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\begin{document}
\setcounter{page}{1}
\section{Basics}
\begin{center}
\begin{minipage}[t]{0.46\textwidth}
    \subsubsection{Symbol Key}

    \rowcolors{1}{tablecolor1}{tablecolor2}
    \begin{tabular}{|m{0.447\textwidth}|m{0.447\textwidth}|}
        \hline
        \rowcolor[HTML]{F69337}
        {\color[HTML]{FFFFFF} \textbf{SYMBOLS}} & {\color[HTML]{FFFFFF} \textbf{DICE}} \\ \hline
        \success Success & \ability Ability Dice \\ \hline
        \failure Failure & \difficulty Difficulty Dice \\ \hline
        \advantage Advantage & \boost Boost Dice \\ \hline
        \threat Threat & \setback Setback Dice \\ \hline
        \triumph Triumph & \proficiency Proficiency Dice \\ \hline
        \despair Despair & \challenge Challenge Dice \\ \hline
    \end{tabular}

    \vspace{10pt}
    \subsubsection{Difficulty (GCB. 18)}

    \rowcolors{1}{tablecolor1}{tablecolor2}
    \begin{tabular}{|m{0.25\textwidth}|c|p{0.383\textwidth}|}
        \hline
        \rowcolor[HTML]{F69337}
        {\color[HTML]{FFFFFF} \textbf{\wrap{DIFFICULTY\\LEVEL}{0.25}}} & {\color[HTML]{FFFFFF} \textbf{DICE}} & {\color[HTML]{FFFFFF} \textbf{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}

    \vspace{10pt}
    \subsubsection{Upgrading/Downgrading dice (GCB. 20)}
    \begin{itemize}
        \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}

    \vspace{10pt}
    \subsubsection{Story Points (GCB. 27)}
    There are 2 pools of story 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}
        \item Upgrade the ability of your own or an ally's roll.
        \item Upgrade the difficulty of an opponent's roll.
        \item Activate an ability you have.
        \item Do anything the GM will allow a story point to do.
    \end{itemize}

\end{minipage} \hfil \hspace{30pt}
\begin{minipage}[t]{0.46\textwidth}
    \subsubsection{dice pool (GCB. 13)}

    Assembling a dice pool has 4 steps::

    \begin{enumerate}[leftmargin=*]
        \item \textbf{Base}: Collect green \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}

    \vspace{10pt}
    \subsubsection{Interpreting the Result (GCB. 23)}
    \begin{enumerate}
        \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}
            \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}

    \vspace{10pt}
    \subsubsection{Social Skills (GCB. 55)}

    \rowcolors{1}{tablecolor1}{tablecolor2}
    \begin{tabular}{|m{0.4\textwidth}|m{0.494205\textwidth}|}
        \hline
        \rowcolor[HTML]{F69337}
        {\color[HTML]{FFFFFF} \textbf{SKILL}} & {\color[HTML]{FFFFFF} \textbf{OPPOSITION SKILL}} \\ \hline
        Coercion, Leadership & \textbf{Discipline}: The mental fortitude to disobey orders, or the mental strength to resist interrogation and face threats without flinching. \\ \hline
        Deception & \textbf{Vigilance}: The mental alertness to notice when someone is lying. \\ \hline
        Charm & \textbf{Cool}: The ability to keep calm in the face of politeness and flattery. \\ \hline
        Negotiation & \textbf{Negotiation}: Bargaining usually goes back and forth. \\ \hline
    \end{tabular}

    \subsubsection{Range Bands}
    \textbf{\large Engaged  --  Short  --  Medium  -- --  Long  -- --  Extreme}\\
    The lines symbolize how many "Move" maneuvers it takes to move between the bands.

\end{minipage}
\end{center}

\newpage
\section{Combat}

\begin{center}
\begin{minipage}[t]{0.46\textwidth}
    \subsubsection{Initiative (GCB. 96)}
    Initiative is decided in the beginning of combat with a simple (-) \textbf{Cool} or \textbf{Vigilance} check. \textbf{Cool} when the characters are ready for combat, \textbf{Vigilance} when they are not.

