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    FieldOperationsManual

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    Page 3. Introduction to MercenariesPage 4. Making a Merc.

    Page 4. Bio, Dossier, and Physical DescriptionPage 4. Generate Primary Attributes

    Page . !trengthPage ". PerceptionPage #. $ndurancePage %. &harismaPage '. Intelligence

    Page (). AgilityPage ((. *uckPage (+. Generate !kills

    Page (3. !kill DescriptionsPage ( 4. Merc. PerksPage (#. inal &haracter -erie/

    Page (%. 0uick &haracter &reationPage ('. $1perience and Money

    Page ('. $1periencePage +). Money

    Page +(. *eeling 2pPage +(. !tarting at a *eel higher than (

    Page ++. o/ to Play the GamePage +3. Actions in &ombat

    Page +. General ulesPage +. unger, 5hirst, and 5irednessPage +". !tancesPage +#. 2narmed &ombat ActionsPage +%. ealth, *imbs and DyingPage 3(. Damage MultipliersPage 3+. anged &ombatPage 33. Armor and Damage eductionPage 34. Dual67ielding 7eaponsPage 3. Items

    Page 3. 7eaponsPage 3. GunsPage #. eay 7eaponsPage "+. $1plosies

    Page #+. AirstrikesPage #. Melee 7eaponsPage %(. Ammunition and 7eapon Mods

    Page %+. ApparelPage %+. &lothingPage %3. Armor

    Page %4. Aid ItemsPage %4. Medical $8uipmentPage %. !kill &heck Items

    Page %#. Miscellaneous ItemsPage %'. 9ehicles

    Page ((3. Gamemaster !ection

    +

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    ;ou are a Mercenary.

    A soldier o<

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    our character in Mercenaries= Blood Money represents the soldier6o

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    !5$?G5!trength regards your physical pro/ess. Are you a string bean or do you ha

    uscles on your muscles> !trength a

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    P$&$P5I-?erception regards your senses= *istening, 5aste, !mell, !ight, and 5ouch. Are a< and dumb, or are you as apt as an eagle /ith a telescope> 5hose /ho are herceptie /ill be able to

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    $?D2A?&$ndurance regards ho/ tough you are. Mercs /ith a large amount o< $ndurance rie in the harsh, deadly atmosphere o< the battle

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    &AI!MA&harisma regards ho/ /ell you talk to people. &harismatic Mercenaries can ta

    themseles out o< certain death, and make people accept them more

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    I?5$**IG$?&$elligence regards ho/ smart and /ise you are. Intelligent people can problem6uch better, and can use technology much better than someone /ithout the pro

    kno/6ho/. Intelligence goerns ho/ many !kill Points you gain each leel.

    kill Points= $ery time you leel up, you gain your Intelligence E in !kill Pointese skill points are distributed into your arious skills.

    ambling= An Intelligence check can be used to gamble. Gambling checks areposed by either Intelligence or *uck.

    anguages= $ery character starts leel ( kno/ing a language. 5hey gain a numb

    nus languages based on their Intelligence, as per the table belo/. no/ing aguage means that the character also kno/s eery dialect under that languagetance, a Merc that kno/s &hinese kno/s Madarin, ;ue, 7u, Minbei, and eeryer sublanguage o< that language.C

    (6 Intelligence "6% Intelligence '6() Intelligence

    ( Bonus *anguage + Bonus *anguages 3 Bonus *anguages

    '

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    AGI*I5;lity regards ho/ 8uick and on6your6

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    *uckuck goerns eery little thing in a small /ay,

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    !.Generateyourmercenary"ss#ills

    order to generate your starting skills at leel (, you take the !P$&IA* score related to the nd multiply it by +. or e1ample, lets say that Billy the Medic has " Perception. 5his means

    his Guns skill, a skill deried

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    #illdescriptions

    puter 2se= &omputer 2se, a skill deried

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    ).Pic#yourmercper#

    erc. Perk is a constant special ability your Mercenary gains at leel ( that stays /ith him

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    +ardenedMercenary

    A ardened Mercenary only needs to eat, sleep, and drink hal< as much, and gets a bonus to !urialist checks intended to improise

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    reno-nedMercenary

    eno/ned Mercenary is treated as one eputation step up /hen encountered by ot

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    rainedMercenary

    A 5rained Mercenary begins the game /ith a E bonus to all Initiatie checks.

    oughMercenary

    A 5ough Mercenary begins the game /ith 3 Misc. Damage eduction. 5his Damageeduction stacks /ith all other

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    eie-3oma#eacharacter,youmust4

    ill out the Mercs &haracter Bio.

    Generate the Mercs !P$&IA* Attributes e gets 4) points, /ith a minimum o< ( and a ma1imum o< () in e!P$&IA* AttributeC.

    Put in &arry 7eight, /hich is !trength !core 1 + !o i< Billy the Medic has !trength, he has (+ &arry 7

    ut in e1tra Damage eduction garnered by haing high !trengh andor $ndurance 5hese stack, so someon

    () !trength and $ndurance /ould hae a total o< E" Damage eductionC.

