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*Name: Mersiel Rainer
 
*Name: Mersiel Rainer
 
*Class: Adventurer (Expert/Warrior)             
 
*Class: Adventurer (Expert/Warrior)             
*Level: 2                  
+
*Level: 1                  
*XP: 4
+
*XP: 0
 
*Age: Mid thirties     
 
*Age: Mid thirties     
 
*Languages: Common         
 
*Languages: Common         
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===Other Stats===
 
===Other Stats===
 
*Movement Rate: 10m
 
*Movement Rate: 10m
* HP: 14
+
* HP: 8
 
* System Strain: 0/09
 
* System Strain: 0/09
 
* AC: 13
 
* AC: 13
 
* Attacks: +1
 
* Attacks: +1
 
* Saves:
 
* Saves:
** Evasion: 13
+
** Evasion: 14
** Mental: 14
+
** Mental: 15
** Physical: 14
+
** Physical: 15
  
 
===Skills===
 
===Skills===
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* Fix
 
* Fix
 
* Heal 1
 
* Heal 1
* Know 1
+
* Know 0
 
* Lead
 
* Lead
* Notice 0
+
* Notice
 
* Perform
 
* Perform
 
* Pilot
 
* Pilot
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* Work
 
* Work
 
* Stealth
 
* Stealth
 
Points saved: 1
 
  
 
===Foci===
 
===Foci===
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Healing comes naturally to you, and you’re particularly gifted at  
 
Healing comes naturally to you, and you’re particularly gifted at  
 
preventing the quick bleed-out of wounded allies and comrades.
 
preventing the quick bleed-out of wounded allies and comrades.
 
 
Level 1: Gain Heal as a bonus skill. You may attempt to stabilize  
 
Level 1: Gain Heal as a bonus skill. You may attempt to stabilize  
 
one mortally-wounded adjacent person per round as an On Turn action.  
 
one mortally-wounded adjacent person per round as an On Turn action.  
 
When rolling Heal skill checks, roll 3d6 and drop the lowest die.
 
When rolling Heal skill checks, roll 3d6 and drop the lowest die.
 
Level 2: Stims or other technological healing devices
 
applied by you heal twice as many hit points as
 
normal. Using only basic medical supplies, you
 
can heal 1d6+Heal skill hit points of damage to
 
every injured or wounded person in your group
 
with ten minutes of first aid spread among them.
 
Such healing can be applied to a given target only
 
once per day.
 
 
  
 
'''Gunslinger'''
 
'''Gunslinger'''
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skill. For thrown weapons, you can’t use the benefits of the Armsman  
 
skill. For thrown weapons, you can’t use the benefits of the Armsman  
 
focus at the same time as Gunslinger.
 
focus at the same time as Gunslinger.
 
 
Level 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed  
 
Level 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed  
 
ranged weapon as an On Turn action. You may add your Shoot skill level  
 
ranged weapon as an On Turn action. You may add your Shoot skill level  

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