    \vspace{10pt}
    \subsubsection{Maneuvers (GCB. 98)}
    Max 2 maneuvers per turn. First is free, the second either costs 2 strain, is exchanged for an action, or performed by spending \advantage\advantage from a combat check.

    \begin{itemize}[leftmargin=*]
        \item \textbf{Aim (steady aim)}: Add \boost to next attack. If you spend two consecutive maneuvers aiming, it's \boost\boost.
        \item \textbf{Aim (aim for limb/item)}: Hobble or disarm on hit. Add \setback\setback to attack. If 2 consecutive maneuvers, \setback.
        \item \textbf{Assist}: Add \boost to ally's check.
        \item \textbf{Guarded stance}: +1 melee defense, add \setback to own attacks.
        \item \textbf{Interact} with environment or gear.
        \item \textbf{Mount} or dismount.
        \item \textbf{Move}: Move between range bands according to the guide on the previous page.
        \item \textbf{Drop prone or stand from prone}.
        \item \textbf{Preparation}: Sometimes required by talent or ability.
    \end{itemize}

    \subsubsection{Actions (GCB. 101)}
    You can spend your action to do a maneuver, activate an ability, perform a skill check, or perform a combat check.

    \textbf{Combat checks} are much like regular skill checks. You assemble a dice pool based on the appropriate skill and roll it against a set difficulty. If it succeeds, you hit your target.

    \subsubsection{Wounds and strain (GCB. 112)}
    Wounds are physical damage to your PC. If your wounds exceed your wound threshold, you are incapacitated and gain a critical injury.

    Strain is psychological damage to your character. If you strain exceeds your strain threshold, you are incapacitated.

    \subsubsection{Critical Injuries (GCB. 114)}
    Critical injuries are serious and sometimes permanent injuries sustained by your character. They can be gained when an enemy uses advantage gained from a combat roll to give you one, or if your character exceeds their wound threshold. When you gain a critical injury, roll 1d100 plus 10 times the amount of critical injuries you already have on the critical injuries table

    \subsubsection{Weapon Stat Meaning (GCB. 90)}

    \begin{itemize}[leftmargin=*]
        \item \textbf{Damage}: Flat number means the weapon deals that damage. Each \success adds 1 damage to the attack.
        \item \textbf{Crit}: The number indicates the number of \advantage required to cause a critical injury.
        \item \textbf{Specials} cause various effects, see chart on page 3. Some require \advantage to \advantage\advantage\advantage to activate.
    \end{itemize}

\end{minipage} \hfil \hspace{30pt}
\begin{minipage}[t]{0.46\textwidth}
    \subsubsection{Two-Weapon Combat (GCB. 108)}
    You can choose to attack with two weapons as a combat check. To do so, roll with +1 difficulty. If you hit, you hit with 1 of your weapons. You can spend \advantage\advantage to hit with the other one.

    \vspace{10pt}
    \subsubsection{Attack Difficulties (GCB. 102, 108)}

    \rowcolors{1}{tablecolor1}{tablecolor2}
    \begin{tabularx}{\textwidth}{|X|X|}
        \hline
        \rowcolor[HTML]{F69337}
        {\color[HTML]{FFFFFF} \textbf{RANGE}} & {\color[HTML]{FFFFFF} \textbf{DIFFICULTY}} \\ \hline
        Melee & \difficulty\difficulty \\ \hline
        Engaged (ranged) & \difficulty\difficulty\difficulty \\ \hline
        Engaged (gunnery) & N/A \\ \hline
        Short & \difficulty \\ \hline
        Medium & \difficulty\difficulty \\ \hline
        Long & \difficulty\difficulty\difficulty \\ \hline
        Extreme & \difficulty\difficulty\difficulty\difficulty \\ \hline
        \multicolumn{2}{|c|}{\cellcolor[HTML]{2D4864}{\color[HTML]{FFFFFF}\textbf{MODIFIERS}}} \\ \hline
        Engaged with ally & Upgrade 1 \difficulty to \challenge. Hit ally on \despair. \\ \hline
        Target prone & Melee add \boost{}; Ranged add \setback{}. \\ \hline
        Aiming & Add \boost. \\ \hline
        Target is guarded & Add \setback. \\ \hline
        Engaged target made ranged attack & Add \boost to next melee attack against them. \\ \hline
    \end{tabularx}


