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===Choices for Character Advancement=== In accordance with character creation, knowing where you can spend your EXP as a player is as important as knowing which end of the sword goes in the bad guys. * '''Attributes''':The good stuff, points here increase your dice pools for both AP generation, and skill rolls. Nothing to shake a ten foot pole at, however as you increase your Attributes the cost will begin to increase, leading to diminishing returns for your EXP. In all instances, it is better to increase these as needed through the cheesy use of drugs, equipment, and relevant perks. * '''Perks''': Highly situational, but very useful, perks act somewhat like feats, but with less of the feat tree bull. Most perks will run your character 1 EXP, however, the more story focused perks will cost your character 2 EXP. Some of the best perks will let you put scopes on everything, substituting perform checks for AP generation, getting bitchin' tattoos with benefits, or becoming nigh unkillable. * '''Skill Packs''': Diverse, but practically unrelated to combat, unless of course you gobble up the wild card packs with all your necessary core skills. This expenditure of EXP will make your character "more well rounded" and "better for the party dynamic". But, really what these people mean is "not as good at putting bullets into people", which should be every character's priority, especially Brawlers. * '''Techniques''': The double plus good stuff, used to put bullets into people in combat. Make sure to spend 90% of your points here, or else you won't be effectively using the 700+ techniques built into the system, and that's doing it wrong. If you want to be good at the game, you need all the techniques! Efficient spending is for losers who don't know what it means to have too many options in combat, so that your turns take as long as an epic level wizard casting time stops, like Chronos is his or her bitch. <!-- Talk about advancing into tier 2 classes, and possibly multi-classing -->
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