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WELCOME! To the grand arena! You are one of the many different heroes from among the multiverse hand-picked by an unseen, neutral, and bizarre deity to serve in a series of grueling battles and trials against multiple challenges, plucked from around the world in hopes of keeping warfare and battle contained. Weird, huh? Well, too bad!
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Keep track of your sheet.
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Name:
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Name: Fisty McBash
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Age:
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Age: 27
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Race: Stick with a humanoid. Try not to go too far-fetched. Other races can be 'unlocked' by individual players later on.
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Race: Thri-kreen
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Class: What would you describe your character's combat capabilities? Or role in their world? It can be something as simple as a really good chef, or as complex as a swift ninja samurai.
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Class: Barbarian
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Equipment: Depending on your class description, DM Will allow you to pick from certain equipment.
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Equipment: 
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	1 Loincloth
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	4 Throwing Axes
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Skills: Your unique in-game abilities.
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Skills: 
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	Barbarian Rage: You may enter a barbaric rage for 3 Rounds. During this time, you gain 1 AP at the end of each round,  and a +4 bonus to strength and vigor scores. You are fatigued at the end of this for 3 rounds, reducing all AP Gain to only 2 per round, and you may not enter Rage again until you are no longer fatigued.
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	Power Attack: You roll at advantage, but the next attack rolled against you rolls at advantage. 2 AP To cast.
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AP: 'Action points'. AP Is used in a variety of ways. Your average character begins with 3 AP by default, and generates 2 AP at the beginning of each round. Your character may store up to 6 points of AP. Weapons and equipment have certain AP Requirements to follow.
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	Four Armed Strike: You may make a double attack at the cost of 2 AP for one round.  (3 CD)
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On average, attack actions take two AP to do. 
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	Feast: By devouring flesh, you heal for a small amount at the expense of 2 AP. You lose all AP and roll at disadvantage if you attempt feasting on a live target.
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Moving 10 feet is equal to 1 AP.
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I.E, write it as '3/6 AP, 2 per round)
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Statistics
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Mana: Equal to 10 for every +1 in Willpower
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AP: 3/6 AP, 3 per round
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ABILITY SCORES: Your ability scores are rolled. First, roll 3d6 6 times. Drop the lowest result. Arrange the results into any stat you please.
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Every 2 points above 10 is a +1 bonus to checks relating to that score. Every points BELOW 10 is a -1 penalty.
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Strength: Used for physical attacks and strikes. Used as a requirement for some equipment.
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Strength: 16
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Dexterity: Used for determining your quickness, as well as a requirement for certain equipment or skills. Dexterity is used for dodging attacks or avoiding spells. It is also the statistic for ranged attacks.
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Dexterity: 14
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Vigor: How many hits you can take. Also used to determine your susceptibility to most AoE effects, diseases, and other effects that are generally impossible to dodge.
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Vigor: 11
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Stamina: Stamina is your endurance. How much energy you have to continue fighting on. For every +1 mod, you gain a +1 bonus to your AP Cap.
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Stamina: 14
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Willpower: Your ability to project your mind upon the battlefield. Used for most spells, and is an absolute must for casters. Used to defend against certain spells; particularly charm or illusionary effects.
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Willpower: 11
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TOWN MAP:
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