<<if $silver > 0>>\nYou have <<print $silver>> sp remaining. What would you like to purchase?\n\nYou currently own:\n<<print $stash>>\nAmmunition: <<print $arrows>> arrows, <<print $bolts>> bolts, <<print $bullets>> bullets\n<<print $armor>>\n<<print $inventory>>\n(any ~Item is non-encumbering)\n<<print $ration>> rations/day\n<<print $iration>> iron rations/day\n<<print $petfood>> animal feed/day\n\nWhat other items would you like to buy?\n\nA\n<<if $silver gte 1>>[[~Air Bladder|misc][$inventory.push(" ~Air Bladder ");$silver-=1]] - 1 sp<<elseif $silver lt 1>>~Air Bladder - 1 sp (not enough sp)<<endif>>\n\nB\n<<if $silver gte 2>>[[Bedroll|misc][$inventory.push(" Bedroll ");$silver-=2]] - 2 sp<<elseif $silver lt 2>>Bedroll - 2 sp (not enough sp)<<endif>>\n<<if $silver gte 2>>[[Block and Tackle|misc][$inventory.push(" Block&Tackle ");$silver-=2]] - 2 sp<<elseif $silver lt 2>>Block and Tackle - 2 sp (not enough sp)<<endif>>\n<<if $silver gte 5>>[[Book, Blank|misc][$inventory.push(" Book-Blank ");$silver-=5]] - 5 sp<<elseif $silver lt 5>>Book, Blank - 5 sp (not enough sp)<<endif>>\n<<if $silver gte 10>>[[Book, Reading|misc][$inventory.push(" Book-Reading ");$silver-=10]] - 10 sp<<elseif $silver lt 10>>Book, Readinf - 10 sp (not enough sp)<<endif>>\n<<if $silver gte 100>>[[Book, Spell (Blank)|misc][$inventory.push(" Spell Book-Blank ");$silver-=100]] - 100 sp<<elseif $silver lt 100>>Book, Spell (Blank) - 100 sp (not enough sp)<<endif>>\n\nC\n<<if $silver gte 0.5>>[[Caltrop|misc][$inventory.push(" Caltrop ");$silver-=0.5]] - 5 cp<<elseif $silver lt 0.5>>Caltrop - 5 cp (not enough sp)<<endif>>\n<<if $silver gte 0.1>>[[~Candle|misc][$inventory.push(" ~Candle ");$silver-=0.1]] - 1 cp<<elseif $silver lt 0.1>>~Candle - 1 cp (not enough sp)<<endif>>\n<<if $silver gte 1>>[[Chain, per foot|misc][$inventory.push(" Chain-1ft. ");$silver-=1]] - 1 sp<<elseif $silver lt 1>>Chain, per foot - 1 sp (not enough sp)<<endif>>\n<<if $silver gte 0.1>>[[~Chalk|misc][$inventory.push(" ~Chalk ");$silver-=0.1]] - 1 cp<<elseif $silver lt 0.1>>~Chalk - 1 cp (not enough sp)<<endif>>\n<<if $silver gte 50>>[[Clothing, Extravagant|misc][$inventory.push(" Clothing-Extravagant ");$silver-=50]] - 50 sp<<elseif $silver lt 50>>Clothing, Extravagant - 50 sp (not enough sp)<<endif>>\n<<if $silver gte 5>>[[~Clothing,Normal|misc][$inventory.push(" ~Clothing-Normal ");$silver-=5]] - 5 sp<<elseif $silver lt 5>>~Clothing, Normal - 5 sp<<endif>>\n<<if $silver gte 1>>[[~Clothing,Poor|misc][$inventory.push(" ~Clothing-Poor ");$silver-=1]] - 1 sp<<elseif $silver lt 1>>~Clothing, Poor - 1 sp (not enough sp)<<endif>>\n<<if $silver gte 10>>[[Clothing,Winter Travel|misc][$inventory.push(" Clothing-Winter Travel ");$silver-=10]] - 10 sp<<elseif $silver lt 10>>Clothing, Winter Travel - 10 sp (not enough sp)<<endif>>\n<<if $silver gte 1>>[[Cooking Pots|misc][$inventory.push(" Cooking Pots ");$silver-=1]] - 1 sp<<elseif $silver lt 1>>Cooking Pots - 1 sp (not enough sp)<<endif>>\n<<if $silver gte 5>>[[Crampons|misc][$inventory.push(" Crampons ");$silver-=5]] - 5 sp<<elseif $silver lt 5>>Crampons - 5 sp<<endif>>\n<<if $silver gte 2>>[[Crowbar|misc][$inventory.push(" Crowbar ");$silver-=2]] - 2 sp<<elseif $silver lt 2>>Crowbar - 2 sp<<endif>>\n\nD-F\n<<if $silver gte 5>>[[Drill|misc][$inventory.push(" Drill ");$silver-=5]] 5 sp<<elseif $silver lt 5>>Drill - 5 sp (not enough sp)<<endif>>\n<<if $silver gte 1>>[[Fishing Gear|misc][$inventory.push(" Fishing Gear ");$silver-=1]] - 1 sp<<elseif $silver lt 1>>Fishing Gear - 1 sp (not enough sp) <<endif>>\n<<if $silver gte 0.5>>[[Flask of Lamp Oil|misc][$inventory.push(" Flask-Oil ");$silver-=0.5]] - 5 cp<<elseif $silver lt 0.5>>Flask of Lamp Oil - 5 cp (not enough sp)<<endif>>\n\nG\n<<if $silver gte 0.3>>[[~Garlic|misc][$inventory.push(" ~Garlic ");$silver-=0.3]] - 3 cp<<elseif $silver lt 0.3>>~Garlic - 3 cp (not enough sp)<<endif>>\n*Gem - ask GM for pricing\n<<if $silver gte 5>>[[Grappling Hook|misc][$inventory.push(" Grappling Hook ");$silver-=5]] - 5 sp<<elseif $silver lt 5>>Grappling Hook - 5 sp (not enough sp)<<endif>>\n\nH\n<<if $silver gte 25>>[[~Holy Symbol, Silver|misc][$inventory.push(" ~Holy Symbol-Silver ");$silver-=25]] - 25 sp<<elseif $silver lt 25>>~Holy Symbol, Silver - 25 sp (not enough sp)<<endif>>\n<<if $silver gte 10>>[[~Holy Symbol, Steel|misc][$inventory.push(" ~Holy Symbol-Steel ");$silver-=10]] - 10 sp<<elseif $silver lt 10>>~Holy Symbol, Steel - 10 sp (not enough sp)<<endif>>\n<<if $silver gte 1>>[[~Holy Symbol, Wood|misc][$inventory.push(" ~Holy Symbol-Wood ");$silver-=1]] - 1 sp<<elseif $silver lt 1>>~Holy Symbol, Wood - 1 sp (not enough sp)<<endif>>\n<<if $silver gte 25>>[[Holy Water|misc][$inventory.push(" Holy Water ");$silver-=25]] - 25 sp<<elseif $silver lt 25>>Holy Water - 25 sp (not enough sp)<<endif>>\n<<if $silver gte 100>>[[Hourglass|misc][$inventory.push(" Hourglass ");$silver-=100]] - 100 sp<<elseif $silver lt 100>>Hourglass - 100 sp (not enough sp)<<endif>>\n\nI-J\n<<if $silver gte 0.1>>[[~Ink|misc][$inventory.push(" ~Ink ");$silver-=0.1]] - 1 cp<<elseif $silver lt 0.1>>~Ink - 1 cp (not enough sp)<<endif>>\n<<if $silver gte 5>>[[Instrument|misc][$inventory.push(" Instrument ");$silver-=5]] - 5 sp<<elseif $silver lt 5>>Instrument - 5 sp (not enough sp)<<endif>>\nJewelry - ask GM for pricing\n\nL\n<<if $silver gte 10>>[[Ladder, 10'|misc][$inventory.push(" Ladder ");$silver-=10]] - 10 sp<<elseif $silver lt 10>>Ladder, 10' - 10 sp (not enough sp)<<endif>>\n<<if $silver gte 3>>[[Lantern|misc][$inventory.push(" Lantern ");$silver-=3]] - 3 sp<<elseif $silver lt 3>>Lantern - 3 sp (not enough sp)<<endif>>\n<<if $silver gte 0.1>>[[Lard|misc][$inventory.push(" Lard ");$silver-=0.1]] - 1 cp<<elseif $silver lt 0.1>>Lard - 1 cp (not enough sp)<<endif>>\n<<if $silver gte 7>>[[Lock|misc][$inventory.push(" Lock ");$silver-=7]] - 7 sp<<elseif $silver lt 7>>Lock - 7 sp (not enough sp)<<endif>>\n\nM-N\n<<if $silver gte 0.3>>[[Mallet|misc][$inventory.push(" Mallet ");$silver-=0.3]] - 3 cp<<elseif $silver lt 0.3>>Mallet - 3 cp (not enough sp)<<endif>>\n<<if $silver gte 10>>[[Manacles|misc][$inventory.push(" Manacles ");$silver-=10]] - 10 sp<<elseif $silver lt 10>>Manacles - 10 sp (not enough sp)<<endif>>\n<<if $silver gte 10>>[[~Map, Kingdom|misc][$inventory.push(" ~Map-Kingdom ");$silver-=10]] - 10 sp<<elseif $silver lt 10>>~Map, Kingdom - 10 sp (not enough sp)<<endif>>\n<<if $silver gte 1>>[[~Map, Local|misc][$inventory.push(" ~Map-Local ");$silver-=1]] - 1 sp<<elseif $silver lt 1>>~Map, Local - 1 sp (not enough sp)<<endif>>\n<<if $silver gte 5>>[[Medicine & Bandages|misc][$inventory.push(" Medicine&Bandages ");$silver-=5]] - 5 sp<<elseif $silver lt 5>>Medicine & Bandages - 5 sp<<endif>>\n<<if $silver gte 10>>[[Mirror, Glass|misc][$inventory.push(" Mirror-Glass ");$silver-=10]] - 10 sp<<elseif $silver lt 10>>Mirror, Glass - 10 sp (not enough sp)<<endif>>\n<<if $silver gte 30>>[[~Mirror, Silver|misc][$inventory.push(" ~Mirror-Silver ");$silver-=30]] - 30 sp<<elseif ~Mirror, Silver - 30 sp>>~Mirror, Silver - 30 sp (not enough sp)<<endif>>\n<<if $silver gte 1>>[[~Mirror, Steel|misc][$inventory.push(" ~Mirror-Steel ");$silver-=1]] - 1 sp<<elseif $silver lt 1>>~Mirror, Steel - 1 sp<<endif>>\n<<if $silver gte 1>>[[~Nails|misc][$inventory.push(" ~Nailsx10 ");$silver-=1]] x 10 - 1 sp<<elseif $silver lt 1>>~nails x 10 - 1 sp (not enough sp)<<endif>>\n\nP\n<<if $silver gte 0.2>>[[~Paper|misc][$inventory.push(" ~Paper ");$silver-=0.2]] - 2 cp<<elseif $silver lt 0.2>>~Paper - 2 cp (not enough sp)<<endif>>\n<<if $silver gte 6>>[[Pick, Miner’s|misc][$inventory.push(" Miner's Pick ");$silver-=6]] - 6 sp<<elseif $silver lt 6>>Pick, Miner's - 6 sp (not enough sp)<<endif>>\n<<if $silver gte 1>>[[~Pipe|misc][$inventory.push(" ~Pipe ");$silver-=1]] - 1 sp<<elseif $silver lt 1>>~Pipe - 1 sp (not enough sp)<<endif>>\n<<if $silver gte 1>>[[~Pole, 10'|misc][$inventory.push(" ~Pole-10ft ");$silver-=1]] - 1 sp<<elseif $silver lt 1>>~Pole,10' - 1 sp (not enough sp)<<endif>>\n\nR\n<<if $silver gte 25>>[[~Riding Gear|misc][$inventory.push(" ~Riding Gear ");$silver-=25]] - 25 sp<<elseif $silver lt 25>>~Riding Gear - 25 sp (not enough sp)<<endif>>\n<<if $silver gte 3>>[[Rope, 50'|misc][$inventory.push(" Rope-50ft ");$silver-=3]] - 3 sp<<elseif $silver lt 3>>Rope, 50' - 3 sp (not enough sp)<<endif>>\n\nS\n<<if $silver gte 1>>[[Scroll Case|misc][$inventory.push(" Scroll Case ");$silver-=1]] - 1 sp<<elseif $silver lt 1>>Scroll Case - 1 sp (not enough sp)<<endif>>\n<<if $silver gte 3>>[[Shovel|misc][$inventory.push(" Shovel ");$silver-=3]] - 3 sp<<elseif $silver lt 3>>Shovel - 3 sp (not enough sp)<<endif>>\n<<if $silver gte 0.1>>[[~Soap|misc][$inventory.push(" ~Soap ");$silver-=0.1]] - 1 cp<<elseif $silver lt 0.1>>~Soap - 1 cp (not enough sp)<<endif>>\n<<if $silver gte 50>>[[Specialist’s Tools|misc][$inventory.push(" Specialist's Tools ");$silver-=50]] - 50 sp<<elseif $silver lt 50>>Specialist's Tools - 50 sp (not enough sp)<<endif>>\n<<if $silver gte 0.3>>[[~Spike, Iron|misc][$inventory.push(" ~Spike-Iron ");$silver-=0.3]] - 3 cp<<elseif $silver lt 0.3>>~Spike, Iron - 3 cp (not enough sp)<<endif>>\n<<if $silver gte 0.1>>[[~Spike, Wooden|misc][$inventory.push(" ~Spike-Wooden ");$silver-=0.1]] - 1 cp<<elseif $silver lt 0.1>>~Spike, Wooden - 1 cp (not enough sp)<<endif>>\n<<if $silver gte 250>>[[Spyglass|misc][$inventory.push(" Spyglass ");$silver-=250]] - 250 sp<<elseif $silver lt 250>>Spyglass - 250 sp (not enough sp)<<endif>>\n\nT\n(All tents are Oversized)\n<<if $silver gte 25>>[[Tent, Grand|misc][$inventory.push(" Tent-Grand ");$silver-=25]] - 25 sp<<elseif $silver lt 25>>Tent, Grand - 25 sp (not enough sp)<<endif>>\n<<if $silver gte 50>>[[Tent, Pavilion|misc][$inventory.push(" Tent-Pavillion ");$silver-=50]] - 50 sp<<elseif $silver lt 50>>Tent, Pavilion - 50 sp (not enough sp)<<endif>>\n<<if $silver gte 5>>[[Tent, Personal|misc][$inventory.push(" Tent-Personal ");$silver-=5]] - 5 sp<<elseif $silver lt 5>>Tent, Personal - 5 sp (not enough sp)<<endif>>\n<<if $silver gte 10>>[[Tent, Regular|misc][$inventory.push(" Tent-Regular ");$silver-=10]] 10 sp<<elseif $silver lt 10>>Tent, Regular - 10 sp (not enough sp)<<endif>>\n<<if $silver gte 1>>[[Tinderbox|misc][$inventory.push(" Tinderbox ");$silver-=1]] - 1 sp<<elseif $silver lt 1>>Tinderbox - 1 sp (not enough sp)<<endif>>\n<<if $silver gte 1>>[[Tobacco|misc][$inventory.push(" Tobacco ");$silver-=1]] - 1 sp<<elseif $silver lt 1>>Tobacco - 1 sp (not enough sp)<<endif>>\n<<if $silver gte 0.1>>[[Torch|misc][$inventory.push(" Torch ");$silver-=0.1]] - 1 cp<<elseif $silver lt 0.1>>Torch - 1 cp (not enough sp)<<endif>>\n\nV-W\n<<if $silver gte 0.5>>[[~Vial or Bottle, Empty|misc][$inventory.push(" ~Vial/Bottle-Empty ");$silver-=0.5]] - 5 cp<<elseif $silver lt 0.5>>~Vial or Bottle, Empty - 5 cp (not enough sp)<<endif>>\n<<if $silver gte 1>>[[Waterskin|misc][$inventory.push(" Waterskin ");$silver-=1]] - 1 sp<<elseif $silver lt 1>>Waterskin - 1 sp (not enough sp)<<endif>>\n<<if $silver gte 1>>[[~Whistle|misc][$inventory.push(" ~Whistle ");$silver-=1]] - 1 sp<<elseif $silver lt 1>>~Whistle - 1 sp (not enough sp)<<endif>>\n<<if $silver gte 1>>[[~Wolvesbane|misc][$inventory.push(" ~Wolvesbane ");$silver-=1]] - 1 sp<<elseif $silver lt 1>>~Wolvesbane - 1 sp (not enough sp)<<endif>>\n\n\nWhat else would you like to buy?\n[[Armor|armor]]\n[[Weapons|weapons]]\n[[Missile Weapons|ranged]]\n[[Animals|animals]]\n[[Containers|containers]]\n[[Vehicles|vehicles]]\n[[Food|food]]\n[[Equipment Packs|packs]]\n[[Miscellaneous|misc]]\n\n[[I want to to redo my starting inventory|store][$silver=$ssilver;$inventory = [];$armor = [];$stash = [];$ac=12;$ration=0;$iration=0;$petfood=0;$arrows=0;$bolts=0;$bullets=0]]\nActually, nothing. [[I'll just keep the money|final]]\n\n<<endif>>\n\n<<if $silver is 0>>\nYou're all out of money! You spent every last silver piece on stuff.\n\nLet's check out your [[final character|final]]\n\n<<endif>>
Welcome to Lamentation of the Flame Princess, a wierd fantasy RPG. At the end of this character generator, you will have all the information you need to fill out the standard LotFP character sheet. You won't need to write anything down until the very end.\n\nThis character creator assumes you are using the Grindhouse version character sheet. Its not required, but the final character page follows the layout of that character sheet and will make filling it out very simple. If you do not have that, it can be found [[here.|http://www.lotfp.com/RPG/uploads/pdf/CharacterSheetGrindhouse.pdf]]\n\nTo begin, you will need to roll for your 6 Ability Scores:\nStrength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma. Here are your random ability scores:\n\n<<silently>>\n<<set $surprise = 2>>\nStrength<<set $str to either (3,4,4,5,5,5,6,6,6,6,7,7,7,7,7,8,8,8,8,8,8,9,9,9,9,9,9,9,10,10,10,10,10,10,10,10,11,11,11,11,11,11,11,11,12,12,12,12,12,12,12,13,13,13,13,13,13,14,14,14,14,14,15,15,15,15,16,16,16,17,17,18)>>\n<<if $str is 18>>\n<<set $mstr = 3>>\n<<endif>>\n<<if $str <= 17 and $str >= 16>>\n<<set $mstr = 2>>\n<<endif>>\n<<if $str <= 15 and $str >= 13>>\n<<set $mstr = 1>>\n<<endif>>\n<<if $str <= 12 and $str >= 9>>\n<<set $mstr = 0>>\n<<endif>>\n<<if $str <= 8 and $str >= 6>>\n<<set $mstr = (-1)>>\n<<endif>>\n<<if $str <= 5 and $str >= 4>>\n<<set $mstr = (-2)>>\n<<endif>>\n<<if $str is 3>>\n<<set $mstr = (-3)>>\n<<endif>>\nConstitution <<set $con to either (3,4,4,5,5,5,6,6,6,6,7,7,7,7,7,8,8,8,8,8,8,9,9,9,9,9,9,9,10,10,10,10,10,10,10,10,11,11,11,11,11,11,11,11,12,12,12,12,12,12,12,13,13,13,13,13,13,14,14,14,14,14,15,15,15,15,16,16,16,17,17,18)>>\n<<if $con is 18>>\n<<set $mcon = 3>>\n<<endif>>\n<<if $con <= 17 and $con >= 16>>\n<<set $mcon = 2>>\n<<endif>>\n<<if $con <= 15 and $con >= 13>>\n<<set $mcon = 1>>\n<<endif>>\n<<if $con <= 12 and $con >= 9>>\n<<set $mcon = 0>>\n<<endif>>\n<<if $con <= 8 and $con >= 6>>\n<<set $mcon = (-1)>>\n<<endif>>\n<<if $con <= 5 and $con >= 4>>\n<<set $mcon = (-2)>>\n<<endif>>\n<<if $con is 3>>\n<<set $mcon = (-3)>>\n<<endif>>\nDexterity <<set $dex to either (3,4,4,5,5,5,6,6,6,6,7,7,7,7,7,8,8,8,8,8,8,9,9,9,9,9,9,9,10,10,10,10,10,10,10,10,11,11,11,11,11,11,11,11,12,12,12,12,12,12,12,13,13,13,13,13,13,14,14,14,14,14,15,15,15,15,16,16,16,17,17,18)>> <<print $dex>>\n<<if $dex is 18>>\n<<set $mdex = 3>>\n<<endif>>\n<<if $dex <= 17 and $dex >= 16>>\n<<set $mdex = 2>>\n<<endif>>\n<<if $dex <= 15 and $dex >= 13>>\n<<set $mdex = 1>>\n<<endif>>\n<<if $dex <= 12 and $dex >= 9>>\n<<set $mdex = 0>>\n<<endif>>\n<<if $dex <= 8 and $dex >= 6>>\n<<set $mdex = (-1)>>\n<<endif>>\n<<if $dex <= 5 and $dex >= 4>>\n<<set $mdex = (-2)>>\n<<endif>>\n<<if $dex is 3>>\n<<set $mdex = (-3)>>\n<<endif>>\nIntelligence <<set $int to either (3,4,4,5,5,5,6,6,6,6,7,7,7,7,7,8,8,8,8,8,8,9,9,9,9,9,9,9,10,10,10,10,10,10,10,10,11,11,11,11,11,11,11,11,12,12,12,12,12,12,12,13,13,13,13,13,13,14,14,14,14,14,15,15,15,15,16,16,16,17,17,18)>> <<print $int>>\n<<if $int is 18>>\n<<set $mint = 3>>\n<<endif>>\n<<if $int <= 17 and $int >= 16>>\n<<set $mint = 2>>\n<<endif>>\n<<if $int <= 15 and $int >= 13>>\n<<set $mint = 1>>\n<<endif>>\n<<if $int <= 12 and $int >= 9>>\n<<set $mint = 0>>\n<<endif>>\n<<if $int <= 8 and $int >= 6>>\n<<set $mint = (-1)>>\n<<endif>>\n<<if $int <= 5 and $int >= 4>>\n<<set $mint = (-2)>>\n<<endif>>\n<<if $int is 3>>\n<<set $mint = (-3)>>\n<<endif>>\nWisdom <<set $wis to either (3,4,4,5,5,5,6,6,6,6,7,7,7,7,7,8,8,8,8,8,8,9,9,9,9,9,9,9,10,10,10,10,10,10,10,10,11,11,11,11,11,11,11,11,12,12,12,12,12,12,12,13,13,13,13,13,13,14,14,14,14,14,15,15,15,15,16,16,16,17,17,18)>> <<print $wis>>\n<<if $wis is 18>>\n<<set $mwis = 3>>\n<<endif>>\n<<if $wis <= 17 and $wis >= 16>>\n<<set $mwis = 2>>\n<<endif>>\n<<if $wis <= 15 and $wis >= 13>>\n<<set $mwis = 1>>\n<<endif>>\n<<if $wis <= 12 and $wis >= 9>>\n<<set $mwis = 0>>\n<<endif>>\n<<if $wis <= 8 and $wis >= 6>>\n<<set $mwis = (-1)>>\n<<endif>>\n<<if $wis <= 5 and $wis >= 4>>\n<<set $mwis = (-2)>>\n<<endif>>\n<<if $wis is 3>>\n<<set $mwis = (-3)>>\n<<endif>>\nCharisma <<set $cha to either (3,4,4,5,5,5,6,6,6,6,7,7,7,7,7,8,8,8,8,8,8,9,9,9,9,9,9,9,10,10,10,10,10,10,10,10,11,11,11,11,11,11,11,11,12,12,12,12,12,12,12,13,13,13,13,13,13,14,14,14,14,14,15,15,15,15,16,16,16,17,17,18)>> <<print $cha>>\n<<if $cha is 18>>\n<<set $mcha = 3>>\n<<endif>>\n<<if $cha <= 17 and $cha >= 16>>\n<<set $mcha = 2>>\n<<endif>>\n<<if $cha <= 15 and $cha >= 13>>\n<<set $mcha = 1>>\n<<endif>>\n<<if $cha <= 12 and $cha >= 9>>\n<<set $mcha = 0>>\n<<endif>>\n<<if $cha <= 8 and $cha >= 6>>\n<<set $mcha = (-1)>>\n<<endif>>\n<<if $cha <= 5 and $cha >= 4>>\n<<set $mcha = (-2)>>\n<<endif>>\n<<if $cha is 3>>\n<<set $mcha = (-3)>>\n<<endif>>\n<<set $inventory = []>>\n<<set $armor = []>>\n<<set $stash = []>>\n<<set $traits = []>>\n<<endsilently>>\n\nYour Strength is <<print $str>>, the modifier is <<print $mstr>>\nYour Constitution is <<print $con>>, the modifier is <<print $mcon>>\nYour Dexterity is <<print $dex>>, the modifier is <<print $mdex>>\nYour Intelligence is <<print $int>>, the modifier is <<print $mint>>\nYour Wisdom is <<print $wis>>, the modifier is <<print $mwis>>\nYour Charisma is <<print $cha>>, the modifier is <<print $mcha>>\n\nIf you value combat, you should be a [[Fighter|FTR]]\nIf you value skill, you should be a [[Specialist|SPL]]\nIf you value magic of chaos, you should be a [[Magic User|MGU]]\nIf you value magic of faith, you should be a [[Cleric|CLR]]\nIf you value being hardy, you should be a [[Dwarf|DWF]]\nIf you value magic and combat, you should be an [[Elf|ELF]]\nIf you value stealth and cunning, you should be a [[Halfling|HLF]]\nIf you're just here to enjoy the adventure, you're probably an [[Alice|ALC]]\n
<<if $silver > 0>>\nYou have <<print $silver>> sp remaining. What would you like to purchase?\n\nYou currently own:\n<<print $stash>>\nAmmunition: <<print $arrows>> arrows, <<print $bolts>> bolts, <<print $bullets>> bullets\n<<print $armor>>\n<<print $inventory>>\n(any *Item is non-encumbering)\n<<print $ration>> rations/day\n<<print $iration>> iron rations/day\n<<print $petfood>> animal feed/day\n\nWhat armor would you like to buy?\n\n<<if $silver gte 25>>[[Leather Armor|armor][$armor.push(" Leather Armor ");$silver-=25;$ac=14]] - 25 sp - Base AC 14<<elseif $silver lt 25>>Leather Armor - 25 sp - Base AC 14 (not enough sp)<<endif>>\n<<if $silver gte 100>>[[Chain Armor|armor][$armor.push(" Chain Armor ");$silver-=100;$ac=16]] - 100 sp - Base AC 16<<elseif $silver lt 100>> Chain Armor - 100 sp - Base AC 16 (not enough sp)<<endif>>\n<<if $silver gte 1000>>[[Plate Armor|armor][$armor.push(" Plate Armor ");$silver-=1000;$ac=18]] - 1000 sp - Base AC 18<<elseif $silver lt 1000>>Plate Armor - 1000 sp - Base AC 18 (not enough sp)<<endif>>\n<<if $silver gte 10>>[[Shield|armor][$armor.push(" Shield ");$silver-=10;$shld=1;$rshld=2]] - 10 sp - Increases AC by 1 against melee attacks and by 2 against missile attacks<<elseif $silver lt 10>>Shield - 10 sp - Increases AC by 1 against melee attacks and by 2 against missile attacks<<endif>>\n\nIf you want armor for a horse:\n<<if $silver gte 250>>[[Leather Barding|armor][$armor.push(" Leather Barding ");$silver-=250;$petac=14]] - 250 sp - Base AC 14<<elseif $silver lt 250>> Leather Barding - 250 sp - Base AC 14 (not enough sp)<<endif>>\n<<if $silver gte 500>>[[Chain Barding|armor][$armor.push(" Chain Barding ");$silver-=500;$petac=16]] - 500 sp - Base AC 16<<elseif $silver lt 500>>Chain Barding - 500 sp - Base AC 16 (not enough sp)<<endif>>\n<<if $silver gte 1000>>[[Plate Barding|armor][$armor.push(" Plate Barding ");$silver-=1000;$ac=18]] - 1000 sp - Base AC 18<<elseif $silver lt 1000>>Plate Barding - 1000 sp - Base AC 18<<endif>>\n\nWhat else would you like to buy?\n[[Armor|armor]]\n[[Weapons|weapons]]\n[[Missile Weapons|ranged]]\n[[Animals|animals]]\n[[Containers|containers]]\n[[Vehicles|vehicles]]\n[[Food|food]]\n[[Equipment Packs|packs]]\n[[Miscellaneous|misc]]\n\n[[I want to to redo my starting inventory|store][$silver=$ssilver;$inventory = [];$armor = [];$stash = [];$ac=12;$ration=0;$iration=0;$petfood=0;$arrows=0;$bolts=0;$bullets=0]]\nActually, nothing. [[I'll just keep the money|final]]\n\n<<endif>>\n\n<<if $silver is 0>>\nYou're all out of money! You spent every last silver piece on stuff.\n\nLet's check out your [[final character|final]]\n\n<<endif>>
<<if $silver > 0>>\nYou have <<print $silver>> sp remaining. What would you like to purchase?\n\nYou currently own:\n<<print $stash>>\nAmmunition: <<print $arrows>> arrows, <<print $bolts>> bolts, <<print $bullets>> bullets\n<<print $armor>>\n<<print $inventory>>\n(any ~Item is non-encumbering)\n<<print $ration>> rations/day\n<<print $iration>> iron rations/day\n<<print $petfood>> animal feed/day\n\nWhat other items would you like to buy?\n\n<<if $silver gte 17>>[[Standard Adventurer's Pack|misc][$inventory.push( "Standard Adventurer's Pack including Backpack, Bedroll, Tinderbox, 2 Flasks of Oil, 5 Torches, Medicines and Bandages, 50' Rope, Scroll case, Parchment, Pen and Ink, and Crowbar");$ration=7;$silver-=17]] - includes Backpack, Bedroll, Tinderbox, 2 Flasks of Oil, Torches, Medicines and Bandages, 50' Rope, Rations (1 week), Scroll case, Parchment, Pen and Ink, and the illustrious Crowbar - 17 sp<<elseif $silver lt 17>>Standard Adventurer's Pack - includes Backpack, Bedroll, Tinderbox, 2 Flasks of Oil, Torches, Medicines and Bandages, 50' Rope, Rations (1 week), Scroll case, Parchment, Pen and Ink, and the illustrious Crowbar - 17 sp (not enough sp)<<endif>>\n\n<<if $silver gte 61>>[[Specialist's Pack|misc][$inventory.push( "Backpack, Specialist's tools, 5 Candles, Crowbar, Mallet, Lantern, 2 Flasks of oil, 50' Rope, Waterskin");$ration=7;$silver-=60]] - includes Backpack, Specialist's tools, 5 Candles, Crowbar, Mallet, Lantern, 2 Flasks of oil, 50' Rope, Waterskin, and a week of rations - 60 sp<<elseif $silver lt 60>>Specialist's Pack - includes Backpack, Specialist's tools, 5 Candles, Crowbar, Mallet, Lantern, 2 Flasks of oil, 50' Rope, Waterskin, and a week of rations - 60 sp (not enough sp)<<endif>>\n\nWhat else would you like to buy?\n[[Armor|armor]]\n[[Weapons|weapons]]\n[[Missile Weapons|ranged]]\n[[Animals|animals]]\n[[Containers|containers]]\n[[Vehicles|vehicles]]\n[[Food|food]]\n[[Equipment Packs|packs]]\n[[Miscellaneous|misc]]\n\n[[I want to to redo my starting inventory|store][$silver=$ssilver;$inventory = [];$armor = [];$stash = [];$ac=12;$ration=0;$iration=0;$petfood=0;$arrows=0;$bolts=0;$bullets=0]]\nActually, nothing. [[I'll just keep the money|final]]\n\n<<endif>>\n\n<<if $silver is 0>>\nYou're all out of money! You spent every last silver piece on stuff.\n\nLet's check out your [[final character|final]]\n\n<<endif>>
<<if $silver > 0>>\nYou have <<print $silver>> sp remaining. What would you like to purchase?\n\nYou currently own:\n<<print $stash>>\nAmmunition: <<print $arrows>> arrows, <<print $bolts>> bolts, <<print $bullets>> bullets\n<<print $armor>>\n<<print $inventory>>\n(any *Item is non-encumbering)\n<<print $ration>> rations/day\n<<print $iration>> iron rations/day\n<<print $petfood>> animal feed/day\n\nYour Melee Attack Bonus is <<print $ba+$mstr>>\nWhat weapons would you like to buy?\n\n<<if $silver gte 10>>[[Cestus|weapons][$stash.push(" Cestus(1d3) ");$silver-=10]] 10 sp - 1d3 damage - Fist/Brass knuckle style weapons, suffers -2 penalty to any unadjusted AC 15 or higher<<elseif $silver lt 10>> Cestus - 10 sp - 1d3 damage - Fist/Brass knuckle style weapons, suffers -2 penalty to any unadjusted AC 15 or higher (not enough sp)<<endif>>\n<<if $silver gte 5>>[[Garrote|weapons][$stash.push(" Garrote(1d6) ");$silver-=5]] 5 sp - 1d6 damage - requires a surprise attack of successful grapple. If successful hit, target is grappled and suffers 1d6 damage per round<<elseif $silver lt 5>> Garrote - 5 sp - 1d6 damage - requires a surprise attack of successful grapple. If successful hit, target is grappled and suffers 1d6 damage per round (not enough sp)<<endif>>\n<<if $silver gte 30>>[[Lance|weapons][$stash.push(" Lance(1d10) ");$silver-=30]] 30 sp - 1d10 damage - can be used on-handed when on horseback. Otherwise, effectively a polearm<<elseif $silver lt 30>> Lance - 30 sp - 1d10 damage - can be used on-handed when on horseback. Otherwise, effectively a polearm (not enough sp)<<endif>>\n<<if $silver gte 20>>[[Mancatcher|weapons][$stash.push(" Mancatcher ");$silver-=20]] 20 sp - two handed weapon, successful hit requires target to make a saving throw vs. paralysis. Failure means target is considered helpless (as is attacker while target is held)<<elseif lt 20>> Mancatcher -\n20 sp - two handed weapon, successful hit requires target to make a saving throw vs. paralysis. Failure means target is considered helpless (as is attacker while target is held) (not enough sp)<<endif>>\n<<if $silver gte 30>>[[Polearm|weapons][$stash.push(" Polearm(1d8) ");$silver-=30]] 30 sp - 1d8 damage - two handed weapon, can be used to attack from second rank or receive a charge, and has +1 bonus to hit opponents with unadjusted AC 16 or better<<elseif $silver lt 30>>Polearm - 30 sp - 1d8 damage - two handed weapon, can be used to attack from second rank or receive a charge, and has +1 bonus to hit opponents with unadjusted AC 16 or better (not enough sp)<<endif>>\n<<if $silver gte 15>>[[Rapier|weapons][$stash.push(" Rapier(1d8) ");$silver-=15]] 15 sp - 1d8 damage - One handed weapon, has -2 penalty to hit opponents with unadjusted AC 15 or better<<elseif $silver lt 15>>Rapier - 15 sp - 1d8 damage - One handed weapon, has -2 penalty to hit opponents with unadjusted AC 15 or better (not enough sp)<<endif>>\n<<if $silver gte 5>>[[Spear|weapons][$stash.push(" Spear(1d6) ");$silver-=5]] 5 sp - 1d6 damage - can be used to attack from second rank or receive a charge<<elseif $silver lt 5>>Spear - 5 sp - 1d6 damage - can be used to attack from second rank or receive a charge (not enough sp)<<endif>>\n<<if $silver gte 5>>[[Staff|weapons][$stash.push(" Staff(1d4) ");$silver-=5]] 5 sp - 1d4 damage - two handed weapon<<elseif $silver lt 5>>Staff - 5 sp - 1d4 damage - two handed weapon (not enough sp)<<endif>>\n<<if $silver gte 50>>[[Great Weapon|weapons][$stash.push(" Great Weapon(1d10) ");$silver-=50]] 50 sp - 1d10 damage - two handed weapon such as two handed swords, mauls, and great axes<<elseif $silver lt 50>>Great Weapon - 50 sp - 1d10 damage - two handed weapon such as two handed swords, mauls, and great axes<<endif>>\n<<if $silver gte 20>>[[Medium Weapon|weapons][$stash.push(" Medium Weapon(1d8) ");$silver-=20]] 20 sp - 1d8 damage - weapons such as swords, battle axes, and maces<<elseif $silver lt 20>>Medium Weapon - 20 sp - 1d8 damage - weapons such as swords, battle axes, and maces<<endif>>\n<<if $silver gte 5>>[[Minor Weapon|weapons][$stash.push(" Minor Weapon(1d4) ");$silver-=5]] 5 sp - 1d4 damage - one handed weapons such as daggers and clubs, has -2 penalty to hit opponents with unadjusted AC 15 or higher<<elseif $silver lt 5>>Minor Weapon - 5 sp - 1d4 damage - one handed weapons such as daggers and clubs, has -2 penalty to hit opponents with unadjusted AC 15 or higher<<endif>>\n<<if $silver gte 10>>[[Small Weapon|weapons][$stash.push(" Small Weapon(1d6) ");$silver-=10]] 10 sp - 1d6 damage - one handed weapons such as short swords and hand axes<<elseif $silver lt 10>>Small Weapon - 10 sp - 1d6 damage - one handed weapons such as short swords and hand axes (not enough sp)<<endif>>\n<<if $silver gte 10>>[[Whip|weapons][$stash.push(" Whip(1d3) ");$silver-=10]] 10 sp - 1d3 damage - weapon is ineffective against targets with unadjusted AC 14 or better, but allows melee attacks on opponents 10 ft. away<<elseif $silver lt 10>>Whip - 10 sp - 1d3 damage - weapon is ineffective against targets with unadjusted AC 14 or better, but allows melee attacks on opponents 10 ft. away<<endif>>\n\nWhat else would you like to buy?\n[[Armor|armor]]\n[[Weapons|weapons]]\n[[Missile Weapons|ranged]]\n[[Animals|animals]]\n[[Containers|containers]]\n[[Vehicles|vehicles]]\n[[Food|food]]\n[[Equipment Packs|packs]]\n[[Miscellaneous|misc]]\n\n[[I want to to redo my starting inventory|store][$silver=$ssilver;$inventory = [];$armor = [];$stash = [];$ac=12;$ration=0;$iration=0;$petfood=0;$arrows=0;$bolts=0;$bullets=0]]\nActually, nothing. [[I'll just keep the money|final]]\n\n<<endif>>\n\n<<if $silver is 0>>\nYou're all out of money! You spent every last silver piece on stuff.\n\nLet's check out your [[final character|final]]\n\n<<endif>>
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<<silently>>\n<<set $hitd = either (1,2,3,4,5,6)>>\n<<set $hp = $hitd + $mcon>>\n<<set $skpnts = 4>>\n<<set $sarch = 1>>\n<<set $sbush = 1>>\n<<set $sclmb = 1>>\n<<set $slang = 1>>\n<<set $sopen = 1>>\n<<set $sserc = 1>>\n<<set $shand = 1>>\n<<set $ssnek = 1>>\n<<set $sstlh = 1>>\n<<set $stink = 1>>\n<<endsilently>>\n\n\nYou are a Specialist! Your expertise is in using your skills to solve problems.\n\nYou have a d6 for your hit die. You rolled <<print $hitd>>\n<<if $hp <= 4>>\nBecause your Constitution Modifier (+<<print $mcon>>) + your roll is less than 4, you have 4 Hit Points.\n<<set $hp = 4>>\n<<endif>>\n<<if $hp > 4>>\nWith your Constitution Modifier (+<<print $mcon>>) you have <<print $hp>> Hit Points\n<<endif>>\nYour Base Attack bonus is +1 <<set $ba = 1>>\nYour Saving Throw for Paralyze is <<set $savp = 14>> <<print $savp>>\nYour Saving Throw for Breath is <<set $savb = 16>> <<print $savb>>\nYour Saving Throw for Poison is <<set $savx = 15>> <<print $savx>>\nYour Saving Throw for Magic Devices is <<set $savd = 14>> <<print $savd>>\nYour Saving Throw for Magic is <<set $savm = 14>> <<print $savm>>\n\nYou have skill points to spend, enhancing your skill success beyond your fellow players. You begin with <<set $skpnts = 4>> <<print $skpnts>> skill points to spend. Let's go pick some [[skills|SPL2]]!\n\n\n<<set $spl = 1 >>
You begin the game with <<set $silver to either (3,4,4,5,5,5,6,6,6,6,7,7,7,7,7,8,8,8,8,8,8,9,9,9,9,9,9,9,10,10,10,10,10,10,10,10,11,11,11,11,11,11,11,11,12,12,12,12,12,12,12,13,13,13,13,13,13,14,14,14,14,14,15,15,15,15,16,16,16,17,17,18) * 10>><<set $ssilver=$silver>><<print $silver>> silver pieces (sp).\n\n<<silently>>\n<<set $ac = 12>>\n<<endsilently>>\n\nYou currently own:\n<<print $inventory>>\n\nWhat would you like to buy?\n[[Armor|armor]]\n[[Melee Weapons|weapons]]\n[[Missile Weapons|ranged]]\n[[Animals|animals]]\n[[Containers|containers]]\n[[Vehicles|vehicles]]\n[[Food|food]]\n[[Miscellaneous|misc]]\n\nActually, nothing. [[I'll just take the money|final]]
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Here are the final stats for your character:\n\nAttributes:\nStrength <<print $str>> (<<print $mstr>>)\nConstitution <<print $con>> (<<print $mcon>>)\nDexterity <<print $dex>> (<<print $mdex>>)\nIntelligence <<print $int>> (<<print $mint>>)\nWisdom <<print $wis>> (<<print $mwis>>)\nCharisma <<print $cha>> (<<print $mcha>>)\n\nSaving Throws:\nParalyze <<print $savp>>\nBreath <<print $savb>>\nPoison <<print $savx>>\nDevices <<print $savd>>\nMagic <<print $savm>>\n\nSkills:\nArchitecture - <<print $sarch>> in 6\nBushcraft - <<print $sbush>> in 6\nClimbing - <<print $sclmb>> in 6\nLanguages - <<print $slang>> in 6\nOpen Doors - <<print $sopen+$mstr>> in 6\nSearch - <<print $sserc>> in 6\nSleight of Hand - <<print $shand>> in 6\nSneak Attack - <<print $ssnek>> in 6\nStealth - <<print $sstlh>> in 6\nTinkering - <<print $stink>> in 6\n\nAttacks:\nBase Attack Bonus +<<print $ba>>\nMelee Attack Bonus +<<print $ba+$mstr>>\nRanged Attack Bonus +<<print $ba+$mdex>>\n\nDefenses:\nMax HP <<print $hp>>\nMelee AC <<print $ac + $mdex + $shld>>\nRanged AC <<print $ac + $mdex + $rshld>>\nWithout Shield <<print $ac + $mdex>>\nSurprised AC <<print $ac - 2>>\nSurprise Chance <<print $surprise>> in 6\n\nCombat Options:\nStandard Attack, <<if $combat lt 1>>Parry +2<<elseif $combat is 1>>Parry +4, Press, Defensive<<endif>>\n\nInventory:\n<<print $stash>>\nAmmunition: <<print $arrows>> arrows, <<print $bolts>> bolts, <<print $bullets>> bullets\n<<print $armor>>\n<<print $inventory>>\n(any *Item is non-encumbering)\n<<print $ration>> rations/day\n<<print $iration>> iron rations/day\n<<print $petfood>> animal feed/day\n<<print $silver>> sp\n\n<<if $horse is 1>>\nYour horse's AC is <<print $petac>>\n<<endif>>\n\n<<if $mgu is 1>>\nSpellbook\n<<print $spellbook>>\n<<endif>>\n<<if $elf is 1>>\nSpellbook\n<<print $spellbook>>\n<<endif>>\n<<if $alc is 1>>\nYou have the following Alice Abilities\n<<$traits>>\n<<$alctrait1>>\n<<$alctrait2>>\n<<endif>>\n\nExperience for Next Level:\n<<if $ftr is 1>>2,000<<elseif $clr is 1>>1,750<<elseif $spl is 1>>1,500<<elseif $mgu is 1>>2,250<<elseif $elf is 1>>3,000<<elseif $dwf is 1>>2,200<<elseif $hlf is 1>>2,000<<elseif $alc is 1>>1,500<<endif>>
<<if $silver > 0>>\nYou have <<print $silver>> sp remaining. What would you like to purchase?\n\nYou currently own:\n<<print $stash>>\nAmmunition: <<print $arrows>> arrows, <<print $bolts>> bolts, <<print $bullets>> bullets\n<<print $armor>>\n<<print $inventory>>\n(any *Item is non-encumbering)\n<<print $ration>> rations/day\n<<print $iration>> iron rations/day\n<<print $petfood>> animal feed/day\n\nWhat containers would you like to buy?\n\n<<if $silver gte 3>>[[Backpack|containers][$inventory.push(" Backpack ");$silver-=3]] - 3 sp<<elseif $silver lt 3>>Backpack - 3 sp (not enough sp)<<endif>>\n<<if $silver gte 1>>[[Barrel|containers][$inventory.push(" Barrel ");$silver-=1]] - 1 sp<<elseif $silver lt 1>>Barrel - 1 sp (not enough sp)<<endif>>\n<<if $silver gte 10>>[[Chest|containers][$inventory.push(" Chest ");$silver-=10]] - 10 sp<<elseif $silver lt 10>>Chest - 10 sp (not enough sp)<<endif>>\n<<if $silver gte 0.5>>[[Pouch|containers][$inventory.push(" Pouch ");$silver-=0.5]] - 5 cp<<elseif $silver lt 0.5>>Pouch - 5 cp<<endif>>\n<<if $silver gte 5>>[[Quiver|containers][$inventory.push(" Quiver ");$silver-=5]] - 5 sp - Holds up to 20 arrows/bolts<<elseif $silver lt 5>>Quiver - 5 sp - Holds up to 20 arrows/bolts<<endif>>\n<<if $silver gte 0.5>>[[Sack|containers][$inventory.push(" Sack ");$silver-=0.5]] - 5 cp<<elseif $silver lt 0.5>>Sack - 5 cp (not enough sp)<<endif>>\n<<if $silver gte 1>>[[Saddlebag|containers][$inventory.push(" Saddlebag ");$silver-=1]] - 1 sp<<elseif $silver lt 1>>Saddlebag - 1 sp (not enough sp)<<endif>>\n\nWhat else would you like to buy?\n[[Armor|armor]]\n[[Weapons|weapons]]\n[[Missile Weapons|ranged]]\n[[Animals|animals]]\n[[Containers|containers]]\n[[Vehicles|vehicles]]\n[[Food|food]]\n[[Equipment Packs|packs]]\n[[Miscellaneous|misc]]\n\n[[I want to to redo my starting inventory|store][$silver=$ssilver;$inventory = [];$armor = [];$stash = [];$ac=12;$ration=0;$iration=0;$petfood=0;$arrows=0;$bolts=0;$bullets=0]]\nActually, nothing. [[I'll just keep the money|final]]\n\n<<endif>>\n\n<<if $silver is 0>>\nYou're all out of money! You spent every last silver piece on stuff.\n\nLet's check out your [[final character|final]]\n\n<<endif>>
<<silently>>\n<<set $hitd = either (1,2,3,4,5,6,7,8)>>\n<<set $hp = $hitd + $mcon>>\n<<set $combat = 1>>\n<<endsilently>>\n\n\nYou are a Fighter! Your expertise is in defeating your enemies through combat.\n\nYou have a d8 for your hit die. You rolled <<print $hitd>>\n<<if $hp <= 8>>\nBecause your Constitution Modifier (+<<print $mcon>>) + your roll is less than 8, you have 8 Hit Points.\n<<set $hp = 8>>\n<<endif>>\n<<if $hp > 8>>\nWith your Constitution Modifier (+<<print $mcon>>) you have <<print $hp>> Hit Points\n<<endif>>\nYour Base Attack bonus is +2 <<set $ba = 2>>\nYour Saving Throw for Paralyze is <<set $savp = 14>> <<print $savp>>\nYour Saving Throw for Breath is <<set $savb = 12>> <<print $savb>>\nYour Saving Throw for Poison is <<set $savx = 15>> <<print $savx>>\nYour Saving Throw for Magic Devices is <<set $savd = 13>> <<print $savd>>\nYour Saving Throw for Magic is <<set $savm = 16>> <<print $savm>>\n\n<<silently>>\n<<set $sarch = 1>>\n<<set $sbush = 1>>\n<<set $sclmb = 1>>\n<<set $slang = 1>>\n<<set $sopen = 1>>\n<<set $sserc = 1>>\n<<set $shand = 1>>\n<<set $ssnek = 1>>\n<<set $sstlh = 1>>\n<<set $stink = 1>>\n<<endsilently>>\n\nYou begin the game with <<set $silver to either (3,4,4,5,5,5,6,6,6,6,7,7,7,7,7,8,8,8,8,8,8,9,9,9,9,9,9,9,10,10,10,10,10,10,10,10,11,11,11,11,11,11,11,11,12,12,12,12,12,12,12,13,13,13,13,13,13,14,14,14,14,14,15,15,15,15,16,16,16,17,17,18) * 10>><<set $ssilver=$silver>><<print $silver>> silver pieces (sp).\nNow its time to purchase some [[equipment|store]].\n\n<<set $ftr = 1 >>
<<silently>>\n<<set $hitd = either (1,2,3,4,5,6)>>\n<<set $hp = $hitd + $mcon>>\n<<set $spellbook = []>>\n<<set $inventory.push = "Spellbook">>\n<<endsilently>>\n\n\nYou are a Magic User! Your expertise is using magic to solve your problems.\n\nYou have a d6 for your hit die. You rolled <<print $hitd>>\n<<if $hp <= 3>>\nBecause your Constitution Modifier (+<<print $mcon>>) + your roll is less than 3, you have 3 Hit Points.\n<<set $hp = 3>>\n<<endif>>\n<<if $hp > 3>>\nWith your Constitution Modifier (+<<print $mcon>>) you have <<print $hp>> Hit Points\n<<endif>>\nYour Base Attack bonus is +1 <<set $ba = 1>>\nYour Saving Throw for Paralyze is <<set $savp = 13>> <<print $savp>>\nYour Saving Throw for Breath is <<set $savb = 13>> <<print $savb>>\nYour Saving Throw for Poison is <<set $savx = 16>> <<print $savx>>\nYour Saving Throw for Magic Devices is <<set $savd = 13>> <<print $savd>>\nYour Saving Throw for Magic is <<set $savm = 14>> <<print $savm>>\n\n<<silently>>\n<<set $sarch = 1>>\n<<set $sbush = 1>>\n<<set $sclmb = 1>>\n<<set $slang = 1>>\n<<set $sopen = 1>>\n<<set $sserc = 1>>\n<<set $shand = 1>>\n<<set $ssnek = 1>>\n<<set $sstlh = 1>>\n<<set $stink = 1>>\n<<endsilently>>\n\nAs a Magic User, you can cast spells you've added to your spell book. You can prepare <<set $msplv1 = 1>> <<print $msplv1>> per day from the level 1 spell book. Lets choose your [[spells|MGUspells]]\n\n<<set $mgu = 1 >>
<<if $silver > 0>>\nYou have <<print $silver>> sp remaining. What would you like to purchase?\n\nYou currently own:\n<<print $stash>>\nAmmunition: <<print $arrows>> arrows, <<print $bolts>> bolts, <<print $bullets>> bullets\n<<print $armor>>\n<<print $inventory>>\n(any *Item is non-encumbering)\n<<print $ration>> rations/day\n<<print $iration>> iron rations/day\n<<print $petfood>> animal feed/day\n\nYour Ranged Attack Bonus is <<print $ba+$mdex>>\nWhat missile weapons would you like to buy?\nEach weapon also includes its Short/Medium/Long ranges\n\n<<if $silver gte 5>>[[Blowgun|ranged][$stash.push(" Blowgun-20'/50'/80' ");$silver-=5]] - 5 sp - range 20'/50'/80'<<elseif $silver lt 5>>Blowgun - 5 sp - range 20'/50'/80'(not enough sp)<<endif>>\n<<if $silver gte 45>>[[Long Bow|ranged][$stash.push(" Long Bow(1d6)-50'/600'/900' ");$silver-=45]] - 45 sp - damage 1d6 - 50'/600'/900'<<elseif $silver lt 45>>Long Bow - 45 sp - damage 1d6 - 50'/600'/900'(not enough sp)<<endif>>\n<<if $silver gte 25>>[[Short Bow|ranged][$stash.push(" Short Bow(1d6)-50'/300'/450' ");$silver-=25]] - 25 sp - damage 1d6 - 50'/300'/450'<<elseif lt 25>>Short Bow - 25 sp - damage 1d6 - 50'/300'/450' (not enough sp)<<endif>>\n<<if $silver gte 30>>[[Heavy Crossbow|ranged][$stash.push(" Heavy Crossbow(1d8)-50'/200'/600' ");$silver-=30]] - 30 sp - damage 1d8 - 50'/200'/600' - ignores 4 AC, but can only be fired every 3rd round<<elseif $silver lt 30>>Heavy Crossbow - 30 sp - damage 1d8 - 50'/200'/600' - ignores 4 AC, but can only be fired every 3rd round (not enough sp)<<endif>>\n<<if $silver gte 25>>[[Light Crossbow|ranged][$stash.push(" Light Crossbow(1d6)-50'/150'/400' ");$silver-=25]] - 25 sp - damage 1d6 - 50'/150'/400' - ignores 2 AC, but can only be fired every other round<<elseif $silver lt 25>>Light Crossbow - 25 sp - damage 1d6 - 50'/150'/400' - ignores 2 AC, but can only be fired every other round (not enough sp)<<endif>>\n<<if $silver gte 1>>[[Sling|ranged][$stash.push(" Sling-50'/300'/450' ");$silver-=1]] - 1 sp - damage 1d4 - 50'/300'/450'<<elseif $silver lt 1>>Sling - 1 sp - damage 1d4 - 50'/300'/450'(not enough sp)<<endif>>\n<<if $silver gte 1>>[[Dart|ranged][$stash.push(" Dart(1d4)-10'/20'/30' ");$silver-=1]] - 1 sp - damage 1d4 - 10'/20'/30'<<elseif $silver lt 1>>Dart - 1 sp - damage 1d4 - 10'/20'/30'(not enough sp)<<endif>>\n<<if $silver gte 5>>[[Spear|ranged][$stash.push(" Spear(1d6)-10'/20'/30' ");$silver-=5]] - 5 sp - damage 1d6 - 10'/20'/30' - can also be used in melee to attack from second rank or receive a charge<<elseif $silver lt 5>>Spear - 5 sp - damage 1d6 - 10'/20'/30' - can also be used in melee to attack from second rank or receive a charge (not enough sp)<<endif>>\n\nAmmo\n<<if $silver gte 0.5>>[[Arrows x1|ranged][$arrows+=1;$silver-=0.5]] - 5 cp<<elseif $silver lt 0.5>>Arrows x1 - 5 cp (not enough sp)<<endif>>\n<<if $silver gte 2.5>>[[Arrows x5|ranged][$arrows+=5;$silver-=2.5]] - 2 sp 5 cp<<elseif $silver lt 2.5>>Arrows x5 - 2 sp 5 cp (not enough sp)<<endif>>\n<<if $silver gte 5>>[[Arrows x10|ranged][$arrows+=10;$silver-=5]] - 5 sp<<elseif $silver lt 5>>Arrows x10 - 5sp (not enough sp)<<endif>>\n<<if $silver gte 0.5>>[[Crossbow Bolts x1|ranged][$bolts+=1;$silver-=0.5]] - 5 cp<<elseif $silver lt 0.5>>Crossbow Bolts x1 - 5 cp (not enough sp)<<endif>>\n<<if $silver gte 2.5>>[[Crossbow Bolts x5|ranged][$bolts+=5;$silver-=2.5]] - 2 sp 5 cp<<elseif $silver lt 2.5>>Crossbow Bolts x5 - 2 sp 5 cp (not enough sp)<<endif>>\n<<if $silver gte 5>>[[Crossbow Bolts x10|ranged][$bolts+=5;$silver-=5]] - 5 sp<<elseif $silver lt 5>>Crossbow Bolts x10 - 5 sp<<endif>>\n<<if $silver gte 0.2>>[[Sling Bullets x1|ranged][$bullets+=1;$silver-=0.2]] - 2 cp<<elseif $silver lt 0.2>>Sling Bullets x1 - 2 cp (not enough sp)<<endif>>\n<<if $silver gte 1>>[[Sling Bullets x5|ranged][$bullets+=5;$silver-=1]] - 1 sp<<elseif $silver lt 1>>Sling Bullets x5 - 1 sp (not enough sp)<<endif>>\n<<if $silver gte 2>>[[Sling Bullets x10|ranged][$bullets+=10;$silver-=2]] - 2 sp<<elseif $silver lt 2>>Sling Bullets x10 - 2 sp (not enough sp)<<endif>>\n\nWhat else would you like to buy?\n[[Armor|armor]]\n[[Weapons|weapons]]\n[[Missile Weapons|ranged]]\n[[Animals|animals]]\n[[Containers|containers]]\n[[Vehicles|vehicles]]\n[[Food|food]]\n[[Equipment Packs|packs]]\n[[Miscellaneous|misc]]\n\n[[I want to to redo my starting inventory|store][$silver=$ssilver;$inventory = [];$armor = [];$stash = [];$ac=12;$ration=0;$iration=0;$petfood=0;$arrows=0;$bolts=0;$bullets=0]]\nActually, nothing. [[I'll just keep the money|final]]\n<<endif>>\n\n<<if $silver is 0>>\nYou're all out of money! You spent every last silver piece on stuff.\n\nLet's check out your [[final character|final]]\n\n<<endif>>
<<if $silver > 0>>\nYou have <<print $silver>> sp remaining. What would you like to purchase?\n\nYou currently own:\n<<print $stash>>\nAmmunition: <<print $arrows>> arrows, <<print $bolts>> bolts, <<print $bullets>> bullets\n<<print $armor>>\n<<print $inventory>>\n(any *Item is non-encumbering)\n<<print $ration>> rations/day\n<<print $iration>> iron rations/day\n<<print $petfood>> animal feed/day\n\nWhat food would you like to buy?\n\nWine\n<<if $silver gte 0.5>>[[- Cheap|food][$inventory.push(" Cheap Wine ");$silver-=0.5]] - 5 cp<<elseif $silver lt 0.5>>- Cheap - 5 cp (not enough sp)<<endif>>\n<<if $silver gte 5>>[[- Decent|food][$inventory.push(" Decent Wine ");$silver-=5]] - 5 sp<<elseif $silver lt 5>>- Decent - 5 sp (not enough sp)<<endif>>\n<<if $silver gte 25>>[[- Rich|food][$inventory.push(" Rich Wine ");$silver-=25]] - 25 sp<<elseif $silver lt 25>>- Rich - 25 sp (not enough sp)<<endif>>\nDrink\n<<if $silver gte 0.1>>[[- Cheap|food][$inventory.push(" Cheap Drink ");$silver-=0.1]] - 1 cp<<elseif $silver lt 0.1>>- Cheap - 1cp (not enough sp)<<endif>>\n<<if $silver gte 0.3>>[[- Decent|food][$inventory.push(" Decent Drink ");$silver-=0.3]] - 3 cp<<elseif $silver lt 0.3>>- Decent - 3 cp (not enough sp)<<endif>>\n<<if $silver gte 0.6>>[[- Good|food][$inventory.push(" Good Drink ");$silver-=0.6]] - 6 cp<<elseif $silver lt 0.6>>- Good - 6 cp (not enough sp)<<endif>>\n<<if $silver gte 15>>[[- Rich|food][$inventory.push(" Rich Drink ");$silver-=15]] - 15 sp<<elseif $silver lt 15>>- Rich - 15 sp (not enough sp)<<endif>>\nMeal\n<<if $silver gte 0.2>>[[- Horrid|food][$inventory.push(" Horrid Meal ");$silver-=0.2]] - 2 cp<<elseif $silver lt 0.2>>- Horrid - 2 cp (not enough sp)<<endif>>\n<<if $silver gte 0.5>>[[- Good|food][$inventory.push(" Good Meal ");$silver-=0.5]] - 5 cp<<elseif $silver lt 0.5>>- Good - 5 cp (not enough sp)<<endif>>\n<<if $silver gte 1>>[[- Fancy|food][$inventory.push(" Fancy Meal ");$silver-=1]] - 1 sp<<elseif $silver lt 1>>- Fancy - 1 sp (not enough sp)<<endif>>\n<<if $silver gte 15>>[[- Rich|food][$inventory.push(" Rich Meal ");$silver-=15]] - 15 sp<<elseif $silver lt 15>>- Rich - 15 sp (not enough sp)<<endif>>\nRations / Day\n<<if $silver gte 1>>[[- x1|food][$ration+=1;$silver-=1]] - 1 sp<<elseif $silver lt 1>>- x1 - 1 sp (not enough sp)<<endif>>\n<<if $silver gte 5>>[[- x5|food][$ration+=5;$silver-=5]] - 5 sp<<elseif $silver lt 5>>- x5 - 5 sp (not enough sp)<<endif>>\n<<if $silver gte 10>>[[- x10|food][$ration+=10;$silver-=10]] - 10 sp<<elseif $silver lt 10>>- x10 - 10 sp (not enough sp)<<endif>>\nRations with Iron / Day\n<<if $silver gte 2>>[[- x1|food][$iration+=1;$silver-=2]] - 2 sp<<elseif $silver lt 2>>- x1 - 2 sp (not enough sp)<<endif>>\n<<if $silver gte 10>>[[- x5|food][$iration+=5;$silver-=10]] - 10 sp<<elseif $silver lt 10>>- x5 - 10 sp (not enough sp)<<endif>>\n<<if $silver gte 20>>[[- x10|food][$iration+=10;$silver-=20]] - 20 sp<<elseif $silver lt 20>>- x10 - 20 sp (not enough sp)<<endif>>\nAnimal Feed / Day\n<<if $silver gte 1>>[[- x1|food][$petfood+=1;$silver-=1]] - 1 sp<<elseif $silver lt 1>>- x1 - 1 sp (not enough sp)<<endif>>\n<<if $silver gte 5>>[[- x5|food][$petfood+=5;$silver-=5]] - 5 sp<<elseif $silver lt 5>>- x5 - 5 sp<<endif>>\n<<if $silver gte 10>>[[- x10|food][$petfood+=10;$silver-=10]] - 10 sp<<elseif $silver lt 10>>- x10 - 10 sp<<endif>>\n\nWhat else would you like to buy?\n[[Armor|armor]]\n[[Weapons|weapons]]\n[[Missile Weapons|ranged]]\n[[Animals|animals]]\n[[Containers|containers]]\n[[Vehicles|vehicles]]\n[[Food|food]]\n[[Equipment Packs|packs]]\n[[Miscellaneous|misc]]\n\n[[I want to to redo my starting inventory|store][$silver=$ssilver;$inventory = [];$armor = [];$stash = [];$ac=12;$ration=0;$iration=0;$petfood=0;$arrows=0;$bolts=0;$bullets=0]]\nActually, nothing. [[I'll just keep the money|final]]\n\n<<endif>>\n\n<<if $silver is 0>>\nYou're all out of money! You spent every last silver piece on stuff.\n\nLet's check out your [[final character|final]]\n\n<<endif>>
<<silently>>\n<<set $hitd = either (1,2,3,4,5,6)>>\n<<set $hp = $hitd + $mcon>>\n<<set $spellbook = []>>\n<<set $inventory.push = "Spellbook">>\n<<set $combat = 1>>\n<<endsilently>>\n\n\nYou are an Elf! Your expertise is in defeating your enemies with weapons and magic.\n\nYou have a d6 for your hit die. You rolled <<print $hitd>>\n<<if $hp <= 4>>\nBecause your Constitution Modifier (+<<print $mcon>>) + your roll is less than 4, you have 4 Hit Points.\n<<set $hp = 4>>\n<<endif>>\n<<if $hp > 4>>\nWith your Constitution Modifier (+<<print $mcon>>) you have <<print $hp>> Hit Points\n<<endif>>\nYour Base Attack bonus is +1 <<set $ba = 1>>\nYour Saving Throw for Paralyze is <<set $savp = 13>> <<print $savp>>\nYour Saving Throw for Breath is <<set $savb = 12>> <<print $savb>>\nYour Saving Throw for Poison is <<set $savx = 15>> <<print $savx>>\nYour Saving Throw for Magic Devices is <<set $savd = 13>> <<print $savd>>\nYour Saving Throw for Magic is <<set $savm = 15>> <<print $savm>>\n\nAs an Elf, you can cast spells you've added to your spell book. You can prepare <<set $esplv1 = 1>> <<print $esplv1>> per day from the level 1 spell book. You begin play with only the Read Magic spell <<set $spellbook.push("Read Magic")>>\nIn addition, you're better than usual at finding secrets. Your chance for success when Searching is <<set $sserc = 2>> <<print $sserc>> in 6.\nElves are also surprised less often than others. You are only surprised on a <<set $surp = 1>> <<print $surp>> in 6\n\n<<silently>>\n<<set $sarch = 1>>\n<<set $sbush = 1>>\n<<set $sclmb = 1>>\n<<set $slang = 1>>\n<<set $sopen = 1>>\n<<set $shand = 1>>\n<<set $ssnek = 1>>\n<<set $sstlh = 1>>\n<<set $stink = 1>>\n<<endsilently>>\n\nYou begin the game with <<set $silver to either (3,4,4,5,5,5,6,6,6,6,7,7,7,7,7,8,8,8,8,8,8,9,9,9,9,9,9,9,10,10,10,10,10,10,10,10,11,11,11,11,11,11,11,11,12,12,12,12,12,12,12,13,13,13,13,13,13,14,14,14,14,14,15,15,15,15,16,16,16,17,17,18) * 10>><<set $ssilver=$silver>><<print $silver>> silver pieces (sp).\nNow its time to purchase some [[equipment|store]].\n\n<<set $elf = 1 >>
As a Magic User, you begin with 3 random spells. Here are the spells you have in your spellbook:\n\nRead Magic <<set $spellbook.push("Read Magic")>>\n<<set $spell1 = random(1,20)>>\n<<set $spell2 = random(1,20)>>\n<<set $spell3 = random(1,20)>>\n\n1. <<if $spell1 is 1>> Bookspeak <<set $spellbook.push("Bookspeak")>>\n<<elseif $spell1 is 2>> Charm Person <<set $spellbook.push("Charm Person")>>\n<<elseif $spell1 is 3>> Comprehend Languages* <<set $spellbook.push("Comprehend Languages*")>>\n<<elseif $spell1 is 4>> Detect Magic <<set $spellbook.push("Detect Magic")>>\n<<elseif $spell1 is 5>> Enlarge* <<set $spellbook.push("Enlarge*")>>\n<<elseif $spell1 is 6>> Faerie Fire <<set $spellbook.push("Faerie Fire")>>\n<<elseif $spell1 is 7>> Feather Fall <<set $spellbook.push("Feather Fall")>>\n<<elseif $spell1 is 8>> Floating Disc <<set $spellbook.push("Floating Disc")>>\n<<elseif $spell1 is 9>> Hold Portal <<set $spellbook.push("Hold Portal")>>\n<<elseif $spell1 is 10>> Identify <<set $spellbook.push("Identify")>>\n<<elseif $spell1 is 11>> Light* <<set $spellbook.push("Light*")>>\n<<elseif $spell1 is 12>> Magic Aura* <<set $spellbook.push("Magic Aura*")>>\n<<elseif $spell1 is 13>> Magic Missile <<set $spellbook.push("Magic Missile")>>\n<<elseif $spell1 is 14>> Mending <<set $spellbook.push("Mending")>>\n<<elseif $spell1 is 15>> Message <<set $spellbook.push("Message")>>\n<<elseif $spell1 is 16>> Shield <<set $spellbook.push("Shield")>>\n<<elseif $spell1 is 17>> Sleep <<set $spellbook.push("Sleep")>>\n<<elseif $spell1 is 18>> Spider Climb <<set $spellbook.push("Spider Climb")>>\n<<elseif $spell1 is 19>> Summon <<set $spellbook.push("Summon")>>\n<<elseif $spell1 is 20>> Unseen Servant <<set $spellbook.push("Unseen Servant")>>\n<<endif>>\n2. <<if $spell2 is 1>> Bookspeak <<set $spellbook.push("Bookspeak")>>\n<<elseif $spell2 is 2>> Charm Person <<set $spellbook.push("Charm Person")>>\n<<elseif $spell2 is 3>> Comprehend Languages* <<set $spellbook.push("Comprehend Languages*")>>\n<<elseif $spell2 is 4>> Detect Magic <<set $spellbook.push("Detect Magic")>>\n<<elseif $spell2 is 5>> Enlarge* <<set $spellbook.push("Enlarge*")>>\n<<elseif $spell2 is 6>> Faerie Fire <<set $spellbook.push("Faerie Fire")>>\n<<elseif $spell2 is 7>> Feather Fall <<set $spellbook.push("Feather Fall")>>\n<<elseif $spell2 is 8>> Floating Disc <<set $spellbook.push("Floating Disc")>>\n<<elseif $spell2 is 9>> Hold Portal <<set $spellbook.push("Hold Portal")>>\n<<elseif $spell2 is 10>> Identify <<set $spellbook.push("Identify")>>\n<<elseif $spell2 is 11>> Light* <<set $spellbook.push("Light*")>>\n<<elseif $spell2 is 12>> Magic Aura* <<set $spellbook.push("Magic Aura*")>>\n<<elseif $spell2 is 13>> Magic Missile <<set $spellbook.push("Magic Missile")>>\n<<elseif $spell2 is 14>> Mending <<set $spellbook.push("Mending")>>\n<<elseif $spell2 is 15>> Message <<set $spellbook.push("Message")>>\n<<elseif $spell2 is 16>> Shield <<set $spellbook.push("Shield")>>\n<<elseif $spell2 is 17>> Sleep <<set $spellbook.push("Sleep")>>\n<<elseif $spell2 is 18>> Spider Climb <<set $spellbook.push("Spider Climb")>>\n<<elseif $spell2 is 19>> Summon <<set $spellbook.push("Summon")>>\n<<elseif $spell2 is 20>> Unseen Servant <<set $spellbook.push("Unseen Servant")>>\n<<endif>>\n3.<<if $spell3 is 1>> Bookspeak <<set $spellbook.push("Bookspeak")>>\n<<elseif $spell3 is 2>> Charm Person <<set $spellbook.push("Charm Person")>>\n<<elseif $spell3 is 3>> Comprehend Languages* <<set $spellbook.push("Comprehend Languages*")>>\n<<elseif $spell3 is 4>> Detect Magic <<set $spellbook.push("Detect Magic")>>\n<<elseif $spell3 is 5>> Enlarge* <<set $spellbook.push("Enlarge*")>>\n<<elseif $spell3 is 6>> Faerie Fire <<set $spellbook.push("Faerie Fire")>>\n<<elseif $spell3 is 7>> Feather Fall <<set $spellbook.push("Feather Fall")>>\n<<elseif $spell3 is 8>> Floating Disc <<set $spellbook.push("Floating Disc")>>\n<<elseif $spell3 is 9>> Hold Portal <<set $spellbook.push("Hold Portal")>>\n<<elseif $spell3 is 10>> Identify <<set $spellbook.push("Identify")>>\n<<elseif $spell3 is 11>> Light* <<set $spellbook.push("Light*")>>\n<<elseif $spell3 is 12>> Magic Aura* <<set $spellbook.push("Magic Aura*")>>\n<<elseif $spell3 is 13>> Magic Missile <<set $spellbook.push("Magic Missile")>>\n<<elseif $spell3 is 14>> Mending <<set $spellbook.push("Mending")>>\n<<elseif $spell3 is 15>> Message <<set $spellbook.push("Message")>>\n<<elseif $spell3 is 16>> Shield <<set $spellbook.push("Shield")>>\n<<elseif $spell3 is 17>> Sleep <<set $spellbook.push("Sleep")>>\n<<elseif $spell3 is 18>> Spider Climb <<set $spellbook.push("Spider Climb")>>\n<<elseif $spell3 is 19>> Summon <<set $spellbook.push("Summon")>>\n<<elseif $spell3 is 20>> Unseen Servant <<set $spellbook.push("Unseen Servant")>>\n<<endif>>\n\n\n\nIf spell 1 is the same as spell 2, [[click here|redosp1]]\nIf spell 2 is the same as spell 3, [[click here|redosp2]]\nIf spell 1 is the same as spell 3, [[click here|redosp3]] \n\nIf all spells are different, [[lets advance to the store|mustore]]
<<if $skpnts gt 0>>\n\nAs a Specialist, you begin with <<print $skpnts>> points that you can spend to improve your skills. What skill do you want to improve?\n\n[[Architecture|SPL2][$sarch+=1;$skpnts-=1]] - <<print $sarch>> in 6\n[[Bushcraft|SPL2][$sbush+=1;$skpnts-=1]] - <<print $sbush>> in 6\n[[Climbing|SPL2][$sclmb+=1;$skpnts-=1]] - <<print $sclmb>> in 6\n[[Languages|SPL2][$slang+=1;$skpnts-=1]] - <<print $slang>> in 6\n[[Open Doors|SPL2][$sopen+=1;$skpnts-=1]] - <<print $sopen+$mstr>> in 6 (includes Strength modifier)\n[[Search|SPL2][$sserc+=1;$skpnts-=1]] - <<print $sserc>> in 6\n[[Sleight of Hand|SPL2][$shand+=1;$skpnts-=1]] - <<print $shand>> in 6\n[[Sneak Attack|SPL2][$ssnek+=1;$skpnts-=1]] - <<print $ssnek>> in 6\n[[Stealth|SPL2][$sstlh+=1;$skpnts-=1]] - <<print $sstlh>> in 6\n[[Tinkering|SPL2][$stink+=1;$skpnts-=1]] - <<print $stink>> in 6\n\n<<endif>>\n<<if $skpnts is 0>>\nHere are your final skill ranks:\n\nArchitecture - <<print $sarch>> in 6\nBushcraft- <<print $sbush>> in 6\nClimbing- <<print $sclmb>> in 6\nLanguages- <<print $slang>> in 6\nOpen Doors - <<print $sopen+$mstr>> in 6 (includes Strength modifier)\nSearch - <<print $sserc>> in 6\nSleight of Hand - <<print $shand>> in 6\nSneak Attack - <<print $ssnek>> in 6\nStealth - <<print $sstlh>> in 6\nTinkering - <<print $stink>> in 6\n\nYou begin the game with <<set $silver to either (3,4,4,5,5,5,6,6,6,6,7,7,7,7,7,8,8,8,8,8,8,9,9,9,9,9,9,9,10,10,10,10,10,10,10,10,11,11,11,11,11,11,11,11,12,12,12,12,12,12,12,13,13,13,13,13,13,14,14,14,14,14,15,15,15,15,16,16,16,17,17,18) * 10>><<set $ssilver=$silver>><<print $silver>> silver pieces (sp).\n\nAre you happy with this?\n- [[Yes|store]]\n- [[No, lets start over|SPL2][$skpnts=4;$sarch = 1;$sbush = 1;$sclmb = 1;$slang = 1;$sopen = 1;$sserc = 1;$shand = 1;$ssnek = 1;$sstlh = 1;$stink = 1]]\n<<endif>>
<<silently>>\n<<set $hitd = either (1,2,3,4,5,6,7,8,9,10)>>\n<<set $hp = $hitd + $mcon>>\n<<set $combat = 1>>\n<<endsilently>>\n\n\nYou are a Dwarf! You're tough and don't let anything stand in your way.\n\nYou have a d10 for your hit die. You rolled <<print $hitd>>\n<<if $hp <= 6>>\nBecause your Constitution Modifier (+<<print $mcon>>) + your roll is less than 6, you have 6 Hit Points.\n<<set $hp = 6>>\n<<endif>>\n<<if $hp > 6>>\nWith your Constitution Modifier (+<<print $mcon>>) you have <<print $hp>> Hit Points\n<<endif>>\nYour Base Attack bonus is +1 <<set $ba = 1>>\nYour Saving Throw for Paralyze is <<set $savp = 10>> <<print $savp>>\nYour Saving Throw for Breath is <<set $savb = 8>> <<print $savb>>\nYour Saving Throw for Poison is <<set $savx = 13>> <<print $savx>>\nYour Saving Throw for Magic Devices is <<set $savd = 9>> <<print $savd>>\nYour Saving Throw for Magic is <<set $savm = 12>> <<print $savm>>\n\nAs a Dwarf, you have knowledge of Architecture. Your chance for success is <<set $sarch = 3>> <<print $sarch>> in 6.\n\n<<silently>>\n<<set $sbush = 1>>\n<<set $sclmb = 1>>\n<<set $slang = 1>>\n<<set $sopen = 1>>\n<<set $sserc = 1>>\n<<set $shand = 1>>\n<<set $ssnek = 1>>\n<<set $sstlh = 1>>\n<<set $stink = 1>>\n<<endsilently>>\n\nYou begin the game with <<set $silver to either (3,4,4,5,5,5,6,6,6,6,7,7,7,7,7,8,8,8,8,8,8,9,9,9,9,9,9,9,10,10,10,10,10,10,10,10,11,11,11,11,11,11,11,11,12,12,12,12,12,12,12,13,13,13,13,13,13,14,14,14,14,14,15,15,15,15,16,16,16,17,17,18) * 10>><<set $ssilver=$silver>><<print $silver>> silver pieces (sp).\nNow its time to purchase some [[equipment|store]].\n\n\n<<set $dwf = 1 >>
Created by Alec Henry for use with the standard rules for Lamentation of the Flame Princess
<<silently>>\n<<set $hitd = either (1,2,3,4,5,6)>>\n<<set $hp = $hitd + $mcon>>\n<<endsilently>>\n\n\nYou are a Cleric! Your expertise is using magic granted by your God to solve problems.\n\nYou have a d6 for your hit die. You rolled <<print $hitd>>\n<<if $hp <= 4>>\nBecause your Constitution Modifier (+<<print $mcon>>) + your roll is less than 4, you have 4 Hit Points.\n<<set $hp = 4>>\n<<endif>>\n<<if $hp > 4>>\nWith your Constitution Modifier (+<<print $mcon>>) you have <<print $hp>> Hit Points\n<<endif>>\nYour Base Attack bonus is +1 <<set $ba = 1>>\nYour Saving Throw for Paralyze is <<set $savp = 14>> <<print $savp>>\nYour Saving Throw for Breath is <<set $savb = 11>> <<print $savb>>\nYour Saving Throw for Poison is <<set $savx = 16>> <<print $savx>>\nYour Saving Throw for Magic Devices is <<set $savd = 12>> <<print $savd>>\nYour Saving Throw for Magic is <<set $savm = 15>> <<print $savm>>\n\nAs a Cleric, you can cast spells from the Cleric spell list. You can prepare <<set $csplv1 = 1>> <<print $csplv1>> per day from the level 1 spell list.\n\n<<silently>>\n<<set $sarch = 1>>\n<<set $sbush = 1>>\n<<set $sclmb = 1>>\n<<set $slang = 1>>\n<<set $sopen = 1>>\n<<set $sserc = 1>>\n<<set $shand = 1>>\n<<set $ssnek = 1>>\n<<set $sstlh = 1>>\n<<set $stink = 1>>\n<<endsilently>>\n\nYou begin the game with <<set $silver to either (3,4,4,5,5,5,6,6,6,6,7,7,7,7,7,8,8,8,8,8,8,9,9,9,9,9,9,9,10,10,10,10,10,10,10,10,11,11,11,11,11,11,11,11,12,12,12,12,12,12,12,13,13,13,13,13,13,14,14,14,14,14,15,15,15,15,16,16,16,17,17,18) * 10>><<set $ssilver=$silver>><<print $silver>> silver pieces (sp).\nNow its time to purchase some [[equipment|store]].\n\n<<set $clr = 1 >>
