Character Creation Thread

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AQuebman
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Character Creation Thread

#1 Post by AQuebman »

Unseen Servant Campaign ID is: 89
The following are the rules for creating a new character:

1.) I can provide access to rules as needed for play so if you do not have the book let me know and I will assist as best I can.

2.) Decide Character Level - This is a tricky one as preference will depend on the player so I am going to allow two options for all levels moving forward
A.) You may make a Character that is Level -1 of the current party average (i.e. If the party average was 2 you'd have to make a 1st level character.)
B.) You may make a 0th level character and start off as a peasant. This is obviously the heavier RP option but may lead to much faster death's as the other members increase in levels.

3.) Roll Stats: Please roll 3d6 straight down the line for the 6 stats listed below on the US Dice Roller(Campaign ID 89)
Strength: Physical power for lifting, hurling, cutting, and
dragging. Your Strength modifier affects melee attack and
damage rolls. Note that a successful attack always does
a minimum of 1 point of damage regardless of Strength.
Characters with a Strength of 5 or less can carry a weapon
or a shield but not both.

Agility: Balance, grace, and fine motion skills, whether in
the hands or the feet. Your Agility modifier affects Armor
Class, missile fire attack rolls, initiative rolls, and Reflex
saving throws, as well as the ability to fight with a weapon
in each hand.

Stamina:Endurance, resistance to pain, disease, and poison.
Your Stamina modifier affects hit points (even at level
0) and Fortitude saving throws. Note that a character earns
a minimum of 1 hit point per character level regardless of
Stamina. Characters with a Stamina of 5 or less automatically
take double damage from all poisons and diseases.

Personality: Charm, strength of will, persuasive talent.
Personality affects Willpower saving throws for all characters.
Personality is vitally important to clerics, as it affects
the ability to draw upon divine power and determines the
maximum spell level they can cast, as shown on table 1-1.

Intelligence: Ability to discern information, retain knowledge,
and assess complex situations. For wizards, Intelligence
affects spell count and maximum spell level, as noted
on table 1-1. For all characters, Intelligence affects known
languages, as described in Appendix L. Characters with an
Intelligence of 7 or less can speak only Common, and those
with an Intelligence of 5 or less cannot read or write.

Luck:“Right place, right time;” favor of the gods, good
fortune, or hard-to-define talent. Players would be well
advised to understand the goals of gods and demons that
shape the world around them, for they are but pawns in a
cosmic struggle, and their luck on this mortal plane can be
influenced by the eternal conflict that rages around them.
Luck affects several elements of the game, as follows in step 4:
Ability Score Modifiers Table.png
Ability Score Modifiers Table.png (57.04 KiB) Viewed 1960 times
4.) Roll D30 to find out your permanent luck ability. That bonus is permanent and will never change including the bonus no matter if your luck changes up or down. It is possible to have no bonus or a negative bonus to your roll if your luck is low.

• After rolling 3d6 to determine a player’s Luck score,
roll on table 1-2 to determine which roll is affected by
the character’s Luck modifier. This “lucky roll” is modified
by the character’s starting 0-level Luck modifier
(for good or bad) in addition to all other normal modifiers.
In some cases, the “lucky roll” is completely useless
because the character chooses a class where it is not
applicable.

• Note that the lucky roll modifier does not change over
time as the character’s Luck changes. For example, if
a character’s Luck modifier is +1 and his lucky roll is
spell checks, he receives a +1 modifier to all spell checks
henceforth. This modifier does not change if his Luck
score changes.

• The character’s Luck modifier affects other rolls in
the game: critical hits, fumbles, corruption, and select
other rolls, as described henceforth. In addition, Luck
modifies a different element of play for each character
class, as described in the class descriptions.

• Characters can burn off Luck to survive life-or-death
situations. Any character can permanently burn Luck
to give a one-time bonus to a roll. For example, you
could burn 6 points of Luck to get a +6 modifier on a
roll, but your Luck score is now 6 points lower.

• Characters can make Luck checks to attempt feats that
succeed based on Luck alone. The judge will provide
the specifics of any attempt, but the attempt is usually
resolved by rolling equal to or less than the character’s
Luck score on 1d20.

• For all characters, Luck may be restored over the
course of their adventures, and this restoration process
is loosely linked to the character’s alignment. Characters
that act against their alignment may find themselves
suddenly unlucky. Those who swear an oath to
a patron of their newly desired alignment may find the
change easier.

• Thieves and halflings have a particular affinity with
luck. These classes renew their Luck score at a defined
rate, as discussed in their class descriptions.
Luck Score Table.png
Luck Score Table.png (102.74 KiB) Viewed 1960 times
5.) Roll 1d200 to determine Occupation. This may lock you into a specific demi human class depending upon the roll. You gain all of the items and proficiency in any of the weapons you gain as well no matter if you start with a class that isn't proficient.
Occupations Part 1.png
Occupations Part 1.png (222.06 KiB) Viewed 1852 times
Occupations Part 2.png
Occupations Part 2.png (277.18 KiB) Viewed 1852 times
Occupations Part 3.png
Occupations Part 3.png (276.59 KiB) Viewed 1852 times
6.) Choose an Alignment. You may choose Lawful, Neutral, or Chaotic. Alignment is very important in DCC specifically in relation to Clerics.

7.) Roll 1d4 hit points, modified by Stamina

8.) Roll 5d12 Copper Pieces for starting money (Your money will be different if your leveling up a character. Please refer to the table below for that info
Level Money Modifications.png
Level Money Modifications.png (7.2 KiB) Viewed 1960 times
9.) Determine XP level 0 is the starting point for a 0th level character.
XP Level Thresholds.png
XP Level Thresholds.png (16.26 KiB) Viewed 1960 times
10.) Roll a d24 on the US Dice Roller for one randomly determined piece of equipment based on the table below:
Table 3-4 Random Equipment for 0th level characters.png
Table 3-4 Random Equipment for 0th level characters.png (87.87 KiB) Viewed 1960 times
11.) Misc info about 0th level characters: A +0 base modifier(not counting stats) to attack rolls and all saving throws; note
that 0-level characters use a crit die of 1d4 on crit table I

12.) 0th level demi humans start with any natural racial ability that they would be born with. i.e. Dwarven Gold smelling, Halfling shorter move speed, Elven weakness to Iron etc.. etc..