    % !trength$ndurance E6( Damage eduction

    ' !trength$ndurance E6+ Damage eduction

    () !trength$ndurance E63 Damage eduction

    Generate !tarting ealth $ndurance 1 () E !trength !core E *uck !coreC.

    2se 3 Pro

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    haracter starts Mercenaries= Blood Money /ith Oero e1perience points. As they continue to progress throurOone, training themseles by a trial6by6

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    moneyinMercenaries4Bloodmoney

    a minimum, a single character should get about +)) 2.!.D. per leel, in additiouipment looted o

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    (eelingup

    7hen you leel up, you

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    ho-toplaymercenaries4bloodmoney

    rcenaries= Blood Money is a roleplaying game intended to immerse you in the Mercenaries /hile also allo/ing you to commit actions not normally possible in the games, giing a mo

    rganic e1perience /ithin the /orld. A normal Blood Money game, /hen run right, should be mbat and hal< roleplaying, di

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    5here are t/o primary types o< &hecks= !P$&IA* !core &hecks and !kill &heck

    P$&IA* !core checks are &hecks made against your primary attributes, !trength Perceptio, and are made by rolling (d+) E !core. Billy the Medic, as an e1ample, /ould roll (d+) E

    ke a *uck check i< his *uck /as . !P$&IA* &hecks are ery common, and can be used

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    mbat in Blood Money is done in a dynamic turn6order

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    Generalules

    unger, 5hirst, and 5iredness

    ial is key on the battle

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    !tances

    ouched= Being crouched allo/s a character the ability to make !neak &hecks aeak Attacks Granted that they are hiddenC. 5o !neak past an enemy, you mustke a !neak check opposed by the enemys Perception. I< the enemy is not

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    2narmed &ombat Actions

    armed Attack= 5he traditional Martial Arts strike consists o< t/o attacks perrmal Action. Martial Arts strikes must be made against enemies that are at leat a/ay or less

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    ealth, *imbs and Dying

    eping your Mercenary healthy and sa

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    ppled *imbs= ;our arms, legs, and head are enerable parts o< your body, and ccome crippled. Bladed Melee 7eapons and $1plosies can seer limbs i< themage they deal is substantial. I< your head is crippled, you su

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    Damage Multipliers

    &hance is a cruel mistress, /ho /hores hersel< out only to those /ho are luck5here are certain ariables that can occur that grant e1tra multipliers on dama

    changing damage dealt by multiplying it.

    &ritical it= 1+!neak Attack= 1+

    !neak Attack &ritical= 13Point Blank !hot= 14

    Point Blank !hot !neak Attack= 1

    tical it= 7hen you hit a number sho/n on your &ritical it &hance on a d+) during a

    ack, make an additional attack roll against the enemys &5B. Dont deal damage,ugh.C I< the second attack hits &5B, you critical hit, dealing double the normal dama

    eak Attack= Making a !neak Attack re8uires the person !neaking to be crouched anden

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    anged &ombat

    re o

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    Armor and Damage eduction

    u may /ear armor to protect yoursel< on the battle

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    Dual67ielding 7eapons

    Blood Money you can Dual67ield one6handed /eapons, holding one in each hand. Durmal Action, you attack /ith both /eapons separate Attacks per ?ormal Action,entially doubling your damage output

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    ms in Mercenaries= Blood Money are an essential part o< surial in the /arOonmuch so that a *eel ( character /ith a Missile *auncher and Suggernaut Armould al/ays beat a leel 3) character that had no e8uipment. Intellect and strenonly hal< the battle /hen high6tier military e8uipment is

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    P'O(

    .!2snubnosereoler

    -ne andedAmmunition= .3+ &aliber

    Damage= ("7eight= +

    Ma1 Attacks per normal action= 3&lip !iOe= 9alue= T())

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    .!05 Magnum reoler

    -ne anded

    Ammunition= .3# MagnumDamage= 3+7eight= +

    Ma1 Attacks per normal action= 3&lip !iOe= "9alue= T+")

    3#

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    .)) Magnum reoler

    5/o anded, Mercenaries /ith # strength can use -ne anded at a 64 penaltyAmmunition= .44 magnum

    Damage= 4+7eight= 4

    Ma1 Attacks per normal action= 3&lip !iOe= "9alue= T34)

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    16mm gloc#326

    -ne andedAmmunition= ()mm

    Damage= +(7eight= 3

    Ma1 Attacks per normal action= 3&lip !iOe= (+9alue= T++

    3'

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    &h nese ,7382

    -ne andedAmmunition= ()mm

    Damage= (7eight= +

    Ma1 Attacks per normal action= 4&lip !iOe= (+9alue= T++

    4)

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    &olt m1811

    -ne andedAmmunition= .4 auto

    Damage= 347eight= +

    Ma1 Attacks per normal action= 3&lip !iOe= "9alue= T+#)

    4

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    desert eagle

    5/o anded, Mercenaries /ith # strength can use -ne anded at a 64 penalty

    Ammunition= .) A$Damage= 47eight= "

