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Character Generation
for The Dark Frontier
All players must read and comply with the Game Protocols.
This game may have mature themes, and all players must be over 21.
- Level: All characters will begin with 6 character levels.
The rules we play by are now Pathfinder, available free at Paizo.
Prestige classes will become available during play, but must be DM-approved and bought with Hero Points.
- Race: Racial bonuses as per the Pathfinder rules.
- Abilities: 25 point buy, then add racial/level mods.
- Alignment: Any non-evil.
- Hit points: Max to lvl.5, then class average.
- Feats: Pathfinder core only.
- Languages: All characters must speak Damaran (the local language). You can know a number of languages equal to your INT mod + your native language, but languages other than your native language must be bought with ranks of Linguistics. The trade tongue (Common) is Chondathan.
- Equipment: All equipment must be bought, and everyone starts with 500gp to buy with - no potions or scrolls allowed.
- Homelands are restricted to the Heartlands (including the Sword Coast, the North and the Dragon Coast) and the Moonsea. See the Nations page for more information on this version of the Moonsea (and the other homelands).
- In addition, I recommend reading the following article:
MARKET-PC, Rich Staat's article on creating the best possible character.
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Recommended sourcebooks:
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Pathfinder RPG Core rules
FRC 3e
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There are links to further useful articles under Description and on the Resources page.
           
All character submissions should be presented in the format of the character submission sheet, with the house rules taken into account. Character submissions that do not comply with both these requirements will not be considered. Submissions can be sent to hotmail.com under the name k_amaloo.
           
Submissions should include an interesting character concept, a description that grants the character visual distinction, and a background that explains how/why the PC became an adventurer. The character must have a good reason to be in the region AND to work with the party, as well as being able to speak the regional language (Damaran).
The character will not be accepted if flawed in any of the following ways:
- 'Lone wolf' type of character
- Has no reason to stay with the rest of the party
- Unable to work with others due to personal bias (whether against another race or class, by being a loner, enjoying backstabbing the party or whatever)
- Unable to work with others because due to an inability to communicate with them, such as being mute or not speaking Damaran
- Suffering from issues that make it difficult to work as a team (such as mental illness, an exceptionally unpleasant demeanor or rampant bloodlust)
- Similar problems; I'm sure you get the general idea. Teamwork = good.
           
Once a character is accepted, fill out the full PC sheet found in the Files section of our group and post it to me in a private email (not to the group) along with an attached character picture (200x300), personal picture (120x150) and short personal introduction for the Cast page. The pictures must be jpgs.
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My character has been accepted!
What do I NEED to read to play this game?
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The Game Protocols are mandatory - no one who fails to comply with them can remain in the game. You need to be adventurous and cooperative. You need a firm grasp of spelling, grammar and punctuation. In addition to that, you need to remember that there have been changes to the nature of the Realms, which means you can't take everything you've read about them for granted. The nature of good and evil, how religions are set up, how people react to magic, what people know about the world they live in, what priests do, how monsters look and act, even how common it is for people to travel - things have changed, some a little, some a lot.
           
The biggest changes have been made to magic and religion. Read about the nation you choose as your own, and life in the Realms in general.
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Template
           
These are the kinds of characters that fit into the setting.
           
Nonhumans in the Moonsea tend to be dwarves or gnomes, who are considered domovoi and held in great respect, though they are few. Those with elven blood are thought to be forest demons, and are never trusted, though they are found less alarming if in the employ of a local, and thus "tamed." Still, power is power, and the Moonsea folk follow the powerful.
           
Humans in the Moonsea are divided into the Moonsea folk, the Eraki barbarians and outlanders.
Moonsea folk: The locals. They live somber, ascetic lives of strictly enforced hierarchy and hard work based on the teachings of the Church of Bane and His Hand (what outlanders call the Dark Gods.).
Eraki: The mysterious horse nomads of the Ride, breeders of incredibly fine horses. They live their lives in the saddle and survive by raiding, though thanks to the infamous black warhorse known as the striker, which is favored by Moonsea warriors and nobles but only bred by the Eraki, they have a strained truce with the Moonsea folk.
Outlander: The "decadent, traitorous heretics of the soft and corrupt South." Originally from the Heartlands, for some reason this character has wandered into the dangerous but rich Moonsea frontier, hiding their religion to avoid trouble and subject to the disapproval, contempt and disgust of the natives. Usually kept ignorant of much of the hidden structure of the Moonsea folks' culture, they see only the prejudice, fanaticism, backstabbing and violence - from the Trader's Ward, as they're unwelcome elsewhere in the cities.
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Class
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Barbarian
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Kingdoms and nations lie scattered throughout the vast frontierland of the western Heartlands, but some of the empty stretches between are populated by barbarian clans. Their only common trait is that they still live in hunter-gatherer societies.
           
Barbarians classes in the Moonsea are typically:
- The Eraki, mysterious horse nomads of The Ride north of the Moonsea; a reclusive, nigh-unknown people in the rest of the Realms, but for the exceptional horses they breed - such as the highly prized heavy striker, a black hellbeast the nobility of the Moonsea see as a sign of high status (among themselves, not the barbarians).
- Gladiators, slaves from near and far who fight for their freedom and their lives in the Arena at Hillsfar.
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The Eraki are a barbarian variant known as horselords (D338.88). Fast movement and trap sense are replaced with other abilities; rage is replaced with battle ecstacy.
- Battle ecstacy (Ex): Temporarily gain +4 Dex, +4 Con, damage reduction 1/-. The damage reduction while in battle ecstacy increases the damage reduction he receives at higher levels (thus a lvl.7 horselord has DR 2/- while in battle ecstacy). A horselord can use any skill or feat while in battle ecstacy, but all skill checks except for Handle Animal and Ride take a -2 penalty. Battle ecstacy lasts as long as a barbarian's rage and has the same fatiguing effect.
- Rage powers (Ex): Eraki horselords may gain rage powers as a normal barbarian (one at level 2, and one every 2 levels thereafter). Treat as battle ecstacy powers.
- Uncanny dodge (Ex): As barbarian (lvl.2).
- Animal companion (Ex): At lvl.4 the horselord's mount becomes an animal companion as per the ranger Hunter's Bond ability of that lvl. He must own and ride the horse for at least 2 months before he can bond with it in this way. Treat the mount in all ways as the animal companion of a ranger of the same level as the horselord, except the mount retains the animal type and is not considered a magical beast. If the mount is killed or lost, a new mount can be found after 1d4 months of searching and a succesful Handle Animal (DC 15) check.
- Improved uncanny dodge (Ex): As barbarian (lvl.5).
- Skills: No penalty for riding bareback. Gain +2 on Ride checks with any kind of saddle, which stacks with the military saddle. +2 Handle Animal dealing with horses.
- Improved mounted archery: At lvl.6 the horselord gains Improved Mounted Archery as a bonus feat.
- Greater battle ecstacy (Ex): At 11th level, when an Eraki horselord enters battle ecstacy, the morale bonus to her Dex and Con increase to +6.
- Tireless battle ecstacy (Ex): At 17th level, the horselord is no longer fatigued.
- Mighty battle ecstacy (Ex): At 20th level, when an Eraki horselord enters battle ecstacy, the morale bonus to her Dex and Con increase to +8.
Gladiators are treated as normal barbarians.
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Bard
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Bards aren't just entertainers; they are heirs to a rich tradition of knowledge passed down through centuries. They are keepers of histories, ballads and legends, teachers of fables and parables, sometimes diplomats (often bards are allowed to pass where no others may), and most importantly, they bring news of the world outside the village, town and city. A bard must be taught his craft through apprenticeship to another bard, who passes on the secret lore of their kind.
           
