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Welcome to the Paradox™ 
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First thing’s first, keep track of your sheet! It is likely to change as your character journeys through the world.
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http://pastebin.com/J5KARAuq -- Blank sheet
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Keep track of your sheet. 
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http://pastebin.com/p0m36WwP -- Barter for traits
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Seriously.
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Do it.
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ABILITY SCORES: THIS RP HAS THEM. 0 Is average. 5 is expert tier.
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Name: Jukan Lyiaran
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The trees are divided into Body and Mind. Each tree has 4 points that can be spent upon their three ability scores.
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Appearance: Jukan is a large man, standing at 6'8" tall with wide shoulders and a muscular build. He has brown, shaggy hair, along with an equally shaggy beard.  He has tattoos across his body for different thaumaturgy. At least, they were back home. Brown eyes!
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Personality: He is a heroic person, often putting his life on the line for others.
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Strength: Your ability to lift things and hit harder.
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Profession: Military Thaumaturgist
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Fortitude: Your ability to fight disease and withstand damage. Note that this does not govern pain tolerance.
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Background: 
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Agility: Governs ability to maneuver the body. Also helps stealth.
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Equipment: (Nothing)
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ABILITY SCORES: THIS RP HAS THEM. 0 Is average because I'm blatantly ripping off Kane's system! 5 is expert tier; starting past 5, it will cost 2 stat points to level it up by 1. 
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Instincts: An inner 'voice'. Basically the DM Gets to tell you what's right and what's wrong. 
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Willpower: Your will to strive on; includes resisting sanity debuffs and pain tolerance.
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Stat trees are divied up in body and mind. You have 4 points to spend in each tree.
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Perception: Your ability to spot out-of-place things, notice things before others. Control over the 5 senses. Important for ranged fighters.
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BODY
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Strength: 2
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INSIGHT: Begin with 0. Insight is your 'insanity' stat. The higher it is, the nuttier you are. 0 is average. Every 20 points is a 'threshold', capping at 100 points, where you're outright insane.
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Fortitude: 3
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Insight increases from particularly stressful days (discussed between the DM and the PCs when the night comes, or when the DM thinks it's appropriate). Usual rate is +5 insight. 
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Agility: -1
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+10 For particularly ridiculous days.
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Calm days subtract -5 insight, while exceptionally successful days subtract -10. Sometimes, insight will neither go up nor down.
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Instincts: 1 
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Weapon Proficiency: Begin with 0.
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Willpower: 3
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Traits: 
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Perception: 1
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Insight(20): You gain insight (your sanity) at 1/2 the amount you'd normally gain when looking at creatures that normally cause insight gain.
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FILL THIS OUT LATER:
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ROLLING FOR AWESOME: You begin with one awesome point. You gain awesome points through either great feats/actions or by surviving an entire day. You may gather up to 5 awesomeness points before you gain no more.
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You may spend an awesomeness point on a particularly bizarre or unique action. If the DM Deems the action 'awesome' enough, the DM Will roll for awesome. Rolling for awesome is a luck-based d20 roll. Refer to below for details.
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Weapon Proficiency:
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	Pistols I
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	Drunk Brawling I
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1: AWESOME Failure (Unique critical failure, and then some)
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Spells:
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2-5: Not awesome (Equal to critical failure)
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Talents:
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6-10: Not that awesome (Failure)
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	Can understand Thaumaturgical texts.
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	Iron Liver: Can withstand ungodly amounts of booze.
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11-15: Awesome in theory (Potential success, no bonuses)
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Mental Ailments: