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        <title>Rollespils WIKI rules:homebrew:jpsysrpg</title>
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        <title>rules:homebrew:jpsysrpg:attributes</title>
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        <description>Attributes

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At the beginning of character generation, each Attribute starts at Rank 3. Each attribute can increase up to Rank 5, at the cost of XP.



[This list of attributes lends itself to a Medieval Fantasy setting, and may need a reworking or a rewording to fit other settings.]</description>
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        <title>rules:homebrew:jpsysrpg:chargen</title>
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        <description>Character Creation

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The Origin Method

	*  Start by chosing a Race. 

	*  Then choose a Background. 

	*  Then choose your Specialization. 

	*  Write down all the benefits you gained from each, and then proceed to the Additonal Character Creation section.

Additional Character Creation</description>
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        <title>rules:homebrew:jpsysrpg:combat</title>
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        <description>Combat

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When combat begins, everyone rolls an Agility (Quickness) roll to determine initative order. 


Each character has 2 Major Actions during your turn.
2 Major Actions1 Quick Action
Actions in combat

Your actions can be used to:

	*  Move your speed in feet.</description>
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        <title>rules:homebrew:jpsysrpg:core</title>
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        <description>Core Mechanics

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[Design Philosophy: The dice mechanics, attributes and skills have been lifted almost directly from Game of Thrones RPG, with a a few small changes to make them fit my idea of a good resolution mechanic. Specialization is meant to work as your</description>
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        <title>rules:homebrew:jpsysrpg:equipment</title>
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        <description>Equipment

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Items come in five different rarities/power levels:

	*  Common
	*  Uncommon
	*  Rare
	*  Epic
	*  Mythic

Weapons
Weapon Weapon Damage Special Dagger  Agility   Shortsword Agility or Athletics   Longsword Athletics+1   Mace Athletics</description>
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        <description>Action Points

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When two dice come up as the same number, you gain that amount of Action Points. They disappear at the end of the scene/encounter, or after 1 minute, whatever makes sense. They do stay for an entire combat though. 

Can be used in combat to power up an attack. For each point spend, the attack deals 1 more damage. If you have unspent points at the end of combat, restore that much health to your character.</description>
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        <description>Magic Items

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As the chapter about equipment states, items come in different rarities. An item has a number of slots for modifications (“sockets”) based on their rarity/power level:

	*  Common has 2 sockets
	*  Uncommon has 4 sockets
	*  Rare has 6 sockets</description>
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        <title>rules:homebrew:jpsysrpg:skills</title>
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        <description>Skills

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Agility Skills

	*  Acrobatics
	*  Balance
	*  Contortions
	*  Dodge
	*  Quickness

Athletics Skills

	*  Climb
	*  Jump
	*  Run
	*  Strength
	*  Swim

Endurance Skills

	*  Resilience
	*  Stamina

Fighting Skills

	*  Axes
	*  Bludgeons</description>
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        <title>rules:homebrew:jpsysrpg:spec</title>
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        <description>Specializations

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        <title>rules:homebrew:jpsysrpg:talents</title>
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        <description>Talents

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For each Talent point you spend in a specific category/tree, you gain 1 Affinity for that Talent Tree. Some talents require 1 or more Affinity to obtain.

Light Armor Talents

Spell Warding Tier 1

Prerequisites: - 

Benefit: While you wear light armor, you gain a +2 bonus to your Spell Resistance.</description>
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