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Subject: Character creation and out of character chatter rss

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Chad Bowser
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Hey, everybody. We'll use this thread to generate characters and handle any other questions that arise. I'm keeping things a little vague in the descriptions. If you need more detail, let me know.

Dice roller primer: There's a dice roller here on the geek. To use it, click on the "roll" button to the left of the Font size combo box. Once it shows up, you can either click the dice value from the top menu or enter it into the Roll field. For example, to roll 3D6, you can click on the d6 icon and then change the "1" to a "3" in the roll field or just type 3D6 into the roll field. Then click the "Add Roll" button. Your actual result won't show until you finish your post.

You can also type in modifiers. If you have to roll 1D20 plus three, just type in (or click) 1D20 and then add +3 for something that looks like 1D20+3.

1. Stat Generation
There are six stats, per the Swords and Wizardry rules:
STRength
DEXterity
CONstitution
INTellignece
WISdom
CHArisma

Each of you should roll 3D6 six time and allocate the totals to each of the six attributes in whatever order you choose.

2. Choose a character class
There are four character classes, each does something unique and each has a prime attribute. If a character's prime attribute is above 13, you get a 5% XP bonus. I'll list the prime attribute after the class name. You also get a 5% XP bonus if Charisma is over 13.

Once you pick a class, note the special abilities and determine hit points.

Barbarian (CON)
1D6+1 Hit points
Gets a bonus to saving throws against disease and poison
Fear spells/conditions cause the barbarian to berserk
If the barbarian wins initiative, he does a lot more damage
Gets +3 to climbing walls, perception, stealth, and tracking
Can sense danger

Fighter (STR)
1D6+2 Hit points
Multiple attacks vs weak foes
Picks 2 fighting styles (berserker, shield master, swashbuckler, unarmed combat, weapon master, weapon grandmaster)

Magician (INT)
1D6 Hit points
Casts magic spells. There are three types: white, grey, and black.
White are generally healing spells. No penalty to cast.
Grey are generally manipulation spells. Costs hit points to cast.
Black are generally evil and destruction. Costs sanity points to cast. Typically requires a blood sacrifice.

Thief (DEX)
1D6+1 hit points
+2 to armor class if wearing leather or lighter armor
Can fight with two weapons if wearing leather or lighter armor
+3 to climbing, legerdermain (sleight of hand), opening locks, perception, stealth, and setting/disarming traps.

Generate Life Events
Roll 1D20 three times and let me know the results. This determines special events that happened in your past. All are positive.

A few difference between Swords and Wizardry and Crypts and things
You have two health stats. Hit Points and Constitution. HP represents general fatigue and a full night's rest will fill it all the way back up. A "stiff drink" once a day also recovers 1D4 hit points automatically.

Once you've burned through your hit points, you start losing CON. These are actual wounds and damage to your character's CON can impact game play. It takes a full day of rest to regain 1 CON.

You also have Sanity Points, which are equal to your Wisdom. They work just like Hit Points and recover in the same way.

I know I was brief here, so if you have any questions, let me know. You can be any character class you want. There doesn't have to a magician or a thief or a fighter or a barbarian. Everybody could pick barbarian if they wanted to. Just make sure to pack the extra ale.
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Jørgen G
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Hey, thanks for putting this up. I am really excited about it.

I begin with creating the rolls for each ability:

3d6 = (6 + 5 + 2) = 13
3d6 = (5 + 3 + 6) = 14
3d6 = (4 + 2 + 3) = 9
3d6 = (3 + 1 + 5) = 9
3d6 = (5 + 1 + 6) = 12
3d6 = (1 + 1 + 1) = 3

Let's see!

Ok, I am assigning my points as follows:

STR: 13
DEX: 14
CON: 12
INT: 9
WIS: 3
CHA: 9

And I select the Thief class!