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AQuebman
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Re: Character Creation Thread

#2 Post by AQuebman »

Leveling up to First
***This is currently under construction and not official!***
General Info
1.) Set Experience to 10 earned/50 needed. 10 is the amount of experience you had to hit for 1st level and 50 is what's needed to gain second level.

2.) Any proficiency gained via your occupation will continue to be an applicable weapon the character is proficient with regardless of what each class is proficient in.

3.) Below is some terminology applicable to all classes:
Image

4.) Languages Table from Appendix L:
Image
Image

Available Classes Listed Below

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Re: Character Creation Thread

#3 Post by AQuebman »

Basic Elf: Under normal circumstances this class can only selected if an elven demi-human is rolled on your occupation roll. Here's what you gain at first level:

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Re: Character Creation Thread

#4 Post by AQuebman »

Basic Dwarf: Under normal circumstances this class can only selected if an dwarven demi-human is rolled on your occupation roll. Here's what you gain at first level:

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Re: Character Creation Thread

#5 Post by AQuebman »

Basic Halfling: Under normal circumstances this class can only selected if a halfling demi-human is rolled on your occupation roll.
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Here's what you gain at first level:
  • Hit points: A halfling gains 1d6 hit points at each level. They’re small, but lucky.

    Weapon training: Halflings prefer to battle with a weapon in each hand. A halfling is trained in the use of the club, crossbow, dagger, handaxe, javelin, shortbow, short sword, sling, and staff. Halflings usually wear armor – it’s much safer, you know.

    Alignment: Halflings value community, family, and kinship. They are usually lawful, or at the very extreme, neutral. Chaotic and evil halflings are extremely rare.

    Two-weapon Fighting: Halflings are masters at
    two-weapon fighting, as follows:
  • Normally, two-weapon fighting depends on the character’s Agility to be effective (see pages 94-95). A halfling is always considered to have a minimum Agility of 16 when fighting with two weapons. This means he rolls at -1 die for his first attack and second, based on the dice chain (typically 1d16 for his first attack, and 1d16 for his second)
.
Image
  • A halfling can fight with two equal-sized one-handed weapons, such as two handaxes or two short swords.
  • Unlike other characters, when fighting with two weapons, a halfling scores a crit and automatic hit on any roll of a natural 16.
  • If the halfling has an Agility score higher than 16, he instead uses the normal two-weapon fighting rules for his Agility.
  • When fighting with two weapons, the halfling fumbles only when both dice come up a 1.
  • Infravision:(Gained at 0th level) Halflings dwell in pleasant homes carved from the sod beneath hills. As such, halflings can see in the dark up to 30’.

    Small Size:(Gained at 0th level) Halflings are 2 to 4 feet tall, and the stoutest among them weighs no more than 70 pounds. This small size allows them to crawl into narrow passages and through tiny holes.

    Stealth: Halflings are quite good at sneaking around. They receive a bonus to sneaking silently and hiding in shadows depending on their class level, as shown on table 1-18. This can be used in the same manner as a thief’s abilities.

    Good luck charm: Halflings are notoriously lucky. A halfling gains additional bonuses when expending Luck, as follows.
  • First, a halfling doubles the bonus of a Luck check. For every 1 point of Luck expended, a halfling gains a +2 to his roll.
  • Second, unlike other classes, a halfling recovers lost Luck to a limited extent. The halfling’s Luck score is restored each night by a number of points equal to his level. This process cannot take his Luck score past its natural maximum. (The process works similar to how the thief ability is described.)
  • Third, a halfling’s luck can rub off on those around him. The halfling can expend Luck to aid his allies. The ally in question must be nearby and visible to the halfling. The halfling can act out of initiative order to burn Luck and apply it to the ally’s rolls. The halfling loses the Luck, and the ally receives the benefit. The halfling’s Luck modifier can apply to any roll made by an ally: attack rolls, damage rolls, saves, spell checks, thief skills, and so on.
  • Note that the good luck charm ability applies to only one halfling in the party. There is luck to having a halfling with an adventuring party, but there is not “more luck” to having more than one halfling. If multiple halflings accompany an adventuring party, only one of them counts as a good luck charm, and that cannot change through rearranging or separating the party. Luck is a fickle thing governed by gods and game masters, and players would do well not to attempt to manipulate the spirit of this rule.

    Languages: At 1st-level, a halfling automatically knows
    Common, the halfling racial language, plus one additional
    randomly determined language. A halfling knows
    one additional language for every point of Int modifier, as
    described in Appendix L.

    Action Dice: A halfling’s action dice can be used for attacks or skill checks.
Image

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Re: Character Creation Thread

#6 Post by AQuebman »

Cleric: Here's what you gain at first level:
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Hit points: A cleric gains 1d8 hit points at each level.

Choosing a god:
  • At 1st level, a cleric selects a god to worship, and in doing so chooses one side of the eternal struggle. Clerics who worship demons and devils, monsters, fiends, Chaos Lords, and Set and the other dark gods of the naga are servants of Chaos. Clerics who worship lawful gods, nascent demi-gods, principles of good, immortals, celestials, guardians, and the prehistoric gods of the sphinxes are servants of Law. Clerics who stand at the balancing point, placing faith in the eternal struggle itself rather than the factions arrayed about it, are neutral in alignment. These “neutral” clerics may still be good, evil, or truly neutral, and as such are either druids, Cthulhu cultists, or guardians of balance.
  • All clerics pray to join their god in a never-ending afterlife. While still clothed in mortal form, clerics find a place among others with similar beliefs. The weak follow their order, the strong lead their order, and the mighty are living avatars of their gods. As a cleric progresses in level, he moves through these ranks.
  • A cleric’s choice of god must match his alignment, and determines weapon groups, holy powers, and magical spells. Clerics may choose from the gods shown on page 32.
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Weapon training: A cleric is trained in the weapons used by faithful followers of his god, as shown on page 32. Clerics may wear any armor and their spell checks are not hindered by its use.

