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Lotfp Rules Cheatsheet Cheat Sheet: by Via

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LotFP Rules Cheatsheet Cheat Sheet

by Red Dice Diaries (Red Dice Diaries) via cheatography.com/43467/cs/12949/

Default Skills @ Character Gen Encumb​rance (cont)

Archit​ecture (non-D​warf) 1 in 6 Character is carrying an oversized item * +1 Point per Item


Archit​ecture (Dwarf) 3 in 6 * Added to the number of Encumb​rance Points but aren't recorded
Bushcraft (non-H​alf​ling) 1 in 6 with the rest of the equipment.
** Multiple small items count as one item.
Bushcraft (Halfling) 3 in 6
* Oversized items include any items that requires two hands to use.
Climb 1 in 6
Languages 1 in 6 Movement
Search (non-Elf) 1 in 6
Points Movement per Turn Movement per Round Miles Per
Search (Elf) 2 in 6 (Explo​ration) (Combat) Day
Sleight of Hand 1 in 6 0-1 120' 40' 24
Sneak Attack 1 in 6 2 90' 30' 18
Tinker 1 in 6 3 60' 20' 12

A level 1 Specialist begins with 4 skill points that can allocate as they 4 30' 10' 6
see fit between these skills. 5 0' 0' 0

When running multiply the Movement per Round (Combat) by 3.


Using Skills

When use of an ability is attempted the player must roll a D6, if the Terrain & Condition Mods for Movement
result is equal to, or less than the ability score then the action is
Terr​ain Adju​stm​ent
succes​sful. If the player knowing the dice result would potent​ially
influence their charac​ter's behaviour then the GM will roll the dice. Jungles, Mountains, Swamp x 1/3

If a specialist has a 6 in a skill then 2D6 are rolled, they only fail if Desert, Forest, Hills x 1/2
both dice come up as a 6. Clear, Plains, Trail x 2/3
Sneak Attack: For each point a Specialist puts in Sneak attack the Road x1
damage increases by 1, if a Specialist has any points in Sneak Cond​iti​ons Adju​stm​ent
Attack then they also get a +2 bonus to hit.
High winds or Precip​itation x 1/2
Storm conditions x 1/3
Encumb​rance

Character is wearing chain armour* +1 Point


Experi​ence: Defeating Enemies
plate armour* +2 Points
Enemy Hit Dice XP Award
Character is carrying 6 or more different items overall** +1 Point
<1 5
11 or more different items overall** +1 Point
1 10
16 or more different items overall** +1 Point
2 25
21 or more different items overall** +1 Point
3 50
4 75
5 100
6 250
7 500

By Red Dice Diaries (Red Published 26th September, 2017. Sponsored by Readable.com
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LotFP Rules Cheatsheet Cheat Sheet
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Experi​ence: Defeating Enemies (cont) Damage

8 750 When a character (or creature) suffers damage it is deducted from


9 1000 their current Hit Points.

10 1250 When his Hit Points reach 0, the character becomes unable to take
any action and, in most cases, falls uncons​cious.
11+ 1500
The character becomes mortally wounded at -3 HP and will die in
To count for XP purposes an enemy must be bought to 0HP, lose a
1d10 minutes. No healing, magical or otherwise, can prevent death
Morale Check or surrender.
at this point.
Death is instan​taneous at -4 HP.
Experi​ence: Recovering Treasure

The primary method for gaining XP in the game. The following will
NPC Reactions
gain the characters wealth but do NOT gain them XP:
Roll Reac​tion
- Coins looted from the bodies outside of adventure locations.
2 Hostile
- Rewards.
3-5 Unfriendly
- Selling equipment stripped from foes.
6-8 Indiff​erent
- Selling magical items that have been used by a PC or a retainer.
9-11 Talkative
- Tax income.
12 Helpful
- Theft of wealth from mundane merchants, rulers and citizens.
In most instances an NPCs reaction will be obvious based on circum​‐
- Trade, commerce, and other business activity.
sta​nces. When it isn't the table above can be used.

