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Portland Barbie

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Everything posted by Portland Barbie

  1. Re: Has anyone tried doing an Hyborian/Conan game using Fantasy Hero It's not set in Hyboria, and rather a homebrewed setting, but I am currently working on a S&S campaign myself, and wouldn't mind trying my hand at some conversions for a Hyborian setting.
  2. Re: Potential Campaign Cocept New Movie: "Hansel And Gretel: Witch Hunters" This would make for a very interesting steampunk monster hunter international game. And I so want to see this movie.
  3. Re: Magic System Examples Handwaving it, pretty much, I thought about working out a linked Drain/Aid power to include with the Arcane Knowledge Talent, but tbh, it's easier this way, since it's an automatic thing, and not an attack, per se, so there's no attack roll involved. And requiring an attack roll would limit the caster a bit too much, imo, in areas that's mana deprived.
  4. It seems that with the advent of the d20 OGL, there was a flood of sourcebooks geared towards world building. While many of them are geared specifically towards the d20 system, there are those that were designed, or are at least loose enough, to be used for any FRPG system. I'm curious as to what specific books you guys use when designing new settings, and what you find useful about them. My own "go-to" list includes: Gary Gygax's Living Fantasy (Troll Lord Games) - a very in-depth look at how the many aspects of a world/culture fit together, although it tends to have a very High Fantasy approach to everything. Gary Gygax's World Builder (Troll Lord Games) - lists and many descriptions on archaic terms, measurements, equipment, and titles Gary Gygax's Insidiae (Troll Lord Games) - Many helpful ideas and guidelines on adventure design Gary Gygax's Extraordinary Book of Names (Troll Lord Games) - Nothing but list after list of names, organized by the real-world cultures they were culled from, including surnames, fantasy names, and "otherworldly" names. World Builder's Guidebook (TSR) - My "bible" when it comes to maps, this addresses everything from plate tectonics, water and wind currents to settlement patterns, with enough detail to make a very believable map, with many different approaches, from "top-down" to "local area outward". Note: while part of the TSR product line, it does not reference too many AD&D 2nd rules, and those are mainly in regards to the cosmology design section, and easily ignored/adapted. Vornheim () - full of much useless info, but does contain many ideas and helpful guides when it comes to city design, especially those "giant decadent metropoli" Cities of Mystery (TSR) - another extremely useful source of city/region design. High Fantasy in concept, but many of the more mundane aspects can be used to any setting with decent sized cities. Note: this was part of the Forgotten Realms product line, but really doesn't reference that setting at all.
  5. Re: Magic and END cost? I was using a more detailed example than you, it seems. (And have been working on my own magic system at the same time, so my thoguhts on magic are focused on skill rolls, currently, lol). Yes, a MANA Reserve, or pool like END, would be cheaper than the example I was giving, and could be cheaper in the long run, especially if purchased with a limitation (Only to Power Spells), or some such . . . I guess I just prefer a more complex magic systems . . .
  6. Re: Magic System Examples Typos, , and yes, the limited END Reserve is geared towards limiting the number/power of spells being cast, although I may end up having to tweak the totals after a few sessions. And the tracking of the terrain really isn't going to be an issue, since the types of terrain are the same ones used on my maps, and thus the value of the END Reserve and REC would be whatever the terrain type is for the current hex the the party is in (or the majority of the terrain on the hex).
