\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{Red Dice Diaries (Red Dice Diaries)} \pdfinfo{ /Title (lotfp-rules-cheatsheet.pdf) /Creator (Cheatography) /Author (Red Dice Diaries (Red Dice Diaries)) /Subject (LotFP Rules Cheatsheet 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}{690000} \definecolor{LightBackground}{HTML}{FAF7F7} \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{LotFP Rules Cheatsheet Cheat Sheet}}}} \\ \normalsize{by \textcolor{DarkBackground}{Red Dice Diaries (Red Dice Diaries)} via \textcolor{DarkBackground}{\uline{cheatography.com/43467/cs/12949/}}} \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}Red Dice Diaries (Red Dice Diaries) \\ \uline{cheatography.com/red-dice-diaries} \\ \uline{\seqsplit{www}.reddicediaries.com} \end{tabulary} \vfill \columnbreak \begin{tabulary}{5.8cm}{L} \SetRowColor{FootBackground} \mymulticolumn{1}{p{5.377cm}}{\bf\textcolor{white}{Cheat Sheet}} \\ \vspace{-2pt}Published 26th September, 2017.\\ Updated 26th September, 2017.\\ 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*}{2} \begin{tabularx}{8.4cm}{x{6.4 cm} p{1.6 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{8.4cm}}{\bf\textcolor{white}{Default Skills @ Character Gen}} \tn % Row 0 \SetRowColor{LightBackground} Architecture (non-Dwarf) & 1 in 6 \tn % Row Count 1 (+ 1) % Row 1 \SetRowColor{white} Architecture (Dwarf) & 3 in 6 \tn % Row Count 2 (+ 1) % Row 2 \SetRowColor{LightBackground} Bushcraft (non-Halfling) & 1 in 6 \tn % Row Count 3 (+ 1) % Row 3 \SetRowColor{white} Bushcraft (Halfling) & 3 in 6 \tn % Row Count 4 (+ 1) % Row 4 \SetRowColor{LightBackground} Climb & 1 in 6 \tn % Row Count 5 (+ 1) % Row 5 \SetRowColor{white} Languages & 1 in 6 \tn % Row Count 6 (+ 1) % Row 6 \SetRowColor{LightBackground} Search (non-Elf) & 1 in 6 \tn % Row Count 7 (+ 1) % Row 7 \SetRowColor{white} Search (Elf) & 2 in 6 \tn % Row Count 8 (+ 1) % Row 8 \SetRowColor{LightBackground} Sleight of Hand & 1 in 6 \tn % Row Count 9 (+ 1) % Row 9 \SetRowColor{white} Sneak Attack & 1 in 6 \tn % Row Count 10 (+ 1) % Row 10 \SetRowColor{LightBackground} Tinker & 1 in 6 \tn % Row Count 11 (+ 1) \hhline{>{\arrayrulecolor{DarkBackground}}--} \SetRowColor{LightBackground} \mymulticolumn{2}{x{8.4cm}}{A level 1 Specialist begins with 4 skill points that can allocate as they see fit between these skills.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}--} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{8.4cm}{X} \SetRowColor{DarkBackground} \mymulticolumn{1}{x{8.4cm}}{\bf\textcolor{white}{Using Skills}} \tn % Row 0 \SetRowColor{LightBackground} \mymulticolumn{1}{x{8.4cm}}{When use of an ability is attempted the player must roll a D6, if the result is equal to, or less than the ability score then the action is successful. If the player knowing the dice result would potentially influence their character's behaviour then the GM will roll the dice.} \tn % Row Count 6 (+ 6) % Row 1 \SetRowColor{white} \mymulticolumn{1}{x{8.4cm}}{If a specialist has a 6 in a skill then 2D6 are rolled, they only fail if both dice come up as a 6.} \tn % Row Count 8 (+ 2) % Row 2 \SetRowColor{LightBackground} \mymulticolumn{1}{x{8.4cm}}{{\bf{Sneak Attack:}} For each point a Specialist puts in Sneak attack the damage increases by 1, if a Specialist has any points in Sneak Attack then they also get a +2 bonus to hit.