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style(rules): standardize game terminology casing and formatting
Lowercase core mechanic terms across the rulebook, bestiary, and adventure module for consistency. Refactor heritage descriptions from bulleted lists to prose blocks. Update the PDF generation script to target the markdown version of the cheat sheet.
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Adventure_The_Age_of_Wolves.md

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@@ -204,7 +204,7 @@ Suddenly, the horses stop screaming. Silence falls—heavy and unnatural. Then a
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> * All players must make a **CON check (routine - 1 DoS)**.
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>
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> * **Failure**: Take 5 bludgeoning damage and start with 1 level of exhaustion.
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> * **failure**: Take 5 bludgeoning damage and start with 1 level of exhaustion.
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**The Horror**:
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Looking up at the road (50ft up the embankment), they see a Dire Bear standing on two legs. Its fur is matted with black slime. It tears a guard in half like wet paper. It doesn't see them... yet.
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> **The Cold**: Without proper clothing (Cloaks/Furs), a character must make a CON check every hour of exposure.
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>
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> * **Failure**: Gain 1 level of exhaustion.
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> * **failure**: Gain 1 level of exhaustion.
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>
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> * **Exhaustion**: See Core Rulebook for effects.
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>

Cheat_Sheet.md

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<h2>Core Mechanics</h2>
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<h3>Checks (d100)</h3>
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<ul>
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<li><strong>Success:</strong> Roll &le; Skill/Attribute.</li>
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<li><strong>Failure:</strong> Roll > Skill/Attribute.</li>
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<li><strong>Degree of Success (DoS):</strong> Tens digit of a successful roll (e.g., Roll 48 = 4 DoS).</li>
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<li><strong>Critical Success:</strong> Doubles under skill (11, 22, etc.).
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<li><strong>success:</strong> Roll &le; skill/attribute.</li>
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<li><strong>failure:</strong> Roll > skill/attribute.</li>
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<li><strong>degree of success (DoS):</strong> Tens digit of a successful roll (e.g., Roll 48 = 4 DoS).</li>
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<li><strong>Critical success:</strong> Doubles under skill (11, 22, etc.).
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<ul>
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<li><em>Combat:</em> Crit Dmg (Weapon + Tens) + <strong>Injury</strong>.</li>
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<li><em>Combat:</em> Crit Dmg (Weapon + Tens) + <strong>injury</strong>.</li>
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<li><em>Non-Combat:</em> Auto success (max difficulty).</li>
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</ul>
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</li>
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<li><strong>Pushing:</strong> Gain Advantage, but lose 10 IP (Instinct).</li>
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<li><strong>Pushing:</strong> Gain advantage, but lose 10 IP (Instinct).</li>
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</ul>
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<h3>Advantage & Disadvantage</h3>
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<h3>advantage & disadvantage</h3>
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<ul>
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<li><strong>Advantage:</strong> Swap tens/units for best result.</li>
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<li><strong>Disadvantage:</strong> Swap tens/units for worst result.</li>
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<li><strong>advantage:</strong> Swap tens/units for best result.</li>
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<li><strong>disadvantage:</strong> Swap tens/units for worst result.</li>
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</ul>
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<h3>Difficulty Modifiers</h3>
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<ul>
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<li><strong>Move:</strong> Move up to Speed (AGI/10 m). <br><em>Evasive Stance:</em> Move >3m = +3 Defense.</li>
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<li><strong>Attack:</strong> Weapon check. 2nd attack = 1/2 skill.</li>
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<li><strong>Help:</strong> Advantage to ally (melee range).</li>
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<li><strong>Help:</strong> advantage to ally (melee range).</li>
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<li><strong>Interact:</strong> Open door, light torch, etc.</li>
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<li><strong>Swap Weapon:</strong> Draw/Sheathe.</li>
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<li><strong>Stand Up:</strong> From prone.</li>
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<h3>Reactions (Cost 1 Reaction from Pool)</h3>
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<ul>
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<li><strong>Dodge (AGI):</strong> Success = No damage.</li>
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<li><strong>Parry (Combat Style):</strong> Reduce dmg by Weapon + DoS.</li>
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<li><strong>Parry (combat style):</strong> Reduce dmg by Weapon + DoS.</li>
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<li><strong>Block (Shield):</strong> Reduce dmg by Shield + DoS. Fail = Half dmg.</li>
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</ul>
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</div>
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<ul>
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<li><strong>Damage:</strong> Weapon Base + DoS.</li>
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<li><strong>Bleeding:</strong> Defense reduced by 2 (non-stacking). Removed by Medicine check.</li>
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<li><strong>Wounds/Injuries:</strong> Caused by Critical Hits. Roll on Injury Table.</li>
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<li><strong>Wounds/Injuries:</strong> Caused by Critical Hits. Roll on injury Table.</li>
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</ul>
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</div>
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</td>
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<td class="column">
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<div class="box">
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<h2>Injury Table (d100)</h2>
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<h2>injury Table (d100)</h2>
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<table>
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<tr>
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<th style="width: 40px;">Roll</th>
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<tr>
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<td>01-10</td>
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<td>Minor</td>
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<td><strong>Stunned:</strong> Lose 1 Action Point (AP) on your next turn.<br><span class="small-text">Glancing Blow.</span></td>
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<td><strong>Stunned:</strong> Lose 1 action point (AP) on your next turn.<br><span class="small-text">Glancing Blow.</span></td>
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</tr>
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<tr>
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<td>11-20</td>
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<tr>
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<td>71-80</td>
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<td>Severe</td>
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<td><strong>Vulnerable:</strong> Defense penalty from Bleeding is doubled (Total -4 Defense).<br><span class="small-text">Internal Injury.</span></td>
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<td><strong>Vulnerable:</strong> Defense penalty from Bleeding is doubled (Total -4 Defense).<br><span class="small-text">Internal injury.</span></td>
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</tr>
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<tr>
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<td>81-85</td>

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