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== Character Generation == * Start at 2nd level * Mages start with 5 spells (players choice, subject to any class constraints, see below) * All abilities should sum to 80 or less points (exceptions as authorized by the DM). * You can equip your character with any non-magical items that you want, but again, they should fit with the backstory for the character. I will be allowing each character to have 1 non-standard (not magical) item to start with; examples might include a particularly well-made suit a mail, a weapon handed down through the ages, a familiar, a pet or mount (again, normal creatures only, no magical creatures), etc. – use your imagination, but please ensure the item fits into your backstory. * Keep in mind that the character will start the campaign travelling across a civilized land, so I would expect to see equipment that is in line with this. There will be opportunities to obtain further equipment in the early stages of the game. Equipment costs can be found [https://members.tripod.com/Lord_Eadric/netequip.html here] * Spellcasters - please see attached House Rules for Spellcasting * What is the character’s name? What are his/her likes? Dislikes? Why is this character even bothering to leave home to become an adventurer? What does the character want to get out of adventuring? Out of life? What does the character look like? What does her or she like to wear? What special and distinctive mannerisms or quirks does the character have? What has the character done before now? What training or schooling has he or she had? Does he or she belong to any groups? What is his or her membership status (active, former, banished, apprentice, etc.)? What is his or her family situation, home town, and obligations (if any)? What does the character believe in? Reject? Love? Hate?
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