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P.L.U.S Companion • September 1996 1PLUS COMPANIONADVANCED AND ALTERANTE RULES
PLAYER’SLABOR-SAVING
UTILITYSYSTEM
FIFTH EDITION
P.L.U.S Companion • September 1996 2
P . L . U . SPLAYER’S LABOR-SAVING UTILITY SYSTEM
Fifth Edition • September 1996
P . L . U . S C O M P A N I O N
Advanced and Alternate Rules
GAME DESIGN: Joseph Steven Coleman
KEY CONTRIBUTORS: Andrew Leker Christopher Pound Thomas BiskupHarold Ogle Lloyd Wiebe Paul Arden LidbergNadine Miller Shawn Smith Richard Lee Eide
PLAYTESTERS: Harold Ogle Lloyd Wiebe Michael HoleMichael Kinney Nadine Miller Richard Lee EideShawn Smith
P.L.U.S (Player’s Labor-saving Utility System) Version 5.2, copyright 1996 by TalewindPrint & Production, P O Box 12631, Berkeley, CA 94712-2631, all rights reserved. e-mailthrough [email protected]. Permission is granted for free duplication for personal useonly. No license for any use requiring a charge to the end user is granted or implied. Noother right to reproduce this material is granted or implied. To include PLUS or its supple-ments at another ftp site or bbs or in any other medium requires express written permis-sion of Talewind.
P.L.U.S Companion • September 1996 3
AN APOLOGY TO RULES LAWYWERS:All of the material in the PLUS COMPANION may by used with the permis-
sion of the Gamemaster for your campaing. The GM retains the final say onanything relating to his/her game.
Alternative Age Generation
This method is recommended for role players with a significant amount ofexperience playing characters outside the normal role playing optimum.
You choose an age between to the age of 65. You begin 1d6 for each Charac-teristic and add 1d6 to your Characteristics distribution pool for every ten yearsof age, 2d6 for SPECIALTIES for every eight years of age, and 2d6 per careerfor every twelve years of age. Maximum dice for the game begins at 1, with 1d6added to the Maximum allowance for every twelve years of age. Use the follow-ing chart for the effects of age, after your dice have been distributed into :
AGE EFFECT (applied after generation)
Under 9 -2d3 BODY, -2d6 REASON, -2d6 STRENGTH, -2d6 EDUCA-TION, -1d6 WILL, +1d6 AGILITY, +1d3 LUCK
9-15 -1d3 BODY, -1d6 REASON, -1d6 STRENGTH, -1d6 EDUCA-TION, +1d6 INTUITION, +1d2 LUCK
16-29 No Effect.
30-34 -1d3 BODY, +1d6 INTUITION, +1d6 to STARTING MONEY
35-44 -1d6 STRENGTH, +1d6 REASON, +2d6 to STARTINGMONEY
45-54 -1d6 AGILITY, +1d6 EDUCATION, +3d6 to STARTINGMONEY
55-65 -2d3 BODY, -1d6 LUCK, +1d6 SPECIAL EFFECT (if any) or+1d6 WILL
NOTE: A “1d3” or “1d2” modification means to roll the indicated dice (see Glossary), then add or subtract thatnumber of d6 from the pool for the indication Characteristic.
If your game requires higher ages, you can apply the following modifica-tions: For every decade or portion of a decade over 65, -1d3 dice to Characteris-tics (you choose which dice to remove), -1d3 dice from Athletics and 1d3 dicefrom Senses. You choose which dice to remove from that group. If your WILLfalls below 3, you must make a WILL roll before performing actions or perform-ing tasks.