Alignment:
  • A cleric’s alignment must match his god’s.
  • Clerics of chaotic alignments belong to secret cults and strange sects. They travel the world to recruit new cultists and undermine their enemies.
  • Clerics of lawful alignments belong to organized religious groups. They may lead a rural congregation, adventure on great crusades to convert heathens, or defend holy relics as a militant arm of the church.
  • Neutral clerics tend toward philosophical affiliations. They may be druids who worship the oneness of nature or dark theosophists who research the dead gods that originally created the universe.
  • A cleric who changes alignment loses the support of his god. He loses access to all spells and powers from cleric levels earned under his old alignment
Caster level: Caster level is a measurement of a cleric’s power in channeling his god’s energy. A cleric’s caster level is usually his level as a cleric but may be modified under certain circumstances. Many clerics adventure in search of holy relics that bring them closer to their gods and thus increase caster level.

Magic:
  • A cleric can call upon the favor of his god. This form of magic is known as idol magic. Its successful use allows a cleric to channel his god’s power as a magical spell. A cleric has access to the spells of his god as noted on table 1-5.
  • To cast a spell, a cleric makes a spell check (see page 106). The spell check is made like any other check: roll 1d20 + Personality modifier + caster level. If the cleric succeeds, his god attends to his request – not always predictably, but with generally positive results.
  • If the cleric fails he risks disapproval. His god is preoccupied, annoyed, or facing its own battle – or questions the cleric’s use of its power. Some of the most powerful gods are in turn the most fickle.
These rules apply to cleric magic:
• Natural 1 means disapproval. On a natural 1 during a spell check, a cleric discovers that he has somehow gained the disapproval of his deity. The spell check automatically fails, and the cleric must roll on the Disapproval Table (see page 122).

• Each failed spell check increases the chance of disapproval. After his first spell check fails in a day, a cleric’s range of disapproval increases to a natural roll of 1 or 2. Thereafter, on any natural roll of 1 or 2, the spell automatically fails, and the cleric must roll on the Disapproval Table. After a second spell check fails, a cleric’s range of disapproval increases to a natural roll of 1 through 3. And so on. The range continues increasing, and any natural roll within that range automatically fails. This means that a cleric could potentially reach a point where normally successful rolls automatically fail because they are in the disapproval range. For example, a cleric who fails 12 spell checks in a day would automatically fail any future spell check on a roll of 1 through 13, even though a roll of 13 would normally mean success on 1st-level spells. When the cleric regains spells on the following day, his disapproval range is reset to a natural 1. Probably. Clerics who test their gods may find they are not always forgiving.

• Penalties can be offset by sacrifices. Once a cleric’s range of disapproval increases beyond a natural 1, he can reduce that range by offering sacrifices to his deity. See below for more information.

• Sinful use of divine power. A cleric may be capable of using his powers in ways that displease his deity. Doing so is a sin against his beliefs. Sinful activities include anything that is not in accordance with the character’s or deity’s alignment; anything that is not appropriate to the deity’s core beliefs (e.g., being merciful to a foe while worshipping the god of war); healing a character of an opposed alignment or healing or aiding a character of an opposed belief or deity (even if of the same alignment); failing to support followers of the same beliefs when they are in need; calling on the deity’s aid in a frivolous manner; and so on. When a cleric commits a sinful act, he may incur an additional increase in his disapproval range. This could amount to an increase of +1 for minor infractions all the way up to +10 for significant transgressions. These additional penalties are always at the judge’s discretion, and may manifest accompanied by thunder and lightning, plagues of locusts, water running uphill, and other signs of divine displeasure.

Sacrifices:
  • A cleric may make sacrifices to his deity in order to regain favor. Sacrifices vary according to the nature of the deity, but, in general, any offering of material wealth counts. Other acts may count as well, at the discretion of the judge.
  • Sacrificing wealth means the items must be burned, melted down, donated to the needy, contributed to a temple, or otherwise relieved from the character’s possession. They may be donated as part of a special rite or simply added to a temple’s coffers. This is not a rapid combat action; it requires a minimum time of at least one turn and the cleric’s full concentration.
  • For every 50 gp of sacrificed goods, a cleric “cancels” one point of normal disapproval range. For example, a disapproval range of 1 through 4 can be reduced to 1 though 3. A natural 1 still counts as automatic failure and disapproval.
  • A great deed, quest, or service to a deity may also count as a sacrifice, at the judge’s discretion.
Turn unholy: A cleric wields his holy symbol to turn away abominations. At any time, a cleric may utilize a spell check to deter unholy creatures. An unholy creature is any being that the cleric’s scriptures declare unholy. Typically this includes un-dead, demons, and devils. For more information on turning unholy, see page 96. As with all spell checks, the turn unholy spell check is made as follows: 1d20 + Personality modifier + caster level. Failure increases disapproval range, as noted above.
  • By wielding his holy symbol and uttering holy words, a cleric can turn away the enemies of his faith. A cleric can attempt to turn away un-dead, demons, and devils. Some clerics of particular faiths may be able to turn away other kinds of creatures, depending on what powers their deities award them.
  • A turn check is mechanically similar to a spell check, except that Luck matters. A d20 is rolled and added to the cleric’s caster level. The cleric’s Personality and Luck modifiers are also included. Compare the result of the turn check to table 4-4.
  • Turned monsters usually receive a Will save to resist being turned. The save is made against the cleric’s turn check. At sufficiently high results, a cleric may turn groups of weaker creatures automatically; they do not receive a saving throw.
  • A failed turn check increases the cleric’s range of natural disapproval, just as with a failed spell check.
  • If a cleric raises his holy symbol to turn a group of mixed creatures, the player should indicate a specific target. Apply the results of the turn check based on the HD of the target creature. “Overflow” HD affect lower-HD creatures at the indicated effect. For example, if a cleric were charged by a band of 1 HD skeletons led by a 4 HD vampire commander, the player could designate whether he targets the skeletons or the vampire. If he targets the skeletons and his check is 19, he turns 1d4+CL of these lesser un-dead but does not affect the vampire. If he targets the vampire and his next check is 24, he turns 1d3+CL 4 HD creatures. If he rolls 5, that means he could turn the vampire and 4 of the skeletons.
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Lay on hands: Clerics heal the faithful. By making a spell check, a cleric may lay on hands to heal damage to any living creature. The cleric may not heal un-dead, animated objects (e.g., living statues), extraplanar creatures (e.g., demons, devils, elementals, etc.), or constructs (e.g., golems) in this manner. The cleric must physically touch the wounds of the faithful and concentrate for 1 action. The spell check is made as any other: roll 1d20 + Personality modifier + caster level. Failure increases disapproval range, as noted above. The damage healed varies according to several factors.