Roll for hit points: 1d6+1 = (6) + 1 = 7
Life events:
Event #1: 1d20 = (3) = 3
Event #2: 1d20 = (7) = 7
Event #3: 1d20 = (7) = 7

(WIP Character sheet)
Character sheet:
*--------------------------------------------*
| Information | Stats |
|------------------------|-------------------|
| Name: Jargon Grimwood | Strength: 13 |
| Age: 35 | Dexterity: 14 |
| Class: Thief | Constitution: 12 |
|------------------------| Intelligence: 9 |
| Health: 12/12 | Wisdom: 3 |
| Hit points: 7/7 | Charisma: 9 |
| Sanity points: 3/3 | Armor Class: XX |
| Alignment: Unknown | |
| XP: 0 | |
|********************************************|
| Items |
|--------------------------------------------|
| Listed |
*--------------------------------------------*


Character background and personality will be described later. Good night everyone!
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Chad Bowser
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Cool! I'm on my phone now, so I'll post your life events when I get to something with a keyboard.
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Erik Racer
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We are living our lives... Abound with so much information... Come on, let go of the remote,
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What?! I can't roll them one at at a time and "knock" them. Was my childhood adventures in D&D wasted?

Here are my initial rolls.

#1 3d6 = (3 + 2 + 1) = 6
#2 3d6 = (6 + 6 + 4) = 16
#3 3d6 = (1 + 4 + 5) = 10
#4 3d6 = (6 + 5 + 4) = 15
#5 3d6 = (3 + 3 + 5) = 11
#6 3d6 = (1 + 6 + 6) = 13

Stat Assignment. I can live with being stupid as long as I'm pretty.

STR: 16
DEX: 15
CON: 13
INT: 6
WIS: 11
CHA: 10

I think I will go with a generic fighter. Not sure if I'm ready to try a character that might require a bit more "depth".

Hit Points = 1d6+2 = (2) + 2 = 4 The thief has more HP than me??? cry

2 Fighting Styles:
* Shield Master
* Weapon Master

Life Events
#1 1d20 = (9) = 9
#2 1d20 = (8) = 8
#3 1d20 = (14) = 14


I think I'll go with the name Kelen Darkmoss.
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Jørgen G
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eracer68 wrote:
The thief has more HP than me??? cry
If you look at my other stats I think thats just fair!
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Mike Amos
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Stat Gen 1 3d6 = (4 + 6 + 4) = 14
Stat Gen 2 3d6 = (2 + 4 + 6) = 12
Stat Gen 3 3d6 = (3 + 6 + 2) = 11
Stat Gen 4 3d6 = (3 + 6 + 1) = 10
Stat Gen 5 3d6 = (4 + 3 + 6) = 13
Stat Gen 6 3d6 = (4 + 4 + 1) = 9
HP Roll 1d6 = (2) = 2
Life Event 1 1d20 = (8) = 8
Life Event 2 1d20 = (1) = 1
Life Event 3 1d20 = (17) = 17

That HP roll is gonna suck

It looks like we have enough muscle. I'll take on the challenge of playing a magic user.

STR 09
DEX 10
CON 12
INT 14
WIS 13
CHA 11

HP 02

I'm counting on the meatheads to protect me physically here but I'll be all too happy to use some white magic on you.

Stealing Jorgens Character sheet
*--------------------------------------------*
| Information | Stats |
|------------------------|-------------------|
| Name: Dr. Thadius Jones| Strength: 09 |
| Age: 42 | Dexterity: 10 |
| Class: MAgician | Constitution: 12 |
|------------------------| Intelligence: 14 |
| Health: 12/12 | Wisdom: 13 |
| Hit points: 2/2 | Charisma: 11 |
| Sanity points: 13/13 | Armor Class: 12 |
| Alignment: Unknown | |
| XP: 0 | |
|********************************************|
| Items |
|--------------------------------------------|
| Listed |
*--------------------------------------------*


I'm curious to know more about the blood sacrifice required for black magic. Is that a vial of blood, some of Dr. Jones's blood or is he going to have to hold some poor screaming bloke down and kill him while mumbling an incantation?

Fair notice to fellow players, looking at this guys stats but dependent on things handed down from on high, I may play this dude as a little power mad and overly enthusiastic about black magic.
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Chad Bowser
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Jørgen

Your life events are:

"I was press ganged into a Pirate crew". Gain the ability to confidently sail boats or ships.