P.L.U.S Companion • September 1996 4
Table 1 - Age Key To Distribution Dice
CHARACTER. SPECIALTIES CAREER-2 CAREER-4 CAREER-6 . STARTING
- GIVEN1 - CAREER-1 - CAREER-3 - CAREER-5 - MAX DICE MONEY (Modern )
16 2 +5 5 2 - - - - - 3 $ 25 x 2d6 x Mod
17 2 +5 5 3 - - - - - 3 50 x 2d6 x Mod
18 2 +6 5 3 2 - - - - 3 75 x 2d6 x Mod
19 3 +6 5 3 3 - - - - 3 100 x 2d6 x Mod
20 3 +7 5 3 3 - - - - 3 100 x 2d6 x Mod
21 3 +7 5 3 3 2 - - - 3 100 x 2d6 x Mod
22 3 +8 6 3 3 3 - - - 3 100 x 2d6 x Mod
23 4 +8 6 3 3 3 - - - 4 150 x 2d6 x Mod
24 4 +9 6 3 3 3 2 - - 4 150 x 2d6 x Mod
25 4 +9 6 4 3 3 3 - - 4 150 x 2d6 x Mod
26 4 +10 6 4 3 3 3 - - 4 150 x 2d6 x Mod
27 4 +10 6 4 4 3 3 2 - 4 200 x 2d6 x Mod
28 5 +11 7 4 4 3 3 3 - 4 200 x 2d6 x Mod
29 5 +11 7 4 4 4 3 3 - 4 200 x 2d6 x Mod
30 5 +12 7 4 4 4 3 3 2 4 200 x 2d6 x Mod
31 5 +12 7 4 4 4 4 3 3 4 200 x 2d6 x Mod
32 5 +13 7 4 4 4 4 3 3 4 200 x 2d6 x Mod
1 Total of STRENGTH, REFLEXES, EDUCATION and WILL, plus the number of dice indicated, to distribute as Given Skill Dice.
Table 2 - Higher Game Levels And Bonuses
Professional Adventurer Hero Super-Hero Mythic-HeroCharacteristics +2 +42 +62 +92 122
Given +3 +62 +92 +122 +182
Specialties +4 +82 +122 +162 +202
Each Career +1 +2 +32 +52 +72
Maximum Dice 4 52 52 52 n/a
2 If your total dice exceed the allowed maximum dice limit, the excess dice may be used in several ways. 1) you have a total numberof Benefits equal to the original number of dice allowed. FOR EXAMPLE: If you have 8 dice, but have a 5 dice limit to yourcharacter, you may have 8 benefits to the career at 5 dice, and 3 dice which may be used as “Bonus Dice” for rolls on that career orbenefit, or you may apply a +1 to other skills that have not reached the limit, even if they are not related to the source of the extradice.
Savings And/Or Possessions From Previous CareersYou gain financially from your age. When you have more than one career, you may have managed to save up to 50% of
the income from the earlier career(s) to improve your position as the game begins. You roll on each year prior to yourcurrent age and roll on the table. A limit is set on the cash and a separate account is created for mandatory possessions foruse by your character (weapons, vehicles, devices, real estate, memberships, etc.).
ROLL RESULT2- 7 No savings from previous careers8- 9 10% additional in savings, 50% of that amount in purchases.10-11 25% additional in savings, 35% of that amount in purchases.12 50% additional in savings, 25% of that amount in purchases
P.L.U.S Companion • September 1996 5
Character Improvement
As your character proceeds to a variety of individual games and campaigns,he or she should improve on specific skills. There are three ways to improveskills in P.L.U.S. Unless otherwise determined by the GM prior to the start of thecampaign, all three methods are available for players to use.
Method OneThis method may be used to improve an existing skill of the player’s choice,
or to learn a new skill for the character. One hash mark is earned for each studyperiod with a teacher.
Find a teacher, pay for lessons or otherwise take the time and resources tostudy a skill and make it available to the character. The player will ask the GM forthe difficulty of the skill to be learned. . One hash mark is earned for each studyperiod with a teacher - keep track of these, you will need them to improve theskill.
