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Technocracy
Name:
Player:
Portrayal:
Concept:
Nature:
Demeanor:
Eidolon:
Convention:
Mentor:
Amalgam:
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ATTRIBUTES
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Physical
Strength:
Dexterity:
Stamina:
Social
Manipulation:
Charimsa:
Appearance:
Mental
Perception:
Intelligence:
Wits:
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ABILITIES
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Talents
Awareness:
Alertness:
Athletics:
Brawl:
Dodge:
Expression:
Intimidation:
Leadership:
Streetwise:
Subterfuge:
Skills
Drive:
Energy Weapons:
Etiquette:
Firearms:
Hypertech:
Melee:
Research:
Stealth:
Survival:
Technology:
Knowledges
Academics:
Computer:
Enigmas:
Finance:
Investigation:
Law:
Linguistics:
Medicine:
Politics:
Science:
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SPHERES
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Correspondence:
Spirit:
Entropy:
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Forces:
Life:
Matter:
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Mind:
Prime:
Time:
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ADVANTAGES
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Backgrounds:
Enlightenment [][][][][][][][][][]
Willpower [][][][][][][][][][]
Primal Energy:
Paradox:
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Devices:
Gear (Carried):
Equipment (owned)
Foci:
Style:
Secondary Abilities (Talents, Skills, Knowledges) can be picked for free up to 3 dots at the beginning. BUT once the stat sheet is approved, then the cost for secondary abilities are 1/2 the normal cost of abilities.
Physicals, Socials and Mentals all start out with ONE dot.
The point in making a any character is not to make the most knowledgeable or strongest character you can make. You want your character WELL-ROUNDED to the Concept that you have chosen. Please keep that in mind when you are building your character. If you have extra points from Post mortuum, you need to follow the rules upon using those points. Do not overdo it, please.
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