• It is always a number of dice, with the type of dice determined by the hit die of the creature to be healed. For example, a warrior uses a d12 hit die, so a warrior would be healed with d12 dice.

• The number of dice healed cannot exceed the target’s hit dice or class level. For example, a cleric healing a 1st-level character cannot heal with more than 1 die, even if he rolls well on his check.

• Finally, before rolling his spell check, the cleric may elect to heal a specific condition instead of hit points. Healed dice translate to conditions as noted below. In this case, the target’s hit dice or class level do not act as a ceiling. If the cleric heals the indicated dice, the damaging condition is alleviated. “Overflow” hit dice do not become normal healing, and if the healed dice are too low, there is no effect.

• Broken limbs: 1 die

• Organ damage: 2 dice

• Disease: 2 dice

• Paralysis: 3 dice

• Poison: 3 dice

• Blindness or deafness: 4 dice

The cleric’s alignment further influences the results, as follows:
• If cleric and subject are the same alignment, they count as “same” on the table below.

• If cleric and subject differ in alignment by one step (e.g., one is neutral and the other is lawful or chaotic), or have different but not antithetical gods, they count as “adjacent” on the table below. Such a healing action may constitute sin if not done in service of the faith.

• If cleric and subject are of opposed alignment (e.g., one Page 31 is lawful and one is chaotic), or have rival gods, they count as “opposed” on the table below. Such a healing almost always counts as a sin unless it is an extraordinary event in the service of the deity.

Then have the cleric make a spell check and reference the table below.
Spell CheckSameAdjacentOpposed
1-11FailureFailureFailure
12-132 dice1 die1 die
14-193 dice2 dice1 die
20-214 dice3 dice2 dice
22+5 dice4 dice3 dice
Here is the same table presented slightly differently to match the format of the character sheet. The player should record the names of his party allies in the boxes for “same” (same alignment) or “adjacent” or “opposed” (based on alignment steps, as noted above). Then, the appropriate column shows the healing by check.
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Divine aid: As a devout worshipper, a cleric is entitled to beseech his deity for divine aid. Beneficent followers are already rewarded with spells and the ability to turn the unholy, so it must be recognized that requesting direct intervention is an extraordinary act. To request divine aid, the cleric makes a spell check at the same modifier that would apply were he casting a spell. This extraordinary act imparts a cumulative +10 penalty to future disapproval range. Based on the result of the spell check, the judge will describe the result. Simple requests (e.g., light a candle) are DC 10 and extraordinary requests (e.g., summon and control a living column of flame) are DC 18 or higher.

Luck: A cleric’s Luck modifier applies to all spell checks to turn unholy creatures.

Action dice: A cleric can use his action dice for attack rolls or spell checks.
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Re: Character Creation Thread

#7 Post by AQuebman »

Thief:
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Here's what you gain at first level:
Hit points: A thief gains 1d6 hit points at each level.

Weapon training: A thief is trained in these weapons: blackjack, blowgun, crossbow, dagger, dart, garrote, longsword, short sword, sling, and staff. Thieves are careful in their choice of armor, as it affects the use of their skills.

