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       <dc:date>2012-02-05T23:52:27-06:00</dc:date>
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        <dc:date>2011-07-21T20:59:23-06:00</dc:date>
        <dc:creator>brian</dc:creator>
        <title>seasons_pass:aether:deep_aether:the_cluster</title>
        <link>http://www.seasonspass.net/doku.php/seasons_pass:aether:deep_aether:the_cluster?rev=1311299963&amp;do=diff</link>
        <description>The Cluster is a collection of Shards that is currently eccentrically orbiting outside the outer planets in the Beyond. It was created in a cataclysmic Event that shattered a Realm into the Far Domains. It is composed of seven Reach sized Shards which are orbited by many Landcofa and Landseten sized Shards. The character of the Realm that was is evident in these Shards unlike in the Far Domains themselves, which have since changed to reflect their individual character. It is unknown at the prese…</description>
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        <dc:date>2011-07-19T13:07:45-06:00</dc:date>
        <dc:creator>brian</dc:creator>
        <title>seasons_pass_core_rules:equipment:survival_gear</title>
        <link>http://www.seasonspass.net/doku.php/seasons_pass_core_rules:equipment:survival_gear?rev=1311098865&amp;do=diff</link>
        <description>Name                 Cost    Details    Fire Can             1 point     A pull-top can with a gel inside which, when lit, will smolder warmly for ten hours.    Camera Stickies      1 point     A roll of ten stickable cameras, each creating its own IP address when peeled off. The Stickies' internal battery will die after one week.    Patch Tape           1 point     6 inch wide, 25 foot roll which weighs 60 pounds. Strong enough to seal a hole on a spacecraft.    Cyborg Power Pack    2 points   …</description>
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        <dc:date>2011-07-19T13:04:27-06:00</dc:date>
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        <title>seasons_pass_core_rules:equipment:vehicles - created</title>
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        <description>There are many different modes of transportation in the year 2218, and listed below are the most common ones.

When you find yourself in the driver's seat you must spend an All-out Action to control it. After spending the action, you can move the vehicle at any Speed up to its Top Speed. In normal conditions, there is no needed roll for controlling the vehicle - the Difficulty is 1 - but when road conditions become more dangerous and the difficulty rises above 1, rolls will become necessary.</description>
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        <dc:date>2011-07-19T12:52:31-06:00</dc:date>
        <dc:creator>brian</dc:creator>
        <title>seasons_pass_core_rules:equipment:armor_and_clothes - created</title>
        <link>http://www.seasonspass.net/doku.php/seasons_pass_core_rules:equipment:armor_and_clothes?rev=1311097951&amp;do=diff</link>
        <description>Name                   Cost    Hard Armor    Soft Armor    Description    Reinforced Clothing    1 point       0             1           Clothing that has been reinforced with multiple layers of tough fabric, providing basic protection.    High Fashion           +3 points  Clothing that has been produced at an incredibly fine (and expensive) level, which allows the wearer to appear in places where fashion is required. This quality of clothing grants a +1 to Psyche for the purpose of determining …</description>
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        <dc:date>2011-07-19T12:49:20-06:00</dc:date>
        <dc:creator>brian</dc:creator>
        <title>seasons_pass_core_rules:equipment:weapons:grenades_explosives - created</title>
        <link>http://www.seasonspass.net/doku.php/seasons_pass_core_rules:equipment:weapons:grenades_explosives?rev=1311097760&amp;do=diff</link>
        <description>You receive one grenade for each purchase. During downtime, if you spent permanent equipment points on these items, you always manage to grab ahold of a fresh supply equal to how much you own. Grenades for guns that can fire them must be purchased as such, and can only be fired from those weapons.</description>
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        <dc:date>2011-07-19T12:47:16-06:00</dc:date>
        <dc:creator>brian</dc:creator>
        <title>seasons_pass_core_rules:equipment:weapons:melee_weapons - created</title>
        <link>http://www.seasonspass.net/doku.php/seasons_pass_core_rules:equipment:weapons:melee_weapons?rev=1311097636&amp;do=diff</link>
        <description>When fighting in melee combat, there are several special rules that apply. 

