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    <title>Rules on Goblin Slayer TRPG</title>
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    <description>Recent content in Rules on Goblin Slayer TRPG</description>
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      <title>Calculations with decimals</title>
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      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
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      <description>Calculations with decimals (p. 26) # All values with a decimal are rounded up. In other words, anything from 0.1 to 0.9 is treated as 1. If, for example, you see half of 3, you round it up to 2.&#xA;Any exceptions will describe how to handle decimals; if something doesn’t present a special way of handling decimals, then round up.</description>
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      <title>Disabled, unconscious, asleep</title>
      <link>https://goblin-slayer-trpg.netlify.app/rules/disabled-unconscious-asleep/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
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      <description>Disabled, unconscious, asleep (p. 30) # If, for whatever reason, a PC is rendered disabled, unconscious, or asleep, that character loses consciousness, and they immediately fall where they are. In this state, they cannot perform any actions except for resistance checks (p. 143). However, they can still use fate points (p. 160) alongside those resistance checks.&#xA;The difference between these three states is how you recover from them.&#xA;When disabled, it will be specified how long it will be until recovery.</description>
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      <title>Normal Creation</title>
      <link>https://goblin-slayer-trpg.netlify.app/rules/character-creation/normal-creation/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
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      <description> Normal Creation (p. 74) # In normal creation, you will choose all the data, including ability scores and skills, for your character on your own. You’ll be creating a PC from scratch.&#xA;As such, normal creation is geared toward players who are used to the game or those who have a specific idea for a character in mind.&#xA;Follow these steps to create a character:&#xA;Choose a Race Determine Primary and Secondary Ability Scores Determine a History Add a Bonus Point to a Primary Ability Score Write Down Your Status Acquire Experience Points and Write Down Your Adventure Level Acquire a Class Acquire Skills and Spells Purchase Equipment and Possessions Determine a Profile </description>
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      <title>Determine a Past</title>
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      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
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      <description>Determine a Past (p. 85) # Determine what sort of experiences your character has had. Perhaps certain circumstances still persist.&#xA;Past # 2d6 Past Description Skill Acquired 2 Slave You were once a slave or were treated like one Labor (Beginner) 3 Prison You committed a crime, were framed for one, or drew the ire of someone high-ranking. Regardless, you have served time in prison. Criminal Knowledge (Beginner) 4 Battlefield You have participated in a war or otherwise gotten wrapped up in one somehow.</description>
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      <title>Determine an Encounter</title>
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      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
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      <description>Determine an Encounter (p. 86) # Your character has had an important relationship with someone else in their life. That connection may still be the same as it was, or it may have changed or vanished altogether.&#xA;2d6 Past (sic) Description 2 Fated Enemy There is someone you despise and wish dead. It could also be a group or organization. 3 Superior You have a particular superior in an organization of some sort that you belong to or once belonged to.</description>
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      <title>Proper equipment for classes</title>
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      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
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      <description>Proper equipment for classes # Each class has appropriate weapon and armor types. These weapons and armor are called proper equipment.&#xA;For weapons # When a character is equipped with a proper weapon for a specific class, they can add that class’s level to the basic score for hit checks on melee and ranged attacks (their base hit score) as well as to their power (the score used for calculating damage).</description>
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      <title>Penalties to Checks</title>
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      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
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      <description>Penalties to Checks (p. 158) # This section explains situational penalties to checks.&#xA;Penalty from Being Prone # If a character is prone, they take a –4 penalty on all checks except for resistance and intelligence checks.&#xA;During combat, standing back up from a prone position is a free action. However, the penalty from being prone lasts until the end of the round in which the character stood up. Hence, if a character stands up and immediately attacks an enemy, they will still take a –4 penalty on their hit check.</description>
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      <title>Overcasting</title>
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      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
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      <description>Overcasting (p. 214) # Even if a character spends all of their spell uses, they can still use more spells. This is called Overcasting (also called limit-breaking, overusage, or overprayer).&#xA;When using a spell in an Overcasting state, the character suffers 2d6 points of fatigue immediately after performing a spell use check and applying the spell’s effects. For spells that require spell maintenance up until the point where they activate, the character suffers 2d6 points of fatigue either when that spell maintenance breaks or when they make their spell use check on the final round and apply the spell’s effects.</description>
