10 die and determine what town or castle he is flying over:} \tn \hhline{>{\arrayrulecolor{DarkBackground}}--} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{x{0.9954 cm} x{3.9816 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{5.377cm}}{\bf\textcolor{white}{Troop Results Table When Attacking}} \tn % Row 0 \SetRowColor{LightBackground} Roll & Result \tn % Row Count 1 (+ 1) % Row 1 \SetRowColor{white} 10 or less & The attack was repelled; heavy casualties. Attacking unit is destroyed! \tn % Row Count 4 (+ 3) % Row 2 \SetRowColor{LightBackground} 11-30 & Unsuccessful attack; no result; \tn % Row Count 5 (+ 1) % Row 3 \SetRowColor{white} 31-50 & Your units penetrate enemy lines; move defending unit back one space; if it cannot be moved back it is destroyed! \tn % Row Count 9 (+ 4) % Row 4 \SetRowColor{LightBackground} 51-80 & The attack was successful; defending unit is destroyed! \tn % Row Count 11 (+ 2) % Row 5 \SetRowColor{white} 81-90 & Defending unit is overwhelmed; its surrenders and is now under your control; \tn % Row Count 14 (+ 3) % Row 6 \SetRowColor{LightBackground} 91-00 & A slaughter! Defending unit is destroyed along with one opposing unit adjacent to it; \tn % Row Count 17 (+ 3) \hhline{>{\arrayrulecolor{DarkBackground}}--} \SetRowColor{LightBackground} \mymulticolumn{2}{x{5.377cm}}{Attack Table (used for attacks only!!)} \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}{Daily Actions}} \tn % Row 0 \SetRowColor{LightBackground} \mymulticolumn{1}{x{5.377cm}}{A. Rest to Heal Wound} \tn % Row Count 1 (+ 1) % Row 1 \SetRowColor{white} \mymulticolumn{1}{x{5.377cm}}{B. Travel} \tn % Row Count 2 (+ 1) % Row 2 \SetRowColor{LightBackground} \mymulticolumn{1}{x{5.377cm}}{C. Engage in a Battle} \tn % Row Count 3 (+ 1) % Row 3 \SetRowColor{white} \mymulticolumn{1}{x{5.377cm}}{D. Town Activities} \tn % Row Count 4 (+ 1) % Row 4 \SetRowColor{LightBackground} \mymulticolumn{1}{x{5.377cm}}{E. Go To Work} \tn % Row Count 5 (+ 1) % Row 5 \SetRowColor{white} \mymulticolumn{1}{x{5.377cm}}{F. Build or Repair Something} \tn % Row Count 6 (+ 1) % Row 6 \SetRowColor{LightBackground} \mymulticolumn{1}{x{5.377cm}}{G. Practice or Train} \tn % Row Count 7 (+ 1) \hhline{>{\arrayrulecolor{DarkBackground}}-} \SetRowColor{LightBackground} \mymulticolumn{1}{x{5.377cm}}{Each "game session" consists of fourteen days or two weeks. Players may choose from several actions in a day but they can only commit one per day (unless otherwise stated.)} \tn \hhline{>{\arrayrulecolor{DarkBackground}}-} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{x{3.33459 cm} p{1.64241 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{5.377cm}}{\bf\textcolor{white}{Fistfighting Damage Table}} \tn % Row 0 \SetRowColor{LightBackground} Muscle Score & Damage \tn % Row Count 1 (+ 1) % Row 1 \SetRowColor{white} 21-40 & 1 \tn % Row Count 2 (+ 1) % Row 2 \SetRowColor{LightBackground} 41-60 & 2 \tn % Row Count 3 (+ 1) % Row 3 \SetRowColor{white} 61-80 & 3 \tn % Row Count 4 (+ 1) % Row 4 \SetRowColor{LightBackground} 81-00 & 4 \tn % Row Count 5 (+ 1) \hhline{>{\arrayrulecolor{DarkBackground}}--} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{x{1.64241 cm} x{3.33459 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{5.377cm}}{\bf\textcolor{white}{Movement Rates}} \tn % Row 0 \SetRowColor{LightBackground} Walking & 2 hexes per day \tn % Row Count 1 (+ 1) % Row 1 \SetRowColor{white} Mounted & 3 hexes per day \tn % Row Count 2 (+ 1) % Row 2 \SetRowColor{LightBackground} Vehicles & 4 hexes per day \tn % Row Count 3 (+ 1) % Row 3 \SetRowColor{white} Flying & 5 hexes per day \tn % Row Count 4 (+ 1) % Row 4 \SetRowColor{LightBackground} Roads & +1 to usual rate \tn % Row Count 5 (+ 1) \hhline{>{\arrayrulecolor{DarkBackground}}--} \SetRowColor{LightBackground} \mymulticolumn{2}{x{5.377cm}}{When characters are traveling in a group of two more all the characters must move at the rate of the slowest character in the group.