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+\documentclass[8pt]{extarticle}
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+\input{prelude}
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+
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+% Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
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+\newcommand{\Class}{Thief}
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+\newcommand{\BaseHP}{6}
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+\newcommand{\BaseLoad}{9}
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+\newcommand{\Damage}{8}
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+
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+\begin{document}
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+\openup -0.2em
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+
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+\charbanner
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+
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+\begin{multicols}{2}
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+\leftbanner{Folk}
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+
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+\begin{amove}{Halfling}
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+ When you \textbf{attack with a ranged weapon}, deal +2 damage.
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+\end{amove}
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+
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+\begin{amove}{Human}
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+ You are a professional. When you \textbf{Spout Lore} or
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+ \textbf{Discern Realities} about criminal activities, take +1.
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+\end{amove}
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+
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+\begin{amove}{Kitt}
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+ You are sneaky and daring. When you \textbf{Defy Danger} by trying to
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+ remain unseen, take +1.
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+\end{amove}
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+
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+\
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+
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+\leftbanner{Alignment}
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+
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+\begin{amove}{Chaotic}
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+ Leap into danger without a plan.
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+\end{amove}
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+
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+\begin{amove}{Neutral}
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+ Avoid detection or infiltrate a location.
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+\end{amove}
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+
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+\begin{amove}{Evil}
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+ Shift danger or blame from yourself to someone else.
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+\end{amove}
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+
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+\
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+
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+\leftbanner{Bonds}
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+
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+\begin{quote}
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+\textbf{V:}\enspace\hrulefill
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+
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+\enspace\hrulefill
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+
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+\textbf{V:}\enspace\hrulefill
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+
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+\enspace\hrulefill
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+
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+\textbf{V:}\enspace\hrulefill
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+
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+\enspace\hrulefill
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+
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+\textbf{V:}\enspace\hrulefill
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+
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+\enspace\hrulefill
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+
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+\textbf{V:}\enspace\hrulefill
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+
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+\enspace\hrulefill
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+\end{quote}
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+
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+
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+\vfill\null
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+\columnbreak
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+
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+
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+\rightbanner{Starting Moves}
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+
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+\begin{basicmove}{Trap Expert}
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+ When you spend a moment to survey a dangerous area,
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+ roll+DEX. \textbf{On a 10+}, hold 3. \textbf{On a 7–9}, hold
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+ 1. Spend your hold as you walk through the area to ask these
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+ questions:
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+
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+ \begin{itemize}
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+ \item Is there a trap here and if so, what activates it?
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+ \item What does the trap do when activated?
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+ \item What else is hidden here?
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+ \end{itemize}
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+\end{basicmove}
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+
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+\begin{basicmove}{Tricks of the Trade}
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+ When you pick locks or pockets or disable traps,
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+ roll+DEX. \textbf{On a 10+}, you do it, no problem. \textbf{On a
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+ 7–9}, you still do it, but the GM will offer you two options
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+ between suspicion, danger, or cost.
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+\end{basicmove}
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+
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+\begin{basicmove}{Backstab}
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+ When you attack a surprised or defenseless enemy with a melee
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+ weapon, you can choose to deal your damage or roll+DEX. \textbf{On a
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+ 10+}, choose two. \textbf{On a 7–9}, choose one.
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+
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+ \begin{itemize}
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+ \item You don’t get into melee with them
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+ \item You deal your damage+1d6
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+ \item You create an advantage, +1 forward to you or an ally acting
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+ on it
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+ \item Reduce their armor by 1 until they repair it
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+ \end{itemize}
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+
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+\end{basicmove}
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+
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+
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+\begin{basicmove}{Flexible Morals}
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+ When someone tries to detect your alignment you can tell them any
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+ alignment you like.
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+\end{basicmove}
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+
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+\begin{basicmove}{Poisoner}
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+ You’ve mastered the care and use of a poison. Choose a poison from
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+ the list below; that poison is no longer dangerous for you to
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+ use. You also start with three uses of the poison you
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+ choose. Whenever you have time to gather materials and a safe place
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+ to brew you can make three uses of the poison you choose for
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+ free. Note that some poisons are applied, meaning you have to
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+ carefully apply it to the target or something they eat or
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+ drink. Touch poisons just need to touch the target, they can even be
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+ used on the blade of a weapon.
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+
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+ \begin{itemize}
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+ \item Oil of Tagit (applied): The target falls into a light sleep
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+ \item Bloodweed (touch): The target deals -1d4 damage ongoing until
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+ cured
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+ \item Goldenroot (applied): The target treats the next creature they
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+ see as a trusted ally, until proved otherwise
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+ \item Serpent’s Tears (touch): Anyone dealing damage to the target
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+ rolls twice and takes the better result.
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+ \end{itemize}
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+\end{basicmove}
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+
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+
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+\vfill\null
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+\end{multicols}
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+
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+\clearpage
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+
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+\gearbanner
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+
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+\begin{multicols}{2}
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+ Your load is 9+STR. You start with dungeon rations (5 uses, 1
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+ weight), leather armor (1 armor, 1 weight), 3 uses of your chosen
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+ poison, and 10 coins. Choose your arms:
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+
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+ \begin{quote}
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+ \choice Dagger (hand, 1 weight) and short sword (close, 1 weight) \\
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+ \choice Rapier (close, precise, 1 weight)
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+ \end{quote}
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+
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+ Choose a ranged weapon:
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+
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+ \begin{quote}
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+ \choice 3 throwing daggers (thrown, near, 0 weight) \\
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+ \choice Ragged Bow (near, 2 weight) and bundle of arrows (3 ammo, 1 weight)
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+ \end{quote}
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+
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+ Choose one:
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+
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+ \begin{quote}
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+ \choice Adventuring gear (1 weight) \\
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+ \choice Healing potion (0 weight)
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+ \end{quote}
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+
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+\columnbreak
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+
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+\
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+
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+\end{multicols}
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+
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+\begin{multicols}{2}
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+ \leftbanner{Advanced Moves (2-5)}
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+ When you \textbf{gain a level from 2--5}, choose from these moves.
