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- Name:
- Age:
- Premonition:
- Position/Class/Subclass:
- Starting Zone:
- Total Body Integrity: 12/12
- AP: 9/9
- ARM: 0 / MUT: 0 / ENH: 0
- HEAD: 3/3
- -Brain Maximum Action Points +2.
- -Eyeballs Maximum Action Points +1.
- -Jaw [Timing: Action/Cost: 2/Range: 0] - Unarmed Attack 1
- ARMS: 3/3
- -Fists [Timing: Action/Cost: 2/Range: 0] - Unarmed Attack 1.
- -Forearm [Timing: Check/Cost: 1/Range: 0] - Support 1.
- -Shoulders [Timing: Action/ Cost: 4/Range: Self] - Move 1.
- TORSO: 3/3
- -Spine [Timing: Action/Cost: 1/Range: 0] - One Maneuver you use on the next Count during this Round has its Cost reduced by 1 (to a minimum of 0.) Stacks if used repeatedly. Discount may be divided totally arbitrarily.
- -Entrails [Timing: Auto/Cost: None/Range: None] - None.
- -Entrails [Timing: Auto/Cost: None/Range: None] - None.
- LEGS: 3/3
- -Bone [Timing: Action/Cost: 3/Range: Self] - Move 1.
- -Bone [Timing: Action/Cost: 3/Range: Self] - Move 1.
- -Foot [Timing: Check/Cost: 1/Range: 0] - Hinder 1.
- SKILLS:
- P1:
- C1:
- C2:
- S1:
- Fragments of Memory: 2
- 1
- 2
- Fetters:
- Treasure: Dependent (X) (X) (X) ()
- Chargen:
- Name + Age (1d10+7 or choice)
- Premonition (1d10 or choice)
- 2 fragments of memory (the d100 memory table is in the pdf, but you can pick or make up your own)
- Choose Position and 1 Skill from Position
- Choose Primary Class and 2 Skills from Primary Class, + gain Primary Class's Reinforcement Points
- Choose Secondary Class and 1 Skill from Secondary Class + gain Secondary Class's Reinforcement Points
- Add 1 Reinforcement Point to a category of your choosing and gain 1 Treasure part (roll or choose)
- Spend Reinforcement Points (Reinforcement Parts must be in sequence and be 'supported' by previous tier E.X.: T1 -> T2 -> T3, not T1 -> T3; T1 -> T1 -> T2 -> T2 -> T3, not T1 -> T2 -> T2 -> T3 -> T3)
- Starting Zone (Eden/Elysium/Limbo)
- Fetters for each other PC (1d10 or choice toward each), each with three madness.
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