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}--} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{p{0.64701 cm} x{4.32999 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{5.377cm}}{\bf\textcolor{white}{Experience Points Table - Non-Combat}} \tn % Row 0 \SetRowColor{LightBackground} 200 & xp's for every week spent working a job \tn % Row Count 2 (+ 2) % Row 1 \SetRowColor{white} 500 & xp's for accumulating a week of hunting \tn % Row Count 4 (+ 2) % Row 2 \SetRowColor{LightBackground} 500 & xp's for every town visited oher than your hometown \tn % Row Count 6 (+ 2) % Row 3 \SetRowColor{white} 500 & xp's for every audience obtained with a Mayor/Ruler (once per ruler) \tn % Row Count 8 (+ 2) % Row 4 \SetRowColor{LightBackground} 500 & xp's for every week spent in the Mountains/Swamps/Arctic Terrain \tn % Row Count 10 (+ 2) % Row 5 \SetRowColor{white} 1,000 & xp's for every Skill acquired \tn % Row Count 11 (+ 1) % Row 6 \SetRowColor{LightBackground} 1,000 & xp's for every Advanced Skill acquired \tn % Row Count 13 (+ 2) % Row 7 \SetRowColor{white} 1,000 & xp's for sinking another ship \tn % Row Count 14 (+ 1) % Row 8 \SetRowColor{LightBackground} 1,000 & xp's for engaging in individual combat \tn % Row Count 16 (+ 2) % Row 9 \SetRowColor{white} 1,000 & xp's for studying magic in a town or castle \tn % Row Count 18 (+ 2) % Row 10 \SetRowColor{LightBackground} 2,000 & xp's for every game completed \tn % Row Count 19 (+ 1) % Row 11 \SetRowColor{white} 2,500 & xp's for engaging in a war (every two weeks) \tn % Row Count 21 (+ 2) % Row 12 \SetRowColor{LightBackground} 3,000 & xp's for becoming a Knight \tn % Row Count 22 (+ 1) % Row 13 \SetRowColor{white} 3,000 & xp's for surviving a fight in the Overland Arena \tn % Row Count 24 (+ 2) % Row 14 \SetRowColor{LightBackground} 3000 & xp's for visiting the Unknown Islands \tn % Row Count 26 (+ 2) % Row 15 \SetRowColor{white} 5,000 & xp's for every Weapon of Power acquired \tn % Row Count 28 (+ 2) % Row 16 \SetRowColor{LightBackground} 10,000 & xp's for capturing King's Castle \tn % Row Count 30 (+ 2) \hhline{>{\arrayrulecolor{DarkBackground}}--} \SetRowColor{LightBackground} \mymulticolumn{2}{x{5.377cm}}{This table only lists XP's earned for Non-Combat actions. See the Experience Points Table for Combat for XPs earned for combat related actions.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}--} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{x{1.4931 cm} x{3.4839 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{5.377cm}}{\bf\textcolor{white}{NPC Reaction Table}} \tn % Row 0 \SetRowColor{LightBackground} Roll (d100) & Result \tn % Row Count 1 (+ 1) % Row 1 \SetRowColor{white} 01 -18 (or lower) & NPC is violent; will attack and fight to the death. \tn % Row Count 3 (+ 2) % Row 2 \SetRowColor{LightBackground} 19 - 30 & NPC is hostile; they will attack and fight for four rounds of combat. \tn % Row Count 6 (+ 3) % Row 3 \SetRowColor{white} 31 - 55 & NPC is undecided; make Presence check. If successful they will cooperate (see next result), but will not join you. If not successful, they will attack and fight until one of you are unconscious. \tn % Row Count 13 (+ 7) % Row 4 \SetRowColor{LightBackground} 56 - 70 & NPC is cooperative; they will help you but will not join your party or do any life threatening actions for you (i.e. combat.) If they have skills however they will use them for you provided they are paid or you meet any other requirements indicated on the card. \tn % Row Count 23 (+ 10) % Row 5 \SetRowColor{white} 71 -80 & NPC will join your party for 1d10 silver pieces per day (or the amount stated on card) and use their skills for you. But will not participate in any combat. If they are attacked while with you they will flee. \tn % Row Count 31 (+ 8) \end{tabularx} \par\addvspace{1.3em} \vfill \columnbreak \begin{tabularx}{5.377cm}{x{1.4931 cm} x{3.4839 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{5.377cm}}{\bf\textcolor{white}{NPC Reaction Table (cont)}} \tn % Row 6 \SetRowColor{LightBackground} 81 - 95 & NPC character will aid you in combat or other ac¬tivities, as long as you accompany them. Will join your party. \tn % Row Count 4 (+ 4) % Row 7 \SetRowColor{white} 96 - up & NPC is very devoted to you and your cause. They will risk their life for you going first or alone in any com¬bat or dangerous situation. Will join your party an NPC Comrade. These NPC's may serve you in other capacities also (See: NPC Comrades.) \tn % Row Count 13 (+ 9) \hhline{>{\arrayrulecolor{DarkBackground}}--} \SetRowColor{LightBackground} \mymulticolumn{2}{x{5.377cm}}{Unless indicated otherwise players should roll on this table after pulling an Encounter card to determine how the NPC will react to the encounter with your character.