Editing Exploring the Halls of Arden Vul: WWN chargen

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====GM Rolled Attributes====
 
====GM Rolled Attributes====
 
*I will roll 3 sets of attributes for you using 3d6. ''You'll select one set for your PC.''
 
*I will roll 3 sets of attributes for you using 3d6. ''You'll select one set for your PC.''
*''Adjust Ability Scores.'' Attributes will be rolled in order (Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma). You may swap one (1) roll for another result (swapping the Strength roll for the Wisdom roll, for example). Unlike standard WWN, you will not pick one attribute to change to a score of 14 (this stems back to the game's origins in OSE and the processes for chargen and conversion to WWN used for legacy PCs).
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*''Adjust Ability Scores.'' Attributes will be rolled in order (Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma). You may swap one (1) roll for another result (swapping the Strength roll for the Wisdom roll, for example). You may also pick one attribute to change to a score of 14.
 
 
 
====From 'A Summary of Character Creation' WWN 6====
 
====From 'A Summary of Character Creation' WWN 6====
 
*Once adjusted, make note of ''attribute modifiers'':
 
*Once adjusted, make note of ''attribute modifiers'':
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Vothite Mind-Sorcery is a little known technique attributed to the renegade Sothians.
 
Vothite Mind-Sorcery is a little known technique attributed to the renegade Sothians.
 
=Special Origin Foci=
 
 
===Imperial Goblin===
 
The humans of Archontos enslaved the goblins of Mithruin in antiquity and put them to work as miners and as laborers on the vast imperial latifundia of Mithruin. More than a millennium of exposure to the Archontean empire has created a distinct racial subgroup, culturally distinct from their native origins. Imperial goblins were freed from slavery a thousand years ago.
 
 
Imperial goblins are short, long-armed, and bandy legged, with yellow to orange skin, yellow eyes, and orange to yellow hair. While comfortable wearing minimal clothing, they possess their own standards for fine dress (these include tall conical caps, colorful vests, and jodhpurs tucked into beautiful leather boots). They reach a maximum of 3'8" in height. Goblins are known for their wiry strength and tough constitutions.
 
 
'''Level 1:''' Gain Exert and Sneak as bonus skills. You can see clearly in the dark out to 60', and can Notice new construction, sliding walls, or sloping passages as an easy test (Difficulty 6). Gain a +1 bonus to your hit die at each level. You are too small to effectively use two-handed melee weapons or large bows.
 
 
'''Level 2:''' The Old Blood courses through your veins. You can speak with the stone itself, and be understood by the small creatures that inhabit stony places. Conversing with stone is a slow and exhausting process, and stone is reluctant to release its secrets. You can make a Convince test to elicit the answer to a question a stony edifice might be able to answer, such as the presence of nearby secret construction, the presence of a vein of gems or precious metals, the presence of living creatures who reside nearby, or the nearby presence of bodies of water and open spaces. Each question requires a successful test, takes 10 minutes to coax an answer from the stone, and costs 1 point of System Strain; you'll know within 5 minutes if you haven't been convincing or the stone doesn't have an answer. You can also converse very simply with the small creatures that inhabit stony places, though such communication is rudimentary at best.
 
  
 
=Variant Rules=
 
=Variant Rules=

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