} \tn % Row Count 12 (+ 4) \hhline{>{\arrayrulecolor{DarkBackground}}-} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{8.4cm}{x{5.6 cm} x{2.4 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{8.4cm}}{\bf\textcolor{white}{Encumbrance}} \tn % Row 0 \SetRowColor{LightBackground} Character is wearing chain armour* & +1 Point \tn % Row Count 2 (+ 2) % Row 1 \SetRowColor{white} plate armour* & +2 Points \tn % Row Count 3 (+ 1) % Row 2 \SetRowColor{LightBackground} Character is carrying 6 or more different items overall** & +1 Point \tn % Row Count 6 (+ 3) % Row 3 \SetRowColor{white} 11 or more different items overall** & +1 Point \tn % Row Count 8 (+ 2) % Row 4 \SetRowColor{LightBackground} 16 or more different items overall** & +1 Point \tn % Row Count 10 (+ 2) % Row 5 \SetRowColor{white} 21 or more different items overall** & +1 Point \tn % Row Count 12 (+ 2) % Row 6 \SetRowColor{LightBackground} Character is carrying an oversized item {\emph{*}} & +1 Point per Item \tn % Row Count 14 (+ 2) \hhline{>{\arrayrulecolor{DarkBackground}}--} \SetRowColor{LightBackground} \mymulticolumn{2}{x{8.4cm}}{{\emph{ Added to the number of Encumbrance Points but aren't recorded with the rest of the equipment. \newline {\bf{ Multiple small items count as one item. \newline }}}} Oversized items include any items that requires two hands to use.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}--} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{8.4cm}{p{0.72 cm} x{2.736 cm} x{2.52 cm} x{1.224 cm} } \SetRowColor{DarkBackground} \mymulticolumn{4}{x{8.4cm}}{\bf\textcolor{white}{Movement}} \tn % Row 0 \SetRowColor{LightBackground} \seqsplit{Points} & Movement per Turn (Exploration) & Movement per Round (Combat) & Miles Per Day \tn % Row Count 3 (+ 3) % Row 1 \SetRowColor{white} 0-1 & 120' & 40' & 24 \tn % Row Count 4 (+ 1) % Row 2 \SetRowColor{LightBackground} 2 & 90' & 30' & 18 \tn % Row Count 5 (+ 1) % Row 3 \SetRowColor{white} 3 & 60' & 20' & 12 \tn % Row Count 6 (+ 1) % Row 4 \SetRowColor{LightBackground} 4 & 30' & 10' & 6 \tn % Row Count 7 (+ 1) % Row 5 \SetRowColor{white} 5 & 0' & 0' & 0 \tn % Row Count 8 (+ 1) \hhline{>{\arrayrulecolor{DarkBackground}}----} \SetRowColor{LightBackground} \mymulticolumn{4}{x{8.4cm}}{When running multiply the {\bf{Movement per Round (Combat)}} by 3.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}----} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{8.4cm}{x{5.28 cm} x{2.72 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{8.4cm}}{\bf\textcolor{white}{Terrain \& Condition Mods for Movement}} \tn % Row 0 \SetRowColor{LightBackground} {\bf{Terrain}} & {\bf{Adjustment}} \tn % Row Count 2 (+ 2) % Row 1 \SetRowColor{white} Jungles, Mountains, Swamp & x 1/3 \tn % Row Count 3 (+ 1) % Row 2 \SetRowColor{LightBackground} Desert, Forest, Hills & x 1/2 \tn % Row Count 4 (+ 1) % Row 3 \SetRowColor{white} Clear, Plains, Trail & x 2/3 \tn % Row Count 5 (+ 1) % Row 4 \SetRowColor{LightBackground} Road & x 1 \tn % Row Count 6 (+ 1) % Row 5 \SetRowColor{white} {\bf{Conditions}} & {\bf{Adjustment}} \tn % Row Count 8 (+ 2) % Row 6 \SetRowColor{LightBackground} High winds or Precipitation & x 1/2 \tn % Row Count 10 (+ 2) % Row 7 \SetRowColor{white} Storm conditions & x 1/3 \tn % Row Count 11 (+ 1) \hhline{>{\arrayrulecolor{DarkBackground}}--} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{8.4cm}{x{5.12 cm} x{2.88 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{8.4cm}}{\bf\textcolor{white}{Experience: Defeating Enemies}} \tn % Row 0 \SetRowColor{LightBackground} Enemy Hit Dice & XP Award \tn % Row Count 1 (+ 1) % Row 1 \SetRowColor{white} \textless{}1 & 5 \tn % Row Count 2 (+ 1) % Row 2 \SetRowColor{LightBackground} 1 & 10 \tn % Row Count 3 (+ 1) % Row 3 \SetRowColor{white} 2 & 25 \tn % Row Count 4 (+ 1) % Row 4 \SetRowColor{LightBackground} 3 & 50 \tn % Row Count 5 (+ 1) % Row 5 \SetRowColor{white} 4 & 75 \tn % Row Count 6 (+ 1) % Row 6 \SetRowColor{LightBackground} 5 & 100 \tn % Row Count 7 (+ 1) % Row 7 \SetRowColor{white} 6 & 250 \tn % Row Count 8 (+ 1) % Row 8 \SetRowColor{LightBackground} 7 & 500 \tn % Row Count 9 (+ 1) % Row 9 \SetRowColor{white} 8 & 750 \tn % Row Count 10 (+ 1) % Row 10 \SetRowColor{LightBackground} 9 & 1000 \tn % Row Count 11 (+ 1) % Row 11 \SetRowColor{white} 10 & 1250 \tn % Row Count 12 (+ 1) % Row 12 \SetRowColor{LightBackground} 11+ & 1500 \tn % Row Count 13 (+ 1) \hhline{>{\arrayrulecolor{DarkBackground}}--} \SetRowColor{LightBackground} \mymulticolumn{2}{x{8.4cm}}{To count for XP purposes an enemy must be bought to 0HP, lose a Morale Check or surrender.