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KEEP TRACK OF YOUR SHEET! Scroll below for any important things or things you need to know about the role-play.
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Name: Claire DeLune
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https://ulqiorian.wixsite.com/veska For all the lore you need
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Race: Human
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Name:
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Appearance:  Claire is a 5'1" girl with gentle features. Her face has soft curves, no strong lines clearly visible. This holds true for the rest of her body, however, underneath this outer layer of softness, hard muscle is held. For the observant, it is obvious from the surface the strength held in her body, primarily in her legs. Her hair is a shiny silver color, her eyes a dull grey and her skin is pale. Along with this, there are odd scars along her wrists...they look like marks of being cut, but are too straight to have been made with any kind of struggle.
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Race: 
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Age: 19
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Appearance: 
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Gender: Female
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Age:
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Equipment/Weaponry: 
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	She also utilizes smaller knives, carrying about twenty with her at all times. The handle on these blades is slightly bulkier than normal, and this is because they are hollowed out and filled with oil. When the blade meets enough pressure(meaning when it's stabbed into someone), the sides of the handle, which are actually two hatches, open up, and the top of the handle is compressed down towards the bottom, causing the oil to spray out across whatever the knife was stabbed into. These are held in a bandolier thing across her chest, underneath her trench coat.
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Gender: 
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	Blah blah bowblade blah blah ignition arrows.
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Equipment/Weaponry:
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	Trenchcoat boyo
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Other equipment: 
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	Her most important piece of equipment, at least to her, is her straight razor.
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Class: (Discuss with DM)
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    She also makes sure to always carry a lighter with her.
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Backstory: Include 3 Enemies, Acquaintances, and Friends.
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    She always carries a container of her holy oil around with her.
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	A thermos, currently filled with coffee.
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Arcane(Intelligence):
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	Two incense
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Alchemy(Intelligence):
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	Two flasks of holy water
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Acrobatics(Dexterity):
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	Two Giant Cherries
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Crafting(Wisdom):
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	Handful of fur
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Climbing(Strength):
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Background: Shadowhunter
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Deception(Charisma):
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Backstory: The story starts with her father, a shadow hunter, afflicted with the curse. Bitten by a werebeast on a hunt, the man had the resolve to stay himself all day...or, at least, all day until his daughter got home. His daughter, by now 10, took beating after beating from the man, not knowing why her daddy was mad at her, not knowing about the curse. Until now, he had managed to keep her as far away from the hunt as possible, or so he liked to believe.
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    Claire took beating after beating from her father, year after year. She just thought daddy had some pent up anger, and that she was the one helping him cope. And she was fine with that. Or at least she acted like she was, while beneath the surface, depression brewed within her.
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Engineering(Intelligence):
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    It wasn't until she turned 13 that the girl fought back. Her dad didn't even see it coming, didn't even notice the blade. The part of himself that was still human, that was still resisting the curse, thought that his daughter would never try to harm him. He never saw it coming, only felt her weight on his back, and then blackness.
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    She had stayed home that day. That day, something snapped in her. She waited for when she knew he would come home, a knife from the kitchen in her hand. She hid behind the front door, and jumped on her father's back as he came through the door and walked right by her. He never saw it coming.
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Handle Animals(Wisdom):
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    She stayed in that house all night with her father's corpse, crying as the realization of what she had done came to her. They were going to come for her. They were going to find out. They were going to lock her away. Her life was over.
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    The next day, a hunter came by, but not a hunter like any she had ever seen, as he had an odd mask on. "Father," was the only word he said to her before she broke down into tears, shouting at him about how she didn't mean to, about how sorry she was. The hunter discovered the corpse, but instead of being locked up, she was seen as a hero, a child who managed to take down a were-beast.
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History(Intelligence):
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    'But I didn't know.' 'I don't deserve this.' These were the words that went through the child's head for the next three years as she trained to become a shadowhunter, learning under an alchemist from her own request. This event only served to expand her depression as she never told anyone she didn't know, she kept the shame of killing the man who she thought was still her father to herself.