Bard classes in the Moonsea are:
- Sharran Atjets who serve the gods by passing along their wisdom to the nobility and rich merchants and preaching to the common folk.
- The gypsies, who travel by caravan from outpost to outpost, performing tricks, playing music and reading the palms of their audience for coin.
- The domovoi (dwarven) storytellers, who may tell those lucky enough to meet them tales of the Thrice-Tenth Kingdom.
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Cleric
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Religion is a part of everyone's life; everyone prays to whatever god in their pantheon that has to do with their current undertaking, but everyone must choose a single patron deity whose tenets they live by so that they will be able to enter that deity's heaven in the afterlife (rather than becoming one of the damned Faithless). Priests are those who devote themselves to a particular faith, preaching to the masses and performing holy day rituals.
           
Clerics are those rare few who, for reasons known only to the gods, have been blessed above all others - their prayers are answered with miracles. In return, their very existence is dedicated to being the voice and performing the will of their God; they are the saints of their faith. They may be oracles, scholars, preachers, or even a simple soul chosen by the gods for reasons unknown, but they must be exemplary models of their God's tenets, for they are the direct representatives of their God on earth.
           
Prayers are requests for divine intervention, and such a thing is granted only to a chosen few. Thus, in the Moonsea such people are known as the Chosen. The Chosen must maintain their faith through their holy vows for their god to take notice of them and grant their pleas.
           
Clerics live to do the will of their God on earth, and to gain an understanding of that will, some part of each day must be spent in prayer, expressing their gratitude for their blessings and asking for guidance in their duty. Some speak the same prayers again and again, memorizing them; others speak a different prayer for what they wish guidance in, carrying the holy words with them not only to refresh their memory, but also to provide sound argument and inspiration when converting others to their faith. The vessel of the chapbook may differ - it might be a tome written in the archaic holy tongue, or a book of painted wooden platelets, each scene describing some value or anecdote of the faith, or a case of illuminated scrolls, etc. - but the writings they contain are holy, and not to be treated with disrespect. Some prayers require the cleric to make a gesture of holy significance (somatic component - for example, the sign of the cross or the devil horns); the gesture, like their divine focus, has symbolic value.
           