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+
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+ \begin{amove}{Cheap Shot}
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+ When using a precise or hand weapon, your backstab deals an extra
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+ +1d6 damage.
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+ \end{amove}
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+
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+ \begin{amove}{Cautious}
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+ When you use trap expert you always get +1 hold, even on a 6-.
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+ \end{amove}
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+
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+ \begin{amove}{Wealth and Taste}
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+ When you make a show of flashing around your most valuable
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+ possession, choose someone present. They will do anything they can
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+ to obtain your item or one like it.
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+ \end{amove}
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+
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+ \begin{amove}{Shoot First}
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+ You’re never caught by surprise. When an enemy would get the drop
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+ on you, you get to act first instead.
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+ \end{amove}
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+
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+ \begin{amove}{Poison Master}
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+ After you’ve used a poison once it’s no longer dangerous for you
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+ to use.
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+ \end{amove}
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+
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+ \begin{amove}{Envenom}
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+ You can apply even complex poisons with a pinprick. When you apply
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+ a poison that’s not dangerous for you to use to your weapon it’s
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+ touch instead of applied.
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+ \end{amove}
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+
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+ \begin{amove}{Brewer}
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+ When you have time to gather materials and a safe place to brew
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+ you can create three doses of any one poison you’ve used before.
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+ \end{amove}
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+
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+ \begin{amove}{Underdog}
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+ When you’re outnumbered, you have +1 armor.
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+ \end{amove}
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+
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+ \begin{amove}{Connections}
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+ When you put out word to the criminal underbelly about something
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+ you want or need, roll+CHA. \textbf{On a 10+}, someone has it,
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+ just for you. \textbf{On a 7–9}, you’ll have to settle for
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+ something close or it comes with strings attached, your call.
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+ \end{amove}
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+
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+\rightbanner{Advanced Moves (6-10)}
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+
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+When you \textbf{gain a level from 6--10}, choose from these moves or
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+the level 2--5 moves.
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+
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+\begin{amove}{Dirty Fighter}
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+ \textbf{Replaces}: Cheap Shot
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+
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+ When using a precise or hand weapon, your backstab deals an extra
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+ +1d8 damage and all other attacks deal +1d4 damage.
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+\end{amove}
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+
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+\begin{amove}{Extremely Cautious}
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+ \textbf{Replaces}: Cautious
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+
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+ When you use trap expert you always get +1 hold, even on a
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+ 6-. \textbf{On a 12+}, you get 3 hold and the next time you come
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+ near a trap the GM will immediately tell you what it does, what
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+ triggers it, who set it, and how you can use it to your advantage.
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+\end{amove}
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+
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+\vfill\null
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+\columnbreak
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+
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+\rightbanner{Advanced Moves (6-10)}
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+
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+\begin{amove}{Alchemist}
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+ \textbf{Replaces}: Brewer
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+
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+ When you have you have time to gather materials and a safe place to
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+ brew you can create three doses of any poison you’ve used
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+ before. Alternately you can describe the effects of a poison you’d
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+ like to create. The GM will tell you that you can create it, but
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+ with one or more caveats:
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+
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+ \begin{itemize}
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+ \item It will only work under specific circumstances
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+ \item The best you can manage is a weaker version
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+ \item It’ll take a while to take effect
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+ \item It’ll have obvious side effects
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+ \end{itemize}
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+
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+\end{amove}
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+
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+\begin{amove}{Serious Underdog}
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+ \textbf{Replaces}: Underdog
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+
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+ You have +1 armor. When you’re outnumbered, you have +2 armor
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+ instead.
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+\end{amove}
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+
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+\begin{amove}{Evasion}
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+ When you \textbf{Defy Danger on a 12+}, you transcend the
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+ danger. You not only do what you set out to, but the GM will offer
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+ you a better outcome, true beauty, or a moment of grace.
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+\end{amove}
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+
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+\begin{amove}{Strong Arm, True Aim}
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+ You can throw any melee weapon, using it to volley. A thrown melee
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+ weapon is gone; you can never choose to reduce ammo on a 7–9.
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+\end{amove}
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+
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+\begin{amove}{Escape Route}
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+ When you’re in too deep and need a way out, name your escape route
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+ and roll+DEX. \textbf{On a 10+}, you’re gone. \textbf{On a 7–9}, you
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+ can stay or go, but if you go it costs you: leave something behind
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+ or take something with you, the GM will tell you what.
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+\end{amove}
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+
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+\begin{amove}{Disguise}
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+ When you have time and materials you can create a disguise that will
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+ fool anyone into thinking you’re another creature of about the same
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+ size and shape. Your actions can give you away but your appearance
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+ won’t.
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+\end{amove}
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+
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+\begin{amove}{Heist}
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+ When you take time to make a plan to steal something, name the thing
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+ you want to steal and ask the GM these questions. When acting on the
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+ answers you and your allies take +1 forward.
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+
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+ \begin{itemize}
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+ \item Who will notice it’s missing?
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+ \item What’s its most powerful defense?
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+ \item Who will come after it?
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+ \item Who else wants it?
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+ \end{itemize}
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+\end{amove}
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+
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+
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+\vfill\null
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+\end{multicols}
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+
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+\end{document}
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