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}--} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{x{1.29487 cm} x{1.71257 cm} p{0.71009 cm} p{0.45947 cm} } \SetRowColor{DarkBackground} \mymulticolumn{4}{x{5.377cm}}{\bf\textcolor{white}{Pole Weapons Table}} \tn % Row 0 \SetRowColor{LightBackground} Weapon & Modifier/Range & \seqsplit{Damage} & Cost \tn % Row Count 1 (+ 1) % Row 1 \SetRowColor{white} Javelin & +8/4 & 6 & 20 \tn % Row Count 2 (+ 1) % Row 2 \SetRowColor{LightBackground} Spear & +10/3 & 7 & 25 \tn % Row Count 3 (+ 1) % Row 3 \SetRowColor{white} Giant Spear & +13/2 & 9 & 30 \tn % Row Count 4 (+ 1) % Row 4 \SetRowColor{LightBackground} Pole Axe & +8/- & 10 & 35 \tn % Row Count 5 (+ 1) % Row 5 \SetRowColor{white} Trident & +5/- & 13 & 40 \tn % Row Count 6 (+ 1) \hhline{>{\arrayrulecolor{DarkBackground}}----} \SetRowColor{LightBackground} \mymulticolumn{4}{x{5.377cm}}{Modifiers are added to the 'percent chance' roll for the weapon (See: Missile Weapon Table). The range is the number of hexes the pole weapon can be thrown not the distance for a melee attack. Characters or NPCs using pole weapons must still be adjacent to their opponent unless stated otherwise. * The Pole Axe and Trident are capable of being used for both attacking and defending (See: Defending). Pole Axes and Tridents cannot be thrown and cannot be used to 'brace'.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}----} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{x{1.00248 cm} x{0.87717 cm} x{1.08602 cm} x{1.21133 cm} } \SetRowColor{DarkBackground} \mymulticolumn{4}{x{5.377cm}}{\bf\textcolor{white}{Missile Weapon Table}} \tn % Row 0 \SetRowColor{LightBackground} Weapon & \seqsplit{Modifier} & \seqsplit{Range/Rate} & Cost (gold) \tn % Row Count 1 (+ 1) % Row 1 \SetRowColor{white} Sling & +10 & 2/1 & 10 \tn % Row Count 2 (+ 1) % Row 2 \SetRowColor{LightBackground} Blowgun & +12 & 2/3 & 25 \tn % Row Count 3 (+ 1) % Row 3 \SetRowColor{white} Short Bow & +8 & 4/3 & 50 \tn % Row Count 4 (+ 1) % Row 4 \SetRowColor{LightBackground} Longbow & +5 & 5/3 & 70 \tn % Row Count 5 (+ 1) % Row 5 \SetRowColor{white} Crossbow & +3 & 8/1 & 100 \tn % Row Count 6 (+ 1) \hhline{>{\arrayrulecolor{DarkBackground}}----} \SetRowColor{LightBackground} \mymulticolumn{4}{x{5.377cm}}{Missile weapon modifiers are added to the initial "percent chance" roll that is made when the weapon is purchased. Crossbows may not be fired while mounted.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}----} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{p{0.58478 cm} x{1.21133 cm} x{1.2531 cm} x{1.12779 cm} } \SetRowColor{DarkBackground} \mymulticolumn{4}{x{5.377cm}}{\bf\textcolor{white}{Openland / Plains Hunting Table}} \tn % Row 0 \SetRowColor{LightBackground} Roll & Animal Hunted & Agility Score & Muscle Score \tn % Row Count 2 (+ 2) % Row 1 \SetRowColor{white} 01-10 & Squirrel & 60\% & 15\% \tn % Row Count 3 (+ 1) % Row 2 \SetRowColor{LightBackground} 11-20 & Rabbit & 55\% & 20\% \tn % Row Count 4 (+ 1) % Row 3 \SetRowColor{white} 21-30 & Raccoon & 50\% & 25\% \tn % Row Count 5 (+ 1) % Row 4 \SetRowColor{LightBackground} 31-50 & Possum & 45\% & 30\% \tn % Row Count 6 (+ 1) % Row 5 \SetRowColor{white} 51-70 & Sheep & 40\% & 30\% \tn % Row Count 7 (+ 1) % Row 6 \SetRowColor{LightBackground} 71-80 & Elk & 40\% & 40\% \tn % Row Count 8 (+ 1) % Row 7 \SetRowColor{white} 81-90 & Deer & 35\% & 45\% \tn % Row Count 9 (+ 1) % Row 8 \SetRowColor{LightBackground} \seqsplit{91-100} & Wild Pig & 30\% & 50\% \tn % Row Count 11 (+ 2) \hhline{>{\arrayrulecolor{DarkBackground}}----} \SetRowColor{LightBackground} \mymulticolumn{4}{x{5.377cm}}{Each animals provides the amount food indicated in parenthesis: Squirrel (2), Rabbit (3), Raccoon (4), Possum (4), Sheep (6), Elk (8), Deer (18), Wild Pig (9), If wounded each animal causes the number of wounds indicated in brackets: Squirrel {[}1{]}, Rabbit {[}1{]}, Raccoon {[}3{]}, Possum {[}3{]}, Sheep {[}3{]}, Elk {[}5{]}, Deer {[}6{]}, Wild Pig {[}15{]}. Refer to the rule book for Hunting Tables in other terrain.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}----} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{p{0.54747 cm} x{4.42953 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{5.377cm}}{\bf\textcolor{white}{Permission To Study Table}} \tn % Row 0 \SetRowColor{LightBackground} Roll & Result \tn % Row Count 1 (+ 1) % Row 1 \SetRowColor{white} 01-20 & You have been allowed to study. \tn % Row Count 3 (+ 2) % Row 2 \SetRowColor{LightBackground} 21-40 & If you have studied in another town prior to this one your request is denied. Otherwise you are allowed to study here. \tn % Row Count 7 (+ 4) % Row 3 \SetRowColor{white} 41-60 & You will only be allowed to study if you possess skill as an Alchemist. \tn % Row Count 10 (+ 3) % Row 4 \SetRowColor{LightBackground} 61-80 & The town council bans you if