    \vspace{10pt}
    \subsubsection{Spending Advantage and Triumphs (GCB. 104)}

    \rowcolors{1}{tablecolor1}{tablecolor2}
    \begin{tabularx}{\textwidth}{|p{0.14\textwidth}|X|}
        \hline
        \rowcolor[HTML]{F69337}
        {\color[HTML]{FFFFFF} \textbf{ROLL}} & {\color[HTML]{FFFFFF} \textbf{RESULT}} \\ \hline
        \advantage or \triumph & \wrap{Recover 1 strain. \\\vspace{-8pt}\\Add 1 \boost to next allied character's check. \\\vspace{-8pt}\\ Inflict a critical injury (must deal damage past soak) (\advantage cost may vary). \\\vspace{-8pt}\\Activate an item quality (\advantage cost may vary).}{0.745} \\ \hline
        \advantage\advantage or \triumph & \wrap{Perform a free maneuver (only two total maneuvers per turn). \\\vspace{-8pt}\\Add \setback to the target's next check. \\\vspace{-8pt}\\Add \boost to any allied character's next check.}{0.745} \\ \hline
        \advantage\advantage\advantage or \triumph & \wrap{Negate target's defense for rest of turrn. \\\vspace{-8pt}\\Ignore environment for rest of turn. \\\vspace{-8pt}\\Gain +1 ranged or melee defense for 1 turn. \\\vspace{-8pt}\\Force the target to drop something.}{0.745}\\ \hline
        \triumph & \wrap{Upgrade difficulty of target's next check. \\\vspace{-8pt}\\Upgrade ability of ally's next check.}{0.745}\\ \hline
        \triumph\triumph & Destroy a piece of equipment the target is using.\\ \hline
    \end{tabularx}

\end{minipage}
\end{center}

\newpage

\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.

\rowcolors{1}{tablecolor1}{tablecolor2}
\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 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) & \\ \hline
    Defensive (Passive) & A weapon with Defensive increases user's melee defense by its Defensive rating. \\ \hline
    Deflection (Passive) & \\ \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) & \\ \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) & \\ \hline
    Pierce (Passive) & Ignores soak equal to the weapon's Pierce rating. \\ \hline
    Prepare (Passive) & \\ \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) & \\ \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.

\end{minipage} \hfil \hspace{30pt}
\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)}

\rowcolors{1}{tablecolor1}{tablecolor2}
\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}

\rowcolors{1}{tablecolor1}{tablecolor2}
\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}
\rowcolors{1}{tablecolor1}{tablecolor2}
\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
    131-135 & 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
    136-140 & 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}

\newpage
\section{Magic}

\begin{center}
\begin{minipage}[t]{0.46\textwidth}
    Magic works like any other skill check. You roll your magic skill (arcana) against a difficulty. If magic requires a skill check (not trivial), it costs 2 strain. If a spell allows for concentration, you can spend a maneuver to concentrate, extending the spell's duration by 1 turn. This can be done as many times as you want.

    \subsubsection{Penalties when casting magic (GCB. 210)}
    \rowcolors{1}{tablecolor1}{tablecolor2}
    \begin{tabular}{|m{0.69\textwidth}|m{0.2\textwidth}|}
        \hline
        \rowcolor[HTML]{F69337}
        {\color[HTML]{FFFFFF} \textbf{CONDITION}} & {\color[HTML]{FFFFFF} \textbf{PENALTY}} \\ \hline
        The character does not have at least one free hand & + \setback \\ \hline
        The character is gagged, silenced, or otherwise unable to speak. & + \setback\setback \\ \hline
        The character is wearing restrictive armor (2+ soak) or clothing. & + \setback \\ \hline
        The character is in circumstances that interfere with their ability to concentrate. & \wrap{Upgrade\\difficulty\\once}{0.2} \\ \hline
    \end{tabular}