<<if $silver > 0>>\nYou have <<print $silver>> sp remaining. What would you like to purchase?\n\n<<silently>>\n<<set $ac = 12>>\n<<endsilently>>\n\nYou currently own:\n<<print $stash>>\nAmmunition: <<print $arrows>> arrows, <<print $bolts>> bolts, <<print $bullets>> bullets\n<<print $armor>>\n<<print $inventory>>\n(any *Item is non-encumbering)\n<<print $ration>> rations/day\n<<print $iration>> iron rations/day\n<<print $petfood>> animal feed/day\n\nWhat would you like to buy?\n[[Armor|armor]]\n[[Weapons|weapons]]\n[[Missile Weapons|ranged]]\n[[Animals|animals]]\n[[Containers|containers]]\n[[Vehicles|vehicles]]\n[[Food|food]]\n[[Equipment Packs|packs]]\n[[Miscellaneous|misc]]\n\n[[I want to to redo my starting inventory|store][$silver=$ssilver;$inventory = [];$armor = [];$stash = [];$ac=12;$ration=0;$iration=0;$petfood=0;$arrows=0;$bolts=0;$bullets=0]]\nActually, nothing. [[I'll just keep the money|final]]\n\n<<endif>>\n\n<<if $silver is 0>>\nYou're all out of money! You spent every last silver piece on stuff.\n\nLet's check out your [[final character|final]]\n\n<<endif>>
<<if $silver > 0>>\nYou have <<print $silver>> sp remaining. What would you like to purchase?\n\nYou currently own:\n<<print $stash>>\nAmmunition: <<print $arrows>> arrows, <<print $bolts>> bolts, <<print $bullets>> bullets\n<<print $armor>>\n<<print $inventory>>\n(any *Item is non-encumbering)\n<<print $ration>> rations/day\n<<print $iration>> iron rations/day\n<<print $petfood>> animal feed/day\n\nWhat animals would you like to buy?\n\n<<if $silver gte 100>>[[Carrier Pigeon|animals][$inventory.push(" Carrier Pigeon ");$silver-=100]] - 100 sp<<elseif $silver lt 100>>Carrier Pigeon - 100 sp (not enough sp)<<endif>>\n\n<<if $silver gte 1>>[[Dog|animals][$inventory.push(" Dog ");$silver-=1]] - 1 sp<<elseif $silver lt 1>>Dog - 1 sp (not enough sp)<<endif>>\n<<if $silver gte 100>>[[Riding Horse|animals][$inventory.push(" Riding Horse");$silver-=100;$horse=1]] - 100 sp<<elseif $silver lt 100>>Riding Horse - 100 sp (not enough sp)<<endif>>\n<<if $silver gte 500>>[[War Horse|animals][$inventory.push(" War Horse ");$silver-=500;$horse=1]] - 500 sp<<elseif $silver lt 500>>War Horse - 500 sp (not enough sp)<<endif>>\n<<if $silver gte 10>>[[Livestock|animals][$inventory.push(" Livestock ");$silver-=10]] - 10 sp<<elseif $silver lt 10>>Livestock - 10 sp (not enough sp)<<endif>>\n<<if $silver gte 50>>[[Mule|animals][$inventory.push(" Mule ");$silver-=50]] - 50 sp<<elseif $silver lt 50>>Mule - 50 sp (not enough sp)<<endif>>\n<<if $silver gte 75>>[[Pony|animals][$inventory.push(" Pony ");$silver-=75]] - 75 sp<<elseif $silver lt 75>>Pony - 75 sp (not enough sp)<<endif>>\n\nWhat else would you like to buy?\n[[Armor|armor]]\n[[Weapons|weapons]]\n[[Missile Weapons|ranged]]\n[[Animals|animals]]\n[[Containers|containers]]\n[[Vehicles|vehicles]]\n[[Food|food]]\n[[Equipment Packs|packs]]\n[[Miscellaneous|misc]]\n\n[[I want to to redo my starting inventory|store][$silver=$ssilver;$inventory = [];$armor = [];$stash = [];$ac=12;$ration=0;$iration=0;$petfood=0;$arrows=0;$bolts=0;$bullets=0]]\nActually, nothing. [[I'll just keep the money|final]]\n<<endif>>\n\n<<if $silver is 0>>\nYou're all out of money! You spent every last silver piece on stuff.\n\nLet's check out your [[final character|final]]\n\n<<endif>>
<<if $silver > 0>>\nYou have <<print $silver>> sp remaining. What would you like to purchase?\n\nYou currently own:\n<<print $stash>>\nAmmunition: <<print $arrows>> arrows, <<print $bolts>> bolts, <<print $bullets>> bullets\n<<print $armor>>\n<<print $inventory>>\n(any *Item is non-encumbering)\n<<print $ration>> rations/day\n<<print $iration>> iron rations/day\n<<print $petfood>> animal feed/day\n\nWhat vehicles would you like to buy?\n<<if $silver gte 50>>[[Cart|vehicles][$inventory.push(" Cart ");$silver-=50]] - 50 sp<<elseif lt 50>> Cart - 50 sp (not enough sp)<<endif>>\n<<if $silver gte 500>>[[Coach|vehicles][$inventory.push(" Cart ");$silver-=500]] - 500 sp<<elseif $silver lt 500>>Coach - 500 sp (not enough sp)<<endif>>\n<<if $silver gte 150>>[[Wagon|vehicles][$inventory.push(" Wagon ");$silver-=150]] - 150 sp<<elseif $silver lt 150>>Wagon - 150 sp (not enough sp)<<endif>>\n<<if $silver gte 250>>[[Chariot|vehicles][$inventory.push(" Chariot ");$silver-=250]] - 250 sp<<elseif $silver lt 250>>Chariot - 250 sp (not enough sp)<<endif>>\n<<if $silver gte 5>>[[Raft|vehicles][$inventory.push(" Raft ");$silver-=5]] - 5 sp<<elseif $silver lt 5 sp>>Raft - 5 sp (not enough sp)<<endif>>\n<<if $silver gte 30>>[[Canoe|vehicles][$inventory.push(" Canoe ");$silver-=30]] - 30 sp<<elseif $silver lt 30>>Canoe - 30 sp<<endif>>\n<<if $silver gte 100>>[[Lifeboat|vehicles][$inventory.push(" Lifeboat ");$silver-=100]] - 100 sp<<elseif $silver lt 100>>Lifeboat - 100 sp (not enough sp)<<endif>>\n\nWhat else would you like to buy?\n[[Armor|armor]]\n[[Weapons|weapons]]\n[[Missile Weapons|ranged]]\n[[Animals|animals]]\n[[Containers|containers]]\n[[Vehicles|vehicles]]\n[[Food|food]]\n[[Equipment Packs|packs]]\n[[Miscellaneous|misc]]\n\n[[I want to to redo my starting inventory|store][$silver=$ssilver;$inventory = [];$armor = [];$stash = [];$ac=12;$ration=0;$iration=0;$petfood=0;$arrows=0;$bolts=0;$bullets=0]]\nActually, nothing. [[I'll just keep the money|final]]\n<<endif>>\n\n<<if $silver is 0>>\nYou're all out of money! You spent every last silver piece on stuff.\n\nLet's check out your [[final character|final]]\n\n<<endif>>
<<silently>>\n<<set $hitd = either (1,2,3,4,5,6)>>\n<<set $hp = $hitd + $mcon>>\n<<set $skpnts = 2>>\n<<set $sarch = 1>>\n<<set $sbush = 1>>\n<<set $sclmb = 1>>\n<<set $slang = 1>>\n<<set $sopen = 1>>\n<<set $sserc = 1>>\n<<set $shand = 1>>\n<<set $ssnek = 1>>\n<<set $sstlh = 1>>\n<<set $stink = 1>>\n<<endsilently>>\n\nYou are an Alice! You have little idea what's going on but are surprisingly successful in your endeavors.\n\nYou have a d6 for your hit die. You rolled <<print $hitd>>\n<<if $hp <= 4>>\nBecause your Constitution Modifier (+<<print $mcon>>) + your roll is less than 4, you have 4 Hit Points.\n<<set $hp = 4>>\n<<endif>>\n<<if $hp > 4>>\nWith your Constitution Modifier (+<<print $mcon>>) you have <<print $hp>> Hit Points\n<<endif>>\nYour Base Attack bonus is +1 <<set $ba = 1>>\nYour Saving Throw for Paralyze is <<set $savp = 15>> <<print $savp>>\nYour Saving Throw for Breath is <<set $savb = 17>> <<print $savb>>\nYour Saving Throw for Poison is <<set $savx = 16>> <<print $savx>>\nYour Saving Throw for Magic Devices is <<set $savd = 15>> <<print $savd>>\nYour Saving Throw for Magic is <<set $savm = 15>> <<print $savm>>\n\nYou also have a unique ability called Exasperation. When an Alice faces moments of high stress, unusual things can happen to them. You can use this about once per real hour of gametime. <<set $traits.push("Exasperation(d4)")>>\n\nYou have skill points to spend, enhancing your skill success beyond your fellow players. You begin with <<print $skpnts>> skill points to spend. As an Alice, you are also slightly better at Tinkering or Searching. Pick one:\n[[-Tinkering|ALC2][$stink+=1]]\n[[-Search|ALC2][$sserc+=1]]\n\n<<set $alctrait1=[]>>\n<<set $alctrait2=[]>>\n<<set $alc = 1 >>
As a Magic User, you begin with 3 random spells. Here are the spells you have in your spellbook:\n\nRead Magic\n<<set $spell2 = random(1,20)>>\n\n1. <<print $spell1>>\n2. <<if $spell2 is 1>> Bookspeak <<set $spellbook.push("Bookspeak")>>\n<<elseif $spell2 is 2>> Charm Person <<set $spellbook.push("Charm Person")>>\n<<elseif $spell2 is 3>> Comprehend Languages* <<set $spellbook.push("Comprehend Languages*")>>\n<<elseif $spell2 is 4>> Detect Magic <<set $spellbook.push("Detect Magic")>>\n<<elseif $spell2 is 5>> Enlarge* <<set $spellbook.push("Enlarge*")>>\n<<elseif $spell2 is 6>> Faerie Fire <<set $spellbook.push("Faerie Fire")>>\n<<elseif $spell2 is 7>> Feather Fall <<set $spellbook.push("Feather Fall")>>\n<<elseif $spell2 is 8>> Floating Disc <<set $spellbook.push("Floating Disc")>>\n<<elseif $spell2 is 9>> Hold Portal <<set $spellbook.push("Hold Portal")>>\n<<elseif $spell2 is 10>> Identify <<set $spellbook.push("Identify")>>\n<<elseif $spell2 is 11>> Light* <<set $spellbook.push("Light*")>>\n<<elseif $spell2 is 12>> Magic Aura* <<set $spellbook.push("Magic Aura*")>>\n<<elseif $spell2 is 13>> Magic Missile <<set $spellbook.push("Magic Missile")>>\n<<elseif $spell2 is 14>> Mending <<set $spellbook.push("Mending")>>\n<<elseif $spell2 is 15>> Message <<set $spellbook.push("Message")>>\n<<elseif $spell2 is 16>> Shield <<set $spellbook.push("Shield")>>\n<<elseif $spell2 is 17>> Sleep <<set $spellbook.push("Sleep")>>\n<<elseif $spell2 is 18>> Spider Climb <<set $spellbook.push("Spider Climb")>>\n<<elseif $spell2 is 19>> Summon <<set $spellbook.push("Summon")>>\n<<elseif $spell2 is 20>> Unseen Servant <<set $spellbook.push("Unseen Servant")>>\n<<endif>>\n3.<<print $spell3>>\n\nIf spell 2 is the same as spell 3, [[click here|redosp2]]\nIf spell 1 is the same as spell 3, [[click here|redosp3]]\n\nIf all spells are different, [[lets advance to the store|mustore]]
As a Magic User, you begin with 3 random spells. Here are the spells you have in your spellbook:\n\nRead Magic\n<<set $spell3 = random(1,20)>>\n\n1. <<print $spell1>>\n2. <<print $spell2>>\n3.<<if $spell3 is 1>> Bookspeak <<set $spellbook.push("Bookspeak")>>\n<<elseif $spell3 is 2>> Charm Person <<set $spellbook.push("Charm Person")>>\n<<elseif $spell3 is 3>> Comprehend Languages* <<set $spellbook.push("Comprehend Languages*")>>\n<<elseif $spell3 is 4>> Detect Magic <<set $spellbook.push("Detect Magic")>>\n<<elseif $spell3 is 5>> Enlarge* <<set $spellbook.push("Enlarge*")>>\n<<elseif $spell3 is 6>> Faerie Fire <<set $spellbook.push("Faerie Fire")>>\n<<elseif $spell3 is 7>> Feather Fall <<set $spellbook.push("Feather Fall")>>\n<<elseif $spell3 is 8>> Floating Disc <<set $spellbook.push("Floating Disc")>>\n<<elseif $spell3 is 9>> Hold Portal <<set $spellbook.push("Hold Portal")>>\n<<elseif $spell3 is 10>> Identify <<set $spellbook.push("Identify")>>\n<<elseif $spell3 is 11>> Light* <<set $spellbook.push("Light*")>>\n<<elseif $spell3 is 12>> Magic Aura* <<set $spellbook.push("Magic Aura*")>>\n<<elseif $spell3 is 13>> Magic Missile <<set $spellbook.push("Magic Missile")>>\n<<elseif $spell3 is 14>> Mending <<set $spellbook.push("Mending")>>\n<<elseif $spell3 is 15>> Message <<set $spellbook.push("Message")>>\n<<elseif $spell3 is 16>> Shield <<set $spellbook.push("Shield")>>\n<<elseif $spell3 is 17>> Sleep <<set $spellbook.push("Sleep")>>\n<<elseif $spell3 is 18>> Spider Climb <<set $spellbook.push("Spider Climb")>>\n<<elseif $spell3 is 19>> Summon <<set $spellbook.push("Summon")>>\n<<elseif $spell3 is 20>> Unseen Servant <<set $spellbook.push("Unseen Servant")>>\n<<endif>>\n\nIf spell 1 is the same as spell 2, [[click here|redosp1]]\nIf spell 1 is the same as spell 3, [[click here|redosp3]]\n\nIf all spells are different, [[lets advance to the store|mustore]]
As a Magic User, you begin with 3 random spells. Here are the spells you have in your spellbook:\n\nRead Magic\n<<set $spell3 = random(1,20)>>\n\n1. <<print $spell1>>\n2. <<print $spell2>>\n3.<<if $spell3 is 1>> Bookspeak <<set $spellbook.push("Bookspeak")>>\n<<elseif $spell3 is 2>> Charm Person <<set $spellbook.push("Charm Person")>>\n<<elseif $spell3 is 3>> Comprehend Languages* <<set $spellbook.push("Comprehend Languages*")>>\n<<elseif $spell3 is 4>> Detect Magic <<set $spellbook.push("Detect Magic")>>\n<<elseif $spell3 is 5>> Enlarge* <<set $spellbook.push("Enlarge*")>>\n<<elseif $spell3 is 6>> Faerie Fire <<set $spellbook.push("Faerie Fire")>>\n<<elseif $spell3 is 7>> Feather Fall <<set $spellbook.push("Feather Fall")>>\n<<elseif $spell3 is 8>> Floating Disc <<set $spellbook.push("Floating Disc")>>\n<<elseif $spell3 is 9>> Hold Portal <<set $spellbook.push("Hold Portal")>>\n<<elseif $spell3 is 10>> Identify <<set $spellbook.push("Identify")>>\n<<elseif $spell3 is 11>> Light* <<set $spellbook.push("Light*")>>\n<<elseif $spell3 is 12>> Magic Aura* <<set $spellbook.push("Magic Aura*")>>\n<<elseif $spell3 is 13>> Magic Missile <<set $spellbook.push("Magic Missile")>>\n<<elseif $spell3 is 14>> Mending <<set $spellbook.push("Mending")>>\n<<elseif $spell3 is 15>> Message <<set $spellbook.push("Message")>>\n<<elseif $spell3 is 16>> Shield <<set $spellbook.push("Shield")>>\n<<elseif $spell3 is 17>> Sleep <<set $spellbook.push("Sleep")>>\n<<elseif $spell3 is 18>> Spider Climb <<set $spellbook.push("Spider Climb")>>\n<<elseif $spell3 is 19>> Summon <<set $spellbook.push("Summon")>>\n<<elseif $spell3 is 20>> Unseen Servant <<set $spellbook.push("Unseen Servant")>>\n<<endif>>\n\nIf spell 1 is the same as spell 2, [[click here|redosp1]]\nIf spell 2 is the same as spell 3, [[click here|redosp2]]\n\nIf all spells are different, [[lets advance to the store|mustore]]
<<silently>>\n<<set $hitd = either (1,2,3,4,5,6)>>\n<<set $hp = $hitd + $mcon>>\n<<endsilently>>\n\n\nYou are a Halfling! You're small and find it easy to hide and avoid harm.\n\nYou have a d6 for your hit die. You rolled <<print $hitd>>\n<<if $hp <= 4>>\nBecause your Constitution Modifier (+<<print $mcon>>) + your roll is less than 4, you have 4 Hit Points.\n<<set $hp = 4>>\n<<endif>>\n<<if $hp > 4>>\nWith your Constitution Modifier (+<<print $mcon>>) you have <<print $hp>> Hit Points\n<<endif>>\nYour Base Attack bonus is +1 <<set $ba = 1>>\nYour Saving Throw for Paralyze is <<set $savp = 10>> <<print $savp>>\nYour Saving Throw for Breath is <<set $savb = 8>> <<print $savb>>\nYour Saving Throw for Poison is <<set $savx = 13>> <<print $savx>>\nYour Saving Throw for Magic Devices is <<set $savd = 9>> <<print $savd>>\nYour Saving Throw for Magic is <<set $savm = 12>> <<print $savm>>\n\nAs a Halfling, you're excellent at hiding. Your chance for success is <<set $sstlh = 5>> <<print $sstlh>> in 6.\nIn addition, you have some knowledge of living in the wild. Your chance for success with Bushcraft is <<set $sbush = 3>> <<print $sbush>> in 6.\n\n<<silently>>\n<<set $sarch = 1>>\n<<set $sclmb = 1>>\n<<set $slang = 1>>\n<<set $sopen = 1>>\n<<set $sserc = 1>>\n<<set $shand = 1>>\n<<set $ssnek = 1>>\n<<set $stink = 1>>\n<<endsilently>>\n\nYou begin the game with <<set $silver to either (3,4,4,5,5,5,6,6,6,6,7,7,7,7,7,8,8,8,8,8,8,9,9,9,9,9,9,9,10,10,10,10,10,10,10,10,11,11,11,11,11,11,11,11,12,12,12,12,12,12,12,13,13,13,13,13,13,14,14,14,14,14,15,15,15,15,16,16,16,17,17,18) * 10>><<set $ssilver=$silver>><<print $silver>> silver pieces (sp).\nNow its time to purchase some [[equipment|store]].\n\n\n<<set $hlf = 1 >>
