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		<link>http://wiki.rpg.net/index.php/Special:NewPages</link>
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		<language>en</language>
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		<item>
			<title>Joro Idrani</title>
			<link>http://wiki.rpg.net/index.php/Joro_Idrani</link>
			<guid>http://wiki.rpg.net/index.php/Joro_Idrani</guid>
			<description>&lt;p&gt;209.164.157.27: Created page with &amp;quot;Joro Idrani&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; High Concept: Enthusiastic Starfleet Explorer&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; Trouble: Graduated from Andorian Military Academy, transfered to Starfleet&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; First Assignment:&amp;lt;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Joro Idrani&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
High Concept: Enthusiastic Starfleet Explorer&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Trouble: Graduated from Andorian Military Academy, transfered to Starfleet&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
First Assignment:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Crossover 1:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Crossover 2:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
5 Refresh (You can up to 5 stunts, starting Fate Points are six minus the number of stunts you have)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Great: Pilot&amp;lt;br&amp;gt;&lt;br /&gt;
Good: Engineering, Fight&amp;lt;br&amp;gt;&lt;br /&gt;
Fair: Shoot, Science, Notice&amp;lt;br&amp;gt;&lt;br /&gt;
Average: Academics, Will, Physique, Contacts &amp;lt;br&amp;gt;&lt;/div&gt;</description>
			<pubDate>Thu, 23 May 2013 11:40:57 GMT</pubDate>			<dc:creator>209.164.157.27</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Joro_Idrani</comments>		</item>
		<item>
			<title>Captain Reginald Beck</title>
			<link>http://wiki.rpg.net/index.php/Captain_Reginald_Beck</link>
			<guid>http://wiki.rpg.net/index.php/Captain_Reginald_Beck</guid>
			<description>&lt;p&gt;71.201.28.37: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Captain Reginald Beck'''&lt;br /&gt;
&lt;br /&gt;
High Concept &lt;br /&gt;
&lt;br /&gt;
'''Luckiest Red-Shirt Ever'''&lt;br /&gt;
A legend among red-shirts. Lightning bolts leave a smoking black mark next to him where his flank stood a second ago. Aliens transform people around him into chemical dodecahedrons and don't quite get around to him yet. His buddy gets all the red blood cells sucked out of him by a space cloud, he lives to tell about it. It's kind of scary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trouble &lt;br /&gt;
&lt;br /&gt;
'''Once A Cop, Always A Cop''' &lt;br /&gt;
Know the locals, know the territory, know your team, know your goals, call for back-up. He still sees everything through flash-suppressing HUD goggles. His family are cops and security and soldiers going back several generations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: &lt;br /&gt;
&lt;br /&gt;
+4 Security&lt;br /&gt;
&lt;br /&gt;
+3 Notice, Will&lt;br /&gt;
&lt;br /&gt;
+2 Physique, Rapport, Fight&lt;br /&gt;
&lt;br /&gt;
+1 Provoke, Investigate, Athletics, Shoot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STUNTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Danger Sense''' &lt;br /&gt;
&lt;br /&gt;
You have an almost preternatural capacity for detecting danger. Your Notice skill works unimpeded by conditions like total concealment, darkness, or other sensory impairments in situations where someone or something intends to harm you.&lt;br /&gt;
&lt;br /&gt;
'''Tough as Nails'''&lt;br /&gt;
&lt;br /&gt;
Once per session you can reduce the severity of a moderate physical consequence to a mild physical consequence (if your mild consequence slot is free), or erase a mild physical consequence altogether, at the cost of a fate point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[from the random background generator]&lt;br /&gt;
&lt;br /&gt;
Born and raised on an established colony.&lt;br /&gt;
&lt;br /&gt;
My father was a human Starfleet officer, security. My mother was an Argelian diplomat (she had mild telepathic abilities. &lt;br /&gt;
&lt;br /&gt;
My childhood was full of adventure. I was rather spoiled. Absolutely nothing remarkable happened at Starfleet Academy. &lt;br /&gt;
&lt;br /&gt;
My first tour of duty was at a Federation outpost. It was attacked by Klingons! Why?! I saved the lives of several fellow [crew members]. &lt;br /&gt;
 &lt;br /&gt;
While on a diplomatic mission, I uncovered a Romulan spy! I saved the day, but made an enemy of a fellow crew member. DumdumDAH!!&lt;br /&gt;
&lt;br /&gt;
While being transferred to my next posting, our ship was captured by...Klingons! Dammit! I showed great promise and gained a mentor and ally in Starfleet.&lt;br /&gt;
&lt;br /&gt;
Responding to a distress call...frickin’ Klingons again! I displayed great sacrifice. &lt;br /&gt;
&lt;br /&gt;
Once, our ship was attacked by...KLINGONS!?! I saved the life of my captain! Hooray!&lt;br /&gt;
&lt;br /&gt;
[5 tours/incidents seemed like enough]&lt;/div&gt;</description>
			<pubDate>Thu, 23 May 2013 04:12:01 GMT</pubDate>			<dc:creator>71.201.28.37</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Captain_Reginald_Beck</comments>		</item>
		<item>
			<title>Tiger Tiger, Burning Bright</title>
			<link>http://wiki.rpg.net/index.php/Tiger_Tiger,_Burning_Bright</link>
			<guid>http://wiki.rpg.net/index.php/Tiger_Tiger,_Burning_Bright</guid>
			<description>&lt;p&gt;Taimdala: Created page with &amp;quot;&amp;lt;br&amp;gt;  ''Tuesday, 29 March 1870''&amp;lt;br&amp;gt; ''Kongo, Subsaharan Africa''&amp;lt;br&amp;gt; ''Morning''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;  The hunting party was quiet, only the sound of the horse's hooves thumping gently on th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Tuesday, 29 March 1870''&amp;lt;br&amp;gt;&lt;br /&gt;
''Kongo, Subsaharan Africa''&amp;lt;br&amp;gt;&lt;br /&gt;
''Morning''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The hunting party was quiet, only the sound of the horse's hooves thumping gently on the ground. His hands bound, Ezekiel watched the terrain pass by, the thick foliage and greenery like nothing that England had to offer. But he mostly kept his eyes on the man who was his captor, his torturer, and most importantly, the reason that the Lord had brought him here.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ahead, Vars rode in front, his rifle broken over his lap, easily balanced as he picked his way through down the hill through the lush growth. They had rode up the mountain through a hidden pass and were now picking their way carefully down the other side. The sounds of the nearby animals and the distant calls of others surrounded them, but so far, nothing had made the blond man take the rifle from his lap. Shells were chambered; he had sat and loaded his gun as Ezekiel was washed and dressed, following as he was handcuffed and then put on his horse.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ezekiel took the quiet moment to ask the question that had been floating in his head since the ride had started. &amp;quot;How do you plan to test God today, Vars?&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vars looked down, gathering his face into a smile before twisting to look at his prisoner. &amp;quot;I merely mean to damage one of his more beautiful creatures. Wound it, capture it to bring home to torment. No test for Him. Other humans do it all the time and He doesn't seem to mind.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ezekiel recognized the simplicity of Vars' argument. It was the kind of argument a rank beginner in philosophy would make. Assuming a good God must protect every creature equally. Every creature had a purpose and God loved every single one of them. But that didn't mean living lives with no challenges or difficulties. But he kept the thought to himself. ''No point in taunting the beast more than necessary''.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I find that says more about the people performing the torment than it does about God.&amp;quot; Ezekiel returned the smile with a cold smile of his own.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No doubt. But you already know that I am not a good man. You wear the mantle of your God and now his symbol on your back. I wear only my intentions.&amp;quot; He reined in his mount, pausing to look around, his eyes narrowing. &amp;quot;We move slowly now. Our prey is near.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ezekiel kept pushing the fear and nervousness deep down. But alongside that fear was curiosity, Ezekiel discovered. While not the situation he had envisioned, he was in an exotic land about to see a wild creature that he had never seen before. ''What would it look like? Did lions roam in this area?'' Ezekiel couldn't remember for sure, but he did seem to remember that lions roamed in groups. He didn't think that even Vars was confident enough to take on several lions. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They rode for a bit in silence and then Vars held up his hand. Reaching down, he lifted his rifle off his lap, snapped it gently closed after checking that it was loaded. He gestured for Ezekiel to be led so that their horses were side by side. &amp;quot;Did you know,&amp;quot; Vars asked softly, &amp;quot;that a mother tigress is one of the best mothers in animal kingdom? That she will fight other tigers to keep her cubs safe? Lead other animals away from the den no matter the cost to herself? Beautiful creature. Deadly, motherly.&amp;quot; He looked at Ezekiel, his jade eyes boring into his captive's face.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am sure I am about to bear witness to that fact.&amp;quot; Vars' comments about mothers made Ezekiel think about Katherine and the twins. He wanted to picture her at home, taking care of the little ones...but he knew his wife too well. ''Take care of yourself, my love. A search for me leads straight into danger unlike any we have experienced''.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dutchman laughed softly, stopping both horses and raising his hand to pause the party. Staring intently into the lush greenery, he raised his rifle. &amp;quot;Tiger, tiger burning bright, in the forests of the night. . .&amp;quot; He ended his verse with two quick shots, the noise deafening as it echoed through the trees. Dismounting, he waved for Ezekiel to be brought down to the ground to join him. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shall we see what specimen I took down?&amp;quot; he asked gesturing forward.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ezekiel judged the man to be an excellent shot, but he was not surprised by that fact. &amp;quot;Lead on, sir,&amp;quot; Ezekiel said, as if he wasn't a handcuffed prisoner. It did feel good to be on his feet again, even if he was still somewhat weak from lack of food over the past few days. &amp;quot;I am anxious to see the animal that impresses the man who would be God.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It only took a bit of walking before they came upon the scene, the chestnut animal sprawled and dead from a shot to the head. Vars sighed heavily, walking around to the other side. &amp;quot;I forgot Ezekiel. I seemed to have made an error. Tigers are in India, really.&amp;quot; He nudged the still figure partially under the horse with a booted toe and then leaned over to pull back the hood. Vars smiled as he straightened, shrugging carelessly. &amp;quot;You are right, old man. God does work in mysterious ways.&amp;quot; He stepped back, gesturing to the figure at his feet, her face almost obscured by the fiery wave of hair covering it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your wife, I believe?&amp;quot; he asked softly.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ezekiel was briefly surprised by the sight, before a whole rush of emotions overwhelmed him. Fear for her, anger at Vars, but mostly love. He had known she would not be able to stay home. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He rushed forward and squatted down beside her, unable in handcuffs to give Katherine the hug he wanted to. Ezekiel whispered to her ear, knowing that she would hear him, even if she wasn't awake. &amp;quot;I love you. Now and for always, my Katherine.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It took all of Ezekiel's considerable will not to let the anger and fear show on his face as he rose to his feet in one smooth motion to face his captor. &amp;quot;She made excellent time, it seems,&amp;quot; he said, a blasé look on his face.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I'm glad she impresses you.&amp;quot; Vars gestured and Ezekiel's cuffs fell to the ground. Vars waved to Katherine. &amp;quot;You may carry her. I don't fear you running now. The wound in her shoulder will need to be tended to so she won't bleed out. Idir can help you get her on your horse.&amp;quot; With that he began to pick his way back to his mount.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As Ezekiel carefully lifted his unconscious wife into his arms, he spoke just loud enough that he knew Vars would hear him, but softly enough that Vars could ignore him if he chose. &amp;quot;You never had to fear me running. All this pain, suffering and death you've caused and you're not any closer to understanding me than when you first started.&amp;quot; Then he kissed Katherine on the forehead as Idir helped the two of them onto the horse for their ride back to captivity.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[Victoriana: Gathering Storms#The Story Thus Far|The Story Thus Far]]&amp;lt;br&amp;gt;&lt;br /&gt;
Return to [[Victoriana: Gathering Storms|Gathering Storms Main Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
Return to [[Dr._Penguin%27s_Iceberg#Victoriana|Victoriana Campaign Index]]&amp;lt;br&amp;gt;&lt;br /&gt;
Return to [[Dr._Penguin%27s_Iceberg|Dr. Penguin's Iceberg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</description>
			<pubDate>Thu, 23 May 2013 02:20:16 GMT</pubDate>			<dc:creator>Taimdala</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Tiger_Tiger,_Burning_Bright</comments>		</item>
		<item>
			<title>Callias Graecus</title>
			<link>http://wiki.rpg.net/index.php/Callias_Graecus</link>
			<guid>http://wiki.rpg.net/index.php/Callias_Graecus</guid>
			<description>&lt;p&gt;71.198.220.195: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Morituri_te_salutant]]&lt;br /&gt;
==Callias Graecus aka Callias Cerritus==&lt;br /&gt;
When he joined the stable, they called him &amp;quot;Callias the Greek&amp;quot;, but lately they've started calling him &amp;quot;Callias the Frantic&amp;quot;, because it's become obvious that he really does not want to die. One never quite knows what he'll do in the arena to win and survive. Management has considered putting him in apparent overmatches to see how he'll wriggle out of them.&lt;br /&gt;
&lt;br /&gt;
Back before, Callias had what was shaping up to be a booming business as an astrologus—the crooked kind. His act played heavily upon semi-scholarly depictions of &amp;quot;hidden mysteries of Ancient Egypt&amp;quot; and &amp;quot;geometric secrets of the Pythagoreans&amp;quot;, and he was making plans to expand into the trendy new field of &amp;quot;apocalyptic prophecies of the Hebrews,&amp;quot; when he discovered that some people expect genuine horoscopes, and take them very seriously indeed. He got sent up for treason.&lt;br /&gt;
==Statistics==&lt;br /&gt;
* STR 9 (Of academic background.)&lt;br /&gt;
* CON 13 (Healthy, and sticks to his exercise regimen out of terror.)&lt;br /&gt;
* SIZ 15 (Tall.)&lt;br /&gt;
* INT 15 (Smart enough to get into trouble.)&lt;br /&gt;
* POW 13 (Earnest energy.)&lt;br /&gt;
* DEX 16 (Used to be a good dancer.)&lt;br /&gt;
* APP 12 (Good looking, but nothing special.)&lt;br /&gt;
* EDU 12 (Educated.)&lt;br /&gt;
&lt;br /&gt;
==Weapon Styles==&lt;br /&gt;
*+0 damage bonus&lt;br /&gt;
*'''Hoplomachus 50%''' (The classically-minded Greek was trained like a classical Greek.)&lt;br /&gt;
**(Small Shield, Spear, Sword, Dagger, Hand to Hand)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Bronze bracelet inscribed with Greek calendar&lt;br /&gt;
* Hoplomachus Small Shield (1d6+1+1d6)&lt;br /&gt;
* Spear (1d8+1+1d6)&lt;br /&gt;
* Machera (Greek sword) without scabbard (1d8+1+1d6)&lt;br /&gt;
* Pugio (dagger) without scabbard (1d4+2+1d6)&lt;br /&gt;
* Hoplomachus helmet with yellow plumes&lt;br /&gt;
* Iron right arm manica (arm guard)&lt;br /&gt;
* Padded iron greaves&lt;br /&gt;
* Balteus (wide leather belt reinforced with iron)&lt;br /&gt;
* Yellow Subligaculum (loin cloth)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
* Accounting 10 (If he'd kept better books, this might not have happened.)&lt;br /&gt;
* Animal Handling 10&lt;br /&gt;
* Architecture 01&lt;br /&gt;
* Art (Illustration) 10 (For hoking up copies of old star charts.)&lt;br /&gt;
* Art (Lyre) 10 (To demonstrate Pythagorean harmonies.)&lt;br /&gt;
* Astrology 40 (He really can do honest horoscopes. He thought crooked ones sold better.)&lt;br /&gt;
* Augury 30 (He keeps worrying about the fate of Cassandra…)&lt;br /&gt;
* Bargain 25 (&amp;quot;…and I'll throw in an authentic Egyptian wall scroll…&amp;quot;)&lt;br /&gt;
* Civics 10 (Paying attention to city politics might have been a good idea, too.)&lt;br /&gt;
* Climb 50&lt;br /&gt;
* Conceal 15&lt;br /&gt;
* Craft 05&lt;br /&gt;
* Dodge 66 (Last match, the crowd started chanting, &amp;quot;Dance, Graecus, dance!&amp;quot;)&lt;br /&gt;
* Drive 20&lt;br /&gt;
* Empire 25&lt;br /&gt;
* Fast Talk 45 (&amp;quot;I'll have that payment to you next week. It's in the stars!&amp;quot;)&lt;br /&gt;
* First Aid 30&lt;br /&gt;
* Geography 01&lt;br /&gt;
* Hide 10 (When they came for him, he hid under his desk.)&lt;br /&gt;
* Insight 35 (&amp;quot;I see something troubles you—I see a dark-haired man… yes, of course.&amp;quot;)&lt;br /&gt;
* Jump 40 (Fueled by terror.)&lt;br /&gt;
* Kingdom: Greece 20&lt;br /&gt;
* Kingdom: Egypt 11&lt;br /&gt;
* Kingdom: Others 01&lt;br /&gt;
* Library Use 25 (Liked to read.)&lt;br /&gt;
* Listen 45&lt;br /&gt;
* Mathematics 20 (Lots of geometry in making those star charts.)&lt;br /&gt;
* Medicine 01&lt;br /&gt;
* Metallurgy 01&lt;br /&gt;
* Natural World 10&lt;br /&gt;
* Navigate 10&lt;br /&gt;
* Occult 35 (He loved to use real material in his act.)&lt;br /&gt;
* Persuade 25 (How to win friends, influence people, and get laid.)&lt;br /&gt;
* Pilot 05&lt;br /&gt;
* Potions 01&lt;br /&gt;
* Repair/Devise 20&lt;br /&gt;
* Ride 20&lt;br /&gt;
* Sneak 01&lt;br /&gt;
* Spot Hidden 45&lt;br /&gt;
* Status 05&lt;br /&gt;
* Swim 40 (Used to swim every day; still does, if the gym has a pool.)&lt;br /&gt;
* Throw 40 (Desperate strength and a good eye.)&lt;br /&gt;
* Track 10&lt;br /&gt;
*Languages:&lt;br /&gt;
**Native (Greek): 75%&lt;br /&gt;
**Second (Latin): 36%&lt;br /&gt;
**Third (Persian): 24%&lt;br /&gt;
**Fourth (Egyptian): 12%.&lt;br /&gt;
* Write Language (Greek): 10%&lt;/div&gt;</description>
			<pubDate>Wed, 22 May 2013 06:54:31 GMT</pubDate>			<dc:creator>ChalkLine</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Callias_Graecus</comments>		</item>
		<item>
			<title>Sextus Fulvius Barba</title>
			<link>http://wiki.rpg.net/index.php/Sextus_Fulvius_Barba</link>
			<guid>http://wiki.rpg.net/index.php/Sextus_Fulvius_Barba</guid>
			<description>&lt;p&gt;Asen G: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Morituri_te_salutant]]&lt;br /&gt;
==Sextus Fulvius Barba==&lt;br /&gt;
Ex-tonsor fallen on hard times&lt;br /&gt;
==Statistics==&lt;br /&gt;
* STR: 14&lt;br /&gt;
* CON: 12&lt;br /&gt;
* SIZ: 13&lt;br /&gt;
* INT: 11&lt;br /&gt;
* POW: 07&lt;br /&gt;
* DEX: 06&lt;br /&gt;
* APP: 12&lt;br /&gt;
* EDU: 08&lt;br /&gt;
&lt;br /&gt;
==Weapon Styles==&lt;br /&gt;
*+0 damage bonus&lt;br /&gt;
* Thraex&lt;br /&gt;
** Small shield, Sica (short curved sword), Pugio (dagger), hand to hand. Helmet, greaves.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Thraex Small Shield (''Parmula'')(1d6)&lt;br /&gt;
* Sica (Dacian sword) without scabbard (1d8+1)&lt;br /&gt;
* Pugio (dagger) without scabbard (1d4+2)&lt;br /&gt;
* Thraex helmet with red plumes&lt;br /&gt;
* Iron right arm manica (arm guard)&lt;br /&gt;
* Padded iron high greaves&lt;br /&gt;
* Balteus (wide leather belt reinforced with iron)&lt;br /&gt;
* Black Subligaculum (loin cloth)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
Skill bases percentages;&lt;br /&gt;
&lt;br /&gt;
*Languages:&lt;br /&gt;
**Native (Latin): 55%&lt;br /&gt;
**Second (Persian): 24%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Accounting: 10%&lt;br /&gt;
* Animal Handling 10%&lt;br /&gt;
* Art 05%&lt;br /&gt;
* Bargain: 25% (+20)&lt;br /&gt;
* Civics 10%&lt;br /&gt;
* Climb: 40%&lt;br /&gt;
* Conceal: 15%&lt;br /&gt;
* Craft&lt;br /&gt;
** (Craft default): 55% (+50)&lt;br /&gt;
* Dodge: 57% (+45)&lt;br /&gt;
* Drive: 20%&lt;br /&gt;
* Empire: 25%&lt;br /&gt;
* Fast Talk: 05%&lt;br /&gt;
* First Aid: 40% (+10)&lt;br /&gt;
* Hide: 10%&lt;br /&gt;
* Insight: 65% (+60)&lt;br /&gt;
* Jump: 25%&lt;br /&gt;
* Library Use: 10%&lt;br /&gt;
* Listen: 55% (+30)&lt;br /&gt;
* Medicine: 1%&lt;br /&gt;
* Natural World: 10%&lt;br /&gt;
* Navigate: 10%&lt;br /&gt;
* Occult: 10% &lt;br /&gt;
* Other Kingdom: 1% (each kingdom is considered seperate)&lt;br /&gt;
* Other Language: (See top of list)&lt;br /&gt;
* Own Kingdom: 20%&lt;br /&gt;
* Own Language: (See top of list)&lt;br /&gt;
* Persuade: 45% (+30)&lt;br /&gt;
* Pilot Boat: 5%&lt;br /&gt;
* Potions: 11% (+10)&lt;br /&gt;
* Repair/Devise: 20%&lt;br /&gt;
* Ride: 20%&lt;br /&gt;
* Science: 01%&lt;br /&gt;
** Architecture:&lt;br /&gt;
** Astrology:&lt;br /&gt;
** Augury:&lt;br /&gt;
** Engineering:&lt;br /&gt;
** Geography&lt;br /&gt;
** Mathematics:&lt;br /&gt;
** Metallurgy:&lt;br /&gt;
* Sneak: 10% OR 25% (Depending on default)&lt;br /&gt;
* Spot Hidden: 40 OR 65% (+15) (Depending on default)&lt;br /&gt;
* Status: 05% (Fixed)&lt;br /&gt;
* Swim: 25%&lt;br /&gt;
* Throw: 25%&lt;br /&gt;
* Track: 10%&lt;br /&gt;
* Pilot Boat: 5%&lt;br /&gt;
* Repair/Devise: 20%&lt;br /&gt;
* Ride: 20%&lt;br /&gt;
* Write Language (Latin): 10%&lt;/div&gt;</description>
			<pubDate>Tue, 21 May 2013 21:48:37 GMT</pubDate>			<dc:creator>ChalkLine</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Sextus_Fulvius_Barba</comments>		</item>
		<item>
			<title>The Galaxy</title>
			<link>http://wiki.rpg.net/index.php/The_Galaxy</link>
			<guid>http://wiki.rpg.net/index.php/The_Galaxy</guid>
			<description>&lt;p&gt;176.61.91.234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Trek_3sx.png]]&lt;br /&gt;
&lt;br /&gt;
=The United Federation of Planets=&lt;br /&gt;
Founded in 2161 after the Earth-Romulan war and was conceived as a coalition of planets dedicated to the common good. The individual planets govern themselves but act together on topics of common foreign policy and defence. Prominent members included the Humans, Vulcans, Andorians and Tellarites. Minor races include the Bolian, Denobulan, Caitan &amp;amp; Betazed. Two years ago a Romulan named Nero attacked the UFP and began the Vulcan Crisis. Though Starfleet, the military arm of the UFP eventually stopped Nero it was not before he destroyed the planet Vulcan, killing billions and bringing the future of the federation itself into question. &lt;br /&gt;
• The lack of Vulcan colonies meant as few as 10,000 Vulcans escaped the destruction of their homeworld. The survivors have withdrawn to the world of New Vulcan in order to attempt to rebuild their civilisation&lt;br /&gt;
• The Andoria have always retained a seperate navy for defensive purposes but in response to the Vulcan crisis and increased activity along the Neutral Zone the Andorians have begun expanding their fleet. Many see this build up as a sign that the Andorians are planning on withdrawing from the Federation.&lt;br /&gt;
• The Betazoids are the most recent planet to fully join the United Federation of Planets. Their relative proximity to the ongoing Cardassian-Talaran War has sparked a marked increase in piracy in the region, something the Betazoids want Starfleet to deal with.&lt;br /&gt;
• The Bolian people only achieved first contact with the federation less than a decade ago. Caught between warring neighbours (the Iren and the Uzor) the Bolian gladly accepted federation help in preventing their world from becoming a battlefield in the Iren-Uzor conflict. The Bolian are currently provisional members of the Federation contingent on them unifying their various nation states into one world government. The Iren and Uzor have not gone away however and both continue to scheme to bring Bolians under their influence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Xindi Collective=&lt;br /&gt;
Former bitter enemies of the humans, the Xindi are an alliance of six different species in the Delphic Expanse. A hundred years ago the Xindi fought a war with humans but have since made peace. The Xindi were on track to join the Federation prior to the Vulcan crisis. Currently the question of Xindi membership has been put on hold definitely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Klingon Empire=&lt;br /&gt;
An agressive exspansionist totalitarian state, the Klingon Empire are longtime rivals and enemies with the Andorians and Vulcans. Normally the Great Houses of the Empire war with eachother as much as with outsiders but a new Chancellor has united the houses and ushered on a phase of rapid expansion and conquest. With the Federation currently divided and weakened the Klingon's seem set to exploit the situation for their own gain. However Nero also destroyed a significant portion of the Klingon fleet before he turned on the Federation, a fact the Klingons are desperate to hide from the rest of the Galaxy. Klingon territory includes many semi-autonomous regions, as the feuding great houses of the Empire care little for governing subject races as long as tribute continues to flow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Romulan Star Empire=&lt;br /&gt;
