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===Attributes===
 
===Attributes===
  
*Agility-d10
+
*Agility-d12
 
*Smarts-d8
 
*Smarts-d8
 
*Spirit-d6
 
*Spirit-d6
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===Skills===
 
===Skills===
  
*Athletics-d4
+
*Athletics-d6
*Common Knowledge-d4
+
*Shooting-d10
*Persuasion-d4 (-2 generally/ -4 with Dwarves or CS Citizens)
+
*Notice-d8
*Shooting-d8
 
*Notice-d6
 
 
*Fighting-d10
 
*Fighting-d10
 
*Survival-d4
 
*Survival-d4
 
*Stealth-d10
 
*Stealth-d10
*Research-d6
+
*Research-d8
*Psionics-d6
+
*Psionics-d8
*Language (Gobbley)-d6
+
*Language (Gobbley)-d8
*Language (Fae Speech)-d4
+
*Language (Fae Speech)-d6
  
 
===Derived Stats===
 
===Derived Stats===
 
*Pace 16" (Run d8)*
 
*Pace 16" (Run d8)*
*Toughness: 12 (5)
+
*Toughness: 7 (5)
*Parry: 7 (9 if I see it coming)
+
*Parry: 6 (8 if I see it coming)
*Size -1
+
*Charisma: -2 (-6 with Dwarves or CS Citizens)
  
 
===Edges===
 
===Edges===
 
*Quick
 
*Quick
 
*Rapid Recharge (ISP)
 
*Rapid Recharge (ISP)
*Giant Killer
+
*Investigator
 
*Common Bond
 
*Common Bond
 
*Arcane Background-Psionics
 
*Arcane Background-Psionics
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the world.
 
the world.
 
*Magic: M.O.M. implants jumble the mind in such a way as to make the use of magic impossible.
 
*Magic: M.O.M. implants jumble the mind in such a way as to make the use of magic impossible.
*Needs Action: Crazies live in a constant state of heightened adrenaline and awareness, even those suffering from depression cannot escape the feeling. During particular slow periods, the Game Master may call for a Spirit roll. Failure means the Crazy gains −1 Persuasion as she  
+
*Needs Action: Crazies live in a constant state of heightened adrenaline and awareness, even those suffering from depression cannot escape the feeling. During particular slow periods, the Game Master may call for a Spirit roll. Failure means the Crazy gains −2 Charisma as she  
becomes irritable and impatient. She also suffers a −1 to all Trait rolls from the distraction of her frenzied mind, until some kind of high alert status or action kicks in.
+
becomes irritable and impatient. She also suffers a −1 to all Trait rolls from  
 +
the distraction of her frenzied mind, until some kind of high alert status or  
 +
action kicks in.
  
 
===Psionics===
 
===Psionics===
ISPs: 10
+
ISPs: 20
*Detect/Conceal Arcana
+
*Clairvoyance
 
*Disguise
 
*Disguise
 
*Divination
 
*Divination
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* Super Endurance: Crazies require only half the normal amount of sleep, and gain +4 on all checks to resist Fatigue
 
* Super Endurance: Crazies require only half the normal amount of sleep, and gain +4 on all checks to resist Fatigue
  
* Uncanny Reflexes: A Crazy’s reflexes are superhuman, granting them –2 to be hit by any attack they are aware of as well
+
* Super Reflexes: Crazies have uncanny reflexes, granting them a −2 to be hit as long as they are aware of the attack.
as +2 on Evasion rolls.
 
  
 
*Your character gains a +2 on any Common Knowledge rolls related to Geography and understanding the people and places of North America. He also gains a +2 on Survival and Streetwise checks in North America.
 
*Your character gains a +2 on any Common Knowledge rolls related to Geography and understanding the people and places of North America. He also gains a +2 on Survival and Streetwise checks in North America.
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===Hero's Journey===
 
===Hero's Journey===
 
*2x Experience & Wisdom table rolls: 13,6
 
*2x Experience & Wisdom table rolls: 13,6
*3x Psionics table rolls:12,3,20 with the 20 I chose a power outside my normal list, that being Disguise.
+
*3x Psionics table rolls:12,3,20 with the 20 I chose +10 ISP
  
 
===Weapons===
 
===Weapons===
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*NG-S2 Survival Pack,  
 
*NG-S2 Survival Pack,  
*2 e-clips for each gun.
 
 
*800 credits
 
*800 credits

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