Editing The Complex
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*PCs start with 50 character points, may take up to -30 points in disadvantages, and may take further -5 in quirks. Quirks do not count towards disadvantage total. | *PCs start with 50 character points, may take up to -30 points in disadvantages, and may take further -5 in quirks. Quirks do not count towards disadvantage total. | ||
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*PCs may not take any magical abilities, but are allowed to buy very minor mutations. Psychic powers are possible, but are not powerful and usually not reliable. Mind reading is not allowed, but Empathy as an ESP ability is allowed. Telekinesis is allowed, but cannot grant total damage higher than 1d-2. The advantage Gadgeteer 1 is allowed, but no further levels. NOTE: Psionics are considered "Rare" for all intents and purposes in the Wasteland. | *PCs may not take any magical abilities, but are allowed to buy very minor mutations. Psychic powers are possible, but are not powerful and usually not reliable. Mind reading is not allowed, but Empathy as an ESP ability is allowed. Telekinesis is allowed, but cannot grant total damage higher than 1d-2. The advantage Gadgeteer 1 is allowed, but no further levels. NOTE: Psionics are considered "Rare" for all intents and purposes in the Wasteland. | ||
*PCs start with $2000 base wealth. Maximum wealth level is Comfortable, no minimum. Signature Gear is a valid advantage. | *PCs start with $2000 base wealth. Maximum wealth level is Comfortable, no minimum. Signature Gear is a valid advantage. |