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== Character Creation ==
 
== Character Creation ==
  
* Choose a [[Dungeons&D6:Classes|Character Class]][[Dungeons&D6:Fighter|Warrior]], [[Dungeons&D6:Mage|Sorcerer]], [[Dungeons&D6:Rogue|Rogue]]
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* Write down the attributes in orderStrength, Intelligence, Wisdom, Constitution, Dexterity, Charisma
* Select an [[Dungeons&D6:Attributes|Attribute]] to be favored.  Record it. 
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* Roll 3d6 for each attribute and note the total
** Strength: Bonus added to every damage die in melee combat, as well as a general bonus to skill checks involving Strength.
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* Choose a class
** Intelligence:  Bonus added to starting skill points and must be favored by Sorcerers to get access to the most powerful spells.
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* Adjust any attribute up 1 by adjusting another attribute down by 2
** Wisdom:  Bonus added to the ability to read people and situations, and as a bonus against mind altering magic.
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** Attributes may never be lower below 11
** Constitution:  Bonus added to Vitality and Hit Points at every advancement, in addition to a bonus for saves against disease and poison.
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** Attributes my never be increased past 18
** Dexterity:  Bonus added to missile combat in addition to any skill checks involving hand-eye coordination.
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* Note all attribute modifiers
** Charisma:  Bonus added to all Reaction Rolls and determines total number of loyal retainers a character can have. 
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* Determine hit points
* Optional:  select a second [[Dungeons&D6:Attributes|Attribute]] to be favored and select an [[Dungeons&D6:Attributes|Attribute]] to be exceptionable.  Record both.
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* Write down all given class abilities
* Determine Vitality:  Record 5 +/- Constitution adjustment.  This is the character's physical ability to absorb damage.  All damage to Vitality is physical wounds that can incapacitate, permanently injure, or possibly kill the character.
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* Select pertinent class abilities (spells, combat styles, and so forth)
* Determine Hit Points:  Record 12 for a Warrior, 8 for a Rogue, and 4 for a Sorcerer.  Add 4 if the character has advantaged Constitution.  Likewise subtract 4 if the character has exceptionable Constitution.  Hit Points represent the combination of skill, experience, luck, innate magic, and blessing of the gods that allows a powerful character to avoid attacks that would grievously wound lesser people.  So long as a character has Hit Points, no hit is considered to have done physical damage to the character.
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* Roll 3d6 x 10 for starting silver
* Record 600 Experience Points.
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* Purchase equipment
* Write down all given class abilities up to 4th level and select pertinent class abilities.
 
** Warrior:  Record +2 Combat Bonus, 4 Damage Dice, +1 Saving Throws, and Select a Combat Style.
 
** Sorcerer: Record +2 Magic Bonus, +1 Saving Throws vs. Spells, and Select two Complexity 1 and two Complexity 2 spells.
 
** Rogue:  Record +1 Combat Bonus, +1 Magic Bonus, 2 Damage Dice, +1 Saving Throws, and Select two Complexity 1 spells.
 
* Select Starting Equipment:
 
** Warrior: any armor, weapons to match the character's Combat Style, a dagger, standard adventurer pack.
 
** Sorcerer:  light armor, a single weapon of choice, and a standard adventurer pack.
 
** Rogue: light armor, two weapons of choice, and a standard adventurer pack.
 
** All: start with 20 xxx.  With Charisma bonus double, with Charisma disadvantage, halve.
 
 
* Start play!
 
* Start play!

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