The power of the Heavens was not meant for a mortal frame, and channeling the awesome might of a deity takes its toll. Some cannot hold it, and die in the service of their God. Others live to grow old and bear the wisdom of the immortal... or the madness of one who has seen too much for a mortal mind.
- There are clerics of every faith, often of particular orders, and even various offshoots of the same faith. They're rarely militant - crusades are left to the Church's followers. Instead, they serve their God's ideals by living them and encouraging them in others. Beyond even priests, they are expected to go out into the world, spread the good word, oppose the enemies of the Church/deity and convert as many as possible to the faith. They go anywhere their God wishes of them; many are advisors to leaders, and they can also be found as diplomatic emissaries or pilgrims heading for one of the many holy places scattered about the Realms.
- In the Moonsea, clerics are known as the Chosen of the Gods, and afforded great respect among the laity. Those priests who hope to prove themselves Chosen are called the Favored until officially recognized by the Church. (See more here.)
- Banite: Bane is the ruler of the Moonsea gods, and his priests are the rulers of the Church (which encompasses all faiths of the pantheon). Priests of the Bane of Evil are looked to for leadership, directing the rest of the Church and all Moonfolk in serving Bane's will, and they conduct themselves with decorum, cold calm, cutting authority and decisive thought, speech and action. The faith is quite aggressive, responsible for most conversions (part of their holy mandate), but manipulation is favored over brute force - they are the velvet glove over the cold steel fist of Bane's will. Based in Mulmaster, they are the organizers of the Crusade, though the militant orders are those who lead it (see the Knights of the Black Gauntlet under Paladin).Priests go armed and wear black; ceremonial garb is black gauntlets and armor and blood-red capes. In the field they wear black gauntlets and armor sporting spurs, hooks and horns. Facial tattoos are common, rank is signified by insignias on arms and chest, and high-ranking priests wear gems on their foreheads, held in circlets, tiaras and even crown-like jewelry.
Banites gain a free rank of Knowledge: religion (Bane). They may cast Inflict, but not Cure spells. They channel negative energy.
- Bhaalist or Bhaalyn: Bhaal is Bane's lieutenant, and followers of the Lord of Death strive to follow his example of strength, deadliness, no fear and no mercy. In the Citadel of Assassins in the Galena Mountains, they train the Brethren of the Keen Strike (see Monk) and various others in the arts of death, always researching new fighting styles, strategies, tactics, weapons and armor. They are often generals in the many armies of the Moonsea, for they kill without question (though they never violate the dictates of the Church). Priests wear ceremonial robes of deep purple or black streaked with violet, lined with black inside and with a black veil that makes the cowl seem empty. All keep curved ceremonial daggers at their belt, but only the Abbot/Abbess, the First and the Cowled use them for anything but rituals. In the field or on guard duty, they wear good, utilitarian armor with black capes and leggings. High-ranking priests wear red sashes.
Bhaalists gain a free rank of Knowledge: religion (Bhaal). They may cast Inflict, but not Cure spells. They channel negative energy. They may take the Turn Undead feat, but not Command Undead.
- Loviatan: Loviatar teaches that suffering is the fire that tempers the soul, but also eases the pain of those who won't survive by taking it into herself. Followers of the Maiden of Mercy mortify their flesh to ease the burden of suffering placed on the Maiden (during prayers/rituals and on request when offerings are made to ease the pain of a loved one), and also perform marriages and oversee births; in addition, they work closely with Sharran Justiciars, who leave the pain to them. Compassionate but strictly disciplined, they help Moonfolk who find themselves "tested by the Gods" (ie. suffering), but only ease the pain of the dying. (Loviatans deal with injuries and pain, whereas Talontar deal with sickness and poisoning.) They fear no pain or disfiguring injury and are skilled at healing the wounded, making them commonly found in armies and numerous militant orders. Their awesome self-control lends them calm and clarity of thought even when dying from terrible wounds. Most Loviatans are women, and all are scarred with self-inflicted flaggelation. Priestesses wear black thigh-high boots, black choker gorgets, long black gloves that reach to their shoulders and leather body harnesses over or under robes of white or black lined with red silk. They carry saw-edged daggers and scourges that denote their rank. Mid-ranking priestesses also carry a whip and/or a black metal mace. High-ranking priestesses carry white wands. In the field they wear ceremonial pleated mail that resembles scale, often augmented with a spiked breastplate.
Loviatans gain a free rank of Knowledge: religion (Loviatar). They may cast both Cure and Inflict spells. They may channel both positive and negative energy. They may take the Turn Undead feat, but not Command Undead.
- Myrkulite: Myrkul is the judge and keeper of the dead, and followers of the Lord of Bones are not overly concerned with worldly matters, seeking only to honor and guard the dead and record the histories of the great leaders to aid Myrkul in His judgement. They bless and inter the dead, standing vigil for a day and a night while reciting their prayers to the dead - instructions on how to reach the land of the dead and asking that Myrkul guard their bodies and souls, letting them rest in peace. They are also responsible for recording and ensuring that wills are carried out. They also accept offerings from those who wish to honor or ask guidance of the dead, and they lay the uneasy dead to rest - undead that are not part of the Church are considered anathema and perverted, as they've clearly been ripped away from Myrkul's realm without his permission. The priests keep to the warrens of their church-tombs when not summoned to a burial, studying the long history of the world, the burial customs of a thousand thousand peoples, and the secrets of the dead. Myrkulites wear gray robes bound with the rope of a hanged man and a hooded gray cloak, and paint the top half of their faces to resemble skulls. Their ceremonial robes are black and bound with a bone-white sash, a black hooded cloak, and half-masks painted to resemble skulls. Their exposed skin is always darkened with ash. On the battlefield (tending the fallen) they wear fine ancient armor taken from the vast tombs of their churches.
Myrkulites gain a free rank of Knowledge: religion (Myrkul). They may cast Inflict, but not Cure spells. They channel negative energy. They may take the Turn Undead and Command Undead feats.
- Sharran: Shar is the keeper of secrets and dealer of vengeance, and her followers are the spies, assassins and Justiciars that infiltrate the heathen lands, ascertain that no heretics hide among the ranks of the faithful, and bring silent death to the deserving. She casts the protective cloak over the Moonsea (nightfall and the permanent overcast) that blinds the heathen gods, preventing them from enslaving humanity again and turning the Moonsea into a scorching hell. The faith is divided into militant and intelligence branches. The militant branch (the Justiciars) is responsible for judging the guilty and hunting them down if necessary, as well as removing political stumbling blocks within and
outside the Moonsea. The intelligence branch encompasses the advisors, lorekeepers, spies (within and outside the Moonsea) and diplomats that remain in contact and in the know via a vast web of informants and messages written in code and sent via crows. Alone among the Moonfolk, Sharrans often venture outside the Moonsea, seeking weaknesses and opportunities for the Church to exploit; they also serve as teachers for the nobles within the Moonsea. Finally, they're in charge of the Brotherhood of the Cloak, the mages sanctioned by the Church (the one exception being necromancers, who are considered the responsibility of the Myrkulites). Purple and black are the colors of the Church of Shar, and ritual garb is soft, silent dark garb with purple trim, piping or accessories. Those of high rank or special importance in a ritual wear a robe of dark purple over black tights or a black velvet chemise. Daily garb is practical, but often decorated with jewelry of obsidian, black onyx, amethyst or purple jade. They wear armor when necessary. Jet-black hair is seen as a symbol of Her blessing and left to flow long and unfettered. For those who do not have black hair, a black skullcap covers the entire head.
Sharrans gain a free rank of Knowledge: religion (Shar). They may cast Inflict, but not Cure spells. They channel negative energy. They may take the Turn Undead feat, but not Command Undead.
- Talontar: Talona is the Good Mother who tends the sick, teaches wisdom and curses those who would harm Her children. Followers of Grandmother Apple tend and comfort the ill and wounded (but never ease pain, which is the domain of Loviatans) and dispense wisdom and advice.
They preach humility, respect for your elders and praise of fecundity, and they offer guidance in women's affairs. They are also sought out to remove (or make) curses - and protect the Moonfolk from plagues (while unleashing ever more deadly ones outside the Moonsea, with the aid of Sharrans and Bhaalists; the poisons and diseases are created by those with alchemist training). (Talontar deal with sickness and poisoning, whereas Loviatans deal with injuries and pain.)Talontar wear ragged-sleeved gray-and-green robes that are washed but never repaired, in time becoming worn and faded rags that are used until it becomes impractical, then worn atop new robes until the last shreds of the old fall away. Old and high-ranking priests tend to have ritual scars, tattoos and/or piercings all over their bodies. Female clergy and laity often wear iron earrings and elbow-dangles shaped as talons. On the battlefield Talontar bear serviceable black-and-purple armor, sometimes adorned with talon-like spurs, horns and spikes. They have no ceremonial garb (it isn't in line with their down-to-earth humility), but the high-ranking carry saw-edged ceremonial daggers coated with poison. Some tattoo their prayers into their skin; when they die, their skin is given to un-tattooed priests as a scrolled 'chapbook'.
Talontar gain a free rank of Knowledge: religion (Talona). They may cast Cure and Inflict spells, and are immune to normal disease. They may channel both positive and negative energy. They may take the Turn Undead feat, but not Command Undead.
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- Spells: Clerics are channelers, saints who pray for their deity to heed their call. There's more on cleric spells under Magic.
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Druid
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Druids are a fey lot, most preferring the empty wilderness to the companionship of their own kind. At one with the wilderness, some tend to the land around them while others rule at the top of the food chain.
- Many a prospector combs the wilderness in search of a vein of iron, silver or gems, canny of the dangers of the wild.
- Bounty hunters and slavers comb the wilderness for more lively goods.
- Caravans, petty warlords, private armies and the Zhentarim have scouts that can lead them safely through the wilderness.
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Fighter
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Fighters are those whose training and talent goes beyond brawling or serving as bouncers. More skilled than a conscript or local watchman, they have received focused, formalized training at some point that has made them formidable opponents. They are the most common class to find adventuring, and the most common places to find them are as freeswords (mercenaries) under the command of a warlord, serving in formal armed services, or wandering the realms as adventurers.
- In the city of Hillsfar, gladiators compete for glory and their lives at the Arena.
- Many minor warlords in the Moonsea seek recruits for private armies.
- The dangers of the Moonsea leave outposts always hungry for new blood in the militia.
- Adventuring bands may be found throughout the Realms, many distinguishable from mercenary armies only by their numbers, disorganization, and reasons to go looking for trouble.
- Mercenary companies (ask for details):
- The Moonsea: The Red Plumes of Hillsfar
- The Heartlands: The Company of the Wolf
- The Dragon Coast: The Mercenaries' Guild of Westgate
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Monk
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All Moonsea monks belong to the Monastic Order of Bhaal, where they are separated from the less lethal priesthood (The Ready Hand) by the harsh regimen of the Brethren of the Keen Strike - more commonly known as the Deathdealers. Tough and disciplined, they rise through the ranks by killing, striving to be as deadly and fearless as Bhaal Himself, and many take a vow of silence, symbolic of the unexpected approach of death. When they have proven themselves worthy in a trial by combat with the appropriate creature for their skill, they rise to the next rank to study the next creature. Rank is shown by the leather cord hung from their belt, with grisly trophies of teeth, claws, braids or tassels of hair, bits of fur, ears, feathers and other bits from the creatures they've slain. To wear an unearned knot is both a sin and a death warrant.
           