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Intimidation(Charisma):
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Investigation(Intelligence):
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Arcane(Intelligence): +5
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Perception(Wisdom):
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Alchemy(Intelligence): +9
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Medical(Wisdom):
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Acrobatics(Dexterity): +8
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Occult(Intelligence):
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Crafting(Wisdom): 0
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Nature(Intelligence):
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Climbing(Strength): -1
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Performance(Charisma):
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Deception(Charisma): 0
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Persuasion(Charisma):
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Engineering(Intelligence): +5
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Sense Motive(Wisdom):
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Handle Animals(Wisdom): 0
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Sleight of Hand(Dexterity):
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History(Intelligence): +5
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Stealth(Dexterity):
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Intimidation(Charisma): -2
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Swimming(Strength):
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Investigation(Intelligence): +5
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Survival(Wisdom): 
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Perception(Wisdom): 0
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Religion(Intelligence):
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Medical(Wisdom): 0
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Occult(Intelligence): +5
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Nature(Intelligence): +5
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Martial Skills:
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Performance(Charisma): -2
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Magic:
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Persuasion(Charisma): -2
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Ability scores are rolled by the DM, but arranged how you desire. 3d6 7 times. Drop the lowest result.
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Sense Motive(Wisdom): 0
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Proficiency: (2+1/2 your level)
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Sleight of Hand(Dexterity): +5
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Dodge: 10+Your Dex Mod
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Stealth(Dexterity): +8
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Armour: Armour Score+Fortitude Mod
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Swimming(Strength): -1
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Strength: 
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Survival(Wisdom): 0
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Dexterity: 
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Religion(Intelligence): +5
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Fortitude: 
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Martial Skills: Bloodlust: Critical strikes raise beasthood by +1, and the Hunter gains an additional +10 feet of additional movement speed towards that target. (Average movement speed is 30 feet for a full round.)
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Intelligence: 
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Wisdom: 
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Magic: Alchemy
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Charisma: 
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Alchemy Station
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	Potion Recipes Used
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        Holy Oil: Holy Water + Flesh + Dried Bladegrass + Quicksilver
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        The rest will be filled in as used, or are already on the Ingredients page.
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Ability Scores: You begin with 5 points in each ability score. Every point beyond 5 grants a +1 bonus. Every point below 5 penalizes you by -1. Certain rolls may also penalize you for being below 5. You may doc yourself down to 0 points, but may not have more than 10 points in an ability score.
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You begin with 6 points to spend. 
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Strength: 4
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Dexterity: 10
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Fortitude: 4
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Intelligence: 10
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Wisdom: 5
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Charisma: 3 
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Classes: A Class is more or less how you'd describe the defining part of your character, where they came from, and so forth. The background grants you free equipment and abilities, but is more used for a stepping stone; you can still learn other unique abilities, but your background will allow you to both learn and start with unique abilities. 
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Hits: 4
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Professions: Your background may give you free professions. Alternatively, you may learn them in-game. Professions give you advantages towards certain rolls and checks. Your selected beginning professions receive a bonus equal to your class level+2 (in this case, a +3 bonus at level 1)
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Dodge: 15
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Strength: Your ability to dish out damage, wield heavier weapons, and use raw strength to lift, smash, push, or pull obstacles. Strength is important for heavy weapons wielders.
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Magic: Magical spells you know.
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Fortitude: Your ability to withstand punishment. Whenever you take an injury, you roll against the attacker's damage using your fortitude; your result may mitigate the damage down. You may also bleed out for a number of rounds equal to your Fortitude bonus. (Someone with 7 fortitude for example, would be able to withstand a bleeding wound for two rounds if they wouldn't be injured again)
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Dodge: Dodge is what creatures need to roll on the dice in order to hit you. If your armour is too heavy, then you forfeit some of your dodge score.
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'Death' saves are rolled using fortitude. When you're dying, you're brought to a state of being called Death's Door. During this time, you receive a -2 penalty to your rolls. You may receive an additional amount of injuries depending on your fortitude score, but risk death at a certain threshold. 
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Intelligence: Determines your mental capacity for certain things. Intelligence more or less stored knowledge, which allows you to recall past studies, solve certain complicated puzzles, and so forth. Also important for casters.
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Wisdom: Wisdom is how you apply your knowledge, as well as approach things. Certain tasks require wisdom; such as handling or caring for animals. Spells also use wisdom sometimes.
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Charisma: Charisma is your charm, wit, and personal magnitude. It's used when performing certain actions that require the attention of others; such as performing, telling a believable lie, or negotiating.
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Backgrounds: 'Classes' more or less. A Background is more or less how you'd describe the defining part of your character, where they came from, and so forth. The background grants you free equipment and abilities, but is more used for a stepping stone; you can still learn other unique abilities, but your background will allow you to both learn and start with unique abilities. 
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Professions: Your background may give you free professions. Alternatively, you may learn them in-game. Professions give you advantages towards certain rolls and checks.
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Martial Skills: Combat actions that may be taken using no magic. Abilities that give you an edge in combat, more or less.
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Magic: Magical spells you know.