  7. There seems to be a lot of discussion on here about various aspects of the mechanics behind the magic systems used. So, upon finishing up (I hope) the magic system for my own campaign, I thought I might start a new thread, one focusing on the magic system used in the home-brew settings out there. The idea behind this thread is to post your own magic system, with the same amount of detail you would give to someone playing in your campaign, with the intent of letting others see the various ways magic can be done, and possibly finding an example or two on how to resolve an issue they are having themselves. Note: Given the amount of detail needed for some magic systems, there is a large possibility this may contain some very long posts. I'll start with the magic system I just finished up. There is no distinction between "arcane" and "divine" magic. The gods are not active enough in the setting to grant magic to their followers. There is still healing magics, but they are simply spells that have been created by their casters. Magic, although rare, can be learned by any one. Those who have done so are capable of absorbing the mystic energies inherent in their surroundings and shaping them into any effect they desire. However, their effectiveness is limited by their understanding of the methods involved. As they increase their knowledge they are capable of creating more powerful effects. While there is no formal society of wizards, the tomes that a mage uses to teach himself magic, being written in an ancient, lost time, infer that at one time there was such a society, and many of the existing wizards today still use the degrees of power and skill system that is mentioned in these tomes. It is important to note that there are no existing formulae for spells in these tomes. If those existed, they disappeared along with those who used them. Today, it is up to the individual mage to create his own formula to shape the energies into the effects he wants. However, even though there are no known formula, there are restrictions, requirements, and guidelines that must be followed. In order to cast spells, a character must take the Arcane Knowledge Talent (10 pts). This talent gives the character Familiarity (8-) in the eight Circle of Arcana Skills (see below). All spells require RAR (Skill depends on the arcana involved) (-1/2), Concentration (1/2 DC, -1/4), and must take at least one of the following: Focus, Gestures, or Incantations; spells built using Powers that do not require END to use must take Cost End at at least -1/2; spells with Powers that do not take a Full Phase to activate must take Extra Time (Full Phase, -1/2). Spells cannot have an active cost above the corresponding Skill -8 times 5. Most spells cannot be purchased as a VPP or MP, and must be purchased individually, however, certain groups of similar-themed spells may be allowed as a VPP, with GM's permission (discuss with the GM before you begin to see if he will allow the VPP). To pay the END cost, the caster must "pull" the END from the surrounding area. This is usually done by taking directly from the END Reserve in the area, but it can (and sometimes must) be pulled from the living creatures nearby as well. The amount of END a character can pull from the area in a single Phase is equal to how well he exceeded his Skill roll by (if he rolled a 10, and needed 13-, he gains 3 END). This can be augmented by draining the essence from living creatures, doing 1d6 STUN to all living creatures within 1m per 5 Active Points in the spell he's trying to power, including the caster, gaining 1d6 END per creature affected this way. (This means the caster is always the first creature targeted). Absorbing the energies to pay for the END cost requires a Full Phase action, and place the caster at 1/2 DCV. [TABLE=width: 500] [TR] [TD]Location [/TD] [TD=align: center]END Reserve [/TD] [TD=align: center]REC[/TD] [/TR] [TR] [TD]Barren [/TD] [TD=align: center]0[/TD] [TD=align: center]0[/TD] [/TR] [TR] [TD]Desert, sandy [/TD] [TD=align: center]0[/TD] [TD=align: center]0[/TD] [/TR] [TR] [TD]Desert, rocky [/TD] [TD=align: center]5[/TD] [TD=align: center]1[/TD] [/TR] [TR] [TD]Forest, Light[/TD] [TD=align: center]15[/TD] [TD=align: center]5[/TD] [/TR] [TR] [TD]Forest, Medium[/TD] [TD=align: center]20[/TD] [TD=align: center]5[/TD] [/TR] [TR] [TD]Forest, heavy[/TD] [TD=align: center]30[/TD] [TD=align: center]10[/TD] [/TR] [TR] [TD]Glacier[/TD] [TD=align: center]0[/TD] [TD=align: center]0[/TD] [/TR] [TR] [TD]Grassland[/TD] [TD=align: center]20[/TD] [TD=align: center]5[/TD] [/TR] [TR] [TD]Jungle, heavy[/TD] [TD=align: center]30[/TD] [TD=align: center]10[/TD] [/TR] [TR] [TD]Jungle, medium[/TD] [TD=align: center]25[/TD] [TD=align: center]5[/TD] [/TR] [TR] [TD]Marsh/Swamp[/TD] [TD=align: center]15[/TD] [TD=align: center]5[/TD] [/TR] [TR] [TD]Moor[/TD] [TD=align: center]10[/TD] [TD=align: center]5[/TD] [/TR] [TR] [TD]Scrub/Brushland[/TD] [TD=align: center]10[/TD] [TD=align: center]5[/TD] [/TR] [TR] [TD]Tundra[/TD] [TD=align: center]5[/TD] [TD=align: center]1[/TD] [/TR] [TR] [TD]City/Town[/TD] [TD=align: center]5[/TD] [TD=align: center]5[/TD] [/TR] [TR] [TD]Village[/TD] [TD=align: center]10[/TD] [TD=align: center]5[/TD] [/TR] [/TABLE] Circles of Arcana Almost every spell belongs to one of eight circles of arcana. A circle of arcana is a group of related spells that work in similar ways. A small number of spells are universal spells known by even the newest of apprentices, and do not belong to any specific circle. Abjuration Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence. Conjuration Conjurations bring manifestations of objects, creatures, or some form of energy to you, transport creatures or objects over great distances, or create objects or effects on the spot. Creatures you conjure usually, but not always, obey your commands. Divination Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells. Enchantment Enchantment spells affect the minds of others, influencing or controlling their behavior. Evocation Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage. Illusion Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. Necromancy Necromancy is a school concerned with the manipulation of the forces of life and death. Necromancy spells include those that simulate the effects of undead creatures, more direct assaults on life energy, and even healing type spells. Transmutation Transmutation spells change the properties of some creature, thing, or condition. The degrees of power rank system is based of the number of spells in a given arcana the caster knows and the total number of active points in those spells. Note that these levels are such that a PC spell caster may never obtain the highest levels, and is geared such since they are not dedicating their entire time to the study and understanding of magic. [TABLE=width: 500] [TR] [TD]Circle [/TD] [TD]Total Active Points [/TD] [TD]Mastery [/TD] [TD]Number of Spells[/TD] [/TR] [TR] [TD]8th Circle[/TD] [TD=align: center]1-45[/TD] [TD]Apprentice[/TD] [TD=align: center]1-5[/TD] [/TR] [TR] [TD]7th Circle[/TD] [TD=align: center]45-90[/TD] [TD]Initiate[/TD] [TD=align: center]6-15[/TD] [/TR] [TR] [TD]6th Circle[/TD] [TD=align: center]91-180[/TD] [TD]Adept[/TD] [TD=align: center]16-30[/TD] [/TR] [TR] [TD]5th Circle[/TD] [TD=align: center]181-360[/TD] [TD]Theurge[/TD] [TD=align: center]30-45[/TD] [/TR] [TR] [TD]4th Circle[/TD] [TD=align: center]361-720[/TD] [TD]Mystic[/TD] [TD=align: center]46+[/TD] [/TR] [TR] [TD]3rd Circle[/TD] [TD=align: center]721-1440[/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]2nd Circle[/TD] [TD=align: center]1441-1880[/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]1st Circle[/TD] [TD=align: center]1881+[/TD] [TD][/TD] [TD][/TD] [/TR] [/TABLE]
  8. Re: Thw Westren Shores magic In fact, when it's mentioned in FH 6e, it's pretty much just an optional cost reduction due to the combat maneuvers that can't be used with spells, nothing more. And since the list of maneuvers that can't be used with spells is really up to the GM, it's not something that's necessary at all.
  9. Re: Summoned Creatures walking the earth: Capturing and Summoning them Judging from what Kealios has posted in response to my posts, I think the antagonistic qualities of the summoned creature is what he's looking for, since it would be harder to control the creature that way.
  10. Re: Thw Westren Shores magic This thread addresses the Spell Limitation, or at least references it for 6E http://www.herogames.com/forums/showthread.php/91384-quot-Spell-quot-limitation-not-in-6E-any-more
  11. Re: Summoned Creatures walking the earth: Capturing and Summoning them Then I would suggest a Summon (Specific Being) (+1) with RAR (made each turn to symbolize the risk of controlling the pocket monster, if this roll fails, the Side Effect kicks in) [this is on top of the required rolls to get the summoned creature to act] (-1 base), Focus (say OIF) (-1/2), and Variable Side Effect (Extreme) (-1). This gives you one 300-point creature for roughly 48 points. VG = video game was referring to Ego Combat Value, from 5E
  12. Re: Summoned Creatures walking the earth: Capturing and Summoning them Then I retract my statement about the trainers not needing as many points as usual, but I still say the best approach is to glaze over just how they appear, since worrying about using a Summon/Transform/Pull Pocket Monster From Orifice power, and how to build it is really only necessary if you were to require the trainers to purchase it, which would probably tie up a lot of their Point allocation, and cause the same problem. I do see a need to detailing a mechanic for capture, although something as simple as having to reduce the pocket monster down to a few points of Body would work (again, this lends to the feel of the VG, since there is a risk of accidentally killing the creature and not being able to capture it (although technically nothing ever died in the VGs). Another possible method of capture could be linking an ECV type trait to the Body or Stun of the pocket monsters, and requiring some form of mental attack built as an item (simulating trying to overcome the willpower of the creature) before it could be captured, this too lends to the VG feel of having to battle a monster, then using an item to try and capture it.