    Ma1 Attacks per normal action= 3&lip !iOe= '9alue= T))

    orrid ecoil= 6( to hit

    4+

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    taser

    -ne andedAmmunition= 5aser &artridges

    KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKDamage= Incapacitates an enemy a ma1imum o< (

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    sniperri$les

    anti3materielri$le

    5/o andedAmmunition= .) MG

    Damage= ()7eight= +)

    Ma1 Attacks per normal action= +&lip !iOe= %9alue= T'))

    !coped by de

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    dsr31niperri$le

    5/o andedAmmunition= #."+mm

    Damage= 47eight= (

    Ma1 Attacks per normal action= (

    &lip !iOe= 9alue= T4")

    !coped by de

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    shotguns

    BenelliM)uper86Pump

    5/o andedAmmunition= (+ ga

    Damage= 37eight=

    Ma1 Attacks per normal action= +&lip !iOe= #

    9alue= T3))or eery ()

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    double3barreledshotgun

    5/o andedAmmunition= (+ ga

    Damage= 47eight= "

    Ma1 Attacks per normal action= (&lip !iOe= +9alue= T+))

    or eery ()

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    #ushnapupshotgun

    5/o andedAmmunition= (+ ga

    Damage= 3)7eight= #

    Ma1 Attacks per normal action= 3&lip !iOe= (+9alue= T))

    or eery ()

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    submachineguns

    Microu9i

    -ne andedAmmunition= 'mm

    Damage= "7eight= 4

    Ma1 attacks per normal action= (+&lip !iOe= +49alue= T4")

    or eery ()

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    Mp0

    5/o andedAmmunition= 'mmDamage= %7eight= ((

    Ma1 attacks per normal action= "&lip !iOe= (%9alue= T4)

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    tdiector

    5/o andedAmmunition= .4 Auto

    Damage= ()7eight= ((

    Ma1 attacks per normal action= ()&lip !iOe= 3)

    9alue= T4#)

    +

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    assaultri$les

    a#3)5

    5/o andedAmmunition= #."+mm

    Damage= +"

    7eight= ()Ma1 attacks per normal action=

    &lip !iOe= 3)9alue= T#))

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    h#g!:

    5/o andedAmmunition= ."mm

    Damage= +47eight= "

    Ma1 attacks per normal action= "&lip !iOe= 3)9alue= T""

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    magpulpdr

    ?ame= Magpul PD5/o anded

    Ammunition= ."mm

    Damage= (%7eight= #

    Ma1 attacks per normal action= &lip !iOe= +)9alue= T))

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    *m;

    5/o andedAmmunition= .#mm Armor Piercing, ignores damage reduction

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    heay -eapons

    Dh

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    $lamethro-er

    5/o andedAmmunition= (+ Gallon o< uel per shot

    Damage= 4+ !pray, lamer= ires in a ma1imum o< 313 space area in

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    m2emplacedturret

    5urret Mounted 5oo heay to use by in

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    m2)8lightmachinegun

    5/o andedAmmunition=."mm

    Damage= (

    7eight= (4Ma1 attacks per normal action= +)

    &lip !iOe= +))9alue= T4')

    orrid ecoil= 6+ to hit

    ")

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    minigun

    5/o handedAmmunition= mm

    Damage= +

    7eight= +)Ma1 attacks per normal action= 4)

    &lip !iOe= +4)9alue= T()))

    "

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    e*plos es

    Anti3AirtingerMissile(auncher

    5/o andedAmmunition= ocket

    Damage= ()), deals (4) to aircra

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    Anti3Aircra$tAMoc#etystem

    n anti6aircra

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    c3)plastice*plosie

    Damage= +)7eight= (

    9alue= T()e8uired $1plosies to set= (

    e8uired $1plosies to disarm= )

    his e1plosie does not use the $1plosies skill /hen attacking an enemy, /hether itor not is based on the current location o< the enemy in con@unction /ith the &64C$1plosie= An attack

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    claymoremine

    Damage= +)), deals damage in a (%) degree cone in a single direction (

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    $lashbanggrenade

    -ne andedmage= ) ?onlethal. ?o real damage, but i< the ) damage /ould bring an enemys htotal to ), it becomes ( and he goes unconscious instead. 5he

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    m:5$ragmentationgrenade

    -ne andedDamage= ()(

    7eight= (9alue= T)

    renade= Because Grenades are

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    Grenademachinegunemplacedturret

    5urret Mounted 5oo heay to use by in

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    high3e*plosiedetonatedportablebomb

    mage= ())) damage, destroys the area as i< a Bombing un hit it. A time o< detonatibig red, impending clock can be set i< you /ish, other/ise it is e1ploded by a detona

    e8uired $1plosies to set= )8uired $1plosies to disarm= #) 6 ;ou may also try a luck check to beat +. I< you do

    bomb is disarmed. ...I< it is

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    MG(31)6grenadelauncter

    Ammunition= Grenades

    Damage= 5he grenades damage. Ignores the grenades usual restriction o< ())