After the Earth-Vulcan war a hundred years ago the Romulans withdrew from the galaxy. Contact with any Romulans was unheard of for decades until Nero attacked the USS Kelvin in 2233. Intelligence about the Empire is sparse but all indications point to a major shakeup in the Romulan leadership around the same time with a new Emperor ascending the Romulan Throne for the first time in centuries. What connection if any between the Romulan Emperor and Nero is unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Orion Syndicate=&lt;br /&gt;
There is little law inside the territory claimed by Orion syndicate, slavery and piracy run rampant and criminal cartels effectively run the government. Orion pirate raids on nearby federation colonies have become more frequent since the Vulcan Crisis. The planet Cordia, laying on the edge of the syndicate's influence has been making strides in combating the syndicate and have requested Federation aid against the pirates. The Orion species that share their name with the syndicate (noted for their emerald skin) come from the same homeworld and are often treated with unfair suspicion as a result but the Syndicate has long since grown to include members of all major species in the area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Gorn Hegenomy=&lt;br /&gt;
A fearsome reptillian species, the Gorn do not negotiate with outsiders and attack anyone who violates their territory. Little is known about them other than that they are currently at war with the Klingon Empire and have apparently made claim to several worlds along the Federation border&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Tholian Assembly=&lt;br /&gt;
The Tholians are an extremely xenophobic and territorial non-humanoid species that resemble insects. Little is known about them but the few encounters indicate that they originate in environments deadly to most humanoids. As a result though they occasionally trade and conduct with other species it is always via intermediaries&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Cardassian Union=&lt;br /&gt;
The Cardassian homeworld and surounding planets are resource poor. To sustain the Union's growing population the Cardassian's began an agressive campaign of military conquest bringing it in conflict with it's primitive neighbours the Talarans. Victory seemed assured till the Tzenkethi launched an unprovoked attack on the Union.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Talarian=&lt;br /&gt;
A xenophobic and technologically primitive species by federation standard the Talaran are currently at war with the Cardassian Union. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Tzenkethi=&lt;br /&gt;
An advanced but enigmatic civilisation, the strictly caste based Tzenkethi have isolated themselves from the rest of the galaxy.&lt;/div&gt;</description>
			<pubDate>Tue, 21 May 2013 14:02:28 GMT</pubDate>			<dc:creator>176.61.91.234</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:The_Galaxy</comments>		</item>
		<item>
			<title>Gilliosa</title>
			<link>http://wiki.rpg.net/index.php/Gilliosa</link>
			<guid>http://wiki.rpg.net/index.php/Gilliosa</guid>
			<description>&lt;p&gt;173.85.85.106: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Morituri_te_salutant]]&lt;br /&gt;
==Gilliosa==&lt;br /&gt;
&lt;br /&gt;
Originally from the Gallic Tribes north of Italy, Gilliosa (gil LEE us uh) was a teen when the legions razed his village. Being a young and strong lad, he was captured and taken to fight in the arena for the crowd's amusment. He dreams of one day roaming free in his homeland once again, but must live past the next fight to do so. He practices hard toward this goal. &lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
* STR: 10&lt;br /&gt;
* CON: 11&lt;br /&gt;
* SIZ: 13&lt;br /&gt;
* INT: 13&lt;br /&gt;
* POW: 7&lt;br /&gt;
* DEX: 10&lt;br /&gt;
* APP: 10&lt;br /&gt;
* EDU: 03&lt;br /&gt;
&lt;br /&gt;
==Weapon Styles==&lt;br /&gt;
&lt;br /&gt;
* '''Gladiator style: Gallic/Germanic 70%'''&lt;br /&gt;
&lt;br /&gt;
** Skills in Gladiator style&lt;br /&gt;
&lt;br /&gt;
* Gladius&lt;br /&gt;
* Pugio&lt;br /&gt;
* Hand to hand&lt;br /&gt;
* Large shield, Heavy body armour, helmet.&lt;br /&gt;
&lt;br /&gt;
*+0 damage bonus&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Carved bone talisman as ward against the evil eye&lt;br /&gt;
&lt;br /&gt;
* Gladius (1d8+1)&lt;br /&gt;
* Pugio (1d4+2)&lt;br /&gt;
* Large Shield (1d6)&lt;br /&gt;
* Samnite helmet with blue plumes&lt;br /&gt;
* Iron right arm manica (arm guard)&lt;br /&gt;
* Padded iron greaves&lt;br /&gt;
* Balteus (wide leather belt reinforced with iron)&lt;br /&gt;
* Blue Subligaculum (loin cloth)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
* Accounting: 10%&lt;br /&gt;
* Animal Handling 10%&lt;br /&gt;
* Art 05%&lt;br /&gt;
* Bargain: 05%&lt;br /&gt;
* Civics 10%&lt;br /&gt;
* Climb: 40%&lt;br /&gt;
* Conceal: 15%&lt;br /&gt;
* Craft&lt;br /&gt;
** (Craft default): 5%&lt;br /&gt;
* Dodge: 50%&lt;br /&gt;
* Drive: 20%&lt;br /&gt;
* Empire: 25%&lt;br /&gt;
* Fast Talk: 05%&lt;br /&gt;
* First Aid: 30%&lt;br /&gt;
* Hide: 30%&lt;br /&gt;
* Insight: 5%&lt;br /&gt;
* Jump: 35%&lt;br /&gt;
* Library Use: 10%&lt;br /&gt;
* Listen: 25%&lt;br /&gt;
* Medicine: 1%&lt;br /&gt;
* Natural World: 10%&lt;br /&gt;
* Navigate: 10%&lt;br /&gt;
* Occult: 10%&lt;br /&gt;
* Other Kingdom: 1% (each kingdom is considered seperate)&lt;br /&gt;
* Other Language: Latin - 39%&lt;br /&gt;
* Own Kingdom: 20%&lt;br /&gt;
* Own Language: Gallic - 65%&lt;br /&gt;
* Persuade: 15%&lt;br /&gt;
* Pilot Boat: 5%&lt;br /&gt;
* Potions: 01%&lt;br /&gt;
* Repair/Devise: 20%&lt;br /&gt;
* Ride: 20%&lt;br /&gt;
* Science: 01%&lt;br /&gt;
** Architecture:&lt;br /&gt;
** Astrology:&lt;br /&gt;
** Augury:&lt;br /&gt;
** Engineering:&lt;br /&gt;
** Geography&lt;br /&gt;
** Mathematics:&lt;br /&gt;
** Metallurgy:&lt;br /&gt;
* Sneak: 30%&lt;br /&gt;
* Spot Hidden: 35%&lt;br /&gt;
* Status: 05% (Fixed)&lt;br /&gt;
* Swim: 35%&lt;br /&gt;
* Throw: 35%&lt;br /&gt;
* Track: 10%&lt;br /&gt;
* Write Language: Brythonic - 10%&lt;/div&gt;</description>
			<pubDate>Tue, 21 May 2013 13:38:18 GMT</pubDate>			<dc:creator>ChalkLine</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Gilliosa</comments>		</item>
		<item>
			<title>Brennan</title>
			<link>http://wiki.rpg.net/index.php/Brennan</link>
			<guid>http://wiki.rpg.net/index.php/Brennan</guid>
			<description>&lt;p&gt;ChalkLine: /* Brennen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Morituri_te_salutant]]&lt;br /&gt;
==Brennen==&lt;br /&gt;
Tall, bleached wild hair. Well defined extreme musculature, metal rods pierced through the skin.&lt;br /&gt;
&lt;br /&gt;
Outlook: Despises weakness, grew up in a might is right society. Seeking gains through the only path that makes any sense to him. Not uncaring though. Realises the value of learning strength.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
* STR: 16&lt;br /&gt;
* CON: 07&lt;br /&gt;
* SIZ: 13&lt;br /&gt;
* INT: 15&lt;br /&gt;
* POW: 11&lt;br /&gt;
* DEX: 10&lt;br /&gt;
* APP: 10&lt;br /&gt;
* EDU: 06&lt;br /&gt;
==Weapon Styles==&lt;br /&gt;
*+1d4 damage bonus&lt;br /&gt;
&lt;br /&gt;
* '''Murmillo 70%'''&lt;br /&gt;
** Large shield, Gladius (short sword), Pugio (dagger), hand to hand. Helmet, greaves, manicum (arm guard)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Scutum (Large, oblong shield) (1d6+1d4)&lt;br /&gt;
* Gladius (Short sword) (1d8+1+1d4)&lt;br /&gt;
* Pugio (dagger) without scabbard (1d4+2+1d4)&lt;br /&gt;
* Mirmillo helmet with red plumes&lt;br /&gt;
* Iron right arm manica (arm guard)&lt;br /&gt;
* Padded iron greaves&lt;br /&gt;
* Balteus (wide leather belt reinforced with iron)&lt;br /&gt;
* Red Subligaculum (loin cloth)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
* Accounting: 10% &lt;br /&gt;
* Animal Handling 10% +20&lt;br /&gt;
* Art 05%&lt;br /&gt;
* Bargain: 25%&lt;br /&gt;
* Civics 10% +20&lt;br /&gt;
* Climb: 50%&lt;br /&gt;
* Conceal: 15%&lt;br /&gt;
* Craft&lt;br /&gt;
** (Craft default): 5%&lt;br /&gt;
*''' Dodge: 40%'''&lt;br /&gt;
* Drive: 20%&lt;br /&gt;
* Empire: 25% +20&lt;br /&gt;
* Fast Talk: 05%&lt;br /&gt;
* First Aid: 30%&lt;br /&gt;
* Hide: 10% &lt;br /&gt;
* Insight: 5% +40&lt;br /&gt;
* Jump: 25% +40&lt;br /&gt;
* Library Use: 10%&lt;br /&gt;
* Listen: 25% &lt;br /&gt;
* Medicine: 1%&lt;br /&gt;
* Natural World: 20%&lt;br /&gt;
* Navigate: 10%&lt;br /&gt;
* Occult: 30%&lt;br /&gt;
* Other Kingdom: 1% (each kingdom is considered seperate)&lt;br /&gt;
* Other Language (Latin): 18%&lt;br /&gt;
* Other Language (Persian): 12%&lt;br /&gt;
* Own Kingdom (Brittania): 40%&lt;br /&gt;
* Own Language (Celtic): 75%&lt;br /&gt;
* Persuade: 15% &lt;br /&gt;
* Pilot Boat: 5%&lt;br /&gt;
* Potions: 01%&lt;br /&gt;
* Repair/Devise: 20%&lt;br /&gt;
* Ride: 20% &lt;br /&gt;
* Science: 01%&lt;br /&gt;
* Sneak: 10% &lt;br /&gt;
* Spot Hidden: 25%&lt;br /&gt;
* Status: 05% (Fixed)&lt;br /&gt;
* Swim: 25%&lt;br /&gt;
* Throw: 35%&lt;br /&gt;
* Track: 10% +20&lt;br /&gt;
* Write Language (Brythonic): 30%&lt;/div&gt;</description>
			<pubDate>Tue, 21 May 2013 12:56:23 GMT</pubDate>			<dc:creator>ChalkLine</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Brennan</comments>		</item>
		<item>
			<title>Star Trek FATE Core: Main Page</title>
			<link>http://wiki.rpg.net/index.php/Star_Trek_FATE_Core:_Main_Page</link>
			<guid>http://wiki.rpg.net/index.php/Star_Trek_FATE_Core:_Main_Page</guid>
			<description>&lt;p&gt;176.61.91.234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Star Trek: Fate of the Federation =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stardate 2260.42==&lt;br /&gt;
It is two years after the destruction of Vulcan and the United Federation of Planets is on the verge of disaster. Nero cut through the Federation without mercy, he destroyed their fleets and the Vulcan homeworld. The loss of the Vulcan people has devastated the Federation politically and economically but it's also made the people lose faith in the Federation and what it stands for. Now many member world's are all considering leaving the Federation all together! Even the Andorians, one of the founding members of the Federation are considering abandoning it.&lt;br /&gt;
&lt;br /&gt;
In it's weakened state the Federation's enemies are closing in: the Klingon's flagrantly break agreed upon treaties, the Gorn have begun colonising along the federation's border and the number of Orion raiding parties in federation space has skyrocketed. With too few men, and support from other federation worlds drying up Starfleet needs to show it can still do it's job, it needs to make people believe in the ideals of the Federation once again.&lt;br /&gt;
 &lt;br /&gt;
Old ships are being pulled out of mothballs and pressed into service. Crewmen too are being dragged out of retirement or promoted younger then ever before. The need for skilled crew is so bad that many are being recruited however shady their pasts. The admiralty aren't content to sit around and watch the federation crumble, they know that Starfleet needs to inspire hope in federation citizens no matter the dark times they find themselves. These are the voyages of one of those ships, it's continuing mission to seek out new life and new civilisation, to boldy go where no man has gone before&lt;br /&gt;
&lt;br /&gt;
==The Crew==&lt;br /&gt;
[[Captain Reginald Beck]]&lt;br /&gt;
&lt;br /&gt;
[[Commander Sovan]]&lt;br /&gt;
&lt;br /&gt;
[[Joro Idrani]]&lt;br /&gt;
&lt;br /&gt;
[[Bellach Lyr]]&lt;br /&gt;
&lt;br /&gt;
Reserved Slot&lt;br /&gt;
&lt;br /&gt;
Reserved Slot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Ship==&lt;br /&gt;
Large Federation Cruiser&lt;br /&gt;
&lt;br /&gt;
Unknown Class&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Galaxy==&lt;br /&gt;
[[The Galaxy]]&lt;/div&gt;</description>
			<pubDate>Tue, 21 May 2013 11:21:58 GMT</pubDate>			<dc:creator>Propagandor</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Star_Trek_FATE_Core:_Main_Page</comments>		</item>
		<item>
			<title>History of Tehom</title>
			<link>http://wiki.rpg.net/index.php/History_of_Tehom</link>
			<guid>http://wiki.rpg.net/index.php/History_of_Tehom</guid>
			<description>&lt;p&gt;50.130.33.168: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Judges of Tehom]]&lt;br /&gt;
&lt;br /&gt;
The Lords above the Depths shall lead you.  Know the Lords as the Tides know them.&lt;br /&gt;
&lt;br /&gt;
Tehom, or “Raquiya IV” as it was originally labeled on the Marcusian documents, is a world for heroes.  It demands and creates heroes, and humanity responds.  It is a world ruled by a segment of humanity, known as the Cerenim, who have been imbued with supernatural powers and success.  Under their guidance and celebrity, the survivors of a failed human terraforming effort have flourished, creating a handful of sprawling cities that dot the islands and small continents along Tehom’s equator.  Within these cities, humanity struggles to stabilize itself as it obeys the decrees from and obsessively follows the exploits of the Cerenim. &lt;br /&gt;
&lt;br /&gt;
=The world and a short history=&lt;br /&gt;
Once in a great while, the slipstream changes enough that the jump links between systems change.  When this results in a system suddenly disappearing from a cluster, it is a horrible tragedy.  When a new system appears, however, it creates a massive opportunity.  Such an opportunity presented itself when the Ziz Cluster found itself linked to a new system, Raquiya.  The primary rights to map and colonize Raquiya were acquired by the Marc United Systems, one of the four TerCols (terraformation-colonization groups) within the Ziz Cluster.  As the oldest extant TerrCol, it had the greatest ability to marshall the necessary resources.  MarcUS found a relatively rich and uninhabited system with several barren worlds and one survivable world – Raquiya IV&lt;br /&gt;
Raquiya IV was slightly smaller than the Terran Standard Size, but it was frigidly cold with little dry land.  Nevertheless, the air and water were compatible with human life, and the early survey teams discovered substantial mineral deposits.  Colonization was approved.&lt;br /&gt;
&lt;br /&gt;
==The Marcusian Period==&lt;br /&gt;
MarcUS  became quite successful as its exploitation of the system.  As its profits increased, MarcUS established three space stations for systema administration:&lt;br /&gt;
&lt;br /&gt;
*STAS – System Theater Administration – Slipknot&lt;br /&gt;
**This station was in charge of the slipknot point linking Raquiya to the rest of the Ziz Cluster&lt;br /&gt;
*STAM – System Theater Administration – Military&lt;br /&gt;
**In orbit around Raquiya IV, the central command and control post for MarcUS&lt;br /&gt;
*STAR3 - System Theater Administration - Research, Regulation, &amp;amp; Representation&lt;br /&gt;
**The station for civilian administration&lt;br /&gt;
As Raquiya’s system population increased, discussions regarding the terraformation of Raquiya IV began in earnest.  As the world was already (more or less) inhabitable, a lower-cost and slower terraforming process was conceived.&lt;br /&gt;
&lt;br /&gt;
===The Plague: World Blood===&lt;br /&gt;
Terraforming began as planned, and as the world warmed and the oceans began to be open water all year, the inhabitants began calling the world “Tehom,” denoting a deep, turbulent ocean.  &lt;br /&gt;
But quickly, things began to go awry.  Sabotage became a constant concern, and many unexplained malfunctioned plagued the project.  Additionally, the scientific models were proved widely inaccurate: The climactic changes to the world did not fit within anticipated parameters, and dangerous meteorological activity became frequent.&lt;br /&gt;
The first serious crisis was a pandemic.  As the world warmed and the ice thawed, the water supply in many areas became contaminated with a bacteria that caused mental illness, including mass auditory and visual hallucinations.  Its colloquial name, “world blood” (which the upper administration of MarcUS did not appreciate) came from the fact that after a critical mass of contamination, water would become a reddish color.&lt;br /&gt;
The pandemic worsened and changed.  Those who were poisoned began to die quickly and horribly if taken too far off the surface of Tehom.  STAR3’s orbit was low enough that it became a medical research facility. &lt;br /&gt;
&lt;br /&gt;
===The Fall of STAR3===&lt;br /&gt;
Things get weirder and more paranormal.  STAR3, as the space station within &amp;quot;reach&amp;quot; of The Tavul, becomes the primary focus of its attention.  Reality bends, madness flows, and STAR3 falls from orbit, destroyed.  &lt;br /&gt;
&lt;br /&gt;
At this point the world seems to turn explicitly against humanity, with weather actively attacking air- and spacecraft.&lt;br /&gt;
&lt;br /&gt;
The first rumors of mystics begin to emerge, and TAvul as a phenomenon is identified.&lt;br /&gt;
&lt;br /&gt;
==The Bear Period==&lt;br /&gt;
Quarantine procedures trap a large portion of the population on Tehom to fend for themselves.  Supplies are sometimes dropped in.&lt;br /&gt;
Military scientists, operating off of STAM, effectively wage war against the Tavul, using terraforming.&lt;br /&gt;
&lt;br /&gt;
The planet-bound population comes into conflict with STAM, worried they will be written off as collateral damage.  Tensions between the two grow into open hostility, and harsh tactics are used by STAM to bring the colonists in line.&lt;br /&gt;
&lt;br /&gt;
Eventually, some communities on Tehom stabilize, almost alwayys around charimsatic leaders.  People note the Tavul's fascination with the leaders stabilizes weather conditions.  STAM targets these leaders for assassination.&lt;br /&gt;
&lt;br /&gt;
==Leopard Period==&lt;br /&gt;
A leader arises who becomes a serious HERO.  He travels across the surviving communities, organizes his followers, attacks STAM operations, etc.  He manages to commandeer a ship and destroys STAM, leaving behind an accountof his life and how to gain the attention &amp;amp; favor of the Mevakeret Tavul.&lt;br /&gt;
&lt;br /&gt;
==Ten Horns, Seven Crowns==&lt;br /&gt;
After the fall of the Leopard, his generals began to carve up Tehom.  Treaties were signed, and 10 Horns or capital cities with recognized lineages back to the Leopard's inner circle were established.  Lesser cities existed, but the Tavul cared about them less, and they were marginal, as were their Cerenim.  A relatively stable society evolves organized around the actions of the hero-lord Cerenim who occupy and entertain the Tavul and are given power as a reward.&lt;br /&gt;
&lt;br /&gt;
===The Earth-Blessed Revolution===&lt;br /&gt;
Not all are content with this aristocratic social organization.  An egalitarian revolution, the Earth-Blessed Duidainians, grew as a movement.  It came to the foreground when one Horn's Shoftim was inept to the point he collapsed the Cerenim system of his city.  It was later discovered that Duidainians may have a way to dampen Tavul's attention of an area.  Their revolution spreads, and takes out 2 more horns before treaties are signed with the remaining 7 Shoftim.  Duidain becomes the &amp;quot;little horn&amp;quot;, the farthest from the ocean.&lt;/div&gt;</description>
			<pubDate>Tue, 21 May 2013 04:24:26 GMT</pubDate>			<dc:creator>Nevermet</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:History_of_Tehom</comments>		</item>
		<item>
			<title>Tyr Anasazi, Male Varisian/Taldan Human Fighter</title>
			<link>http://wiki.rpg.net/index.php/Tyr_Anasazi,_Male_Varisian/Taldan_Human_Fighter</link>
			<guid>http://wiki.rpg.net/index.php/Tyr_Anasazi,_Male_Varisian/Taldan_Human_Fighter</guid>
			<description>&lt;p&gt;13thapoc: Created page with &amp;quot;*''Alignment'': '''Chaotic Good'''   *''STR'' 20 +5 *''CON'' 14 +2 *''DEX'' 16 +3 *''INT'' 10  *''WIS'' 13 +1 *''CHA'' 10   *''Hit Points'': 67   *'''BAB:''' +7/+2 *''Fortitude''...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*''Alignment'': '''Chaotic Good'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*''STR'' 20 +5&lt;br /&gt;
*''CON'' 14 +2&lt;br /&gt;
*''DEX'' 16 +3&lt;br /&gt;
*''INT'' 10 &lt;br /&gt;
*''WIS'' 13 +1&lt;br /&gt;
*''CHA'' 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*''Hit Points'': 67&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''BAB:''' +7/+2&lt;br /&gt;
*''Fortitude'': 7 (base 5 +2 con)&lt;br /&gt;
*''Will'': 5 (base 2 +1 wis +2 iron will feat)&lt;br /&gt;
*''Reflex'': 5 ( base 2 +3 dex)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*''Initative'': +7 ( +3 dex +4 Improved Intiative)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Languages: Common&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Speed''': 30 feet&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Armor Class'''&lt;br /&gt;
*''With Twin Swords''&lt;br /&gt;
*Base: 24, Flat footed: 21, Touch: 17, CMD: 28, CMB: 11&lt;br /&gt;
(10+3+6+1+1+1+1+1) ''(base+dex+Elysian Bronze Breastplate+Magic+Amulet Natural Armor+1+Ring of  Protection+1+Dodge feat+Two Weapon Defense feat)&lt;br /&gt;
*''With One Sword and Cloak&lt;br /&gt;
*Base:25, Flat Footed: 22, Touch: 18, CMD: 29, CMB: 11&lt;br /&gt;
(10+3+6+1+1+1+1+2) ''(base+dex+Elysian Bronze Breastplate+Magic+Amulet natural Armor+1+Ring of Protection+1+Dodge Feat+Shield Cloak +1 Light Fortification)''&lt;br /&gt;
 &lt;br /&gt;
'''ATTACKS'''&lt;br /&gt;
*Full: Longsword +1 +11/+6; Longsword +1 +11 (7/2+5+1+1+1-4) ''(BAB+Strength+Weapon Focus+Weapon Training,Heavy Blade+Magic-Two Weapon Fighting)&lt;br /&gt;
*Partial: Longsword +1 +15&lt;br /&gt;
*Damage: 1d8+9,1d8+9,1d8+9 (5+2+1+1)  ''(Strength+Weapon Specialization+Magic+Weapon Training: the off hand attacks get full Str bonus because of the Double Slice Feat)''&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''Feats''' Two Weapon Fighting(1st)&lt;br /&gt;
*Two Weapon Defense (Human Bonus)&lt;br /&gt;
*Weapon Focus: Longsword (Fighter Bonus 1st)&lt;br /&gt;
*Double Slice ( Fighter bonus 2nd)&lt;br /&gt;
*Iron Will (3rd)&lt;br /&gt;
*Weapon Specialization: Longsword (Fighter Bonus 4th)&lt;br /&gt;
*Dodge (5th)&lt;br /&gt;
*Vital Strike (Fighter Bonus 6th)&lt;br /&gt;
*Improved Initiative (7th)&lt;br /&gt;
 &lt;br /&gt;
'''Skills'''&lt;br /&gt;
*Climb +13&lt;br /&gt;
*Intimidate +5&lt;br /&gt;
*Survival +8&lt;br /&gt;
*Swim +13&lt;br /&gt;
 &lt;br /&gt;
'''Traits'''&lt;br /&gt;
*''Jaded'': You gain a +2 trait bonus on saving throws against Fear.&lt;br /&gt;
*''Genie Blood'': You gain a +1 trait bonus on saving throws against attacks that utilize that element (cold for air, acid for earth, fire for fire, and electricity for water), and gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against creatures of that subtype. (Fire Chosen)&lt;br /&gt;
 &lt;br /&gt;
'''Class Features'''&lt;br /&gt;
*'''Fighter:'''&lt;br /&gt;
*'''Bravery''' (Ex)&lt;br /&gt;
&lt;br /&gt;
Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.&lt;br /&gt;
&lt;br /&gt;
'''Armor Training''' (Ex)&lt;br /&gt;
&lt;br /&gt;
Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.&lt;br /&gt;
&lt;br /&gt;
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.&lt;br /&gt;
&lt;br /&gt;
'''Weapon Training''' (Ex)&lt;br /&gt;
&lt;br /&gt;
Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.&lt;br /&gt;
&lt;br /&gt;
Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.&lt;br /&gt;
&lt;br /&gt;
A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.&lt;br /&gt;
&lt;br /&gt;
Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):Blades, Heavy: Aldori dueling sword, bastard sword, chakram, double chicken saber, double walking stick katana, elven curve blade, falcata, falchion, flambard, greatsword, great terbutje , katana, khopesh, klar, longsword, nine-ring broadsword, nodachi, scimitar, scythe, seven-branched sword, shotel, temple sword, terbutje, and two-bladed sword.&lt;br /&gt;
 &lt;br /&gt;
'''Gear'''&lt;br /&gt;
''Longsword'' +1 w/weapon cord(2315gp)&lt;br /&gt;
''Longsword'' +1 w/weapon cord(2315gp)&lt;br /&gt;
''Elysian Bronze Breastplate'' +1 (3350gp)&lt;br /&gt;
''Shield Cloak'' +1 Light Fortification (3000gp)&lt;br /&gt;
''Belt of Giant Strength'' +2 (4000gp) (it is worn under my armor as it is from my mother, it is Varisian made and tells the story of her side of the family)&lt;br /&gt;
''Amulet of Natural Armor'' +1 (2000 gp)&lt;br /&gt;
''Ring of Protection'' +1 (2000gp)&lt;br /&gt;
''Handy Haversack'' (2000gp)&lt;br /&gt;
''Boots of the Cat'' (1000gp)&lt;br /&gt;
2 ''Ioun Torches'' (150gp(75 each))&lt;br /&gt;
'''Potions''':&lt;br /&gt;
4 ''Cure Light Wounds'' (200gp(50 each))&lt;br /&gt;
4 ''Shield of Faith'' +2 (200gp(50 each))&lt;br /&gt;
2 ''Endure Elements'' (100gp(50 each))&lt;br /&gt;
2 Cold Iron Kukri (32gp(16 each))&lt;br /&gt;
2 Alchemical Silvered Kukri (56gp(28 each))&lt;br /&gt;
Cold Iron Sickle (12gp)&lt;br /&gt;
Alchemical Silvered Sickle (26gp)&lt;br /&gt;
331gp,3sp.4cp.&lt;br /&gt;
 &lt;br /&gt;
'''Elysian Bronze Breastplate'''&lt;br /&gt;
Armor made of Elysian bronze also protects its wearer against the natural weapons or unarmed strikes of magical beasts and monstrous humanoids, providing damage reduction as if it were adamantine (1/— for light armor, 2/— for medium armor, or 3/— for heavy armor). It does not provide this protection against creatures of other types.&lt;br /&gt;
&lt;br /&gt;
Elysian bronze has the same hit points and hardness as steel.&lt;br /&gt;
 &lt;br /&gt;
'''Shield Cloak'''&lt;br /&gt;
The wearer of this rough, gray cloak can, as a move action, grasp the garment’s edge and cause it to harden. The wearer can use the hardened edge it as if it were a masterwork light wooden shield. Using the cloak in this fashion imposes no armor check penalty, but does impose a 5% arcane spell failure chance. The edge of the cloak can be dropped and made pliant again as a free action. Shield enhancement bonuses and special abilities can be added to the cloak as if it were a masterwork shield.&lt;br /&gt;
 &lt;br /&gt;
There is also 412gp,7sp,16cp, worth of non-magical mundane equipment in the Haversack and upon my person in various pouches and a bandolier. If you want I can send you a list of what is where and the price and weight of each item. I didn't want to add all of those things as this is already long enough DC. Please let me know if you want me to do that, thanks.&lt;/div&gt;</description>
			<pubDate>Tue, 21 May 2013 04:22:49 GMT</pubDate>			<dc:creator>13thapoc</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Tyr_Anasazi,_Male_Varisian/Taldan_Human_Fighter</comments>		</item>
		<item>
			<title>The Judges of Tehom</title>
			<link>http://wiki.rpg.net/index.php/The_Judges_of_Tehom</link>
			<guid>http://wiki.rpg.net/index.php/The_Judges_of_Tehom</guid>
			<description>&lt;p&gt;Nevermet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Judges of Tehom]]&lt;br /&gt;
&lt;br /&gt;
This is a Setting in progress by RPGnet user Nick the Nevermet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[History of Tehom]]&lt;br /&gt;
&lt;br /&gt;
=Terms &amp;amp; Concepts=&lt;br /&gt;
*System information&lt;br /&gt;
**System: Raquiya&lt;br /&gt;
**Technology: 1/-1 (“Cerentech” vs. standard society)&lt;br /&gt;
**Environment: E0 – 1 garden and several barren worlds&lt;br /&gt;
**Resources: Rich&lt;br /&gt;
&lt;br /&gt;
*Glossary&lt;br /&gt;
**Ceren – the Lords&lt;br /&gt;
**Shoftim – The Governors – leaders of the Lords&lt;br /&gt;
**Tehom – the world of Raquiya IV&lt;br /&gt;
**Mevakeret Tavul– The Fascinated Traveler, Steward of Tides, the world mind or psychic aggregator of Tehom&lt;br /&gt;
&lt;br /&gt;
*Political entities&lt;br /&gt;
**The Ten Horns – The ten great cities of humanity&lt;br /&gt;
**The Little Horn – The Commune, aka, the Communal Republic&lt;br /&gt;
**The Seven Crowns – the Seven great Shoftim&lt;br /&gt;
&lt;br /&gt;
*The net&lt;/div&gt;</description>
			<pubDate>Tue, 21 May 2013 04:21:08 GMT</pubDate>			<dc:creator>Nevermet</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:The_Judges_of_Tehom</comments>		</item>
		<item>
			<title>Religous Fires</title>
			<link>http://wiki.rpg.net/index.php/Religous_Fires</link>
			<guid>http://wiki.rpg.net/index.php/Religous_Fires</guid>
			<description>&lt;p&gt;Taimdala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Saturday, 26 March 1870''&amp;lt;br&amp;gt;&lt;br /&gt;
''Kongo, Subsaharan Africa''&amp;lt;br&amp;gt;&lt;br /&gt;
''Afternoon''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Hunger''. So intense that it dominated all his thoughts. And pain. He was careful not to lie on his back; it still stung at times even though it had scabbed over and begun to heal. At least he had been brought back to the room that he had first woken up in, washed and put to bed on cool sheets. Idir had overseen the young girl that had gently washed his wounds the day before, but had not spoken or touched him, his dark face and darker eyes inscrutable.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A sense of eyes looking at him made Ezekiel rise carefully to look at the door and Vars gave him a polite nod.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am happy you are awake,&amp;quot; he announced flatly.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ezekiel sat up carefully, so that he would not pass out from the effort. He could feel his own body betraying him, eating him alive from the inside out. When had they last fed him? Or given him water? Days? A week? Longer? Ezekiel had no way of knowing, the hunger blending with the pain of the branding. He looked at the cold, calm face of his captor. Vars had so much anger bubbling below the placid surface. This was a reminder from his Lord God in Heaven, Ezekiel thought. He had fought so many strange and dark forces that it could have been easy to forget that the greatest evil always came from people. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I imagine you are.&amp;quot; Ezekiel forced the words past a throat covered with the sandpaper of thirst. &amp;quot;How else can you continue your quest to analyze the nature of my faith? A quest you pursue with what one might call religious fervor.&amp;quot; He hoped the barb struck home. Vars might be in control of his physical self, but Ezekiel would not let him be in control of his mind...or his soul.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The blond man smiled lightly. &amp;quot;I will admit to being somewhat surprised at the lengths He seems to be willing to let me go with you. One would think that a so mighty all powerful God would look after his most favored servant better.&amp;quot; His eyes narrowed only a tiny bit before his next words. &amp;quot;Religious fervor may be a word you use to comfort yourself that inside me there is a chance for grace. But there is none. It burned away long ago.&amp;quot; He gestured for a servant who bore a tray. &amp;quot;Help him drink and eat a little.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Forgiveness is available for any man or woman who truly wants it.&amp;quot; Ezekiel paused for a second as the servant sat the tray down on the small end table nearby to prepare. The smell of the fruit alone was almost enough to break Ezekiel down, but he kept himself in control long enough to finish his thought. &amp;quot;But that was not the thrust of my statement, if you will. It just seemed to me that you and those you disdain might have more in common that you suspect or can admit.&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My religion is me. Eat and drink slowly. Your body will welcome then reject it if you eat too fast.&amp;quot; He stated this information with no emotion or inflection. Vars leaned back against the wall, watching, waiting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A lonely religion indeed,&amp;quot; Ezekiel said before picking up a piece of fruit, yellowish-orange and unfamiliar to him. He put it in his mouth, willing himself to eat it slowly, even as the sweetness of its juices started to pour down his throat. He chewed slowly, then picked up another piece. The careful battle between the desire of his body and the will of his mind continued as he finished off the tray. Never had eating a simple meal seemed so much work. ''But then again'', he thought, ''never have I been in quite this situation before''. Through the interminable testing from Vars, Ezekiel had kept himself going by picturing the hunger and pain as the anvil, himself as the steel being forged and God's hand as the hammer. Vars, of course, was the fire of the forge, an appropriate metaphor considering what Ezekiel had seen him do. Vars had held the red hot cross in his hands, feeling no pain, suffering no burns. ''The fire of the forge, indeed''.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vars watched his captive eat, his eyes sharp through his hooded gaze. At length, when Ezekiel's simple meal was over, he waved in Idir. &amp;quot;Wash him, tend to his wounds. None of your amateurish magic to heal him. What God let happen, let no man undo.&amp;quot;&lt;br /&gt;
He watched as Idir did his work gently, making no comment until the end as Ezekiel was eased into the pillows. &amp;quot;Wouldn't you say that all religions are lonely,&amp;quot; he asked, dismissing the servants, bowls of water and trays of rags away with a simple wave of his fingers.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He came to the chair by the bed and sat with easy grace. &amp;quot;Like death?&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you think my religion is lonely, then you will never understand, Vars.&amp;quot; Ezekiel forced himself to use the first name of his captor. Despite the torture, he had the feeling that Vars considered Ezekiel to be an acquaintance. And that connection might keep him alive longer to find out what God had in mind. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I talk with God every day. He is always with me. In life now, and when I die, He will be at my side to walk with me to his Kingdom.&amp;quot; He looked over at Vars, who stared at Ezekiel with that cool, knowing look of condescension. &amp;quot;I don't always understand what He has in mind for me, but I don't know what you have planned for me either. That doesn't keep me from being sure that you have a plan in mind for me, just like God does.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;It's like a litany, something to keep you going, isn't it?&amp;quot; Vars asked, an eyebrow raising. It was a rare expression for his face and almost surprising. &amp;quot;I talk with God so he must be listening. You are a tool, Ezekiel. Tools like the people who serve me. To be discarded once you aren't useful. I spoke with him too when I was a child. I was a good child, a faithful child. A child whose loving parents gave him away to be consumed in a fire. God watched that. I'm sure he listened to my pleas. I'm sure that He cared.&amp;quot; Vars voice curdled with his smile, a pleasant expression full of cold fury. &amp;quot;Cradled in his love, I burned as a gift to a god so old that no one living remembers him. He didn't save me. I saved myself.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I'm sorry for what happened to you.&amp;quot; And he was. Evil had a way of taking root in places it had no right to be in. A child that should have been protected and loved was instead given over to something horrible. And the evil of the parents had been thrust upon the child before he had a chance to develop defenses. &amp;quot;I don't have an explanation for you, but even if I had one, it would do no good to offer it to you. You know what answers you will accept, and any I might have will not be accepted. You are immune to the fire, but that means you cannot be tempered and shaped. And for that, I am more sorry than you will ever know.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Vars nodded, his face losing all expression again. &amp;quot;I'm not. I bargained with an old god to give him the magician who sacrificed me and the parents who gave me rather than sacrifice themselves and my soul. And when that god put flesh on my blackened bones so I could come back to fulfill that bargain, I gave him what I promised. And then begged to come back to him. Gods cannot believe that mere mortals could do anything by fear or love them. I took my soul back and I consumed him. That world became mine. I became god in my own right.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He started for the door and paused. &amp;quot;I will be that for this fragile mortal plane. I will cast them all out and they will beg me for entry. And I will weaken them, break them, take their homes and become even more powerful. I will be god. Man will worship me.&amp;quot; His eyes blazed as he looked at Ezekiel, his fingers tight on the doorframe. &amp;quot;Gods will worship me.&amp;quot; His lips tightened to another easy smile. &amp;quot;Rest. Your trials aren't over. I will out what it will take to make your faith waver. And when I do, there is a crack.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ezekiel was sure that Vars had intended for his statements to be intimidating. But instead, they had the effect of relaxing him. Vars thought he was special and unique, but Ezekiel had heard it all before. Just another power-obsessed maniac who thought they could defeat God.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Vars thought that God had abandoned him, but Ezekiel was certain that Vars was being tested even as Vars tested Ezekiel. And he was failing. ''Revenge was easy'', Ezekiel thought. ''It was forgiveness that was hard''. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ezekiel settled into the comfortable sheets of the bed and as he fell asleep, a single thought crossed his mind. ''I forgive you, Vars''.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The next morning dawned bright and lovely. The sun tickled the surface of the pool through the window but Vars did not care, his attention absorbed in what he was seeing.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
At length, Vars looked up from the pool he watched, his face full of grim satisfaction. &amp;quot;Idir,&amp;quot; he called rising to his feet. &amp;quot;Ready our guest and the horses. Gather two men. We are going tiger hunting.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If he noticed Idir's puzzled frown, he showed no emotion for it, striding to his room to change and choose his weapon. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[Victoriana: Gathering Storms#The Story Thus Far|The Story Thus Far]]&amp;lt;br&amp;gt;&lt;br /&gt;
Return to [[Victoriana: Gathering Storms|Gathering Storms Main Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
Return to [[Dr._Penguin%27s_Iceberg#Victoriana|Victoriana Campaign Index]]&amp;lt;br&amp;gt;&lt;br /&gt;
Return to [[Dr._Penguin%27s_Iceberg|Dr. Penguin's Iceberg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</description>
			<pubDate>Tue, 21 May 2013 02:53:10 GMT</pubDate>			<dc:creator>Taimdala</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Religous_Fires</comments>		</item>
		<item>
			<title>Gathering Darkness</title>
			<link>http://wiki.rpg.net/index.php/Gathering_Darkness</link>
			<guid>http://wiki.rpg.net/index.php/Gathering_Darkness</guid>
			<description>&lt;p&gt;Taimdala: Created page with &amp;quot;&amp;lt;br&amp;gt;  ''Saturday, 26 March 1870''&amp;lt;br&amp;gt; ''Kongo, Subsaharan Africa''&amp;lt;br&amp;gt; ''Nightfall''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;  Katherine had loved riding. Still loved it, she was sure. But she wasn't certain tha...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Saturday, 26 March 1870''&amp;lt;br&amp;gt;&lt;br /&gt;
''Kongo, Subsaharan Africa''&amp;lt;br&amp;gt;&lt;br /&gt;
''Nightfall''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Katherine had loved riding. Still loved it, she was sure. But she wasn't certain that she wouldn't have traded everything she and Ezekiel owned at the moment to ride in a carriage or on a train for just a day. The chestnut mare beneath her snorted and tossed her head; Katherine laughed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, you are right Kamar. That would just horrify Neecy if I gave everything away. C'est assurément. I suppose I've survived worse things than saddle sores.&amp;quot; She shifted in her saddle, a cramp clenching in an area not mentioned in polite company. At least the hills were not desert sand anymore, golden, red and unending. She had wanted green, missed the green of England, was tired of her journey and the never ending fear that gnawed at the end of her thoughts.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She had broken off from her journey to Abyssinia, abruptly certain that she needed to be riding south. She was terrified that her instinct was wrong, rode from the caravan on a fresh mount with genuine regret. But as the sands faded to scrub, as Abyssinia faded to the east, she had been happy as she had followed the calling south and west as the terrain yielded to the softer views of vegetation. She had ridden for a day past a large and expansive lake and now rode among trees and grass in the foot lands near a mountain range.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Katherine raised in the stirrups, looking around for a place to camp for the night and brushed stray hair from her eyes. The sun was lowering in the sky; the hunters would be out and she needed to start a fire. She rode to a small copse of trees and hobbled the mare after dismounting so that the horse wouldn't go too far. Not that she had before. With the darkness, the mare stayed close to both Katherine and the fire as the roars and giggles of the lions and hyenas sounded through the night. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Katherine had grown accustomed the eyes glittering at the darkness at the edge of the fire. And she also had learned to sleep with the faith that she would awake if she were in danger. The thunder of the mare's dancing hooves usually made a staccato warning, a drumbeat of fear that accompanied her neighs that complimented Katherine's own danger sense.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After starting the fire, Katherine backtracked to a small stream she had ridden past; she had learned not to camp at waterholes after doing so, wary of being in the way of everything that wanted to drink and everything that wanted to eat the things that came to drink. The mare had stopped to drink at it as they passed and she trusted her mount not to drink foul water.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As she lowered her waterskin under the water to fill it, a flicker of movement caught her eye. She froze, her hand straying to the pistol she had bought from the last Bedouin tribe. The shot would likely scare it away. But if it didn't, it meant dropping the pistol and waterskin and drawing her sword and knife. She sighed inwardly as her heart skipped a beat. She wanted to be in Ezekiel's arms so much that it hurt, be home with their children. This adventure was survival and a desperate hunt and what little bit of fun and glamour that Katherine had been able to see gild it with was gone.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Her eyes widened as the movement proved to be a small boy, his eyes locking to hers. He was Oriental, his round inscrutable face incongruous on the edge of the mountain forest in Africa. Blinking, she rose to her feet, beckoning to him. &amp;quot;Come little one. Are you lost? Where are your parents?&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The little boy shook his head and patted his back and then pointed to her. Katherine stared, puzzled as he repeated the gesture. Finally, she reached where he indicated, her fingers grazing her husband's sword.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I won't hurt you with this,&amp;quot; she stated with confusion, holding the hilt. ''Why not the sword and knife at her side?'' The boy gestured for her to unbuckle it and then pantomimed putting it into the stream. She shook her head. It would rust and ruin. The boy shook his head firmly, pantomiming the actions again. Katherine shook her head. She looked in his eyes, her voice firm.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It will ruin it,&amp;quot; she answered to his wordless command, locking her eyes to his. The boy stared and Katherine gasped as a sudden pressure bore between her eyes. There was an urgency to the almond shaped gaze and the boy covered his heart and held out his hands to her before going through the motions of putting the sword in the water again. He suddenly seemed to emote fear, though she could see nothing that would be causing it other than herself. She stared, shaking her head in the negative as the space behind her eyes pulsed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abruptly, she realized that she could see the vegetation behind him and she gasped, stepping back. She opened her mind, stunned to see a ghost before her.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Not ruined. Please hide weapon''.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
She blinked at him, struggling her way through his soft and amorphous words to understanding. ''From whom?'' she thought back.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Him. Before you go, before he comes''.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
She couldn't help but unstrap the sword, removing it without question. The boy's soul was pulsing through her and she found herself trusting him, helplessly and willingly. Inhaling softly, she caressed the soft, plain leather scabbard once and then let it fall into the water with a sigh. The boy shimmered with a sad smile and vanished. Her knees nearly buckled, but she caught herself, her breath suddenly coming hard along with a fatigue she could barely stand against, an exhaustion that seeped deep in her bones.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Many lives, like a never ending circle, points of existence on a path so long that her mind recoiled at the eternity of it even as she tried to grasp it. An awareness burdened with sadness and knowledge, wisdom of lives upon lives. Caught, held, kept. . .''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
His mind broke from hers effortlessly, severing the tie with gentle finality, and the noises of the gathering evening assaulted her senses. She knelt and filled her water skin, letting her mind regain her reality, and went back to her campsite. The warmth of the fire was like a star in the gathering darkness and she went to it gladly, welcoming the gentle nicker of the mare as she arrived. Settling on a blanket in the warm grass, she found that she wasn't hungry, her mind racing as the fear at the pit of her stomach rolled and grew.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''What is coming?'' she asked the erupting stars in the sky. ''Oh Lord, be with your humble servants''. At length, she lay down, uneasy but tired, drawing her blades, cradling around them tenderly. At her back, there was emptiness, Ezekiel's sword no longer guarding and comforting her.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I'm frightened,&amp;quot; she whispered to the dark night and closed her eyes for a quick and uneasy nap.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[Victoriana: Gathering Storms#The Story Thus Far|The Story Thus Far]]&amp;lt;br&amp;gt;&lt;br /&gt;
Return to [[Victoriana: Gathering Storms|Gathering Storms Main Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
Return to [[Dr._Penguin%27s_Iceberg#Victoriana|Victoriana Campaign Index]]&amp;lt;br&amp;gt;&lt;br /&gt;
Return to [[Dr._Penguin%27s_Iceberg|Dr. Penguin's Iceberg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</description>
			<pubDate>Tue, 21 May 2013 00:40:13 GMT</pubDate>			<dc:creator>Taimdala</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Gathering_Darkness</comments>		</item>
		<item>
			<title>Yunauth:Accounts</title>
			<link>http://wiki.rpg.net/index.php/Yunauth:Accounts</link>
			<guid>http://wiki.rpg.net/index.php/Yunauth:Accounts</guid>
			<description>&lt;p&gt;MagiMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
The King's accountant is keeping a ledger of what money was given and where it's being spent.&lt;br /&gt;
&lt;br /&gt;
So far:&lt;br /&gt;
* The king initially gave each of you 50k to improve the town and another 50k for whatever (presumably a place to live).&lt;br /&gt;
&lt;br /&gt;
== Satori ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Debit !! Credit&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | For Whatever || 50k || &lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | For Town Improvement || 50k ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Jack ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Debit !! Credit&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | For Whatever || 50k || &lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | For Town Improvement || 50k ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scram ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Debit !! Credit&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | For Whatever || 50k || &lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | For Town Improvement || 50k ||&lt;br /&gt;
|}&lt;/div&gt;</description>
			<pubDate>Mon, 20 May 2013 17:09:07 GMT</pubDate>			<dc:creator>MagiMaster</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Yunauth:Accounts</comments>		</item>
		<item>
			<title>Luter</title>
			<link>http://wiki.rpg.net/index.php/Luter</link>
			<guid>http://wiki.rpg.net/index.php/Luter</guid>
			<description>&lt;p&gt;Iskallor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Morituri_te_salutant]]&lt;br /&gt;
==Luter==&lt;br /&gt;
A career gladiator. Born a slave, he has worked at the gladiator school since he could walk. He knows no other life, he wants no other life. A smooth talker and sharp as his blade, he has wormed his way amongst those that matter. Don't trust him, because he doesn't trust you.&lt;br /&gt;
&lt;br /&gt;
He's a Velite, used to working as part of a team, armed with Javelin, shield and gladius. He's not frightened.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
* STR: 14&lt;br /&gt;
* CON: 15&lt;br /&gt;
* SIZ: 16&lt;br /&gt;
* INT: 17&lt;br /&gt;
* POW: 11&lt;br /&gt;
* DEX: 08&lt;br /&gt;
* APP: 13&lt;br /&gt;
* EDU: 05&lt;br /&gt;
&lt;br /&gt;
==Weapon Styles==&lt;br /&gt;
*+1d4 damage bonus&lt;br /&gt;
&lt;br /&gt;
* '''Velite 80%'''&lt;br /&gt;
** Small shield, javelin, gladius (short sword)&lt;br /&gt;
* '''Civilian 20%'''&lt;br /&gt;
** Pugio (dagger), hand to hand (Fist 50%)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Velite Small Shield (1d6+1+1d4)&lt;br /&gt;
* Javelin x 4 (1d10+1d2)&lt;br /&gt;
* Gladius (shortsword) (1d8+1+1d4)&lt;br /&gt;
* Wolf skin on head&lt;br /&gt;
* Balteus (wide leather belt reinforced with iron)&lt;br /&gt;
* Green Subligaculum (loin cloth)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
* Accounting: 10%&lt;br /&gt;
* Animal Handling 10%&lt;br /&gt;
* Art 05%&lt;br /&gt;
* Bargain: 15%&lt;br /&gt;
* Civics 10%&lt;br /&gt;
* Climb: 40%&lt;br /&gt;
* Conceal: 15%&lt;br /&gt;
* Craft: 5%&lt;br /&gt;
* Dodge: 80%&lt;br /&gt;
* Drive: 20%&lt;br /&gt;
* Empire: 25%&lt;br /&gt;
* Fast Talk: 80%&lt;br /&gt;
* First Aid: 80%&lt;br /&gt;
* Hide: 20%&lt;br /&gt;
* Insight: 5%&lt;br /&gt;
* Jump: 25%&lt;br /&gt;
* Library Use: 10%&lt;br /&gt;
* Listen: 25%&lt;br /&gt;
* Medicine: 1%&lt;br /&gt;
* Natural World: 10%&lt;br /&gt;
* Navigate: 10%&lt;br /&gt;
* Occult: 10%&lt;br /&gt;
* Other Kingdom (Rome): 1%&lt;br /&gt;
* Own Kingdom (Lydia): 20%&lt;br /&gt;
* Own Language(Latin): 80%&lt;br /&gt;
* Speak Persian 35%&lt;br /&gt;
* Persuade: 15%&lt;br /&gt;
* Pilot Boat: 5%&lt;br /&gt;
* Potions: 01%&lt;br /&gt;
* Repair/Devise: 20%&lt;br /&gt;
* Ride: 20%&lt;br /&gt;
* Science: 01%&lt;br /&gt;
* Sneak: 40%&lt;br /&gt;
* Spot Hidden: 35%&lt;br /&gt;
* Status: 05% (Fixed)&lt;br /&gt;
* Swim: 25%&lt;br /&gt;
* Throw: 25%&lt;br /&gt;
* Track: 10%&lt;br /&gt;
* Write Language: 10%&lt;/div&gt;</description>
			<pubDate>Mon, 20 May 2013 13:12:53 GMT</pubDate>			<dc:creator>ChalkLine</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Luter</comments>		</item>
		<item>
			<title>Livia</title>
			<link>http://wiki.rpg.net/index.php/Livia</link>
			<guid>http://wiki.rpg.net/index.php/Livia</guid>
			<description>&lt;p&gt;186.232.225.51: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Morituri_te_salutant]]&lt;br /&gt;
==Livia==&lt;br /&gt;
Of a minor noble family, Livia has a tendency to get bored. Bored of the endless parties her parents throw, bored of talking with the sons of other families, bored of the silly girls who flit around in her circles. One day in the arena, a gladiator gave her the eye, just before he died. She never felt so thrilled in her life and wormed her way into the arena as an Amzazon. She has killed five men so far, giving each a big kiss before she sends him on his way.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
* STR: 11&lt;br /&gt;
* CON: 13&lt;br /&gt;
* SIZ: 10&lt;br /&gt;
* INT: 16&lt;br /&gt;
* POW: 11&lt;br /&gt;
* DEX: 16&lt;br /&gt;
* APP: 09&lt;br /&gt;
* EDU: 09&lt;br /&gt;
&lt;br /&gt;
==Weapon Styles==&lt;br /&gt;
*+0 damage bonus&lt;br /&gt;
&lt;br /&gt;
* '''Murmillo 80%'''&lt;br /&gt;
** Large shield, Gladius (short sword), Pugio (dagger), hand to hand. Helmet, greaves, manicum (arm guard)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Sumptuous jewellry. This is claimed by Livia's family and must be returned with her body if she dies.&lt;br /&gt;
* Scutum (Large, oblong shield) (1d6)&lt;br /&gt;
* Gladius (Short sword) (1d8+1)&lt;br /&gt;
* Pugio (dagger) without scabbard (1d4+2)&lt;br /&gt;
* Mirmillo helmet with white plumes&lt;br /&gt;
* Iron right arm manica (arm guard)&lt;br /&gt;
* Padded iron greaves&lt;br /&gt;
* Balteus (wide leather belt reinforced with iron)&lt;br /&gt;
* White Subligaculum (loin cloth)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
* Accounting: 20% &lt;br /&gt;
* Animal Handling 50%&lt;br /&gt;
* Art 05%&lt;br /&gt;
* Bargain: 05%&lt;br /&gt;
* Civics 40%&lt;br /&gt;
* Climb: 40%&lt;br /&gt;
* Conceal: 15%&lt;br /&gt;
* Craft&lt;br /&gt;
** (Craft default): 5%&lt;br /&gt;
* '''Dodge: 32%'''&lt;br /&gt;
* Drive: 20%&lt;br /&gt;
* Empire: 45&lt;br /&gt;
* Fast Talk: 05%&lt;br /&gt;
* First Aid: 30%&lt;br /&gt;
* Hide: 10% &lt;br /&gt;
* Insight: 45%&lt;br /&gt;
* Jump: 65%&lt;br /&gt;
* Library Use: 10%&lt;br /&gt;
* Listen: 25% &lt;br /&gt;
* Medicine: 1%&lt;br /&gt;
* Natural World: 20%&lt;br /&gt;
* Navigate: 20%&lt;br /&gt;
* Occult: 10%&lt;br /&gt;
* Other Kingdom: 1%&lt;br /&gt;
* Other Language (Persian): 27%&lt;br /&gt;
* Own Kingdom (Rome): 20%&lt;br /&gt;
* Own Language (Latin) 80%&lt;br /&gt;
* Persuade: 15% &lt;br /&gt;
* Pilot Boat: 5%&lt;br /&gt;
* Potions: 01%&lt;br /&gt;
* Repair/Devise: 20%&lt;br /&gt;
* Ride: 40% &lt;br /&gt;
* Science: 01%&lt;br /&gt;
* Sneak: 10% &lt;br /&gt;
* Spot Hidden: 25%&lt;br /&gt;
* Status: 15% (Fixed)&lt;br /&gt;
* Swim: 25%&lt;br /&gt;
* Throw: 25%&lt;br /&gt;
* Track: 25%&lt;br /&gt;
* Write Language: 10%&lt;/div&gt;</description>
			<pubDate>Mon, 20 May 2013 12:55:02 GMT</pubDate>			<dc:creator>200.235.165.2</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Livia</comments>		</item>
		<item>
			<title>Agathon</title>
			<link>http://wiki.rpg.net/index.php/Agathon</link>
			<guid>http://wiki.rpg.net/index.php/Agathon</guid>
			<description>&lt;p&gt;121.221.9.143: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Morituri_te_salutant]]&lt;br /&gt;
==Agathon==&lt;br /&gt;
Formerly of Athens, young Agathon was an ''Eremanos'' of a well placed merchant, who ended up trading him off to a patrician to sweeten a trade agreement. When the roman noble decided to marry, his new wife took an instant dislike to the pretty youth and, using his less than stellar intellect against him, framed him for the theft of personal house valuables. His former master sold him off to the training schools, where he has made his way by attaching himself to other, more powerful figures. He cuts a fine figure in his Retiarius outfit and, unusually, has already been hired out to a few local women (and men), but no amount of good looks has stopped him shitting his pants in training. &lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
* STR: 12&lt;br /&gt;
* CON: 11&lt;br /&gt;
* SIZ: 13&lt;br /&gt;
* INT: 11&lt;br /&gt;
* POW: 10&lt;br /&gt;
* DEX: 15&lt;br /&gt;
* APP: 16&lt;br /&gt;
* EDU: 07&lt;br /&gt;
&lt;br /&gt;
==Weapon Styles==&lt;br /&gt;
*+1d4 damage bonus&lt;br /&gt;
&lt;br /&gt;
* '''Retarius 60%'''&lt;br /&gt;
* Trident, Net, Dagger, hand to hand. Manicum (arm guard), Galerus (Shoulder guard)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Carved jasper neck talisman as ward against the evil eye&lt;br /&gt;
* Trident (1d8+1+1d4)&lt;br /&gt;
* Net (Special: Entangles. Also the net and dagger can be held in the same left hand.)&lt;br /&gt;
* Pugio (dagger) without scabbard (1d4+2+1d4)&lt;br /&gt;
* Iron right arm manica (arm guard)&lt;br /&gt;
* Bronze Galerus (shoulder guard)&lt;br /&gt;
* Balteus (wide leather belt reinforced with iron)&lt;br /&gt;
* Red Subligaculum (loin cloth)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
* Accounting: 10%&lt;br /&gt;
* Animal Handling 10%&lt;br /&gt;
* Art 05%&lt;br /&gt;
* Bargain: 05%&lt;br /&gt;
* Civics 10%&lt;br /&gt;
* Climb: 50%&lt;br /&gt;
* Conceal: 15%&lt;br /&gt;
* Craft&lt;br /&gt;
** (Seduction): 60%&lt;br /&gt;
* Dodge: 60%&lt;br /&gt;
* Drive: 20%&lt;br /&gt;
* Empire: 25%&lt;br /&gt;
* Fast Talk: 25%&lt;br /&gt;
* First Aid: 30%&lt;br /&gt;
* Hide: 30%&lt;br /&gt;
* Insight: 5%&lt;br /&gt;
* Jump: 35%&lt;br /&gt;
* Library Use: 10%&lt;br /&gt;
* Listen: 35%&lt;br /&gt;
* Medicine: 1%&lt;br /&gt;
* Natural World: 10%&lt;br /&gt;
* Navigate: 10%&lt;br /&gt;
* Occult: 10%&lt;br /&gt;
* Other Kingdom (Lydia): 1%&lt;br /&gt;
* Other Language (Latin): 31%&lt;br /&gt;
* Own Kingdom (Greec): 20%&lt;br /&gt;
* Own Language (Greek): 55%&lt;br /&gt;
* Persuade: 55%&lt;br /&gt;
* Pilot Boat: 5%&lt;br /&gt;
* Potions: 01%&lt;br /&gt;
* Repair/Devise: 20%&lt;br /&gt;
* Ride: 20%&lt;br /&gt;
* Science: 01%&lt;br /&gt;
* Sneak: 20%&lt;br /&gt;
* Spot Hidden: 45%&lt;br /&gt;
* Status: 05% (Fixed)&lt;br /&gt;
* Swim: 25%&lt;br /&gt;
* Throw: 25%&lt;br /&gt;
* Track: 10%&lt;br /&gt;
* Write Language (Greek): 10%&lt;/div&gt;</description>
			<pubDate>Mon, 20 May 2013 12:43:44 GMT</pubDate>			<dc:creator>ChalkLine</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Agathon</comments>		</item>
		<item>
			<title>Twenties links</title>
			<link>http://wiki.rpg.net/index.php/Twenties_links</link>
			<guid>http://wiki.rpg.net/index.php/Twenties_links</guid>
			<description>&lt;p&gt;Iskallor: Created page with &amp;quot;*http://www.retronaut.com/2013/01/principal-air-routes/&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*http://www.retronaut.com/2013/01/principal-air-routes/&lt;/div&gt;</description>
			<pubDate>Mon, 20 May 2013 11:07:47 GMT</pubDate>			<dc:creator>Iskallor</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Twenties_links</comments>		</item>
		<item>
			<title>Calmir</title>
			<link>http://wiki.rpg.net/index.php/Calmir</link>
			<guid>http://wiki.rpg.net/index.php/Calmir</guid>
			<description>&lt;p&gt;Tolknor: Created page with &amp;quot;This is a primal realm created eons before Amber and destroyed eons before Amber. A realm of limited shadows, called Eigenstates, or time paths. The Kangular powers the realm as ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a primal realm created eons before Amber and destroyed eons before Amber. A realm of limited shadows, called Eigenstates, or time paths. The Kangular powers the realm as the Pattern powers Amber. But when you assay the Kangular you gain the power to travel in Time in Calmir, rather than in shadow.&lt;/div&gt;</description>
			<pubDate>Mon, 20 May 2013 00:36:54 GMT</pubDate>			<dc:creator>Tolknor</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Calmir</comments>		</item>
		<item>
			<title>Courts of Chaos</title>
			<link>http://wiki.rpg.net/index.php/Courts_of_Chaos</link>
			<guid>http://wiki.rpg.net/index.php/Courts_of_Chaos</guid>
			<description>&lt;p&gt;Tolknor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''All is Chaos.  All in Chaos are but things in chaos.  There are great Lords of Chaos who have never heard more then a passing mention of Amber and all its travails. Order is an illusion that rises and falls.  Others have fallen, so too will Amber.''    '''Swayvil VI  Shortly before his death.''' &lt;br /&gt;
&lt;br /&gt;
A cosmology of the known universe would be difficult to compose depending on your point of view.  As any Lord of Chaos would tell you, ''&amp;quot;Its all a matter of perspective.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Chaos is massive even on the scale that includes a complete set of infinity with Amber at its center.  Scholars argue, frequently at knife point, over details of cosmology.   They do so in great tomes for libraries full of argument.  But a tiny bit should be told to consider Chaos.&lt;br /&gt;
&lt;br /&gt;
Dworkin created Amber on the rock Kolvir.  He did so with the Unicorn in attendance, bleeding, playing the lute, with the jewel of judgement.   Suddenly the vast diverse shadows and swirls of Chaos had a solid thing, a center place, but it is argued what that entails.  Chaos has had solid things in the past and they disappeared.  Places like [[Paragon]] and [[Calmir]].  But Amber was different.  Unlike the other places it seemed to wash like an ocean against the Abyss of Chaos, across from the Towers of Theldane, the capital of the Courts of Chaos.  Amber was its center but it had many places of vast power that floated like barges and great ships in the waves of Chaos.  [[Avalon, [[Regor]], [[Alparos]], [[Azcala]], [[Vagalorat]].  Even Amber, felt the great Lords of Chaos before the Patternfall War, was just a ship on the seas of shadow and chaos.  It could be destroyed and but remove one tower from the vastly shadowlands, soon as others to be forgotten.&lt;br /&gt;
&lt;br /&gt;
But when they made war on Amber, they lost.   Defeated on the field of battle by Benedict of Amber and the forces he assembled as his kinsman squabbled over who sat at the head of the table at dinner time. Chaos was forced to ''kneel''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''High Lord of Chaos is known as Swayvil.'''  The Swayvil.  The name of the first Swayvil was taken as a title, in the manner of Popes taking a Papal name.  The current Swayvil, Swayvil VII, was once Lord Aven Tamis anavi Wasana, of the House Wasana.  Upon his assumption he renounced all connection to his former house but that's a thin vernier. &lt;br /&gt;
&lt;br /&gt;
The Serpent of Chaos and its construct of power, The Logrus, are also rulers of Chaos.  There leadership is as fickle as any in chaos. &lt;br /&gt;
&lt;br /&gt;
There are many Houses in Chaos and each has its own sway in the politics of chaos.  It draws from the Stuff of Chaos to create realms, Ways, dwellings, races, and other things.  House names include Channicut, Helgram, Hendrake, Sawall, Adwin, Wasana, Elqu, Devvn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''The Logrus'''&lt;br /&gt;
&lt;br /&gt;
As a primal construct the logrus is the artifact of all changing chaos.  It is difficult, even parilous, to attempt to assay it but without doing so one may not operate the higher forms of sorcery in Chaos, nor shadowwalk in the vast realms of the shadowlands. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Amber Cults'''&lt;br /&gt;
&lt;br /&gt;
The Amber Cults began as a response to the defeat of Chaos on Battle.&lt;/div&gt;</description>
			<pubDate>Mon, 20 May 2013 00:27:42 GMT</pubDate>			<dc:creator>Tolknor</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Courts_of_Chaos</comments>		</item>
		<item>
			<title>People of Note</title>
			<link>http://wiki.rpg.net/index.php/People_of_Note</link>
			<guid>http://wiki.rpg.net/index.php/People_of_Note</guid>
			<description>&lt;p&gt;Tolknor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This a quick list for people that the players might meet or hear about.&lt;br /&gt;
&lt;br /&gt;
'''Arloxedra-'''  This is the guy that never leaves the library.  He knows where almost everything is and where everything should go.  he has no official status with the library staff but his lineage as a son of Eric gives him clout enough to tell them to leave him the hell alone.   He smokes constantly, a wide variety of things, but the smoke zips quickly to a small ring he wears, leaving no trace.  &lt;br /&gt;
&lt;br /&gt;
He seems to know a lot of history though he is easily distracted.  He was brought to Amber in the fist rush of the Cousins and seems to have done little more then read.  He makes occasional trips into shadow but returns looking haggard and driven, afraid of what he found in shadow.&lt;/div&gt;</description>
			<pubDate>Sun, 19 May 2013 21:57:45 GMT</pubDate>			<dc:creator>Tolknor</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:People_of_Note</comments>		</item>
		<item>
			<title>GGG Character Rosy</title>
			<link>http://wiki.rpg.net/index.php/GGG_Character_Rosy</link>
			<guid>http://wiki.rpg.net/index.php/GGG_Character_Rosy</guid>
			<description>&lt;p&gt;201.92.84.238: Created page with &amp;quot;&amp;lt;pre&amp;gt; * Rosy Lee (250/250 points)  ** Background  Inagawa Sakuya spent the first 16 her life being prepared for a very specific role, to be a loyal tool of her father, leader of ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
* Rosy Lee (250/250 points)&lt;br /&gt;
&lt;br /&gt;
** Background&lt;br /&gt;
&lt;br /&gt;
Inagawa Sakuya spent the first 16 her life being prepared for a very specific&lt;br /&gt;
role, to be a loyal tool of her father, leader of a local branch of the&lt;br /&gt;
Yamaguchi-gumi, but when he crossed some lines he shouldn't have, he let her&lt;br /&gt;
older brother get sent to prison to save face.&lt;br /&gt;
&lt;br /&gt;
Even though he was a willing pawn, she couldn't stand it, and she reevaluated&lt;br /&gt;
where she wanted to be in life. Did she want to be used as a bargaining chip?&lt;br /&gt;
Her hobbies, her friends, her husband chosen for her, by a distant and power&lt;br /&gt;
obsessed man?&lt;br /&gt;
&lt;br /&gt;
She decided, no. She didn't. So with the help of a few men who hated her father,&lt;br /&gt;
and some very very tense moments she stole half a million yen (about US$50,000)&lt;br /&gt;
and fled the country.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
** Stats&lt;br /&gt;
&lt;br /&gt;
ST 10 {0}; DX 13 {60}; IQ 15 {100}; HT 11 {10}&lt;br /&gt;
&lt;br /&gt;
** Secondary Characteristics&lt;br /&gt;
&lt;br /&gt;
Damage 1d-2/1d; BL 10kg; HP 10; Will 15; Per 15; FP 11; Basic Speed 6; Basic&lt;br /&gt;
Move 6&lt;br /&gt;
&lt;br /&gt;
** Advantages&lt;br /&gt;
&lt;br /&gt;
- Attractive {4}&lt;br /&gt;
- Business Acumen 1 {10}&lt;br /&gt;
- Contact Group (Scattered Loyalists, Skill-12, 9-, Usually Reliable) {10}&lt;br /&gt;
- Empathy {15}&lt;br /&gt;
- Fashion Sense {5}&lt;br /&gt;
- Honest Face {1}&lt;br /&gt;
- Luck {15}&lt;br /&gt;
- Smooth Operator 2 {30}&lt;br /&gt;
&lt;br /&gt;
** Disadvantages&lt;br /&gt;
&lt;br /&gt;
- Charitable (12) {-15}&lt;br /&gt;
- Chummy {-5}&lt;br /&gt;
- Curious {-5}&lt;br /&gt;
- Enemies (Yakuza clan, Hunter, 6-) {-15}&lt;br /&gt;
- Sense of Duty (Team) {-5}&lt;br /&gt;
- Social Stigma (Minor) {-5}&lt;br /&gt;
&lt;br /&gt;
** Skills&lt;br /&gt;
&lt;br /&gt;
- Accounting (H) IQ-1 {1} [2] - 14&lt;br /&gt;
- Acting (A) IQ+1 {1} [1] - 16&lt;br /&gt;
- Administration (A) IQ {1} [2] - 15&lt;br /&gt;
- Carousing (E) HT+2 {1} [1] - 13&lt;br /&gt;
- Computer Operation (E) IQ {1} - 15&lt;br /&gt;
- Connoisseur (Japanese Art) (A) IQ-1 {1} - 14&lt;br /&gt;
- Current Affairs (Business) (E) IQ {1} - 15&lt;br /&gt;
- Current Affairs (Headline News) (E) IQ {1} - 15&lt;br /&gt;
- Dancing (A) DX-1 {1} - 12&lt;br /&gt;
- Detect Lies (H) Per+3 {1} [1] [4] - 18&lt;br /&gt;
- Diplomacy (H) IQ {1} [1] - 15&lt;br /&gt;
- Disguise (A) IQ-1 {1} - 14&lt;br /&gt;
- Driving (Automobile) (A) DX-1 {1} - 12&lt;br /&gt;
- Fast-Draw (Knife) (E) DX {1} - 13&lt;br /&gt;
- Fast-Talk (A) IQ+1 {1} [1] - 16&lt;br /&gt;
- Guns (Pistol) (E) DX+1 {2} - 14&lt;br /&gt;
- Holdout (A) IQ-1 {1} - 14&lt;br /&gt;
- Intelligence Analysis (H) IQ-1 {2} - 14&lt;br /&gt;
- Interrogation (A) IQ-1 {1} - 14&lt;br /&gt;
- Intimidation (A) Will+1 {1} [1] - 16&lt;br /&gt;
- Judo (H) DX-1 {2} - 12&lt;br /&gt;
- Karate (H) DX-1 {2} - 12&lt;br /&gt;
- Knife (E) DX+1 {2} - 14&lt;br /&gt;
- Leadership (A) IQ+1 {1} [1] - 16&lt;br /&gt;
- Merchant (A) IQ {1} [2] - 15&lt;br /&gt;
- Observation (A) Per-1 {1} - 15&lt;br /&gt;
- Propaganda (A) IQ-1 {1} - 14&lt;br /&gt;
- Psychology (H) IQ+1 {1} [4] - 16&lt;br /&gt;
- Public Speaking (A) IQ+1 {1} [1] - 16&lt;br /&gt;
- Savoir-Faire (High Society) (E) IQ+2 {1} [1] - 17&lt;br /&gt;
- Savoir-Faire (Mafia) (E) IQ+2 {1} [1] - 17&lt;br /&gt;
- Search (A) Per-1 {1} - 15&lt;br /&gt;
- Sex Appeal (A) HT+2 {1} [1] [3] - 13&lt;br /&gt;
- Stealth (A) DX-1 {1} - 12&lt;br /&gt;
- Streetwise (A) IQ+1 {1} [1] - 16&lt;br /&gt;
&lt;br /&gt;
[1] +2 from Smooth Operator&lt;br /&gt;
[2] +1 from Business Acumen&lt;br /&gt;
[3] +1 from Attractive&lt;br /&gt;
[4] +3 from Empathy&lt;br /&gt;
&lt;br /&gt;
** Gear&lt;br /&gt;
&lt;br /&gt;
*** Carried (3.8kg)&lt;br /&gt;
&lt;br /&gt;
- Undercover Clothing: +1 to Holdout. $600, 1kg.&lt;br /&gt;
- Glock 27 subcompact pistol: $600, 0.85kg.&lt;br /&gt;
- Sleeve Holster: -2 Holdout. $500, 0.25kg.&lt;br /&gt;
- 1 spare reload for pistol: $35.7, 0.2kg.&lt;br /&gt;
- Very Fine Small Knife: sw-1 cut / thr+1 imp. $120, 0.25kg.&lt;br /&gt;
- Concealable Vest: DR 12/5*. $1000, 1kg.&lt;br /&gt;
- Fancy Smartphone: $600, 0.25kg.&lt;br /&gt;
- $424 Cash.&lt;br /&gt;
&lt;br /&gt;
*** Owned&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</description>
			<pubDate>Sun, 19 May 2013 17:31:12 GMT</pubDate>			<dc:creator>201.92.84.238</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:GGG_Character_Rosy</comments>		</item>
		<item>
			<title>Begma:</title>
			<link>http://wiki.rpg.net/index.php/Begma:</link>
			<guid>http://wiki.rpg.net/index.php/Begma:</guid>
			<description>&lt;p&gt;Tolknor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Begma: A largely agricultural nation with strong ties to Amber but little interaction with the Amber Military. It is lies just outside the regions of the Shade realms. A near, but not really similar shadow of Amber.&lt;br /&gt;
 &lt;br /&gt;
Alrus is the capital of Begma, a coastal city swelling with trade from a vast inland plain. Amberites wakes each morning to Begman tea and slather their bread with Begman butter. A vaste trade in food stuffs insures a peaceful relationship between Amber and Begma.&lt;br /&gt;
&lt;br /&gt;
Begma has a lot of interaction with worlds of an increasingly barbaric nature.  They trade in furs, precious stones and metals,&lt;/div&gt;</description>
			<pubDate>Sun, 19 May 2013 15:34:03 GMT</pubDate>			<dc:creator>Tolknor</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Begma:</comments>		</item>
		<item>
			<title>Kashfa:</title>
			<link>http://wiki.rpg.net/index.php/Kashfa:</link>
			<guid>http://wiki.rpg.net/index.php/Kashfa:</guid>
			<description>&lt;p&gt;Tolknor: Created page with &amp;quot;Kashfa: A world with a strong sword &amp;amp; sorcery tradition. It recently became a GCST kingdom and is ruled by a son of Brand, Rinaldo.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kashfa: A world with a strong sword &amp;amp; sorcery tradition. It recently became a GCST kingdom and is ruled by a son of Brand, Rinaldo.&lt;/div&gt;</description>
			<pubDate>Sun, 19 May 2013 15:33:58 GMT</pubDate>			<dc:creator>Tolknor</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Kashfa:</comments>		</item>
		<item>
			<title>Diega:</title>
			<link>http://wiki.rpg.net/index.php/Diega:</link>
			<guid>http://wiki.rpg.net/index.php/Diega:</guid>
			<description>&lt;p&gt;Tolknor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This great realm sits at the crossroads of the 3 main branches of land based paths leading into Amber. it is here that many of the shadow paths from many points in shadow connect to the Jeweled Road. Several of the great sea lanes connect here and they merge into the one sea lane that reaches into Amber on the surfaces of the sea. Diega has a love/hate relationship with Amber. The royalty and nobility of Diega are closely allied to Amber. The gentry and populace, though mostly acknowledging that antipathy to Amber is not in Diega's interest, nonetheless frequently complain about the intrusion into their affairs. Imagine Canada with a strong sence of national pride that has to deal with the USA being its close ally. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Numbers between 1/20th and 1/15th of the Amber Military forces are of Diegan origin, especially in the Navy, Guard, &amp;amp; Police forces. Diegans often leave Amber service to enter the enormous private military industry, supplying caravan guards for travel into the deeper portions of shadow.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Diega has strongly growing Republican movement among the young.  It is representative of the spread of education and commerce that the Jeweled Road and expanded shadow exchanges has brought into this already cosmopolitan realm.   It is expressed in an active student cafe scene and a thriving club scene.&lt;/div&gt;</description>
			<pubDate>Sun, 19 May 2013 15:33:15 GMT</pubDate>			<dc:creator>Tolknor</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Diega:</comments>		</item>
		<item>
			<title>Decimus Ovidius Corvus</title>
			<link>http://wiki.rpg.net/index.php/Decimus_Ovidius_Corvus</link>
			<guid>http://wiki.rpg.net/index.php/Decimus_Ovidius_Corvus</guid>
			<description>&lt;p&gt;ChalkLine: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Morituri_te_salutant]]&lt;br /&gt;
==Decimus Ovidius Corvus==&lt;br /&gt;
Roman born and bred killer and big mother fucker. Uneducated, the lack of knowledge allowing him to be manipulated into his current position as a gladiator, but what he lacks in book reading he more than makes up for in base cunning and his admittedly meagre combat skills. Fighting in the arena is very different to stabbing some poor flunky to death in the dark however.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
* STR: 15&lt;br /&gt;
* CON: 10&lt;br /&gt;
* SIZ: 18&lt;br /&gt;
* INT: 14&lt;br /&gt;
* POW: 11&lt;br /&gt;
* DEX: 10&lt;br /&gt;
* APP: 07&lt;br /&gt;
* EDU: 05&lt;br /&gt;
&lt;br /&gt;
==Weapon Styles==&lt;br /&gt;
*+1d6 damage bonus&lt;br /&gt;
&lt;br /&gt;
* '''Hoplomachus 60%'''&lt;br /&gt;
* Small shield, Spear, Machera (sword), Pugio (dagger), hand to hand. Helmet, greaves, manicum (arm guard)&lt;br /&gt;
* '''Thug 50%'''&lt;br /&gt;
* Gladius, club, pugio (dagger), hand to hand&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Phallic neck talisman as ward against the evil eye&lt;br /&gt;
* Hoplomachus Small Shield (1d6+1d6)&lt;br /&gt;
* Spear (1d8+1+1d6)&lt;br /&gt;
* Machera (Greek sword) without scabbard (1d8+1+1d6)&lt;br /&gt;
* Pugio (dagger) without scabbard (1d4+2+1d6)&lt;br /&gt;
* Hoplomachus helmet with black plumes&lt;br /&gt;
* Iron right arm manica (arm guard)&lt;br /&gt;
* Padded iron greaves&lt;br /&gt;
* Balteus (wide leather belt reinforced with iron)&lt;br /&gt;
* Blue Subligaculum (loin cloth)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
* Accounting: 10%&lt;br /&gt;
* Animal Handling 10%&lt;br /&gt;
* Art 05%&lt;br /&gt;
* Bargain: 20%&lt;br /&gt;
* Civics 10%&lt;br /&gt;
* Climb: 40%&lt;br /&gt;
* Conceal: 30%&lt;br /&gt;
* '''Dodge: 60%'''&lt;br /&gt;
* Drive: 20%&lt;br /&gt;
* Empire: 25%&lt;br /&gt;
* Fast Talk: 05%&lt;br /&gt;
* First Aid: 30%&lt;br /&gt;
* Hide: 25%&lt;br /&gt;
* Insight: 5%&lt;br /&gt;
* Jump: 25%&lt;br /&gt;
* Library Use: 10%&lt;br /&gt;
* Listen: 40%&lt;br /&gt;
* Medicine: 1%&lt;br /&gt;
* Natural World: 10%&lt;br /&gt;
* Navigate: 10%&lt;br /&gt;
* Occult: 10%&lt;br /&gt;
* Other Language (Persian): 15%&lt;br /&gt;
* Own Kingdom (Rome): 20%&lt;br /&gt;
* Own Language (Latin): 70%&lt;br /&gt;
* Persuade: 15%&lt;br /&gt;
* Pilot Boat: 5%&lt;br /&gt;
* Potions: 01%&lt;br /&gt;
* Repair/Devise: 20%&lt;br /&gt;
* Ride: 20%&lt;br /&gt;
* Sneak: 25%&lt;br /&gt;
* Spot Hidden: 50%&lt;br /&gt;
* Status: 05%&lt;br /&gt;
* Swim: 25%&lt;br /&gt;
* Throw: 25%&lt;br /&gt;
* Track: 10%&lt;br /&gt;
* Write Language (Latin): 10%&lt;/div&gt;</description>
			<pubDate>Sun, 19 May 2013 14:18:37 GMT</pubDate>			<dc:creator>ChalkLine</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Decimus_Ovidius_Corvus</comments>		</item>
		<item>
			<title>CCC Character Callie</title>
			<link>http://wiki.rpg.net/index.php/CCC_Character_Callie</link>
			<guid>http://wiki.rpg.net/index.php/CCC_Character_Callie</guid>
			<description>&lt;p&gt;177.87.75.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
* Prof. Callista “Cally” Freeberg (250/250 points)&lt;br /&gt;
&lt;br /&gt;
** Stats&lt;br /&gt;
&lt;br /&gt;
ST 10 {0}; DX 16 {120}; IQ 13 {60}; HT 12 {20}&lt;br /&gt;
&lt;br /&gt;
** Secondary Characteristics&lt;br /&gt;
&lt;br /&gt;
Damage 1d-2/1d; BL 10kg; HP 10; Will 13; Per 14 {5}; FP 12; Basic Speed 7.00;&lt;br /&gt;
Basic Move 7&lt;br /&gt;
&lt;br /&gt;
** Advantages&lt;br /&gt;
&lt;br /&gt;
- Acute Vision 2 {4}&lt;br /&gt;
- Akimbo (Pistols) {1}&lt;br /&gt;
- Eidetic Memory {5}&lt;br /&gt;
- Gunslinger {25}&lt;br /&gt;
- Luck (Defensive -20%) {12}&lt;br /&gt;
- Off-hand Weapon Training (Pistols) {1}&lt;br /&gt;
&lt;br /&gt;
** Disadvantages&lt;br /&gt;
&lt;br /&gt;
- Code of Honor (professional) {-5}&lt;br /&gt;
- Curious (12) {-5}&lt;br /&gt;
- Easy to Read {-10}&lt;br /&gt;
- Enemy (Same Power Level, Hunter, 9-) {-10}&lt;br /&gt;
- Intolerance (Looters and Bandits) {-5}&lt;br /&gt;
- Pacifism (Can't Harm Innocents) {-10}&lt;br /&gt;
- Sense of Duty (Team) {-5}&lt;br /&gt;
&lt;br /&gt;
** Quirks&lt;br /&gt;
&lt;br /&gt;
- Always Perky {-1}&lt;br /&gt;
- Dives for Fun {-1}&lt;br /&gt;
&lt;br /&gt;
** Skills&lt;br /&gt;
&lt;br /&gt;
- Acrobatics (H) DX {4} - 16&lt;br /&gt;
- Archaeology (H) IQ {4} - 13&lt;br /&gt;
- Armory (Small Arms) (A) IQ-1 {1} - 12&lt;br /&gt;
- Climbing (A) DX-1 {1} - 15&lt;br /&gt;
- Computer Operation (E) IQ {1} - 13&lt;br /&gt;
- Driving (Automobile) (A) DX-1 {1} - 15&lt;br /&gt;
- Expert: Crusades (H) IQ {4} - 13&lt;br /&gt;
- Fast Draw (Ammo) (E) DX {1} - 16&lt;br /&gt;
- Fast Draw (Pistol) (E) DX {1} - 16&lt;br /&gt;
- First Aid (E) IQ {1] - 13&lt;br /&gt;
- Guns (Pistol) (E) DX+2 {4} - 18&lt;br /&gt;
  - Dual-Weapon Attack sk {5} - 18&lt;br /&gt;
- Guns (Rifle) (E) DX+1 {1} - 17&lt;br /&gt;
- Guns (SMG) (E) DX+1 {1} - 17&lt;br /&gt;
- Guns (Shotgun) (E) DX+1 {1} - 17&lt;br /&gt;
- Holdout (A) IQ-1 {1} - 12&lt;br /&gt;
- Judo (H) DX-1 {2} - 15&lt;br /&gt;
- Jumping (E) DX {1} - 16&lt;br /&gt;
- Karate (H) DX-1 {2} - 15&lt;br /&gt;
- Knife (E) DX {1} - 16&lt;br /&gt;
- Research (A) IQ-1 {1} - 12&lt;br /&gt;
- Scuba (A) IQ {2} - 13&lt;br /&gt;
- Stealth (A) DX-1 {1} - 15&lt;br /&gt;
- Survival (Desert) (A) IQ {2} - 13&lt;br /&gt;
- Swimming (E) HT+1 {2} - 13&lt;br /&gt;
- Teaching (A) IQ-1 {1} - 12&lt;br /&gt;
- Traps (A) IQ+1 {4} - 14 (17 to detect)&lt;br /&gt;
&lt;br /&gt;
** Gear&lt;br /&gt;
&lt;br /&gt;
*** Carried (9.62kg or 8.62kg)&lt;br /&gt;
&lt;br /&gt;
- Ordinary Clothing: Free, 1kg.&lt;br /&gt;
- 2x Glock 22 pistol: $1200, 2.1kg.&lt;br /&gt;
- 4x spare magazine of .40 Hollowpoint ammo: $146, 1.4kg.&lt;br /&gt;
- 2x Shoulder Holsters: $100, 1kg.&lt;br /&gt;
- Very Fine Small Knife: sw-1 cut / thr+1 imp. $120, 0.25kg.&lt;br /&gt;
- Mini-flashlight: $10, 0.12kg.&lt;br /&gt;
- Fancy Smartphone: $600, 0.25kg.&lt;br /&gt;
- Reinforced Boots: $75, 1.5kg.&lt;br /&gt;
- Leather Jacket: DR 1*. $50, 2kg.&lt;br /&gt;
         OR&lt;br /&gt;
- Concealable Vest: DR 12/5*. $1000 1kg.&lt;br /&gt;
- $16424 Cash.&lt;br /&gt;
&lt;br /&gt;
*** Field Gear (+5.75kg):&lt;br /&gt;
&lt;br /&gt;
- 2x Belt Holsters: Replace Shoulder Holsters. $50, 0.25kg.&lt;br /&gt;
- Machete: As a cheap shortsword: $80, 1kg.&lt;br /&gt;
- Backpack (Small): $60, 1.5kg.&lt;br /&gt;
  - First-Aid Kit: $50, 1kg.&lt;br /&gt;
  - Personal Basics: $5, 0.5kg.&lt;br /&gt;
  - Grapnel: $20, 1kg.&lt;br /&gt;
  - 20m 3/8&amp;quot; Rope: $10, 1.5kg.&lt;br /&gt;
&lt;br /&gt;
** Combat Stats&lt;br /&gt;
&lt;br /&gt;
*** Attacks:&lt;br /&gt;
&lt;br /&gt;
- Glock 22 (20): 2d+2 pi++ (0.5), RoF 3.&lt;br /&gt;
- Very Fine Small Knife (16): 1d-1 cut, 1d-1 imp.&lt;br /&gt;
- Machete (12): 1d cut, 1d-2 imp.&lt;br /&gt;
- Karate Punch (15): 1d-3 cr.&lt;br /&gt;
- Karate Kick w/boots (13): 1d-1 cr.&lt;br /&gt;
&lt;br /&gt;
*** Defenses&lt;br /&gt;
&lt;br /&gt;
- Dodge 10&lt;br /&gt;
- Parry (Judo, Karate or Knife): 10&lt;br /&gt;
- DR 1* or 12/5*.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</description>
			<pubDate>Sun, 19 May 2013 13:37:24 GMT</pubDate>			<dc:creator>177.87.75.1</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:CCC_Character_Callie</comments>		</item>
		<item>
			<title>Pregen 4</title>
			<link>http://wiki.rpg.net/index.php/Pregen_4</link>
			<guid>http://wiki.rpg.net/index.php/Pregen_4</guid>
			<description>&lt;p&gt;Iskallor: /* attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[http://wiki.rpg.net/index.php/Across_the_border wiki]&lt;br /&gt;
&lt;br /&gt;
=attributes=&lt;br /&gt;
*'''STR''' 13&lt;br /&gt;
*'''CON'''13&lt;br /&gt;
*'''SIZ''' 12&lt;br /&gt;
*'''INT''' 16&lt;br /&gt;
*'''POW''' 15&lt;br /&gt;
*'''DEX''' 15&lt;br /&gt;
*'''APP''' 7&lt;br /&gt;
*'''EDU''' 12+4= 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*AGE: 28&lt;br /&gt;
&lt;br /&gt;
*HP: 13&lt;br /&gt;
*MP: 15&lt;br /&gt;
*Damage bonus +1d4&lt;br /&gt;
*Idea: 80%&lt;br /&gt;
*Know: 80%&lt;br /&gt;
*Luck: 75%&lt;br /&gt;
*SAN: 75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trait: Unseen property.&lt;br /&gt;
&lt;br /&gt;
=Military skills=  &lt;br /&gt;
EDUx 20%=  320&lt;br /&gt;
*Climb 40%    &lt;br /&gt;
*Conceal 15%&lt;br /&gt;
*Credit Rating 15%       &lt;br /&gt;
*Drive Auto 20%    &lt;br /&gt;
*Electrical Repair 10%&lt;br /&gt;
*Fast Talk 05 %    &lt;br /&gt;
*First Aid  30%   &lt;br /&gt;
*Hide 10%  &lt;br /&gt;
*Jump 25%     &lt;br /&gt;
*Listen 25%     &lt;br /&gt;
*Mechanical Repair  20% &lt;br /&gt;
*Navigate 10%&lt;br /&gt;
*Operate Hvy. Machine 01%    &lt;br /&gt;
*Persuade 15%&lt;br /&gt;
*Photography 10%       &lt;br /&gt;
*Pilot 01%&lt;br /&gt;
*Psychology 05%    &lt;br /&gt;
*Ride 80%  &lt;br /&gt;
*Sneak 10% &lt;br /&gt;
*Spot Hidden 25%&lt;br /&gt;
*Swim 25%    &lt;br /&gt;
*Throw 25%&lt;br /&gt;
*Track 10%    &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Fist/Punch 50%    1d3+db&lt;br /&gt;
*Head Butt 10% 1d4+1d3&lt;br /&gt;
*Kick 25%    1d6+db&lt;br /&gt;
*Grapple 25% special&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Dodge 30%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Handgun  20%&lt;br /&gt;
*Machine Gun 15%&lt;br /&gt;
*Rifle/shotgun 25%&lt;br /&gt;
*Rifle combat 25%&lt;br /&gt;
*Fighting knife 25%&lt;br /&gt;
*Sabre 15%&lt;br /&gt;
&lt;br /&gt;
=Other skills=&lt;br /&gt;
Int x 10= 160&lt;br /&gt;
*Accounting 10%     &lt;br /&gt;
*Anthropology 01%     &lt;br /&gt;
*Archaeology 01%&lt;br /&gt;
*Astronomy 01%   &lt;br /&gt;
*Bargain 05%    &lt;br /&gt;
*Biology 01%&lt;br /&gt;
*Chemistry 01% &lt;br /&gt;
*Cthulhu Mythos 0%&lt;br /&gt;
*Disguise 01%&lt;br /&gt;
*Geology 01% &lt;br /&gt;
*History 20%&lt;br /&gt;
*Law 05%   &lt;br /&gt;
*Library Use 25%&lt;br /&gt;
*Locksmith 01%&lt;br /&gt;
*Martial arts 01%  &lt;br /&gt;
*Medicine 05%&lt;br /&gt;
*Natural History 10%  &lt;br /&gt;
*Occult 05%  &lt;br /&gt;
*Pharmacy 01%&lt;br /&gt;
*Physics 01% &lt;br /&gt;
*Psychoanalysis 01%&lt;br /&gt;
&lt;br /&gt;
Languages:&lt;br /&gt;
*own lang edu x 5% (If not english you have english at half that)&lt;br /&gt;
*Other language 01%&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
&lt;br /&gt;
*M1903 Springfield Rifle  % DAM 2d6+4&lt;br /&gt;
**Rifle Combat Bayonet DAM 1d6+1+db Butt DAM 1d8+db&lt;br /&gt;
&lt;br /&gt;
*Winchester M1897 12 gauge shotgun % DAM 4d6/2d6/1d6&lt;br /&gt;
&lt;br /&gt;
*Colt 1911 .45 semi-auto % DAM 1d10+2&lt;br /&gt;
&lt;br /&gt;
*Fighting Knife % 1d4+2+db&lt;br /&gt;
&lt;br /&gt;
*Cavalry sabre (officer) % DAM 1d8+db&lt;br /&gt;
&lt;br /&gt;
=Kit=&lt;br /&gt;
*US army olive drab uniform with campaign hat&lt;br /&gt;
*Combat boots&lt;br /&gt;
*Leggings&lt;br /&gt;
*Cavalry riding gloves&lt;br /&gt;
*M1911 colt .45 with 4 extra magazines&lt;br /&gt;
*M1903 Springfield Rifle&lt;br /&gt;
*Bandolier of 10 five- round clips of .30-06 ammunition&lt;br /&gt;
*bayonet&lt;br /&gt;
*2 canteens&lt;br /&gt;
*food supplies for 2 weeks&lt;br /&gt;
*Horse and tack&lt;br /&gt;
*Compass (Officer, NCO, scout)&lt;br /&gt;
*Field glasses (Officer, NCO, Scout)&lt;br /&gt;
*Map case (Officer, Scout)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Background and Notes=&lt;br /&gt;
*Nicaragua 1912 occupation (other armed service)&lt;br /&gt;
*Philippines. 1903 to 1905 and from 1909 to 1910&lt;/div&gt;</description>
			<pubDate>Sun, 19 May 2013 09:18:07 GMT</pubDate>			<dc:creator>Iskallor</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Pregen_4</comments>		</item>
		<item>
			<title>Pregen 3</title>
			<link>http://wiki.rpg.net/index.php/Pregen_3</link>
			<guid>http://wiki.rpg.net/index.php/Pregen_3</guid>
			<description>&lt;p&gt;Iskallor: /* attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[http://wiki.rpg.net/index.php/Across_the_border wiki]&lt;br /&gt;
&lt;br /&gt;
=attributes=&lt;br /&gt;
*'''STR''' 14&lt;br /&gt;
*'''CON''' 12&lt;br /&gt;
*'''SIZ''' 16&lt;br /&gt;
*'''INT''' 13&lt;br /&gt;
*'''POW''' 14&lt;br /&gt;
*'''DEX''' 11&lt;br /&gt;
*'''APP''' 10&lt;br /&gt;
*'''EDU''' 17&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*AGE: 23&lt;br /&gt;
*HP: 14&lt;br /&gt;
*MP 14&lt;br /&gt;
*Damage bonus +1d4&lt;br /&gt;
*Idea: 65%&lt;br /&gt;
*Know: 85%&lt;br /&gt;
*Luck: 70%&lt;br /&gt;
*SAN: 70&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Trait: Iron willed +1d3 pow&lt;br /&gt;
&lt;br /&gt;
=Military skills=  &lt;br /&gt;
EDUx 20%=  240&lt;br /&gt;
*Climb 40%    &lt;br /&gt;
*Conceal 15%&lt;br /&gt;
*Credit Rating 15%       &lt;br /&gt;
*Drive Auto 20%    &lt;br /&gt;
*Electrical Repair 10%&lt;br /&gt;
*Fast Talk 05 %    &lt;br /&gt;
*First Aid  30%   &lt;br /&gt;
*Hide 10%  &lt;br /&gt;
*Jump 25%     &lt;br /&gt;
*Listen 25%     &lt;br /&gt;
*Mechanical Repair  20% &lt;br /&gt;
*Navigate 10%&lt;br /&gt;
*Operate Hvy. Machine 01%    &lt;br /&gt;
*Persuade 15%&lt;br /&gt;
*Photography 10%       &lt;br /&gt;
*Pilot 01%&lt;br /&gt;
*Psychology 05%    &lt;br /&gt;
*Ride 85%  &lt;br /&gt;
*Sneak 10% &lt;br /&gt;
*Spot Hidden 25%&lt;br /&gt;
*Swim 25%    &lt;br /&gt;
*Throw 25%&lt;br /&gt;
*Track 10%    &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Fist/Punch 50%    1d3+db&lt;br /&gt;
*Head Butt 10% 1d4+1d3&lt;br /&gt;
*Kick 25%    1d6+db&lt;br /&gt;
*Grapple 25% special&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Dodge  22%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Handgun  20%&lt;br /&gt;
*Machine Gun 15%&lt;br /&gt;
*Rifle/shotgun 25%&lt;br /&gt;
*Rifle combat 25%&lt;br /&gt;
*Fighting knife 25%&lt;br /&gt;
*Sabre 15%&lt;br /&gt;
&lt;br /&gt;
=Other skills=&lt;br /&gt;
Int x 10= 130&lt;br /&gt;
*Accounting 10%     &lt;br /&gt;
*Anthropology 01%     &lt;br /&gt;
*Archaeology 01%&lt;br /&gt;
*Astronomy 01%   &lt;br /&gt;
*Bargain 05%    &lt;br /&gt;
*Biology 01%&lt;br /&gt;
*Chemistry 01% &lt;br /&gt;
*Cthulhu Mythos 0%&lt;br /&gt;
*Disguise 01%&lt;br /&gt;
*Geology 01% &lt;br /&gt;
*History 20%&lt;br /&gt;
*Law 05%   &lt;br /&gt;
*Library Use 25%&lt;br /&gt;
*Locksmith 01%&lt;br /&gt;
*Martial arts 01%  &lt;br /&gt;
*Medicine 05%&lt;br /&gt;
*Natural History 10%  &lt;br /&gt;
*Occult 05%  &lt;br /&gt;
*Pharmacy 01%&lt;br /&gt;
*Physics 01% &lt;br /&gt;
*Psychoanalysis 01%&lt;br /&gt;
&lt;br /&gt;
Languages:&lt;br /&gt;
*own lang edu x 5% (If not english you have english at half that)&lt;br /&gt;
*Other language 01%&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
&lt;br /&gt;
*M1903 Springfield Rifle  % DAM 2d6+4&lt;br /&gt;
**Rifle Combat Bayonet DAM 1d6+1+db Butt DAM 1d8+db&lt;br /&gt;
&lt;br /&gt;
*Winchester M1897 12 gauge shotgun % DAM 4d6/2d6/1d6&lt;br /&gt;
&lt;br /&gt;
*Colt 1911 .45 semi-auto % DAM 1d10+2&lt;br /&gt;
&lt;br /&gt;
*Fighting Knife % 1d4+2+db&lt;br /&gt;
&lt;br /&gt;
*Cavalry sabre (officer) % DAM 1d8+db&lt;br /&gt;
&lt;br /&gt;
=Kit=&lt;br /&gt;
*US army olive drab uniform with campaign hat&lt;br /&gt;
*Combat boots&lt;br /&gt;
*Leggings&lt;br /&gt;
*Cavalry riding gloves&lt;br /&gt;
*M1911 colt .45 with 4 extra magazines&lt;br /&gt;
*M1903 Springfield Rifle&lt;br /&gt;
*Bandolier of 10 five- round clips of .30-06 ammunition&lt;br /&gt;
*bayonet&lt;br /&gt;
*2 canteens&lt;br /&gt;
*food supplies for 2 weeks&lt;br /&gt;
*Horse and tack&lt;br /&gt;
*Compass (Officer, NCO, scout)&lt;br /&gt;
*Field glasses (Officer, NCO, Scout)&lt;br /&gt;
*Map case (Officer, Scout)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Background and Notes=&lt;/div&gt;</description>
			<pubDate>Sun, 19 May 2013 09:17:54 GMT</pubDate>			<dc:creator>Iskallor</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Pregen_3</comments>		</item>
		<item>
			<title>Pregen 2</title>
			<link>http://wiki.rpg.net/index.php/Pregen_2</link>
			<guid>http://wiki.rpg.net/index.php/Pregen_2</guid>
			<description>&lt;p&gt;Iskallor: /* attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[http://wiki.rpg.net/index.php/Across_the_border wiki]&lt;br /&gt;
&lt;br /&gt;
=attributes=&lt;br /&gt;
*'''STR''' 11&lt;br /&gt;
*'''CON''' 13&lt;br /&gt;
*'''SIZ''' 14&lt;br /&gt;
*'''INT''' 17&lt;br /&gt;
*'''POW''' 11&lt;br /&gt;
*'''DEX''' 10&lt;br /&gt;
*'''APP''' 10&lt;br /&gt;
*'''EDU''' 14&lt;br /&gt;
&lt;br /&gt;
*AGE: 20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*HP: 14&lt;br /&gt;
*MP: 11&lt;br /&gt;
*Damage bonus +1d4&lt;br /&gt;
*Idea: 85%&lt;br /&gt;
*Know: 70%&lt;br /&gt;
*Luck: 55%&lt;br /&gt;
*SAN:55&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Tait: Unexpected Ally&lt;br /&gt;
&lt;br /&gt;
=Military skills=  &lt;br /&gt;
EDUx 20%=  240&lt;br /&gt;
*Climb 40%    &lt;br /&gt;
*Conceal 15%&lt;br /&gt;
*Credit Rating 15%       &lt;br /&gt;
*Drive Auto 20%    &lt;br /&gt;
*Electrical Repair 10%&lt;br /&gt;
*Fast Talk 05 %    &lt;br /&gt;
*First Aid  30%   &lt;br /&gt;
*Hide 10%  &lt;br /&gt;
*Jump 25%     &lt;br /&gt;
*Listen 25%     &lt;br /&gt;
*Mechanical Repair  20% &lt;br /&gt;
*Navigate 10%&lt;br /&gt;
*Operate Hvy. Machine 01%    &lt;br /&gt;
*Persuade 15%&lt;br /&gt;
*Photography 10%       &lt;br /&gt;
*Pilot 01%&lt;br /&gt;
*Psychology 05%    &lt;br /&gt;
*Ride 70 &lt;br /&gt;
*Sneak 10% &lt;br /&gt;
*Spot Hidden 25%&lt;br /&gt;
*Swim 25%    &lt;br /&gt;
*Throw 25%&lt;br /&gt;
*Track 10%    &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Fist/Punch 50%    1d3+db&lt;br /&gt;
*Head Butt 10% 1d4+1d3&lt;br /&gt;
*Kick 25%    1d6+db&lt;br /&gt;
*Grapple 25% special&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Dodge 20%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Handgun  20%&lt;br /&gt;
*Machine Gun 15%&lt;br /&gt;
*Rifle/shotgun 25%&lt;br /&gt;
*Rifle combat 25%&lt;br /&gt;
*Fighting knife 25%&lt;br /&gt;
*Sabre 15%&lt;br /&gt;
&lt;br /&gt;
=Other skills=&lt;br /&gt;
Int x 10= 170&lt;br /&gt;
*Accounting 10%     &lt;br /&gt;
*Anthropology 01%     &lt;br /&gt;
*Archaeology 01%&lt;br /&gt;
*Astronomy 01%   &lt;br /&gt;
*Bargain 05%    &lt;br /&gt;
*Biology 01%&lt;br /&gt;
*Chemistry 01% &lt;br /&gt;
*Cthulhu Mythos 0%&lt;br /&gt;
*Disguise 01%&lt;br /&gt;
*Geology 01% &lt;br /&gt;
*History 20%&lt;br /&gt;
*Law 05%   &lt;br /&gt;
*Library Use 25%&lt;br /&gt;
*Locksmith 01%&lt;br /&gt;
*Martial arts 01%  &lt;br /&gt;
*Medicine 05%&lt;br /&gt;
*Natural History 10%  &lt;br /&gt;
*Occult 05%  &lt;br /&gt;
*Pharmacy 01%&lt;br /&gt;
*Physics 01% &lt;br /&gt;
*Psychoanalysis 01%&lt;br /&gt;
&lt;br /&gt;
Languages:&lt;br /&gt;
*own lang edu x 5% (If not english you have english at half that)&lt;br /&gt;
*Other language 01%&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
&lt;br /&gt;
*M1903 Springfield Rifle  % DAM 2d6+4&lt;br /&gt;
**Rifle Combat Bayonet DAM 1d6+1+db Butt DAM 1d8+db&lt;br /&gt;
&lt;br /&gt;
*Winchester M1897 12 gauge shotgun % DAM 4d6/2d6/1d6&lt;br /&gt;
&lt;br /&gt;
*Colt 1911 .45 semi-auto % DAM 1d10+2&lt;br /&gt;
&lt;br /&gt;
*Fighting Knife % 1d4+2+db&lt;br /&gt;
&lt;br /&gt;
*Cavalry sabre (officer) % DAM 1d8+db&lt;br /&gt;
&lt;br /&gt;
=Kit=&lt;br /&gt;
*US army olive drab uniform with campaign hat&lt;br /&gt;
*Combat boots&lt;br /&gt;
*Leggings&lt;br /&gt;
*Cavalry riding gloves&lt;br /&gt;
*M1911 colt .45 with 4 extra magazines&lt;br /&gt;
*M1903 Springfield Rifle&lt;br /&gt;
*Bandolier of 10 five- round clips of .30-06 ammunition&lt;br /&gt;
*bayonet&lt;br /&gt;
*2 canteens&lt;br /&gt;
*food supplies for 2 weeks&lt;br /&gt;
*Horse and tack&lt;br /&gt;
*Compass (Officer, NCO, scout)&lt;br /&gt;
*Field glasses (Officer, NCO, Scout)&lt;br /&gt;
*Map case (Officer, Scout)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Background and Notes=&lt;/div&gt;</description>
			<pubDate>Sun, 19 May 2013 09:17:44 GMT</pubDate>			<dc:creator>Iskallor</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Pregen_2</comments>		</item>
		<item>
			<title>Pregen 1</title>
			<link>http://wiki.rpg.net/index.php/Pregen_1</link>
			<guid>http://wiki.rpg.net/index.php/Pregen_1</guid>
			<description>&lt;p&gt;Iskallor: /* attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[http://wiki.rpg.net/index.php/Across_the_border wiki]&lt;br /&gt;
&lt;br /&gt;
=attributes=&lt;br /&gt;
*'''STR''' 11&lt;br /&gt;
*'''CON'''15&lt;br /&gt;
*'''SIZ''' 11&lt;br /&gt;
*'''INT''' 11&lt;br /&gt;
*'''POW''' 9&lt;br /&gt;
*'''DEX''' 11&lt;br /&gt;
*'''APP''' 9&lt;br /&gt;
*'''EDU''' 15+3=18&lt;br /&gt;
&lt;br /&gt;
*AGE: Born 1885: 31&lt;br /&gt;
&lt;br /&gt;
*HP: 13&lt;br /&gt;
*MP: 9&lt;br /&gt;
*Damage bonus +0&lt;br /&gt;
*Idea: 55%&lt;br /&gt;
*Know: 90%&lt;br /&gt;
*Luck: 45%&lt;br /&gt;
*SAN: 45&lt;br /&gt;
&lt;br /&gt;
*Trait: Previous experience INTx 5% to one skill.&lt;br /&gt;
&lt;br /&gt;
=Military skills=  &lt;br /&gt;
EDUx 20%=  360&lt;br /&gt;
*Climb 40%    &lt;br /&gt;
*Conceal 15%&lt;br /&gt;
*Credit Rating 15%       &lt;br /&gt;
*Drive Auto 20%    &lt;br /&gt;
*Electrical Repair 10%&lt;br /&gt;
*Fast Talk 05 %    &lt;br /&gt;
*First Aid  30%   &lt;br /&gt;
*Hide 10%  &lt;br /&gt;
*Jump 25%     &lt;br /&gt;
*Listen 25%     &lt;br /&gt;
*Mechanical Repair  20% &lt;br /&gt;
*Navigate 10%&lt;br /&gt;
*Operate Hvy. Machine 01%    &lt;br /&gt;
*Persuade 15%&lt;br /&gt;
*Photography 10%       &lt;br /&gt;
*Pilot 01%&lt;br /&gt;
*Psychology 05%    &lt;br /&gt;
*Ride 90%   &lt;br /&gt;
*Sneak 10% &lt;br /&gt;
*Spot Hidden 25%&lt;br /&gt;
*Swim 25%    &lt;br /&gt;
*Throw 25%&lt;br /&gt;
*Track 10%    &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Fist/Punch 50%    1d3+db&lt;br /&gt;
*Head Butt 10% 1d4+1d3&lt;br /&gt;
*Kick 25%    1d6+db&lt;br /&gt;
*Grapple 25% special&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Dodge dex x 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Handgun  20%&lt;br /&gt;
*Machine Gun 15%&lt;br /&gt;
*Rifle/shotgun 25%&lt;br /&gt;
*Rifle combat 25%&lt;br /&gt;
*Fighting knife 25%&lt;br /&gt;
*Sabre 15%&lt;br /&gt;
&lt;br /&gt;
=Other skills=&lt;br /&gt;
Int x 10 = 110&lt;br /&gt;
*Accounting 10%     &lt;br /&gt;
*Anthropology 01%     &lt;br /&gt;
*Archaeology 01%&lt;br /&gt;
*Astronomy 01%   &lt;br /&gt;
*Bargain 05%    &lt;br /&gt;
*Biology 01%&lt;br /&gt;
*Chemistry 01% &lt;br /&gt;
*Cthulhu Mythos 0%&lt;br /&gt;
*Disguise 01%&lt;br /&gt;
*Geology 01% &lt;br /&gt;
*History 20%&lt;br /&gt;
*Law 05%   &lt;br /&gt;
*Library Use 25%&lt;br /&gt;
*Locksmith 01%&lt;br /&gt;
*Martial arts 01%  &lt;br /&gt;
*Medicine 05%&lt;br /&gt;
*Natural History 10%  &lt;br /&gt;
*Occult 05%  &lt;br /&gt;
*Pharmacy 01%&lt;br /&gt;
*Physics 01% &lt;br /&gt;
*Psychoanalysis 01%&lt;br /&gt;
&lt;br /&gt;
Languages:&lt;br /&gt;
*own lang edu x 5% (If not english you have english at half that)&lt;br /&gt;
*Other language 01%&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
&lt;br /&gt;
*M1903 Springfield Rifle  % DAM 2d6+4&lt;br /&gt;
**Rifle Combat Bayonet DAM 1d6+1+db Butt DAM 1d8+db&lt;br /&gt;
&lt;br /&gt;
*Winchester M1897 12 gauge shotgun % DAM 4d6/2d6/1d6&lt;br /&gt;
&lt;br /&gt;
*Colt 1911 .45 semi-auto % DAM 1d10+2&lt;br /&gt;
&lt;br /&gt;
*Fighting Knife % 1d4+2+db&lt;br /&gt;
&lt;br /&gt;
*Cavalry sabre (officer) % DAM 1d8+db&lt;br /&gt;
&lt;br /&gt;
=Kit=&lt;br /&gt;
*US army olive drab uniform with campaign hat&lt;br /&gt;
*Combat boots&lt;br /&gt;
*Leggings&lt;br /&gt;
*Cavalry riding gloves&lt;br /&gt;
*M1911 colt .45 with 4 extra magazines&lt;br /&gt;
*M1903 Springfield Rifle&lt;br /&gt;
*Bandolier of 10 five- round clips of .30-06 ammunition&lt;br /&gt;
*bayonet&lt;br /&gt;
*2 canteens&lt;br /&gt;
*food supplies for 2 weeks&lt;br /&gt;
*Horse and tack&lt;br /&gt;
*Compass (Officer, NCO, scout)&lt;br /&gt;
*Field glasses (Officer, NCO, Scout)&lt;br /&gt;
*Map case (Officer, Scout)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Background and Notes=&lt;br /&gt;
*2 years active service Philippines.&lt;/div&gt;</description>
			<pubDate>Sun, 19 May 2013 09:17:33 GMT</pubDate>			<dc:creator>Iskallor</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Pregen_1</comments>		</item>
		<item>
			<title>Mandalay</title>
			<link>http://wiki.rpg.net/index.php/Mandalay</link>
			<guid>http://wiki.rpg.net/index.php/Mandalay</guid>
			<description>&lt;p&gt;Tolknor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Primal Realm of Mandalay and the Mark of Mandalay&lt;br /&gt;
&lt;br /&gt;
[[Hounds of Mandalay]]&lt;br /&gt;
&lt;br /&gt;
'' After the creation of Avalon, the damaging of the pattern of Amber, and the resurgent militancy of Chaos, Ygg grew worried about the damage done to the shadows that span the points of power. Ygg contacted a child of Oberon named Adrian who shared similar worries. They began discussing a way to defend the sanctity of the shadowlands against the depredations of the families at either ends of shadow who, despite empirical evidence, doubted the reality of the shadows until their regard was cast upon them.''&lt;br /&gt;
&lt;br /&gt;
A deal was struck. Mandalay is the result. The story of its creation can be read elsewhere.&lt;br /&gt;
&lt;br /&gt;
Mandalay is a Primal Artifact forged upon a jewel-encrusted root Ygg grew for the act. The Mark of Mandalay casts shadows as does the Patterns of Amber &amp;amp; Avalon.&lt;br /&gt;
&lt;br /&gt;
King Adrian rules the realm, supposedly a child of Oberon unknown till now. The court is held at the Vale of Plenty. This is a large verdant plain dominated by Ygg, now a massive tree. The Hub of Ygg, a raised, polished bar, 25 miles in circumference, circles Ygg at a distance of 8 miles out. It is filled with plenty, and is endlessly replenished.&lt;br /&gt;
&lt;br /&gt;
From this place a sense of well being emanates outward to effect the health of plants, animals, waters, and the very land that comprises shadow. Avalon is most closely effected due to its proximity, and Chaos &amp;amp; Amber both feel the wash of its power. Opinion is mixed about whether this is a good idea or not.&lt;br /&gt;
&lt;br /&gt;
Low hills ring the Vale of Plenty at a distance of 16 miles. To the South of the Vale of Plenty is the Vale of Song. To the north is the Garden. To the East is the Vale of Flowers and to the West is The Vale of Rocks. The Jeweled Road leads east to west and has it's only break in the Vale of Plenty. Good luck marching an army through this mess. Eastward lies Amber; westward lies Chaos.&lt;br /&gt;
&lt;br /&gt;
Adrian's Dramaturgy is a massive collection of amphitheaters in a small valley between the Vale of Plenty and the Vale of Song. Its complex of production areas, training and practice rooms, stages, stadiums and apartment buildings are a center of entertainment like few in shadow.&lt;br /&gt;
&lt;br /&gt;
One of the many oddities of Mandalay is that when one decides to travel from one area to another, they think on it and the distance seems to shrink. Consequently rather than walking the 29 miles from Ygg to the Vale of Song one needs to merely decide to go to the Vale and within a mile's walk one arrives there. Not actually teleporting, sort of like skimming, one frequently sees striders appear, take 4 or 5 steps, and disappear. Of course, the striders may be going someplace but they can turn aside at any time.&lt;br /&gt;
&lt;br /&gt;
'''Ygg'''&lt;br /&gt;
&lt;br /&gt;
   ''' &amp;quot;I am the end of Chaos, and of Order, depending upon how you view me. I mark a division. Beyond me other rules apply.&amp;quot;''' &lt;br /&gt;
&lt;br /&gt;
'''Ygg, 'The Courts of Chaos', Chapter 7'''&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
A sentient talking tree, originally quite small, gnarled and ancient-looking, of no known species, roughly halfway between Amber and Chaos. It claims to have been planted by Oberon. Generally it seems not to have much to say.&lt;br /&gt;
&lt;br /&gt;
Regardless of the route one takes through shadow, Ygg (or the shadow it is in) always seems to be there, roughly halfway between Amber and Chaos. It has been a major point of convergence and a paramount destiny trap laid by Oberon at in the first century of Amber. The idea was that if shadowwalkers stray towards the Courts of Chaos they would have to pass Ygg.&lt;br /&gt;
&lt;br /&gt;
'''Vale of Plenty'''&lt;br /&gt;
&lt;br /&gt;
The center of Mandaly is the vast plain of the Vale of Plenty. Low hills ring the Vale of Plenty at a distance of 16 miles. To the South is the Vale of Song. To the north is the Vale of Flowers. To the East is the Vale of Rocks and to the West is The Garden. A wide road of 5 &amp;amp; 7 sided stones leads east &amp;amp; west. East Lies Amber, west lies Chaos.&lt;br /&gt;
&lt;br /&gt;
Graceful towers, mansions and humble dwellings rim the hills of surrounding the Vale of Plenty. Yet no permanent of buildings exist in the Vale itself. From the mid point of the hills to the 12 mile ring tents, and vast campgrounds exist.&lt;br /&gt;
&lt;br /&gt;
The Hub of Ygg provides all the food anyone could ever need.&lt;br /&gt;
&lt;br /&gt;
'''Vale of Song'''&lt;br /&gt;
&lt;br /&gt;
'''Vale of Flowers'''&lt;br /&gt;
&lt;br /&gt;
'''Vale of Rocks'''&lt;br /&gt;
&lt;br /&gt;
This region is on the Jeweled Road on the Chaos side of Mandalay. It is a desolate area of jagged rocks, outcroppings, uneven ground and mesas. Nearly every type of sharp rocks can be found in this area.&lt;br /&gt;
'''&lt;br /&gt;
The Hub of Ygg'''&lt;br /&gt;
&lt;br /&gt;
This is the actual area including the Mark of Mandalay, The Wheel, the Greetings Areas of the interior of the hub.&lt;br /&gt;
&lt;br /&gt;
'''Jeweled Road'''&lt;br /&gt;
&lt;br /&gt;
The Jeweled Road is a massive construct stretching from Amber to Chaos. At the creation of mandalay a vast number of shadow trails, commercial routes and highways throughout shadow. At the time of the mark's creation Amber was also nearly finished with a massive re-pavement and upgrading of services project in amber featuring the creation of an extensive sewer project, running water plumbing and resurfacing of the streets and highways of amber with puzzled stone. All the streets of Amber were now covered by puzzled stone well out into shadow and as far as Diaga. Suddenly the road came into existence as an act of creation and shadow reverberation. Thus a road 30' wide now extended from the city of Amber to the Fane of Zilla. Nice trick.&lt;br /&gt;
&lt;br /&gt;
The road can be traveled from Amber to Mandalay in 10 days. From Mandalay to Chaos in 5 days. It takes 2 days to clear Mandalay. A very good trick indeed.&lt;br /&gt;
&lt;br /&gt;
'''The Garden'''&lt;br /&gt;
&lt;br /&gt;
'''Adrian's Dramaturgy'''&lt;br /&gt;
&lt;br /&gt;
Adrian's Dramaturgy is a massive collection of amphitheaters in a long, narrow, valley between the Vale of Plenty and the Vale of Song. Its complex of production areas, training and practice rooms, stages, stadiums and apartment buildings are a center of entertainment like few in shadow.&lt;br /&gt;
&lt;br /&gt;
Many gateways and shadowtrails lead here. People who arrive by one of a thousand different ways other than walking out ot he Vale of Plenty ofr the Vale of Song, can not leave the region of the Dramatugy.&lt;br /&gt;
&lt;br /&gt;
 This is a showcase zone like no where else in shadow. A thousand shadows send their best performers here to display their skills. Many of the performers never leave. They live in the Ring of Life and work in the Dramaturgy. Many live here, and living here, as in Amber, they become young and long-lived, if not immortal.&lt;br /&gt;
&lt;br /&gt;
The ''Cabri Carts'' are the best snack carts to be found anywhere, with a vast profusion of finger foods and drinks. Each is staffed with a stand-up comedian or improvisational actor auditioning for parts in the established theaters. Auditions might take years as they dispense portable potables. The results are outrages, profane, bizarre, often morbid, and hilariously funny.&lt;br /&gt;
&lt;br /&gt;
The ''Resheika Theater'' presents only works by Shakespeare, Alvian, Dresir, Mondolian, Shaw, Arthur Miller and the famed, and well-respected dramatist, Bleys of Amber. The Resheika Troop does only the highest of class productions.&lt;br /&gt;
&lt;br /&gt;
The ''Hop Shop'' is a comedy shop where the Cabri come for open mic nights and you are very likely to see famous celebrities from the length and breadth of shadow plying their trade. One might catch Robin William, George Carlin and Droppa Ma Pantz doing a three-man show once. Spectacular.&lt;br /&gt;
&lt;br /&gt;
 The other end of the scale is ''Miko's Bashery''. This place caters to, aaa..low brow humor, shall we say? Here you will find people destroying a wide variety of things; not for the weak of heart. The only rule is that you can not kill it specifically for the show. However, you can kill it, even sacrifice it, if you plan to eat it afterwards. Oh, and no sentient victims.&lt;br /&gt;
&lt;br /&gt;
''Kanil Dri's'' is a concert hall for orchestra and opera. Never a dull moment, never a note off key, never a warbling soprano unless the libretto calls for it.&lt;br /&gt;
&lt;br /&gt;
The ''Bijou Multiplex'' is a massive movie theater with 10,000 screens. Rooms hold 12 to 12000 seats. The IMAX and ALLMAX halls seat up to 20k. The holoform rooms seat as few as 2 or as many as 30. Show times are set ahead of time.&lt;br /&gt;
&lt;br /&gt;
The Bellevue Multiplex is next to the Bijou. It has 5000 small theatres that can be reserved for private shows. Then the renter may either provide their own piece, or pick from the unlimited collection owned by the Bellevue itself.&lt;br /&gt;
&lt;br /&gt;
''Shiki Lee's'' is a jazz/swing. Dance club that can't be beat. Great tunes, great beat and lots of movement, cold drinks and willing women. Adrian, you lucky dog.&lt;br /&gt;
&lt;br /&gt;
Lastly, ''The Forum of Gold''. This massive concert hall features mainly loud techno music of the sort earth-folks term Metal or hard rock. The big bands and the big shows from a thousand different techno shadows either come here or have their shows holographically presented here.&lt;br /&gt;
&lt;br /&gt;
Speaking of Holographs. Many of these venues kypeholgraphs of performances out of shadow. Takes some of the juice out of seeing things live but it is probably a heck ofa lot easier that way.&lt;br /&gt;
&lt;br /&gt;
Places in Mandalay&lt;br /&gt;
&lt;br /&gt;
'''Nel's Brook'''&lt;br /&gt;
'''&lt;br /&gt;
House of Longing'''&lt;br /&gt;
&lt;br /&gt;
'''House of Useful Things'''&lt;br /&gt;
&lt;br /&gt;
'''House of Glee'''&lt;br /&gt;
'''&lt;br /&gt;
House of Joy'''&lt;br /&gt;
&lt;br /&gt;
'''House of All Known Things'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Royal House of Mandalay'''&lt;br /&gt;
&lt;br /&gt;
The royal family of Mandalay is descended from Amber and the House Bariman. King Adrian is the son of Oberon. His children are children of Amber. Royal blood does not automatically confer lordship.&lt;br /&gt;
&lt;br /&gt;
King Adrian has two sons, Houk and Andre, and one daughter, Nadine. Houk is the son of Sand as well. Nadine and Andre are human along standard lines. Houk is a Houka, a teddy bear like creature a little over 3' tall. Fierce and imitative, Houk is a troublesome child. Andre is a the Master of the Jugglers of Arn, a master Juggler troop that sidelines as assassins. Nadine is as friendly a person as you would ever hope to meet.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''The Silver belt'''&lt;br /&gt;
&lt;br /&gt;
This is the region of shadows directly effected by Mandalay. Like the Golden Circle of Amber, The Black Zone of Chaos, and the Silver Ring of Avalon, Mandalay is surrounded by the Green Belt. This layer of influences spreads widely in Amber.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''The Stones of Mandalay'''&lt;br /&gt;
&lt;br /&gt;
The stones of Mandalay are a major source of power, linked to the Hub of Mandalay itself. In the creation of the Mark, Adrian had taken half of 5 First-Shadows of the Jewel of Judgment; Emerald, Ruby, Citrine, Sapphire, and Amethyst, and cut them in half. One half of each he put away, one half of each he carefully crushed, leaving tiny chips of each half. He then meticulously embedded each one into the root of Ygg. He used the Primal Jewel of Judgment to inscribe the Mark of Mandalay, each chip became a marble the size of a shooter stone.&lt;br /&gt;
&lt;br /&gt;
The stones have powers based on their attunement but also have social importance. To become a Lord of Mandalay must present to King Adrian of Mandalay one of each of the stones and 50 coins of service.&lt;br /&gt;
&lt;br /&gt;
Each stone has specific powers and powers in common. They work especially well in conjunction with sorcery based magics but can also forcefully boost Wizardry, Magery, Listry and other wide-spread second circle magics&lt;br /&gt;
&lt;br /&gt;
'''Common Powers'''&lt;br /&gt;
&lt;br /&gt;
Psyche Boost x1.5. This can be used in psyche battles and to push magics as a focus.  &lt;br /&gt;
&lt;br /&gt;
'''Specific Powers'''&lt;br /&gt;
&lt;br /&gt;
'''Red:''' Fire Effects, Fire Ripple on Weapons-Double Damage.&lt;br /&gt;
&lt;br /&gt;
'''Green:''' Healing, earth magic. Heal plants&lt;br /&gt;
&lt;br /&gt;
'''Blue:''' Cold Based magics, weapon chill&lt;br /&gt;
&lt;br /&gt;
'''Yellow:''' Concentration spells, research spells, mental magics.&lt;br /&gt;
&lt;br /&gt;
'''Purple:''' a mysterious stone, lending its powers to diverse efforts. Healing magics.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Lords of Mandalay'''&lt;br /&gt;
&lt;br /&gt;
To become a Lord of Mandalay one must have 5 stones of Mandalay of different colors and 50 Coins of Service to Mandalay'&lt;br /&gt;
&lt;br /&gt;
At the time of this writing there were 24 Lords of Mandalay. Each having gained his seat by service to Mandalay and dumb luck. Two forces Adrian respects; Luck and Service. A majority of them are Fleece's Pack.&lt;br /&gt;
&lt;br /&gt;
Lords (or Ladies) of Mandalay have wide authority in the naturalistic realm of Mandalay and its Silver Belt&lt;br /&gt;
&lt;br /&gt;
The first of the Lords of Mandalay were Fleece and his pack- [[Hounds of Mandalay]]&lt;br /&gt;
&lt;br /&gt;
Also Lords or Ladies of Mandalay are Sand, Nadine, Houk, Orsolla, Elfwyne, Hamilton, Josef, Kenshin, David, Shirly, Deverox, Psaltry, Ghandi, Mozart, Carlin, Calowhile&lt;/div&gt;</description>
			<pubDate>Sun, 19 May 2013 01:16:26 GMT</pubDate>			<dc:creator>Tolknor</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Mandalay</comments>		</item>
		<item>
			<title>Hounds of Mandalay</title>
			<link>http://wiki.rpg.net/index.php/Hounds_of_Mandalay</link>
			<guid>http://wiki.rpg.net/index.php/Hounds_of_Mandalay</guid>
			<description>&lt;p&gt;Tolknor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Hounds of Mandalay are a pack of hounds of tremendous power.&lt;br /&gt;
&lt;br /&gt;
Originally assembled in Chaos they had a long history.  A story concerning them can be found here [[The Pad of Little Puppy Dog Feet-Tale of Fleece]]&lt;br /&gt;
&lt;br /&gt;
How the group assembled is unknown.  It membership has been added to dynamically after Patternfall.  At the Patternfall they fought for Chaos.&lt;br /&gt;
&lt;br /&gt;
Sometime before the creation of Mandalay Fleece's pack met Adrien. For unknown reasons they bonded and the pack came with Adrien and were present at the forging.   Since then they have traveled widely in shadow in service to Mandalay.  &lt;br /&gt;
&lt;br /&gt;
1: '''Fleece.''' The greatest of the beasts is a strange wolf by any description. His fur is yellowish white, tightly curled, and soft to the touch. Though it has been centuries since his father just pet him. Such things are not done in Chaos. He resembles a sheep more than a sheep dog, though he would slay anyone who made the comparison in a way he understood.&lt;br /&gt;
&lt;br /&gt;
Fleece is smart, cunning, and dictatorial. He leaves no doubt that he is leader of the pack. All of the others, except Bruiser, owe Fleece for their powers and their intelligence, having started life as his N/N creatures.&lt;br /&gt;
&lt;br /&gt;
His shadow, Forest Green, is a rich place of green forests, clean waters, and available prey.&lt;br /&gt;
&lt;br /&gt;
2: '''Bruiser.''' Her Wolf form is as a dirty black &amp;amp; brown beast, graying gracefully but ugly as a mongrel can be. She bears patches of white where wounds did not let the hair grow back in its normal color. The left side of its face is such a mark yet here patches also did not grow back fur, but are scared skin stretched taut over jaw, teeth, and brow. Its blue eyes are the color of the sky and its teeth are yellow and strong.   Her human form is what horrified and saddens the court of Amber.  She was once Dierdre but her experiences in the Abyss have changed her and she does not remember anything that occurred before the Abyss.  &lt;br /&gt;
&lt;br /&gt;
3: '''Swift.''' Sleek, black &amp;amp; clean, swift. Horny. Third of the Pack. Was second for a long time but gladly stepped aside when Bruiser arrived. Tough and strong he manages the great pack that materializes at Fleece's call. A mighty fighter, and cunning leader, and an amazingly fast runner. He may have a step above engine speed.  He also is the commanding trainer of the vast pack of wolves that inhabits Forest Green.&lt;br /&gt;
&lt;br /&gt;
4: '''Ripper.''' Ripper is a fearsome beast, human in intelligence, by far the smartest of the pack. He is the Mage of the group. He changes into a human form to hang spells and maintain them.  He tends to catch on fire because of a curse-Susceptible to fire. He has grown to enjoy the feeling of being on fire, and the smell of burned fur &amp;amp; flesh. He has rune-inscribed claws that do Extreme Damage and are unhealable except by extreme measures. He has a yellow Mandalay stone imbedded in his right eyes that improves his magic further.&lt;br /&gt;
&lt;br /&gt;
His human form is not very good, sort of a wolf's view of human. Face smooth, hair scruffy, indistinct features mark a doll-like human form. He could do better if he chose to but Fleece has told him not to do so. Despite his human form one should never forget he is merely Fleece's mouthpiece. &lt;br /&gt;
&lt;br /&gt;
5: '''Scorched.'''  This poor creature was terribly burned in an acid fire and never really healed right. Nearly completely devoid of fur, he suffers in cold climates but shapechanges to have red fur. He loses the red fur in times of trials.&lt;br /&gt;
&lt;br /&gt;
For reasons others have not discovered items that confer protection from fire seem to lose their power when attached to him.&lt;br /&gt;
&lt;br /&gt;
6: '''Ghost'''  This creature is probably a wolf. It may not be. It can transport via smoke. Shapechange into gases. Become invisible at will. In gas-form can teleport up to 100 yards. Possibly the second smartest of the pack. Capable of a variety of shadow magic as well as Logrus sorcery.  It always follows Bruiser and it came to the pack with her. &lt;br /&gt;
&lt;br /&gt;
7: '''Tender''' A very friendly, even lovable wolf.  Mated to Snack. Tender is the custodian of Forest Green. He maintains things there while the pack is gone.  He has human intelligence and manages human languages well.&lt;br /&gt;
&lt;br /&gt;
Tender is strong, tough, and one of the best fighters in the pack. But he is kind, good hearted, and patient. He is a better manager of Forest Green then one of the attack pack. Still, he was one of the original N/N pack and shares fully in all proceeds of the pack.&lt;br /&gt;
&lt;br /&gt;
8: '''Clipper.''' Clipper frequently leaves the pack for extended periods of time. He seeks out stuff in shadows that can benefit the pack.  Capable of human form as well as Ripper, he uses it far more frequently. He is responsible for making initial contacts for hiring, and consequently was the first to meet Adrian of Mandalay. &lt;br /&gt;
&lt;br /&gt;
9: '''Dunce.'''  One of the the Triplets.  Dunce is a powerful creature but it stupid.  It nearly always attacks the same point either fang or Imp has, and if unable he follows Fleece or Ripper.&lt;br /&gt;
&lt;br /&gt;
10: '''Fang'''  One of the Triplets.  Its fang teeth are very long and bear runic inscriptions. &lt;br /&gt;
&lt;br /&gt;
11: '''Imp.'''  One of the Triplets.  It is the playful one of the three, though that does not make him cuddly.  He has some kind of innate magical abilities that cause it to teleport to within yards of the Dunce or Fang.  &lt;br /&gt;
&lt;br /&gt;
12: '''Raid'''  Black with glowing green eyes. Frequently the first into buildings. Likes inside battles. This vicious creature is a growl away from violence at all times. He frequently picks fights with especially arrogant wolves amongst the followers. He is short tempered, stupid, and evil. Raid was once lost in the abyss for years, and fought his way out. He came out mean, tough, with glowing green eyes. He has not really been right in the head since.  Frequently acts alone on Fleece's orders, as an assassin or assault leader.&lt;br /&gt;
&lt;br /&gt;
13: '''Snack.''' Snack was nearly completely eaten by mice once and now hates them with a bloody passion. Tossing a mouse at her will scare him away for a few seconds but she will come back, pissed. She is Tender's mate now but was Fleece's before the coming of Bruiser, who kicked her ass good and solidly to usurp her place. She and Bruiser still do not get along. Being Tender's mate is good for her because she no longer travels with the pack. She was a mother wolf to several of Fleece's pups. Each of Fleece's 5 offspring was the sole pup of a litter. Four have since died. Only one still lives.&lt;br /&gt;
&lt;br /&gt;
14: '''Dwarf.'''  Brown with patches of white, speckled.  Small, little bigger then large wolves.&lt;/div&gt;</description>
			<pubDate>Sun, 19 May 2013 00:07:13 GMT</pubDate>			<dc:creator>Tolknor</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Hounds_of_Mandalay</comments>		</item>
		<item>
			<title>Vanz Ananzi</title>
			<link>http://wiki.rpg.net/index.php/Vanz_Ananzi</link>
			<guid>http://wiki.rpg.net/index.php/Vanz_Ananzi</guid>
			<description>&lt;p&gt;DCAnsell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vanz Ananzi (Sir) – Stage name Trickster.&lt;br /&gt;
&lt;br /&gt;
*'''597BBB'''&lt;br /&gt;
*'''Age:''' 38 &lt;br /&gt;
*'''Homeworld''' Mora/Mora 0704 AA99AC7–F &lt;br /&gt;
&lt;br /&gt;
Advocate 1, Animals (riding)0, Art (Acting) 0, Art (Dancing) 0, Art (Instruments) 3, Broker 1, Carousing 1, Comms 1, Computers 1, Deception 1, Drive 0, Flyer 0, Gun cbt (Slug pistol)1, Mechanic 0, Melee combat (unarmed) 1, Persuade 2, Recon 0, Science (Electronics) 0, Science (Archeology)2, Survival 0, Stealth 1, Streetwise 1, Trade (Musical instruments)0.&lt;br /&gt;
&lt;br /&gt;
*Adventurer Rank 2&lt;br /&gt;
*Scout Rank 1&lt;br /&gt;
*Celebrity Rank 2&lt;br /&gt;
&lt;br /&gt;
Vanz ran away from home (if you want to call moving to a branch of his clans holdings on Lunion running away) at an early age. He joined an academic expedition into Darrian space as part of his post graduate college studies, survived the mysterious deaths of many of the teams studying old Darrian sites, then ended up losing his closest friend in a ‘natural’ disaster on a site dig.&lt;br /&gt;
&lt;br /&gt;
Badly hurt, he was shipped back to Lunion to recover. Media interest in the ‘lost expeditions’ found him going underground, but the scout service forcibly scooped him up and threw him deeper into the mess. Acting as a Darrian liason, he finally tracked down the reason for the unfortunate deaths, but ended up having an official secrets act slapped on him. He was allowed to retire with honour.&lt;br /&gt;
&lt;br /&gt;
Disillusioned with Imperial politics, he turned to his first love…music. He travelled the borderworlds area between the Sword worlds, Darrian space and the Imperium as “Trickster’, a solo performer who’s blend of Sword worlder, Darrian and Imperial music styles bought him fame and contracts.&lt;br /&gt;
However, his relationship with a well known mobster brought him shame and more negative media attention and his own clan cast him out (though his increased his sales).&lt;br /&gt;
&lt;br /&gt;
He went vagabond, moving from place to place as a hitchhiking entertainer, all the while crafting his musical magnum opus. When he finally released ‘XplorA’, a musical odyssey with thinly veiled references to the political machinations of the region, it was an immediate hit.&lt;br /&gt;
&lt;br /&gt;
Certain Imperial intelligence agencies were less than happy, but the fame it brought him made him too dangerous to touch. His family welcomed him back with open arms, but he had found the life he had led in the last few years to be the best thing that had ever happened to him. Now, he seeks to head out amongst the stars again, using his fame and noble rank as a shield from interference, writing songs and doing 'uncut' performances in the oddest places. His cult following on the sword worlds and in Lunion sunsector does a great trade in bootleg copies of these odd appearances, keeping his name alive. He's looking for his second big thing.&lt;br /&gt;
&lt;br /&gt;
He's currently on Spirelle, hanging with an old roadie/security Aslan (every big tour has to have an Aslan security guy) and an old mate from his early years who shares his secret. He has a gig at the starport, but plays for free in some of the artier bars in the seedy side of Startown.&lt;br /&gt;
&lt;br /&gt;
'''Portfolio.''' &lt;br /&gt;
*Stipend 500,000cr. House Ananzi credit line. Income 3750cr/month.&lt;br /&gt;
*Property 5Mcr. Commercial (boutique villas in World Park on Mora, Recording studio on Lunion). Income 25000cr/month. &lt;br /&gt;
*Estate 1Mcr (Small villa on Lunion) Income 5000/month &lt;br /&gt;
*Business 50 000cr Jonkareen music recordings and exports. Income 375cr/month.&lt;br /&gt;
&lt;br /&gt;
*Monthly income: 34 075cr.&lt;br /&gt;
&lt;br /&gt;
67500cr&lt;/div&gt;</description>
			<pubDate>Sat, 18 May 2013 23:12:39 GMT</pubDate>			<dc:creator>DCAnsell</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Vanz_Ananzi</comments>		</item>
		<item>
			<title>Mahou Shoujo:Roanapur:Xiahe</title>
			<link>http://wiki.rpg.net/index.php/Mahou_Shoujo:Roanapur:Xiahe</link>
			<guid>http://wiki.rpg.net/index.php/Mahou_Shoujo:Roanapur:Xiahe</guid>
			<description>&lt;p&gt;Katsue: /* Wang Xiahe */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Wang Xiahe==&lt;br /&gt;
*Katsue &lt;br /&gt;
&lt;br /&gt;
[http://cdn.myanimelist.net/images/characters/12/89779.jpg Picture, street clothes]&lt;br /&gt;
&lt;br /&gt;
[http://i293.photobucket.com/albums/mm80/cuteangel106/Anime_girl_with_fan_by_tayuyas1fan.jpg#anime%20girl%20with%20fans Picture, transformed, not quite the right hairstyle]&lt;br /&gt;
&lt;br /&gt;
'''Background:''' The daughter of a prominent Party Official from Shanghai, Xiahe's life changed forever when a demonic attack stole her hearing. Despite her handicap, she successfully pursued her studies, and officially works for the Chinese Foreign Ministry. She is nominally attached to the Chinese consulate in Songkhla, and does actually engage in legitimate consular work in Roanapur, a place not exactly short on people in desperate need of assistance. In reality, she is an intelligence agent, working not for the Ministry but for the Party, and is in Roanapur to investigate the Occult Underground.&lt;br /&gt;
&lt;br /&gt;
Xiahe's place of work is a crappy one room office, with a kind of bell pulley arrangement instead of a door bell so that she can see when someone wants to get in. Office equipment includes an ancient Memorex 8086 PC, a phone/fax, and of course a shredder. She puts completed crossword puzzles and the like in the shredder, in order to make it harder for people to piece together actual confidential documents. And every night, or when she remembers, she takes everything in the shredder and burns it.&lt;br /&gt;
&lt;br /&gt;
There's a reasonably prominently displayed sign saying in English and Chinese &amp;quot;I am very sorry to tell you that I am deaf. I can read your lips if you look at me and speak slowly&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Defining Moment:''' The demonic attack&lt;br /&gt;
&lt;br /&gt;
'''Type:''' Smartass&lt;br /&gt;
&lt;br /&gt;
'''Flavas:''' Ninja, Cinematic Disability (deafness)&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' In her magical girl form, Xiahe wields dual warfans, which count as a +2 Weapon, +1 Armor&lt;br /&gt;
&lt;br /&gt;
'''Badass Points''' 5&lt;br /&gt;
'''Awesomeness''' 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Relationships'''&lt;br /&gt;
:'''Yumi (Professional):''' Xiahe has had occasion to look for backup before, and prefers a mercenary to someone aligned with one of the syndicates. Also, Xiahe sympathises with her dislike of demon summoners, even if she doesn't know what underlies it.&lt;br /&gt;
&lt;br /&gt;
:'''Ingrid (Friendly):''' Xiahe met Ingrid after the attack on Schmitt Import/Export, and was impressed by her good humour. Xiahe has no idea that Ingrid is a Magical Girl, and thinks she's mostly uninvolved in the intrigues of the city, or at least as uninvolved as one can be in Roanapur. She finds it a relief to be able to talk to someone who's not in the game.&lt;br /&gt;
&lt;br /&gt;
:'''Noriko (Professional):''' Being the most reliable messenger in Roanapur is not a terribly high bar, but it is one that Noriko has surpassed, and Xiahe is grateful for small mercies. &lt;br /&gt;
&lt;br /&gt;
:'''Megan (Antagonistic):''' Xiahe was never very likely to want to get involved with members of the US military in the first place, and Megan doesn't want to deal with her either.&lt;br /&gt;
&lt;br /&gt;
:'''Faith (Antagonistic):''' Xiahe has worked with Faith before, and doesn't want to try it again. Xiahe thinks that Faith is a loose cannon, but more than that, Xiahe is convinced that Faith thinks she's stupid, and there's very little she hates more than being considered stupid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NPCs'''&lt;br /&gt;
&lt;br /&gt;
:'''Liu Feng:''' A nondescript looking man in his late thirties, Liu Feng is a senior clerk in a well established marine insurance firm. Naturally this places him in a position to know a great deal about the movements of various groups, and sometimes he is prepared to make that information known for the right price. Liu Feng is associated in some way with the United Front Works Department, and it has been made clear to Xiahe that she is expected to cooperate with him.&lt;br /&gt;
&lt;br /&gt;
:'''Jalilah Li Li Yun:''' Cook and owner of Jalilah's, one of Roanapur's more popular Malaysian restaurants. It's not exactly a secret, but nor is it terribly well known that in her youth, Madame Li was a guerilla in the Malayan People's Liberation Army, and that she wound up in Roanapur when Malaya (as it then was) became too hot for her. It is well known that causing trouble in her place is a bad idea, and Xiahe considers it something of a refuge. Also, the food is really good. &lt;br /&gt;
&lt;br /&gt;
[[Mahou_Shoujo:Roanapur|Back to game page]]&lt;/div&gt;</description>
			<pubDate>Sat, 18 May 2013 20:38:16 GMT</pubDate>			<dc:creator>86.44.153.6</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Mahou_Shoujo:Roanapur:Xiahe</comments>		</item>
		<item>
			<title>Yunauth:AllentCensus</title>
			<link>http://wiki.rpg.net/index.php/Yunauth:AllentCensus</link>
			<guid>http://wiki.rpg.net/index.php/Yunauth:AllentCensus</guid>
			<description>&lt;p&gt;MagiMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
== Lower Lighthouse District ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Building !! Count !! Population !! Income !! Taxes&lt;br /&gt;
|-&lt;br /&gt;
| Lighthouse || 1 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Single House || 4 || 14 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Split House || 2 || 14 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Hovel || 3 || 10 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Blacksmith || 1 || 3 || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| Tailor || 1 || 4 || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| Chandler || 1 || 3 || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| Fish Market || 1 || 0 || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| Harbormaster || 1 || 0 || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| Temple of Erouralra || 1 || 0 || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Upper Lighthouse District ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Building !! Count !! Population !! Income !! Taxes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== East Castle District ==&lt;br /&gt;
&lt;br /&gt;
== Main Dock District ==&lt;br /&gt;
&lt;br /&gt;
== Fisher's Dock District ==&lt;br /&gt;
&lt;br /&gt;
== Druid District ==&lt;br /&gt;
&lt;br /&gt;
== Market District ==&lt;br /&gt;
&lt;br /&gt;
== Lumber District ==&lt;br /&gt;
&lt;br /&gt;
== Hunter's District ==&lt;/div&gt;</description>
			<pubDate>Sat, 18 May 2013 03:31:48 GMT</pubDate>			<dc:creator>MagiMaster</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Yunauth:AllentCensus</comments>		</item>
		<item>
			<title>Tressa, Faithful Hound</title>
			<link>http://wiki.rpg.net/index.php/Tressa,_Faithful_Hound</link>
			<guid>http://wiki.rpg.net/index.php/Tressa,_Faithful_Hound</guid>
			<description>&lt;p&gt;98.212.50.115: Created page with &amp;quot;'''Riding Dog ( Advanced )                                                         CR 2''' *'''XP''' 600 *N Medium Animal  *Init +4; Senses low-light vision, scent; Perception +1...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Riding Dog ( Advanced )                                                         CR 2'''&lt;br /&gt;
*'''XP''' 600&lt;br /&gt;
*N Medium Animal &lt;br /&gt;
*Init +4; Senses low-light vision, scent; Perception +10&lt;br /&gt;
'''DEFENSE'''&lt;br /&gt;
*AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)&lt;br /&gt;
*hp 17 (2d8+8) &lt;br /&gt;
*Fort +7, Ref +7, Will +3; &lt;br /&gt;
'''OFFENSE'''&lt;br /&gt;
*Speed 40 ft. &lt;br /&gt;
*Melee bite +5 (1d6+7 plus trip)&lt;br /&gt;
*Space 5 ft.Reach 5 ft.&lt;br /&gt;
'''STATISTICS'''&lt;br /&gt;
*Str 19, Dex 19, Con 19, Int 2, Wis 16, Cha 10; &lt;br /&gt;
*Base Atk 1; CMB 5; CMD 19&lt;br /&gt;
*Feats Skill Focus (Perception)&lt;br /&gt;
*Skills Acrobatics +8, Perception +10, Survival +3; Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent&lt;br /&gt;
*Tricks attack, down, fetch, heel, seek, and track&lt;/div&gt;</description>
			<pubDate>Fri, 17 May 2013 18:08:06 GMT</pubDate>			<dc:creator>98.212.50.115</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Tressa,_Faithful_Hound</comments>		</item>
		<item>
			<title>Morituri te salutant</title>
			<link>http://wiki.rpg.net/index.php/Morituri_te_salutant</link>
			<guid>http://wiki.rpg.net/index.php/Morituri_te_salutant</guid>
			<description>&lt;p&gt;ChalkLine: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the homepage for ChalkLine's Cthulhu Invictus game played on RPG.net&lt;br /&gt;
&lt;br /&gt;
=Morituri te salutant=&lt;br /&gt;
'''We, who are about to die, salute you'''&lt;br /&gt;
&lt;br /&gt;
''Gladiator's Oath''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Morituri te salutant'' is a game set in Sardis, 17ad, using the Call of Cthulhu 6th Edition and the Cthulhu Invictus 2004 edition rules.&lt;br /&gt;
&lt;br /&gt;
Players start as gladiators about to enter into the arena, possibly for thier last few minutes of life.&lt;br /&gt;
&lt;br /&gt;
==Threads==&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?689467-Morituri-te-salutant IC THREAD]&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?689470-Morituri-te-salutant OOC THREAD]&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?689194-Recruiting-Very-Short-Game-Roman-Call-of-Cthulhu-Dungeoneering RECRUITMENT THREAD]&lt;br /&gt;
&lt;br /&gt;
=Dramatis Personae=&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
[[Agathon]] Played by RoadScholar&lt;br /&gt;
&lt;br /&gt;
[[Brennan]] Played by IronBlood&lt;br /&gt;
&lt;br /&gt;
[[Decimus Ovidius Corvus]] Played by WantonDuelist&lt;br /&gt;
&lt;br /&gt;
[[Callias Graecus]] Played by ShadowJack&lt;br /&gt;
&lt;br /&gt;
[[Gilliosa]] Played by BlackAdderXX&lt;br /&gt;
&lt;br /&gt;
[[Livia]] Played by Sam I Am&lt;br /&gt;
&lt;br /&gt;
[[Luter]] Played by WalkieTalkieNoiseDecoder&lt;br /&gt;
&lt;br /&gt;
[[Sextus Fulvius Barba]] Played by AsenG&lt;br /&gt;
&lt;br /&gt;
==Non-Player Characters==&lt;br /&gt;
*'''&amp;quot;Stridor&amp;quot;''' ('The Shrill')&lt;br /&gt;
**A Lanistae or gladiator trainer. A sadistic bully with an old neck wound that caused him to lose all the lower registers of his voice and giving him a shrill, squeaky tone all out of odds with his heavy build.&lt;br /&gt;
*'''Madius'''&lt;br /&gt;
**Legionary soldier who guarded you on your way from you barracks to the arena. A decent sort of man.&lt;br /&gt;
&lt;br /&gt;
=Maps=&lt;br /&gt;
Map of the Kingdom Of Lydia, where the game takes place.&lt;br /&gt;
&lt;br /&gt;
http://www.ntimages.net/XGAntimages/Maps_Sat-views/imagemaps/turkey-i-map.gif&lt;br /&gt;
&lt;br /&gt;
=House Rules=&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
&lt;br /&gt;
Characters are generated with the standard Call of Cthulhu - Cthulhu Invictus system and then given the 'gladiator pack' to reflect their recent training.&lt;br /&gt;
&lt;br /&gt;
PC generation is basically as per Call of Cthulhu version 6, with the following changes;&lt;br /&gt;
&lt;br /&gt;
Stats;&lt;br /&gt;
* STR: 3D6&lt;br /&gt;
* CON: 3D6&lt;br /&gt;
* SIZ: 2D6+6&lt;br /&gt;
* INT: 2D6+6&lt;br /&gt;
* POW: 3D6&lt;br /&gt;
* DEX: 3D6&lt;br /&gt;
* APP: 3D6&lt;br /&gt;
* EDU: 1D6 for slaves, labourers and similar, 2D6 educated, 3D6 for specialists. Most PCs will have 1d6 if 'common' (plebeian), 2d6 if 'noble'(equites)&lt;br /&gt;
&lt;br /&gt;
Skill points are EDUx20 and INTx10, and can be allotted to any skill. However, there is a skill cap of 80%. &lt;br /&gt;
A PC with a 1d6 EDU has a 20 skill point Bonus. The bonus for 2d6 EDU is 5 skill points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skill bases percentages;&lt;br /&gt;
&lt;br /&gt;
*Languages:&lt;br /&gt;
**Native: INTx5%&lt;br /&gt;
**Second: EDUx3%&lt;br /&gt;
**Third: EDUx2%&lt;br /&gt;
**Fourth: EDUx1%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Accounting: 10%&lt;br /&gt;
* Animal Handling 10%&lt;br /&gt;
* Art 05%&lt;br /&gt;
* Bargain: 05%&lt;br /&gt;
* Civics 10%&lt;br /&gt;
* Climb: 40%&lt;br /&gt;
* Conceal: 15%&lt;br /&gt;
* Craft&lt;br /&gt;
** (Craft default): 5%&lt;br /&gt;
* Dodge: DEX x2%&lt;br /&gt;
* Drive: 20%&lt;br /&gt;
* Empire: 25%&lt;br /&gt;
* Fast Talk: 05%&lt;br /&gt;
* First Aid: 30%&lt;br /&gt;
* Hide: 10%&lt;br /&gt;
* Insight: 5%&lt;br /&gt;
* Jump: 25%&lt;br /&gt;
* Library Use: 10%&lt;br /&gt;
* Listen: 25%&lt;br /&gt;
* Medicine: 1%&lt;br /&gt;
* Natural World: 10%&lt;br /&gt;
* Navigate: 10%&lt;br /&gt;
* Occult: 10%&lt;br /&gt;
* Other Kingdom: 1% (each kingdom is considered seperate)&lt;br /&gt;
* Other Language: (See top of list)&lt;br /&gt;
* Own Kingdom: 20%&lt;br /&gt;
* Own Language: (See top of list)&lt;br /&gt;
* Persuade: 15%&lt;br /&gt;
* Pilot Boat: 5%&lt;br /&gt;
* Potions: 01%&lt;br /&gt;
* Repair/Devise: 20%&lt;br /&gt;
* Ride: 20%&lt;br /&gt;
* Science: 01%&lt;br /&gt;
** Architecture:&lt;br /&gt;
** Astrology:&lt;br /&gt;
** Augury:&lt;br /&gt;
** Engineering:&lt;br /&gt;
** Geography&lt;br /&gt;
** Mathematics:&lt;br /&gt;
** Metallurgy:&lt;br /&gt;
* Sneak: 10%&lt;br /&gt;
* Spot Hidden: 25%&lt;br /&gt;
* Status: 05% (Fixed)&lt;br /&gt;
* Swim: 25%&lt;br /&gt;
* Throw: 25%&lt;br /&gt;
* Track: 10%&lt;br /&gt;
* Write Language: 10%&lt;br /&gt;
&lt;br /&gt;
==Combat Styles==&lt;br /&gt;
&lt;br /&gt;
'''All weapon styles have a base 20%'''&lt;br /&gt;
*Note: Unlike most games we will not be using individual weapons, but rather Combat Styles. The Styles are;&lt;br /&gt;
*'''Normal Combat Styles'''&lt;br /&gt;
** Civilian&lt;br /&gt;
*** Pugio (dagger), hand to hand&lt;br /&gt;
** Tough or thug&lt;br /&gt;
*** Gladius, club, pugio (dagger), hand to hand&lt;br /&gt;
** Legionary&lt;br /&gt;
*** Large shield, pilum, gladius (short sword), pugio (dagger), hand to hand. Heavy body armour, helmet.&lt;br /&gt;
** Gallic/Germanic&lt;br /&gt;
*** Large shield, spear, sword or axe, dagger, hand to hand. Heavy body armour, helmet.&lt;br /&gt;
** Dacian&lt;br /&gt;
*** Falx (two-handed curved sword), dagger, hand to hand. Helmet.&lt;br /&gt;
** Parthian&lt;br /&gt;
*** Medium shield, short sword, bow.&lt;br /&gt;
** Greek&lt;br /&gt;
*** Large shield, long spear, sword, dagger, hand to hand. Heavy body armour, greaves, helmet.&lt;br /&gt;
*'''Gladiator combat styles'''&lt;br /&gt;
** Hoplomachus&lt;br /&gt;
*** Small shield, Spear, Machera (sword), Pugio (dagger), hand to hand. Helmet, greaves, manicum (arm guard)&lt;br /&gt;
** Murmillo&lt;br /&gt;
*** Large shield, Gladius (short sword), Pugio (dagger), hand to hand. Helmet, greaves, manicum (arm guard)&lt;br /&gt;
** Retiarius&lt;br /&gt;
*** Trident, Net, Dagger, hand to hand. Manicum (arm guard)&lt;br /&gt;
** Samnite&lt;br /&gt;
*** Large shield, Gladius (short sword), Pugio (dagger), hand to hand. Helmet, greaves.&lt;br /&gt;
** Secutor&lt;br /&gt;
*** Large shield, Gladius (short sword), Pugio (dagger), hand to hand. Helmet (special smooth helmet to avoid being snagged or caught), greaves, manicum (arm guard)&lt;br /&gt;
** Thraex&lt;br /&gt;
*** Small shield, Sica (short sword), Pugio (dagger), hand to hand. Helmet, greaves.&lt;br /&gt;
** Velites&lt;br /&gt;
*** Small shield, javelin, gladius (short sword)&lt;/div&gt;</description>
			<pubDate>Fri, 17 May 2013 18:07:07 GMT</pubDate>			<dc:creator>ChalkLine</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Morituri_te_salutant</comments>		</item>
		<item>
			<title>Mas Ewolram</title>
			<link>http://wiki.rpg.net/index.php/Mas_Ewolram</link>
			<guid>http://wiki.rpg.net/index.php/Mas_Ewolram</guid>
			<description>&lt;p&gt;24.126.6.135: /* Skills: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Mas Ewolram=== &lt;br /&gt;
'''Campaign''' http://wiki.rpg.net/index.php/Trouble_In_The_Marches&lt;br /&gt;
*'''Gender/Species''' Male Human&lt;br /&gt;
*'''Age''' 38 &lt;br /&gt;
*'''Hair''' Black&lt;br /&gt;
*'''Eyes''' Amber&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Str 6&lt;br /&gt;
*Dex 8&lt;br /&gt;
*End 6&lt;br /&gt;
*Int 14 (+2)&lt;br /&gt;
*Edu 12 (+2)&lt;br /&gt;
*Soc 9 (+1)&lt;br /&gt;
&lt;br /&gt;
===Skills:===&lt;br /&gt;
*Trade 0 &lt;br /&gt;
*Drive (Wheeled) 0&lt;br /&gt;
*Carouse 0 &lt;br /&gt;
*Athletics (Endurance) 0&lt;br /&gt;
*Deception 0&lt;br /&gt;
*Gun Combat (Slug Pistol) 1&lt;br /&gt;
*Stealth 1&lt;br /&gt;
*Remote Ops 1&lt;br /&gt;
*Sensors 1&lt;br /&gt;
*Comms 1&lt;br /&gt;
*Investigate 1&lt;br /&gt;
*Persuade 1&lt;br /&gt;
*Streetwise 2&lt;br /&gt;
*Gambler 1&lt;br /&gt;
*Broker 1&lt;br /&gt;
*Melee (Unarmed Combat) 1 &lt;br /&gt;
*Vacc Suit 1&lt;br /&gt;
*Jack of All Trades 3&lt;br /&gt;
&lt;br /&gt;
===Equipment / Cash===&lt;br /&gt;
75,000 credits&lt;br /&gt;
&lt;br /&gt;
Probe Drone 'Rehcra' TC p.95 +15 armor,  integral forensics toolkit, upgrade comm to TL 10, integral comp 4, integral chemi-sniffer (goggles)&lt;br /&gt;
Software: Intellect 1, Security 2,  Translator 1, Expert Investigation 1, Agent 1, Intelligent Interface 1, Expert Sensors 1, Expert Broker 1&lt;br /&gt;
46750 cr&lt;br /&gt;
&lt;br /&gt;
Comdot 10cr &amp;lt;br&amp;gt;&lt;br /&gt;
Comm TL 10  500cr &amp;lt;br&amp;gt;&lt;br /&gt;
Stunfist 200cr &amp;lt;br&amp;gt;&lt;br /&gt;
Slimline light autopistol, backup gun 140cr &amp;lt;br&amp;gt;&lt;br /&gt;
Very heavy autopistol with x-ray laser and holographic sights and bio-mass sighting aid, all ruggedized and gyrostabilized 5725cr &amp;lt;br&amp;gt;&lt;br /&gt;
Mesh trenchcoat 150cr &amp;lt;br&amp;gt;&lt;br /&gt;
Smart Fabric Protech outfit 1350cr &amp;lt;br&amp;gt;&lt;br /&gt;
Hat 2cr &amp;lt;br&amp;gt;&lt;br /&gt;
Shades TL9 200cr &amp;lt;br&amp;gt;&lt;br /&gt;
Bullets 500cr &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Secret===&lt;br /&gt;
Knowldge of Scout black op on red zone planet&lt;br /&gt;
===Contacts===&lt;br /&gt;
*Znaeda Greew, smuggler&lt;br /&gt;
*Tenalphi, police commissioner &lt;br /&gt;
*Gronod Mji, the new Baron Gyo L'Fanc.&lt;br /&gt;
===Connections===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
*former police commissioner Tevor Dungan&lt;br /&gt;
*Slone d'jac, contract killer&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Mas enlisted with the Scout's Special Operations-Covert Surveillance division. On a operation on a red zone world, he stumbled upon a black ops. Drafted into the operation, he was scrubbed after it's completion, and transfered to a new career. He did find out what it was about, and has kept that secret for years.&lt;br /&gt;
&lt;br /&gt;
His new career was that of a private eye on Tenalphi. There, on a case for a client, he finds a crooked police commissioner. He manages to keep the affair quiet to avoid embarassing the police force. Tevor Dungan swears revenge.&lt;br /&gt;
&lt;br /&gt;
A few years later. He's taken on a partner. They take what seems to be a routine case, but end in a trap and extended gun battle. His partner is killed, and he swears to bring the killer, Slone d'jac, to justice. The new commissioner is impressed by his forthright actions, and introduces him to people in the know.&lt;br /&gt;
&lt;br /&gt;
Later in his career comes the cases that makes his name. Baron Gyo L'Fanc is found slain is his sealed shuttle. Pounding heads and the streets brings him to the hacker who had been hired by the Baron's illegitimate son.&lt;br /&gt;
&lt;br /&gt;
He begins to tire of his physical style, and slows down to learn criminology. One of his last cases was tracking down an ancient's artifact smuggling ring. Their main hub was in Zaibon. He managed to retake his client's item, break up the ring, and suborn the woman who had been the second in command. Znaeda Greew is now the head of her own operation, and friendly with Mas.&lt;br /&gt;
&lt;br /&gt;
At this point he was tired of the buisness, and decided to see more of the Imperium. Then the trouble on Zaibon flared up...&lt;br /&gt;
&lt;br /&gt;
Note: He calls his newly purchased probe drone 'Rehcra', which is his dead partner's name.&lt;/div&gt;</description>
			<pubDate>Fri, 17 May 2013 14:50:25 GMT</pubDate>			<dc:creator>24.126.6.135</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Mas_Ewolram</comments>		</item>
		<item>
			<title>Yoyu</title>
			<link>http://wiki.rpg.net/index.php/Yoyu</link>
			<guid>http://wiki.rpg.net/index.php/Yoyu</guid>
			<description>&lt;p&gt;DCAnsell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==='Yoyu' (Yoyukhalaaoyokaorye'ai)===&lt;br /&gt;
&lt;br /&gt;
'''Campaign''' http://wiki.rpg.net/index.php/Trouble_In_The_Marches &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Aslan Male '''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Homeworld''': Roget B566777-9 Da Ag Ga Ri &amp;lt;br&amp;gt;&lt;br /&gt;
'''Prior Service''': Military (Warrior) 2 Terms, Outcast (Trader) 2 Terms &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
'''UPP: 979882'''&lt;br /&gt;
*St 9(+1)&lt;br /&gt;
*Dx 7&lt;br /&gt;
*En 9(+1)&lt;br /&gt;
*In 8&lt;br /&gt;
*Ed 8&lt;br /&gt;
*SS 2(-2)&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
*Animals 0&lt;br /&gt;
*Athletics (Endurance) 1&lt;br /&gt;
*Carouse 1&lt;br /&gt;
*Drive 0&lt;br /&gt;
*Flyer (Grav) 1&lt;br /&gt;
*Gun Combat (Slug Rifle) 1&lt;br /&gt;
*Gun Combat (Slug Pistol) 1&lt;br /&gt;
*Gunner (Turrets) 1&lt;br /&gt;
*Independence 2&lt;br /&gt;
*Language 0&lt;br /&gt;
*Melee (Claws) 2&lt;br /&gt;
*Recon 1&lt;br /&gt;
*Streetwise 1&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Vacc Suit 1&lt;br /&gt;
&lt;br /&gt;
===Equipment &amp;amp; credits===&lt;br /&gt;
*Snub pistol (auto version with 15 round mag plus 2 extra mags HEAP) &lt;br /&gt;
*Aua-leather clothing (protection 1) &lt;br /&gt;
*Ballistic vest &lt;br /&gt;
*Bio-adjustment pills&lt;br /&gt;
*Combination mask&lt;br /&gt;
*Purification Tabs (TL9)&lt;br /&gt;
*First aid kit (TL5)&lt;br /&gt;
*Comm (TL8)&lt;br /&gt;
*Commdot&lt;br /&gt;
*Translator&lt;br /&gt;
*2 x Stunbag grenades&lt;br /&gt;
*1 x Tranq gas grenade&lt;br /&gt;
&lt;br /&gt;
Cr1,000&lt;br /&gt;
===Contacts===&lt;br /&gt;
2 Contacts&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
A second son of a minor clan, Yoyu planned to serve in the Darrian Confederation military until retirement age. However, after being goaded into taking part in an illegal street duel by a hated rival, he was dishonourably discharged after only two terms. Declared an outcast, shunned and despised by his own kind, he chose to head out in search of a new life amongst the stars.&lt;br /&gt;
&lt;br /&gt;
He's been bumming around the Marches for the last few years, mostly taking working passage gigs as hired muscle aboard merchant and freetrader vessels. He's looking for some way to prove himself and restore his honour.&lt;/div&gt;</description>
			<pubDate>Fri, 17 May 2013 11:22:45 GMT</pubDate>			<dc:creator>94.197.127.241</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Yoyu</comments>		</item>
		<item>
			<title>Tessarda the Light Arrow, Female Kyonin Elf Paladin</title>
			<link>http://wiki.rpg.net/index.php/Tessarda_the_Light_Arrow,_Female_Kyonin_Elf_Paladin</link>
			<guid>http://wiki.rpg.net/index.php/Tessarda_the_Light_Arrow,_Female_Kyonin_Elf_Paladin</guid>
			<description>&lt;p&gt;DCAnsell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Attributes=&lt;br /&gt;
*Strength 12 (16) +1 (+3)&lt;br /&gt;
*Dexterity 18 +4&lt;br /&gt;
*Constitution 10&lt;br /&gt;
*Intelligence 14 +2&lt;br /&gt;
*Wisdom 12 +1&lt;br /&gt;
*Charisma 16 + 3&lt;br /&gt;
&lt;br /&gt;
=Combat Stats=&lt;br /&gt;
*Hitpoints: 10 + (6 x 6) = 46&lt;br /&gt;
*BAB +7/+2&lt;br /&gt;
*CMB 7 + 3 = 10&lt;br /&gt;
*CMD 10 + 7 + 3 + 4 = 24&lt;br /&gt;
*AC Flat Footed 15/Touch16/20&lt;br /&gt;
*Init Bonus Dex +4 Warrior of Old +2 Total +6&lt;br /&gt;
*Long Bow Bonus to hit BAB 7(2) + Dex + 4 + Magic + 2 Total + 13(8) Point Blank Range +1 14(9) Damage 1d8 + 5&lt;br /&gt;
*Kukri Bonus to hit BAB 7(2) + Str + 3 + Master Work + 1 Total 11(6) Damage 1d4 + 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Saves=&lt;br /&gt;
*Fortitude +5&lt;br /&gt;
*Reflex + 6&lt;br /&gt;
*Will +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Paladin Abilities=&lt;br /&gt;
*Simple and Martial Weapons&lt;br /&gt;
*Light and Medium Armour&lt;br /&gt;
*Precise Shot&lt;br /&gt;
*Aura of Good&lt;br /&gt;
*Smite Evil x3 a day&lt;br /&gt;
*Detect Evil&lt;br /&gt;
*Divine Grace&lt;br /&gt;
*Lay on Hands&lt;br /&gt;
*Shared Precision&lt;br /&gt;
*Divine Health&lt;br /&gt;
*Mercy (Shaken, Distance)&lt;br /&gt;
*Chanel Positive Energy&lt;br /&gt;
*Divine Bond - Bow (Holy)&lt;br /&gt;
*Spells 2 First 1 Second&lt;br /&gt;
&lt;br /&gt;
=Feats=&lt;br /&gt;
*Point Blank Shot&lt;br /&gt;
*Rapid Shot&lt;br /&gt;
*Dodge&lt;br /&gt;
*Mobility&lt;br /&gt;
&lt;br /&gt;
=Traits=&lt;br /&gt;
*Warrior of Old&lt;br /&gt;
*Charming&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
*Diplomacy 8 +3&lt;br /&gt;
*Heal 6 +1&lt;br /&gt;
*Sense Motive 8 +1&lt;br /&gt;
*Ride 6 +4&lt;br /&gt;
&lt;br /&gt;
=Magical Gear=&lt;br /&gt;
*+ 2 Long Bow Composite (+3 Strength Bonus)&lt;br /&gt;
*Belt of Giant Strength + 4&lt;br /&gt;
*Ring of Protection +1&lt;br /&gt;
*Mithril Shirt&lt;br /&gt;
&lt;br /&gt;
=Gear=&lt;br /&gt;
Masterwork Kukhri, Dagger, 40 Arrows, Flint + Steel, Back Pack, Bed Roll, Silk Rope, Explorer, courtier, traveler outfits, Light Horse Combat Trained (mare, Crimson) Light Horse (mare, Westy) pack saddle, riding saddle, saddle bags&lt;/div&gt;</description>
			<pubDate>Fri, 17 May 2013 02:01:08 GMT</pubDate>			<dc:creator>Shawn hagen</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Tessarda_the_Light_Arrow,_Female_Kyonin_Elf_Paladin</comments>		</item>
		<item>
			<title>Burger</title>
			<link>http://wiki.rpg.net/index.php/Burger</link>
			<guid>http://wiki.rpg.net/index.php/Burger</guid>
			<description>&lt;p&gt;Burger: Created page with &amp;quot;[http://www.dezmembrari.biz dezmembrari] websites are really widely-used really folk and girls fine design an amount because of discussions the key reasons why. Our favorite prem...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
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			<pubDate>Thu, 16 May 2013 19:29:54 GMT</pubDate>			<dc:creator>Burger</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Burger</comments>		</item>
		<item>
			<title>Mahou Shoujo: Roanapur: Noriko Netsuke</title>
			<link>http://wiki.rpg.net/index.php/Mahou_Shoujo:_Roanapur:_Noriko_Netsuke</link>
			<guid>http://wiki.rpg.net/index.php/Mahou_Shoujo:_Roanapur:_Noriko_Netsuke</guid>
			<description>&lt;p&gt;141.214.17.234: /* PC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Noriko is a character in [[Mahou Shoujo:Roanapur]], played by sybrid.&lt;br /&gt;
&lt;br /&gt;
==NETSUKE Noriko==&lt;br /&gt;
'''Magical Girl Name:'''  &lt;br /&gt;
&lt;br /&gt;
'''Defining Moment:'''  Killed the demon that murdered her parents and swore revenge against the organization that sent it&lt;br /&gt;
&lt;br /&gt;
'''Badass Type:'''  Smartass&lt;br /&gt;
&lt;br /&gt;
'''Flavas:'''&lt;br /&gt;
* '''Meta: Little did you know I was in X club at school!''' -- Noriko was in a lot of very improbable clubs at her school.  Reskinned from &amp;quot;Little Did You Know That I Am A Robot&amp;quot;&lt;br /&gt;
* '''Profession: Honor Student''' -- Noriko took her studies seriously at school and developed a habit for occasionally thinking things through carefully.  Reskinned from &amp;quot;Teacher&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Gear:'''  '''Naginata:'''  Weapon +1, '''[http://tinypic.com/view.php?pic=30at45j&amp;amp;s=5 Wardress]''' Armor: +2&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
&lt;br /&gt;
Noriko's father was a reasonably well-to-do courier with his own pilot license. While flying her and her mother in a small seaplane to a vacation in Bangkok, her father received a business phone call (on his expensive, brick-like satellite phone) and made the decision to make a quick detour to Roanapur to pick up some 'goods' that he would be transporting back to Japan after the vacation. Some organization (perhaps the ones selling the goods, she's not sure) decided to attack her family and steal whatever it was they were transporting (Noriko suspects strongly that it was contraband) and said organization did so with a few thugs and a summoned demon. She managed to escape with her life and kill the demon with the help of Kanzoutsukamu, and she has stayed in Roanapur since partially out of a sense of obligation to Kanzoutsukamu and mostly because she's trying to work out which organization killed her parents.&lt;br /&gt;
&lt;br /&gt;
She's since managed to find living space in a rat-infested hovel of a little one room apartment, which she pays for primarily through her day work as a bicycle courier.  Although she'd be thrilled to be paid to hunt demons, she generally does that without pay - Kanzoutsukamu wants demons dead, so she hunts them.  She personally feels she owes too great an obligation to him/her/it to screw around looking to get paid when there's a demon to slay.&lt;br /&gt;
&lt;br /&gt;
==Relationships==&lt;br /&gt;
===NPC===&lt;br /&gt;
* [[Mahou Shoujo:Roanapur:NPCs#Diego_Fernando|Diego Fernando]]: Early in Norkio's 'career' as a magical girl, she fought a demon with the power to possess other people, and the final person it chose to take over was the leader of a local Colombian drug gang. Noriko, assuming that her weapon could only hurt demons, ended the possession by bisecting the man at the waist with her naginata (awkward conversation later: &amp;quot;Guys, so, uh, it turns out our weapons work on regular people... ehhhhh? You knew!?&amp;quot;) Diego was that leader's second in command and best friend, and he's had it out for Noriko ever since. Diego isn't, by any means, a major mover in Roanapur, but he's got enough guys to make things unpleasant for Noriko with the occasional ambush and just enough resources to pay for the occasional hit squad. He only knows what Noriko's magical girl persona looks like, but he would gladly pay to know who she actually is. Those who know him outside of when he's trying to kill Noriko say he's a devoted father. Noriko thinks of the guy as an inept nuisance (he hasn't killed her yet!) and the trouble he keeps causing her has almost become like comforting background noise to life in Roanapur. Diego has objectively made the world a slightly worse place, as having to deal with the various attempts on her life has helped Noriko overcome any objections she had with killing.&lt;br /&gt;
* [[Mahou Shoujo:Roanapur:NPCs#Sensei|&amp;quot;Sensei&amp;quot;]]: An old ex-assassin Japanese martial artist living in Roanapur, 'Sensei' (the only name by which Noriko knows him) has been helping Noriko learn how to fight with the naginata. Or, as he put it the first time he saw her form, &amp;quot;That stance is great if you're trying to win a tournament and will get you killed in a real fight.&amp;quot; He has been teaching her the Higo Koryu school style. In return for the training, she's occasionally helped him out with the occasional odd job (which so far have *not* involved violence, just stuff like 'go get my groceries', 'make me dinner', or 'clean this area that I can't quite reach anymore because of my bad back'). He's casually sexist (which annoys Noriko, but she holds her tongue) and she suspects he's mostly okay with teaching her how to use the naginata because it's a 'woman's weapon.' Noriko doesn't think he knows she's a magical girl; he only interacts with her when she's 'off-duty' so to speak. He lives in a little two floor building, with the ground floor being the dojo (and has quite a few weapons on display) and the second floor being his living space.&lt;br /&gt;
&lt;br /&gt;
===PC===&lt;br /&gt;
* [[Mahou_Shoujo:Roanapur#Shizuka|Shizuka]]: (Friendly) Noriko's opinion of Shizuka is basically that she is awesome. With her living family dead, one of her coping mechanisms has been to latch onto a couple of others to think of as surrogate family, and while she doesn't actually realize she's doing this or thinking this way, she tends to treat Shizuka with the regard one might give a Cool Older Sister. Outwardly this is largely expressed by Noriko deferring to Shizuka (and occasionally in Noriko mimicking her).&lt;br /&gt;
* [[Mahou Shoujo:Roanapur#Riri|Riri]]: (Friendly) If Shizuka is Noriko's secretly-in-her-head awesome older sister, then Riri is Noriko's secretly-in-her-head adorable clumsy little sister. There are times when her behavior seems a bit weird, but Noriko chalks that up to her probably being from Osaka or something. Outwardly, this is largely expressed by Noriko tending to treat Riri like a child that she is friendly to - sometimes she'll buy candy to share with her, for instance, and probably tends to come off as a bit patronizing towards her.&lt;br /&gt;
* [[Mahou Shoujo:Roanapur#Wang Xiahe|Xiahe]]: (Professional) Noriko has a part-time job as a bicycle messenger in Roanapur, and the few deliveries she's made to the Chinese Consulate have been picked up by Xiahe. While they haven't talked much (Noriko's not really sure why; she tries to be friendly with people), none of the deliveries she's made or picked up from Xiahe have ever started with &amp;quot;Make sure it's delivered in 18 minutes if you value your life&amp;quot; or &amp;quot;Try not to jostle the package too much or it'll go off&amp;quot; or &amp;quot;What do you mean you don't think you could move a dead body on your bike?! Maybe it's not a dead body! Maybe it's just a rolled up carpet then. Can you carry one of THOSE!?&amp;quot; which pretty much elevates her to the status of FAVORITE CUSTOMER.&lt;br /&gt;
&lt;br /&gt;
==Character Songs==&lt;br /&gt;
*&lt;/div&gt;</description>