"I served a mighty Sorcerer". Gains the ability to recognise magic even if not a Magician.

Re-roll your third one (if you get a duplicate a second time, keep rolling until it's different).

Now for some derived stats:
Your str gives you +1 to hit w/melee weapons and +1 to damage
Your dex gives you +1 to hit with ranged weapons and +1 to armor class
Your con gives you nothing (but at least it takes nothing away)
Your int gives you a 10% chance to understand any language
Your wisdom gives you nothing
Your charisma gives you a 10% chance to charm people.

As a thief:
You need 1,500 XP to go to the next level
Your saving throw is 14
+2 to armor class if wearing leather or lighter armor
+2 to attack if using two weapons (instead of the normal +1)
+3 to climbing, legerdermain (sleight of hand), opening locks, perception, stealth, and setting/disarming traps.

Your gear:
Start with whatever gear you think a beginning thief looking to loot a wizard's tower would have. Nothing magical. If you have access to the free Swords and Wizardry PDF (http://www.swordsandwizardry.com/), flip through pages 19-22 for ideas. Otherwise, feel free to make it up.

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Chad Bowser
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Kelan,

Your life events are:

"I lost my freedom and became a Gladiator". +1 to hit from combat training.

"I spent a year exploring the Jagmani Jungles". Never gets lost in jungles.*

"I was forced into a life of thieving by extreme poverty". +2 to Stealth skill.


Now for some derived stats:
Your str gives you +2 to hit w/melee weapons and +2 to damage
Your dex gives you +1 to hit with ranged weapons and +1 to armor class
You con gives you +1 hit point
Your int gives you a 10% chance to understand any language
Your wisdom gives you nothing
Your charisma gives you a 40% chance to charm people.

As a fighter:
You need 2,000 XP to go to the next level
Your saving throw is 16
You get 1 extra attack per round when fighting enemies with 1HD or fewer.

Your fighting styles
Shield master gives you a +1 AC bonus when using a shield (shields add +1 to your AC, so this is an effect +2)
Weapon master gives you a +1 to hit with one class of weapon, your choice. Classes include: axes, bows, broad & long swords, clubs, crossbows, daggers, darts, flails, great swords, halberds, hammers, javelins & spears, maces, quarterstaffs, short swords, slings, etc.

Your gear:
Start with whatever gear you think a beginning fighter looking to loot a wizard's tower would have. Nothing magical and no armor heavier than chain. If you have access to the free Swords and Wizardry PDF ( http://www.swordsandwizardry.com/), flip through pages 19-22 for ideas. Otherwise, feel free to make it up.

*Because this adventure has nothing to do with jungles, you can re-roll this one if you want, or just keep it for flavor.
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Chad Bowser
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Dr. Jones,

I don't want to play into your black magic fixation, but your life events are:

"When I was very young, Demons came and took me away into the Dark." +1 vs Demons, always can damage 1. even if normally need a magic weapon.

"I lost my freedom and became a Gladiator". +1 to hit from combat training.

"I was a slave making the old Tyrant’s Tomb". +3 to any Crafting skill roll.


Now for some derived stats:
Your str gives you no modifiers
Your dex gives you no modifiers
Your con gives you no modifiers
Your int gives you a 40% chance to understand any language and a max spell level of 6.
Your wisdom gives you nothing
Your charisma gives you a 40% chance to charm people.

As a magician:
You need 2,500 XP to go to the next level
Your saving throw is 15
You can know three 1st level spells and one 2nd level spell
You can cast two 1st level spells between rests.
You can use any weapon, but do -1 damage with anything other than slings, daggers, and staves.
You must have one hand free to cast spells

The spells:
The cost:
White magic: no cost
Grey magic 2 x spell level in HP when casting
Black magic: they must either sacrifice one sentient creature per spell being memorized or take the level of the spell being memorized in CON damage. In addition, magicians casting ‘black magic’ spells must make a Saving Throw. If this saving roll is failed, the magician is corrupted slightly and suffers a loss of Sanity points equal to the spell level. If you roll a 1 on the saving throw, your Wisdom goes down by one, permanently.