you are a 'wizard' and you are not allowed to study here. Additionally, if you use any magic or spells while you are in this town you encounter the Constable (see: NPC characters) will and be jailed, and tried. If you are not a 'wizard' you must roll again. \tn % Row Count 19 (+ 9) % Row 5 \SetRowColor{white} 81-00 & The local magicians fear your power. You are attacked by a level 2 magician (Ab-75, Ag-63, En-60, Lu-50, 40\% score with this towns magic) He will only use magic in the combat and he has a +2 Staff, -3 damage. He will only fight for four rounds. If you knock him unconscious and do not kill him when he recovers he will teach you what he knows about this town's magic. It will take three weeks for him to teach you (You can do no other daily actions) and you will only have a 20\% score with all the town's magic and cannot seek to study here in the future. If you kill him you must leave the town or encounter the Constables tomorrow. However you can Seek Permission To Study the next time you return as long as you wait at least a week before returning. \tn % Row Count 41 (+ 22) \hhline{>{\arrayrulecolor{DarkBackground}}--} \SetRowColor{LightBackground} \mymulticolumn{2}{x{5.377cm}}{Characters may sometimes enter a town or castle in order to Study that town or castle's magic. However before doing so a character must first meet certain requirements (see: Magic, Spells and Enchantment) and be given permission to study at that town.} \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}{Illustration of Capturing A Town or Castle}} \tn \SetRowColor{LightBackground} \mymulticolumn{1}{p{5.377cm}}{\vspace{1px}\centerline{\includegraphics[width=5.1cm]{/web/www.cheatography.com/public/uploads/dcware_1543207466_Troop Siege Diagram.jpg}}} \tn \hhline{>{\arrayrulecolor{DarkBackground}}-} \SetRowColor{LightBackground} \mymulticolumn{1}{x{5.377cm}}{In order to capture a town or castle a character's troops must completely surround the town or castle and at least one unit must be inside of it. If this occurs then the town is considered captured and any of its remaining troops will surrender.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}-} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{p{0.58478 cm} p{0.66832 cm} p{0.71009 cm} x{2.21381 cm} } \SetRowColor{DarkBackground} \mymulticolumn{4}{x{5.377cm}}{\bf\textcolor{white}{Ocean Ship Table}} \tn % Row 0 \SetRowColor{LightBackground} Ship & Price \seqsplit{(gold)} & Time To Build & Modifier/Remarks \tn % Row Count 3 (+ 3) % Row 1 \SetRowColor{white} \seqsplit{Common} Ship & 10,000 & 2 weeks & +0/None \tn % Row Count 6 (+ 3) % Row 2 \SetRowColor{LightBackground} Speed Ship & 15,000 & 3 weeks & -10 Endurance/+2 movement \tn % Row Count 8 (+ 2) % Row 3 \SetRowColor{white} \seqsplit{Warship} & 20,000 & 4 weeks & +15 Endurance/-8 damage/6 hex range/-2 move \tn % Row Count 11 (+ 3) % Row 4 \SetRowColor{LightBackground} Row Boat & 300 & 1 Day & may be stowed on a ship \tn % Row Count 13 (+ 2) \hhline{>{\arrayrulecolor{DarkBackground}}----} \SetRowColor{LightBackground} \mymulticolumn{4}{x{5.377cm}}{Note: a row boat can hold up to four characters/NPCs.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}----} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{x{0.9954 cm} x{3.9816 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{5.377cm}}{\bf\textcolor{white}{Troop Results Table When Defending}} \tn % Row 0 \SetRowColor{LightBackground} Roll & Result \tn % Row Count 1 (+ 1) % Row 1 \SetRowColor{white} 10 or less & Defending unit is destroyed; regardless of attack result; \tn % Row Count 3 (+ 2) % Row 2 \SetRowColor{LightBackground} 11-30 & Defense is weak; attack roll stands. \tn % Row Count 5 (+ 2) % Row 3 \SetRowColor{white} 31-50 & Any attack result less than '50' is considered void; no damage to the defending unit. Any other result applies; \tn % Row Count 9 (+ 4) % Row 4 \SetRowColor{LightBackground} 51-80 & Strong defense; any attack less than or equal to '80' and the attacker is destroyed; \tn % Row Count 12 (+ 3) % Row 5 \SetRowColor{white} 81-90 & Unsurmountable defense; attacker is destroyed \tn % Row Count 14 (+ 2) % Row 6 \SetRowColor{LightBackground} 91-00 & Counter Attack! Attacking unit is destroyed; other units frightened; +10 modifier to your next attack roll! \tn % Row Count 18 (+ 4) \hhline{>{\arrayrulecolor{DarkBackground}}--} \SetRowColor{LightBackground} \mymulticolumn{2}{x{5.377cm}}{Defense Table (used for defense only!!)