Fighting Stance

If you did not fire a ranged weapon during your turn, you may opt to adopt a Fighting Stance, which grants a +1 bonus to Physical Defense against any attack that is made within 5 meters of you. Some Fighting Styles increase this bonus.</description>
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        <dc:date>2011-07-19T12:40:04-06:00</dc:date>
        <dc:creator>brian</dc:creator>
        <title>seasons_pass_core_rules:equipment:weapons:ranged_weapons - created</title>
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        <description>Their are several popular brands of firearms and other ranged weapons that are on the open market. Below are listed the most common weapons from several manufacturers.


Upon purchasing a gun, you receive a free point to purchase . This point may be combined with more points to purchase more complicated types of ammunition, but may not be used to purchase grenades, upgrades or other items.</description>
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        <dc:date>2011-07-19T12:18:46-06:00</dc:date>
        <dc:creator>brian</dc:creator>
        <title>seasons_pass_core_rules:system:equipment - [Equipment Subtypes] </title>
        <link>http://www.seasonspass.net/doku.php/seasons_pass_core_rules:system:equipment?rev=1311095926&amp;do=diff</link>
        <description>Each character may spend any number of their starting experience on equipment. You may buy weapons, computers, cyberware, clothing, and any other physical items the character possesses. This equipment is highly personal, and in most cases you have the opportunity to have anything you own at hand at the start of a mission. Of course, extenuating circumstances may prevent you from obtaining your gear, and it can be destroyed or lost during gameplay.</description>
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        <dc:date>2011-07-19T12:15:01-06:00</dc:date>
        <dc:creator>brian</dc:creator>
        <title>seasons_pass_core_rules:equipment:lifestyles - created</title>
        <link>http://www.seasonspass.net/doku.php/seasons_pass_core_rules:equipment:lifestyles?rev=1311095701&amp;do=diff</link>
        <description>Quite possibly the most important choice you can make while choosing equipment is how you live your life. If you do not invest any points in a lifestyle, it is assumed that you live in a shabby Studio Apartment in a bad neighborhood and are just barely able to make ends meet.</description>
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        <dc:date>2011-07-18T18:34:32-06:00</dc:date>
        <dc:creator>brian</dc:creator>
        <title>seasons_pass_core_rules:system:traits - [Magery] </title>
        <link>http://www.seasonspass.net/doku.php/seasons_pass_core_rules:system:traits?rev=1311032072&amp;do=diff</link>
        <description>Traits


There are several different types of Traits. These include Fighting Styles, Magery, and Racial Powers. Each of these will be presented in more detail below, but first a brief summary. Each of these Traits are purchased at Rank 1 and Rank up as you do.</description>
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        <dc:date>2011-07-18T18:22:18-06:00</dc:date>
        <dc:creator>brian</dc:creator>
        <title>seasons_pass_core_rules:system:qualities - [Qualities] </title>
        <link>http://www.seasonspass.net/doku.php/seasons_pass_core_rules:system:qualities?rev=1311031338&amp;do=diff</link>
        <description>Qualities are quirks that give your character flavor, and often come with minor boosts or detriments. There are both Good Qualities and Bad Qualities. If chosen at character creation, Bad Qualities award extra points which can be allotted towards Traits, Skills, Attributes, or Good Qualities. The GM also has the option of awarding any character Good or Bad Qualities at no cost. Qualities may not be taken more than once unless noted. Qualities with variable levels may be upgraded later, at the ap…</description>
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        <dc:date>2011-07-18T18:19:04-06:00</dc:date>
        <dc:creator>brian</dc:creator>
        <title>seasons_pass_core_rules:combat:combat - [Improvised Weapons] </title>
        <link>http://www.seasonspass.net/doku.php/seasons_pass_core_rules:combat:combat?rev=1311031144&amp;do=diff</link>
        <description>When combat happens, it's fast and chaotic. In a Round, every character gets a turn in which to act. A complete round takes about ten seconds in game time, and during this time every character (with some exceptions) has the option to act. 

At the top of the Round, the Team with the highest Initiative score goes first, and the Team with the next highest Initiative goes next. If a Team's Initiative score is changed over the course of a round, the order of play is not changed until the top of the …</description>
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