Alignment: Although thieves have little regard for the laws of civilization, they are not necessarily chaotic.
  • Lawful thieves are ubiquitous, and they belong to institutions of organized crime: guilds of beggars who feign illness to fleece the generous, pirate gangs that hijack innocent travelers, or organized brigands who charge “protection fees” for certain routes. They are fences who dispose of stolen goods, enforcers who maintain the pecking order of the underworld, and petty burglars who work their way up to become mob bosses.
  • Chaotic thieves operate as independent agents. They are assassins and con artists, swindlers and sociopaths, or outright murderers and killers. They acknowledge no master aside from the glint of gold.
  • Neutral thieves are double agents: the kindly housekeeper who filches valuable baubles while the master sleeps, the “inside man” who leaves the vault unlocked one night, or the urban spy who sells secrets to his court’s enemies.
Thieves Cant: Thieves speak a secret language called the cant known only to members of their
class. This is a spoken language with no written alphabet. Teaching the cant to a non-thief is punishable by death. Certain double-entendre phrases in Common have an alternate meaning in the cant and are used by thieves to identify their brethren covertly.
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Thieving Skills: A thief learns certain skills that aid his illicit pursuits. A thief can pick locks, find and disable traps, sneak silently, hide in shadows, climb sheer surfaces, forge documents, pick pockets, handle poison, and read languages. The thief’s alignment determines his interests, and those interests determine his rate of advancement in the various thieving skills. The thief receives a bonus to his skills based on level and alignment, as shown on table 1-9. To use a thief skill, the player rolls d20 and adds his modifier. He must beat a DC assigned to the task at hand. An easy task is DC 5, while an extremely difficult task is DC 20 – for example, picking an extraordinarily well crafted lock, or picking the pocket of an alert guard. In some cases, the judge may make the roll for the character, and the result will not be known until some trigger event occurs (e.g., a forged document may not be truly tested until presented to the king’s commissary). A thief needs tools to pick locks, find and disable traps, climb sheer surfaces, forge documents, and handle poisons. A 1st-level thief must purchase a set of thieves’ tools that allows him to use these skills.
Success when using a thief’s skill means the following:
  • Backstab: The most successful thieves kill without their victims ever being aware of the threat. When attacking a target from behind or when the target is otherwise unaware, the thief receives the indicated attack bonus to his attack roll. In addition, if he hits, the thief automatically achieves a critical hit, rolling on the crit table as per his level (see page 37). Typically, backstabs are combined with checks to sneak silently or hide in shadows, such that a thief attacks with surprise and is able to backstab. Certain weapons are particularly effective with backstab attempts and do additional damage, as noted in the equipment list. Backstab attempts can only be made against creatures with clear anatomical vulnerabilities.
  • Sneak silently: A thief never makes an opposed check to sneak silently; that is, the check is never made against the target’s attempt to listen. The thief rolls against a hard DC, as noted below, and success means the thief did indeed sneak silently. With the exception of demi-gods and extraordinary magic, the thief’s movement cannot be heard. This skill is often used to sneak up on unsuspecting guards and make a backstab attempt. The base DC for moving across stone surfaces is DC 10. Cushioned surfaces, such as grass or carpet are DC 5; moderately noisy surfaces, such as creaking wooden boards are DC 15; and extremely noisy surfaces, like crackling leaves, still water, or crunchy gravel are DC 20.
  • Hide in shadows: A successful hide in shadows check means the thief cannot be seen. As with sneaking silently, this check is never opposed, and is often used before a backstab attempt. The thief can attempt to hide in broad daylight should he be so bold! The base DC for sneaking down a hallway with moderate cover (chairs, bookcases, crevasses, nooks and crannies, alcoves, etc.) is DC 10. Hiding at night or in a shaded or dimly lit area is DC 5; hiding under a full moon is DC 10; hiding in daylight but in a dark shadow or behind a solid object is DC 15; and hiding in broad daylight with minimal obstruction is DC 20.
  • Pick pocket: The thief surreptitiously takes an object off a target’s person. This skill also includes other feats of legerdemain such as card tricks, minor magic tricks, and so on. Stealing from an unaware target with a loose pocket and an unsecured coin pouch is DC 5; picking the pocket of a target that is actively watching and monitoring his or her belongings is DC 20; and the varying degrees of watchfulness in between define other check thresholds.
  • Climb sheer surfaces: As one would expect. DC 20 is a perfectly smooth surface with no visible handholds. A normal stone wall is DC 10.
  • Pick lock: A mundane lock is DC 10. An extremely well crafted lock is DC 20. Some locks of legendary manufacture and notable difficult are DC 25 or higher.
  • Find trap and disable trap: A large, bulky trap is DC 10. This would include traps like a pit in the floor, a spring-loaded axe, or a dropped portcullis. More subtle traps are DC 15, DC 20, or even higher. A natural 1 on a disable trap check triggers the trap.
  • Forge document: The DC varies with the complexity and originality of the source document, ranging from DC 5 to DC 20.
  • Disguise self: The degree of change determines the DC. The thief can transform himself to resemble someone of the same basic race and physical dimensions with a DC 5 check. Changing significant facial features requires a DC 10 check. Changing physical traits, like mannerisms and height, requires a DC 15 check. Fooling someone close to the target (such as a parent or spouse) requires a minimum DC 20 check.
  • Read languages: Interpreting simple meaning requires a DC 15 check. Interpreting anything more detailed is DC 20.
  • Handle poison: Any time a thief uses poison he must make a DC 10 safety check. On a failure, he accidentally poisons himself! This check is made each time poison is applied to a blade or other surface. Additionally, on a natural 1 on any attack roll with a poisoned blade, the thief automatically poisons himself, in addition to any fumble results.
  • Cast spell from scroll: Provided a spell is written on a scroll, a thief can attempt to read the scroll and cast the magical spell. The spell check DC is as standard, but the thief rolls the indicated type of die to attempt to beat that DC. The thief does not apply Intelligence or Personality modifiers to his roll, nor may he attempt spellburn.
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Luck and Wits: Thieves survive on their luck and their wits, and the most successful thieves live a life of fortune
on guts and intuition. A thief gains additional bonuses when expending Luck, as follows.
  • First, the thief rolls a luck die when he expends Luck. The luck die is indicated on Table 1-7: Thief. For each point of
    Luck expended, he rolls one die and applies that modifier to his roll. For example, a 2nd-level thief who burns 2 points of Luck adds +2d4 to a d20 roll.
  • Second, unlike other classes, the thief recovers lost Luck to a limited extent. The thief’s Luck score is restored each night by a number of points equal to his level. This process cannot take his Luck score past its natural maximum. For example, a 1st-level thief with starting Luck score of 11 attempts to disable a trap and fails by 2 on his check. He burns 2 points of Luck to add 2d3 to his result, allowing him to succeed. His Luck is now 9. Because the thief is 1st level, his Luck score will be restored by 1 point on the following morning, bringing it back up to 10. Then, 1 additional point will be restored on the following morning, bringing it back to 11. The thief’s Luck score cannot increase past 11.
Action dice: A thief uses his action dice for any normal activity, including attacks and skill checks.
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AQuebman
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Re: Character Creation Thread

#8 Post by AQuebman »

Warrior: Here's what you gain at first level:
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Hit points: A warrior gains 1d12 hit points at each level.

Weapon training: A warrior is trained in the use of these weapons: battleaxe, club, crossbow, dagger, dart, handaxe, javelin, longbow, longsword, mace, polearm, shortbow, short sword, sling, spear, staff, two-handed sword, and warhammer. Warriors wear whatever armor they can afford.

Alignment: Warriors can follow one of several paths based on their alignment, which in turn affects their title.
  • Royal warriors, employed by nobility, are lawful.
  • Lawless warriors, fighting merely for profit or carnage, are chaotic.
  • Wild warriors, natives of the barren steppes or deadly forests, are neutral or chaotic.
  • Hired warriors, loyal to a cause, a man, or simply the fattest purse, can be lawful, neutral, or chaotic.
Attack modifier: Unlike other classes, warriors do not receive a fixed attack modifier at each level. Instead, they receive a randomized modifier known as a deed die. At 1st level, this is a d3. The warrior rolls this d3 on each attack roll and applies it to both his attack roll and his damage roll. On one attack, the die may give him a +1 to his attack roll and damage roll. On the next attack, the die may give him +3! The deed die advances with the warrior’s level, climbing to d7 by 5th level, and then higher up to d10+4 at 10th level. The warrior always makes a new roll with this die in each combat round. When the warrior has multiple attacks at higher levels, the same deed die applies to all attacks in the same combat round.