The cost of lessons, the reaction of the teacher and your success at learningthe improvement or obtaining the first d6 in a new skill, should be role playedbetween the player and GM, with Oracle rolls to determine the NPC teachersresponse to the student, rolls on WILL (for intellectual skills) or REFLEXES (forphysical skills) to the students response to the teacher.
For example, in game play Larry the Milkman wants to learn how to handlea sword to defend himself. He stops at Mr. Limbaugh’s Academy of Sharp, PointyThings to study swordsmanship. His instructor, Big Louise, gives him a few bruisesto point up what he needs to learn and tells him to practice every day. In gameterms, if the player does not make time for Larry to practice every day, he will notlearn quickly and Big Louise will have a bad reaction to him, making it moredifficult to learn. If Larry practices every day (meaning the player says that iswhat Larry is doing at some point in the game), then Louise will be more favor-ably impressed, Larry will get more practice and he has a better chance of learn-ing the necessary skills faster.
Since the GM will play Big Louise, it becomes fairly simple to determineher reaction to Larry and his homework.
At the end of study (not less than one month of game time as experienced bythe characters) the player may roll on the appropriate difficulty of the skill to belearned. With a successful roll (a total less than the number of hash marks) thecharacter will improve with 1d6.
Once a skill has been learned to 1d6, it may be improved through furtherstudy, or may be improved with Method 2 or Method 3.
METHOD TWODetermine whether your character learns by Success or Failure. For this game
this will mean choosing either Complete Failures or Toxic Rolls to learn on failedactions, or Significant Successes and above for learning on successful actions.
You will record the learning rolls with simple ‘hash marks’ next to the appro-priate skill (one hash mark for Complete Failure or Toxic rolls, if that was yourchoice, or one has mark for Significant Success or above, if that was your choice).When you have accumulated a sufficient number of hash marks on any skill, youmay improve that skill by rolling the applicable Characteristic dice to roll underthe number of hash marks to improve. You can to roll to improve that skill at atime of your own choosing by rolling against your own Characteristic - at the endor beginning of any game session, but not during a game.
For physical skills roll your REFLEXES dice under the number of hash marksyou have obtained for the skill which you want to improve. For mental skillsWILL dice to improve on the skill.
P.L.U.S Companion • September 1996 6
When it is time to improve, you will roll on the applicable against the num-ber of accumulated hash marks. Larry has 2d6 in REFLEXES, and rolls 4-4,resulting in 8, which is over his number of hash marks he had accumulated. Hisnumber of hash marks for that skill returns to zero and he must try again.
BUT, Larry rolled two four’s. There is more.Fate Dice MUST be rerolled during Character Improvement. If your re-rolls
go Toxic, you much change your skill to improve for at least one week of gametime.
METHOD THREESelect a specific skills for improvement for one half the number of d6 you
have distributed into REFLEXES (physical skills to improve) and one half thenumber of dice distributed WILL (for mental skills to improve). These are skillswhich your character has determined are important to learn, for whatever reason.
When you have chosen specific skills to improve, they are where you atten-tion is focused and you will receive a hash mark for either failures (CompleteFailure and Toxic Rolls) and successes (Significant successes and above).
Hash marks are recorded and rolls against the number of hash marks worksexactly the same as in METHOD 2.
How Improvement Works For Methods Two and ThreeOnce the roll is made, whether the roll succeeds or fails to improve the skill,
all hash marks are erased and improvement will begin again.With a successful roll (a total less than the number of hash marks) the char-
acter will improve with 1d3 to be rolled with the regular dice. On the secondsuccessful improvement of a skill, the 1d3 becomes 1d6. Further improvement ison the same 1d3 and 1d6 additions.
The Limits Of ImprovementCharacters may improve up to the dice limit of the game, but may continue
to use the improvement system to add d3 and d6 Bonus dice to the skill to im-prove future rolls. The number of Bonus dice possible are equal to the maximumnumber of dice for the game’s skill level.
