<div class="box">
<h2>Core Mechanics</h2>
<h3>Checks (d100)</h3>
<ul>
<li><strong>success:</strong> Roll ≤ skill/attribute.</li>
<li><strong>failure:</strong> Roll > skill/attribute.</li>
<li><strong>degree of success (DoS):</strong> Tens digit of a successful roll (e.g., Roll 48 = 4 DoS).</li>
<li><strong>Critical success:</strong> Doubles under skill (11, 22, etc.).
<ul>
<li><em>Combat:</em> Crit Dmg (Weapon + Tens) + <strong>injury</strong>.</li>
<li><em>Non-Combat:</em> Auto success (max difficulty).</li>
</ul>
</li>
<li><strong>Pushing:</strong> Gain advantage, but lose 10 IP (Instinct).</li>
</ul>
<h3>advantage & disadvantage</h3>
<ul>
<li><strong>advantage:</strong> Swap tens/units for best result.</li>
<li><strong>disadvantage:</strong> Swap tens/units for worst result.</li>
</ul>
<h3>Difficulty Modifiers</h3>
<table>
<tr><th>Difficulty</th><th>Requirement</th></tr>
<tr><td>Easy</td><td>0 DoS (Routine tasks)</td></tr>
<tr><td>Routine</td><td>1 DoS (Standard tasks)</td></tr>
<tr><td>Challenge</td><td>2 DoS (Demanding tasks)</td></tr>
<tr><td>Hard</td><td>4 DoS (Significant obstacles)</td></tr>
<tr><td>Extreme</td><td>6 DoS (Edge of capability)</td></tr>
<tr><td>Impossible</td><td>8 DoS (Legendary feats)</td></tr>
</table>
</div>
<div class="box">
<h2>Combat Actions</h2>
<div class="small-text">Turn: 2 AP + 1 Zero Cost Action.</div>
<h3>Standard Actions (1 AP)</h3>
<ul>
<li><strong>Move:</strong> Move up to Speed (AGI/10 m). <br><em>Evasive Stance:</em> Move >3m = +3 Defense.</li>
<li><strong>Attack:</strong> Weapon check. 2nd attack = 1/2 skill.</li>
<li><strong>Help:</strong> advantage to ally (melee range).</li>
<li><strong>Interact:</strong> Open door, light torch, etc.</li>
<li><strong>Swap Weapon:</strong> Draw/Sheathe.</li>
<li><strong>Stand Up:</strong> From prone.</li>
<li><strong>Prepare:</strong> Save action for reaction later.</li>
</ul>
<h3>Zero Cost Actions</h3>
<ul>
<li><strong>Wait (Vanguard only):</strong> Drop to Rearguard. Regain 1 Reaction.</li>
</ul>
<h3>Reactions (Cost 1 Reaction from Pool)</h3>
<ul>
<li><strong>Dodge (AGI):</strong> Success = No damage.</li>
<li><strong>Parry (combat style):</strong> Reduce dmg by Weapon + DoS.</li>
<li><strong>Block (Shield):</strong> Reduce dmg by Shield + DoS. Fail = Half dmg.</li>
</ul>
</div>
<div class="box">
<h2>Damage & Wounds</h2>
<ul>
<li><strong>Damage:</strong> Weapon Base + DoS.</li>
<li><strong>Bleeding:</strong> Defense reduced by 2. Removed by Medicine check.</li>
<li><strong>Wounds/Injuries:</strong> Caused by Critical Hits. Roll on injury Table.</li>
</ul>
</div>
</td>
<td class="column">
<div class="box">
<h2>Conditions</h2>
<table>
<tr><th>Condition</th><th>Effect</th></tr>
<tr><td><strong>Blinded</strong></td><td>Disadv. on attacks. Fail sight checks.</td></tr>
<tr><td><strong>Frightened</strong></td><td>Disadv. on all checks. Can't move closer.</td></tr>
<tr><td><strong>Prone</strong></td><td>Ranged attacks vs you: Disadv.<br>Melee attacks vs you: Adv.</td></tr>
<tr><td><strong>Stunned</strong></td><td>No actions/reactions. Enemies have Adv.</td></tr>
<tr><td><strong>Unconscious</strong></td><td>Prone & Stunned. Auto-fail checks. Crits vs you.</td></tr>
<tr><td><strong>Exhaustion</strong></td><td>1: Disadv. checks. 2: Half speed. 3: Unconscious.</td></tr>
</table>
</div>
</td>
</tr>