Editing JEHUTY Profile: MANTIS

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==Advancement==
 
==Advancement==
 
*Class: Expert
 
*Class: Expert
*Level: 3
+
*Level: 2
*XP: 8/12
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*XP: 3/6
*Skill Points Unspent: 1
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*Skill Points Unspent: 0
  
 
==Attributes==
 
==Attributes==
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*Constitution 12  
 
*Constitution 12  
 
*Intelligence 14 (+1)
 
*Intelligence 14 (+1)
*Wisdom 11 (0)
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*Wisdom 11
*Charisma 8 (0)
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*Charisma 7 -1
  
 
==Background==
 
==Background==
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*Know-0
 
*Know-0
 
*Survive-0
 
*Survive-0
*Connect-1
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*Connect-0
  
 
==Foci==
 
==Foci==
 
*Name Wanderer
 
*Name Wanderer
**Gain Survive as a bonus skill. You can convey basic ideas in all the common languages of the sector. You can always find free transport to a desired destination for yourself and your friends providing any traffic goes to the place. Finding this transport takes no more than an hour, but it may not be a strictly legitimate means of travel and may require working passage. 
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**Effect
**You can forge, scrounge or snag travel papers and identification for the party with 1d6 hours of work. These papers/permits will stand up to ordinary scrutiny, but require an opposed Int/Administer versus Wis/Notice check if examined by an official while the PC is actually wanted by the state for some crime. When finding transport for the party, the transportation always makes the trip at least as fast as a dedicated charter would.
 
 
**Level 2
 
**Level 2
 +
 
*Name Connected   
 
*Name Connected   
**If you have spent 1 week in an not-entirely-hostile location, you'll have built a web of contacts willing to do favours for you that are no more than mildly illegal. You can call on one favour per game day and the GM decides how far they'll go for you.
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**Effect
 
**Level 1
 
**Level 1
 +
  
 
==Techniques (or) Spells (or) Abilities (or) Routines==
 
==Techniques (or) Spells (or) Abilities (or) Routines==
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==Cybernetics and Innate Abilities==
 
==Cybernetics and Innate Abilities==
*Expert - Once per scene, you can reroll a failed skill check taking the new roll if it's better.
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*Name
 +
**Effect
  
 
==Weapons==
 
==Weapons==
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*Ranged Laser Pistol
 
*Ranged Laser Pistol
 
**Attack Roll: +0
 
**Attack Roll: +0
**Damage: 1d6+1
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**Damage: 1d6
 
**Range: 100/300
 
**Range: 100/300
**Magazine: 10/10
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**Magazine: 10
 
**Mods:
 
**Mods:
  
 
==Armors==
 
==Armors==
*Name: Undersuit
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*Name: Armoured Undersuit
 
**AC: 13
 
**AC: 13
 
**Mods:
 
**Mods:
  
 
==Other Stats==
 
==Other Stats==
*HP: 15
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*HP: 9
 
*System Strain:
 
*System Strain:
 
*Base AC: 13
 
*Base AC: 13
 
*Base Attack Bonus: +1
 
*Base Attack Bonus: +1
 
*Saves
 
*Saves
**Physical: 13
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**Physical: 14
**Mental: 13
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**Mental: 14
**Evasion: 12
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**Evasion: 13
 
*Movement Rate: 10 meters/round
 
*Movement Rate: 10 meters/round
*Encumbrance: 13
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*Encumbrance: 12
 
**Readied: 4/4(Half Strength, rounded down)
 
**Readied: 4/4(Half Strength, rounded down)
**Stowed: 9/9(Strength)
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**Stowed: 8/9(Strength)
  
 
== Equipment ==
 
== Equipment ==
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** 6 units spare parts~(2 packs of 3)
 
** 6 units spare parts~(2 packs of 3)
 
** Backpack(TL0)
 
** Backpack(TL0)
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** Demo Charge
 
*'''Non-encumbering'''
 
*'''Non-encumbering'''
**  
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** Armoured Undersuit
 
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** 4 Glowbug
== Advancement History ==
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** 2 thermal flares
* L1 advancement
 
** INT to 14
 
** Fix-0 (free)
 
** Fix-1, Notice-0
 
** Know-0 (Black Codex), Survive-0 (Wanderer), Connect-0 (Connected)
 
** HP 3
 
*L2 advancement
 
** HP increase
 
** Dex boost +1 (1 skill point)
 
** Wanderer -2
 
** Notice-1 (2 skill points)
 
* L3 advancement
 
** HP roll https://orokos.com/roll/880520 15
 
** Cha increase +1 to 8(2 SP)
 
** Connected increase to 1 (2sp)
 
  
 
-Main Page: [[SWN:_Hand_of_Jehuty]]
 
-Main Page: [[SWN:_Hand_of_Jehuty]]

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