Change format to be description first and numbers last unless it is
dependant on MoS
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2 changed files with 129 additions and 127 deletions
187
C2 Characters.md
187
C2 Characters.md
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@ -586,14 +586,19 @@ The character has a well trained and emotionally bonded pet, steed, or
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companion. These companion stay by their caretaker's side instead of wondering
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off and doing their own thing.
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Cost | Description
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:--: | ---
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1 | Small such as a house cat
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2 | Medium such as a dog
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4 | Large such as a bear
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+1 | Untrainable
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+2 | Basic training
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+4 | Advanced training
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Total up the cost from the following table based on the Size and Training of
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the companion.
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Description | Cost
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--- | :---:
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**Size** |
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Small such as a house cat | 1
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Medium such as a dog | 2
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Large such as a bear | 4
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**Training** |
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Untrainable | 1
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Basic training | 2
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Advanced training | 4
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#### Animal Kinship
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**Cost:** 3TP
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@ -640,15 +645,15 @@ they want in return.
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The character well known, they may be an artist, athlete, or political figure.
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Disposition of NPCs are likely to be higher based on the NPCs values.
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Rank | Description
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:---: | ---
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1 | Stand out in local community
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2 | Known throughout your town/city
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3 | Known provincially
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4 | Known nationally
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5 | Famous in multiple countries
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6 | Well know on multiple continents
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7 | World famous
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Description | Cost
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--- | :---:
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Stand out in local community | 1
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Known throughout your town/city | 2
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Known provincially | 3
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Known nationally | 4
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Famous in multiple countries | 5
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Well know on multiple continents | 6
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World famous | 7
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#### Fast
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**Cost:** 2/Rank, max of 4 ranks
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@ -684,16 +689,16 @@ Inheritance is treated as an additional wealth rating. Because it is outside
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of the character's income using Inheritance doesn't accrue debt but lowers the
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Inheritance rating permanently.
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Rank | Value
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:---: | ---
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1 | Hundreds
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2 | Thousands
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3 | 10 Thousands
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4 | 100 Thousands
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5 | Millions
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6 | 10 Millions
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7 | 100 Millions
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8 | Billions
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Value | Rank
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--- | :---:
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Hundreds | 1
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Thousands | 2
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10 Thousands | 3
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100 Thousands | 4
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Millions | 5
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10 Millions | 6
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100 Millions | 7
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Billions | 8
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#### Language
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**Cost:** 1TP/Language
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@ -708,13 +713,13 @@ The character has access to additional resources, and equipment.
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The downside of this perk is having to obey a strict hierarchy.
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Rank | Military Rank
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:---: | :---:
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1 | Enlisted
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2 | Non-Comissioned Officer
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3 | Junior Commissioned Officer
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4 | Senior Commissioned Officer
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5 | Flag Commissioned Officer
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Military Rank | Rank
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--- | :---:
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Enlisted | 1
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Non-Comissioned Officer | 2
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Junior Commissioned Officer | 3
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Senior Commissioned Officer | 4
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Flag Commissioned Officer | 5
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#### Perfect Pitch
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**Cost:** 2TP
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@ -742,17 +747,17 @@ The character is more resistant than normal to radiation poisoning. They gain a
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The character has a place that is unattached to their identity, or has
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some kind of security, making it a ideal place to hide out if needed.
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Cost | Example
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:---: | ----
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2 | Small, such as basement apartment
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3 | Average Size, Family home
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4 | Large, Mansion
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+1 | Location
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+1 | Luxury
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+1 | Secret Exit
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+1 | Security System
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+1 | Weapon cache
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+1 | Work Equipment
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Example | Cost
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--- | :---:
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Small, such as basement apartment | 2
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Average Size, Family home | 3
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Large, Mansion | 4
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Location | +1
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Luxury | +1
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Secret Exit | +1
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Security System | +1
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Weapon cache | +1
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Work Equipment | +1
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#### Sense of Direction
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**Cost:** 1TP
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@ -790,19 +795,17 @@ adjust all other thresholds accordingly.
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The character has access to money in a market economy. This can be cash on hand
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or how good an investment a bank thinks they are, its also a recurring income.
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Rank | Credit
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:---: | ---
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10 | 100 Billions
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9 | 10 Billions
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8 | Billions
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7 | 100 Millions
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6 | 10 Millions
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5 | Millions
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4 | 100 thousands
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3 | 10 thousands
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2 | Thousands
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1 | Hundreds
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0 | Poverty
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Value | Rank
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--- | :---:
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Poverty | 0
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Hundreds | 1
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Thousands | 2
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10 Thousands | 3
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100 Thousands | 4
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Millions | 5
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10 Millions | 6
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100 Millions | 7
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Billions | 8
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### Psi descriptions
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Psi abilities give a character access to special abilities that most people
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@ -1052,27 +1055,27 @@ appropriate device to assist them.
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Characters who are blind or deaf long term develop coping techniques that allow
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them to participate.
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Cost | Effect
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:---: | ---
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1 | -1 to Perception tests with sense, unless using an aiding device
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2 | -1 to Perception tests with sense
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2 | Character cant perform actions that require sense, but it is curable
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8 | Character cant perform actions that require sense
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Effect | Refund
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--- | :---:
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-1 to Perception tests with sense, unless using an aiding device | 1
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-1 to Perception tests with sense | 2
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Character cant perform actions that require sense, but it is curable | 2
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Character cant perform actions that require sense | 8
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#### Infamous
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**Refund:** 1-7TP
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The character has a bad reputation, whether they deserve it or not. Disposition
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of NPCs are likely to be lower based on the NPCs values.