P.L.U.S Companion • September 1996 7
Challenges
In the creation of a character, it can be interesting to give them an obstacle. It may be a physical restriction, a confiningidea, or something which causes other characters to respond negatively.
You make take up to 6d6 in Challenges, provided the Gamemaster approves that the challenge is worth the number ofdice and has the effect of giving the character a believable obstacle in role playing.
The following are examples. Players are encouraged to work with their GM to create additional Challenges for gameplay.
CHALLENGE EFFECT VALUE (d6)Missing Limb -2d6 from STRENGTH or +4 Cultural Skills.(no Athletics)
REFLEX per limb. +2 SpecialtyMay prevent some Specialties
Reduced Sense -1 to -2d6 to the sense (each) +2-4 Specialty (each)
Psychiatric DisorderPhobia 1-4d6 penalty in situations +2-8 SpecialtyDelusion 1-3d6 penalty in situations +2-6 SpecialtyObsession 1-2d6 penalty in situation +2-4 Specialty
FameIn the News 1d6 penalty in situation +2 SpecialtyKnown by Face 2d6 penalty in situation +4 SpecialtyWanted 3d6 penalty in situation +6 SpecialtySubject to Hunt* 4d6 penalty in situation +8 Specialty* This can include roadblocks, broadcast or media warnings, National Guard, Police, Military, etc.
SupervisedRestrictive Job 1d6 penalty in situation +2 SpecialtyMonitored off-job 2d6 penalty in situation +4 SpecialtyPolice/Public Safety 3d6 penalty in situations +6 SpecialtyElectronic Surveillance 3d6 penalty in situations +6 Specialty
Medical RestrictionMedicated (Physical) 1d6 penalty in situations +2 SpecialtyChronic condition 2-3d6 penalty in situations 4-6 Specialty
Quality Of SuccessIn combat, your roll is measured against your opponent. If your roll is suffi-
ciently greater than your opponent, your damage will be modified by the degreeof your success. With each level of success your damage is increased and be-comes more lethal.
Quality of Success (Difference) 1-6 7-11 12-17 18-23 24-UpDamage Bonus 0 +1 +2 +3 +4
P.L.U.S Companion • September 1996 8
Martial ArtsVarious forms of martial arts have become very popular in gaming. For
P.L.U.S, martial arts are considered either a personal choice or a benefit of acareer. Martial art skills take up dice that could have otherwise go to other skills.Dice representing martial arts are put into an area of study. A player may use dicefrom any combination available dice pools from Starting, Specialty, Careers orBenefits. Martial art dice are added to the weapon (including fist and kick).
For example: An average person may have 2d6 in Fist, 2d6 in Kick and apolearm as a weapon. with 2d6. He/she chooses to add 5d6 from martial art train-ing, and divides it +2d6 to Fist (4d6), +2d6 to kick (4d6) and +1d6 to polearm(3d6).
P.L.U.S Companion • September 1996 9
P.L.U.S C H A R A C T E R S H E E T 5th Edition
PLAYER __________________________________________________________________________________
CHARACTER __________________________________________________________________________________
CONCEPT __________________________________________________________________________________
AGE ____ HEIGHT ___’___” WEIGHT _______ HAIR ______ EYES ________________
CHARACTERISTICS BLACK IN SQUARES TO SHOW THE NUMBER OF DICE TO BE ROLLED
STRENGTH ........... ■■ ■■ ■■ ■■ ■■ ■■ EDUCATION ........... ■■ ■■ ■■ ■■ ■■ ■■ CHARM ................... ■■ ■■ ■■ ■■ ■■ ■■REFLEXES ............ ■■ ■■ ■■ ■■ ■■ ■■ WILL ........................ ■■ ■■ ■■ ■■ ■■ ■■ INTUITION ............. ■■ ■■ ■■ ■■ ■■ ■■SPECIAL EFFECT (Specify) ..........................................................................................................................................■■ ■■ ■■ ■■ ■■ ■■
LUCK Full _____ CURRENT _____ BODY FULL_____ 2/3_____ 1/3_____ CURRENT_____
STARTING MONEY Banked $ ________ Stashed $ _________ On Hand $ ________ Monthly $ _________
GIVEN SKILLS CAREERS BLACK IN SQUARES TO SHOW THE NUMBER OF DICE TO BE ROLLED
ATHLETICS CAREER 1:....................................................................................................................... ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■Brawl * ............................ ■■■■■■■■■■■■ CAREER 2:....................................................................................................................... ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■Climb * ............................ ■■■■■■■■■■■■ CAREER 3:....................................................................................................................... ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■Dodge * ........................... ■■■■■■■■■■■■ CAREER 4: ....................................................................................................................... ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■Fist * ................................ ■■■■■■■■■■■■ CAREER 5: ....................................................................................................................... ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■Kick * .............................. ■■■■■■■■■■■■ CAREER 6: ....................................................................................................................... ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■Run * ............................... ■■■■■■■■■■■■ BENEFITS and SPECIALTIESSwim ............................... ■■■■■■■■■■■■ ........................................................................................................................................................ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■Throw (Balanced) ............ ■■■■■■■■■■■■ ........................................................................................................................................................ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■Throw (Unbalanced) ....... ■■■■■■■■■■■■ ........................................................................................................................................................ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■
CULTURAL SKILLS ....................................................................................................................................................... ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■Common Devices ............ ■■■■■■■■■■■■ ........................................................................................................................................................ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■Conceal Item ................... ■■■■■■■■■■■■ ........................................................................................................................................................ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■Conceal Self .................... ■■■■■■■■■■■■ ........................................................................................................................................................ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■Drive ................................ ■■■■■■■■■■■■ ........................................................................................................................................................ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■Evaluate ........................... ■■■■■■■■■■■■ ........................................................................................................................................................ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■First Aid ........................... ■■■■■■■■■■■■ ........................................................................................................................................................ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■Follow ............................. ■■■■■■■■■■■■ ........................................................................................................................................................ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■Home Town * .................. ■■■■■■■■■■■■ ........................................................................................................................................................ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■Info. Search ..................... ■■■■■■■■■■■■ ........................................................................................................................................................ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■
NATIVE LANGUAGE _______________ ........................................................................................................................................................ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■Own Speak .......................... ■■■■■■■■■■■■ ........................................................................................................................................................ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■
Read ............................ ■■■■■■■■■■■■ ........................................................................................................................................................ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■ Write ........................... ■■■■■■■■■■■■ ........................................................................................................................................................ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■Other ................................ ■■■■■■■■■■■■ ........................................................................................................................................................ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■Negotiate ......................... ■■■■■■■■■■■■ ........................................................................................................................................................ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■Recent Events .................. ■■■■■■■■■■■■ ........................................................................................................................................................ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■Search .............................. ■■■■■■■■■■■■ ........................................................................................................................................................ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■Stealth .............................. ■■■■■■■■■■■■ ........................................................................................................................................................ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■
SURVIVAL (specify area) ........................................................................................................................................................ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■Own ................................. ■■■■■■■■■■■■ ........................................................................................................................................................ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■......................................... ■■■■■■■■■■■■ ........................................................................................................................................................ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■......................................... ■■■■■■■■■■■■ ........................................................................................................................................................ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■Track ................................ ■■■■■■■■■■■■ ........................................................................................................................................................ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■
SENSES ....................................................................................................................................................... ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■Hearing * ......................... ■■■■■■■■■■■■ ........................................................................................................................................................ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■Smell * ........................... ■■■■■■■■■■■■ ........................................................................................................................................................ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■Taste * ............................. ■■■■■■■■■■■■ ........................................................................................................................................................ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■Touch * ............................ ■■■■■■■■■■■■ ........................................................................................................................................................ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■Vision * ........................... ■■■■■■■■■■■■ ...................................................................................................................................... ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■
P.L.U.S Companion • September 1996 10
WEAPON A R M O RTYPE Damage Range AREA TYPE B P S E M F VALUE
_________________________ _____ ___■■■■■■■■■■■■ Skull ___________ _ _ _ _ _ _■■■■■■■■■■■■
_________________________ _____ ___■■■■■■■■■■■■ Trunk ___________ _ _ _ _ _ _■■■■■■■■■■■■
_________________________ _____ ___■■■■■■■■■■■■ Arms ___________ _ _ _ _ _ _■■■■■■■■■■■■
_________________________ _____ ___■■■■■■■■■■■■ Hips ___________ _ _ _ _ _ _■■■■■■■■■■■■
_________________________ _____ ___■■■■■■■■■■■■ Legs ___________ _ _ _ _ _ _■■■■■■■■■■■■
_________________________ _____ ___■■■■■■■■■■■■ Feet ___________ _ _ _ _ _ _ ■■■■■■■■■■■■
_________________________ _____ ___■■■■■■■■■■■■ B Bludgeon, P Puncture, S Slicing, E Electrical, M Missile, F Fire
NOTES and POSSESSIONS CHARACTER SKETCH_______________________________________________________________________________________________________________________
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PLUS 5 Character Sheet, © 1996 by Joseph Steven Coleman and Talewind Print & Production. All Rights Reserved. For individual game duplication only.No commercial license or permission are granted or implied. Not to be sold or included with any other publication in any media.
P.L.U.S Companion • September 1996 11
P.L.U.S Character Worksheet 5th Edition
PLAYER _______________________________________________________________________________
CHARACTER _______________________________________________________________________________
DICE POOLS
CHARACTERISTIC ____ SPECIALTIES ____ GIVEN ____ CARRERS (1) __ (2) __ (3) __ (4) __ (5) __ (6) ___
CHARACTERISTICSSTRENGTH ........... ■■ ■■ ■■ ■■ ■■ ■■ EDUCATION ........... ■■ ■■ ■■ ■■ ■■ ■■ CHARM ................... ■■ ■■ ■■ ■■ ■■ ■■REFLEXES ............ ■■ ■■ ■■ ■■ ■■ ■■ WILL ........................ ■■ ■■ ■■ ■■ ■■ ■■ INTUITION ............. ■■ ■■ ■■ ■■ ■■ ■■SPECIAL EFFECT (Specify) ..........................................................................................................................................■■ ■■ ■■ ■■ ■■ ■■
ROLLS: AGE _______ Years = _____ Careers LUCK _________ BODY ________
CAREERS and BENEFITS
CAREER 1 _______________________________■■■■■■■■■■■■ CAREER 2 _________________________________■■■■■■■■■■■■
BENEFITS BENEFITS
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SAVINGS $ ________ LOSSES $ ________ SAVINGS $ ________ LOSSES $ ________
CASH $ ________ POSSESSIONS $ ________ CASH $ ________ POSSESSIONS $ _______
CAREER 3 _______________________________■■■■■■■■■■■■ CAREER 4 _________________________________■■■■■■■■■■■■
BENEFITS BENEFITS
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SAVINGS $ ________ LOSSES $ ________ SAVINGS $ ________ LOSSES $ ________
CASH $ ________ POSSESSIONS $ ________ CASH $ ________ POSSESSIONS $ _______
CAREER 5 _______________________________■■■■■■■■■■■■ CAREER 6 _________________________________■■■■■■■■■■■■
BENEFITS BENEFITS
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SAVINGS $ ________ LOSSES $ ________ SAVINGS $ ________ LOSSES $ ________
CASH $ ________ POSSESSIONS $ ________ CASH $ ________ POSSESSIONS $ _______
SPECIALTIES, WEAPONS and ADD DICE
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