Mighty Deed of Arms:
  • Warriors earn their gold with pure physical prowess. They swing across chapels on chandelier chains, bash through iron-banded oaken doors, and leap over chasms in pursuit of their foes. When locked in mortal melee, their mighty deeds of arms turn the course of battle: a brazen bull rush to push back the enemy lines, a swinging flail to entangle the beastman’s sword arm, or a well-placed dagger through the enemy knight’s visor.
  • Prior to any attack roll, a warrior can declare a Mighty Deed of Arms, or for short, a Deed. This Deed is a dramatic combat maneuver within the scope of the current combat. For example, a warrior may try to disarm an enemy with his next attack, or trip the opponent, or smash him backward to open access to a nearby corridor. The Deed does not increase damage but could have some other combat effect: pushing back an enemy, tripping or entangling him, temporarily blinding him, and so on.
  • The warrior’s deed die determines the Deed’s success. This is the same die used for the warrior’s attack and damage modifier each round. If the deed die is a 3 or higher, and the attack lands (e.g., the total attack roll exceeds the target’s AC), the Deed succeeds. If the deed die is a 2 or less, or the overall attack fails, the Deed fails as well.
  • Refer to the Combat section for additional information on Mighty Deeds of Arms (see page 88).
Mighty Deeds in Action: The mechanic for Mighty Deeds of Arms was designed to encourage exciting stunts by ambitious warriors in the tradition of literary heroes. The goal was to create a rules system that encouraged situation-specific freedom without creating a lot of cumbersome rules. The author’s original expectation was that this system would be used for disarms, parries, and other traditional combat maneuvers, but in actual playtesting the Mighty Deeds of Arms have been exciting and unpredictable. It’s clear now that the system encourages creative actions, and the author believes it works best with creative warriors who devise interesting attacks. Here is a selection of actual Mighty Deeds of Arms performed by real players in real games, all of them declared on the spot in the midst of a grand adventure. Refer to the Combat section for more information on executing Mighty Deeds in play.
  • When fighting opponents on a staircase, the character used a sword to stab an opponent and then lever him over the edge of the staircase. Later, the same character tried attacking the foe’s legs to knock him over the edge.
  • When facing a carven image with eyes that shot laser beams, the character used use a mace to smash out the carved eyes (and thus disable the laser beams). In another game, a different player tried a similar attack to stab out the eyes of a basilisk and disarm its hypnotic gaze.
  • When fighting a flying skull that was out of melee reach, a character leaped from the back of an ally into a flying lunge that brought him within reach of a melee swing at the skull.
  • When hurling flasks of burning oil at a giant toad, the warrior aimed for the toad’s open mouth to throw the oil down its gullet.
  • When fighting enemies arrayed in a single-file line, a character hurled a javelin and tried to spear both of the front two enemies. The warrior impaled the first enemy, then speared the second, in effect pinning the second enemy to his ally’s corpse.
  • When fighting a chaos beast with a scorpion tail, a character attempted to chop off the tail.
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Critical hits: In combat, a warrior is most likely to score a critical hit and tends to get the most destructive effects when he does so. A warrior rolls the highest crit dice and rolls on tables with more devastating effects. In addition, a warrior scores critical hits more often. At 1st through 3rd level, a warrior scores a crit on any natural roll of 19-20. The threat range increases to natural rolls of 17-20 at 9th level. See the Combat section for more information on crits.

Initiative: A warrior adds his class level to his initiative rolls.

**Luck: At first level, a warrior’s Luck modifier applies to attack rolls with one specific kind of weapon. This kind of weapon must be chosen at first level and the modifier is fixed at its starting value. If this fixed value is a zero or negative modifier set it to a static +1 for the purposes of this ability only. – neither the weapon nor the modifier changes over the course of the warrior’s career. The weapon type must be specific: longsword or short sword, not “swords.”

Action dice: A warrior always uses his action dice for attacks. At 5th level, a warrior gains a second attack each round with his second action die.
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** - House Rule

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AQuebman
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Re: Character Creation Thread

#9 Post by AQuebman »

Wizard: Here's what you gain at first level:
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Hit points: A wizard gains 1d4 hit points at each level.

Weapon training: A wizard is trained in the use of the dagger, longbow, longsword, shortbow, short sword, and staff. Wizards rarely wear armor, as it hinders spellcasting.

Alignment: Wizards pursue magical arts according to their natural inclinations.
  • Chaotic wizards studyblack magic.
  • Neutral or lawful wizards seek control over elements.
  • Wizards of all persuasions practice enchantment.
Caster level: Caster level is a measurement of a wizard’s power in channeling a spell’s energy. A wizard’s caster level is usually his level as a wizard. For example, a 2nd-level wizard usually has a caster level of 2.