} \tn \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}{Racial Modifiers}} \tn % Row 0 \SetRowColor{LightBackground} Humans & '10' additional Bonus Pool points. \tn % Row Count 2 (+ 2) % Row 1 \SetRowColor{white} Elves & -10 from initial Muscle score; add +10 to initial Agility score; Can only wear armor of 8lbs or less; carry 50 less pounds than normal; cannot wield weapons over 10 lbs; +10 modifier when using any bow or magic; 60\% converse with animals spell; \tn % Row Count 10 (+ 8) % Row 2 \SetRowColor{LightBackground} Dwarves & suffer -10 from their initial Agility score; gain a +10 to their initial Muscle score; have a +10 modifier when using any Axe; do -5 additional damage against an opponent who is not a Dwarf when using an axe; can only ride ponies or donkeys for mounted travel; can carry fifty pounds extra weight; Dwarves with an ability score of 50\% or higher can seek employment in any town other than Dwarftown as a Blacksmith's Assistant; \tn % Row Count 24 (+ 14) % Row 3 \SetRowColor{white} \seqsplit{Overlanders} & add +10 to their initial Presence and Wisdom scores; can never get lost unless their Presence score drops below 50\%; -10 from their Endurance and Ability scores, may use "Mind Marker"; \tn % Row Count 31 (+ 7) \end{tabularx} \par\addvspace{1.3em} \vfill \columnbreak \begin{tabularx}{5.377cm}{x{1.09494 cm} x{3.88206 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{5.377cm}}{\bf\textcolor{white}{Racial Modifiers (cont)}} \tn % Row 4 \SetRowColor{LightBackground} \seqsplit{Halflings} & -10 from Endurance; +20 to their initial Luck score; Purchase Thief Skill for 5,000 XPs less than normal; Move at 3 hexes per day; Can only ride ponies or donkeys but may ride double; Must eat 2 meals per day; +10 to initial score with Shortbow; min 60\% with any Sling; cannot use Longbow; \tn % Row Count 10 (+ 10) \hhline{>{\arrayrulecolor{DarkBackground}}--} \SetRowColor{LightBackground} \mymulticolumn{2}{x{5.377cm}}{There are five character races that exist in Overland. Players must announce which race they will be before rolling for their characteristics.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}--} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{p{0.54747 cm} x{4.42953 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{5.377cm}}{\bf\textcolor{white}{Seek An Audience Table}} \tn % Row 0 \SetRowColor{LightBackground} Roll & Result \tn % Row Count 1 (+ 1) % Row 1 \SetRowColor{white} 01-10 & The Mayor has been angered by your rudeness. No visit is allowed and you must pay 100 gold pieces or spend 3 days in jail. \tn % Row Count 5 (+ 4) % Row 2 \SetRowColor{LightBackground} 11-20 & The Mayor will allow you a visit if you are a knight, a warrior, a wizard, or a Dragonslayer. Otherwise he is too busy to see you. \tn % Row Count 9 (+ 4) % Row 3 \SetRowColor{white} 21-30 & You are harassed by three Mayoral guards (AB-50, EN-62, "Leather Armor, Ab-6, Max-30 Armor ", +5 Short Swords, -7 damage. 50 gd each) If you fight them they will fight to the death. If you kill them you will encounter the Constables (see: NPC characters) and be jailed and tried (-50 from Defense). If you do not fight them you will be beaten and receive 14 wounds and be thrown out of the town or castle. \tn % Row Count 21 (+ 12) % Row 4 \SetRowColor{LightBackground} 31-40 & The Mayor is more than happy to see you. Audience per¬mitted. \tn % Row Count 23 (+ 2) % Row 5 \SetRowColor{white} 41-50 & Make a Presence check; if successful the Mayor will see you. \tn % Row Count 25 (+ 2) % Row 6 \SetRowColor{LightBackground} 51-60 & If you are a thief/spy you learn of 300 silver coins hidden in a hex (random direction) five hexes from this town. You may leave town now and try to dig it up (must have a shovel) but you must spend at least one day digging. If you are not a thief/spy, no visit. When you are done digging there is a 65\% chance the silver will be there. Otherwise it was just a lie to get you to leave. \tn % Row Count 37 (+ 12) \end{tabularx} \par\addvspace{1.3em} \vfill \columnbreak \begin{tabularx}{5.377cm}{p{0.54747 cm} x{4.42953 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{5.377cm}}{\bf\textcolor{white}{Seek An Audience Table (cont)}} \tn % Row 7 \SetRowColor{LightBackground} 61-70 & If you have 10,000 or more experience points you are given an audience. Otherwise no visit. \tn % Row Count 3 (+ 3) % Row 8 \SetRowColor{white} 71-80 & The Mayor has heard of your adventures and provides you with 110 silver coins to aid you. However he cannot allow you a visit unless you have one of the Weapons of Power. \tn % Row Count 8 (+ 5) % Row 9 \SetRowColor{LightBackground} 81-90 & The Mayor has fallen ill. No audience is allowed unless you are a Healer, Cleric or capable of healing his ten points of wounds. If so, you will be allowed an audi¬ence after healing him. \tn % Row Count 14 (+ 6) % Row 10 \SetRowColor{white} 91-00 & The Mayor will see you for a 50 gold piece fee. \tn % Row Count 16 (+ 2) \hhline{>{\arrayrulecolor{DarkBackground}}--} \SetRowColor{LightBackground} \mymulticolumn{2}{x{5.377cm}}{Characters who wish to have an audience with the Mayor of a town must roll on the table below first to see if the mayor or lord will see them.