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<meta charset="utf-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
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<title>Player Characters — Evennia 1.0-dev documentation</title>
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<title>3. Player Characters — Evennia 1.0-dev documentation</title>
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<li class="nav-item nav-item-this"><a href=""><span class="section-number">3. </span>Player Characters</a></li>
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<script>$('#searchbox').show(0);</script>
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<h3><a href="../../../index.html">Table of Contents</a></h3>
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<ul>
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<li><a class="reference internal" href="#">Player Characters</a><ul>
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<li><a class="reference internal" href="#inheritance-structure">Inheritance structure</a></li>
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<li><a class="reference internal" href="#living-mixin-class">Living mixin class</a></li>
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<li><a class="reference internal" href="#character-class">Character class</a><ul>
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<li><a class="reference internal" href="#funcparser-inlines">Funcparser inlines</a></li>
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<li><a class="reference internal" href="#backtracking">Backtracking</a></li>
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<li><a class="reference internal" href="#">3. Player Characters</a><ul>
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<li><a class="reference internal" href="#inheritance-structure">3.1. Inheritance structure</a></li>
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<li><a class="reference internal" href="#living-mixin-class">3.2. Living mixin class</a></li>
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<li><a class="reference internal" href="#character-class">3.3. Character class</a><ul>
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<li><a class="reference internal" href="#funcparser-inlines">3.3.1. Funcparser inlines</a></li>
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<li><a class="reference internal" href="#backtracking">3.3.2. Backtracking</a></li>
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</ul>
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</li>
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<li><a class="reference internal" href="#connecting-the-character-with-evennia">Connecting the Character with Evennia</a></li>
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<li><a class="reference internal" href="#unit-testing">Unit Testing</a></li>
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<li><a class="reference internal" href="#about-races-and-classes">About races and classes</a></li>
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<li><a class="reference internal" href="#summary">Summary</a></li>
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<li><a class="reference internal" href="#connecting-the-character-with-evennia">3.4. Connecting the Character with Evennia</a></li>
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<li><a class="reference internal" href="#unit-testing">3.5. Unit Testing</a></li>
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<li><a class="reference internal" href="#about-races-and-classes">3.6. About races and classes</a></li>
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<li><a class="reference internal" href="#summary">3.7. Summary</a></li>
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</ul>
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</li>
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</ul>
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<h4>Previous topic</h4>
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<p class="topless"><a href="Beginner-Tutorial-Rules.html"
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title="previous chapter">Rules and dice rolling</a></p>
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title="previous chapter"><span class="section-number">2. </span>Rules and dice rolling</a></p>
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<h4>Next topic</h4>
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<p class="topless"><a href="Beginner-Tutorial-Objects.html"
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title="next chapter">In-game Objects and items</a></p>
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title="next chapter"><span class="section-number">4. </span>In-game Objects and items</a></p>
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<div role="note" aria-label="source link">
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<!--h3>This Page</h3-->
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<ul class="this-page-menu">
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@ -117,7 +117,7 @@
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<div class="body" role="main">
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<section class="tex2jax_ignore mathjax_ignore" id="player-characters">
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<h1>Player Characters<a class="headerlink" href="#player-characters" title="Permalink to this headline">¶</a></h1>
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<h1><span class="section-number">3. </span>Player Characters<a class="headerlink" href="#player-characters" title="Permalink to this headline">¶</a></h1>
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<p>In the <a class="reference internal" href="Beginner-Tutorial-Rules.html"><span class="doc std std-doc">previous lesson about rules and dice rolling</span></a> we made some
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assumptions about the “Player Character” entity:</p>
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<ul class="simple">
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@ -129,7 +129,7 @@ should be able to be changed over time. It makes sense to base it off Evennia’
