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\section{Weapon Qualities (GCB. 86)}
A quality is either active or passive. A passive quality is always in effect, an active one requires activation after the weapon hit, spending a set amount of \advantage. Unless it is stated, active qualities cost \advantage\advantage.

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\begin{tabular}{|m{0.2\textwidth}|m{0.69\textwidth}|}
    \hline
    \rowcolor[HTML]{F69337}
    {\color[HTML]{FFFFFF} \textbf{QUALITY}} & {\color[HTML]{FFFFFF} \textbf{EFFECT}} \\ \hline
    Accurate (passive) & Add \boost equal to the Accurate rating to all combat checks with this weapon. \\ \hline
    Auto-Fire (Active) & + \difficulty to check if using the quality. If used, you can use \advantage\advantage to hit an additional time. You can do this any amount of times. The additional hit functions exactly as a normal hit, dealing base damage + the number of \success on the check. \\ \hline
    Blast (Active) & Every character engaged with the user of the weapon takes damage equal to the weapon's blast rating, plus the \success from the combat check. Can also be activated if the weapon does not hit with \advantage\advantage\advantage. \\ \hline
    Breach (Passive) & Weapon ignores 1 vehicle defense or 10 soak per breach rating. \\ \hline
    Burn (Active) & When Burn is triggered, one target hit by the attack continues to suffer the weapon’s base damage at the start of each round for a number of rounds equal to the weapon’s Burn rating. This may be triggered multiple times, but not on the same target. The target succeeding on an Easy/Average (\difficulty/\difficulty\difficulty) Coordination check can stop the effect. \\ \hline
    Concussive (Active) & \\ \hline
    Cumbersome (Passive) & You must have a Brawn equal to or above the Cumbersome rating \\ \hline
    Defensive (Passive) & A weapon with Defensive increases user's melee defense by its Defensive rating. \\ \hline
    Deflection (Passive) & A weapon with Deflection increases user's ranged defense by its Deflection rating. \\ \hline
    Disorient (Active) & Disorients for a number of rounds equal to the weapon's disorient rating. \\ \hline
    Ensnare (Active) & When Ensnare is triggered, one target hit with the weapon becomes immobilized for a number of rounds equal to the weapon's Ensnare rating. This may be triggered multiple times, but not on the same target. A Hard (\difficulty\difficulty\difficulty) Athletics check can break the target free. \\ \hline
    Guided (Active) & Can only be triggered if the attack misses, and must be triggered with \advantage\advantage\advantage. Roll a new attack roll, where you add the weapon's Guided rating to the ability. \\ \hline
    Inaccurate (Passive) & Add \setback equal to the Inaccurate rating to all combat checks with this weapon.\\ \hline
    Inferior (Passive) & \\ \hline
    Knockdown (Active) & Knock the target prone. \\ \hline
    Limited Ammo (Passive) & Must be reloaded with a maneuver after being used an amount of times equal to the weapon's Limited Ammo rating. \\ \hline
    Linked (Active) & Spend \advantage\advantage to gain an additional hit, up to an amount of times equal to the weapon's Linked rating. \\ \hline
    Pierce (Passive) & Ignores soak equal to the weapon's Pierce rating. \\ \hline
    Prepare (Passive) & You must use a number of preparation maneuvers equal to the item's Prepare rating before using the item. \\ \hline
    Reinforced (Passive) & \\ \hline
    Slow-Firing (Passive) & Must wait an amount of rounds equal to the weapon's Slow-Firing rating until you can use it again. \\ \hline
    Stun (Active) & When activated, deals an amount of strain to the target equal to the weapon's stun ability. It ignores soak. \\ \hline
    Stun Damage (Passive) & Deals strain damage instead of wound damage. \\ \hline
    Sunder (Active) & When activating Sunder, the attacker chooses one visible item wielded by the target. That item is damaged one step: to minor if undamaged, from minor to moderate, or from moderate to major. If the item is already suffering major damage, it is destroyed. Sunder requires \advantage to activate, and may be activated even if the attack is unsuccessful. Sunder may be activated multiple times in the same attack, but each activation must be applied to the same item. \\ \hline
    Superior (Passive) & \\ \hline
    Tractor (Passive) & \\ \hline
    Unwieldy (Passive) & You must have an Agility equal to or above the Unwieldy rating \\ \hline
    Vicious (Passive) & Adds 10 times the weapon's Vicious rating to all critical injury rolls it causes. \\ \hline
\end{tabular}

\newpage

\section{Healing}

\begin{center}
\begin{minipage}[t]{0.46\textwidth}
    \vspace{-50pt}
    \subsubsection{Healing Wounds (GCB. 116)}
    \begin{itemize}
        \item \textbf{Natural Rest}: A full night of rest heals 1 wound.
        \item \textbf{Medicine Check}: A character may receive ONE Medicine check per encounter to heal wounds and strain. Difficulty is based on chart. On success, a target heals wounds equal to \success and strain equal to \advantage.
        \item \textbf{Autohealer}: Heals 5 wounds minus number of autohealers taken the same day.
    \end{itemize}

    \subsubsection{Healing Critical Injuries (GCB. 116)}
    Once a week, critical injuries can be attempted to be healed with a medicine check with a difficulty equal to the one written in the Critical Injuries table.