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}--} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{x{1.71257 cm} p{0.75186 cm} x{1.21133 cm} p{0.50124 cm} } \SetRowColor{DarkBackground} \mymulticolumn{4}{x{5.377cm}}{\bf\textcolor{white}{Armor Chart}} \tn % Row 0 \SetRowColor{LightBackground} Armor & Absorb & Max Absorb & Cost \tn % Row Count 1 (+ 1) % Row 1 \SetRowColor{white} Cloth, fur & 5 & 15 & 20 \tn % Row Count 2 (+ 1) % Row 2 \SetRowColor{LightBackground} Gambeson & 5 & 20 & 30 \tn % Row Count 3 (+ 1) % Row 3 \SetRowColor{white} Leather & 7 & 28 & 40 \tn % Row Count 4 (+ 1) % Row 4 \SetRowColor{LightBackground} Scale & 10 & 40 & 50 \tn % Row Count 5 (+ 1) % Row 5 \SetRowColor{white} Chainmail & 15 & 60 & 100 \tn % Row Count 6 (+ 1) % Row 6 \SetRowColor{LightBackground} Partial Plate & 15 & 90 & 200 \tn % Row Count 7 (+ 1) % Row 7 \SetRowColor{white} Full Plate & 20 & 120 & 275 \tn % Row Count 8 (+ 1) % Row 8 \SetRowColor{LightBackground} Improved Plate & 25 & 175 & 350 \tn % Row Count 9 (+ 1) % Row 9 \SetRowColor{white} Barding & 15 & 90 & 200 \tn % Row Count 10 (+ 1) \hhline{>{\arrayrulecolor{DarkBackground}}----} \SetRowColor{LightBackground} \mymulticolumn{4}{x{5.377cm}}{Armor can be worn by characters to protect them from receiving any or all of the damage delivered in a successful strike. Unlike shields armor absorbs damage that the character would normally receive. All armor has Absorb and Maximum Absorb values. Absorb is the amount of damage the armor can absorb at one time and maximum absorb is the total amount of damage that the armor can take before being destroyed. Barding may only be worn by warhorses.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}----} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{x{0.84609 cm} x{4.13091 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{5.377cm}}{\bf\textcolor{white}{Combat Modifiers}} \tn % Row 0 \SetRowColor{LightBackground} \seqsplit{Modifier} & Action \tn % Row Count 2 (+ 2) % Row 1 \SetRowColor{white} -30 & If firing missile weapon while mounted \tn % Row Count 4 (+ 2) % Row 2 \SetRowColor{LightBackground} -20 & Opponent has made an evade action \tn % Row Count 5 (+ 1) % Row 3 \SetRowColor{white} -20 & Opponent is mounted and you are not \tn % Row Count 7 (+ 2) % Row 4 \SetRowColor{LightBackground} -20 & If you have sustained wounds that are equal to or greater than half your Endurance \tn % Row Count 10 (+ 3) % Row 5 \SetRowColor{white} -10 & If surprised (for first round of combat only) \tn % Row Count 12 (+ 2) % Row 6 \SetRowColor{LightBackground} -10 & If fistfighting more than one opponent at a time \tn % Row Count 14 (+ 2) % Row 7 \SetRowColor{white} -5 & If you are wearing armor \tn % Row Count 15 (+ 1) % Row 8 \SetRowColor{LightBackground} -5 & If fighting in an Ice or Desert Realm \tn % Row Count 17 (+ 2) % Row 9 \SetRowColor{white} +10 & Opponent has chosen a non-combat action and is fighting more than one opponent at once \tn % Row Count 20 (+ 3) % Row 10 \SetRowColor{LightBackground} +20 & Opponent made a failed 'charge' action \tn % Row Count 22 (+ 2) \hhline{>{\arrayrulecolor{DarkBackground}}--} \SetRowColor{LightBackground} \mymulticolumn{2}{x{5.377cm}}{The above modifiers are either added or subtracted from a character's Ability score during combat. They should be applied each round of combat - as many as apply.