Editing AfterTheBomb.Setting

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* Skills: Academics d4, Athletics d6, Common Knowledge d8, Electronics d4, Fighting d4, Hacking d4, Language (Machine Code d8, English d6), Notice d4, Persuasion d4, Repair d6, Science d6, Shooting d4, Stealth d4
 
* Skills: Academics d4, Athletics d6, Common Knowledge d8, Electronics d4, Fighting d4, Hacking d4, Language (Machine Code d8, English d6), Notice d4, Persuasion d4, Repair d6, Science d6, Shooting d4, Stealth d4
 
* Edges: Brawler (Str+d4, Tough +1), Night Vision (Igrore penalties for Dim and Dark illumanation)  
 
* Edges: Brawler (Str+d4, Tough +1), Night Vision (Igrore penalties for Dim and Dark illumanation)  
* Android Traits: Armor +2 [4 total] (1), Alien Form [very distiction robot form that causes nervousness/fear in most people' due to shape armor and firearms cost twice as much] (-2), Construct [Androids add +2 to recover from being Shaken, don’t breathe, ignore one level of Wound modifiers, and are immune to poison and disease. Constructs cannot heal naturally. Healing one requires the Repair skill, which takes one hour per current Wound level per attempt and is not limited to the “Golden Hour”}, Outsider (Major) [Androids subtract 2 from Persuasion rolls when interacting with anyone besides other androids, and often have no legal rights in most areas, they’re generally considered property), Size +1 (1), Super Attribute [Strength] +1 (2), Vow (Major) [Constructs are designed with a particular purpose. Player character constructs have broad directives such as serving a particular corporation or political faction. This acts as a Major Vow to that particular directive. If this ever causes a conflict of interest, the player and GM must figure out what the construct’s programming requires. For Alex his is Action Heroic to all life and counts as the Heroic Hindrance] </Br>
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* Android Traits: Armor +2 [4 total] (1), Alien Form [very distiction robot form that causes nervousness/fear in most people] (-2), Construct [Androids add +2 to recover from being Shaken, don’t breathe, ignore one level of Wound modifiers, and are immune to poison and disease. Constructs cannot heal naturally. Healing one requires the Repair skill, which takes one hour per current Wound level per attempt and is not limited to the “Golden Hour”}, Outsider (Major) [Androids subtract 2 from Persuasion rolls when interacting with anyone besides other androids, and often have no legal rights in most areas, they’re generally considered property), Size +1 (1), Super Attribute [Strength] +1 (2), Vow (Major) [Constructs are designed with a particular purpose. Player character constructs have broad directives such as serving a particular corporation or political faction. This acts as a Major Vow to that particular directive. If this ever causes a conflict of interest, the player and GM must figure out what the construct’s programming requires. For Alex his is Action Heroic to all life and counts as the Heroic Hindrance] </Br>
 
* Hindrances: Overconfidence (Major), Quirk (Speaks to animals and plants, even those that don't show signs of sentients) (Minor), Ugly (Minor)
 
* Hindrances: Overconfidence (Major), Quirk (Speaks to animals and plants, even those that don't show signs of sentients) (Minor), Ugly (Minor)
 
* Gear: Staff (Damage Str+d4, Min Str d4, Wt. 4lbs, Cost $10; Parry +1, Reach 1, two hands), Backpack (Cost $50, Wt. 2lbs), Tool Kit (Cost $200, wt. 20lbs), Binoculars (Cost $100, wt. 1lb; allow x2 to x5 vision magnification)
 
* Gear: Staff (Damage Str+d4, Min Str d4, Wt. 4lbs, Cost $10; Parry +1, Reach 1, two hands), Backpack (Cost $50, Wt. 2lbs), Tool Kit (Cost $200, wt. 20lbs), Binoculars (Cost $100, wt. 1lb; allow x2 to x5 vision magnification)

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