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\begin{minipage}[t]{0.46\textwidth}
    \rowcolors{1}{tablecolor1}{tablecolor2}
    \begin{tabular}{|m{0.5\textwidth}|m{0.39\textwidth}|}
        \hline
        \rowcolor[HTML]{F69337}
        {\color[HTML]{FFFFFF} \textbf{WOUNDS}} & {\color[HTML]{FFFFFF} \textbf{DIFFICULTY}} \\ \hline
        Half or less of threshold & \difficulty \\ \hline
        More than half of threshold & \difficulty\difficulty \\ \hline
        Exceed threshold & \difficulty\difficulty\difficulty \\ \hline
        \multicolumn{2}{|c|}{\cellcolor[HTML]{2D4864}{\color[HTML]{FFFFFF}\textbf{MODIFIERS}}} \\ \hline
        Performing on self & +\difficulty\difficulty \\ \hline
        Performing without tools & +\difficulty \\ \hline
    \end{tabular}

    \subsubsection{Healing Strain}
    \begin{itemize}
        \item \textbf{Natural Rest}: A full night of rest recovers all strain.
        \item \textbf{End of an Encounter}: A character may perform a simple (-) Cool or Discipline check at the end of an encounter and recover strain equal to \success.
        \item \textbf{Medicine Check}: As described under "Healing Wounds".
    \end{itemize}
\end{minipage}
\end{center}

\section{Status Effects (GCB. 114)}

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\begin{tabular}{|m{0.2\textwidth}|m{0.69\textwidth}|}
    \hline
    \rowcolor[HTML]{F69337}
    {\color[HTML]{FFFFFF} \textbf{STATUS EFFECT}} & {\color[HTML]{FFFFFF} \textbf{EFFECT}} \\ \hline
    Staggered & Staggered characters cannot perform actions. \\ \hline
    Immobilized & Immobilized characters cannot perform maneuvers. \\ \hline
    Disoriented & A disoriented character adds \setback to all checks. \\ \hline
\end{tabular}

\section{Spending Threat and Despair}

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\begin{tabular}{|m{0.14\textwidth}|m{0.75\textwidth}|}
    \hline
    \rowcolor[HTML]{F69337}
    {\color[HTML]{FFFFFF} \textbf{ROLL}} & {\color[HTML]{FFFFFF} \textbf{RESULT}} \\ \hline
    \threat or \despair & \wrap{The character suffers 1 strain\\\vspace{-8pt}\\The character loses the benefit of their last maneuver.}{0.75} \\ \hline
    \threat\threat or \despair & \wrap{An opponent may immediately perform a free maneuver.\\\vspace{-8pt}\\Add \boost to the targeted character's next check.\\\vspace{-8pt}\\The character or an ally gains \setback on their next action.}{0.75} \\ \hline
    \threat\threat\threat or \despair & \wrap{The character falls prone.\\\vspace{-8pt}\\A good thing happens to an enemy.}{0.75} \\ \hline
    \despair & \wrap{The character's weapon runs out of ammo.\\\vspace{-8pt}\\Upgrade difficulty of ally's next check.\\\vspace{-8pt}\\The tool or weapon used becomes damaged.}{0.75} \\ \hline
\end{tabular}