As an Alice, your skills, abilities, saves, and anything else only improve based on a roll of a random table.\n\nYou roll twice on the Alice table at 1st level and each time you level up. Here are your first level results:\n\n<<set $alcroll1=random(1,100)>>\n<<set $alcroll2=random(1,100)>>\n\n<<if $alcroll1 lt 21>>\n<<$alcroll1>> - Alice was then reminded of something she'd noticed before... +1 to all your saves.\n<<silently>>\nYour Saving Throw for Paralyze is <<set $savp += 1>> <<print $savp>>\nYour Saving Throw for Breath is <<set $savb += 1>> <<print $savb>>\nYour Saving Throw for Poison is <<set $savx += 1>> <<print $savx>>\nYour Saving Throw for Magic Devices is <<set $savd += 1>> <<print $savd>>\nYour Saving Throw for Magic is <<set $savm += 1>> <<print $savm>><<endsilently>>\n<<elseif $alcroll1 lt 71 and $alcroll1 gt 20>>\n<<$alcroll1>> - Falling down wells really improves the hand-eye coordination: +2 skill points. <<set $skpnts += 2>>\n<<elseif $alcroll1 is 71>>\n71 - You're very perceptive, if nothing else. For each combat round you spend just watching someone (i.e. you're not doing anything except maybe moving and you are not being attacked yourself) you get +d10 to hit and +d10 to damage or +d10 to any attempt to trip, grab, or otherwise mess with the target when you finally do decide to attack. This only works on targets that are engaged in combat while they are being observed. The ability can only be used once per fight on anyone smart enough to notice what you're doing. Also: only works on things with organs (like, not on oozes). Re-rolling this raises the die to d12 then d20. After that you start getting 2d10 then 2d12 then 2d20 etc. <<set $alctrait1.push ("You're very perceptive, if nothing else. For each combat round you spend just watching someone (i.e. you're not doing anything except maybe moving and you are not being attacked yourself) you get +d10 to hit and +d10 to damage or +d10 to any attempt to trip, grab, or otherwise mess with the target when you finally do decide to attack. This only works on targets that are engaged in combat while they are being observed. The ability can only be used once per fight on anyone smart enough to notice what you're doing. Also: only works on things with organs (like, not on oozes). Re-rolling this raises the die to d12 then d20. After that you start getting 2d10 then 2d12 then 2d20 etc.")>>\n<<elseif $alcroll1 is 72>>\n72 - Alice liked pies, although sometimes people did not want her to have them. Add your level to any attempt to locate any foodstuff of any kind. Re-rolling this this just adds +1 more up to a maximum of 10. After that the bonus applies to any organic material. After that it's a wasted roll. <<set $alctrait1.push("Alice liked pies, although sometimes people did not want her to have them. Add your level to any attempt to locate any foodstuff of any kind. Re-rolling this this just adds +1 more up to a maximum of 10. After that the bonus applies to any organic material. After that it's a wasted roll.")>>\n<<elseif $alcroll1 is 73>>\n73 - She closed her eyes and said the words as she'd been taught... You have learned one magic-user spell. It functions as if cast by a 15th level wizard or your level whichever is higher. Determine the spell randomly (d8 for level). It works once, that's it.<<set $alctrait1.push("She closed her eyes and said the words as she'd been taught... You have learned one magic-user spell. It functions as if cast by a 15th level wizard or your level whichever is higher. Determine the spell randomly (d8 for level). It works once, that's it.")>>\n<<elseif $alcroll1 is 74>>\n74 - Oh, I do so apologize... You can super-easily trip any basically human-sized creature that is otherwise engaged with someone or something else on a successful roll-under dex d20 roll. This only works once per fight unless the enemy is mindless like zombies or for some reason can't see you pull off this tactic. Re-rolling this result means the trip does damage: d4, then d6, then d8 etc.<<set $alctrait1.push("Oh, I do so apologize... You can super-easily trip any basically human-sized creature that is otherwise engaged with someone or something else on a successful roll-under dex d20 roll. This only works once per fight unless the enemy is mindless like zombies or for some reason can't see you pull off this tactic. Re-rolling this result means the trip does damage: d4, then d6, then d8 etc.")>>\n<<elseif $alcroll1 is 75>>\n75 - Her aunt had mentioned them ... +2 to recognize the faction or function of any aristocrat in any land. It maxes out at +6. After that, for each time this bonus is re-rolled, you are cousin or niece or otherwise secondhand related to the number (whatever number over 3) of NPCs encountered thereafter of your choice. <<set $alctrait1.push("Her aunt had mentioned them ... +2 to recognize the faction or function of any aristocrat in any land. It maxes out at +6. After that, for each time this bonus is re-rolled, you are cousin or niece or otherwise secondhand related to the number (whatever number over 3) of NPCs encountered thereafter of your choice. ")>>\n<<elseif $alcroll1 is 76>>\n76 - All that hiding in the dumbwaiter has finally paid off. You know a secret. One of two kinds of secret, to be precise: either a piece of useful lore about a legendary treasure or magic item that you encounter or an embarrassing fact about an NPC. Mechanically: once per session you may astound your party's condescending wizard by pulling this lore or rumor out of your petticoat or pantaloon by making a successful roll-under int check. If you fail, screw it, you can't do it this session. Re-rolling this means you try for this twice per session, then 3 times, etc. <<set $alctrait1.push("All that hiding in the dumbwaiter has finally paid off. You know a secret. One of two kinds of secret, to be precise: either a piece of useful lore about a legendary treasure or magic item that you encounter or an embarrassing fact about an NPC. Mechanically: once per session you may astound your party's condescending wizard by pulling this lore or rumor out of your petticoat or pantaloon by making a successful roll-under int check. If you fail, screw it, you can't do it this session. Re-rolling this means you try for this twice per session, then 3 times, etc.")>>\n<<elseif $alcroll1 is 77>>\n77 - It seemed nearly everything was dangerous if handled improperly. You've become very skilled with improvised weapons--they do one die category larger than they should If you garotte someone they automatically lose a turn on a successful hit, if you drop caltrops or marbles and someone with two legs steps on them they will automatically fall down (at least the first time). Re-rolling this result adds damage to any of these +2, +4, +6 , etc. <<set $alctrait1.push("It seemed nearly everything was dangerous if handled improperly. You've become very skilled with improvised weapons--they do one die category larger than they should If you garotte someone they automatically lose a turn on a successful hit, if you drop caltrops or marbles and someone with two legs steps on them they will automatically fall down (at least the first time). Re-rolling this result adds damage to any of these +2, +4, +6 , etc.")>>\n<<elseif $alcroll1 is 78>>\n78 - It was very shiny and stuck out like a soup spoon... On a successful melee hit, you may immediately make a Sleight of Hand attempt to grab an item (other than the target's weapon) off a target. This won't work twice on anyone above zombie-intelligence who sees it. Re-rolling this result means you get a bonus to the sleight roll for each re-roll +1, +2, +3 etc. <<set $alctrait1.push("It was very shiny and stuck out like a soup spoon... On a successful melee hit, you may immediately make a Sleight of Hand attempt to grab an item (other than the target's weapon) off a target. This won't work twice on anyone above zombie-intelligence who sees it. Re-rolling this result means you get a bonus to the sleight roll for each re-roll +1, +2, +3 etc.")>>\n<<elseif $alcroll1 is 79>>\n79 - She was not such a mouse as she used to be. +1 Dex to racial max, excess goes to Str or Con. <<set $alctrait1.push("She was not such a mouse as she used to be. +1 Dex to racial max, excess goes to Str or Con.")>>\n<<elseif $alcroll1 is 80>>\n80 - Alice then did something quite astonishing... You are surprising. +(entire charisma score) to hit with any suddenly improvised weapon the first time you strike against any intelligent foe (who knew what you could do with a gingerbread man?) and add your whole charisma score to the damage. This trick only works once per fight. Re-rolling this adds +2, then +3, then +4 to the damage, etc. <<set $alctrait1.push("Alice then did something quite astonishing... You are surprising. +(entire charisma score) to hit with any suddenly improvised weapon the first time you strike against any intelligent foe (who knew what you could do with a gingerbread man?) and add your whole charisma score to the damage. This trick only works once per fight. Re-rolling this adds +2, then +3, then +4 to the damage, etc.")>>\n<<elseif $alcroll1 is 81>>\n81 - The blue one certainly did make you taller, of that Alice was sure... You are +1 to identify drugs and plants with drug-like properties for each time you roll this. <<set $alctrait1.push("The blue one certainly did make you taller, of that Alice was sure... You are +1 to identify drugs and plants with drug-like properties for each time you roll this.")>>\n<<elseif $alcroll1 is 82>>\n82 - She could be very charming when she needed to be. Your silver tongue gives you a +2 charisma bonus to lying. If charisma checks don't come up much in your game, just say someone of ordinary intelligence you can talk to will pretty much automatically believe one lie you tell per day. If you re-roll this result it goes +2 more, +4, +6 etc. or extra lies per day.<<set $alctrait1.push("She could be very charming when she needed to be. Your silver tongue gives you a +2 charisma bonus to lying. If charisma checks don't come up much in your game, just say someone of ordinary intelligence you can talk to will pretty much automatically believe one lie you tell per day. If you re-roll this result it goes +2 more, +4, +6 etc. or extra lies per day.")>>\n<<elseif $alcroll1 is 83>>\n83 - "It really was curious," she thought--"How many times could this kind of thing happen?" You may escape death or another equally awful fate exactly once. You must spend at least a round playing possum to build tension but....surprise, you jumped out of the way just in time! Re-rolling this means you get to do it again. <<set $alctrait1.push(" 'It really was curious,' she thought--'How many times could this kind of thing happen?' You may escape death or another equally awful fate exactly once. You must spend at least a round playing possum to build tension but....surprise, you jumped out of the way just in time! Re-rolling this means you get to do it again.")>>\n<<elseif $alcroll1 is 84>>\n84 - She knew to curtsey at times like this, and so she did. Despite the low company you keep, you've been working on your manners. Members of the upper classes instinctively recognize you as one of their own. +1 to charisma rolls or reaction checks when dealing with them for every time you roll this. <<set $alctrait1.push("She knew to curtsey at times like this, and so she did. Despite the low company you keep, you've been working on your manners. Members of the upper classes instinctively recognize you as one of their own. +1 to charisma rolls or reaction checks when dealing with them for every time you roll this.")>>\n<<elseif $alcroll1 is 85>>\n85 - It was so lovely, and--according to the book--it was right there. The dress made of manticoreflesh, the house full of lilacs, the magical fishgutting knife---whatever the thing that you always wanted is, it's there. 4 sessions worth of adventure away or less. Tell your GM, who then must place it.\n\nYou must have a fair shot at it--like any other reward, but there's no guarantee you will get it. If you don't get it by the fourth session you can keep trying or let it go and roll again on this table. However if you choose to roll again and then you do get the thing somehow anyway, you lose whatever gimmick you rolled. GM think up some clever reason why. <<set $alctrait1.push("It was so lovely, and--according to the book--it was right there. The dress made of manticoreflesh, the house full of lilacs, the magical fishgutting knife---whatever the thing that you always wanted is, it's there. 4 sessions worth of adventure away or less. Tell your GM, who then must place it.\n\nYou must have a fair shot at it--like any other reward, but there's no guarantee you will get it. If you don't get it by the fourth session you can keep trying or let it go and roll again on this table. However if you choose to roll again and then you do get the thing somehow anyway, you lose whatever gimmick you rolled. GM think up some clever reason why.")>>\n<<elseif $alcroll1 is 86>>\n86 - She had not known her mother's cousin very well, and decided that it was a bad thing that she had died...You have been willed 5000 units of the local currency (GP? SP? Kroner?) worth of random mundane (nonmagical) objects. Here's how it works: you have exactly ten seconds real time to say what you bought. You now have all that stuff, assuming it adds up to less than 5000gp. You do not get xp for this treasure.<<set $alctrait1.push("She had not known her mother's cousin very well, and decided that it was a bad thing that she had died...You have been willed 5000 units of the local currency (GP? SP? Kroner?) worth of random mundane (nonmagical) objects. Here's how it works: you have exactly ten seconds real time to say what you bought. You now have all that stuff, assuming it adds up to less than 5000gp. You do not get xp for this treasure.")>>\n<<elseif $alcroll1 is 87>>\n87 - They kept talking as though Alice was a rhododendron in a pot. Add 2 to your stealth each time you roll this. If you max out, that's that.<<set $alctrait1.push("They kept talking as though Alice was a rhododendron in a pot. Add 2 to your stealth each time you roll this. If you max out, that's that.")>>\n<<elseif $alcroll1 is 88>>\n88 - She knew from school what the word meant, but did not know if it was rude or not. Add 2 to languages skill or choose a new language to read and speak.<<set $alctrait1.push("She knew from school what the word meant, but did not know if it was rude or not. Add 2 to languages skill or choose a new language to read and speak.")