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==Recruitment Notes== You're heroic mortals, generated as is standard for Exalted 2e Heroic Mortals, with the following exceptions: You have, for free, the following traits: Craft (Fire) 2, Craft (Air) 2, Craft (Water, Earth, or Wood) 1, Craft (Magitech) 3, Lore 3, Occult 5, Essence 3, Terrestrial Circle Sorcery, and three degrees of thaumaturgy. You also gain Occult as a Favored skill on top of the one you normally get. You still need to buy spells with BP, though. You use the Dragonblooded Artifact background, though said artifacts are restricted to things that can be justified as Technocratic Hypertech. Of course, you wouldn't call it Sorcery, magitech, or thaumaturgy; it's all Enlightened Science or Hypertech. Typical thaumaturgical degrees would be Enchanting, Alchemy, Warding, Spirit Beckoning (mechanical or computer-themed spirits only), Probabilistics (as Astrology, but with numbers), and Bioenhancement (as Craft (genesis) to give mutations, but with mechanical theme). Demon Summoning, Elemental Summoning, the Art of the Dead, Astrology are banned, due to in-character reasons. The Technocrats do not traffic with occult spirits (magic does not exist!), and Astrology is just mysticism. Any of the other ones from Oadenol's codex would be okay, if less common; a member of the Syndicate would probably have the Art of Husbandry for supernatural manipulation of people, for example.
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