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  • \makeindex[name=spells,title={Spell Summaries},columns=2]
    
    
    \newcommand\makeRule[5]{
      \subsubsection[#2: \roll{#3}{#4}, \glsentrytext{tn} #5]{#2}
      \label{#1}%
    
      \textit{\roll{#3}{#4}, \glsentrytext{tn}~#5.}%
    
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    \newcommand\makeAutoRule[3]{
    
      \subsubsection[#2: #3]{#2}
      \label{#1}%
    }
    
    \newcommand\bigSkillsTable{
    
      \begin{figure*}[t!]
    
      \begin{nametable}[L||L|L|L|L|L|L]{Skill Table}
    
      \label{skillChart}
    
    
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      & \textbf{Strength} & \textbf{Dexterity} & \textbf{Speed} & \textbf{Intelligence} & \textbf{Wits} & \textbf{Charisma} \\\hline\hline
      \textbf{Academics} & Orating to a massive crowd & Forgery & Courier Runs & Recalling facts & Resisting an enchantment spell & Storytelling \\\hline
      \textbf{Athletics} & Lifting heavy loads & Climbing & Sprinting & Finding the easiest route to climb & Identifying optimal climbing conditions & Stage acrobatics \\\hline
      \textbf{Deceit} & Intimidation & Feigning an injury & Spreading a rumour across an entire town & Crafting a plausible lie & Making a quick excuse & Implausible lies \\\hline
      \textbf{Stealth} & Hiding in a hay bail & Moving quietly & Escaping into a crowd & Identifying the best hiding spot & Quickly hiding & Slipping into a party uninvited \\\hline
      \textbf{Vigilance} & Keeping watch all night & Feeling for an exit in the dark & Searching a full forest for a particular tree & Investigating a crime scene & Spotting an illusion spell & Finding the best con target at a banquet \\
      \textbf{Wyldcrafting} & Wrestling a~boar & Untying a~horse's bridle & Fleeing a stampede & Planning a new, hidden trail & Foraging for a quick meal & Selling vegetables \\\hline
    
      \end{nametable}
      \end{figure*}
    
    \newcommand\craftingReqList{
      \begin{nametable}[l|X]{Craft Requirements}
    
        Academics & Books, scrolls, and bookcases. \\
    
        Caving & Rope, carts, pulleys, and alcohol lanterns. \\
        
        Combat & Making swords, armour, scabbards, maces, and polearms. \\
    
        Empathy & Jewellery, fancy clothing, and paints. \\
    
        Deceit & Disguises. \\
    
        Medicine & Bandages, casts, and fake eyes. \\
    
        Performance & Instruments, auditoriums, and theatres. \\
    
        Projectiles & Bows, crossbows, arrows, quivers, and bolts. \\
    
        Seafaring & Boats, sails, rope, and anchors. \\
    
        Wyldcrafting & Fences, rope, houses, blankets, practical clothing and saddles. \\
    
      \end{nametable}
    }
    
    
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    \newcommand{\initiativechart}{
    
    
      \begin{nametable}[Xc]{\Gls{ap} Costs}
    
      \textbf{Standard Actions} & \textbf{\Gls{ap}} \\
    
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      \hline
    
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      Attacking      & by weapon \\
    
      Drawing weapon & 1 \\
    
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      Ram & 3 \\
    
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      \hline
      \hspace{3em}\textbf{Projectiles} & \\
      \hline
    
      Improvised projectile & 2 \\
    
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      Longbow   & 4 \\
    
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      Reloading & 1 \\
    
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      Shortbow & 2 \\
    
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      Thrown weapon & 4 \\
      \hline
    
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      \hline
      \textbf{Other Actions} & \\\hline
    
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      Cast a spell & $1 + Lv - Wts$ \\
    
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      Moving & 1 \\
    
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      Speaking & 1 \\
    
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      \end{nametable}
    
    }
    
    \newcommand\improvisedWeaponsChart{
    
    
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      \begin{boxtable}[XXXXX]
    
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      \textbf{Improvised Weapon} & \textbf{Attack Bonus} & \textbf{Damage Bonus} & \textbf{\Glsfmtshort{ap} Cost} & \textbf{\Gls{weight}} \\\hline
    
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      \showWeapon{\boulder} \\
    
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      \showWeapon{\chair} \\
    
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      \showWeapon{\club} \\
    
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      \showWeapon{\cudgel} \\
    
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      \showWeapon{\firepoker} \\
    
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      \showWeapon{\skillet} \\
    
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      \showWeapon{\knife} \\
    
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      \showWeapon{\Log} \\
    
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      \showWeapon{\stick} \\
    
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      \showWeapon{\woodaxe} \\
    
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      \end{boxtable}
    
    }
    
    \newcommand{\weaponsChart}{
    
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      \begin{boxtable}[lYYYY]
    