>>\n<<elseif $alcroll1 is 89>>\n89 - Alice quite liked drawing, and had an impressive box of crayons at home. You are adept at forgery. It's a your Int vs. their Wis roll, assuming you have access to about 40 gp worth of stuff or the kind of materials you'd find in a civilized area. Every time you re-roll this you get +2 to the check.<<set $alctrait1.push("Alice quite liked drawing, and had an impressive box of crayons at home. You are adept at forgery. It's a your Int vs. their Wis roll, assuming you have access to about 40 gp worth of stuff or the kind of materials you'd find in a civilized area. Every time you re-roll this you get +2 to the check.<<")>>\n<<elseif $alcroll1 is 90>>\n90 - She thought it might be a saltcellar, or at least that seemed like the right word for it. You can appraise treasure to a nontrivial and nonboring degree: you can estimate the value of nonmagical things flawlessly and if a piece of treasure is not what it seems on any level you will get an inkling. As in, you'll go "Is this not what it seems?" and the GM will go "Yeah, you've seen a lot of jade urns in your day and this is not what it seems somehow--you're not sure how." If a treasure has some unusual or hidden feature of a mechanical or physical nature you will sense that it is there on a successful Int roll. You won't know what it is, but you'll sense that it is there. You also have an extra +1 (in 6) and + int bonus (if any) chance to notice unusual features or traps in rooms if you are familiar with the culture that built the room. If you re-roll this result you are reading now, just roll again.<<set $alctrait1.push("She thought it might be a saltcellar, or at least that seemed like the right word for it. You can appraise treasure to a nontrivial and nonboring degree: you can estimate the value of nonmagical things flawlessly and if a piece of treasure is not what it seems on any level you will get an inkling. As in, you'll go "Is this not what it seems?" and the GM will go "Yeah, you've seen a lot of jade urns in your day and this is not what it seems somehow--you're not sure how." If a treasure has some unusual or hidden feature of a mechanical or physical nature you will sense that it is there on a successful Int roll. You won't know what it is, but you'll sense that it is there. You also have an extra +1 (in 6) and + int bonus (if any) chance to notice unusual features or traps in rooms if you are familiar with the culture that built the room. If you re-roll this result you are reading now, just roll again.")>>\n<<elseif $alcroll1 gt 90 and $alcroll1 lt 94>>\n<<$alcroll1>> - She did seem to offend people (and animals) wherever she went. You've become adept at dueling. You may add your dexterity bonus instead of your strength bonus to hit with a foil, rapier or similar weapon (if the mechanics of your game already allow that, you can add it to damage). Each time you roll this result thereafter, you are at +1 to hit in any formal (challenged and accepted) duel with any dueling weapon you have used as a weapon before.<<set $alctrait1.push("She did seem to offend people (and animals) wherever she went. You've become adept at dueling. You may add your dexterity bonus instead of your strength bonus to hit with a foil, rapier or similar weapon (if the mechanics of your game already allow that, you can add it to damage). Each time you roll this result thereafter, you are at +1 to hit in any formal (challenged and accepted) duel with any dueling weapon you have used as a weapon before.")>>\n<<elseif $alcroll1 is 94>>\n94 - They all listened attentively as Alice told her tale. +1 Cha. to racial max, excess goes to Wis or Int.<<set $alctrait1.push("They all listened attentively as Alice told her tale. +1 Cha. to racial max, excess goes to Wis or Int.")>>\n<<elseif $alcroll1 is 95>>\n95 - They began to throw stones, and Alice began to avoid them +2 to reflex save or whatever saves can plausibly be derived from "jumping out of the way" in your system. If a save normally means you take half damage, you take none.<<set $alctrait1.push("They began to throw stones, and Alice began to avoid them +2 to reflex save or whatever saves can plausibly be derived from "jumping out of the way" in your system. If a save normally means you take half damage, you take none.")>>\n<<elseif $alcroll1 is 96>>\n96 - She began to feel somewhat neglected. If you are attacked in a round that you spend doing nothing but dodging and your attacker misses, s/he or it will not only miss but fuck up and lose his or her next turn (if s/he or it has multiple attacks, s/he will lose a number of attacks equal to your level). This only works once on anything of better than zombie intelligence that sees it happen. If you re-roll this result, you get it twice, then three times, then four, etc.<<set $alctrait1.push("She began to feel somewhat neglected. If you are attacked in a round that you spend doing nothing but dodging and your attacker misses, s/he or it will not only miss but fuck up and lose his or her next turn (if s/he or it has multiple attacks, s/he will lose a number of attacks equal to your level). This only works once on anything of better than zombie intelligence that sees it happen. If you re-roll this result, you get it twice, then three times, then four, etc")>>\n<<elseif $alcroll1 gt 96 and $alcroll1 lt 99>>\n<<$alcroll1>> - She tried to remember what she knew about stoats. +1 to reaction checks or charisma rolls from all ordinary animals and talking-but-otherwise-ordinary animals.<<set $alctrait1.push("She tried to remember what she knew about stoats. +1 to reaction checks or charisma rolls from all ordinary animals and talking-but-otherwise-ordinary animals.")>>\n<<elseif $alcroll1 gt 98 and $alcroll1 lt 101>>\n<<$alcroll1>> - Alice had seen so many unusual things lately, it had become usual. You've seen and done so much that nothing phases you--you are immune to insanity or confusion in any form. Even mind-altering cosmic horrors from the far edge of the cosmos are like whatever. You still do fear. Fear is good. Fear keeps you alive. Re-rolling this means any allies who can see you likewise get a bonus (+2) to their saves on account of your steady eye.<<set $alctrait1.push("Alice had seen so many unusual things lately, it had become usual. You've seen and done so much that nothing phases you--you are immune to insanity or confusion in any form. Even mind-altering cosmic horrors from the far edge of the cosmos are like whatever. You still do fear. Fear is good. Fear keeps you alive. Re-rolling this means any allies who can see you likewise get a bonus (+2) to their saves on account of your steady eye.")>>\n<<endif>>\n\n<<if $alcroll2 lt 21>>\n<<$alcroll2>> - Alice was then reminded of something she'd noticed before... +1 to all your saves.\n<<silently>>\nYour Saving Throw for Paralyze is <<set $savp += 1>> <<print $savp>>\nYour Saving Throw for Breath is <<set $savb += 1>> <<print $savb>>\nYour Saving Throw for Poison is <<set $savx += 1>> <<print $savx>>\nYour Saving Throw for Magic Devices is <<set $savd += 1>> <<print $savd>>\nYour Saving Throw for Magic is <<set $savm += 1>> <<print $savm>><<endsilently>>\n<<elseif $alcroll2 lt 71 and $alcroll2 gt 20>>\n<<$alcroll2>> - Falling down wells really improves the hand-eye coordination: +2 skill points. <<set $skpnts += 2>>\n<<elseif $alcroll2 is 71>>\n71 - You're very perceptive, if nothing else. For each combat round you spend just watching someone (i.e. you're not doing anything except maybe moving and you are not being attacked yourself) you get +d10 to hit and +d10 to damage or +d10 to any attempt to trip, grab, or otherwise mess with the target when you finally do decide to attack. This only works on targets that are engaged in combat while they are being observed. The ability can only be used once per fight on anyone smart enough to notice what you're doing. Also: only works on things with organs (like, not on oozes). Re-rolling this raises the die to d12 then d20. After that you start getting 2d10 then 2d12 then 2d20 etc. <<set $alctrait1.push ("You're very perceptive, if nothing else. For each combat round you spend just watching someone (i.e. you're not doing anything except maybe moving and you are not being attacked yourself) you get +d10 to hit and +d10 to damage or +d10 to any attempt to trip, grab, or otherwise mess with the target when you finally do decide to attack. This only works on targets that are engaged in combat while they are being observed. The ability can only be used once per fight on anyone smart enough to notice what you're doing. Also: only works on things with organs (like, not on oozes). Re-rolling this raises the die to d12 then d20. After that you start getting 2d10 then 2d12 then 2d20 etc.")>>\n<<elseif $alcroll2 is 72>>\n72 - Alice liked pies, although sometimes people did not want her to have them. Add your level to any attempt to locate any foodstuff of any kind. Re-rolling this this just adds +1 more up to a maximum of 10. After that the bonus applies to any organic material. After that it's a wasted roll. <<set $alctrait1.push("Alice liked pies, although sometimes people did not want her to have them. Add your level to any attempt to locate any foodstuff of any kind. Re-rolling this this just adds +1 more up to a maximum of 10. After that the bonus applies to any organic material. After that it's a wasted roll.")>>\n<<elseif $alcroll2 is 73>>\n73 - She closed her eyes and said the words as she'd been taught... You have learned one magic-user spell. It functions as if cast by a 15th level wizard or your level whichever is higher. Determine the spell randomly (d8 for level). It works once, that's it.<<set $alctrait1.push("She closed her eyes and said the words as she'd been taught... You have learned one magic-user spell. It functions as if cast by a 15th level wizard or your level whichever is higher. Determine the spell randomly (d8 for level). It works once, that's it.")>>\n<<elseif $alcroll2 is 74>>\n74 - Oh, I do so apologize... You can super-easily trip any basically human-sized creature that is otherwise engaged with someone or something else on a successful roll-under dex d20 roll. This only works once per fight unless the enemy is mindless like zombies or for some reason can't see you pull off this tactic. Re-rolling this result means the trip does damage: d4, then d6, then d8 etc.<<set $alctrait1.push("Oh, I do so apologize... You can super-easily trip any basically human-sized creature that is otherwise engaged with someone or something else on a successful roll-under dex d20 roll. This only works once per fight unless the enemy is mindless like zombies or for some reason can't see you pull off this tactic. Re-rolling this result means the trip does damage: d4, then d6, then d8 etc.")>>\n<<elseif $alcroll2 is 75>>\n75 - Her aunt had mentioned them ... +2 to recognize the faction or function of any aristocrat in any land. It maxes out at +6. After that, for each time this bonus is re-rolled, you are cousin or niece or otherwise secondhand related to the number (whatever number over 3) of NPCs encountered thereafter of your choice. <<set $alctrait1.push("Her aunt had mentioned them ... +2 to recognize the faction or function of any aristocrat in any land. It maxes out at +6. After that, for each time this bonus is re-rolled, you are cousin or niece or otherwise secondhand related to the number (whatever number over 3) of NPCs encountered thereafter of your choice. ")>>\n<<elseif $alcroll2 is 76>>\n76 - All that hiding in the dumbwaiter has finally paid off. You know a secret. One of two kinds of secret, to be precise: either a piece of useful lore about a legendary treasure or magic item that you encounter or an embarrassing fact about an NPC. Mechanically: once per session you may astound your party's condescending wizard by pulling this lore or rumor out of your petticoat or pantaloon by making a successful roll-under int check. If you fail, screw it, you can't do it this session. Re-rolling this means you try for this twice per session, then 3 times, etc. <<set $alctrait1.push("All that hiding in the dumbwaiter has finally paid off. You know a secret. One of two kinds of secret, to be precise: either a piece of useful lore about a legendary treasure or magic item that you encounter or an embarrassing fact about an NPC. Mechanically: once per session you may astound your party's condescending wizard by pulling this lore or rumor out of your petticoat or pantaloon by making a successful roll-under int check. If you fail, screw it, you can't do it this session. Re-rolling this means you try for this twice per session, then 3 times, etc.")>>\n<<elseif $alcroll2 is 77>>\n77 - It seemed nearly everything was dangerous if handled improperly. You've become very skilled with improvised weapons--they do one die category larger than they should If you garotte someone they automatically lose a turn on a successful hit, if you drop caltrops or marbles and someone with two legs steps on them they will automatically fall down (at least the first time). Re-rolling this result adds damage to any of these +2, +4, +6 , etc. <<set $alctrait1.push("It seemed nearly everything was dangerous if handled improperly. You've become very skilled with improvised weapons--they do one die category larger than they should If you garotte someone they automatically lose a turn on a successful hit, if you drop caltrops or marbles and someone with two legs steps on them they will automatically fall down (at least the first time). Re-rolling this result adds damage to any of these +2, +4, +6 , etc.")>>\n<<elseif $alcroll2 is 78>>\n78 - It was very shiny and stuck out like a soup spoon... On a successful melee hit, you may immediately make a Sleight of Hand attempt to grab an item (other than the target's weapon) off a target. This won't work twice on anyone above zombie-intelligence who sees it. Re-rolling this result means you get a bonus to the sleight roll for each re-roll +1, +2, +3 etc. <<set $alctrait1.push("It was very shiny and stuck out like a soup spoon... On a successful melee hit, you may immediately make a Sleight of Hand attempt to grab an item (other than the target's weapon) off a target. This won't work twice on anyone above zombie-intelligence who sees it. Re-rolling this result means you get a bonus to the sleight roll for each re-roll +1, +2, +3 etc.")>>\n<<elseif $alcroll2 is 79>>\n79 - She was not such a mouse as she used to be. +1 Dex to racial max, excess goes to Str or Con. <<set $alctrait1.push("She was not such a mouse as she used to be. +1 Dex to racial max, excess goes to Str or Con.")