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Rank | Description
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:---: | ---
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1 | Stand out in local community
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2 | Known throughout your town/city
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3 | Known provincially
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4 | Known nationally
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5 | Infamous in multiple countries
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6 | Well know on multiple continents
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7 | World infamous
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Description | Refund
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--- | :---:
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Stand out in local community | 1
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Known throughout your town/city | 2
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Known provincially | 3
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Known nationally | 4
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Famous in multiple countries | 5
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Well know on multiple continents | 6
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World famous | 7
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#### Lofty Goal
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**Refund:** 3TP
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@ -1088,21 +1091,21 @@ goal (such as letting a bad guy go free to help a friend).
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The character has some illness or medical condition that needs to be treated
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regularly.
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Total up the cost from the following table based on the Frequency and Severity
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of the symptoms.
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Total up the refund from the following table based on the Frequency and
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Severity of the symptoms.
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Refund | Description
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:---: | ---
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| **Frequency**
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0 | Specific circumstance or environment
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1 | Few times a month
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2 | Few times a week
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3 | Daily
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| **Severity**
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1 | -1 to actions
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2 | Flesh wound
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3 | Deep wound
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4 | Death
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Description | Refund
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--- | :---:
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**Frequency** |
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Specific circumstance or environment | 0
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Few times a month | 1
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Few times a week | 2
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Daily | 3
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**Severity** |
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-1 to actions | 1
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Flesh wound | 2
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Deep wound | 3
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Death | 4
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#### Mistaken Identity
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**Refund:** 2TP
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@ -1121,11 +1124,11 @@ it. The cost depends on how strong the Nemesis is.
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The character is has something they need to do on the regular. The cost is
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based on how hard and often it must be done.
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Cost | Example
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:---: | ---
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1 | Easily finished or monthly
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2 | Moderate difficulty, or once every week or 2
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3 | Difficult or dangerous task, Multiple times a week
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Example | Refund
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--- | :---:
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Easily finished or monthly | 1
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Moderate difficulty, or once every week or 2 | 2
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Difficult or dangerous task, Multiple times a week | 3
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#### Secret
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**Refund:** 2-3TP
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69
C4 Action.md
69
C4 Action.md
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@ -160,12 +160,12 @@ Sometimes characters need to do an extended action and there isn't enough time.
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Characters can take a penality to the test to reduce the time required for an
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extended action.
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Mod | Time required
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:---: | ---
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-1 | 1/2
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-2 | 1/4
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-3 | 1/8
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-4 | 1/16
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Time required | Mod
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--- | :---:
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1/2 | -1
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1/4 | -2
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1/8 | -3
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1/16 | -4
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## Movement <a name="movement"></a>
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Each turn characters can take various movement based actions. The movement can
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@ -226,11 +226,11 @@ this happens both parties make another *Athletics + Body* test, the winner
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adds their MoS to their speed. Fumbles causes a crash, and the character looses
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a round recovering.
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TN | Obstacle
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Obstacle | TN
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--- | ---
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2 | Low fence
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4 | Bench, garbage bins
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6 | Tall fence
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Low fence | 2
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Bench, garbage bins | 4
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Tall fence | 6
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### Falls
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Whenever a character falls they take damage equal to 1 for ever 3 meters
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@ -256,12 +256,12 @@ To jump, a character must make an *Athletics + Body* test, and the defensive
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modifier of the character’s current movement. The horizontal distance jumped is
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MoS x 0.75 meters. Vertical distance is MoS x 0.25 in meters.
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TN | Surface
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:---: | ---
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3 | Standard
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6 | Rough
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10 | Slippery
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14 | Climbing
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Surface | TN
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--- | :---:
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Standard | 3
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Rough | 6
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Slippery | 10
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Climbing | 14
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## Social Actions <a name="socialActions"></a>
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Characters can attempt to persuade NPCs into doing something they want. They
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@ -594,11 +594,11 @@ day, with medical aid the character dies on a 1, without aid they die on a 1 or
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Fire automatically deals 2 dice x DV damage from a full round of exposure, less
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than a full round the DV is halved, and on a fumble the DV is also halved.
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DV | Source
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:---: | ---
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0 | Lighter, Match
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1 | Campfire, Torch, Flare
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2 | Bonfire, Chemical fire, Inferno
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Source | DV
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--- | :---:
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Lighter, Match | 0
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Campfire, Torch, Flare | 1
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Bonfire, Chemical fire, Inferno | 2
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On a deep wound the character is incapacitated for 1d6 rounds as they thrash
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about in agony.
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@ -612,14 +612,14 @@ the same MoS.
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Electricity will deal 2 dice x DV from a full round of exposure, less than a
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full round the DV is halved, and on a fumbled the DV is also halved.
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DV | Source
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:---: | ---
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1 | Wall outlet
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2 | Power lines
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4 | Power mains
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5 | Small lightning strike
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10 | Large lightning strike
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20 | Hydroelectric dam generator
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Source | DV
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--- | :---:
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Wall outlet | 1
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Power lines | 2
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Power mains | 4
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Small lightning strike | 5
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Large lightning strike | 10
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Hydroelectric dam generator | 20
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Characters who receive a flesh wound are locally paralyzed as their muscles
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clench up uncontrollability from contact. Characters who receive a deep wound
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@ -686,12 +686,11 @@ after 1 day | 1/hour
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Protection is measured in a Radiation Shielding Factor. This number effectively
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divides the amount of radiation a character receives.
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RSF | Source
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:---: | ---
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1.5 | Unprotected vehicle
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15 | Typical house
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40 | Public Fallout shelter
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Source | RSF
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--- | :---:
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Unprotected vehicle | 1.5
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Typical house | 15
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Public Fallout shelter | 40
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## Magick <a name="magick"></a>
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Magicians have the ability to cause change in the world, where this comes from
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