  13. Re: Summoned Creatures walking the earth: Capturing and Summoning them Another approach, and one slightly more on par with those monster-summoning video games, would be to build the "pocket monsters" as individual characters. With this approach, you can reward a point or two of exp to the creatures used in a fight, allowing for them to advance in skill and abilities, without having to worry about buying more into Transform or Summon (since if by using one of these powers, increasing the Power allows for a flat increase in all creatures it "creates"). Yeah, it might require a bit more bookkeeping at the start, but since you're going to need the sheets for the individual creatures anyway . . . The benefit of this is that you can effectively gloss over the whole "I choose you" aspect of it. Since the "trainer" isn't involved in the actual combat, there's really no need to work out how (s)he brings the creatures into being every time. You just set a limit on the points for the creatures, and have a set number of creatures the trainer starts with. I'd severely reduce the number of points used to create the trainer with this method, however, since there's effectively no need to buy a single power, since these would be aspects of the creatures, items purchased, etc. Since items used to heal, cure status effects and what-not are most commonly one use items, it makes more since to have them looked at as equipment instead of part of the character. That said, I can see items approached as having Recoverable Charges (only when in town, or some-such limitation).
  14. Re: Hero-D&D system merge? I've been reading through the posts in this thread, and, like many players, my first rpg was D&D (2nd Ed). I've been running it in it's many incarnations for the last 20 some years, and noticed one thing about the OP's posts. Yeah, 3.x/PF has many ways it could be abused, and many of them are a direct result of feats/spell/prestige class combinations . . . which when toolkitted, and broken down/converted to HERO, are nothing more than the GM not placing limitations on the Powers, Perks, and Maxima for his FH game. These forums are full of threads dealing with issues similar to what the OP has stated he's having with his players, and every last one of them states to implement some blanket restrictions to the rules, in one form ore another. The main message behind those posts is basically "just because the rules allow it, doesn't mean you have to." I think a lot of people out there seem to forget that even less open systems sometimes need to be restricted as well. I know personally that I've had to restrict many feats/spells/prestige classes in mt 3.x games simply because I realized how they could be used to break the game. If the OP, or anyone else is having an issue with the builds of the characters in their game, they need to pull the reigns in some on what they're allowing, no matter what system they are using. We are gamers, and as such we tend to look at rules in a way that allows us to break, twist, or manipulate them to our advantage, and any GM worthy of the name knows his system well enough (or is willing to admit that he made a mistake) to rework/restrict things to make the game enjoyable for all those involved. Yes this may cause some players to leave the group, but I've found that this is usually a blessing, as it tends to be one or two players who try to "op" their character, which causes others to get bored, and begin to do the same thing. Being in a small town, and there not being anyone else who games could be a good thing as well. Some people have mentioned "forcing" (or politely asking them to try out) the HERO system on a group, and if there's no one else who plays, they don't really have a choice, but to an extent, the same goes for restricting options in the system already in use. If they're not interested in the HERO system, it's not fair to force it upon them, and you run the risk of having players who don't get as involved in the game as they could. You may just need to restrict the options they have in the original system to bring it to a more manageable level. And I've found that starting off by saying "I'm not having fun running the game anymore" lends a lot of weight to what you have to say next, especially if there's no one else who's willing to run a game . . .