You can pick your allotted spells from this list:
White First Level: Animal Friend, Cure Light Wounds, Detect Evil, Detect Magic, Light,Luck, Protection from Evil, Purify Food and Drink, Read Languages, Shield
White Second Level: Bless, Continual Light, Detect Invisibility, Find Traps, Speak with Animals, Strength

Grey First Level: Divination, Entangle, Hold Portal, Make Small Item, Repair, Sleep

Grey Second Level: ESP, Knock, Levitate, Magic Mouth, Mirror Image, Pyrotechnics, Silence (15 ft radius), Wizard Lock.

Black First Level: Cause Light Wounds, Charm Person, Hex, Hide Magic, Magic Missile, Oppression, Soul Blast, Wailing Lament.

Black Second Level: Curse, Darkness (15 ft radius), Invisibility, Phantasmal Force, Stinking Cloud, Snake Charm, Weakness, Web.

I'll give the descriptions of any spell your interested in. Most are in the Swords and Wizardry PDF if you have that. Remember, you can pick spells from any color. Even if you want to specialize in black magic, there's no penalty for having a white spell in your repertoire.


Your gear:
Start with whatever gear you think a beginning fighter looking to loot a wizard's tower would have. Nothing magical and no armor heavier than leather. No shield. If you have access to the free Swords and Wizardry PDF ( http://www.swordsandwizardry.com/), flip through pages 19-22 for ideas. Otherwise, feel free to make it up.
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Gen Con is over. :(
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Ack, sorry to be the one slowing things down!

Roll 1: 3d6 = (5 + 6 + 1) = 12
Roll 2: 3d6 = (1 + 6 + 2) = 9
Roll 3: 3d6 = (6 + 4 + 5) = 15
Roll 4: 3d6 = (4 + 1 + 2) = 7
Roll 5: 3d6 = (5 + 3 + 3) = 11
Roll 6: 3d6 = (3 + 6 + 6) = 15

I'll happily round out the party with a Barbarian.

STR: 15
DEX: 12
CON: 15
INT: 9
WIS: 7
CHA: 11

Hit Points: 1d6+1 = (5) + 1 = 6

Life Event 1: 1d20 = (18) = 18
Life Event 2: 1d20 = (17) = 17
Life Event 3: 1d20 = (19) = 19
 
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  • 88916. brumcg
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  • Thu Jan 12, 2012 3:06 pm
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  • Life Event 1:
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  • 88929. brumcg
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  • 19
  • Life Event 3:
  • Thu Jan 12, 2012 3:11 pm
Chad Bowser
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Don't forget your three life event rolls, Bruce. 1D20 three times.

And apply your stats however you want to the attributes.
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Gen Con is over. :(
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cjbowser wrote:
Don't forget your three life event rolls, Bruce. 1D20 three times.

And apply your stats however you want to the attributes.

Sorry, I went with the "multiple edit" method of posting.
 
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Gen Con is over. :(
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cjbowser wrote:
A "stiff drink" once a day also recovers 1D4 hit points automatically.

That's an awesome rule. I've used it before in Western games...
 
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Chad Bowser
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Bruce,

Your life events are:

"I was a slave making the old Tyrant’s Tomb". +3 to any Crafting skill roll.

"I survived a battle of wits with the Mentalist of the underground cities". + 1 save vs Mind Control magics.

"I was captured and forced to play in the Ball Games". +1 to hit with Spears and Slings.


Now for some derived stats:
Your str gives you +1 to hit w/melee weapons and +1 to damage
Your dex gives you no bonuses
You con gives you +1 hit point
Your int gives you a 10% chance to understand any language
Your wisdom gives you nothing
Your charisma gives you a 40% chance to charm people.

As a Barbarian:
You need 1,500 XP to go to the next level
Your saving throw is 13
+1 to AC due to your survival instincts
Can sense danger
Fear magic causes a berserker rage
If you win initiative, +2 attack, double damage for first attack in that combat.
Gets +3 to climbing walls, perception, stealth, and tracking

Your gear:
Start with whatever gear you think a beginning fighter looking to loot a wizard's tower would have. Nothing magical and no armor heavier than chain. If you have access to the free Swords and Wizardry PDF ( http://www.swordsandwizardry.com/), flip through pages 19-22 for ideas. Otherwise, feel free to make it up.
 