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    rpg35

    ?ame= PG6#5/o anded

    Ammunition= ocketDamage= ()7eight= +)

    Ma1 Attacks per normal action= (&lip !iOe= (9alue= T%))

    $1plosie= An attack

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    a rstr #es

    Artillery Strike - $150,000 Targeting method: Radio and Visualonfirmation !uel Cost: "00 #allons !iring ethod: %m&la'ed ArtilleCo(ering a si)a*le area, (ery large ho+it)er shells rain do+n in uiu''ession around the target, killing and destroying e(erything e.'nkers/ in the radius The only dra+*a'k is that fast mo(ing targets

    those (ehi'les are nearly im&ossi*le to hit, and there is a high 'hor 'ollateral damage This airstrike should *e used outside of 'iti+ns, and (illages to ma.imi)e its effe'ti(eness +hilist also minimi

    'i(ilian 'asualties

    omi' u'lear unker uster - $",000,000 Targeting method: Satelliteadio !uel Cost: 500 #allons !iring ethod: Air&lane 2aun'h your (+n mini-34 at the target, annihilating it, its grandma, and any memf it The u'lear unker uster is a lo+-yield nu'lear +ea&on that +

    rradiate an area in a 6-mile radius, and o*literate e(erything in tradius

    #+

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    om*ing Run - $75,000 Targeting method: Satellite, Visual Confirmatind Radio !uel Cost: 180 #allons !iring ethod: Air&lane The om*Run is sim&le yet effe'ti(e T+o mark-9" *om*s are dro&&ed *y &lanee.&loding u&on im&a't on the target )one t is &ro*a*ly the most 'ofi'ient airstrike, *eing sold at $75k 3hile this is good against sstru'tures and grou&s of enemies, it is fairly ina''urate The *lasadius of this strike is tiny 'om&ared to others, fortunately it 'auhigh damage and +ill destroy any target *uilding aside from fortifi

    *unkers and *uildings

    unker uster - $600,000 Targeting method: 2aser 4esignator and Radiel Cost: 600 #allons !iring ethod: Air&lane A massi(ely &o+erful "9 strike is made, 'a&a*le of taking out 'on(entional *unkers and aru'ture t has a small radius *ut (ery high &o+er, a*le to destroy

    *ut the most hardened of fortified *ases

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    2aser #uided om* - $"00,000 Targeting method: 2aser 4esignator !uCost: 8

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    Melee=eapons

    combat#nies

    &ombat knies are any military6grade kni

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    personal#nies

    sonal nies are knies that are not combat6ready. 5hese include itchen nies, Pnies, etc.

    -ne handedDamage= E !trength !core

    7eight= 6

    Ma1 attacks per normal action= 39alue= T

    #"

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    shortblunt-eapon

    hort Blunt 7eapons include /eapons such as &ro/bars, Batons, Baseball Bats, Putt*amps, etc.

    -ne handedDamage= +) E !trength !core

    7eight= (Ma1 attacks per normal action= +

    9alue= T#)

    ##

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    shortbladed-eapon

    !hort Blunt Bladed /eapons include /eapons such as Machetes, 5antos, etc.

    -ne handedDamage= 3) E !trength !core

    7eight= +Ma1 attacks per normal action= +

    9alue= T(()

    #%

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    largeblunt-eapon

    rge Blunt 7eapons include /eapons such as !hoels, !ledgehammers, Pool &ues, DIrons, etc.

    5/o andedDamage= ") E !trength !core

    7eight= ()Ma1 attacks per normal action= (

    9alue= T(4)

    #'

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    large bladed -eapon

    *arge Bladed 7eapons include /eapons such as Medieal Broads/ords, atanas, et

    5/o andedDamage= %) E !trength !core

    7eight= ()

    Ma1 attacks per normal action= (9alue= T4))

    %)

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    ammunition

    (+ga= T( per shell.3+ &aliber= T( per bullet

    .3# Magnum= 9alue= T( per bullet.44 Magnum= T3 per bullet

    .4 Auto= T( per bullet.) MG= T" per bullet.) A$= T" per bulletmm= T( per bullet

    ."mm= T( per bullet

    .#mm= T4 per bullet#."+mm= T( per bullet'mm= T( per bullet()mm= T( per bullet

    (+.#mm= T3 per bullet5aser &artridge= T per cartridge

    5ank !hell= 7eight= 3) 9alue= T())ocket= 7eight= 9alue= T+))

    Gallon o< uel= 7eight= % 9alue= T"

    ranged-eaponmods

    nded MagaOine &annot be used on eolers or $1plosie 7eaponsC= 9alue= T3)) N $

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    apparel

    &lothing

    Business &lothing ormal !hirt and Dress Pants, etc.C= 7eight= () N 9alue= T())

    asual &lothing Blue Seans and 56!hirt, oodie, a/aiian shirt and khakis, etc.C= 7eight= () N 9alue

    $1pensie Apparel Diamond ings, Golden $arrings, ancy !unglasses, etc.C= 9alue= T+))