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}--} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{8.4cm}{X} \SetRowColor{DarkBackground} \mymulticolumn{1}{x{8.4cm}}{\bf\textcolor{white}{Experience: Recovering Treasure}} \tn % Row 0 \SetRowColor{LightBackground} \mymulticolumn{1}{x{8.4cm}}{The primary method for gaining XP in the game. The following will gain the characters wealth but {\bf{do NOT}} gain them XP:} \tn % Row Count 3 (+ 3) % Row 1 \SetRowColor{white} \mymulticolumn{1}{x{8.4cm}}{- Coins looted from the bodies outside of adventure locations.} \tn % Row Count 5 (+ 2) % Row 2 \SetRowColor{LightBackground} \mymulticolumn{1}{x{8.4cm}}{- Rewards.} \tn % Row Count 6 (+ 1) % Row 3 \SetRowColor{white} \mymulticolumn{1}{x{8.4cm}}{- Selling equipment stripped from foes.} \tn % Row Count 7 (+ 1) % Row 4 \SetRowColor{LightBackground} \mymulticolumn{1}{x{8.4cm}}{- Selling magical items that have been used by a PC or a retainer.} \tn % Row Count 9 (+ 2) % Row 5 \SetRowColor{white} \mymulticolumn{1}{x{8.4cm}}{- Tax income.} \tn % Row Count 10 (+ 1) % Row 6 \SetRowColor{LightBackground} \mymulticolumn{1}{x{8.4cm}}{- Theft of wealth from mundane merchants, rulers and citizens.} \tn % Row Count 12 (+ 2) % Row 7 \SetRowColor{white} \mymulticolumn{1}{x{8.4cm}}{- Trade, commerce, and other business activity.} \tn % Row Count 13 (+ 1) \hhline{>{\arrayrulecolor{DarkBackground}}-} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{8.4cm}{X} \SetRowColor{DarkBackground} \mymulticolumn{1}{x{8.4cm}}{\bf\textcolor{white}{Experience: Recovering Treasure}} \tn % Row 0 \SetRowColor{LightBackground} \mymulticolumn{1}{x{8.4cm}}{The following treasures {\bf{DO}} count for XP purposes:} \tn % Row Count 2 (+ 2) % Row 1 \SetRowColor{white} \mymulticolumn{1}{x{8.4cm}}{- All valuable objects recovered from uncivilised or abandoned areas.} \tn % Row Count 4 (+ 2) % Row 2 \SetRowColor{LightBackground} \mymulticolumn{1}{x{8.4cm}}{- Money hoarded by creatures who have no actual use for it.} \tn % Row Count 6 (+ 2) \hhline{>{\arrayrulecolor{DarkBackground}}-} \SetRowColor{LightBackground} \mymulticolumn{1}{x{8.4cm}}{Treasure XP is calculated once it is returned to a secure location. 1 Silver Piece of treasure is worth 1 XP. Experience is divided between all surviving party members involved in an adventure.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}-} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{8.4cm}{X} \SetRowColor{DarkBackground} \mymulticolumn{1}{x{8.4cm}}{\bf\textcolor{white}{Gain a Level}} \tn % Row 0 \SetRowColor{LightBackground} \mymulticolumn{1}{x{8.4cm}}{When a character gains enough XP to gain a level, the change happens next time they reach a secure location.} \tn % Row Count 3 (+ 3) % Row 1 \SetRowColor{white} \mymulticolumn{1}{x{8.4cm}}{Characters can gain a maximum of one level per gaming session. Any Experience Points over half way to the next level earned from a single session are lost.} \tn % Row Count 7 (+ 4) \hhline{>{\arrayrulecolor{DarkBackground}}-} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{8.4cm}{X} \SetRowColor{DarkBackground} \mymulticolumn{1}{x{8.4cm}}{\bf\textcolor{white}{Damage}} \tn % Row 0 \SetRowColor{LightBackground} \mymulticolumn{1}{x{8.4cm}}{When a character (or creature) suffers damage it is deducted from their current Hit Points.} \tn % Row Count 2 (+ 2) % Row 1 \SetRowColor{white} \mymulticolumn{1}{x{8.4cm}}{When his Hit Points reach 0, the character becomes unable to take any action and, in most cases, falls unconscious.