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===General House Rules===
 
===General House Rules===
  
* One or two BOONS start, regular refresh.  
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*One or two BOONS start, regular refresh.  
* Common Knowledge (to save build points). NO dice should be spent in knowledge skills. The RAW Common Knowledge rule that characters use their smarts, at +2 when background is relevant, will serve universally.  
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*Common Knowledge (to save build points). NO dice should be spent in knowledge skills. The RAW Common Knowledge rule that characters use their smarts, at +2 when background is relevant, will serve universally.  
* ‘Natural’ skills (also to save build points). Most skills like climbing, stealth, throw, persuade can be attempted ‘unskilled’ at d4 (NOT the RAW d4-2) , provided the character has at least a d6 in the related attribute.  
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*‘Natural’ skills (also to save build points). Most skills like climbing, stealth, throw, persuade can be attempted ‘unskilled’ at d4 (NOT the RAW d4-2) , provided the character has at least a d6 in the related attribute.  
* Guts is not a skill (roll spirit instead) as in Deluxe rules.  
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*Guts is not a skill (roll spirit instead) as in Deluxe rules.  
* Tracking can be attempted with Survival or Notice -1 die type.  
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* Tracking can be attempted with Survival or Notice -1 die type.  
* Lockpicking can be attempted with Repair-1 die.  
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* Lockpicking can be attempted with Repair-1 die.  
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===Relatable Hero===  
 
===Relatable Hero===  
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===Ritual magic===
 
===Ritual magic===
EDGE, RITUAL MAGIC, requires Corruption, Smarts d8. The sorcerer can perform a ritual to summon, foretell, etc using ritual magic. They must spend a boon  to know the ritual required (unless used previously) and perform with the following cost:
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EDGE , RITUAL MAGIC, requires Corruption, Smarts d8. The sorcerer can perform a ritual to summon, foretell, etc using ritual magic. They must spend a boon  to know the ritual required (unless used previously) and perform with the following cost:
* trivial (find object, see person, if local): roll psychic TN4, 5 power points
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*trivial (find object, see person, if local) : roll psychic TN4, 5 power points
* challenging (e.g. summon minor being, speak with dead, curse other): roll psychic TN4, TN6 to avoid harm, half full power points and a further benny
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*challenging (e.g. summon minor being, speak with dead, curse other) : roll psychic TN4, TN6 to avoid harm , half full power points and a further benny
* dangerous (e.g. summon major being, call plague, raise undead): roll psychic TN6, TN8 to avoid harm, all power points and two further bennies.  
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*dangerous (e.g. summon major being, call plague , raise undead ): roll psychic TN6, TN8 to avoid harm , all power points and two further bennies.  
 
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Rituals require time, ceremonial robes, a lofty tower or other (in)auspicious location. Ritual-specific wands, rods, ancient tomes may reduce the cost/difficulty. Sacrifices always reduce both.
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Rituals require time, ceremonial robes, a lofty tower or other (in) auspicious location. Ritual-specific wands, rods, ancient tomes may reduce the cost/ difficulty. Sacrifices always reduce both.
  
 
===The White Card===
 
===The White Card===

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