While monks are taught proficiency with simple and martial weapons in the unforgiving barracks of their sanctuary in the Galena Mountains, a fortress known as the Citadel of Assassins, they prefer to fight with only hands or claws in reverence of Bhaal.
- All Moonsea monks belong to the Monastic Order of Bhaal, known as the Brethren of the Keen Strike - aka. the Deathdealers.
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Paladin
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Paladins are the champions and crusaders of their faith. Unlike clerics, they do not commune with the gods themselves, but where clerics work the will of their deity in subtler ways, paladins are the mailed gauntlet that defend the flock and challenge the enemies of the church, the defense and weighted argument of their faith. Like clerics, they are expected to be exemplary models of their god's tenets, for as the priests are the voice of their deity on earth, paladins are the hand of the church. Fairly rare, most belong to an Order that finds those so blessed and takes them in, training them in their duty and arms.
           
Paladins are fairly rare, and most often found at the head of a brigade or army, crusading for their cause at the behest of their Church.
- Code of conduct: see below
- Associates: The paladin must never knowlingly associate with anyone working against the Church or the (non-Eraki) Moonsea natives.
The Orders are:
- Bane: The Knights of the Black Gauntlet
- Bhaal: The Reapers of Man
- Loviatar: Disciples of the White Rod, The Order of Merciful Thorns
- Myrkul: Keepers of the Gate
- Shar: The Justiciars
- Talona: The Djedushkas/Babushkas
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Code of conduct:
The Church doesn't expect their generals to take vows of the same magnitude as priests, but nonetheless they are required to bear some leash.
- The paladin can be of any non-evil alignment.
- The paladin loses all class abilities if ever committing an act of heresy or corruption.
- The paladin must respect legitimate authority (primarily that of the Church. A paladin is considered of higher rank than the average priest, but lower than any Church official. Rank is roughly equal to that of a minor lord).
- The paladin doesn't have to be honorable so long as he's obedient to the Church and commits no sin.
- The paladin need not help those in need unless at the behest of the Church. However, they must always help someone of higher rank in need.
- The paladin must punish those who harm the Favored People (especially members of the Church).
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Ranger
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Much of the Realms are still trackless wilds, and there are few who dare traverse them alone, and fewer who live to tell the tale. Rangers are more common in the Realms than one might expect, and are often used as scouts, guides and caravan guards, as well as becoming bounty hunters and adventurers. They have no particular mandate to protect the wilderness, but unlike others they are at home there.
           
Your own race is an acceptable favored enemy.
- Many a prospector combs the wilderness in search of a vein of iron, silver or gems, canny of the dangers of the wild.
- Bounty hunters and slavers comb the wilderness for more lively goods.
- Caravans, petty warlords, private armies and the Zhentarim have scouts that can lead them safely through the wilderness.
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Rogue
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Rogues are possibly the most populous class in the Realms. Much more than simple footpads and thugs, rogues are those with a talent and a flair for extralegal activities. While villages and small towns may be fair game for them, larger towns and cities tend to have thieves' guilds that frown on the presence of non-members.
Rogues are ubiquitous throughout the Realms.
- Bandits, brigands and warlords plague the trade roads and isolated villages, necessitating the hiring of caravan guards and the occasional band of adventurers.
- Many a prospector combs the wilderness in search of a vein of iron, silver or gems.
- The Church of Shar always has room for a quick mind and quick tongue.
- The waters of the Moonsea are home to plenty of smugglers and pirates, who prey on the heavy traffic between the north, south and west.
- Gypsies brave the mist-shrouded wilds of the Moonsea in caravans of painted vardos; none know how they manage to survive the vicious beasts and monsters.
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Sorceror
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Sorcerors are those who have an innate connection to the Weave - and have learned, at least in part, to control it, without need of the complex rituals a wizard must employ - but also without the protection such safeguards provide. Keeping control of such power by pure force of will takes its toll - and those who risk taking too much can lose their ability forever... if they survive. They must bend the magic to their own ends by will alone, or the magic masters them. Most folk are wary of those who can control such supernatural powers, and sorcerors in particular are held under suspicion of trafficking with dark powers.
           