} \tn % Row Count 5 (+ 3) % Row 2 \SetRowColor{LightBackground} \mymulticolumn{1}{x{8.4cm}}{The character becomes mortally wounded at -3 HP and will die in 1d10 minutes. No healing, magical or otherwise, can prevent death at this point.} \tn % Row Count 8 (+ 3) % Row 3 \SetRowColor{white} \mymulticolumn{1}{x{8.4cm}}{Death is instantaneous at -4 HP.} \tn % Row Count 9 (+ 1) \hhline{>{\arrayrulecolor{DarkBackground}}-} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{8.4cm}{x{3.2 cm} x{4.8 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{8.4cm}}{\bf\textcolor{white}{NPC Reactions}} \tn % Row 0 \SetRowColor{LightBackground} {\bf{Roll}} & {\bf{Reaction}} \tn % Row Count 1 (+ 1) % Row 1 \SetRowColor{white} 2 & Hostile \tn % Row Count 2 (+ 1) % Row 2 \SetRowColor{LightBackground} 3-5 & Unfriendly \tn % Row Count 3 (+ 1) % Row 3 \SetRowColor{white} 6-8 & Indifferent \tn % Row Count 4 (+ 1) % Row 4 \SetRowColor{LightBackground} 9-11 & Talkative \tn % Row Count 5 (+ 1) % Row 5 \SetRowColor{white} 12 & Helpful \tn % Row Count 6 (+ 1) \hhline{>{\arrayrulecolor{DarkBackground}}--} \SetRowColor{LightBackground} \mymulticolumn{2}{x{8.4cm}}{In most instances an NPCs reaction will be obvious based on circumstances. When it isn't the table above can be used.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}--} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{8.4cm}{X} \SetRowColor{DarkBackground} \mymulticolumn{1}{x{8.4cm}}{\bf\textcolor{white}{Combat}} \tn \SetRowColor{white} \mymulticolumn{1}{x{8.4cm}}{} \tn \hhline{>{\arrayrulecolor{DarkBackground}}-} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{8.4cm}{X} \SetRowColor{DarkBackground} \mymulticolumn{1}{x{8.4cm}}{\bf\textcolor{white}{Surprise}} \tn \SetRowColor{white} \mymulticolumn{1}{x{8.4cm}}{Roll 1D6 for each side that might be surprised; most normal characters are surprised on a roll of 1-2. Surprised characters are unable to act for one round. \newline % Row Count 4 (+ 4) Characters that are well hidden and prepared to perform an ambush, act from surprise on a roll of 1-4 on 1D6. The foes of surprised characters can take a free action before initiative is rolled.% Row Count 8 (+ 4) } \tn \hhline{>{\arrayrulecolor{DarkBackground}}-} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{8.4cm}{X} \SetRowColor{DarkBackground} \mymulticolumn{1}{x{8.4cm}}{\bf\textcolor{white}{Initiative}} \tn \SetRowColor{white} \mymulticolumn{1}{x{8.4cm}}{There are two ways to roll initiative: \newline % Row Count 1 (+ 1) - One player rolls 1D6 for the player character's side and the Referee rolls 1D6 for the opposition. The winner's side acts first followed by the other. \newline % Row Count 5 (+ 4) - All player characters roll 1D6 for initiative individually, and the Referee rolls once for each type of enemy they are facing. Then the Referee counts down from 6 to 1 with everyone acting on their initiative segment.% Row Count 10 (+ 5) } \tn \hhline{>{\arrayrulecolor{DarkBackground}}-} \SetRowColor{LightBackground} \mymulticolumn{1}{x{8.4cm}}{If opposing groups roll the same Initiative, break ties using the Dex modifier, If there are still ties then the participants act simultaneously.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}-} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{8.4cm}{X} \SetRowColor{DarkBackground} \mymulticolumn{1}{x{8.4cm}}{\bf\textcolor{white}{Attack}} \tn \SetRowColor{white} \mymulticolumn{1}{x{8.4cm}}{A character can attack if there is an enemy within striking range. The GM will inform the player what the enemy's AC is, and the player rolls 1D20 to determine if they hit. If the result is equal or greater than the defenders AC then the character inflicts the weapon's damage on the defender. \newline % Row Count 6 (+ 6) - Strength bonuses are added to the Attack Bonus in melee. \newline % Row Count 8 (+ 2) - Dexterity bonuses are added to the Attack Bonus in ranged combat and to AC. \newline % Row Count 10 (+ 2) Fighter, Dwarves and Elves have two extra options in combat: \newline % Row Count 12 (+ 2) - {\bf{Press}}: A fierce attack made at the expense of defence. +2 to hit, -4 AC penalty. \newline % Row Count 14 (+ 2) - {\bf{Defensive Fighting}}: +2 AC bonus, -4 to hit.