Magic:
  • Magic is unknown, dangerous, and inhuman. Even the best wizards occasionally fail to properly harness a spell, with unpredictable results. Wizards thus inculcate their preferred magics, lest they err in casting a spell and corrupt themselves with misdirected magical energies. At 1st level a wizard determines 4 spells that he knows(See Learning Spells below), representing years of study and practice. As his comprehension expands, a wizard may learn more spells of progressively higher levels. A wizard knows a number of spells as shown on table 1-12, modified by his Intelligence score.
  • Known spells are determined randomly (see Chapter 5: Magic). They may be of any level for which the wizard is eligible, as shown by the max spell level column. The wizard chooses the level before making his die roll. Higher-level spells are more powerful but harder to cast – and there are consequences for failure. Wizards cast spells by making a spell check. A wizard’s spell check is usually 1d20 + Intelligence modifier + caster level. In some cases, a wizard may roll a different die on the spell check (see Mercurial Magic).
Supernatural patrons:
  • Wizards weave magic spells in consultation with powers from supernatural places and the outer planes. Demons and devils, angels, celestials, ghosts, outsiders, daevas, genies, elementals, Chaos Lords, spirits, elder gods, alien intelligences, and concepts foreign to mortal comprehension whisper secrets in exchange for favors best left unexplained. In everyday concourse, these secrets manifest as spells; in dire circumstances, the wizard can invoke one of his patrons directly and call for material assistance. This sort of request is called invoking a patron.
  • To invoke a patron, the wizard must spellburn at least 1 point of an ability score (see page 107) and cast the spell invoke patron. There may be additional requirements depending on the specific circumstances. Presuming the patron condescends to attend to the wizard, some negotiation may be required: a bauble exchanged, a secret name spoken, a sacrificial token burned, or maybe a quest performed. If the patron deigns to act, it sends an emissary to assist the wizard in the way the patron deems most appropriate. Invoking a patron is powerful magic. Do not use it lightly.(See Deities and Patrons thread for details on patrons)
Familiars: More than one wizard has found comfort in the company of a black cat, hissing snake, or clay homunculus. A wizard may utilize the spell find familiar to obtain such a partner.

Luck: A wizard’s Luck modifier applies to rolls for corruption (see page 116) and mercurial magic (see page 111).

Languages: A wizard knows two additional languages for every point of Int modifier, as described in Appendix L.

Action dice: A wizard’s first action die can be used for attacks or spell checks, but his second action die can only be used for spell checks. At 5th level, a wizard can cast two spells in a single round, the first with a d20 spell check and the second with a d14. Note that the results of mercurial magic may modify the action dice based on the dice chain.
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Spell Duels: Spell duel rules are on Pg 98 of the book. I won't fill this thread with their rules but if you wish to learn more feel free to PM me about them.

Spells Checks: When your character casts a spell, you roll 1d20 and add
your caster level. This is called a spell check. You also add
your Personality modifier if you are a cleric or your Intelligence
modifier if you are a wizard. Wizards also apply
modifiers for wearing bulky armor (see Table 3-3), and
there may be other modifiers specific to certain situations.
  • Compare the result to the casting table for that spell. In general, your spell succeeds if your spell check is equal to or higher than a base DC of 10 + (2x spell level). The higher you roll, the more extraordinary the result, according to the casting table.
  • Make the spell check when the spell is first cast, even if the casting time is more than one round. High results may reduce casting time.
  • A novice wizard cannot cast magic beyond his comprehension, but he may attempt to cast a spell of any level he has learned. This means he may attempt to cast spells where he suffers a significant chance of failure, based on his spell check modifier. If he judges the attempt worthwhile, so be it; but there are consequences to failure.
  • Criticals and fumbles: A spell check result of a natural 20 is a critical success. The caster receives an additional bonus to his check equal to his caster level. Compare to the casting table for that specific spell for the result.
  • A spell check result of a natural 1 is always a failure. A result of 1 may also result in corruption or disapproval, as described below.
  • Concentration: Some spells require concentration. While concentrating, a wizard or cleric can take no action beyond walking at half speed. Combat damage, a fall, or other significant interruptions require the spellcaster to make a Will save against DC 11 or lose concentration.
  • Spell checks by other classes: Foolish warriors have been known to read magical scrolls in dangerous attempts to wield magic. A warrior, thief, or other character untrained in magic may attempt to cast a spell from magical instructions he encounters. A character from an untrained class rolls 1d10 for his spell check instead of 1d20. He does not add any modifier for an ability score or caster level. A trained thief may roll a higher die, as shown on Table 1-7: Thief.