Sorcerors are channelers.
- The Moonsea is a frontier where those with interest in the occult can disappear - but not without risk. The land itself is dangerous, and the Church that rules the Moonsea offers any mage they catch a choice: join them or die. Those who join are inducted into the Brotherhood of the Cloak, an adjunct to the Church under the watchful eye of the Sharrans. Necromancers are the sole exception, instead falling under the jurisdiction and authority of the Myrkulites. Unlike in most other places, members of the Brotherhood are formally schooled at the mysterious Sorceror's Isle.
- The rare and reclusive domovoi (gnomes) are renowned for their magic tricks.
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Wizard
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Wizards are those with the skill and intelligence to both learn and perform mysterious and arcane rituals that harness the power of the Weave. Their spells are hard come by, being either earned by apprenticeship to a master or through painstaking and dangerous research. The occult rituals they learn allow them to imbue a focus with threads from the Weave, in increasingly complicated patterns as they gain experience. The more experienced a wizard is, the more rituals they can memorize the necessary performance of before confusing the steps and making a fatal mistake.
           
There are eight schools of magic (just as there are discrete fields of biology), but all wizards must learn their craft through apprenticeship to a master.
           
Many wizards are or were adventurers at some point, traveling when they become journeymen to extend their research of their field and gain practice in utilizing their magic - and for protection against those who would prey on a lone wizardling. Most folk are wary of those with occult powers.
           
Wizards must specialize in a school of magic.
- The Moonsea is a frontier where those with interest in the occult can disappear - but not without risk. The land itself is dangerous, and the Church that rules the Moonsea offers any mage they catch a choice: join them or die. Those who join are inducted into the Brotherhood of the Cloak, an adjunct to the Church under the watchful eye of the Sharrans. Necromancers are the sole exception, instead falling under the jurisdiction and authority of the Myrkulites. Unlike in most other places, members of the Brotherhood are formally schooled at the mysterious Sorceror's Isle.
- The rare and reclusive domovoi (dwarves) are renowned for their magic tools.
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Race
           
The standard races are available, apart from the halvorc. However, most of the races have been altered from the PHB standard, so I recommend reading the racial entries below. Also, the cultures of the different races should be taken into account - don't play a dwarf if you just want to play a short, strong and bearded human. The cultures are fairly stereotyped, so design nonhumans along their racial-cultural lines.
           
All races (including human) are divided into subraces; humans may be crossbred enough that their subrace is indeterminate, but all other races must pick a subrace. The traits of a subrace must be followed; i.e. a human of the hulking Northern Barbarian subrace, which have the traits of pale skin, eyes and hair, can't be a skinny black midget. All races are assumed to age at the same pace until maturity - i.e. a 16-year-old looks like a 16-year-old regardless of race.
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Race
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Description
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Racial traits and abilities
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Dwarf
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Dwarves are one of the ancient races in decline; constant warring with orcs and goblins and a low birth rate have reduced them to scattered enclaves. They stand around 4' tall and have very dense muscles and bones, which makes them weigh about 200-250 lbs. This means that they can't swim, and most dwarves aren't fond of deep or running water. It also makes them very strong. Dwarves are hairy, and both sexes grow beards. They're typically heavyset, with broad faces and hands and strong, stubby fingers; males tend towards craggy features and deepset eyes.
           
Dwarves are very authoritarian, and their culture differs little from place to place; they have a strong respect for their ancient laws and traditions. Their society is isolationist - some say secretive - and organized into clans; their family, their clan, their honor and their work are of paramount importance to them. Three in four of their (rare) births produce male children, and children are never found outside the family/clan hearth until past the age of 20. Their strongholds always lie within hills or mountains, where they feel the most at home. They have strong stomachs and a resistance to both poisons and magic, the latter making it difficult to pursue a career as a mage even should they inexplicably ignore the disapproval of their clan; all dwarven magic is expressed through forging or runes. The families belonging to a clan pass on the knowledge of the craft they've worked at for generations. Dwarves have their own pantheon, and though religion doesn't dictate their lives, it is an important part of it. Dwarven strongholds are always underground, whether located in hills or mountains, and they favor colder climates. They worship their own pantheon, known as the Mordinsamman.
           
All Heartlands dwarves are shield dwarves. The entirely subterranean Duergar are hostile to surface dwellers and never emerge from the Underdark, though the mythical race of gold dwarves exists in the most ancient of tales in the secret history of the dwarves. Shield dwarves' eyes tend to be blue or grey, sometimes brown, rarely green. Their hair can be any normal color.
           
Dwarves bear a single name, to which are attached qualifying names and phrases (see Names). Dwarves live about 500 years and speak Dethek, which thanks to dwarven respect for tradition varies little throughout the Heartlands.
Dwarves in the Moonsea:
           
Dwarves are rare in the Moonsea as anywhere, but there they have a special status. Thought to be domovoi, they are (usually) treated with respect.
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Racial abilities/traits:
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Size M
Too heavy to swim
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Elf
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Elves are one of the ancient races in decline. As tall as humans, they are more slender and fine-featured. They have an innate grace and possess almond-shaped eyes, tapered and slightly elongated ears, high cheekbones, and they do not grow body hair. They weigh only 75% of a human of their height and build. They're typically slender with long fingers (though not inhumanly so).
           
Elves refer to themselves as Tel-Quessir, or "the People;" their society is based on a monarchy in which all the elven nations owe allegiance to their mythical Queen on the isle of Evermeet, far over the western ocean. Even the wood elves are said to grudgingly acknowledge this authority. Elves once ruled the world, but the rise of the human nations has pushed them back until few of their forest nations remain (chiefly Evereska in the Greycloak Hills and the Elven Court in the forest of Cormanthor). Elves have their own pantheon, known as the Seldarine.
           
There are several subraces of elves, including the moon elves (Teu-Tel'Quessir; to call them grey elves is an insult), the gold elves (Ar-Tel'Quessir), the wood elves (Sy-Tel'Quessir) and the drow, but only the former three are available for play. Moon elves are the most common elven race, and those most tolerant of the other races. Gold elves are rare, traditionalists who are haughty towards everyone (including the moon elves). Wood elves are a secretive, rebellious subrace who are almost never seen even by other elves, and the sinister black-skinned drow of the Underdark have been excommunicated from the elven race; little is known about them, but all of it is bad; they're the bogeymen of children's warnings and nightmares. Most people don't really believe they exist. All elven eyes tend toward light colors; brown is uncommon among moon elves and rare among gold elves. Elven hair can be any human shade, but tends to be finer and more vibrant. Moon elves are pale-skinned, sometimes with a hint of a blue tinge; gold elves bear a faint bronze or golden tinge.
           