>>\n<<elseif $alcroll2 is 80>>\n80 - Alice then did something quite astonishing... You are surprising. +(entire charisma score) to hit with any suddenly improvised weapon the first time you strike against any intelligent foe (who knew what you could do with a gingerbread man?) and add your whole charisma score to the damage. This trick only works once per fight. Re-rolling this adds +2, then +3, then +4 to the damage, etc. <<set $alctrait1.push("Alice then did something quite astonishing... You are surprising. +(entire charisma score) to hit with any suddenly improvised weapon the first time you strike against any intelligent foe (who knew what you could do with a gingerbread man?) and add your whole charisma score to the damage. This trick only works once per fight. Re-rolling this adds +2, then +3, then +4 to the damage, etc.")>>\n<<elseif $alcroll2 is 81>>\n81 - The blue one certainly did make you taller, of that Alice was sure... You are +1 to identify drugs and plants with drug-like properties for each time you roll this. <<set $alctrait1.push("The blue one certainly did make you taller, of that Alice was sure... You are +1 to identify drugs and plants with drug-like properties for each time you roll this.")>>\n<<elseif $alcroll2 is 82>>\n82 - She could be very charming when she needed to be. Your silver tongue gives you a +2 charisma bonus to lying. If charisma checks don't come up much in your game, just say someone of ordinary intelligence you can talk to will pretty much automatically believe one lie you tell per day. If you re-roll this result it goes +2 more, +4, +6 etc. or extra lies per day.<<set $alctrait1.push("She could be very charming when she needed to be. Your silver tongue gives you a +2 charisma bonus to lying. If charisma checks don't come up much in your game, just say someone of ordinary intelligence you can talk to will pretty much automatically believe one lie you tell per day. If you re-roll this result it goes +2 more, +4, +6 etc. or extra lies per day.")>>\n<<elseif $alcroll2 is 83>>\n83 - "It really was curious," she thought--"How many times could this kind of thing happen?" You may escape death or another equally awful fate exactly once. You must spend at least a round playing possum to build tension but....surprise, you jumped out of the way just in time! Re-rolling this means you get to do it again. <<set $alctrait1.push(" 'It really was curious,' she thought--'How many times could this kind of thing happen?' You may escape death or another equally awful fate exactly once. You must spend at least a round playing possum to build tension but....surprise, you jumped out of the way just in time! Re-rolling this means you get to do it again.")>>\n<<elseif $alcroll2 is 84>>\n84 - She knew to curtsey at times like this, and so she did. Despite the low company you keep, you've been working on your manners. Members of the upper classes instinctively recognize you as one of their own. +1 to charisma rolls or reaction checks when dealing with them for every time you roll this. <<set $alctrait1.push("She knew to curtsey at times like this, and so she did. Despite the low company you keep, you've been working on your manners. Members of the upper classes instinctively recognize you as one of their own. +1 to charisma rolls or reaction checks when dealing with them for every time you roll this.")>>\n<<elseif $alcroll2 is 85>>\n85 - It was so lovely, and--according to the book--it was right there. The dress made of manticoreflesh, the house full of lilacs, the magical fishgutting knife---whatever the thing that you always wanted is, it's there. 4 sessions worth of adventure away or less. Tell your GM, who then must place it.\n\nYou must have a fair shot at it--like any other reward, but there's no guarantee you will get it. If you don't get it by the fourth session you can keep trying or let it go and roll again on this table. However if you choose to roll again and then you do get the thing somehow anyway, you lose whatever gimmick you rolled. GM think up some clever reason why. <<set $alctrait1.push("It was so lovely, and--according to the book--it was right there. The dress made of manticoreflesh, the house full of lilacs, the magical fishgutting knife---whatever the thing that you always wanted is, it's there. 4 sessions worth of adventure away or less. Tell your GM, who then must place it.\n\nYou must have a fair shot at it--like any other reward, but there's no guarantee you will get it. If you don't get it by the fourth session you can keep trying or let it go and roll again on this table. However if you choose to roll again and then you do get the thing somehow anyway, you lose whatever gimmick you rolled. GM think up some clever reason why.")>>\n<<elseif $alcroll2 is 86>>\n86 - She had not known her mother's cousin very well, and decided that it was a bad thing that she had died...You have been willed 5000 units of the local currency (GP? SP? Kroner?) worth of random mundane (nonmagical) objects. Here's how it works: you have exactly ten seconds real time to say what you bought. You now have all that stuff, assuming it adds up to less than 5000gp. You do not get xp for this treasure.<<set $alctrait1.push("She had not known her mother's cousin very well, and decided that it was a bad thing that she had died...You have been willed 5000 units of the local currency (GP? SP? Kroner?) worth of random mundane (nonmagical) objects. Here's how it works: you have exactly ten seconds real time to say what you bought. You now have all that stuff, assuming it adds up to less than 5000gp. You do not get xp for this treasure.")>>\n<<elseif $alcroll2 is 87>>\n87 - They kept talking as though Alice was a rhododendron in a pot. Add 2 to your stealth each time you roll this. If you max out, that's that.<<set $alctrait1.push("They kept talking as though Alice was a rhododendron in a pot. Add 2 to your stealth each time you roll this. If you max out, that's that.")>>\n<<elseif $alcroll2 is 88>>\n88 - She knew from school what the word meant, but did not know if it was rude or not. Add 2 to languages skill or choose a new language to read and speak.<<set $alctrait1.push("She knew from school what the word meant, but did not know if it was rude or not. Add 2 to languages skill or choose a new language to read and speak.")>>\n<<elseif $alcroll2 is 89>>\n89 - Alice quite liked drawing, and had an impressive box of crayons at home. You are adept at forgery. It's a your Int vs. their Wis roll, assuming you have access to about 40 gp worth of stuff or the kind of materials you'd find in a civilized area. Every time you re-roll this you get +2 to the check.<<set $alctrait1.push("Alice quite liked drawing, and had an impressive box of crayons at home. You are adept at forgery. It's a your Int vs. their Wis roll, assuming you have access to about 40 gp worth of stuff or the kind of materials you'd find in a civilized area. Every time you re-roll this you get +2 to the check.<<")>>\n<<elseif $alcroll2 is 90>>\n90 - She thought it might be a saltcellar, or at least that seemed like the right word for it. You can appraise treasure to a nontrivial and nonboring degree: you can estimate the value of nonmagical things flawlessly and if a piece of treasure is not what it seems on any level you will get an inkling. As in, you'll go "Is this not what it seems?" and the GM will go "Yeah, you've seen a lot of jade urns in your day and this is not what it seems somehow--you're not sure how." If a treasure has some unusual or hidden feature of a mechanical or physical nature you will sense that it is there on a successful Int roll. You won't know what it is, but you'll sense that it is there. You also have an extra +1 (in 6) and + int bonus (if any) chance to notice unusual features or traps in rooms if you are familiar with the culture that built the room. If you re-roll this result you are reading now, just roll again.<<set $alctrait1.push("She thought it might be a saltcellar, or at least that seemed like the right word for it. You can appraise treasure to a nontrivial and nonboring degree: you can estimate the value of nonmagical things flawlessly and if a piece of treasure is not what it seems on any level you will get an inkling. As in, you'll go "Is this not what it seems?" and the GM will go "Yeah, you've seen a lot of jade urns in your day and this is not what it seems somehow--you're not sure how." If a treasure has some unusual or hidden feature of a mechanical or physical nature you will sense that it is there on a successful Int roll. You won't know what it is, but you'll sense that it is there. You also have an extra +1 (in 6) and + int bonus (if any) chance to notice unusual features or traps in rooms if you are familiar with the culture that built the room. If you re-roll this result you are reading now, just roll again.")>>\n<<elseif $alcroll2 gt 90 and $alcroll2 lt 94>>\n<<$alcroll2>> - She did seem to offend people (and animals) wherever she went. You've become adept at dueling. You may add your dexterity bonus instead of your strength bonus to hit with a foil, rapier or similar weapon (if the mechanics of your game already allow that, you can add it to damage). Each time you roll this result thereafter, you are at +1 to hit in any formal (challenged and accepted) duel with any dueling weapon you have used as a weapon before.<<set $alctrait1.push("She did seem to offend people (and animals) wherever she went. You've become adept at dueling. You may add your dexterity bonus instead of your strength bonus to hit with a foil, rapier or similar weapon (if the mechanics of your game already allow that, you can add it to damage). Each time you roll this result thereafter, you are at +1 to hit in any formal (challenged and accepted) duel with any dueling weapon you have used as a weapon before.")>>\n<<elseif $alcroll2 is 94>>\n94 - They all listened attentively as Alice told her tale. +1 Cha. to racial max, excess goes to Wis or Int.<<set $alctrait1.push("They all listened attentively as Alice told her tale. +1 Cha. to racial max, excess goes to Wis or Int.")>>\n<<elseif $alcroll2 is 95>>\n95 - They began to throw stones, and Alice began to avoid them +2 to reflex save or whatever saves can plausibly be derived from "jumping out of the way" in your system. If a save normally means you take half damage, you take none.<<set $alctrait1.push("They began to throw stones, and Alice began to avoid them +2 to reflex save or whatever saves can plausibly be derived from "jumping out of the way" in your system. If a save normally means you take half damage, you take none.")>>\n<<elseif $alcroll2 is 96>>\n96 - She began to feel somewhat neglected. If you are attacked in a round that you spend doing nothing but dodging and your attacker misses, s/he or it will not only miss but fuck up and lose his or her next turn (if s/he or it has multiple attacks, s/he will lose a number of attacks equal to your level). This only works once on anything of better than zombie intelligence that sees it happen. If you re-roll this result, you get it twice, then three times, then four, etc.<<set $alctrait1.push("She began to feel somewhat neglected. If you are attacked in a round that you spend doing nothing but dodging and your attacker misses, s/he or it will not only miss but fuck up and lose his or her next turn (if s/he or it has multiple attacks, s/he will lose a number of attacks equal to your level). This only works once on anything of better than zombie intelligence that sees it happen. If you re-roll this result, you get it twice, then three times, then four, etc")>>\n<<elseif $alcroll2 gt 96 and $alcroll2 lt 99>>\n<<$alcroll2>> - She tried to remember what she knew about stoats. +1 to reaction checks or charisma rolls from all ordinary animals and talking-but-otherwise-ordinary animals.<<set $alctrait1.push("She tried to remember what she knew about stoats. +1 to reaction checks or charisma rolls from all ordinary animals and talking-but-otherwise-ordinary animals.")>>\n<<elseif $alcroll2 gt 98 and $alcroll2 lt 101>>\n<<$alcroll2>> - Alice had seen so many unusual things lately, it had become usual. You've seen and done so much that nothing phases you--you are immune to insanity or confusion in any form. Even mind-altering cosmic horrors from the far edge of the cosmos are like whatever. You still do fear. Fear is good. Fear keeps you alive. Re-rolling this means any allies who can see you likewise get a bonus (+2) to their saves on account of your steady eye.<<set $alctrait1.push("Alice had seen so many unusual things lately, it had become usual. You've seen and done so much that nothing phases you--you are immune to insanity or confusion in any form. Even mind-altering cosmic horrors from the far edge of the cosmos are like whatever. You still do fear. Fear is good. Fear keeps you alive. Re-rolling this means any allies who can see you likewise get a bonus (+2) to their saves on account of your steady eye.")>>\n<<endif>>\n\n[[Let's choose your skills|ALC3]]\n\n\nFull Alice table can be found [[here.|http://dndwithpornstars.blogspot.com/2013/01/the-alice-pc-class-for-any-kind-of-d.html]]
<<if $skpnts gt 0>>\n\nAs a Fool, you begin with <<print $skpnts>> points that you can spend to improve your skills. What skill do you want to improve?\n\n[[Architecture|ALC3][$sarch+=1;$skpnts-=1]] - <<print $sarch>> in 6\n[[Bushcraft|ALC3][$sbush+=1;$skpnts-=1]] - <<print $sbush>> in 6\n[[Climbing|ALC3][$sclmb+=1;$skpnts-=1]] - <<print $sclmb>> in 6\n[[Languages|ALC3][$slang+=1;$skpnts-=1]] - <<print $slang>> in 6\n[[Open Doors|ALC3][$sopen+=1;$skpnts-=1]] - <<print $sopen+$mstr>> in 6 (includes Strength modifier)\n[[Search|ALC3][$sserc+=1;$skpnts-=1]] - <<print $sserc>> in 6\n[[Sleight of Hand|ALC3][$shand+=1;$skpnts-=1]] - <<print $shand>> in 6\n[[Sneak Attack|ALC3][$ssnek+=1;$skpnts-=1]] - <<print $ssnek>> in 6\n[[Stealth|ALC3][$sstlh+=1;$skpnts-=1]] - <<print $sstlh>> in 6\n[[Tinkering|ALC3][$stink+=1;$skpnts-=1]] - <<print $stink>> in 6\n\n<<endif>>\n<<if $skpnts is 0>>\nHere are your final skill ranks:\n\nArchitecture - <<print $sarch>> in 6\nBushcraft- <<print $sbush>> in 6\nClimbing- <<print $sclmb>> in 6\nLanguages- <<print $slang>> in 6\nOpen Doors - <<print $sopen+$mstr>> in 6 (includes Strength modifier)\nSearch - <<print $sserc>> in 6\nSleight of Hand - <<print $shand>> in 6\nSneak Attack - <<print $ssnek>> in 6\nStealth - <<print $sstlh>> in 6\nTinkering - <<print $stink>> in 6\n\nYou begin the game with <<set $silver to either (3,4,4,5,5,5,6,6,6,6,7,7,7,7,7,8,8,8,8,8,8,9,9,9,9,9,9,9,10,10,10,10,10,10,10,10,11,11,11,11,11,11,11,11,12,12,12,12,12,12,12,13,13,13,13,13,13,14,14,14,14,14,15,15,15,15,16,16,16,17,17,18) * 10>><<set $ssilver=$silver>><<print $silver>> silver pieces (sp).\n\n[[Now lets move on to the store.|store]]\n\n<<endif>>