Editing AfterTheBomb.Setting

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'''Distinctive Appearance''' (-1) this include minor mutant looking like glowing eyes or angel wings, etc. [as the Super Powered Companion] </Br>
 
'''Distinctive Appearance''' (-1) this include minor mutant looking like glowing eyes or angel wings, etc. [as the Super Powered Companion] </Br>
 
'''Poor Grip''' (-1/-2): Witrh the lesser form you suffer -2 to any skill or test that requires the use of your hands, such as most Thievery or Repair skill checks. At the major level you cannot attempt these skills normally and you have a -2 to Athletics (throwing), Fighting and Shooting when using weapons of any kind not ‘attached’ to your body in some way. </Br>
 
'''Poor Grip''' (-1/-2): Witrh the lesser form you suffer -2 to any skill or test that requires the use of your hands, such as most Thievery or Repair skill checks. At the major level you cannot attempt these skills normally and you have a -2 to Athletics (throwing), Fighting and Shooting when using weapons of any kind not ‘attached’ to your body in some way. </Br>
'''Quadruped''' (-2): This is for four legged creatures (mutant animals or plants) who don’t have arms  and cannot wield normal weapons without some special modification if the GM allows it and even then you should suffer at least -1 or -2 penalty to your attack rolls. The GM might allow the character to try some manipulation or Agility based skill with its teeth but this is at an extra -4 to check. To balance this, such the mutant gain +2 bonus to their Pace and +1 steps to their running die. They also gain a +2 bonus to resist being knocked prone or off balance. (you can assume a centure like mutant, with a quadruped lower body and humanoid upper body. This is worth 0 points but is worth Alien Form AND/or Big Negative Racial Qualities. You suffer none of the penalties or gain any of the benefits but can purchase them as other Possitive Racial abilties)</Br>
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'''Quadruped''' (-2): This is for four legged creatures (mutant animals or plants) who don’t have arms  and cannot wield normal weapons without some special modification if the GM allows it and even then you should suffer at least -1 or -2 penalty to your attack rolls. The GM might allow the character to try some manipulation or Agility based skill with its teeth but this is at an extra -4 to check. To balance this, such the mutant gain +2 bonus to their Pace and +1 steps to their running die. They also gain a +2 bonus to resist being knocked prone or off balance. *(you can assume a centure like mutant, with a quadruped lower body and humanoid for. This is worth 0 points but is worth Alien Form or Big Negative Racial Qualities. You suffer none of the penalties or benefits but can purchase them as other Possitive Racial abilties)</Br>
 
'''Weakness''' (-1/-2): you suffer penalties to Toughness and/or extra damage fro certain attack and enviromental conditions [as the Super Powered Companion] </Br>
 
'''Weakness''' (-1/-2): you suffer penalties to Toughness and/or extra damage fro certain attack and enviromental conditions [as the Super Powered Companion] </Br>
  

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