Elves see well in the dark, and tend to translate their family names into names more easily handled by the other races (see Names). Elves live about 700 years and speak Espruar, which has 3 separate dialects: Quelantha ("High Elvish," spoken primarily by gold elves and on Evermeet), Quelakhvesta (the 'common' tongue, spoken primarily by moon elves and n'Tel'Quessir), Quelcalnin (a semi-secret language unique to the wood elves) and Quelquessir (spoken by sylvan creatures; sylvan 'common').
Elves in the Moonsea:
           
Elves are seldom found in the northern Moonsea, as they're usually taken for demons and killed if they aren't powerful enough to avoid it (power is respected more than elves are distrusted). However, some may be found 'tamed' beneath the hand of a high-ranking master. Though no one of lower rank would question such an arrangement, still elves are cause for uneasiness and superstition among the Moonsea people.
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Racial abilities/traits:
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Size M
Require 75% food/rest of a human (6 hrs sleep, 1.5 lbs. food daily)
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Gnome
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Gnomes are a rather rare and secretive people who stand only 2 feet tall, weighing about 20-25 lbs. They have tanned, wizened skin and ruddy noses, ears and cheeks. Their hands, ears and feet seem disproportionately large to humans, and the men have long noses and (usually) beards. Elders tend to be plump and homey. They're accomplished tinkerers and craftsmen and infamously mischevious, which their calloused hands and apple cheeks bear testament to.
           
They live in family groups or small towns in burrows and under trees in the forest, and occasionally some inconspicuous place on a human farm, such as the attic or hayloft. Family and friendship is important to them, and though they don't have many universal traditions, the ones they have they take quite seriously (in a lighthearted sort of way). Down-to-earth and industrious, most gnomes wear wooden clogs and red stocking caps as a matter of tradition. Most people know gnomes only through their work, their beer or their infamous (but rarely malicious) pranks. Many farmers of the North superstitiously leave out food for them in the hope that they'll help with the farm work (or at least won't get angry and cause mischief). Gnomes have their own pantheon, though they aren't particularly religious. Like dwarves, they prefer colder climates.
           
Though almost no one apart from the gnomes knows it, there are 3 different subraces of gnomes: wood gnomes, farm gnomes and deep gnomes; only the first two are PC races, and their differences are primarily cultural. Wood gnomes (the 'standard' gnomes) are, oddly enough, considered more urbane, whereas farm gnomes are considered country yokels. Deep gnomes are a mysterious race never seen by the light of day. Wood gnomes primarily inhabit the North, and farm gnomes live in the more settled areas around the Silver Marches. Gnomes have light hair and dark eyes, and adults have wrinkles about the eyes, mouth and on their brow from their expressive nature (one is rarely in doubt as to how a gnome feels about something - they're not shy about showing you).
           
Gnomes tend to have a single name with a location qualifier (see Names). Gnomes live about 450 years. They speak Níhsespro in three dialects: Shelansk in the North, Yüsk in the Silver Marches and Fünsk on the Moonshaes.
Gnomes in the Moonsea:
           
Like dwarves, gnomes are thought to be domovoi, or house-spirits, and are infamous for their magical tricks and quick wits. They don't live alongside humans, but often haunt their homes, keeping them safe from danger and playing a prank now and again.
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Racial abilities/traits:
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Size S
Require 25% food of a human (0.5 lbs. food daily)
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Half-elf
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Half-elves are uncommon, for they're always the offspring of an elf (usually a moon elf) and a human or two half-elves. They seem basically human, but may take after their elven side in the following respects: their ears have a point, though they don't taper like an elf's; they tend to be more slender than humans and their eyes tend to be slanted (though less so than an elf's); they're usually fair-skinned; and they tend to weigh less than a human of the same size. They may or may not have facial hair.
           
There are no clear subraces of half-elves, mainly because of the diversity of human subraces. The culture they were raised in determines their native language, religion and name. Their hair, eye and skin coloration bears resemblance to their elven parent, and they speak either Espruar or one of the human regional languages as their native tongue, depending on where they were raised. They live for about 300 years.
Half-elves in the Moonsea:
           
If their heritage is discovered, half-elves in the Moonsea are treated as elves (see above). If they can succesfully hide (and perhaps grow a beard), they are treated as everyone else.
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Racial abilities/traits:
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Size M
Ca. 10 lbs. lighter than a human of the same size
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Halfling
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Halflings are the hobbits of Tolkien lore; they stand about 3' tall, tend toward a husky build (weighing around 60-70 lbs), and have curly hair on their legs, the top of their feet, their arms and the backs of their hands. Barring their feet, hands and heads, they're covered with a nearly invisible layer of short, light, downy hair (almost fuzz), and they aren't fond of swimming, though they're not as likely to sink as dwarves (not least because most are at least a little overweight). They have faces more congenial than beautiful, with bright eyes, broad, pleasant faces and ruddy cheeks. Males grow facial hair but traditionally keep no beard, though many bear muttonchop sideburns. Because of their size and relative scarcity, people often mistake them for human children at first glance.
           
They're a congenial folk with a good dose of common sense, and live in smials (burrows) in hillsides and riverbanks; for the most part they lead pastoral lives and have a society reminiscent of the middle and lower upper-class of pre-industrial England ca. 1700. Family is of great importance, and gossip the sport of choice; a smial is usually filled with a halfling's (large) extended family. There are no healthy antisocial halflings - they're naturally much more sociable and gregarious than the dour, repressed Big Folk, and loners are unheard of. However, Proper Behavior is expected of them, despite the mischief their children get into. Halflings are (in)famous for their appetites; they can eat as much or more than a human at a sitting, and by preference take six meals a day. But despite their extra weight, they can be incredibly silent even in leaf-strewn woods (they prefer to go without shoes, avoiding them when possible). Halflings live in little farming hamlets scattered throughout the wild places where humans don't often go. They have their own pantheon, the gods of which are referred to more as respected but familiar halflings than worshipped in a human manner.
           
Most halflings are Hairfoots, but there are some who, it's whispered with raised eyebrows, carry the blood of the Elder Races in their veins. There may be something to this; the stories of tall, fey and fair-haired Tallfellows and the sturdy, secretive Stouts describe some few and invariably Foreign halflings. Generally suspicious of the out-of-the-ordinary, most Hairfoots leave such strange folk (and Big Folk) alone. Halflings live a bit longer than humans; it isn't unusual for them to reach the age of 120 (some say Tallfellows and Stouts live even longer, but of course that isn't confirmed). Hairfoots are dark-eyed and generally have hair in earth tones; Tallfellows are more slender, have no body down, stand 3.5 to 4' high, tend to be very fair-skinned and fair-haired, and have light-colored eyes; Stouts are stockier of build and tend to be dark-haired, with glittering black eyes; they're a shy and laconic folk and, like Tallfellows, quite rare.
           