% Row Count 15 (+ 1) } \tn \hhline{>{\arrayrulecolor{DarkBackground}}-} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{8.4cm}{X} \SetRowColor{DarkBackground} \mymulticolumn{1}{x{8.4cm}}{\bf\textcolor{white}{Casting Spells}} \tn \SetRowColor{white} \mymulticolumn{1}{x{8.4cm}}{Magic-Users must have both hands free (a staff or wand in hand is acceptable), Elves need just one hand free to cast a spell. Clerics must have their holy symbol in their hand for the whole round. \newline % Row Count 4 (+ 4) Spells with instantaneous or permanent duration take effect right away. All others take effect at the beginning of the next round before initiative rolls are made.% Row Count 8 (+ 4) } \tn \hhline{>{\arrayrulecolor{DarkBackground}}-} \SetRowColor{LightBackground} \mymulticolumn{1}{x{8.4cm}}{If a character has taken any damage earlier in a Round, the character cannot cast a spell that round.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}-} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{8.4cm}{X} \SetRowColor{DarkBackground} \mymulticolumn{1}{x{8.4cm}}{\bf\textcolor{white}{Move}} \tn % Row 0 \SetRowColor{LightBackground} \mymulticolumn{1}{x{8.4cm}}{A character can move up to a 1/3 or his normal move in feet every Round and can also attack.} \tn % Row Count 2 (+ 2) % Row 1 \SetRowColor{white} \mymulticolumn{1}{x{8.4cm}}{Alternately a character can charge, moving his full rate and doing double damage, but suffering a -2 AC penalty that Round.} \tn % Row Count 5 (+ 3) \hhline{>{\arrayrulecolor{DarkBackground}}-} \SetRowColor{LightBackground} \mymulticolumn{1}{x{8.4cm}}{Characters with weapons that can receive a charge automatically strike first against an enemy closing into melee range with them, unless they've already acted that round, and do double damage against charging opponents.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}-} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{8.4cm}{X} \SetRowColor{DarkBackground} \mymulticolumn{1}{x{8.4cm}}{\bf\textcolor{white}{Parry}} \tn \SetRowColor{white} \mymulticolumn{1}{x{8.4cm}}{A character may decide to defend themselves at the expense of all other actions. No other action is allowed during a Round in which a character decides to parries, although a player is free to decide they are parrying at any point before they have acted in a round.% Row Count 6 (+ 6) } \tn \hhline{>{\arrayrulecolor{DarkBackground}}-} \SetRowColor{LightBackground} \mymulticolumn{1}{x{8.4cm}}{Parrying characters get +2 AC bonus for that Round, or a +4 bonus for Fighters, Dwarves and Elves.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}-} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{8.4cm}{X} \SetRowColor{DarkBackground} \mymulticolumn{1}{x{8.4cm}}{\bf\textcolor{white}{Aiming}} \tn \SetRowColor{white} \mymulticolumn{1}{x{8.4cm}}{A character with a missile weapon may decide to take a full Round to aim. This means taking absolutely no action for one round besides aiming, during which time the character has no Dex modifier to their AC. On the following round they receive a +4 to hit when firing on his action. The aiming time is in addition to normal reload time.