    \subsubsection{Using threat and despair on magic checks (GCB. 211)}
    \rowcolors{1}{tablecolor1}{tablecolor2}
    \begin{tabular}{|m{0.14\textwidth}|m{0.75\textwidth}|}
        \hline
        \rowcolor[HTML]{F69337}
        {\color[HTML]{FFFFFF} \textbf{COST}} & {\color[HTML]{FFFFFF} \textbf{RESULT}} \\ \hline
        \threat or \despair & \wrap{Suffer 2 strain or 1 wound.\\\vspace{-8pt}\\Add \setback to all magic checks made by you and all allies until the end of your next turn.}{0.74} \\ \hline
        \threat\threat or \despair & \wrap{The spell doesn't take effect until the start of the next round, or a minute of narrative play.\\\vspace{-8pt}\\If the character used a magic item, it becomes damaged one step.\\\vspace{-8pt}\\Until the end of the encounter, enemy spellcasters add \boost to all magic checks that target you.}{0.74}\\ \hline
        \threat\threat\threat or \despair & \wrap{An additional character (chosen by the GM) is also affected by the spell.\\\vspace{-8pt}\\All spellcasters within a day's travel become aware of you.}{0.74}\\ \hline
        \despair & \wrap{You are unable to cast spells until the end of the encounter.\\\vspace{-8pt}\\The GM picks the target of the spell.}{0.74}\\ \hline
        \despair\despair & \wrap{You sustain a critical injury.\\\vspace{-8pt}\\Something crazy happens.\\\vspace{-8pt}\\If you used a magical item, it is completely destroyed.}{0.74}\\ \hline
    \end{tabular}
\end{minipage} \hfil \hspace{30pt}
\begin{minipage}[t]{0.46\textwidth}

    \subsubsection{Magic Attack Additional Effects (GCB. 215)}
    \rowcolors{1}{tablecolor1}{tablecolor2}
    \begin{tabular}{|m{0.76\textwidth}|m{0.13\textwidth}|}
        \hline
        \rowcolor[HTML]{F69337}
        {\color[HTML]{FFFFFF} \textbf{EFFECT}} & {\color[HTML]{FFFFFF} \textbf{MOD}} \\ \hline
        \textbf{Blast}: The attack gains the Blast quality with a rating equal to your character's ranks in Arcana. & + \difficulty \\ \hline
        \textbf{Close Combat}: May select a target engaged with your character. & + \difficulty  \\ \hline
        \textbf{Deadly}: The attack gains a Critical Rating of 2, as well as the Vicious quality with a rating equal to your character's ranks in Arcana. & + \difficulty  \\ \hline
        \textbf{Fire}: The attack gains the Burn quality with a rating equal to your character's ranks in Arcana. & + \difficulty  \\ \hline
        \textbf{Ice}: The attack gains the Ensnare quality with a rating equal to your character's ranks in Arcana. & + \difficulty  \\ \hline
        \textbf{Impact}: The attack gains the Knockdown quality and the Disorient quality with a rating equal to your character's ranks in Arcana. & + \difficulty  \\ \hline
        \textbf{Lightning}: The attack gains the Stun quality with a rating equal to your character's ranks in arcana. It also gains the Auto-Fire quality (You must increase the difficulty by \difficulty if you want to use this effect). & + \difficulty  \\ \hline
        \textbf{Magical Missile}: The attack gains the Guided quality with a rating equal to your character's ranks in Arcana. & + \difficulty \\ \hline
        \textbf{Manipulate}: If the attack hits, you may spend \advantage to move the target 1 range band in any direction. & + \difficulty  \\ \hline
        \textbf{Non-Lethal}: The attack gains the stun damage quality. & + \difficulty \\ \hline
        \textbf{Range}: Increase the range of the spell by one band (may be done multiple times) & + \difficulty  \\ \hline
        \textbf{Destructive}: he attack gains the Sunder quality and the Pierce with a rating equal to your character's ranks in arcana. & + \difficulty\difficulty  \\ \hline
        \textbf{Empowered}: Double base damage. If the attack has the blast quality, the range is short instead of engaged. & + \difficulty\difficulty  \\ \hline
        \textbf{Poisonous}: If the attack deals damage, the target must immediately make a Hard (\difficulty\difficulty\difficulty) or take poison wounds \textit{and} strain equal to your ranks in Arcana. & + \difficulty\difficulty  \\ \hline