\newpage

\subsection{Critical Injury Table (GCB. 115)}

\begin{center}
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\begin{tabular*}{1\textwidth}{|m{0.065\textwidth}|m{0.17\textwidth}|m{0.69\textwidth}|}
    \hline
    \rowcolor[HTML]{F69337}
    {\color[HTML]{FFFFFF} \textbf{D100}} & {\color[HTML]{FFFFFF} \textbf{SEVERITY}} & {\color[HTML]{FFFFFF} \textbf{RESULT}}\\ \hline
    01-05 & Easy (\difficulty) & \textbf{Minor Nick}: The target suffers 1 strain. \\ \hline
    06-10 & Easy (\difficulty) & \textbf{Slowed Down}: The target can only act during the last allied Initiative slot on their next turn. \\ \hline
    11-15 & Easy (\difficulty) & \textbf{Sudden Jolt}: The target drops whatever is in hand. \\ \hline
    16-20 & Easy (\difficulty) & \textbf{Distracted}: The target cannot perform a free maneuver during their next turn. \\ \hline
    21-25 & Easy (\difficulty) & \textbf{Off-Balance}: Add \setback to the target's next skill check. \\ \hline
    26-30 & Easy (\difficulty) & \textbf{Discouraging Wound}: Move one player pool Story Point to the Game Master pool (reverse if NPC). \\ \hline
    31-35 & Easy (\difficulty) & \textbf{Stunned}: The target is staggered until the end of their next turn. \\ \hline
    36-40 & Easy (\difficulty) & \textbf{Stinger}: Increase the difficulty of the target's next check by one. \\ \hline
    41-45 & Average (\difficulty\difficulty) & \textbf{Bowled Over}: The target is knocked prone and suffers 1 strain. \\ \hline
    46-50 & Average (\difficulty\difficulty) & \textbf{Head Ringer}: The target increases the difficulty of all Intellect and Cunning checks by one until this Critical Injury is healed. \\ \hline
    51-55 & Average (\difficulty\difficulty) & \textbf{Fearsome Wound}: The target increases the difficulty of all Presence and Willpower checks by one until this Critical Injury is healed. \\ \hline
    56-60 & Average (\difficulty\difficulty) & \textbf{Agonizing Wound}: The target increases the difficulty of all Brawn and Agility checks by one until this Critical Injury is healed. \\ \hline
    61-65 & Average (\difficulty\difficulty) & \textbf{Slightly Dazed}: The target is disoriented until the Critical Injury is healed. \\ \hline
    66-70 & Average (\difficulty\difficulty) & \textbf{Scattered Senses}: The target removes all \boost from skill checks until this Critical Injury is healed. \\ \hline
    71-75 & Average (\difficulty\difficulty) & \textbf{Hamstrung}: The target loses their free maneuver until this Critical Injury is healed. \\ \hline
    76-80 & Average (\difficulty\difficulty) & \textbf{Overpowered}: The target leaves themselves open, and the attacker may immediately attempt another attack against them as an incidental, using the same pool as the original attack. \\ \hline
    81-85 & Average (\difficulty\difficulty) & \textbf{Winded}: The target cannot voluntarily suffer strain to activate any abilities or gain additional maneuvers until this Critical Injury is healed. \\ \hline
    86-90 & Average (\difficulty\difficulty) & \textbf{Compromised}: Increase difficulty of all skill checks by one until this Critical Injury is healed. \\ \hline
    91-95 & Hard (\difficulty\difficulty\difficulty) & \textbf{At the Brink}: The target suffers 2 strain each time they perform an action until this Critical Injury is healed. \\ \hline
    96-100 & Hard (\difficulty\difficulty\difficulty) & \textbf{Crippled}: One of the target’s limbs (selected by the GM) is impaired until this Critical Injury is healed. Increase difficulty of all checks that require use of that limb by one.  \\ \hline
    101-105 & Hard (\difficulty\difficulty\difficulty) & \textbf{Maimed}: One of the target’s limbs (selected by the GM) is permanently lost. Unless the target has a cybernetic or prosthetic replacement, the target cannot perform actions that would require the use of that limb. All other actions gain \setback until this Critical Injury is healed. \\ \hline
    106-110 & Hard (\difficulty\difficulty\difficulty) & \textbf{Horrific Injury}: Roll 1d10 to determine which of the target’s characteristics is affected: 1–3 for Brawn, 4–6 for Agility, 7 for Intellect, 8 for Cunning, 9 for Presence, 10 for Willpower. Until this Critical Injury is healed, treat that characteristic as one point lower. \\ \hline
    111-115 & Hard (\difficulty\difficulty\difficulty) & \textbf{Temporarily Disabled}:  The target is immobilized until this Critical Injury is healed. \\ \hline
    116-120 & Hard (\difficulty\difficulty\difficulty) & \textbf{Blinded}: The target can no longer see. Upgrade the difficulty of all checks twice, and upgrade the difficulty of Perception and Vigilance checks three times, until this Critical Injury is healed. \\ \hline
    121-125 & Hard (\difficulty\difficulty\difficulty) & \textbf{Knocked Senseless}: The target is staggered until this Critical Injury is healed. \\ \hline
    126-130 & Daunting (\difficulty\difficulty\difficulty\difficulty) & \textbf{Gruesome Injury}: Roll 1d10 to determine which of the target's characteristics is affected: 1-3 for brawn, 4-6 for agility, 7 for intellect, 8 for cunning, 9 for presence, 10 for willpower. That characteristic is permanently reduced by one, to a minimum of 1. \\ \hline
    131-140 & Daunting (\difficulty\difficulty\difficulty\difficulty) & \textbf{Bleeding Out}: Until this Critical Injury is healed, every round, the target suffers 1 wound and 1 strain at the beginning of their turn. For every 5 wounds they suffer beyond their wound threshold, they suffer one additional Critical Injury. \\ \hline
    141-150 & Daunting (\difficulty\difficulty\difficulty\difficulty) & \textbf{The End is Nigh}: The target dies after the last Initiative slot during the next round unless the Critical Injury is healed. \\ \hline
    151+ & - & \textbf{Dead}: Complete, obliterated death. \\ \hline
\end{tabular*}
\end{center}
