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\begin{document}
\setcounter{page}{1}
\section{Basic Rules}
\begin{center}
\begin{minipage}[t]{0.46\textwidth}
\subsection{Skill Checks}
In order to make a skill check, you:
\begin{itemize}
    \item \textbf{Choose attribute+skill:} The DM decides which combination of \textbf{Attribute} and \textbf{Skill} would best fit what the character is trying to do. Each skill has a default attribute, but it could be any combination. The number you get from adding the attribute and the skill is the \textbf{Target Number}, which dice must roll under to succeed.
    \item \textbf{Set the difficulty:} The DM decides on a difficulty of 1-5.
    \item \textbf{Assemble the dice pool and roll:} By default, you roll 2d20 on any given skill check. You may purchase up to 3 additional dice with \textbf{Action Points}.
    \item \textbf{Count successes:} Any roll equal to the target or under is a success. Any roll of 1 is a critical success, which counts for 2 successes. If the target is a \textbf{Tag Skill}, any normal success counts as a critical success. A roll of 20 generates a \textbf{Complication}.
    \item \textbf{Compare successes to the difficulty}: You succeed the check if you scored a number of successes higher than or equal to the difficulty. Every success above the difficulty generates an \textbf{Action Point}.
\end{itemize}

\subsection{Action Points}

You can spend action points to do the following:
\begin{itemize}
  \item \textbf{Buy d20s (1-6 AP):} On a skill check, you may buy additional d20s for your dice pool. The first additional d20 costs 1 AP, the second costs 2, and the third costs 3. So if you purchase all 3, that's a total of 6 AP. You may also choose to generate the same number of AP for the Game Master, instead of using your own.
  \item \textbf{Obtain Information (1 AP):} Can only be used directly after getting the Action Point used. Ask the GM a question regarding the roll.
  \item \textbf{Reduce Time (2 AP):} Can only be used directly after obtaining the Action Points used. Halves the time it takes to complete the action.
  \item \textbf{Take an additional minor action (1 AP):} May only take a total of 2 minor actions in a single turn.
  \item \textbf{Take an additional major action (2 AP):} Any skill test you must attempt is increased in difficulty by +1. May only take a total of 2 major actions in a single turn.
  \item \textbf{Add extra damage (1-3 AP):} On a successful melee attack or thrown weapon attack you can spend AP to add 1 \dice{} per AP spent, up to a maximum of +3 \dice{} for 3 AP.
\end{itemize}
\end{minipage} \hfil \hspace{30pt}
\begin{minipage}[t]{0.46\textwidth}
\subsection{Luck}
You start each quest with an amount of Luck Points equal to your Luck attribute. You may at any point spend them for one of the following effects:

\begin{itemize}
  \item \textbf{Luck of the Draw:} You will something good to happen, like looting the right kind of ammo or discovering the password to a door. The GM may veto your suggestion or say it takes multiple Luck Points to achieve.
  \item \textbf{Stacked Deck:} You may spend 1 Luck Point before a skill check to use your Luck attribute instead of the default attribute.
  \item \textbf{Lucky Timing:} You may spend a Luck Point to immediately take your turn for the round in combat.
  \item \textbf{Miss Fortune:} Spend 1 Luck Point to reroll 1d20 or up to 3\dice{}. You may use multiple Luck Points on the same roll. You cannot reroll a die that has already been rerolled.
\end{itemize}

\end{minipage}
\end{center}
\newpage
\section{Combat}
\begin{center}
\begin{minipage}[t]{0.46\textwidth}
\subsection{Initiative}
Initiative is determined without a roll. Each character has an initiative statistic, which dictates the order of combat.

The character who initiated combat takes a single turn. Afterwards, each character takes turns from highest initiative to lowest. Each turn consists of a single \textbf{Major Action} and a single \textbf{Minor Action}.

\subsection{Minor Actions}
\begin{itemize}
  \item \textbf{Aim:} Re-roll 1d20 on the first attack roll you make this turn.
  \item \textbf{Draw Item:} Draw one item carried on your person or pick up an object or item within your reach. You may put an item away as part of this action.
  \item \textbf{Interact:} Interact with your equipment or environment in a simple way, like opening a door, or pushing a button.
  \item \textbf{Move:} Move up to one zone, to any position within medium range. Alternatively, stand up from prone position.
  \item \textbf{Take Chem:} Administer a dose of a chem that you are holding, targeting yourself or a willing character within your reach. If you're not holding the chem, then you need to draw it first.
\end{itemize}

\subsection{Major Actions}
\begin{itemize}
  \item \textbf{Assist:}
  \item \textbf{Attack:}
  \item \textbf{Command an NPC:}
  \item \textbf{Defend:}
  \item \textbf{First Aid:}
  \item \textbf{Rally:}
  \item \textbf{Ready:}
  \item \textbf{Sprint:}
  \item \textbf{Test:}
\end{itemize}

\subsection{Prone}
\end{minipage} \hfil \hspace{30pt}
\begin{minipage}[t]{0.46\textwidth}
\subsection{Attack}
\end{minipage}
\end{center}

\end{document}