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Name:
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Name: Maya Rose	
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Fusion:
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Fusion: Butterfly
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<Stats> (+10 to all stats, max of 13)
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Strength     :9
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Strength     :10
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Vitality     :9
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Vitality     :11
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Speed        :9
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Speed        :12
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Dexterity:   :9
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Dexterity:   :14
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Intelligence :9
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Intelligence :13
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Perception:  :9
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Perception:  :12 
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Charisma:    :9
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Charisma:    :10
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AC: (10 + Speed Modifier)
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AC: 12
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Health: (4*Vit)
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Health: 36/44
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PDR:
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HP Regen: (Vit/4)
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PDR: 0
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HP Regen: 2
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Appearance:
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Personality: 
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Avg hygiene
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Clothing; Miner's Helmet (+1 AC), Reinforced white cardigan +1 (loaned to Sinni), military fatigues +1 . Underclothing is sports bra and boyshorts.
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Melee Weapons	: 
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Mementos; Locket with partner's picture in it, silver engagement ring
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Unarmed      	: 
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Intimidate   	: 
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Leap         	: 
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Melee Weapons	: +5
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Smooth-Step  	: 
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Unarmed      	:  0
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Reflexes     	: 
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Intimidate   	:  0
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Leap         	:  0
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Security     	: 
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Firearms     	: 
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Smooth-Step  	: +1
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Throwing Weapons: 
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Reflexes     	: +1
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Move Silently	: 
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Security     	: +2
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Repair			:
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Firearms     	: +3
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Medicine		:
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Throwing Weapons: +2
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Subterfuge		:
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Move Silently	: +3
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Electronics		:
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Repair			: +1
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Hide			:
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Medicine		: +5
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Sense Noise		:
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Subterfuge		: +1
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Sense Other		:
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Electronics		: +1
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Sense Sight		:
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Scavenge		:
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Hide			: +4
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Senses  		: +2 
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Barter			:
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Instinct		: +2
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Bluff			:
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Scavenge		: +3 
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Diplomacy		:
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Tame Animal		:
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Barter			:  0 
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Bluff			:  0 
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Diplomacy		: +1 
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	-Weapons
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Tame Animal		:  0 
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	-Armors
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	-Food
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Perks:
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	-Misc
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Guided Hand; When performing medicine, if you succeed the DC of an application process by 5 or more, you reduce the required materials of the process by 1 down to a minimum of 1. Medicine skillchecks can now be substituted for Perception as a Free Action in combat to determine the weak spot of any biological enemy.  Once per Combat, you may use a "Field Medicine" action to heal an ally equal to 1d6 + half your medicine skill.  This action is a combat action, and does not take any supplies.
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Sweep the Leg: Melee Weapon called-shots now have reduced accuracy penalties by 1, to a minimum of 1.  Called shots to the leg or arm critically-hit on 19-20.
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Completed Autopsies and Observed Information;
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Freaks: Humanoid, bleed very heavily (1 damage per turn if bleeding), +1 damage taken from slashing weapons. Flesh burns in the light - extremely sensitive. Regens in dark.
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Fun Guy; Humanoid, covered in fungus which spreads onto wounds? or blood? Fungus is extremely flammable.
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Jagstags; Deer with two sets of internal organs. Avoid damage to midsection unless using puncturing weapon, blunt damage is more effective against limbs and antlers.
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Antlers degrade into powder that makes liquid skin.
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Hounds; Dogs. Have gaping wounds/weak spots that can be called shotted for extra damage with a medical/senses check. 
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Skaghounds; Skags. Senses are bad, "armoured" skin that can be removed
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Contacts;
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Blues: 
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Big John (armoury)
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No-name (supermarket)
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(passed a crit int check); Rico with the Reds, has ring.
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<Items>
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Medical Kit (2 Bandages, 4 Antiseptic, 7 Suture, 4 Painkillers, 1 Antibiotic)
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USP .45 w/ flashlight (12/12) (2d6+1) (collateral with blues)
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Sac Knife (1h 2d8+(1AP) Puncture only)
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Crowbar (1h 1d8+1)
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Lighter
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Duffel-bag
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Dust Mask (from sewers)
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Walkie talkie (Executioners)