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      \textbf{Weapon} & \textbf{\small Attack Bonus} & \textbf{\small Damage Bonus} & \textbf{\Glsfmtshort{ap} \small Cost} & \textbf{\small \Gls{weight}} \\\hline
    
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      \showWeapon{\Dagger} \\
    
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      \showWeapon{\glaive} \\
    
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      \showWeapon{\greataxe} \\
    
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      \showWeapon{\greatsword} \\
    
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      \showWeapon{\javelin} \\
    
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      \showWeapon{\longsword} \\
    
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      \showWeapon{\maul} \\
    
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      \showWeapon{\poleaxe} \\
    
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      \showWeapon{\quarterstaff} \\
    
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      \showWeapon{\shortsword} \\
    
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      \showWeapon{\spear} \\
    
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      \end{boxtable}
    
    \newcommand\esotericWeaponsChart{
    
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      \begin{boxtable}[XYYYY]
    
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      \textbf{Esoteric Weapons} & \textbf{Attack Bonus} & \textbf{Damage Bonus} & \textbf{\Glsfmtshort{ap} Cost} & \textbf{\Gls{weight}} \\\hline
    
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      \showWeapon{\greatclub} \\
    
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      \showWeapon{\giantsword} \\
    
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      \showWeapon{\rapier} \\
    
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      \showWeapon{\warhammer} \\
    
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      \showWeapon{\whip} \\
    
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      \end{boxtable}
    
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    }
    
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    \newcommand{\shieldchart}{
    
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      \begin{boxtable}[XYYYY]
    
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      \textbf{Shield} & \textbf{Defence Bonus} & \textbf{Damage Bonus} & \textbf{\Glsfmtshort{ap} Cost} & \textbf{\Gls{weight}} \\\hline
    
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      \showWeapon{\buckler} \\
      \showWeapon{\roundshield} \\
      \showWeapon{\kiteshield} \\
    
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      \end{boxtable}
    }
    
    \newcommand{\coveringchart}{
      \begin{boxtable}[lLL]
    
        \textbf{Roll} & \textbf{Result} & \textbf{Damage} \\\hline
    
        $\leq$ \gls{tn} - your Covering & Opponent scores \gls{vitalShot}! & You take full Damage \\
    
        < \gls{tn} but > \gls{tn} - your Covering & Opponent hits you & Your \gls{dr} reduces Damage \\
    
        > \gls{tn} but < \gls{tn} + opponent's Covering & You hit the opponent & Opponent's \gls{dr} reduces Damage \\
    
        $\geq$ \gls{tn} + opponent's Covering & You score \gls{vitalShot}! & Opponent takes full Damage \\
    
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      \end{boxtable}
    
    }
    
    \newcommand{\armourchart}{
    
    
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      \begin{boxtable}[Xccc]
    
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      \textbf{Armour} & \textbf{\Glsentrytext{dr}} & \textbf{\glsentrytext{covering}} & \textbf{Weight} \\\hline
    
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      \ifnum\value{r4}=3
    
        \showArmour{\armour[\addtocounter{weight}{-1}]{Elvish Ceramic}{2}{2}} \\
    
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      \fi
    
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      \showArmour{\armour[\addtocounter{weight}{1}]{Padded Armour}{2}{2}} \\
    
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      \showArmour{\armour{Partial Leather}{3}{2}} \\
    
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      \showArmour{\armour{Complete Leather}{3}{4}} \\
    
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      \showArmour{\armour{Partial Chain}{4}{2}}  \\
    
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      \showArmour{\armour{Complete Chain}{4}{4}} \\
    
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      \showArmour{\armour{Partial Plate}{5}{2}} \\
    
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      \showArmour{\armour{Complete Plate}{5}{4}} \\
    
    }
    
    \newcommand{\chasechart}{
    
    
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      \begin{wideTable}{Chase Chart}
    
    
      Total & Result \\\hline
    
    
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      {\textgreater}10 & The characters escape their pursuers after travelling through \pgls{area}. \\
    
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      9 & Both run through 1 \gls{area}, then the characters select a new Skill, and both roll again. \\
    
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      8 & Both run through 2 \glspl{area}, then the characters select a new Skill, and both roll again. \\
    
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      7 & Both run through 3 \glspl{area} then roll again. \\
    
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      6 & Both run through 2 \glspl{area}, then the pursuers select a new Skill, and both roll again. \\
    
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      5 & Both run through 1 \gls{area}, then the pursuers select a new Skill, and both roll again. \\
    
      {\textless}4 & The characters escape their pursuers after running through \pgls{area}. \\
    
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      \end{wideTable}
    
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      \begin{wideTable}{Hunt Chart}
    
    
      Total & Result \\\hline
    
    
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      {\textgreater}10 & The characters capture their quarry after travelling through \pgls{area}. \\
    
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      9 & Both run through 1 \gls{area}, then the characters select a new Skill, and both roll again. \\
    