% Row Count 7 (+ 7) } \tn \hhline{>{\arrayrulecolor{DarkBackground}}-} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{8.4cm}{X} \SetRowColor{DarkBackground} \mymulticolumn{1}{x{8.4cm}}{\bf\textcolor{white}{Attacking from Behind}} \tn \SetRowColor{white} \mymulticolumn{1}{x{8.4cm}}{If a character is attacked from behind by an enemy he is not aware of, he loses all Dexterity and shield modifiers to AC and the enemy receives a further +2 bonus to hit.% Row Count 4 (+ 4) } \tn \hhline{>{\arrayrulecolor{DarkBackground}}-} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{8.4cm}{X} \SetRowColor{DarkBackground} \mymulticolumn{1}{x{8.4cm}}{\bf\textcolor{white}{Break}} \tn % Row 0 \SetRowColor{LightBackground} \mymulticolumn{1}{x{8.4cm}}{} \tn % Row Count 0 (+ 0) \hhline{>{\arrayrulecolor{DarkBackground}}-} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{8.4cm}{x{3.44 cm} x{4.56 cm} } \SetRowColor{DarkBackground} \mymulticolumn{2}{x{8.4cm}}{\bf\textcolor{white}{Cover}} \tn % Row 0 \SetRowColor{LightBackground} {\bf{Cover}} & {\bf{AC Bonus}} \tn % Row Count 1 (+ 1) % Row 1 \SetRowColor{white} 25\% & +2 \tn % Row Count 2 (+ 1) % Row 2 \SetRowColor{LightBackground} 50\% & +4 \tn % Row Count 3 (+ 1) % Row 3 \SetRowColor{white} 75\% & +7 \tn % Row Count 4 (+ 1) % Row 4 \SetRowColor{LightBackground} 90\% & +10 \tn % Row Count 5 (+ 1) \hhline{>{\arrayrulecolor{DarkBackground}}--} \SetRowColor{LightBackground} \mymulticolumn{2}{x{8.4cm}}{Cover is protection behind something that can actually block incoming attacks.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}--} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{8.4cm}{X} \SetRowColor{DarkBackground} \mymulticolumn{1}{x{8.4cm}}{\bf\textcolor{white}{Firing into Melee}} \tn \SetRowColor{white} \mymulticolumn{1}{x{8.4cm}}{When firing into a melee, randomly determine who in the melee is actually targeted-{}-the firing character doesn't get to choose-{}-before rolling to hit. \newline % Row Count 4 (+ 4) If the firing character takes a full round to aim, one possible target of the firing character's choice counts as two people in the melee when the Referee comes to determine the target. \newline % Row Count 8 (+ 4) Larger targets count as two characters for random target determining, truly gargantuan creatures can be fired on using the normal rules.% Row Count 11 (+ 3) } \tn \hhline{>{\arrayrulecolor{DarkBackground}}-} \SetRowColor{LightBackground} \mymulticolumn{1}{x{8.4cm}}{Dexterity modifiers do not apply for either the firing character or the targets when firing into a melee.} \tn \hhline{>{\arrayrulecolor{DarkBackground}}-} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{8.4cm}{X} \SetRowColor{DarkBackground} \mymulticolumn{1}{x{8.4cm}}{\bf\textcolor{white}{Helpless Opponents}} \tn \SetRowColor{white} \mymulticolumn{1}{x{8.4cm}}{Helpless opponents, defined as those sleeping, bound, magically frozen, etc., are automatically hit for maximum damage by anyone attacking them with a melee weapon.% Row Count 4 (+ 4) } \tn \hhline{>{\arrayrulecolor{DarkBackground}}-} \end{tabularx} \par\addvspace{1.3em} \begin{tabularx}{8.4cm}{X} \SetRowColor{DarkBackground} \mymulticolumn{1}{x{8.4cm}}{\bf\textcolor{white}{Morale}} \tn \SetRowColor{white} \mymulticolumn{1}{x{8.4cm}}{To make a morale test roll 2D6; if the roll is equal to or less than the Morale score then the NPC, monster or monster group is willing to stand and fight. If the result is higher than the score then they have lost their nerve. NPCs, monsters or monster groups with a Morale score of 12 never fail a cehck. \newline % Row Count 7 (+ 7) In general Morale is checked when an NPC, monster or monster group first encounters opposition, and again when they are reduced to half strength.% Row Count 10 (+ 3) } \tn \hhline{>{\arrayrulecolor{DarkBackground}}-} \end{tabularx} \par\addvspace{1.3em} % That's all folks \end{multicols*} \end{document}