Experi​ence: Recovering Treasure


Combat
The following treasures DO count for XP purposes:
- All valuable objects recovered from uncivi​lised or abandoned
Surprise
areas.
Roll 1D6 for each side that might be surprised; most normal
- Money hoarded by creatures who have no actual use for it.
characters are surprised on a roll of 1-2. Surprised characters are
Treasure XP is calculated once it is returned to a secure location. 1 unable to act for one round.
Silver Piece of treasure is worth 1 XP. Experience is divided between Characters that are well hidden and prepared to perform an ambush,
all surviving party members involved in an adventure. 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.
Gain a Level

When a character gains enough XP to gain a level, the change Initiative


happens next time they reach a secure location. There are two ways to roll initia​tive:
Characters can gain a maximum of one level per gaming session. - One player rolls 1D6 for the player charac​ter's side and the Referee
Any Experience Points over half way to the next level earned from a rolls 1D6 for the opposi​tion. The winner's side acts first followed by
single session are lost. the other.
- All player characters roll 1D6 for initiative indivi​dually, 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.

If opposing groups roll the same Initia​tive, break ties using the Dex
modifier, If there are still ties then the partic​ipants act simult​ane​ously.

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Attack Aiming

A character can attack if there is an enemy within striking range. The A character with a missile weapon may decide to take a full Round to
GM will inform the player what the enemy's AC is, and the player rolls aim. This means taking absolutely no action for one round besides
1D20 to determine if they hit. If the result is equal or greater than the aiming, during which time the character has no Dex modifier to their
defenders AC then the character inflicts the weapon's damage on the AC. On the following round they receive a +4 to hit when firing on his
defender. action. The aiming time is in addition to normal reload time.
- Strength bonuses are added to the Attack Bonus in melee.
- Dexterity bonuses are added to the Attack Bonus in ranged combat Attacking from Behind
and to AC.
If a character is attacked from behind by an enemy he is not aware
Fighter, Dwarves and Elves have two extra options in combat:
of, he loses all Dexterity and shield modifiers to AC and the enemy
- Press: A fierce attack made at the expense of defence. +2 to hit, -4
receives a further +2 bonus to hit.
AC penalty.
- Defe​nsive Fighti​ng: +2 AC bonus, -4 to hit.

Casting Spells

Magic-​Users must have both hands free (a staff or wand in hand is


accept​able), Elves need just one hand free to cast a spell. Clerics
must have their holy symbol in their hand for the whole round.
Spells with instan​taneous or permanent duration take effect right
away. All others take effect at the beginning of the next round before
initiative rolls are made.

If a character has taken any damage earlier in a Round, the


character cannot cast a spell that round.

Move

A character can move up to a 1/3 or his normal move in feet every


Round and can also attack.
Altern​ately a character can charge, moving his full rate and doing
double damage, but suffering a -2 AC penalty that Round.

Characters with weapons that can receive a charge automa​tically


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.

Parry

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.

Parrying characters get +2 AC bonus for that Round, or a +4 bonus


for Fighters, Dwarves and Elves.

By Red Dice Diaries (Red Published 26th September, 2017. Sponsored by Readable.com
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LotFP Rules Cheatsheet Cheat Sheet
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Cover

Cover AC Bonus
25% +2
50% +4
75% +7
90% +10

Cover is protection behind something that can actually block


incoming attacks.

Firing into Melee

When firing into a melee, randomly determine who in the melee is


actually target​ed--the firing character doesn't get to choose​--b​efore
rolling to hit.
If the firing character takes a full round to aim, one possible target of
the firing charac​ter's choice counts as two people in the melee when
the Referee comes to determine the target.
Larger targets count as two characters for random target determ​‐
ining, truly gargantuan creatures can be fired on using the normal
rules.

Dexterity modifiers do not apply for either the firing character or the
targets when firing into a melee.

Helpless Opponents

Helpless opponents, defined as those sleeping, bound, magically


frozen, etc., are automa​tically hit for maximum damage by anyone
attacking them with a melee weapon.

Morale

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.
In general Morale is checked when an NPC, monster or monster
group first encounters opposi​tion, and again when they are reduced
to half strength.

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