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}--} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{x{0.89586 cm} x{4.08114 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{5.377cm}}{\bf\textcolor{white}{Terrain Effects}} \tn % Row 0 \SetRowColor{LightBackground} \seqsplit{Openland} & +10 to 'catch' score when hunting in Openland \tn % Row Count 2 (+ 2) % Row 1 \SetRowColor{white} Hills & +1 point of movement when entering; +1 point of movement when exiting; +10 to attack if fighting opponent not in hills; \tn % Row Count 6 (+ 4) % Row 2 \SetRowColor{LightBackground} Desert & max. 2 hexes per day w/o camels; cannot ride mounts other than camels; 10\% daily chance of sunburn; must eat double food rations or 80\% chance of malnutrition; no hunting; \tn % Row Count 12 (+ 6) % Row 3 \SetRowColor{white} Ice & only Snow Dogs can enter ice terrain; -10 wounds per day w/o high boots and heavy coat; must use 'lantern' for fire nightly or -5 from Muscle and Ability scores; \tn % Row Count 18 (+ 6) % Row 4 \SetRowColor{LightBackground} \seqsplit{Mountains} & one hex per day max w/o donkeys; 80\% chance of falling; No hunting; +10 to attack if fighting opponent not in mountains; \tn % Row Count 22 (+ 4) % Row 5 \SetRowColor{white} Forest & No modifiers; \tn % Row Count 23 (+ 1) % Row 6 \SetRowColor{LightBackground} Swamps & 40\% chance of Swamp Fever w/o high boots; may not ride any animals; No hunting; 30\% chance of Snake Bite w/o long pants; 60\% chance of Swamp Encounter each night; \tn % Row Count 29 (+ 6) % Row 7 \SetRowColor{white} Roads & +1 to normal movement rate; +10 to percent chance of encounter; \tn % Row Count 31 (+ 2) \end{tabularx} \par\addvspace{1.3em} \vfill \columnbreak \begin{tabularx}{5.377cm}{x{0.89586 cm} x{4.08114 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{5.377cm}}{\bf\textcolor{white}{Terrain Effects (cont)}} \tn % Row 8 \SetRowColor{LightBackground} Rivers & must stop before crossing; may travel on river with raft; \tn % Row Count 2 (+ 2) \hhline{>{\arrayrulecolor{DarkBackground}}--} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{p{0.64701 cm} x{4.32999 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{5.377cm}}{\bf\textcolor{white}{Seek To Hire Help Table}} \tn % Row 0 \SetRowColor{LightBackground} Roll & Help Available \tn % Row Count 1 (+ 1) % Row 1 \SetRowColor{white} 01-20 & Small Farm Boy (Ab-40, Ag-85, En-55) will stay until you enter another town or castle or return to his town or castle. His fee is 1 gold piece a day. \tn % Row Count 6 (+ 5) % Row 2 \SetRowColor{LightBackground} 21-40 & Magic User (AB-50, AG-62, EN-45, 30\% Milestill Magic) Will stay as long as he is needed. Fee is 4 gold pieces a day. \tn % Row Count 10 (+ 4) % Row 3 \SetRowColor{white} 41-50 & No Help Available Today \tn % Row Count 11 (+ 1) % Row 4 \SetRowColor{LightBackground} 51-60 & Worker (Ab-60,Ag-50,En-65) Will stay as long as needed; May hire more than one; Roll 1d10 to see how many are available. 3 gold per day each. \tn % Row Count 16 (+ 5) % Row 5 \SetRowColor{white} 61-70 & Local Guide (Ab-55,Ag-55,En-55) Will stay for 2 weeks. Subtract 10\% from chance of getting lost with guide w/n ten hexes of town. 5 gold per day. \tn % Row Count 21 (+ 5) % Row 6 \SetRowColor{LightBackground} 71-80 & Adventurer (AB—60, AG-60, EN-60) +5 Dagger, -5 Damage) Will Only stay for one month. Fee is 6 gold pieces a day. \tn % Row Count 25 (+ 4) % Row 7 \SetRowColor{white} 81-90 & Thief (AB\textasciitilde{}45, AG-84, EN-6O; 50\% Thief/spy skill) He will Only stay for one week unless you double his fee after the first week. His fee is 6 gold pieces a day. \tn % Row Count 30 (+ 5) \end{tabularx} \par\addvspace{1.3em} \vfill \columnbreak \begin{tabularx}{5.377cm}{p{0.64701 cm} x{4.32999 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{5.377cm}}{\bf\textcolor{white}{Seek To Hire Help Table (cont)}} \tn % Row 8 \SetRowColor{LightBackground} \seqsplit{91-100} & Chiurgeon (Ab-58,Ag-63,En-50) Will only stay for one day. Can be hired to treat wounded players or NPCs. Fee 50 gold per day. Can heal 1d10 wounds per patient per day. \tn % Row Count 5 (+ 5) \hhline{>{\arrayrulecolor{DarkBackground}}--} \SetRowColor{LightBackground} \mymulticolumn{2}{x{5.377cm}}{Characters may wish to recruit the aid of NPC characters during the course of the game. Characters who wish to hire help must roll on the table below. The result indicates the help available that day and how much it will cost to hire them. Characters can only roll once a day.} \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}{NPC Random Facing Diagram}} \tn \SetRowColor{LightBackground} \mymulticolumn{1}{p{5.377cm}}{\vspace{1px}\centerline{\includegraphics[width=5.1cm]{/web/www.cheatography.com/public/uploads/dcware_1421657088_Facing Diagram.PNG}}} \tn \hhline{>{\arrayrulecolor{DarkBackground}}-} \SetRowColor{LightBackground} \mymulticolumn{1}{x{5.377cm}}{This Facing Diagram only applies to the Optional Random Facing Combat Rules.