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52 lines
1.9 KiB
TeX
52 lines
1.9 KiB
TeX
\chapter{Character Creation}
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\section*{Mechanics}
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\begin{multicols}{2}
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\subsection*{1 Add +1 to all stats}
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Your character starts with +1 in all basic stats.
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\subsection*{2 Add +1 to two stats of choice}
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Pick two basic stats and add +1 to them.
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\subsection*{3 Choose classes}
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Choose two classes (\cref{ch:class}) for your character. You may choose two combat classes, two non-combat classes, or one combat and one non-combat class.
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Add their stats to those you already have. Add their weapon, armor and skill proficiencies to your character.
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\subsection*{4 Reallocate stats}
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Now you may move stat points around; you can move a point from one stat to another. That means you add +1 to one and -1 to another.
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\subsection*{5 Choose starting equipment}
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Choose a weapon and an armor for your character.
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For a weapon, you should choose a weapon you are proficient in. If you are not proficient in any weapons, you may use a simple weapon, such as a knife.
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Normal clothes count as no armor. If you choose heavy armor, make sure to subtract a point of \stat{dex}.
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If you are not sure what category the weapon you want your character to have falls into, talk to your GR.
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\subsection*{6 Compute derived stats}
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Compute the derived stats from your basic stats and your armor.
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\end{multicols}
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\section*{Role-playing}
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\subsection*{Name}
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It is a good idea to give your character a name. Your fellow adventurers and the GR will need to refer to your character a lot, so make sure to pick one that you don't mind saying and hearing a lot.
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\subsection*{Background}
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Giving your character an interesting background makes telling the story of your adventures easier.
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What drives your character? What made them pursue their chosen profession, i.e., their classes? Why do they wield the weapon they do? Is their armor a family heirloom? |