\section{BASICS}
\begin{center}
\begin{minipage}[t]{0.48\textwidth}
    \subsubsection{SYMBOL KEY}
    \begin{center}
        \rowcolors{1}{tablecolor1}{tablecolor2}
        \begin{tabular}{|m{0.4\textwidth}|}
            \hline
            \rowcolor{tablecolor3}
            {\color[HTML]{FFFFFF}\tn\selectfont{}Dice} \\ \hline
            \ability{} Ability Dice \\ \hline
            \difficulty{} Difficulty Dice \\ \hline
            \boost{} Boost Dice \\ \hline
            \setback{} Setback Dice \\ \hline
            \proficiency{} Proficiency Dice \\ \hline
            \challenge{} Challenge Dice \\ \hline
            \force{} Force Dice \\ \hline
        \end{tabular}
        \quad
        \rowcolors{1}{tablecolor1}{tablecolor2}
        \begin{tabular}{|m{0.4\textwidth}|}
            \hline
            \rowcolor{tablecolor3}
            {\color[HTML]{FFFFFF}\tn\selectfont{}Symbols} \\ \hline
            \success{} Success \\ \hline
            \failure{} Failure \\ \hline
            \advantage{} Advantage \\ \hline
            \threat{} Threat \\ \hline
            \triumph{} Triumph \\ \hline
            \despair{} Despair \\ \hline
            \lightforce\darkforce\forcepoint{} Force\\ \hline
        \end{tabular}

    \end{center}

    \subsubsection{DIFFICULTY (EotE. 17)}

    \rowcolors{1}{tablecolor1}{tablecolor2}
    \begin{tabular}{|m{0.25\textwidth}|m{0.22\textwidth}|m{0.383\textwidth}|}
        \hline
        \rowcolor{tablecolor3}
        {\color[HTML]{FFFFFF}\tn\selectfont{}Difficulty Level} & {\color[HTML]{FFFFFF}\tn\selectfont{}Dice} & {\color[HTML]{FFFFFF}\tn\selectfont{}Scope} \\\hline
        Simple & {\centering -} & Basic and routine. \\ \hline
        Easy & \difficulty & Poses little challenge, but something could go wrong. \\ \hline
        Average & \difficulty\difficulty & Success expected, but failure is not surprising.\\ \hline
        Hard & \difficulty\difficulty\difficulty & Professionals fail as often as they succeed. \\ \hline
        Daunting & \difficulty\difficulty\difficulty\difficulty & Pushes Professionals to their limits. \\ \hline
        Formidable & \difficulty\difficulty\difficulty\difficulty\difficulty & Nigh impossible. \\ \hline
        Impossible & - & With GM permission, spend Story Point to tackle as Formidable. \\ \hline
    \end{tabular}

    \subsubsection{UPGRADING/DOWNGRADING DICE (EotE. 21)}
    \begin{itemize}
        \itemsep0em
        \item \textbf{Increase}: Add \difficulty{} or \ability.
        \item \textbf{Upgrade}: Convert \difficulty{} to \challenge{} or \ability{} to \proficiency{}. If upgrading is impossible, increase instead.
        \item \textbf{Decrease}: Remove \difficulty{} or \ability{}. If only \challenge{} or \proficiency{} are left, ignore additional decreases.
        \item \textbf{Downgrade}: Convert \challenge{} to \difficulty{} or \proficiency{} to \ability{}. If only \ability{} or \difficulty{} are left, ignore additional downgrades.
    \end{itemize}

    \subsubsection{DESTINY POINTS (EotE. 28)}
    There are 2 pools of Destiny Points. The players' and the GM's. The players can use their pool to do things, and the GM can use their pool do similar things. When a story point is used, it is moved to the other pool.

    The points can be used to:

    \begin{itemize}
        \itemsep0em
        \item Upgrade your own or an ally's roll.
        \item Downgrade an opponent's roll.
        \item Activate an ability you have.
        \item Do anything the GM will allow a Destiny Point to do.
    \end{itemize}
\end{minipage} \hfil \hspace{15pt}
\begin{minipage}[t]{0.48\textwidth}
    \subsubsection{DICE POOL (EotE. 18)}

    Assembling a dice pool has 4 steps::

    \begin{enumerate}
        \itemsep0em
        \item \textbf{Base}: Collect \ability{} equal to the characteristic.
        \item \textbf{Upgrade}: Convert an amount of \ability{} equal to your skill rank into \proficiency{}.\\ \textit{Note: If your skill is higher than your characteristic, then use skill for the base and characteristic for the upgrade.}
        \item \textbf{Difficulty} GM adds \difficulty{} and \challenge{} depending on the base difficulty of the task.
        \item \textbf{Modifiers}: GM, actions, maneuvers or special abilities add \boost{} and \setback{} depending on situation-specific changes to the difficulty of the task.
    \end{enumerate}

    \subsubsection{INTERPRETING THE RESULT (EotE. 23)}
    \begin{enumerate}
        \itemsep0em
        \item \textbf{Triumph and Despair}: A \triumph{} symbol on the die counts as both a \success{} and a \triumph{}. A \despair{} symbol on the die counts as both a \failure{} and a \despair{}.
        \item \textbf{Cancel out}:
        \begin{itemize}
            \itemsep0em
            \item \advantage{} and \threat{} cancel each other out.
            \item \success{} and \failure{} cancel each other out.
            \item \triumph{} and \despair{} do \textbf{NOT} cancel each other out. The \success{} and \failure{} they generated do however count as regular \success{} and \failure{}, and can be cancelled out normally.
        \end{itemize}
        \item If the roll generated more \success{} than \failure{}, you succeed. If it generated the same amount or more \failure{}, you fail.
        \item \textbf{Spend} \advantage{}, \triumph{}, \threat{} \textbf{and} \despair{}: In combat, you spend the \advantage{} and \triumph{} and the GM spends the \threat{} and \despair{}. Out of combat, the GM spends it all.
    \end{enumerate}
\end{minipage}
\end{center}