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      8 & Both run through 2 \glspl{area}, then the characters select a new Skill, and both roll again. \\
    
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      7 & Both run through 3 \glspl{area} then roll again. \\
    
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      6 & Both run through 2 \glspl{area}, then the quarry selects a new Skill, and both roll again. \\
    
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      5 & Both run through 1 \gls{area}, then the quarry selects a new Skill, and both roll again. \\
    
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      {\textless}4 & The quarry escapes the characters after running through \pgls{area}. \\
    
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      \end{wideTable}
    
    \newcommand{\projectilesChart}{
    
    \begin{boxtable}[XXXXX]
    
      \textbf{Projectile} & \textbf{\Gls{ap}} & \textbf{Damage} & \textbf{Weight}  & \textbf{Reload Time} \\\hline
    
      Crossbow &  1 & $2D6$ & 3 & 5 - Str \glspl{round}  \\
    
      Longbow &  4 & varies & 1 & 4 - extra Str \glspl{ap} \\
    
      Shortbow &  1 & $1D6-1$ & 1 & 1 \gls{ap} \\
    
      Throwing knives & 2 & $1D6$ & 0 & 1 \gls{ap} \\
    
    \newcommand\larcenyChart{
      \begin{nametable}[cccL]{Larceny Roll}
    
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        \textbf{\Gls{village}} & \textbf{Town} & \textbf{City} & \textbf{Result} \\
    
        \hline
         17 & 15 & 14 & $2D6 \times 20$ \gls{cp} from a noble's servant. \\
         16 & 14 & 13 & $2D6 \times 15$ \gls{cp} from a traveller. \\
         15 & 13 & 12 & $2D6 \times 10$ \gls{cp} from a trader. \\
         14 & 12 & 11 & $2D6 \times 5$ \gls{cp} from an old lady. \\
         13 & 11 & 10 & No good targets found \\
         12 & 10 & 9 & Caught red handed! -- roll a `snatch and run'. \\
         11 & 9 & 8 & Caught red handed and surrounded! \\
      \end{nametable}
    }
    
    \newcommand\gatheringChart{
      \begin{nametable}[ccX]{Gathering Table}
        \textbf{Tundra} & \textbf{Forest} & \textbf{Result} \\\hline
    
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        11  & 10+ & Food for $1D6$ days. \\
    
        10  & 9 & Nothing found. \\
        8-9 & 8 & Lost: make a navigation roll (below), or wander in the wrong direction. \\
    
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        7   & 6-7 & Screechmoss! \roll{Wits}{Wyldcrafting} (\tn[10]) or test for an encounter (1 in $1D6$). \\
    
        6   & 5 & Creature encounter -- the \gls{gm} rolls $2D6 + 6$ on the local encounter table. \\
    
        5   & & Snake bite: gain $1D6+4$ \glspl{ep}. \\
        4   & 4 & Wrong mushroom: gain 3 \glspl{ep} at the end of the interval. \\
            & 3 & Snake bite: gain $1D6+2$ \glspl{ep}. \\
    
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        < 4 & < 3 & Dirge fruit: after $1D6$ \glspl{interval}, the eater hears a distant screeching sound in their head, and will no longer be able to sleep.
        Only an Air \gls{ingredient} provides a cure (one dose cures 10 people).
        \index{Dirge Fruit \gls{plant}}
        \\
    
      \end{nametable}
    }
    
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    \newcommand\marchingChart{
      \begin{boxtable}[Xc]
        \textbf{Terrain} & \textbf{Miles} \\
        \hline
           Good Road     &       5        \\
           Rough Road    &       4        \\
           Forest Path   &       3        \\
           Lost City     &       2        \\
           Dense Forest  &       1        \\
      \end{boxtable}
    }
    
    
    \newcommand\caveTravelChart{
      \sidebox{
        \begin{boxtable}[YYY]
    
    
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          \textbf{Miles} & \textbf{\gls{tn}} & \textbf{\Glspl{ep}} \\\hline
    
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          0  & 8 & 0/ 3 \\
    
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          1  & 10 & 2/ 5 \\
    
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          2  & 12 & 4/ 7 \\
    
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          3  & 14 & 6/ 9 \\
    
    
        \end{boxtable}
      }%
    }
    
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    \newcommand\calcFallingDamage[2]{%
      \setcounter{Strength}{#1}%
      \setcounter{enc}{#2}%
      \setcounter{damage}{\value{enc}}%
      \roundUp{damage}
      \addtocounter{damage}{\value{Strength}}%
      \setcounter{tn}{\value{damage}}%
      \addtocounter{tn}{7}%
      \setcounter{track}{\value{tn}}%
      \addtocounter{track}{\value{enc}}%
      \arabic{Strength} & \arabic{enc}~\ifnum\value{enc}>1\glspl{step}\else\gls{step}\fi & \dmg{damage} & \arabic{tn} / \arabic{track} \\
    }