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<a class="reference internal" href="../../../Components/Typeclasses.html"><span class="doc std std-doc">DefaultCharacter Typeclass</span></a>. The Character class is like a ‘character sheet’ in a tabletop
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RPG, it will hold everything relevant to that PC.</p>
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<section id="inheritance-structure">
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<h2>Inheritance structure<a class="headerlink" href="#inheritance-structure" title="Permalink to this headline">¶</a></h2>
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<h2><span class="section-number">3.1. </span>Inheritance structure<a class="headerlink" href="#inheritance-structure" title="Permalink to this headline">¶</a></h2>
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<p>Player Characters (PCs) are not the only “living” things in our world. We also have <em>NPCs</em>
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(like shopkeepers and other friendlies) as well as <em>monsters</em> (mobs) that can attack us.</p>
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<p>In code, there are a few ways we could structure this. If NPCs/monsters were just special cases of PCs,
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@ -198,7 +198,7 @@ extra functionality all living things should be able to do. This is an example o
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since it can also get confusing to follow the code.</p>
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</section>
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<section id="living-mixin-class">
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<h2>Living mixin class<a class="headerlink" href="#living-mixin-class" title="Permalink to this headline">¶</a></h2>
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<h2><span class="section-number">3.2. </span>Living mixin class<a class="headerlink" href="#living-mixin-class" title="Permalink to this headline">¶</a></h2>
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<blockquote>
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<div><p>Create a new module <code class="docutils literal notranslate"><span class="pre">mygame/evadventure/characters.py</span></code></p>
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</div></blockquote>
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@ -260,7 +260,7 @@ since it can also get confusing to follow the code.</p>
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in the mixin means we can expect these methods to be available for all living things.</p>
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</section>
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<section id="character-class">
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<h2>Character class<a class="headerlink" href="#character-class" title="Permalink to this headline">¶</a></h2>
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<h2><span class="section-number">3.3. </span>Character class<a class="headerlink" href="#character-class" title="Permalink to this headline">¶</a></h2>
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<p>We will now start making the basic Character class, based on what we need from <em>Knave</em>.</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># in mygame/evadventure/characters.py</span>
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@ -326,7 +326,7 @@ this makes it easier to handle barter and trading later.</p>
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<p>We implement the Player Character versions of <code class="docutils literal notranslate"><span class="pre">at_defeat</span></code> and <code class="docutils literal notranslate"><span class="pre">at_death</span></code>. We also make use of <code class="docutils literal notranslate"><span class="pre">.heal()</span></code>
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from the <code class="docutils literal notranslate"><span class="pre">LivingMixin</span></code> class.</p>
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<section id="funcparser-inlines">
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<h3>Funcparser inlines<a class="headerlink" href="#funcparser-inlines" title="Permalink to this headline">¶</a></h3>
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<h3><span class="section-number">3.3.1. </span>Funcparser inlines<a class="headerlink" href="#funcparser-inlines" title="Permalink to this headline">¶</a></h3>
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<p>This piece of code is worth some more explanation:</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="bp">self</span><span class="o">.</span><span class="n">location</span><span class="o">.</span><span class="n">msg_contents</span><span class="p">(</span>
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<span class="s2">"$You() $conj(collapse) in a heap, alive but beaten."</span><span class="p">,</span>
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@ -348,7 +348,7 @@ The <code class="docutils literal notranslate"><span class="pre">$conj()</span><
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<p>Note how <code class="docutils literal notranslate"><span class="pre">$conj()</span></code> chose <code class="docutils literal notranslate"><span class="pre">collapse/collapses</span></code> to make the sentences grammatically correct.</p>
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</section>
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<section id="backtracking">
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<h3>Backtracking<a class="headerlink" href="#backtracking" title="Permalink to this headline">¶</a></h3>
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<h3><span class="section-number">3.3.2. </span>Backtracking<a class="headerlink" href="#backtracking" title="Permalink to this headline">¶</a></h3>
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<p>We make our first use of the <code class="docutils literal notranslate"><span class="pre">rules.dice</span></code> roller to roll on the death table! As you may recall, in the
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previous lesson, we didn’t know just what to do when rolling ‘dead’ on this table. Now we know - we
