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# Shadowrun sample theme

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##### Chummer be aware of PoC testing
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# Chapter header

## Main h2 header
Shadowrun assumes we’re all past the “I shot you!”—“You missed me!” arguments of childhood. Combat is governed by rules and procedures designed to keep the
action clear and flowing. In Shadowrun everyone in the game quickly learns whether your axe-toting troll whacks the obnoxious elf ganger or if that elf is just too damn fast.
We’ll open up the Combat rules lessons with the basics: Who goes frst? Where can I go? What can I do? Then we’ll ground you in the general concepts you’ll need to
understand before we get into the more in-depth stuff 
### H3 header
Combat Turns are broken up into a series of Initiative Passes, which are further broken down into Action Phases allowing player characters (PC) and non-player
characters (NPC) to take actions sequentially during the Combat Turn. This allows combat to flow smoothly from character to character without clogging up on the actions of a single player. Things can happen quickly; one of the gamemaster’s jobs is to keep players engaged and ready for their next Action Phase

#### H4 header
Determine Initiative Scores for all the characters, critters, spirits, sprites, intrusion countermeasures (IC), and anything else involved in the fght (see Initiative,
p. 159)
#### h4 header
The character with the highest Initiative Score in the combat takes their Action Phase frst. This character is the acting character.

If more than one character has the same Initiative Score, compare Attributes according to **Initiative Score** (p. 159) to determine who acts frst. Alternatively, the gamemaster can simply determine that all actions occur simultaneously.
#### h4 header
The acting character declares and takes his actions, according to the steps below. 

If another character has delayed an action (see **Delaying Actions**, p. 161) 
##### h5 header
The acting character declares his actions for the Action Phase. He may take two Simple Actions or one Complex Action during his Action Phase. Action types are further detailed in the **Actions section** (p. 163)

##### h5 header
The acting character declares his actions for the Action Phase. He may take two Simple Actions or one Complex Action during his Action Phase. Action types are further detailed in the **Actions section** (p. 163)
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### h2 header
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>Roll `Sneaking + Intuition [Mental] (2)` test  

### Other block
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## Spells and stats
This section has some spells and other elements
#### Stabilize
___
- **Type:** M
- **Range:** T
- **Duration:** P
- **Drain:** F - 4

When applied to a character with a filled Physical damage track, this spell stabillzes all vital functions and prevents the character from dying.

### Notes 
Here we show how a note is presented
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##### MATERIAL LINK
A material link is something that is an integral part of the target

**Tables and lists** both work within a note.
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### NPC stats
Here we show how a "monster" is presented


___
> ## Devil rat
>*Tiny beast, unaligned*
> ___
> - **Armor Class** 10
> - **Hit Points** 98(1d4 + 5)
> - **Speed** 40ft.
>___
>|B|A|R|S|W|L|I|C|E|ESS|M|
>|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
>|2|5|5|1|3|2|5|5|2|6|4|
>___
> - **Condition Immunities** groovy, drunk
> - **Senses** passive Perception 4
> - **Languages** Jive
> - **Challenge** 1 (4826 XP)
> ___
> ***Pack Tactics.*** These guys work together. Like super well, you don't even know.
>
> ***Fowl Appearance.*** While the creature remains motionless, it is indistinguishable from a normal chicken.
> ### Actions
> ***Airplane Hammer.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) 
>
> ***Bulldog Rake.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) 

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### Other blocks

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