    \end{tabular}

\end{minipage}
\end{center}

\newpage

\begin{center}
\begin{minipage}[t]{0.46\textwidth}
    \subsection{Magic Spells (GCB. 211)}
    Whenever you use magic, it must be one of the following spells:
    \newline\newline
    \textbf{Attack (GCB. 212, 215)}\\
    \textit{Concentration: no}\\
    Magical Attacks work just like regular attacks in combat. You select a single target within short range (but not engaged). The base difficulty is Easy (\difficulty). Magical attacks have a damage equal to your Intellect characteristic. The attack has no critical rating, but you may inflict a critical injury with a \triumph. Before rolling, you may add any of the effects from the "Magic Attack Additional Effects" table, providing the difficulty does not exceed Formidable (\difficulty\difficulty\difficulty\difficulty).
    \newline\newline
    \textbf{Augment (GCB. 212, 215)}\\
    \textit{Concentration: yes}\\
    Select a skill and a target you are engaged with. The skill check is Average (\difficulty\difficulty). If you succeed, the target has their ability increased by one in the selected skill, until the end of your next turn. You may add additional effects from the "Augment Additional Effects" table, providing the difficulty does not exceed Formidable (\difficulty\difficulty\difficulty\difficulty).
    \newline\newline
    \subsubsection{Augment Additional Effects (GCB. 216)}
    \rowcolors{1}{tablecolor1}{tablecolor2}
    \begin{tabular}{|m{0.76\textwidth}|m{0.13\textwidth}|}
        \hline
        \rowcolor[HTML]{F69337}
        {\color[HTML]{FFFFFF} \textbf{EFFECT}} & {\color[HTML]{FFFFFF} \textbf{MOD}} \\ \hline
        \textbf{Haste}: The target may perform a second maneuver during their turn without spending strain (but still only 2 per turn). & + \difficulty \\ \hline
        \textbf{Range}: Increase the range of the spell by one band (may be done multiple times). & + \difficulty \\ \hline
        \textbf{Swift}: The target can ignore difficult terrain and cannot be immobilized. & + \difficulty \\ \hline
        \textbf{Additional Target}: You may choose an additional target. You may also, after the roll, spend \advantage as many times as you want to add an additional target. & + \difficulty\difficulty \\ \hline

    \end{tabular}
    \newline\newline\newline
    \textbf{Barrier (GCB. 212,216)}\\
    \textit{Concentration: yes}\\
    Select one target you are engaged with. The difficulty is Easy (\difficulty). If you succeed, decrease all damage suffered by the target by 1 until the end of your next turn. If you roll \success\success\success or more, decrease the damage by an additional 1 for every uncancelled \success\success above the first. You may add additional effects from the "Barrier Additional Effects" table, providing the difficulty does not exceed Formidable (\difficulty\difficulty\difficulty\difficulty).

\end{minipage} \hfil \hspace{30pt}
\begin{minipage}[t]{0.46\textwidth}
    \subsubsection{Barrier Additional Effects (GCB. 216)}
    \rowcolors{1}{tablecolor1}{tablecolor2}
    \begin{tabular}{|m{0.70\textwidth}|m{0.13\textwidth}|}
        \hline
        \rowcolor[HTML]{F69337}
        {\color[HTML]{FFFFFF} \textbf{EFFECT}} & {\color[HTML]{FFFFFF} \textbf{MOD}} \\ \hline
        \textbf{Additional Target}: You may choose an additional target. You may also, after the roll, spend \advantage as many times as you want to add an additional target. & + \difficulty \\ \hline
        \textbf{Range}: Increase the range of the spell by one band (may be done multiple times). & + \difficulty \\ \hline
        \textbf{Add Defense}: The target gains a melee defense equal to your ranks in Arcana. & + \difficulty\difficulty \\ \hline
        \textbf{Empowered}: The damage is reduced by 1 per \success instead of the normal effect. & + \difficulty\difficulty \\ \hline
        \textbf{Reflection}: If an enemy attacks the barrier with a spell attack and generates \threat\threat\threat{}, the magic attack targets themselves instead. & + \difficulty\difficulty \\ \hline