    $1pensie &lothing ine suit, e1pensie /atch, etc.C= 7eight= () N 9alue= T3)

    GeneraliOed Apparel Piercings, $arrings, !unglasses, ings, etc.C= 9alue= T

    hillie !uit= 7eight= +) N 9alue= T%) N $

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    Armor

    *ight Armor

    lletproo< 9est= 7eight= ( N 9alue= T()) N $

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    !kill &heck Items

    Battle

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    cking *aptop= 7eight= ( N 9alue= T)) N $

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    miscellaneousitems

    (Note: -ne thing that should be noted is that items not on this list are priced arbitrarily. instance, a ideo6game craOed Mercenary entering the battle

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    lare= 7eight= 3 N 9alue= T()

    ashlight= 7eight= ( N 9alue= T4 N $

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    /%+'&(%

    Pilot skill is the skill used to drie ehicles. Pilot checks may be made to try and start a car that t start,

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    ?ame= Ambulance

    Aerage !peed= ") Miles per ourAerage !peed MPG= (#Ma1imum !peed= ()) Miles per our

    Ma1imum !peed MPG= (ealth= %)

    Damage eduction= "9ehicle &5B= +

    uel 5ank Ma1= 4) Gallonsam= 4) Damage Bypasses () Damage eductionC Deals damage to itsel< eery ram, ignoring D.C

    &oer= ;es-ccupant &oer Bonus= E3 &5B

    Moe Bonus= E+ &5B-ccupancy= + in

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    ?ame= BelmontAerage !peed= ) Miles per our

    Aerage !peed MPG= +4Ma1imum !peed= %) Miles per our

    Ma1imum !peed MPG= ++ealth= #)

    Damage eduction= +9ehicle &5B= 3

    uel 5ank Ma1= (" Gallonsam= 3) Damage Bypasses () Damage eductionC Deals damage to itsel< eery ram, ignoring D.C

    &oer= ;es-ccupant &oer Bonus= E( &5B

    Moe Bonus= E+ &5B-ccupancy= + in

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    ?ame= &argo BoatAerage !peed= ( Miles per our

    Aerage !peed MPG= 3)

    ealth= 3))Damage eduction= "

    9ehicle &5B= 6(uel 5ank Ma1= ") Gallons

    am= 3) Damage Bypasses () Damage eductionC Deals damage to itsel< eery ram, ignoring D.C&oer= ;es

    -ccupant &oer Bonus= E &5B &an go belo/ deck

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    ?ame= &ity BusAerage !peed= +) Miles per our

    Aerage !peed MPG= (4Ma1imum !peed= 4) Miles per our

    Ma1imum !peed MPG= (+ealth= ()

    Damage eduction= "9ehicle &5B= (

    uel 5ank Ma1= +) Gallonsam= %) Damage Bypasses () Damage eductionC Deals damage to itsel< eery ram, ignoring D.C

    &oer= ;es-ccupant &oer Bonus= E &5B

    Moe Bonus= E( &5B-ccupancy= +4

    !torage= ())), in Gloebo1

    9alue= T+),)))5ype o< Moement= *and

    ?ame= Dragon

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    ?ame= ighter SetAerage !peed= 4%) Miles per our

    Aerage !peed MPG= ()ealth= ')

    Damage esistance= 9ehicle &5B= 4

    uel 5ank Ma1= ) Gallons&oer= ;es

    -ccupant &oer Bonus= Al/ays ull &oerMoe Bonus= E(+ &5B

    -ccupancy= +!torage= )

    9alue= T3)),)))

    5ype o< Moement= ly e8uires ) points in the Pilot skill to useCam= )) Damage Bypasses () Damage eductionC Deals (+) damage to itsel< eery ram, ignoring D.C$1tra 7eapons= " Gun Pod6e8uialent G3" guns in the nose, each o< /hich can be used by the Pilot or the secondpassenger. 5reat it as i< you /ere dual6/ielding, but i< you /ere able to dual6/ield " G3" i

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    ?ame= ImpactAerage !peed= 4) Miles per our

    Aerage !peed MPG= "Ma1imum !peed= #) Miles per our

    Ma1imum !peed MPG= 4ealth= #)

    Damage eduction= +9ehicle &5B= +

    uel 5ank Ma1= 3+ Gallonsam= 4) Damage Bypasses () Damage eductionC Deals damage to itsel< eery ram, ignoring D.C

    &oer= ;es-ccupant &oer Bonus= E+ &5B

    Moe Bonus= E+ &5B-ccupancy=

    !torage= ) in rear compartment &an also instead be + -ccupancy, tight

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    ?ame= Sa@u

    Aerage !peed= 3) Miles per ourAerage !peed MPG= 3)Ma1imum !peed= " Miles per our

    Ma1imum !peed MPG= +%ealth= 3)

    Damage eduction= )9ehicle &5B= 3

    uel 5ank Ma1= 3" Gallonsam= + Damage Bypasses () Damage eductionC Deals damage to itsel< eery ram, ignoring D.C

