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=Hero's Journey= Experience & Wisdom- Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval and it making at least some kind of sense. Psionics- Some psionic characters become expert at breaking the influence others have on people. As an action, your character can give an ally an immediate attempt to break out of illusion (and deadly illusion) or puppet (and mind control) at +2, and he can do this once per round until they break free. This benefit also aids anyone under the mind walk Mega Power. Training- When it gets up-close and ugly, your hero knows how to set up her opponents for a nasty fall, while protecting herself. She has the Dirty Fighter Edge (or Tricky Fighter, if she already has Dirty Fighter). She also gains +1 to Parry. Close Combat- You may add any Close Combat Weapon listed in this book to your character’s gear list. If this is not your first roll, apply any other results from rolling on this table to your newly chosen weapon as you wish. (From Rich) Close Combat- For some, it’s about the surprise. For others, it’s about not having to switch weapons during an engagement. Your hero’s melee weapon has an embedded laser (Range 15/30/60, Damage 2d6, RoF 1, AP 2, Shots 16). (From Rich)
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