    \end{tabular}
    \newline\newline\newline
    \textbf{Conjure (GCB. 212,216)}\\
    \textit{Concentration: yes}\\
    Difficulty is Easy (\difficulty). If successful, you summon a simple tool or weapon with no moving parts, or a minion (lowest power level) with a silhouette no larger than 1. It appears engaged with the caster, and lasts until the end of their next round. If it's a minion, it will act according to its natural instincts, and it takes its turn immediately after the caster. You may add additional effects from the "Conjure Additional Effects" table, providing the difficulty does not exceed Formidable (\difficulty\difficulty\difficulty\difficulty).
    \newline\newline
    \subsubsection{Conjure Additional Effects (GCB. 217)}
    \rowcolors{1}{tablecolor1}{tablecolor2}
    \begin{tabular}{|m{0.70\textwidth}|m{0.13\textwidth}|}
        \hline
        \rowcolor[HTML]{F69337}
        {\color[HTML]{FFFFFF} \textbf{EFFECT}} & {\color[HTML]{FFFFFF} \textbf{MOD}} \\ \hline
        \textbf{Additional Summon}: You may summon an additional tool, weapon or creature. You may also, after the roll, spend \advantage\advantage as many times as you want to add an additional summon. & + \difficulty \\ \hline
        \textbf{Medium Summon}: You may summon more complicated tools with moving parts, or a rival (medium power level) with a silhouette no larger than 1. & + \difficulty \\ \hline
        \textbf{Range}: Increase the range of the spell by one band. & + \difficulty \\ \hline
        \textbf{Summon Ally}: The creature you summon is friendly, and you may spend a maneuver commanding it. If you summon multiple creatures, you can use a maneuver to command all of them. & + \difficulty \\ \hline
        \textbf{Grand Summon}: You may summon a rival up to silhouette 3. & + \difficulty\difficulty \\ \hline

    \end{tabular}
\end{minipage}
\end{center}

\newpage

\begin{center}
\begin{minipage}[t]{0.46\textwidth}
    \textbf{Curse (GCB. 213,217)}\\
    \textit{Concentration: yes}\\
    Select a target within short range. Difficulty is Average (\difficulty\difficulty). If successful, the target decreases their ability of all skill checks by one until the end of your next turn. You may add additional effects from the "Curse Additional Effects" table, providing the difficulty does not exceed Formidable (\difficulty\difficulty\difficulty\difficulty).
    \subsubsection{Curse Additional Effects (GCB. 217)}
    \rowcolors{1}{tablecolor1}{tablecolor2}
    \begin{tabular}{|m{0.70\textwidth}|m{0.17\textwidth}|}
        \hline
        \rowcolor[HTML]{F69337}
        {\color[HTML]{FFFFFF} \textbf{EFFECT}} & {\color[HTML]{FFFFFF} \textbf{MOD}} \\ \hline
        \textbf{Enervate}: If the target suffers strain for any reason, they suffer 1 additional strain. & + \difficulty \\ \hline
        \textbf{Misfortune}: After the target makes a check, you may change one \setback to have \failure facing up. & + \difficulty \\ \hline
        \textbf{Range}: Increase the range of the spell by one band (may be done multiple times). & + \difficulty \\ \hline
        \textbf{Additional Target}: You may choose an additional target. You may also, after the roll, spend \advantage as many times as you want to add an additional target. & + \difficulty\difficulty \\ \hline
        \textbf{Doom}: After the target makes a check, you make change \textit{any one} die in the pool not displaying a \triumph or a \despair to a different face. & + \difficulty\difficulty \\ \hline
        \textbf{Paralyzed}: The target is staggered for the duration. & + \difficulty\difficulty\difficulty \\ \hline

    \end{tabular}
    \newline\newline\newline
    \textbf{Dispel}\\
    \textit{Concentration: no}\\
    Select a target within short range under the effect of a spell. The difficulty is Hard (\difficulty\difficulty\difficulty). If successful, the effecs on the target end. You may add additional effects from the "Dispel Additional Effects" table, providing the difficulty does not exceed Formidable (\difficulty\difficulty\difficulty\difficulty).

    \subsubsection{Dispel Additional Effects (GCB. 218)}
    \rowcolors{1}{tablecolor1}{tablecolor2}
    \begin{tabular}{|m{0.70\textwidth}|m{0.17\textwidth}|}
        \hline
        \rowcolor[HTML]{F69337}
        {\color[HTML]{FFFFFF} \textbf{EFFECT}} & {\color[HTML]{FFFFFF} \textbf{MOD}} \\ \hline
        \textbf{Range}: Increase the range of the spell by one band (may be done multiple times). & + \difficulty \\ \hline
        \textbf{Additional Target}: You may choose an additional target. You may also, after the roll, spend \advantage as many times as you want to add an additional target. & + \difficulty \\ \hline

    \end{tabular}
    \newline\newline\newline
    \textbf{Heal (GCB. 217)}\\
    \textit{Concentration: no}\\
    Select one target you are engaged with and who is not incapacitated. Difficulty is Easy (\difficulty). On success, heal 1 wound per uncancelled \success and 1 strain per uncancelled \advantage. You may add additional effects from the "Heal Additional Effects" table, providing the difficulty does not exceed Formidable (\difficulty\difficulty\difficulty\difficulty).

