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        <dc:date>2025-11-23T12:08:32+00:00</dc:date>
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        <title>character_creation</title>
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        <description>Character Creation

Pick the Race
 Race   Strength    Agility    Perception    Will    Focus    Stamina    Racial Bonus    Size   Dwarf    3 + 3D2    2 + 3D2    5 + 3D2    3 + 3D2    3 + 3D2    3 + 3D2    Pylons: Can detect someone crossing the bondaries formed by their pylons</description>
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        <title>character_creation2</title>
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        <description>Character Creation

Pick the Race
 Race   Strength    Agility    Perception    Will    Focus    Constituion    Racial Bonus    Size   Dwarf    3 + 3D2    2 + 3D2    5 + 3D2    3 + 3D2    3 + 3D2    3 + 3D2    Pylons: Can detect someone crossing the bondaries formed by their pylons</description>
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        <title>characteristics</title>
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        <description>Non-Trainable Characteristics

Health

	*  You reach 0 and you die
	*  Can be used to keep conscious when you have no more Energy if you succeed in a Stamina test
	*  You regain Health by sleeping or with natural or magical healing 

Energy

	*  When you reach 0 you can continue to be conscious only by succeeding in a Stamina test, you will then use your</description>
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        <title>characteristics2</title>
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        <description>Non-Trainable Characteristics

Health

	*  Values:
		*  Full
		*  High
		*  Low
		*  Death&#039;s door
		*  Dead

	*  Can be used to stay conscious when you have no more Energy if you succeed in a Constitution test
	*  Health above Death&#039;s door can only go down to Death&#039;s door in one roll (i.e., a character cannot get one-shot if their health is above Death&#039;s door)</description>
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        <title>combat</title>
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        <description>RPG Combat Rules

Combat takes place in round of 5s where all character act at the same time. Before each round each player must choose what they will do between attacking, defending and/or moving, or fleeing. 

Stances

(beta) Each character start the combat with a certain amount of poise, each successful attack/defense makes you regain poise while any failed attack/defense makes you loose poise. At zero, the character loose their footing and fall, and thus become an easy target as it cannot de…</description>
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        <description>RPG Combat Rules

Combat occurs in rounds of 5 seconds, where all characters act simultaneously. Before each round, each player must choose what they will do between attacking, defending and/or moving, or fleeing. 

Stances

Attack

	*  In this stance, the character tries to attack their target(s). The player decides which type of attack and the target(s). During the attack phase, the player realizes a combat test against each one of their target(s). In this stance, the characters defend themsel…</description>
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        <title>double_life</title>
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        <description>Double-Life

The player may decide to play a doubler, a magic user. The player must decide what is their second-life ability (fireball, butterfly invocation, stag metamorphosis, ...). Then trough their life their second-life with evolve to better match the needs of the character. The player gain xp points which are used which unlock up to 10 ranks of double-life mastery.</description>
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        <description>Double-Life

The player may decide to play a doubler, a magic user. The player must determine their second-life ability (fireball, butterfly invocation, stag metamorphosis, etc.). Then, through their life, their second-life will evolve to match the character&#039;s needs better. The player gains xp points, which unlock up to 10 ranks of double-life mastery.</description>
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        <title>masteries</title>
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        <description>Masteries

Social skills

	*  Bartering
	*  Seduction
	*  Intimidation
	*  Persuasion
	*  Acting
	*  Playing
   Title    Xp    Familiar People    Familiar Culture    Unfamiliar Culture   1   Novice    1-2    Overwhelming    Impossible    Impossible</description>
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        <title>start</title>
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        <description>RPG

	*  Character Creation  
	*  Characteristics
	*  Leveling
	*  Combat</description>
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        <title>training</title>
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        <description>One Turn Training

When the characters are left with idle time (at least three quarters) they can decide to train.
This takes the form of a Poker Dice.



Rules

	*  Given the current mastery, the figures have different reward
	*  The first throw cost 3 quarters and the equivalent of</description>
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        <title>travel</title>
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        <description>Travel

The travels is determined in days of travels between to points. In basic pace on a good road, a group of walking player travel one day worth of travel during 8 hours (approximately 30 miles). They can decide in which pace they travel. The players need to eat and sleep to regain their</description>
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