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      <title>Resisting Spells</title>
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      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
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      <description>Resisting Spells (p. 216) # The target character or characters of a spell can choose to either resist the spell or not to.&#xA;If the character does not resist it, the character takes the spell’s full effects.&#xA;However, if the character resists it, they perform a spell resistance check.&#xA;The standard score for a spell resistance check can be found using the following formula. This is called the standard spell resistance score.</description>
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      <title>Rank Promotion</title>
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      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
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      <description>Rank Promotion (p. 225) # An adventurer’s rank is a rating for them determined by the Adventurers Guild.&#xA;Adventurers start at the tenth rank, Porcelain, and are considered fledglings through the ninth and eighth ranks—Obsidian and Steel respectively. Fledgling adventurers have trouble making much money, since they can’t take on very significant quests.&#xA;The seventh through fifth ranks, Sapphire, Emerald, and Ruby, are for adventurers of middling standing. An adventurer who has reached this point can be trusted with more relatively major tasks, and they can make more money from them in turn.</description>
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      <title>Creating Arrows with Artisan: Carpentry and Craftsmanship</title>
      <link>https://goblin-slayer-trpg.netlify.app/rules/creating-arrows-with-artisan-carpentry-and-craftsmanship/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
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      <description>Creating Arrows with Artisan: Carpentry and Craftsmanship (p. 271) # If you use Artisan: Carpentry, you can create makeshift arrows, even when out in the wild. When you attempt this, the check is your technique focus + the bonus from Artisan: Carpentry + 2d6. You create a number of hours (sic) equal to one-third of the final check score per hour. However, because you made these arrows with whatever materials you could find, you take a −1 penalty to hit checks when using them.</description>
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      <title>Earning Money Outside Adventures</title>
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      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
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      <description>Earning Money Outside Adventures (p. 272) # A PC can earn an income doing a nonadventuring side job between adventures.&#xA;To do so, choose one from either Labor, Production, Artisan, or Perform and make a check with it. The amount of money you earn in one week is based on the check’s effectiveness score.&#xA;For these checks, consult the following charts.&#xA;Basic Scores for Using Checks # Skill Basic Score Labor Strength endurance or intelligence endurance (PC chooses) Production Technique endurance Artisan Technique endurance Perform (when singing or acting) Psyche endurance (when playing, dancing, or street performing) Technique endurance Nonadventuring Income Effectiveness Scores (Income in Silver Coins) # Effectiveness Score Income (1 week) 9 or less 2d6+3 10 to 14 2d6+8 15 to 19 3d6+9 20 to 24 3d6+14 25 to 29 4d6+15 30 or more 4d6+20 The income is what an adventurer earns laboring at a side job.</description>
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      <title>Spell Effect</title>
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      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
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      <description>Spell Effect (p. 278) # Caster # The caster is the character who used the spell.&#xA;When the effect specifies the caster as its range or target, the spell’s effects first manifest on the caster. After that, the effects of certain spells may spread beyond the caster.&#xA;Center point # The center of the area affected by the spell, or a single point in space. For spells that have a center point, the caster can choose any place within range as that center point.</description>
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      <title>Spell Catalyst</title>
      <link>https://goblin-slayer-trpg.netlify.app/rules/spell-catalyst/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
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      <description>Spell Catalyst (p. 281) # Name of a catalyst # You need the specified catalyst to use the spell. However, if you are using spirit arts with a shaman’s bag (p. 389) or ancestral dragon arts with a dragon priest’s catalyst pouch (p. 389), you automatically possess the minimum required catalysts for the spell. On the other hand, you must purchase high-quality catalysts (p. 390) for the words of true power and miracles that need them, as there is no item like a shaman’s bag for words of true power and miracles.</description>
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      <title>Usage Restriction on Rings and Armbands</title>
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      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://goblin-slayer-trpg.netlify.app/rules/usage-restriction-on-rings-and-armbands/</guid>
      <description>Usage Restriction on Rings and Armbands (p. 404) # A character can’t use the effects of rings and armbands without wearing them. However, each arm can only wear either 1 ring or 1 arm­ band. Because of this, the total number of rings plus armbands that can be equipped simultaneously is 2.&#xA;If a character possesses rings or armbands, they must decide which they are generally wearing (and are using).</description>
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      <title>Gaining Weapons from Monsters</title>
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      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
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      <description>Gaining Weapons from Monsters (p. 557) # For monsters with weapons, PCs may gain those weapons by spending about five minutes searching their corpse after killing them.&#xA;If they have one weapon, roll 1d6. 1 to 3 gives nothing (the weapon broke), 4 is a longsword (p. 357), 5 is a short spear (p. 361), and 6 is a war hammer (p. 365).&#xA;If they have one blunt weapon, roll 1d6 to see which.</description>
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