    &oer= ;es-ccupant &oer Bonus= E( &5B

    Moe Bonus= E+ &5B-ccupancy=

    !torage= ) in trunk, in Gloebo19alue= T4,)))5ype o< Moement= *and

    ?ame= Set !kiAerage !peed= 3) Miles per our

    Aerage !peed MPG= "ealth= +)

    Damage eduction= (9ehicle &5B= 4

    uel 5ank Ma1= (+ Gallonsam= ()) Damage Bypasses () Damage eductionC Deals ) damage to itsel< eery ram, ignoring D.C

    &oer= ;es-ccupant &oer Bonus= E) &5B

    Moe Bonus= E3 &5B-ccupancy= +

    orage= ?one, and -ccupancy cannot usually be conerted into storage unless you /ant your stu

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    ?ame= *u1ury &arAerage !peed= 3) Miles per our

    Aerage !peed MPG= 3)Ma1imum !peed= " Miles per our

    Ma1imum !peed MPG= +%ealth= 4)

    Damage eduction= 9ehicle &5B= 3

    uel 5ank Ma1= 3" Gallonsam= 3 Damage Bypasses () Damage eductionC Deals damage to itsel< eery ram, ignoring D.C

    &oer= ;es-ccupant &oer Bonus= E+ &5B

    Moe Bonus= E+ &5B-ccupancy= "

    !torage= ) in trunk, in Gloebo19alue= T()),)))

    5ype o< Moement= *and$1tra 7eapons= 5his lu1ury car comes e8uipped /ith a minibar, T)) dollar surround speakers, a mini theater, L 5hereAs no 3ap

    meter> Drat, my dastardly plan to get the players to roleplay has been

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    ?ame= MotorcycleAerage !peed= ) Miles per our

    Aerage !peed MPG= 3"Ma1imum !peed= %) Miles per ourMa1imum !peed MPG= 34

    ealth= )Damage eduction= (

    9ehicle &5B= 3uel 5ank Ma1= % Gallons

    am= +) Damage Bypasses () Damage eductionC Deals + damage to itsel< eery ram, ignoring D.C&oer= ?o

    -ccupant &oer Bonus= E) &5BMoe Bonus= E3 &5B

    -ccupancy= +!torage= ) in saddlebags

    9alue= T#,)))5ype o< Moement= *and

    ?ame= -

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    ?ame= Pickup 5ruckAerage !peed= 4) Miles per our

    Aerage !peed MPG= 3)Ma1imum !peed= ") Miles per our

    Ma1imum !peed MPG= +%ealth= 4)

    Damage eduction= +9ehicle &5B= +

    uel 5ank Ma1= 3% Gallonsam= 4) Damage Bypasses () Damage eductionC Deals damage to itsel< eery ram, ignoring D.C

    &oer= ;es-ccupant &oer Bonus= E+ &5B

    Moe Bonus= E+ &5B-ccupancy= (3 5he bed is usually conerted into storage, the

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    ?ame= !ummit !29Aerage !peed= 4) Miles per our

    Aerage !peed MPG= 3)Ma1imum !peed= ") Miles per our

    Ma1imum !peed MPG= +%

    ealth= 4)Damage eduction= +

    9ehicle &5B= +uel 5ank Ma1= 3% Gallons

    am= 3) Damage Bypasses () Damage eductionC Deals damage to itsel< eery ram, ignoring D.C&oer= ;es

    -ccupant &oer Bonus= E3 &5BMoe Bonus= E+ &5B

    -ccupancy= "!torage= in Gloebo1

    9alue= T+,)))5ype o< Moement= *and

    ())

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    ?ame= Military Aircra

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    ?ame= Military AP&Aerage !peed= Miles per our

    Aerage !peed MPG= 4Ma1imum !peed= ( Miles per our

    Ma1imum !peed MPG= +ealth= (3)

    Damage eduction= (9ehicle &5B= )

    uel 5ank Ma1= '" Gallons&oer= ;es

    -ccupant &oer Bonus= ull &oerMoe Bonus= E) &5B

    -ccupancy= "!torage= 3))

    9alue= T)),)))5ype o< Moement= *and e8uires ( points in the Pilot skill to useC

    nch= Instead o< am, AP&s get &runch. &runch is an AP& attack that does not re8uire a Pilot check to commence I< tuld run oer /hateer it is hitting in real li

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    ?ame= Military In

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    ?ame= Military *ight 5ankAerage !peed= Miles per our

    Aerage !peed MPG= +Ma1imum !peed= ( Miles per our

    Ma1imum !peed MPG= (ealth= (3)

    Damage eduction= (9ehicle &5B= )

    uel 5ank Ma1= )) Gallons

    &oer= ;es-ccupant &oer Bonus= ull &oer

    Moe Bonus= E) &5B-ccupancy= "!torage= 3))

    9alue= T')),)))5ype o< Moement= *and e8uires ( points in the Pilot skill to useC

    unch= Instead o< am, 5anks get &runch. &runch is an 5ank attack that does not re8uire a Pilot check to commence nk could run oer /hateer it is hitting in real li

