Editing Flamepunk: Physical Traits

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'''Expert Level'''
 
'''Expert Level'''
  
* At the Expert level you make Move Actions with a Hit Target Number of (3, 4, 5, 6).
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* At the Proficient level you make Move Actions with a Hit Target Number of (3, 4, 5, 6).
  
 
'''Master Level'''
 
'''Master Level'''
  
* At the Master level you make Move Actions with a Hit Target Number of (1, 2, 3, 4, 5, 6). Effectively, this makes tactical movement an automatic action.
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* At the Proficient level you make Move Actions with a Hit Target Number of (1, 2, 3, 4, 5, 6). Effectively, this makes tactical movement an automatic action.
 
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===Brawler===
 
===Brawler===
  
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'''Untrained Level'''
 
'''Untrained Level'''
  
* At the Untrained level your starting and maximum ''Wound Points'' is equal to your ''Focus'' plus your ''Pyros'' (normally this is 12 Wound Points total).
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* At the Untrained level your starting and ''Wound Points'' is equal to your ''Focus'' plus your ''Pyros'' (normally this is 12 Wound Points total).
  
 
'''Proficient Level'''
 
'''Proficient Level'''
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==Fleshmoulded Traits==
 
==Fleshmoulded Traits==
  
This section describes the traits that define the various creations of the Guild fleshforgers. Traits in this section have only one level; and must be taken at that level if they are taken at all.
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This section describes the traits that define the various creations of the Guild fleshforgers. Traits in this section have only one level; and must be taken at that level. Any character with a Fleshmoulded trait is inherently at a disadvantage in social situations; they may not take Social Traits and do not hit on a "5" in Social Combat.
 
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===Muleblood===
 
===Muleblood===
  
''Mulebloods are hulking, simple creatures, forged by the Guilds as labourers and enforcers. They stand half again as tall and twice as broad as a man, and have blackened, melted skin, giving them an unfinished appearance.''
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''Mulebloods are hulking, simple creatures, forged by the Guilds as labourers and enforcers. They stand half again as tall and twice as broad as a man, and have blackened, melted skin, given them an unfinished appearance.''
 
 
''Despite their strength, Mulebloods are very much second class citizens, and are disliked and mistreated by most ordinary people, who regard them as dumb beasts of burden. A muleblood might be as smart as an ordinary man, but they find it hard to talk and express this intelligence.''
 
  
 
'''Master Level'''
 
'''Master Level'''
  
* Add +12 to your starting Wound Points.
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* Add +6 to your starting Wound Points.
  
* Your ''Encumbrance'' is increased by +8.
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* Maximum ''Encumbrance'' equal to Focus plus 8.
  
* Your total ''Mobility Penalty'' is reduced by 4 points.
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* Reduce your total ''Mobility Penalty'' by 4 points.
  
* You gain an Armour Rating of 2 against ''Physical Attacks'' and ''Fire Attacks''. You cannot wear armour on top of this.
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* Deduct 2 from any damage rolled against you.
 
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* Because of your slow speech and because of the creeping unease you inspire in "normals", you may never take any Social Traits except for ''Fearsome''.
 
  
* Because no-one allows Mulebloods combat training, you may not take any ''Combat Training'' traits.
 
 
* Mulebloods cannot access their Pyros, and cannot spend Pyros in any way. This includes spending Pyros to power equipment.
 
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