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Chad Bowser
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brumcg wrote:
cjbowser wrote:
A "stiff drink" once a day also recovers 1D4 hit points automatically.

That's an awesome rule. I've used it before in Western games...

I thought it was particularly fitting to the genre. It's also fitting that the barbarian is most rounded of the characters. laugh
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Mike Amos
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cooool.

I'll work on a back story for the guy.
I did get the free PDF which is nice.
I can find many of the spells in the manual. Of the ones I don't see the ones I'm most interested in knowing more about are Curse, Weakness, Soul Blast.

Spells:
Level 1 (3)
Cure Light Wounds (W)
Protection from Evil (W)
Soul Blast (B)


Level II (1)
Continual Light (W)

Gear
Candle X 5
Chalk
Flask, Leather
Flint & Steel
Spellbook (assuming I need this for the spells I know)
Ink (1oz)
pen(not in list but makes sense with the ink)
Trail Rations (3 days worth)
Sack (30lb capacity - currently empty)
Dagger (1D4 damage)
Sling
Stones (1D4) X 40
Leather Armor (I don't see a clothe limitation on my character)

I'm assuming the "Wizard's Tower" is spire like, multiple floors. Something that someone just looking at from the outside would not assume required and overnight stay to walk through.
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Chad Bowser
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amosmj wrote:
cooool.


I'm assuming the "Wizard's Tower" is spire like, multiple floors. Something that someone just looking at from the outside would not assume required and overnight stay to walk through.

Actually, this wizard burrowed his tower into a cliff face. You can't tell exactly how big it is.

Curse
Spell Level: 2nd Level
Range: Only upon a character not in combat.
Duration: 1 hour (6 turns)
This spell grants its recipient a +1 to attack rolls (and improves morale, if the recipient is not a player character). The recipient cannot already be in combat when the spell is cast. Evil magicians cast a reverse version of this spell called Curse.

Weakness
Not listed in the book. I guess it doesn't really exist?modest

Soul Blast
Spell Level: 1st Level
Range: 150 ft
Duration: Immediate
A Soul Blast flies where the caster directs, with a range of 150 ft. The missile hits automatically, doing 1d8 points of Sanity damage.
The magician casts an additional two missiles for every 5 levels of experience. Thus, at fifth level, the caster is able to hurl 3 Soul Blast, and 5 Soul Blast at 10th level.
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Mike Amos
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excellent, thank you. I went back and edited my spells post based on the new info.
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amosmj wrote:
excellent, thank you. I went back and edited my spells post based on the new info.

Good selection of items. You're correct that there is no cloth armor limitation for magicians. They can go up to leather.

Do you also want to carry a little basket of sentient creatures for your necromancy?
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Chad Bowser
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Although we're not quite ready to start, I've posted the introduction here:

The Halls of Nizar-Thun

If anybody wants to edit gear based on this description, feel free.

And, once you get your character to a stage you're happy with, post him here:

The Halls of Nizar-Thun character sheets
 
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Gen Con is over. :(
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How would you like to handle things like character description and/or back story?
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brumcg wrote:
How would you like to handle things like character description and/or back story?

However you want. You can come up with it wholecloth, work in the life events, or if another character has the same life event, team-up to create a combined bio, or at least certain parts are combined.
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Chad Bowser
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One last thing for the character sheets:

Your AC will be 10+armor+shield+dex bonus+class bonus+plus anything else.

Somebody wearing leather is 12 (10+2)
Somebody wearing chainmail with a Dex of 15 would be 15 (10+4+1).
etc.
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Mike Amos
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cjbowser wrote:
Do you also want to carry a little basket of sentient creatures for your necromancy?

I thought I just needed to kill the little critters when I learned new ones. So everytime I cast Soul Blast I need to fish around and find a goblin or something and slit its throat to cast it?

what are some smallish sentient beasties I can slaughter at will to crush the souls of our enemies?
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Chad Bowser
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Nope. You're right. It's just the first time. I was thinking a little too dark.
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