Though not particularly athletic, halflings can be very quiet and throw things with great accuracy. They have no racial language, instead speaking the human regional language.
Halflings in the Moonsea:
           
Halflings are not found in the Moonsea; the climate and the people are too harsh for this comfort-loving people. The Moonsea folk invariably take them for children, or if their adulthood is proven, as midget freaks.
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Racial abilities/traits:
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Size S
Eat as much as a human/day (but prefer x2 as much)
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Halvorc
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Halvorcs are almost invariably the result of raids by orcs coming from the wilderness; some are born to human society, others born from slaves in orc encampments. In either case, they lead a trying life as they're forced to prove their worth in either society. They tend to be large, 5.8-6.5'.
           
Halvorcs have no subraces, taking on the aspect of their respective parents, some more human, others more orc-like. The culture they were raised in determines their native language, religion and name. They live for about 70 years.
Halvorcs in the Moonsea:
           
Halvorcs are more common in the Moonsea than most other places; raids are common, and the people see most of their troubles as a test by the Gods. Tending to be powerfully built (and short-tempered), halvorcs are given respect, if not acceptance.
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Racial abilities/traits:
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Size M
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Human
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Humans of the Heartlands are typically between 5-6' tall and caucasian. Men tend to be between 6-12" taller than women.
           
Though the youngest of the races, humans are also both ubiquitous, proliferous, organized and expansionistic. They are the primary power of the Realms, the dominant race since the elves before them.
           
Humans have the most diverse subraces, which are as follows:
Cormyreans are authoritarian, of average or slender build and typically have brown or blond hair; men are usually clean-chaven. Their eyes are normally blue or grey. Honor, courage and virtue are important to them. Foreigners often think them sheltered and naive.
Dalesmen are stocky, drawling, slow-tempered and usually dark-haired. Their eyes are normally green, blue or brown. They aren't easily impressed by 'authority' or much of anything else; they're both courageous and stubborn.
Dragon Coasters are muscular, tall and quick to grin or anger, with dark hair (usually black), tanned skin and startlingly pale eyes of blue or green, or stormy dark gray. They can seem furious and share a drink with you a minute later, or seem easygoing and friendly as they slip a shank into your ribs.
The Eraki barbarians of the Ride are swarthy, narrow-faced and rangy-limbed, with dark hair (dark brown or black), hawk noses and brown eyes.
The Ffolk of the Moonshaes are temperamental, stubborn, often short, of average or slender build, very pale-skinned (many have freckles) and typically black or red-haired. Their eyes are normally blue, green, hazel or grey. They tend to be suspicious of outsiders and are often pessimists.
Those of the Moonsea region are large, hirsute, choleric and burly, and usually have brown or black hair. Their eyes are normally grey or brown.
Northerners are loud, boisterous, heavily built and have a tendency to turn ruddy, and usually have brown, blond or dirty blond hair. Their eyes are normally blue or grey.
Northlanders of the Moonshaes are loud, boisterous, heavily built and have a tendency to turn ruddy, and usually have brown, blond or dirty blond hair. Their eyes are normally blue or grey.
Sembians are of average build, sharp-featured and dark-haired; men are usually clean-shaven. Their eyes are normally blue, grey or brown. They are industrious, cynical and what they call canny businessmen (rather than "greedy" and a number of other things foreigners might call them).
The Uthgardt barbarians of the North are tall, temperamental, heavily built and pale-skinned, and usually have brown, blond or dirty blond hair. Their eyes are normally blue or grey.
           
Humans speak the regional languages in the FRC 3e book.
Humans in the Moonsea:
           
Human men tend to be big, burly, bearded and loud; women tend to be strong, stern and fierce as weasels. Both seem to be temperamental and treacherous to outsiders uninitiated in their secretive culture.
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Racial abilities/traits:
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Size M
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Abilities
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You have 25 points to use for point buy, with a minimum of 3 and a maximum of 18. (Of course, you don't have to use all the points if you don't want to.) Abilities can improve with level or magic.
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3-5
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Tragically pathetic
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6-8
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Low
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9-11
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Average
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12-14
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Very good
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15-16
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Superior
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17-18
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Amazing
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19+
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Holy shit!
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Reputation
           
Reputations represent the qualities for which individuals and groups are best known - that is, what is known and believed about them, not necessarily what is true. They aren't known by everyone, and only provide bonuses and penalties when dealing with people who are aware of and believe the Reputation. You choose your Reputation when you gain your first Reputation Point, but it must be relevant and DM-approved.
           
Reputations consist of a descriptor and a bonus. The descriptor is a phrase or word that denotes the qualities the Reputation describes. The bonus is the magnitude of the effect the Reputation has on people's opinions. Higher-rated Reputations are better known, more strongly believed and more likely to gain attention than lower-rated ones.
Examples:
A character may be known as "Honorable +3," "Wise +5," "Dependable +2", or by the more evocative "Honey-tongued merchant +6," "Quick to act +9" or "Sneaky alchemist +4," or based on specific accomplishments, such as "Giantsbane +4" or "Hunter of the White Hart +7."
The description determines how it is applied in social situations. The descriptor must be highly distinct from any other Reputation the PC has. If a character acts in a way contrary to their Reputation, they may reduce that Reputation and reassign the point to a new, more appropriate Reputation.
           
Many Reputations have two sides. Someone Brave may be seen as overconfident, someone Bold may also be known as rash, and one who is Honorable might also be naive. A Lord who is Fierce might be feared by his enemies, but also by his peshka; a Carouser may be considered a drunk, but get invited to the best parties and be able to get away with social infractions that are laughed off.
           
