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<blockquote data-quote="Douane" data-source="post: 1264180" data-attributes="member: 157"><p><strong>ADVANTAGES</strong></p><p></p><p>Ambidextrous (1): The PC can use both hands equally well. (This does not give hum extra attacks.)</p><p></p><p>Combat Sense (2): The PC has a set of fighting instincts that usually keep him one step ahead of his opponents. He gains an extra +2 Initiative in personal combat or single mech combat. (The bonus of the tactics skill to initiative only applies in mech combat!)</p><p></p><p>Contact (1-3): </p><p>1-point contact: No power and limited personal influence (for example, a warrior of a friendly clan)</p><p>2-point contact: small measure of power and influence in a limited area (f. e., renowned or highly-placed officer)</p><p>3-point contact: considerable power and influence (f. e., Bloodname House Keeper) </p><p></p><p>Extra Edge (1 per): Edge determines the number of re-rolls the PC has per adventure.</p><p></p><p>Natural Apitude (2 non-combat/3 combat): The PC has a “knack” for one skill. (The PC may roll now 3d6 and take the best two on a skill check.)</p><p></p><p>Reputation (1): The PC is known far and wide for something that sets him apart from others in some way. He receives a -1 modifier on negotiation, seduction and streetwise rolls.</p><p></p><p>Sixth Sense (2): The PC has the ability to sense impending attacks, allowing him to react in a timely manner. He might also sense other approaching dangers, though he usually only receives a very general warning about them.</p><p></p><p>Toughness (2): The PC has a exceptional resistance to physical abuse. He makes Consciousness Rolls (both in personal combat and in Mech combat) with 3d6, using the best two. It might also help him withstand interrogation and such.</p><p></p><p>Well-connected (1-3): The PC possesses a large number of friends and acquaintances and may use them as temporary contacts. The PC has a number of attempts (equal to the number of points spent on the advantage) to locate appropriate contacts per adventure. Area of influence:</p><p>1 point: a single planet</p><p>2 point: one clan</p><p>3 point: all clans </p><p></p><p></p><p></p><p>So far for the stock ones. I've a few more we houseruled back then and will try to find them tomorrow. I've also some comments regarding some of the skill choices in the posted PCs and will post them then.</p><p></p><p>Folkert</p></blockquote><p></p>
[QUOTE="Douane, post: 1264180, member: 157"] [b]ADVANTAGES[/b] Ambidextrous (1): The PC can use both hands equally well. (This does not give hum extra attacks.) Combat Sense (2): The PC has a set of fighting instincts that usually keep him one step ahead of his opponents. He gains an extra +2 Initiative in personal combat or single mech combat. (The bonus of the tactics skill to initiative only applies in mech combat!) Contact (1-3): 1-point contact: No power and limited personal influence (for example, a warrior of a friendly clan) 2-point contact: small measure of power and influence in a limited area (f. e., renowned or highly-placed officer) 3-point contact: considerable power and influence (f. e., Bloodname House Keeper) Extra Edge (1 per): Edge determines the number of re-rolls the PC has per adventure. Natural Apitude (2 non-combat/3 combat): The PC has a “knack” for one skill. (The PC may roll now 3d6 and take the best two on a skill check.) Reputation (1): The PC is known far and wide for something that sets him apart from others in some way. He receives a -1 modifier on negotiation, seduction and streetwise rolls. Sixth Sense (2): The PC has the ability to sense impending attacks, allowing him to react in a timely manner. He might also sense other approaching dangers, though he usually only receives a very general warning about them. Toughness (2): The PC has a exceptional resistance to physical abuse. He makes Consciousness Rolls (both in personal combat and in Mech combat) with 3d6, using the best two. It might also help him withstand interrogation and such. Well-connected (1-3): The PC possesses a large number of friends and acquaintances and may use them as temporary contacts. The PC has a number of attempts (equal to the number of points spent on the advantage) to locate appropriate contacts per adventure. Area of influence: 1 point: a single planet 2 point: one clan 3 point: all clans So far for the stock ones. I've a few more we houseruled back then and will try to find them tomorrow. I've also some comments regarding some of the skill choices in the posted PCs and will post them then. Folkert [/QUOTE]
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