    Saving throws against spells: In general, a saving throw against a spell effect uses a DC equal to the spell check. For example, a color spray cast with a spell check result of 17 requires a Will save of 17 or higher to resist. If a spell does not specify a specific DC for a save, the save is made against the spell check result.
  • Reversing spells: Some spells can be reversed to perform the opposite function for which they were intended. For example, mending can be reversed to tear an object, or enlarge can be reversed to shrink an object. Although spell reversal sounds simple and straightforward as a concept, think about it in practical terms. It’s not that easy. To use an analogy, can you un-cook a chicken pot pie by following the instructions in reverse? No. Magic cannot be simply reversed. To reflect the difficulty of reverse-spellcasting in practical terms, these simple rules apply:
  • A wizard can learn a spell in one of its versions, normal or reversed. For example, he can learn mending as a spell slot, or he can learn tear as a spell slot. He casts either of these spells as normal.
  • If the wizard attempts to cast the reverse of a spell in his repertoire, he makes the spell check at a reduced die type (based on the standard dice chain).
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Spellburn:
  • “Blood aids great sorcery,” quoth the mummy, and he was right. A magic-user can harness more magical energies if he is willing to make mortal sacrifice: offer part of his soul to a demon, foster a demi-god’s greedy growth by leeching his strength, or even burn the very life energy in his own cells. Before rolling any spell check, a wizard may declare that he will attempt spellburn. In attempting spellburn, the wizard temporarily expends points of his Strength, Agility, or Stamina score to enhance his spell check. For every ability point he expends, the wizard adds +1 to his spell check.
  • For example, a wizard in a life-or-death situation may need absolute certainty that his next spell functions. He calls to an archdemon with whom he has had past dealings. In offering the demon a share of his life-force, he trades 7 points of Strength to give himself a +7 bonus to his next spell check.
  • Ability scores lost in this way return as the wizard heals. Each day he does not attempt spellburn, he recovers 1 point of ability score.
  • Some spells and magical items require spellburn to function, as noted in their descriptions.
  • Automatic criticals: There is one additional option for spellburn. A wizard who sacrifices a full 20 points of ability scores in one fell swoop automatically treats his next spell check as a roll of natural 20.
  • Regaining spells via spellburn: A wizard may use spellburn to cast spells he has lost for the day (through previous casting, for example). If a wizard expends a lost spell’s level in ability score points, he can cast the spell as if he still had it. For example, a wizard could burn 2 points of ability scores to cast a level 2 spell he had lost for the day. The wizard must expend additional spellburn to gain a bonus to the spell check. For example, a wizard could burn 4 points of ability scores to cast a level 2 spell at a +2 bonus to the spell check.
  • Failed spellburn: Any magic-user who rolls a natural 1 on a spell check while using spellburn suffers the loss of ability points and the associated corruption.
  • Healing spellburn damage: In playtests, many wizards attempted to partner with clerics to reduce the impact of spellburn. A common action is to have a cleric handy to heal ability score damage as the wizard utilized spellburn. The author encourages the judge and players to remember the underlying role playing activities associated with these actions. Spellburn represents a mortal sacrifice to a supernatural entity for strictly selfish purposes. A cleric’s ability to heal represents drawing on the power of a god to further that god’s agenda in the mortal realms. These are inherently contradictory activities. A god that observes his follower repeatedly healing a devotee of another entity, whose selfinflicted wounds serve no greater agenda than a personal pursuit of power, will surely object to that cleric’s action! Clerics who engage in this sort of behavior will soon find themselves out of favor with their divine allies
Regaining Spells:
  • Spellcasting is draining. A spellcaster can exert himself a finite number of times in one day before he is exhausted and unable to cast another spell. Depending on the kind of magic, this can be a reflection of mental recall, godly favor, access to a demon’s plane, soul-drain, magical ingredients, or other factors.
  • Each spell’s casting table will indicate “lost” or “not lost” in each result entry. A result of “lost” means your character cannot cast that spell again in that day. “Not lost” means the character retains the use of that spell. Generally, only wizard spells are lost when a casting fails.
  • Clerics suffer a different difficulty. Each time a cleric fails to cast a spell, he suffers a cumulative increase to his natural disapproval range for the balance of the day. More information on this penalty can be found in the cleric class description.
  • In general, spells are regained within a day of being lost. The exact trigger depends on the magic in question. White magic is regained at the next sunrise; black magic upon the moon crossing the sky in full; demon magic after a full eight hours of rest; divine magic after resting and praying to the cleric’s god; and so on, as agreed between player and judge based on the nature of the character’s magic.
  • Mercurial Magic:
  • The firstborn son of a witch hanged at trial wields black magic adroitly. An orphan raised by satyrs is a precocious student of druidry. Cosmic caprice determines skill in magic: birth order, family lineage, horoscope, and matters even more abstruse have as much influence on a wizard’s spellcasting as his hard work and native intelligence.
  • As a result, the effect of a magical spell varies according to who casts it. A magical rite invoked by one mage may be more powerful – or even different – than the same ritual exercised by a peer. These variegations are not predictable, as the subtleties that produce them can never be fully cataloged.
  • The mercurial nature of magic is reflected in game terms. When a wizard learns a new spell, he rolls on table 5-2 to determine how that spell manifests in his hands. This percentile roll is adjusted by his Luck modifier x 10%; i.e., a +2 Luck modifier counts as +20% on the check. Use his Luck modifier at the time the wizard learns the new spell.
  • The player rolls on table 5-2 for every spell he learns, and the effects are specific to that spell.
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Corruption:
  • Low-level wizards are powerful. High-level wizards fear for their souls. Continual use of magic results in…changes. Exposure to demons, radiation from other planes, elemental energies in toxic quantities, and the servants of Chaos all affect a wizard over the course of his career. Higher-level wizards seek pacts with demons and elementals to sustain their health so they may continue to advance.
  • Each and every time a wizard rolls a natural 1 on a spell check, he suffers the effect of the spell failure. Moreover, his spell may misfire and he may suffer corruption. The individual spell entries include specific results associated with a natural 1 on each spell check, as well as misfire and corruption results specific to the spell. Some results will further direct the player to roll on one of the corruption tables: minor, major, or greater. If this is required, the roll is 1d10 minus the spell’s level plus the wizard’s Luck modifier. In select circumstances, other modifiers may apply as well (e.g., a curse). Certain kinds of black magic may trigger corruption more often, as indicated and adjusted by the spell table.
  • Luck to avoid corruption: A wizard that suffers corruption may burn a point of Luck to avoid the corruption. The Luck can be burned after the player rolls to determine the specific corruption result. Note that Luck cannot be burned to avoid a spell misfire, only to avoid corruption. Patron taint is considered corruption for these purposes.
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Determining spells at a new level:
  • A wizard knows spells as indicated on table 1-12: Wizard. At each level, the wizard learns new spells.
  • In the course of his travels, a wizard may come across recordings of spells. He may steal another wizard’s grimoire. He may find etchings in a lost tomb. He may make acquaintance with a generous demon. He may consult with the corpse of a deceased rival. Should a wizard have a source of knowledge for a new spell, he may choose to learn that spellwhen he reaches a new level instead of rolling randomly.
  • If the wizard has not come across sources of such knowledge, then his spell choice is determined randomly. He chooses the level of spell he wishes to learn, as limited by the Max Spell Level for his wizard level, and randomly determines the spell. Duplicate results may be re-rolled. The random results reflect the chaos of fate: a spell is a result of finding a transcription, translating and understanding it, communing with whatever powers are necessary to cast it, acquiring the requisite ingredients, and, finally, succeeding in the associated rituals. At any given time a wizard may be working on unlocking a variety of spells, but the ones in which he succeeds are limited.
Learning a spell: Just because a wizard finds a description of how to cast a spell doesn’t mean he can actually pull
it off. Your character must make a check to learn the new spell to which he is exposed. The DC is 10 + Spell Level for each spell. If a check to learn a spell has failed the wizard cannot relearn the spell until their next level or with assistance from a patron. This includes first level wizard spells. i.e. (Jim the 1st level wizard randomly rolls magic missile. He must then make a DC 10 + Spell level(1) = DC 11 check to see if he was able to learn it. 11 or above he has learned the spell 10 or lower he has failed. A wizard may burn luck or spellburn to increase their rolls for this.
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