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should be calling <code class="docutils literal notranslate"><span class="pre">at_death</span></code> on the character. So let’s add that where we had TODOs before:</p>
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</section>
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</section>
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<section id="connecting-the-character-with-evennia">
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<h2>Connecting the Character with Evennia<a class="headerlink" href="#connecting-the-character-with-evennia" title="Permalink to this headline">¶</a></h2>
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<h2><span class="section-number">3.4. </span>Connecting the Character with Evennia<a class="headerlink" href="#connecting-the-character-with-evennia" title="Permalink to this headline">¶</a></h2>
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<p>You can easily make yourself an <code class="docutils literal notranslate"><span class="pre">EvAdventureCharacter</span></code> in-game by using the
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<code class="docutils literal notranslate"><span class="pre">type</span></code> command:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>type self = evadventure.characters.EvAdventureCharacter
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@ -403,7 +403,7 @@ instead.</p>
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</div>
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</section>
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<section id="unit-testing">
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<h2>Unit Testing<a class="headerlink" href="#unit-testing" title="Permalink to this headline">¶</a></h2>
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<h2><span class="section-number">3.5. </span>Unit Testing<a class="headerlink" href="#unit-testing" title="Permalink to this headline">¶</a></h2>
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<blockquote>
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<div><p>Create a new module <code class="docutils literal notranslate"><span class="pre">mygame/evadventure/tests/test_characters.py</span></code></p>
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</div></blockquote>
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@ -455,7 +455,7 @@ tests for other methods as practice. Refer to previous lessons for details.</p>
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</div>
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</section>
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<section id="about-races-and-classes">
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<h2>About races and classes<a class="headerlink" href="#about-races-and-classes" title="Permalink to this headline">¶</a></h2>
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<h2><span class="section-number">3.6. </span>About races and classes<a class="headerlink" href="#about-races-and-classes" title="Permalink to this headline">¶</a></h2>
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<p><em>Knave</em> doesn’t have any D&D-style <em>classes</em> (like Thief, Fighter etc). It also does not bother with
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<em>races</em> (like dwarves, elves etc). This makes the tutorial shorter, but you may ask yourself how you’d
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add these functions.</p>
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<a class="reference internal" href="Beginner-Tutorial-Chargen.html"><span class="doc std std-doc">character generation</span></a> to check and include what these classes mean.</p>
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</section>
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<section id="summary">
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<h2>Summary<a class="headerlink" href="#summary" title="Permalink to this headline">¶</a></h2>
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<h2><span class="section-number">3.7. </span>Summary<a class="headerlink" href="#summary" title="Permalink to this headline">¶</a></h2>
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<p>With the <code class="docutils literal notranslate"><span class="pre">EvAdventureCharacter</span></code> class in place, we have a better understanding of how our PCs will look
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like under <em>Knave</em>.</p>
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<p>For now, we only have bits and pieces and haven’t been testing this code in-game. But if you want
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@ -521,16 +521,16 @@ then on.</p>
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<a href="../../../py-modindex.html" title="Python Module Index"
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>modules</a> |</li>
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<li class="right" >
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<a href="Beginner-Tutorial-Objects.html" title="4. In-game Objects and items"
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>next</a> |</li>
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<li class="right" >
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<a href="Beginner-Tutorial-Rules.html" title="Rules and dice rolling"
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<a href="Beginner-Tutorial-Rules.html" title="2. Rules and dice rolling"
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<li class="nav-item nav-item-3"><a href="Beginner-Tutorial-Part3-Intro.html" >Part 3: How we get there</a> »</li>
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<li class="nav-item nav-item-this"><a href="">Player Characters</a></li>
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<li class="nav-item nav-item-3"><a href="Beginner-Tutorial-Part3-Intro.html" >Part 3: How we get there (example game)</a> »</li>
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<li class="nav-item nav-item-this"><a href=""><span class="section-number">3. </span>Player Characters</a></li>
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