  15. Re: How do you work gaining Package Deals during game? First, referring to the templates as package deals, implies that he's had a working knowledge of HERO for at least a few editions (or has someone who does in his gaming group). Second, I would lessen, or at least build a "post-creation" template to apply the core mechanics, i.e. the ones that would define a character as a vampire, to the character, and if the points gained from Complications is an issue, work towards balancing them out with the abilities becoming a vampire would give. The rest would be up to an individual player. Lastly, I just want to point out that judging from terms used in the OP, and my own personal knowledge, a lot of the vampire/werewolf fluff is being drawn from WoD, and that the OP has had a lot of experience running that system. Which brings up a good argument for the existing posted template. In V:tM, being embraced does not add to any set Attributes, but gives a few extra "dots" to be placed where the player wants the character to have them. It also allows the player to determine what (from a limited selection) of vampire abilities (Disciplines) he gains. I would restructure the template to allow this freedom as well (not adding to specific Stats, but allowing for a set number of points to be applied as the player wishes to the character's stats.
  16. Re: Magic and END cost? I think it depends on the type of feel you're looking for from the magic system. The world I'm currently working on has the magic come from an outside "nature" END Reserve, much like the preserver/defiler system from Athas. Whereas if I was to change it to an "internal" END Reserve, even if the mechanics are exactly the same, it gives the magic a completely different feel. The same applies if it was payed by the character's END, cost LTE, or uses a separate stat. Each option, combined with a little in-world information as to why magic works this way provides a distinct feel to the magic system in your world. As a side note, I think this has played a major role in the creation of all the different FRPGs out there, since the magic system of D&D has a very, and well-known, feel to it and didn't work in some settings as the default magic system.
  17. Re: Advice for new campaign using home-brewed setting Okay, I deleted the original post about this, but it seems I do need to clarify something. I am NOT new to world building. I have been doing so, for multiple systems, for the last 21 years . . . I am just new to the HERO system. I do appreciate suggestions, but am looking at how to implement my ideas, how to tweak them to function better, and how they might work out at the table. I do not need any resources for ideas of my world, nor do I need suggestions on how to build it. I'm looking for the crunch to my fluff, not just fluff . . . This isn't my first rodeo, just my first time in this arena. Thank you
  18. Re: Advice for new campaign using home-brewed setting I am requiring players to purchase spells as Powers, but don't really want to limit how they may do so, since I am looking at the magic system, beyond how it's "physics" work, to be as open-ended, and individual as possible. If one player wants to use a VPP to build their selection of spells, then they can. If an other player buys his spells individually, and is limited to just the effects he has detailed, then that is available too. I want the "flavor" of magic to be as distinct as the character using it. I do realize this is going to require a bit more work in making sure things are balanced, but since I do not have any time limit (I currently don't have anyone who is willing to play) I'm not too concerned. I have not gotten this far in the detailing of the system. I tend to be a bit anal when it comes to world creation, and want to have all my ducks in a row before even the first game session. As such, I am approaching everything one step at a time, and getting each individual aspect worked out. However, I will keep this in mind when I get to it. Yes, there are no apprentice/master arrangements, I'm doing this as an in-setting mechanic for the reason as to why magic is not as prevalent as it could be. Think of the books each spell caster uses to teach themselves as magic primers. Those who are willing to put forth the time and effort into finding and teaching themselves how to use magic are capable of using it, since the books are effectively the master teaching the apprentice. It's like a "self-help primer in magic", teaches you the basics, gives you examples on how to implement what it's teaching, but doesn't give you step-by-step instructions on how to get the same result every time. (i.e. there's no spellbooks, just books detailing the methods on how to manipulate the "mystical" energies used to create magical effects). The whole "claims to power" system is implemented in the books used to teach magic. Think of a book that contains all the systems of math (addition/subtraction, all the way up to trig and physics). You're given the knowledge to do advanced math along with the more simpler math, but only through practice, moments of insight, and dedication are you able to effectively implement it on a regularly successful basis. Once you're gained enough knowledge in say algebra, you can claim to be a "Master of Algebra" because you know that there's really not much left out there for you to learn. Also, this informal form of "claims to power" adds to the RP and suspense of a game. The players can encounter a villain who claims to be a master of necromancy, but is simply doing so for intimidation, and does not have the actual knowledge and skill using such a title requires. Since there's no "policing" of mages, there's nothing out there to enforce the claims, rightly or not, that a spell caster uses. Yes, I do plan on allowing demihumans as PCs, but only an additional race or two. The world is predominately human, but with a very limited number of intelligent humanoid races capable of creating their own forms of civilization. I do want to step away from the whole elves/dwarves/gnomes flavor that has become so prevalent in frpg these days, and as such I am looking at possibly a race of humanoid canines, similar to the wolfmen in FH, or the Coyles in Paladium, and a humanoid serpent race along the lines of the yuan-ti (at least in appearance) or the serpent-folk in FH. I am planning on having references to the existence of elves and dwarves, but they are races that existed in the world's ancient past, and no longer exist today.