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    ?ame= Military eay 5ankAerage !peed= 4 Miles per our

    Aerage !peed MPG= +Ma1imum !peed= () Miles per our

    Ma1imum !peed MPG= (ealth= +))

    Damage eduction= +9ehicle &5B= )

    uel 5ank Ma1= )) Gallons&oer= ;es

    -ccupant &oer Bonus= ull &oerMoe Bonus= E) &5B

    -ccupancy= "!torage= 3))

    9alue= T(,)),)))5ype o< Moement= *and e8uires ( points in the Pilot skill to useC

    unch= Instead o< am, 5anks get &runch. &runch is an 5ank attack that does not re8uire a Pilot check to commence nk could run oer /hateer it is hitting in real li

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    ?ame= Military 5ransport 5ruckAerage !peed= 4) Miles per our

    Aerage !peed MPG= 3)

    Ma1imum !peed= ") Miles per ourMa1imum !peed MPG= +%ealth= %)

    Damage eduction= 9ehicle &5B= +

    uel 5ank Ma1= 3% Gallonsam= 4) Damage Bypasses () Damage eductionC Deals damage to itsel< eery ram, ignoring D.C

    &oer= ;es-ccupant &oer Bonus= E3 &5B

    Moe Bonus= E+ &5B-ccupancy= (+

    !torage= ()), in Gloebo19alue= T4),)))

    5ype o< Moement= *andop6mounted machine guns= A single M+ $mplaced 5urret that gies E &5B to the user is emplaced on the rear side onsport

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    ?ame= !peed BoatAerage !peed= ) Miles per our

    Aerage !peed MPG= +)ealth= ")

    Damage eduction= +9ehicle &5B= +

    uel 5ank Ma1= 4) Gallonsam= 3) Damage Bypasses () Damage eductionC Deals damage to itsel< eery ram, ignoring D.C

    &oer= ;es-ccupant &oer Bonus= E+ &5B

    Moe Bonus= E3 &5B-ccupancy= "

    !torage= ), in gloebo19alue= T",)))

    5ype o< Moement= 7ater

    ?ame= 5a1iAerage !peed= 3) Miles per our

    Aerage !peed MPG= 3)Ma1imum !peed= " Miles per our

    Ma1imum !peed MPG= +%ealth= 3)

    Damage eduction= )9ehicle &5B= 3

    uel 5ank Ma1= 3" Gallonsam= + Damage Bypasses () Damage eductionC Deals damage to itsel< eery ram, ignoring D.C

    &oer= ;es-ccupant &oer Bonus= E( &5B

    Moe Bonus= E+ &5B-ccupancy=

    !torage= ) in trunk, in Gloebo19alue= T4,)))

    5ype o< Moement= *and

    ()#

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    ?ame= 5he AnnihilatorAerage !peed= +)) Miles per our

    Aerage !peed MPG= (ealth= 3))Damage eduction= +)

    9ehicle &5B= 3uel 5ank Ma1= %)) Gallons

    am= ")) Damage Bypasses () Damage eductionC Deals 33) damage to itsel< eery ram, ignoring D.C&oer= ;es

    -ccupant &oer Bonus= E% &5BMoe Bonus= E(4 &5B

    -ccupancy= +!torage= in Gloebo19alue= T+,))),)))

    5ype o< Moement= ly e8uires ) points in the Pilot skill to useC

    pons= -ne Minigun and % Anti6Air !tinger Missile *aunchers. Both can be

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    ?ame= 5ransport elicopterAerage !peed= () Miles per our

    Aerage !peed MPG= +ealth= (+)

    Damage eduction= (9ehicle &5B= 3

    uel 5ank Ma1= 4)) Gallonsam= ")) Damage Bypasses () Damage eductionC Deals 33) damage to itsel< eery ram, ignoring D.C

    &oer= ;es-ccupant &oer Bonus= E% &5B

    Moe Bonus= E(4 &5B-ccupancy= +)

    !torage= 3)), in Gloebo19alue= T(+),)))

    5ype o< Moement= ly e8uires ) points in the Pilot skill to useC

    ()'

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    ?ame= 5ransport PlaneAerage !peed= ")) Miles per our

    Aerage !peed MPG= ())ealth= )

    Damage esistance= ()9ehicle &5B= +

    uel 5ank Ma1= +%)) Gallons&oer= ;es

    -ccupant &oer Bonus= Al/ays ull &oerMoe Bonus= E(" &5B

    -ccupancy= 3%!torage= )

    9alue= T(,))),)))5ype o< Moement= ly e8uires ) points in the Pilot skill to useC

    ?ame= 9alorousAerage !peed= ) Miles per our

    Aerage !peed MPG= 3)Ma1imum !peed= %) Miles per our

    Ma1imum !peed MPG= +%ealth= #)

    Damage eduction= +9ehicle &5B= 3

    uel 5ank Ma1= ++ Gallons

    am= 3) Damage Bypasses () Damage eductionC Deals damage to itsel< eery ram, ignoring D.C&oer= ;es-ccupant &oer Bonus= E( &5B