In brief, Reputation affects:
Bonus to social skills when appropriate
Penalty to social skills when appropriate
Bonus to Influence checks when appropriate
           
Every third level (the first point at lvl.3), choose some trait that your character is known for. That trait receives a +1 bonus to relevant checks.
Example:
A lvl.3 character gains his first Reputation point. At sixth level he gains one more.
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Equipment and encumbrance
           
Use your starting gold to buy equipment, then I'll translate the remaining cash into the new currency system for you. Characters do not receive regional equipment. Players are expected to keep track of their character's equipment (including spell components, water and rations for themselves and their mounts, and ammunition) and encumbrance (pg. 142 in the PHB). Encumbrance is the total weight of your armor, weapons and gear.
Extended equipment list
All equipment costs are PHB standard.
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Grooming kit: sm. steel mirror, soap, razor, brush - 2 lbs. If your guy is over 18 and doesn't have it, he's bearded.
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PHB: 15gp
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Mess kit: wooden bowl and mug, knife, an iron pot - 12 lbs.
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PHB: 2gp
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Trail rations/day: Bread, cheese, fruit, cured meat - 2 lbs.
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PHB: 5sp
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Iron rations/day: hard rye, jerky - 1 lb.
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PHB: 1gp
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Quick equipment array
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Standard
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cost
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weight
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traveler's outfit
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1 gp
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5 lbs
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belt pouch
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2 gp
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0.5 lbs
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1 gp
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--- lbs
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---
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--- lbs
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waterskin (tied to pack)
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1 gp
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4 lbs
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backpack
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2 gp
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2 lbs
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5 gp
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20 lbs
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8 gp
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7 lbs
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4 cp
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4 lbs
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subtotal:
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40 gp, 4 cp
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42.5 lbs
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riding horse
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75 gp
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--- lbs
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tack (bridle, reins, riding saddle)
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12 gp
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26 lbs
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4 gp
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8 lbs
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1 sp
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5 lbs
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subtotal:
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91 gp, 1 sp
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39 lbs
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donkey
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8 gp
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--- lbs
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5 gp
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15 lbs
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10 gp
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20 lbs
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1 gp
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200 lbs
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2 gp
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12 lbs
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15 gp
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2 lbs
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5 sp
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3 lbs
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subtotal:
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41 gp, 5 sp
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253 lbs
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total:
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172 gp, 1 sp, 4 cp
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334.5 lbs
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Carrying capacities
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Pack
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50 lbs
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1' cu.
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Pack saddle
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as much as the mount can carry
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Saddlebags
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25 lbs x2
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2.5' cu. x2
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Sack
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0.5 lbs
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1' cu.
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Belt pouch
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0.5 lbs
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2.5" cu.
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Spell pouch
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3 lbs
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1.5" cu.
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*50 coins
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1 lb
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5" cu.
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*1 coin
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0.32 oz.
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0.10" cu.
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Waterskin
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0.5 gallon
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4 lbs.
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Bottle
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1.5 pints
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1.5 lbs.
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Flask
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1 pint
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1 lb.
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Iron pot
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1 gallon
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8 lbs.
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Vial
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1 oz
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1 oz.
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Description
           
By now you should have a good idea of who your character is. Now it's time to think cinematic. Give it an interesting appearance and background, something to catch the eye and interest, something to provide motivation and plot hooks for the future. At the very least, the submission should have a 'first impression' description of the most obvious features of the character and an answer to the basic question of motivation: Why is this person this class, this alignment and in this place? Don't send in a super-powered character with no flaws - those belong down the hall in the room marked "boring."
           
If accepted, the final sheet (downloadable from the Files section of the group) includes height, weight, hair and eye color, clothing, distinguishing marks, quirks, etc. Does your character limp, or talk with food in his mouth, or smoke, or have an engaging grin but a disastrous haircut? Be creative, but try not to go overboard - don't accidentally make the character difficult to play as you've described them.
           
If you want a picture of your PC but don't think you can draw it, try the image engine at HeroMachine, requesting that someone draw it for you or searching the portrait galleries.
           
For those of you who use the metric system, some approximate metric conversions and relative heights and weights are shown to make your life easier. Also, if you're unsure what your character's weight relative to its height should be, it might help to take a look at this chart or the Body Mass Index.
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Remember to describe:
- How the character looks (include a one- or two-line general impression)
- The character's personality (alignment should be explained here)
- The character's background (explain why the character became an adventurer)
           
I suggest you read Roleplaying Tips' E-zine #126 on "Building & Playing A More Unique & Memorable Character" with particular attention to tip #6. If you need some inspiration, take a look at the Burning Void's excellent character questionnaire. There are also resources available in the Files section of the group.
           
Before you join the game, please read the articles: "Self-Motivation in RPGs" and "Slanting Character Actions in RPGs."
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Average racial heights/weights
Females tend to be 2" shorter and 10 lbs lighter than the average, except for halflings and gnomes (who stick to the average) and dwarves (only 5 lbs lighter).
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Dwarf
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4'
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200 lbs
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Elf
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5'6
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115 lbs
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Gnome
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2'
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30 lbs
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Half-elf
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5'6
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125 lbs
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Halfling
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3'
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70 lbs
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Human
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5'6
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135 lbs
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General comparison tables
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Height
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Weight (ca.)
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Feet
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cm
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Lbs.
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kg
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1'
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30 cm
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1 lb.
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50 g
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2'
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60 cm
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5 lbs.
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2.5 kg
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3'
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90 cm
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10 lbs.
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5 kg
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4'
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120 cm
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30 lbs.
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15 kg
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5'
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150 cm
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70 lbs.
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35 kg
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6'
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180 cm
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115 lbs.
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57.5 kg
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7'
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210 cm
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125 lbs.
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62.5 kg
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8'
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240 cm
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135 lbs.
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67.5 kg
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9'
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270 cm
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180 lbs.
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90 kg
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10'
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300 cm
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200 lbs.
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100 kg
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Metric conversions
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1 inch
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2,5 cm
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1 oz.
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28 g
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1 foot (12")
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30 cm
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1 lb. (16 oz.)
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0.5 kg
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1 mile (5,280')
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1.6 km
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1 pint (16 oz.)
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0.5 liters
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1 league (3 miles)
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4.8 km
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1 stone
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14 lbs.
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1 bushel
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36 liters
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1 gallon (8 pts)
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4 ltrs, 8 lbs.
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And just in case, a Fahrenheit/Celsius conversion:
F° → C° = F° - 32 x 5 / 9 = C°
C° → F° = C° x 9 / 5 + 32 = F°
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Speed:
Walk: base speed
Hustle: base speed x2
Run (hvy load/armor): base speed x3
Run (med load/armor): base speed x4
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Encumbrance:
Lift:
Max load over head;
max load x2 off ground
Push/drag:
Max load x5
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Back to top
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The Second Cycle
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