  19. I've been a fan of HERO since I discovered it back in '02, and tbh, it has become my system of choice. Unfortunately, the players I have had in that time (and I've been fortunate enough to have the same core group this whole time) are the kind who want the game system spoon-fed to them, and aren't willing to take the time to read a rulebook other than a cursory glance, which isn't conducive to building a personalized, in-depth character using HERO (which quite frankly, is the whole reason why I came to prefer the system in the first place. However, I feel that once they see the benefits of HERO, they will be immediate converts. And as such I've decided to build a wholly new setting, and wanted it to stand out against the typical D&D-styled worlds my players have become used to. So I went out and got my hands on the new 6th edition books, and have been slowly compiling notes on the setting. After defining what type of game I wanted to run (it's a Swords & Sorcery styled game, where the characters are pitted more against the world itself than any form of "epic" villain), I've begun to work on detailing the magic system, since this is most likely the most difficult aspect of world design, at least if you want a fully functioning one that keeps it's "mystical" feeling while remaining believable, especially in a low magic setting such as the one I'm envisioning . . . I've included the existing notes I have on the magic system I'm building, and would welcome any advice, suggestions, ideas, etc. you guys may have. There is no distinction between "arcane" and "divine" magic. The gods are not active enough in the setting to grant magic to their followers. There is still healing magics, but they are simply spells that have been created by their casters. The magic system is based off a preserver/defiler concept. Each region (I'm looking at making it based off terrain/map features, i.e. forest, plains, settlement, etc.,) has it's own END Reserve used to pay for the END costs of the spells. In cases where the END cost is higher than the area's END Reserve, the caster may draw energy from living creatures in the area (I'm looking at this as a set number of dice depending on the "vitality" of the area, with an additional Drain STUN AoE effect on those characters in the area, exchanged on a point-for-point basis for END (a total of 5 on the dice gives you 5 END). There are no established schools or colleges for magic; each spell caster is self-taught using tomes and scrolls left behind from ancient civilizations. There are no "formulaic" spells, as there are in D&D, the tomes give information on how to manipulate the mystical energies to create your own effects, not "make this gesture and say these words while holding these items to create this effect." The effects a caster may create are broken down into various "schools". Each school is it's own skill, representing the knowledge the caster has in manipulating/creating those type of effects. All spells must take the Requires a Roll (skill depending on the "school" of the spell); spells built with Powers that do not cost END must take the Cost END (-1/2); in addition they must contain at least one of the following Limitations: Focus, Gestures, or Incantations. This is simply personal taste, and I think creates the "spellcasting" flavor most fantasy players are used to. Spells cannot have an active cost above the corresponding Skill -8 times 5. This is an attempt at balancing the power of the spells. The spell casting packages I plan to have will have a few skills at 8-, representing the character's familiarity in those "schools" and would limit the character to 5 Active Points if they do not choose to pursue certain schools. I'm working on an abstract spell level/strength of caster system, solely for RP purposes. I'm basing it on 8 levels, or "circles of arcana", with an incremental increase in the Active Points required to gain access to the next circle, combined with the number of spells a character knows in a given school, with 5 ranks (Apprentice, Initiate, Adept, Theurge, and Mystic) also with an incremental increase in requirements to qualify for the next rank. This is mainly for RP purposes: NPCs claiming to be a "Mystic of the 2nd Circle of Evocation" type stuff. Again, lemme know anything you would add, your opinions/views/thoughts, who you think it would work in play (this will be my first HERO campaign, so I don't have the troubleshooting knowledge some of you have), etc. Thanks P.S. If there is enough active discussion, I will continue to post other aspects of the world as I detail them, again for your guys' feedback and suggestions.
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