    Moe Bonus= E+ &5B-ccupancy= + in

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    ?ame= 9an

    Aerage !peed= 4) Miles per ourAerage !peed MPG= ("

    Ma1imum !peed= #) Miles per ourMa1imum !peed MPG= (4

    ealth= %)Damage eduction=

    9ehicle &5B= 3uel 5ank Ma1= + Gallons

    am= 4) Damage Bypasses () Damage eductionC Deals damage to itsel< eery ram, ignoring D.C&oer= ;es

    -ccupant &oer Bonus= E &5BMoe Bonus= E3 &5B

    -ccupancy= %!torage= +)), in Gloebo19alue= T+),)))

    5ype o< Moement= *and

    ?ame= 9eloce G5Aerage !peed= (+) Miles per our

    Aerage !peed MPG= 3Ma1imum !peed= +)) Miles per our

    Ma1imum !peed MPG= (ealth= 4)

    Damage eduction= )9ehicle &5B= 3

    uel 5ank Ma1= 3) Gallonsam= 3 Damage Bypasses () Damage eductionC Deals damage to itsel< eery ram, ignoring D.C

    &oer= ;es-ccupant &oer Bonus= E+ &5BMoe Bonus= E(+ &5B

    -ccupancy= +!torage= ) in trunk, in gloebo1

    9alue= T,))),)))5ype o< Moement= *and

    ((

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    icles in combat moe on initiatie @ust like people do. 2nlike on M;5 ? B> eet per Move Action)>)+)*> M;5 ? )> eet per Move Action)*)+> M;5 ? )BB> eet per Move Action

    )+0>> M;5 ? eet per Move Action0>)+B>> M;5 ? 0>>> eet per Move ActionB>)+*>> M;5 ? 0@9> eet per Move Action*>)+9>> M;5 ? B>> eet per Move Action 9>>3 M;5 ? **>> eet per Move Action

    ((+

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    gamemastersection

    he

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    ions typically consist o< a action *eader 2sually *eel 3)C, (+ or so high6tier o

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    charactertemplates

    good idea to take a/ay a bit o< the di

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    Militarygrunt@Anymilitari9ed$action

    el= (

    ributes=% P= $= 3 &= " I= % A= *=

    alth= 43

    ry 7eight= +))

    ement !peed= + 3) eet H eet because o< Armor 5ypeC

    tical it &hance= ('6+)

    B= (( ' E + because o< Armor 5ypeC

    k= 9icious E3 bonus to damage any time damage is dealt.C

    mage eduction= (+ Body, ead *ight &ombat Armor, *ight &ombat elmetC

    lls= &omputer 2se= (" 6(C N Deception= (+ 63C N $ngineering= (" 6(C N $1plosies= () 64C ns= + 63C N Reay 7eapons= 3( E(C N *ockpick= () 64C N Martial Arts= " 6#C N RMeleeapons= 3( E(C N Medic= (" 6(C N Pilot= () 64C N !ense Motie= () 64C N !peech= (+ 63C N !n64C N !urialist= " 6#C N

    Pro

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    thug@Anycriminal$action

    el= (

    ributes=% P= $= + &= () I= () A= 4 *= (

    alth= +'

    ry 7eight= +))

    ement !peed= + 3) eet H eet because o< Armor 5ypeC

    tical it &hance= ('6+) +) E !tylish PerkC

    B= (( ' E + because o< Armor 5ypeC

    k= !tylish &ritical 5hreat range is increased by (. In addition, the thug gets a E( bonu

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    militaryin$antry@anymilitari9ed$action

    el=

    ributes= P= % $= # &= 4 I= 3 A= % *=

    alth= '4

    ry 7eight= (+

    ement !peed= 3) 4) eet H () eet because o< Armor 5ypeC

    tical it &hance= ('6+)

    B= (4 (( E 3 because o< Armor 5ypeC

    k= Accurate E( bonus to all attacks against enemy &5B.C

    mage eduction= (% Body, % ead Medium &ombat Armor, Medium &ombat elmetC

    lls= &omputer 2se= " 6#C N Deception= % 6"C N $ngineering= " 6#C N $1plosies= (" 6(C Nuns= ) E3C N eay 7eapons= 3+ 6+C N *ockpick= (" 6(C N Martial Arts= (4 6+C N RMeleeapons= ( E)C N Medic= " 6#C N Pilot= (" 6(C N !ense Motie= (" 6(C N !peech= % 6"C N !ne

    6(C N !urialist= (4 6+C N

    Pro

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    gangster@Anycriminal$action

    el=

    ributes=3 P= ' $= 4 &= % I= ( A= *= ()

    alth= "(

    ry 7eight= #

    ement !peed= + 3) eet H eet because o< Armor 5ypeC

    tical it &hance= (6+) ("6+) E !tylish PerkC

    B= ( (3 E + because o< Armor 5ypeC

    k= !tylish &ritical 5hreat range is increased by (. In addition, the gangster gets a E(us to con

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    charactersheet

    Note: ;ou &-2*D print o

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