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}-} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{x{2.23965 cm} x{2.73735 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{5.377cm}}{\bf\textcolor{white}{Facing Modifiers Table}} \tn % Row 0 \SetRowColor{LightBackground} Condition & Modifier \tn % Row Count 1 (+ 1) % Row 1 \SetRowColor{white} If Facing your opponent Frontward & -5 additional damage; and -5 from opponent's strike \tn % Row Count 4 (+ 3) % Row 2 \SetRowColor{LightBackground} If Facing Your Opponent's Rear & -10 additional damage; and -10 from opponent's strike \tn % Row Count 7 (+ 3) \hhline{>{\arrayrulecolor{DarkBackground}}--} \SetRowColor{LightBackground} \mymulticolumn{2}{x{5.377cm}}{These apply to the player or NPC striking not to characters choosing 'defense actions'.} \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}{Battle Procedure}} \tn % Row 0 \SetRowColor{LightBackground} \mymulticolumn{1}{x{5.377cm}}{I. Determine Attack Initiative} \tn % Row Count 1 (+ 1) % Row 1 \SetRowColor{white} \mymulticolumn{1}{x{5.377cm}}{II. Units with movement may either withdraw or engage.} \tn % Row Count 3 (+ 2) % Row 2 \SetRowColor{LightBackground} \mymulticolumn{1}{x{5.377cm}}{III. Attacking units may now attack. (Roll on Attack Troop Results Table. Defending units make defensive checks. Roll on Defense Troops Results Table)} \tn % Row Count 7 (+ 4) % Row 3 \SetRowColor{white} \mymulticolumn{1}{x{5.377cm}}{IV. Defending unit may now attack (attacking unit must make defense check).} \tn % Row Count 9 (+ 2) % Row 4 \SetRowColor{LightBackground} \mymulticolumn{1}{x{5.377cm}}{V. Defending player may now deploy reserves from available troops.} \tn % Row Count 11 (+ 2) % Row 5 \SetRowColor{white} \mymulticolumn{1}{x{5.377cm}}{VI. Attacking units may now occupy any vacant hexes.} \tn % Row Count 13 (+ 2) % Row 6 \SetRowColor{LightBackground} \mymulticolumn{1}{x{5.377cm}}{VII. End of Day One.} \tn % Row Count 14 (+ 1) % Row 7 \SetRowColor{white} \mymulticolumn{1}{x{5.377cm}}{VIII. Repeat process until one side surrenders; is destroyed or withdraws from the field of battle completely (thereby forfeiting any lands once held).} \tn % Row Count 18 (+ 4) \hhline{>{\arrayrulecolor{DarkBackground}}-} \SetRowColor{LightBackground} \mymulticolumn{1}{x{5.377cm}}{The above sequence is the procedure a normal battle between troop units will follow.} \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}{Arena Fight Sequence}} \tn % Row 0 \SetRowColor{LightBackground} \mymulticolumn{1}{x{5.377cm}}{Step 1.) fistfight;} \tn % Row Count 1 (+ 1) % Row 1 \SetRowColor{white} \mymulticolumn{1}{x{5.377cm}}{Step 2.) weapon combat;} \tn % Row Count 2 (+ 1) % Row 2 \SetRowColor{LightBackground} \mymulticolumn{1}{x{5.377cm}}{Step 3.) fighters choice;} \tn % Row Count 3 (+ 1) % Row 3 \SetRowColor{white} \mymulticolumn{1}{x{5.377cm}}{Step 4.) repeat starting with step one until one of the fighters is dead!} \tn % Row Count 5 (+ 2) \hhline{>{\arrayrulecolor{DarkBackground}}-} \SetRowColor{LightBackground} \mymulticolumn{1}{x{5.377cm}}{All fights in the arena follow a specific sequence of actions. This sequence is outlined above.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}-} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{5.377cm}{x{2.04673 cm} p{0.79363 cm} p{0.66832 cm} p{0.66832 cm} } \SetRowColor{DarkBackground} \mymulticolumn{4}{x{5.377cm}}{\bf\textcolor{white}{Warship Armament Table}} \tn % Row 0 \SetRowColor{LightBackground} Armament & Damage & Range & Cost \tn % Row Count 1 (+ 1) % Row 1 \SetRowColor{white} Catapult & 3 & 3 & 5,000 \tn % Row Count 2 (+ 1) % Row 2 \SetRowColor{LightBackground} Battering Rams & 4 & 1 & 6,500 \tn % Row Count 3 (+ 1) % Row 3 \SetRowColor{white} Fixed Crossbows & 3 & 4 & 6,000 \tn % Row Count 4 (+ 1) % Row 4 \SetRowColor{LightBackground} Small Cannons & 10 & 4 & 7,000 \tn % Row Count 5 (+ 1) \hhline{>{\arrayrulecolor{DarkBackground}}----} \SetRowColor{LightBackground} \mymulticolumn{4}{x{5.377cm}}{Modifiers: \newline Catapult -25\% modifier to attack roll; capable of firing over obstacles in its line of sight; Battering Rams -20\% modifier to rammed ships Endurance roll; +10 to its Endurance roll when ramming another ship; can perform a ram action from one hex away; Fixed Crossbows -15 from attack roll; may fire 'twice' with each attack; roll separately for each shot;; Small Cannons -10 from attack roll/ 5\% chance after any successful strike that the ship hit will sink automatically;} \tn \hhline{>{\arrayrulecolor{DarkBackground}}----} \end{tabularx} \par\addvspace{1.3em} % That's all folks \end{multicols*} \end{document}