\end{minipage} \hfil \hspace{30pt}
\begin{minipage}[t]{0.46\textwidth}
    \subsubsection{Heal Additional Effects (GCB. 218)}
    \rowcolors{1}{tablecolor1}{tablecolor2}
    \begin{tabular}{|m{0.70\textwidth}|m{0.21\textwidth}|}
        \hline
        \rowcolor[HTML]{F69337}
        {\color[HTML]{FFFFFF} \textbf{EFFECT}} & {\color[HTML]{FFFFFF} \textbf{MOD}} \\ \hline
        \textbf{Range}: Increase the range of the spell by one band (may be done multiple times). & + \difficulty \\ \hline
        \textbf{Additional Target}: You may choose an additional target. You may also, after the roll, spend \advantage as many times as you want to add an additional target. & + \difficulty \\ \hline
        \textbf{Restoration}: Heal an ongoing status effect. & + \difficulty \\ \hline
        \textbf{Heal Critical}: Heal a critical injury. & + \difficulty\difficulty \\ \hline
        \textbf{Revive Incapacitated}: You may select targets who are incapacitated. & + \difficulty\difficulty \\ \hline
        \textbf{Resurrect}: The character may select a target who has died during this encounter. If the check is successful, the target is restored to life, suffering wounds equal to their wound threshold. If the check fails, no characters may attempt to resurrect the target again. & + \difficulty\difficulty\difficulty\difficulty \\ \hline

    \end{tabular}
    \newline\newline\newline
    \textbf{Mask}\\
    \textit{Concentration: yes}\\
    Create an illusion or change the appearance of a target (silhouette 1 or smaller, Short range). You cannot obscure the basic size and shape of the target. The illusions can cause light or sound but cannot cause harm. An Average (\difficulty\difficulty) Vigilance or Perception check will reveal the illusion. You may add additional effects from the "Heal Additional Effects" table, providing the difficulty does not exceed Formidable (\difficulty\difficulty\difficulty\difficulty).
    \subsubsection{Heal Additional Effects (GCB. 218)}
    \rowcolors{1}{tablecolor1}{tablecolor2}
    \begin{tabular}{|m{0.75\textwidth}|m{0.21\textwidth}|}
        \hline
        \rowcolor[HTML]{F69337}
        {\color[HTML]{FFFFFF} \textbf{EFFECT}} & {\color[HTML]{FFFFFF} \textbf{MOD}} \\ \hline
        \textbf{Range}: Increase the range of the spell by one band (may be done multiple times). & + \difficulty \\ \hline
        \textbf{Additional illusion}: You may create an additional illusion. You may also, after the roll, spend \advantage\advantage as many times as you want to add an additional target. & + \difficulty \\ \hline
        \textbf{Blur}: The spell blurs and obscures the target's form. Until the spell ends, add \threat to the results of combat checks targeting the target. & + \difficulty \\ \hline
        \textbf{Mirror Image}: The spell creates duplicates of the target. Until the spell ends, the target may spend \threat\threat\threat or \despair from any combat check targeting them to cause the attack to hit a duplicate. & + \difficulty \\ \hline
        \textbf{Size}: Increase the size of the illusion by one. & + \difficulty \\ \hline
        \textbf{Realism}: Increase the difficulty to see that it's an illusion by 1. You may also, after the roll, spend \advantage\advantage as many times as you want to increase the difficulty further. & + \difficulty \\ \hline
        \textbf{Terror}: Anyone who doesn't know the illusion is fake must make a Hard (\difficulty\difficulty\difficulty) Discipline check. The take 2 strain per \threat and if they fail cannot approach the illusion. & + \difficulty\difficulty \\ \hline
        \textbf{Invisibility}: Make target Invisible. & + \difficulty\difficulty\difficulty \\ \hline

    \end{tabular}

\end{minipage}
\end{center}

\end{document}