			<pubDate>Thu, 16 May 2013 15:52:14 GMT</pubDate>			<dc:creator>141.214.17.234</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Mahou_Shoujo:_Roanapur:_Noriko_Netsuke</comments>		</item>
		<item>
			<title>GGG Character Samiya</title>
			<link>http://wiki.rpg.net/index.php/GGG_Character_Samiya</link>
			<guid>http://wiki.rpg.net/index.php/GGG_Character_Samiya</guid>
			<description>&lt;p&gt;Bira: Created page with &amp;quot;&amp;lt;pre&amp;gt; * Samiya (250/250 points)  ** Background  Samiya was a young woman in a war zone in the middle east. Her father was an archaeologist, but was killed by looters as they dest...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
* Samiya (250/250 points)&lt;br /&gt;
&lt;br /&gt;
** Background&lt;br /&gt;
&lt;br /&gt;
Samiya was a young woman in a war zone in the middle east. Her father was an&lt;br /&gt;
archaeologist, but was killed by looters as they destroyed historical treasures&lt;br /&gt;
in a search for gold and jewels. Samiya took this as a sign that God had left&lt;br /&gt;
the world behind, and embraced a much darker faith. (It's probably a church of&lt;br /&gt;
one, mind you.)&lt;br /&gt;
&lt;br /&gt;
Presumably, she's decided to calm down and take less killer-for-hire-y work for&lt;br /&gt;
this game.&lt;br /&gt;
&lt;br /&gt;
** Stats&lt;br /&gt;
&lt;br /&gt;
ST 11 {10}; DX 16 {120}; IQ 12 {40}; HT 11 {10}&lt;br /&gt;
&lt;br /&gt;
** Secondary Characteristics&lt;br /&gt;
&lt;br /&gt;
Damage 1d-1/1d+1; BL 12kg; HP 11; Will 12; Per 12; FP 11; Basic Speed 7.00 {5};&lt;br /&gt;
Basic Move 7.&lt;br /&gt;
&lt;br /&gt;
** Advantages&lt;br /&gt;
&lt;br /&gt;
- Craftiness 4 {20}&lt;br /&gt;
- Gunslinger (Two-handed Guns only, -40%) {15}&lt;br /&gt;
- Luck {15}&lt;br /&gt;
- Night Vision 9 {9}&lt;br /&gt;
- Style Familiarity: Sniper {1}&lt;br /&gt;
- Style Familiarity: Dagger Fighting {1}&lt;br /&gt;
- Weapon Bond: Dmitri {1}&lt;br /&gt;
&lt;br /&gt;
** Disadvantages&lt;br /&gt;
&lt;br /&gt;
- Bloodlust (12) {-10}&lt;br /&gt;
- Intolerance (Relic Thieves) {-5}&lt;br /&gt;
- No Sense of Humor {-10}&lt;br /&gt;
- Secret (Former Professional Killer) {-20}&lt;br /&gt;
- Sense of Duty (Team) {-5}&lt;br /&gt;
&lt;br /&gt;
** Quirks&lt;br /&gt;
&lt;br /&gt;
- Worships Ahriman {-1}&lt;br /&gt;
&lt;br /&gt;
** Skills&lt;br /&gt;
&lt;br /&gt;
- Acrobatics (H) DX-2 {1} - 14&lt;br /&gt;
- Acting (A) IQ+4 {2} [1] - 16&lt;br /&gt;
- Armoury (Small Arms) (A) IQ {2} - 12&lt;br /&gt;
- Brawling (E) DX+1 {2} - 17&lt;br /&gt;
- Camouflage (E) IQ+4 {1} [1] - 16&lt;br /&gt;
- Climbing (A) DX-1 {1} - 15&lt;br /&gt;
- Disguise (A) IQ+4 {2} [1] - 16&lt;br /&gt;
- Electronics Operation (Security) (A) IQ {2} - 12&lt;br /&gt;
- Fast-Draw (Ammo) (E) DX {1} - 16&lt;br /&gt;
- Fast-Draw (Knife) (E) DX {1} - 16&lt;br /&gt;
- Fast-Draw (Long Arm) (E) DX {1} - 16&lt;br /&gt;
- Filch (A) DX {2} - 16&lt;br /&gt;
- Forced Entry (E) DX {1} - 16&lt;br /&gt;
- Guns (Pistol) (E) DX+1 {1} - 17&lt;br /&gt;
- Guns (Rifle) (E) DX+2 {4} - 18&lt;br /&gt;
- Guns (SMG) (E) DX+1 {1} - 17&lt;br /&gt;
- Holdout (A) IQ {2} - 12&lt;br /&gt;
- Holdout (A) IQ+4 {2} [1] - 16&lt;br /&gt;
- Intimidation (A) Will {2} - 12&lt;br /&gt;
- Jumping (E) DX {1} - 16&lt;br /&gt;
- Knife (E) DX+1 {2} - 17&lt;br /&gt;
- Lockpicking (A) IQ {2} - 12&lt;br /&gt;
- Observation (A) IQ {2} - 12&lt;br /&gt;
- Savoir-Faire (Mafia) (E) IQ+1 {2} - 13&lt;br /&gt;
- Shadowing IQ+4 {2} [1] - 16&lt;br /&gt;
- Stealth (A) DX+4 {2} [1] - 20&lt;br /&gt;
- Streetwise (A) IQ+1 {4} - 13&lt;br /&gt;
- Survival (Desert) (A) Per {2} - 12&lt;br /&gt;
- Survival (Urban) (A) Per {2} - 12&lt;br /&gt;
- Wrestling (A) DX {2} - 16&lt;br /&gt;
&lt;br /&gt;
** Gear&lt;br /&gt;
&lt;br /&gt;
*** Carried (9.7kg)&lt;br /&gt;
&lt;br /&gt;
- Undercover Clothing: +1 to Holdout. $600, 1kg.&lt;br /&gt;
- Dmitri: A VSS sniper rifle. Built-in suppressor and x4 scope. Uses extended&lt;br /&gt;
  magazines and fires, match-grade, subsonic APHC ammo. $1000, 4.2kg.&lt;br /&gt;
- 3 spare magazines of match-grade, subsonic, APHC ammo: $150, 2.1kg.&lt;br /&gt;
- Ceramic Combat Knife: $135, 0.25kg.&lt;br /&gt;
- Concealable Vest: DR 12/5*, $1000, 1kg.&lt;br /&gt;
- Load-Bearing Vest: $30, 1kg.&lt;br /&gt;
- Fancy Smartphone: $600, 0.25kg.&lt;br /&gt;
- $1515 in cash.&lt;br /&gt;
&lt;br /&gt;
*** Owned&lt;br /&gt;
&lt;br /&gt;
- Sedan: Gets you places and doesn't stand out. $15k.&lt;br /&gt;
&lt;br /&gt;
** Combat Stats&lt;br /&gt;
&lt;br /&gt;
*** Attacks&lt;br /&gt;
&lt;br /&gt;
- Dmitri (22/25+): 3d(2) pi-, RoF 13.&lt;br /&gt;
- Ceramic Combat Knife (17): 1d-1 cut or 1d-1 imp.&lt;br /&gt;
- Brawling Punch (17): 1d-2 cr.&lt;br /&gt;
&lt;br /&gt;
*** Defenses&lt;br /&gt;
&lt;br /&gt;
- Dodge 11&lt;br /&gt;
- Parry (Brawling): 12&lt;br /&gt;
- Parry (Knife): 11&lt;br /&gt;
- DR 12/5* (Torso).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</description>
			<pubDate>Thu, 16 May 2013 13:08:14 GMT</pubDate>			<dc:creator>Bira</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:GGG_Character_Samiya</comments>		</item>
		<item>
			<title>GGG Character Katya</title>
			<link>http://wiki.rpg.net/index.php/GGG_Character_Katya</link>
			<guid>http://wiki.rpg.net/index.php/GGG_Character_Katya</guid>
			<description>&lt;p&gt;Bira: Created page with &amp;quot;&amp;lt;pre&amp;gt; * Katya Nikova (250/250 points)  Katya's mother was a former KGB assassin, who with the fall of the Soviet Union, retired to a farm in the Ukraine to marry and raise her fa...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
* Katya Nikova (250/250 points)&lt;br /&gt;
&lt;br /&gt;
Katya's mother was a former KGB assassin, who with the fall of the Soviet Union,&lt;br /&gt;
retired to a farm in the Ukraine to marry and raise her family. Knowing she&lt;br /&gt;
still may have enemies, she passed the skills she had learned on to her daughter&lt;br /&gt;
so that she could take care of herself if necessary. Three years ago, when Katya&lt;br /&gt;
was fifteen, her mother got a call from an old friend whom she said she had to&lt;br /&gt;
help out, and left, promising to be back soon, but she was not. Katya managed to&lt;br /&gt;
trace her to Checenya, where she fell in with the Rebels, fighting as part of&lt;br /&gt;
the feared &amp;quot;White Tights&amp;quot; snipers, the commander of whom seems to know something&lt;br /&gt;
about what may have happened to her mother...&lt;br /&gt;
&lt;br /&gt;
** Stats&lt;br /&gt;
&lt;br /&gt;
ST 11 {10}; DX 16 {120}; IQ 12 {40}; HT 11 {10}&lt;br /&gt;
&lt;br /&gt;
** Secondary Characteristics&lt;br /&gt;
&lt;br /&gt;
Damage 1d-1/1d+1; BL 12kg; HP 11; Will 12; Per 12; FP 11; Basic Speed 7.00 {5};&lt;br /&gt;
Basic Move 7.&lt;br /&gt;
&lt;br /&gt;
** Advantages&lt;br /&gt;
&lt;br /&gt;
- Craftiness 4 {20}&lt;br /&gt;
- Deadeye {1}&lt;br /&gt;
- Gunslinger (Two-Handed Guns Only, -40%) {15}&lt;br /&gt;
- Luck {15}&lt;br /&gt;
- Night Vision 8 {8}&lt;br /&gt;
- Tech-Wiz 2 {10}&lt;br /&gt;
- Style Familiarity: Sniper {1}&lt;br /&gt;
- $20.000 Extra Starting Cash {1}&lt;br /&gt;
&lt;br /&gt;
** Disadvantages&lt;br /&gt;
&lt;br /&gt;
- Duty (White Tights, Extremely Hazardous, 9-) {-10}&lt;br /&gt;
- Gullibility (12) {-10}&lt;br /&gt;
- Intolerance (Russians) {-5}&lt;br /&gt;
- Obsession (Find my Mother) (12) {-10}&lt;br /&gt;
- Reputation (Mythical Terror, -2, Russian Military) {-5}&lt;br /&gt;
- Sense of Duty (Team) {-5}&lt;br /&gt;
- Skinny {-5}&lt;br /&gt;
&lt;br /&gt;
** Quirks&lt;br /&gt;
&lt;br /&gt;
- FPS Gamer {-1}&lt;br /&gt;
- Winter Sports Fan {-1}&lt;br /&gt;
- Always Wears White {-1}&lt;br /&gt;
- Shameless Internet Pirate {-1}&lt;br /&gt;
&lt;br /&gt;
** Skills&lt;br /&gt;
&lt;br /&gt;
- Acrobatics (H) DX-2 {1} - 14&lt;br /&gt;
- Armoury (Small Arms) (A) IQ {2} - 12&lt;br /&gt;
- Camouflage (E) IQ+4 {1} [1] - 16&lt;br /&gt;
- Climbing (A) DX-1 {1} - 15&lt;br /&gt;
- Computer Hacking (VH) IQ+1 {4} [2] - 13&lt;br /&gt;
- Computer Operation (E) IQ+2 {1} [2] - 14&lt;br /&gt;
- Computer Programming (H) IQ {1} [2] - 12&lt;br /&gt;
- Cryptography (H) IQ+1 {2} [2] - 13&lt;br /&gt;
- Disguise (A) IQ+4 {2} [1] - 16&lt;br /&gt;
- Electronics Operation (Communications) (A) IQ+1 {1} [2] - 13&lt;br /&gt;
- Electronics Operation (Security) (A) IQ+2 {2} [2] - 14&lt;br /&gt;
- Electronics Repair (Communications) (A) IQ+1 {1} [2] - 13&lt;br /&gt;
- Forced Entry (E) DX {1} - 16&lt;br /&gt;
- Guns (Pistol) (E) DX+1 {1} - 17&lt;br /&gt;
- Guns (Rifle) (E) DX+2 {4} - 18&lt;br /&gt;
  - Precision Aiming sk-4 {2} - 10&lt;br /&gt;
- Guns (SMG) (E) DX+1 {1} - 17&lt;br /&gt;
- Holdout (A) IQ+4 {2} [1] - 16&lt;br /&gt;
- Judo (H) DX-1 {2} - 15&lt;br /&gt;
- Jumping (E) DX {1} - 16&lt;br /&gt;
- Karate (H) DX-1 {2} - 15&lt;br /&gt;
- Knife (E) DX {1} - 16&lt;br /&gt;
- Observation (A) Per {2} - 12&lt;br /&gt;
- Shadowing (A) IQ+4 {2} [1] - 16&lt;br /&gt;
- Smuggling (A) (A) IQ {2} - 12&lt;br /&gt;
- Stealth (A) DX+4 {2} [1] - 20&lt;br /&gt;
- Survival (Mountain) (A) Per {2} - 12&lt;br /&gt;
- Tracking (A) Per {2} - 12&lt;br /&gt;
&lt;br /&gt;
[1] +4 from Craftiness&lt;br /&gt;
[2] +2 from Tech-Wiz&lt;br /&gt;
&lt;br /&gt;
** Gear&lt;br /&gt;
&lt;br /&gt;
The first loaded magazine for each gun is free.&lt;br /&gt;
&lt;br /&gt;
*** Carried (9.9kg)&lt;br /&gt;
&lt;br /&gt;
- Ordinary Clothing: Free, 1kg.&lt;br /&gt;
- SVD Sniper Rifle: With x4 scope. $900, 5kg.&lt;br /&gt;
- 2 spare magazines for sniper rifle: $72, 0.7kg.&lt;br /&gt;
- Makarov pistol: $250, 0.9kg.&lt;br /&gt;
- 2 spare magazines for pistol: $55, 0.3kg&lt;br /&gt;
- Concealable Vest: DR 12/5*, $1000, 1kg.&lt;br /&gt;
- Load-Bearing Vest: $30, 1kg.&lt;br /&gt;
&lt;br /&gt;
*** Owned&lt;br /&gt;
&lt;br /&gt;
- Used SUV: Guzzles gas but gets you places and goes off-road. $35K.&lt;br /&gt;
- Laptop Computer: -1 to skill for long tasks. Complexity 3. Runs for 5 hours.&lt;br /&gt;
  $2100, 1.25kg.&lt;br /&gt;
- Cheap Sattelite Phone/Modem: $500, 0.6kg.&lt;br /&gt;
- $93 in cash.&lt;br /&gt;
&lt;br /&gt;
** Combat Stats&lt;br /&gt;
&lt;br /&gt;
*** Attacks&lt;br /&gt;
&lt;br /&gt;
- SVD sniper rifle (21/24+): 7d pi, RoF 3.&lt;br /&gt;
- Makarov Pistol (17): 2d pi, RoF 3.&lt;br /&gt;
- Karate Punch (15): 1d-2 cr.&lt;br /&gt;
- Karate Kick (13): 1d-1 cr.&lt;br /&gt;
&lt;br /&gt;
*** Defenses:&lt;br /&gt;
&lt;br /&gt;
- Dodge 11&lt;br /&gt;
- Parry (Karate): 11&lt;br /&gt;
- DR 12/5*&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</description>
			<pubDate>Thu, 16 May 2013 13:03:41 GMT</pubDate>			<dc:creator>Bira</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:GGG_Character_Katya</comments>		</item>
		<item>
			<title>GGG Character Jane</title>
			<link>http://wiki.rpg.net/index.php/GGG_Character_Jane</link>
			<guid>http://wiki.rpg.net/index.php/GGG_Character_Jane</guid>
			<description>&lt;p&gt;Wormmonda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Jane.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
* &amp;quot;Calamity&amp;quot; Jane Frost  (250/250 points)&lt;br /&gt;
&lt;br /&gt;
** Background&lt;br /&gt;
&lt;br /&gt;
Age: 23&lt;br /&gt;
Height 5'8&amp;quot;&lt;br /&gt;
Weight 150lbs&lt;br /&gt;
Hair: Blonde&lt;br /&gt;
Eyes: Blue&lt;br /&gt;
&lt;br /&gt;
Jane's Mother was murdered by drug cartel while tracking down one of their&lt;br /&gt;
hitmen. Her grandfather retired after a bullet from a fugitive paralyzed his&lt;br /&gt;
lower body. They were both U.S. Marshals. Her Father didn't want her to have&lt;br /&gt;
anything to do with her grandfather, or law enforcement in general, because he&lt;br /&gt;
doesn't want to lose his daughter the way he lost his wife. But he had to work&lt;br /&gt;
to support the family, and had no choice but to leave young Jane with her&lt;br /&gt;
grandfather. The old man trained little Jane in shooting and tracking as&lt;br /&gt;
childhood games, so it was no surprise that she ended up an U.S. Marshal - it&lt;br /&gt;
runs in the family. The other thing her grandpa taught her, however, is a&lt;br /&gt;
19th-century lawman mentality which, combined with her impulsive and irritable&lt;br /&gt;
personality, created an young Marshal who is prone to...unconventional&lt;br /&gt;
enforcement of justice. But this sometimes unconventional approach does get&lt;br /&gt;
results in the high-priority fugitive-apprehension team she works for, so she&lt;br /&gt;
remains a much anticipated new star despite the stream of complaints against her&lt;br /&gt;
and the unflattering nickname her colleagues gave her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
** Stats&lt;br /&gt;
&lt;br /&gt;
ST 11 {10}; DX 16 {120}; IQ 11 {20}; HT 12 {20}&lt;br /&gt;
&lt;br /&gt;
** Secondary Characteristics&lt;br /&gt;
&lt;br /&gt;
Damage 1d-1/1d+1; BL 12kg; HP 11; Will 11; Per 12 {5}; FP 12; Basic Speed 7.00;&lt;br /&gt;
Basic Move 7&lt;br /&gt;
&lt;br /&gt;
** Advantages&lt;br /&gt;
&lt;br /&gt;
- Combat Reflexes {15}&lt;br /&gt;
- Daredevil {15}&lt;br /&gt;
- Gunslinger {25}&lt;br /&gt;
- Luck {15}&lt;br /&gt;
- Legal Enforcement Powers (U.S. Marshal) {10}&lt;br /&gt;
- Style Familiarity (Way of the West) {1}&lt;br /&gt;
- Fastest Gun in the West (Pistol) {1}&lt;br /&gt;
- Off-Hand Weapon Training (Pistol) {1}&lt;br /&gt;
&lt;br /&gt;
** Disadvantages&lt;br /&gt;
&lt;br /&gt;
- Sense of Duty (Team) {-5}&lt;br /&gt;
- Overconfidence (12) {-5}&lt;br /&gt;
- Impulsiveness (12) {-10}&lt;br /&gt;
- Reputation (Loose Cannon, -2, American Law Enforcement) {-5}&lt;br /&gt;
- Code of Honor (Code of the West) {-10}&lt;br /&gt;
- Duty (U.S Marshals, Extremely Hazardous, 12-) {-15}&lt;br /&gt;
&lt;br /&gt;
** Quirks&lt;br /&gt;
&lt;br /&gt;
- Southern Accent, y'all {-1}&lt;br /&gt;
&lt;br /&gt;
** Skills&lt;br /&gt;
&lt;br /&gt;
- Acrobatics (H) DX {4} - 16&lt;br /&gt;
- Armoury (Small Arms) (A) IQ+1 {4} - 12&lt;br /&gt;
- Boxing (A) DX {2} - 16&lt;br /&gt;
- Computer Operation (E) IQ {1} - 11&lt;br /&gt;
- Criminology (A) IQ-1 {1} - 10&lt;br /&gt;
- Driving (Automobile) (A) DX-1 {1} - 15&lt;br /&gt;
- Fast Draw (Ammo) (E) DX {1}[1] - 17&lt;br /&gt;
- Fast-Draw (Long Arm) (E) DX {1}[1] - 17&lt;br /&gt;
- Fast-Draw (Pistol) (E) DX {1}[1] - 17&lt;br /&gt;
- Forced Entry (E) DX {1} - 16&lt;br /&gt;
- Guns (Pistol) (E) DX+2 {4} - 18&lt;br /&gt;
- Guns (Rifle) (E) DX+1 {1} - 17&lt;br /&gt;
- Guns (Shotgun) (E) DX+1 {1} - 17&lt;br /&gt;
- Holdout (A) IQ+1 {4} - 12&lt;br /&gt;
- Jumping (E) DX {1} - 16&lt;br /&gt;
- Law (Police) (H) IQ {4} - 11&lt;br /&gt;
- Observation (A) Per {2} - 12&lt;br /&gt;
- Riding (Horse) (A) DX {2} - 16&lt;br /&gt;
- Running (A) HT {2} - 12&lt;br /&gt;
- Stealth (A) DX-1 {1} - 15&lt;br /&gt;
- Tracking (A) Per {2} - 12&lt;br /&gt;
- Wrestling (A) DX {2} - 16&lt;br /&gt;
&lt;br /&gt;
[1] +1 from Combat Reflexes&lt;br /&gt;
&lt;br /&gt;
** Gear&lt;br /&gt;
&lt;br /&gt;
This is the stuff you personally own. Your employer will issue equipment when&lt;br /&gt;
you're on an official case.&lt;br /&gt;
&lt;br /&gt;
*** Carried (9.3kg)&lt;br /&gt;
&lt;br /&gt;
- Ordinary Clothing: Free, 1kg.&lt;br /&gt;
- 2 x Colt .45 New Service Target revolvers: With pearl grip handles!. $1890, 3.1kg.&lt;br /&gt;
- 4 reloads of .45 Long Colt bullets: in speedloaders. $52, 0.6kg.&lt;br /&gt;
- 2 Fast-Draw rigs: +2 to Fast-Draw. $1.000, 3kg.&lt;br /&gt;
- Concealable Vest: DR 12/5*, $1000, 1kg.&lt;br /&gt;
- Fancy Smartphone: $600, 0.25kg.&lt;br /&gt;
- Handcuffs: DR 4, HP 6. -5 to Escape. $50, 0.25kg&lt;br /&gt;
&lt;br /&gt;
*** Owned&lt;br /&gt;
&lt;br /&gt;
- Sedan: It gets you places and doesn't stand out. $15K.&lt;br /&gt;
- $406 in cash.&lt;br /&gt;
&lt;br /&gt;
** Combat Stats&lt;br /&gt;
&lt;br /&gt;
*** Attacks&lt;br /&gt;
&lt;br /&gt;
- Six-Shooter (21) 3d-1 pi+, RoF 3.&lt;br /&gt;
- Boxing Punch (16): 1d-2 cr.&lt;br /&gt;
&lt;br /&gt;
*** Defenses&lt;br /&gt;
&lt;br /&gt;
- Dodge 11&lt;br /&gt;
- Parry (Boxing) 12&lt;br /&gt;
- DR 12/5* (Torso)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</description>
			<pubDate>Thu, 16 May 2013 12:43:26 GMT</pubDate>			<dc:creator>Bira</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:GGG_Character_Jane</comments>		</item>
		<item>
			<title>GURPS Girls With Guns</title>
			<link>http://wiki.rpg.net/index.php/GURPS_Girls_With_Guns</link>
			<guid>http://wiki.rpg.net/index.php/GURPS_Girls_With_Guns</guid>
			<description>&lt;p&gt;177.87.75.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the wiki for the GURPS Girls With Guns campaign starting on the RPG.net forums. It's supposed to be the main repository for characters and such.&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
[[GGG_Character_Katya | Katya, Naive Ukrainian Sniper]]&lt;br /&gt;
&lt;br /&gt;
[[GGG_Character_Jane | &amp;quot;Calamity&amp;quot; Jane Frost, old-fashioned U.S Marshal]]&lt;br /&gt;
&lt;br /&gt;
[[GGG_Character_Samiya | Samiya, Former Killer For Hire]]&lt;br /&gt;
&lt;br /&gt;
[[CCC_Character_Callie | Professor Callista “Cally” Freeberg, Spunky Young Action Archaeologist]]&lt;br /&gt;
&lt;br /&gt;
[[GGG_Character_Rosy | Rosy Lee, Runaway Yakuza Princess]]&lt;/div&gt;</description>
			<pubDate>Thu, 16 May 2013 12:33:57 GMT</pubDate>			<dc:creator>Bira</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:GURPS_Girls_With_Guns</comments>		</item>
		<item>
			<title>Somchai Rattanakosin</title>
			<link>http://wiki.rpg.net/index.php/Somchai_Rattanakosin</link>
			<guid>http://wiki.rpg.net/index.php/Somchai_Rattanakosin</guid>
			<description>&lt;p&gt;Wormmonda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Defining moment'''&lt;br /&gt;
&lt;br /&gt;
Somchai is a sao praphet song, a girl who was born with the body of a boy. She worked as a singer on the stage of a cabaret show to earn money for her operations, but every day spent in the wrong body is suffering, and she just couldn't earn the money fast enough. That's when Kanzoutsukamu offered her a contract, hunting down demons so she could be herself...without operations.&lt;br /&gt;
&lt;br /&gt;
'''Type:''' Wiseass&lt;br /&gt;
&lt;br /&gt;
'''Flavas:''' Performer (reskinned Politician), You Are Awesome And You Should Feel Awesome&lt;br /&gt;
&lt;br /&gt;
'''Badass Points:''' 5&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' +1 Wand of Light, +2 Cloak of Darkness&lt;br /&gt;
&lt;br /&gt;
Somchai hunts demons exclusively. She believes that her power exists to fight demons and the occasional &amp;quot;evil&amp;quot; magical girls, and thus she doesn't use her power on non-supernaturals at all.&lt;br /&gt;
&lt;br /&gt;
Cynthia (Friendly): Somachai sympathizes with what happened to Cynthia, and she tries to make the poor girl happier if she can.&lt;br /&gt;
Susan (Friendly): Kitty! But seriously, they're both performers, so they had probably worked together outside of demon hunting.&lt;br /&gt;
Yumi (Professional): Somachai respects Yomi's effort in hunting demons, even though sometimes she find her a bit intimidating.&lt;/div&gt;</description>
			<pubDate>Thu, 16 May 2013 12:04:08 GMT</pubDate>			<dc:creator>Wormmonda</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Somchai_Rattanakosin</comments>		</item>
		<item>
			<title>Kess Oddwhiskers, Female Ratfolk Alchemist</title>
			<link>http://wiki.rpg.net/index.php/Kess_Oddwhiskers,_Female_Ratfolk_Alchemist</link>
			<guid>http://wiki.rpg.net/index.php/Kess_Oddwhiskers,_Female_Ratfolk_Alchemist</guid>
			<description>&lt;p&gt;Unka Josh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kess Oddwhiskers&lt;br /&gt;
[[File:Kess2.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
Str 10  +0&lt;br /&gt;
&lt;br /&gt;
Dex 16  +3&lt;br /&gt;
&lt;br /&gt;
Con 14  +2&lt;br /&gt;
&lt;br /&gt;
Int 23  +6&lt;br /&gt;
&lt;br /&gt;
Wis 12  +1&lt;br /&gt;
&lt;br /&gt;
Cha 7   -2&lt;br /&gt;
&lt;br /&gt;
AC: 10+1 Size +3 Dex+5 Armor=19&lt;br /&gt;
&lt;br /&gt;
Fort: +6&lt;br /&gt;
&lt;br /&gt;
Ref: +8&lt;br /&gt;
&lt;br /&gt;
Wil: +6&lt;br /&gt;
&lt;br /&gt;
HP: 52&lt;br /&gt;
&lt;br /&gt;
Init:  +4&lt;br /&gt;
&lt;br /&gt;
BAB:  +5 (+9 ranged)&lt;br /&gt;
&lt;br /&gt;
Languages:  Gnome, Draconic, Dwarven, Gnoll, Goblin&lt;br /&gt;
&lt;br /&gt;
=Race=&lt;br /&gt;
&lt;br /&gt;
Ratfolk (+2 Dex/Int, -2 Str, Small, Slow, Tinker (+2 Craft/Alchemy, Perception, UMD), Rodent Empathy (+4 to Handle Animal vs Rodents), Cornered Fury (With no conscious allies within 30' and half HP or less, +2 to AC and melee attack), Darkvision)&lt;br /&gt;
&lt;br /&gt;
=Class= &lt;br /&gt;
&lt;br /&gt;
Preservationist Alchemist (Lv 7)&lt;br /&gt;
&lt;br /&gt;
--Alchemy (+Lv (7) Competence bonus to Craft/Alchemy checks; can use Craft/Alchemy checks to identify potions; Create Extracts (Activate 6 L1, 5 L2, 2 L3/day)  Save DC 19)&lt;br /&gt;
&lt;br /&gt;
--Bomb (13/day, Thrown Splash Weapon, 20' range, 4d6+6 Fire damage direct hit, 10 points splash damage)&lt;br /&gt;
&lt;br /&gt;
--Mutagen (Only one dose at a time, 1 hour to brew a new dose, lasts 70 minutes, +2 Natural Armor, +4 Str/-2 Int or +4 Dex/-2 Wis or +4 Con/-2 Cha)&lt;br /&gt;
&lt;br /&gt;
--Throw Anything (Int bonus do damage with Splash weapons, including Splash damage)&lt;br /&gt;
&lt;br /&gt;
--Swift Alchemy (Half creation times for Alchemy)&lt;br /&gt;
&lt;br /&gt;
--Bottled Ally I and II:  Add SNA1 and 2 to Formulae Known&lt;br /&gt;
&lt;br /&gt;
--Discoveries (6): Precise Bomb, Smoke Bomb, Stink Bomb, Infusion, Tanglefoot Bomb, Acid Bomb&lt;br /&gt;
&lt;br /&gt;
=Traits=  &lt;br /&gt;
&lt;br /&gt;
Survivor, Auspicious Tattoo&lt;br /&gt;
&lt;br /&gt;
=Skills= &lt;br /&gt;
&lt;br /&gt;
Craft (Alchemy) 1 (+19), Use Magical Device 7 (+12), Perception 7 (+13), Disable Device 6 (+12), Knowledge (Nature) 7 (+16), Stealth 7 (+17), Spellcraft 7 (+16), Knowledge (Arcana) 7 (+16), Sense Motive 7 (+12)&lt;br /&gt;
&lt;br /&gt;
=Feats=  &lt;br /&gt;
&lt;br /&gt;
Brew Potion, Splash Weapon Mastery (You have Far Shot with Splash weapons.  Hit choice of one square adjacent to splash area with splash damage.  When you miss with a splash weapon, adjust the direction by 1 point), Extra Discovery:  Smoke Bomb, Extra Discovery: Spontaneous Healing, Iron Will&lt;br /&gt;
&lt;br /&gt;
=Formula List= &lt;br /&gt;
&lt;br /&gt;
==L1== &lt;br /&gt;
&lt;br /&gt;
Comprehend Languages,  Cure Light Wounds, Crafter's Fortune, Disguise Self, Identify, Shield, True Strike, Summon Nature's Ally I, Bomber's Eye, Reduce Person, Targeted Bomb Admixture&lt;br /&gt;
&lt;br /&gt;
==L2==  &lt;br /&gt;
&lt;br /&gt;
Summon Nature's Ally II, Alchemical Allocation, Vomit Swarm, Invisibility, Alter Self, Cat's Grace, Lesser Restoration&lt;br /&gt;
&lt;br /&gt;
==L3==  &lt;br /&gt;
&lt;br /&gt;
Amplify Elixir, Fly, Beast Shape I, Heroism&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
298 GP   Mithral Chain Shirt +1, Dagger, Alchemist's Kit, Sling, 200 Sling bullets,  20 Groaning bullets, Explorer's Outfit, Headband of Vast Intelligence +2 (Knowledge:  Religion), Belt of Mighty Constitution +2, Cloak of Resistance +1, Formula Alembic, Handy Haversack, 1st level Preserving Flask, 2nd level Preserving Flask, Hybridization Funnel, Potion of Heroism, Elixir of Hiding, Elixir of Vision, Wand of Cure Light Wounds, 10 vials of Holy Water, crafted Alchemical items.&lt;br /&gt;
&lt;br /&gt;
Crafted Alchemical Items:  30 Alchemical Fire, 30 Acid Flasks, 16 Alkali Flasks, 6 Liquid Ice,  6 Smokesticks, 6 Tanglefoot Bags, 3 Thunderstones, 3 Alchemical Cement, 3 Alchemical Glue, 3 Alchemical Solvent, 3 Antitoxin&lt;/div&gt;</description>
			<pubDate>Thu, 16 May 2013 04:58:14 GMT</pubDate>			<dc:creator>98.212.151.164</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Kess_Oddwhiskers,_Female_Ratfolk_Alchemist</comments>		</item>
		<item>
			<title>Not Quite Zero Anymore Aishah</title>
			<link>http://wiki.rpg.net/index.php/Not_Quite_Zero_Anymore_Aishah</link>
			<guid>http://wiki.rpg.net/index.php/Not_Quite_Zero_Anymore_Aishah</guid>
			<description>&lt;p&gt;Wormmonda: /* Aishah */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Aishah=&lt;br /&gt;
&lt;br /&gt;
[[File:Aishah2 zpsff8030f0.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
Str 7 (-2)&lt;br /&gt;
&lt;br /&gt;
Dex 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Con 16 (+3)&lt;br /&gt;
&lt;br /&gt;
Int 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Wis 10 (+0)&lt;br /&gt;
&lt;br /&gt;
Cha 23 (+6)&lt;br /&gt;
&lt;br /&gt;
==Combat Stats==&lt;br /&gt;
&lt;br /&gt;
Init +8&lt;br /&gt;
&lt;br /&gt;
BAB +5&lt;br /&gt;
&lt;br /&gt;
Fort +5&lt;br /&gt;
&lt;br /&gt;
Ref +5&lt;br /&gt;
&lt;br /&gt;
Wil +6&lt;br /&gt;
&lt;br /&gt;
AC 18&lt;br /&gt;
&lt;br /&gt;
HP 38&lt;br /&gt;
&lt;br /&gt;
==Race: Half-Elf==&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Elven and Undercommon&lt;br /&gt;
&lt;br /&gt;
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.&lt;br /&gt;
&lt;br /&gt;
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.&lt;br /&gt;
&lt;br /&gt;
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.&lt;br /&gt;
&lt;br /&gt;
Elf Blood: Half-elves count as both elves and humans for any effect related to race.&lt;br /&gt;
&lt;br /&gt;
Drow Magic: A few half-elves with drow ancestry exhibit the innate magic of that race. Half-elves with this trait have drow blood somewhere in their background, and can cast dancing lights, darkness, and faerie fire each once per day, using the half-elf's character level as the caster level for these spell-like abilities. This racial trait replaces the adaptability and multitalented racial traits.&lt;br /&gt;
&lt;br /&gt;
==Class: Wild Caller Summoner (Lv 7)==&lt;br /&gt;
&lt;br /&gt;
Spells&lt;br /&gt;
&lt;br /&gt;
Cantrips&lt;br /&gt;
&lt;br /&gt;
Eidolon&lt;br /&gt;
&lt;br /&gt;
Life Link (Su)&lt;br /&gt;
&lt;br /&gt;
Summon Monster IV (Sp)&lt;br /&gt;
&lt;br /&gt;
Bond Senses (Su)&lt;br /&gt;
&lt;br /&gt;
Shield Ally (Ex)&lt;br /&gt;
&lt;br /&gt;
Maker’s Call (Su)&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
&lt;br /&gt;
Desperate Focus: You gain a +2 trait bonus on concentration checks.&lt;br /&gt;
&lt;br /&gt;
Reactionary: You gain a +2 trait bonus on Initiative checks.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
Handle Animal 1 (+10)&lt;br /&gt;
&lt;br /&gt;
Knowledge (Arcana) 1 (+5)&lt;br /&gt;
&lt;br /&gt;
Knowledge (Nature) 1 (+5)&lt;br /&gt;
&lt;br /&gt;
Knowledge (Planes) 1 (+5)&lt;br /&gt;
&lt;br /&gt;
Linguistics 3: Pyran, Sylvan, Terran&lt;br /&gt;
&lt;br /&gt;
Spellcraft 7 (+11)&lt;br /&gt;
&lt;br /&gt;
Use Magical Device 7 (+16)&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
 &lt;br /&gt;
Augment Summoning: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.&lt;br /&gt;
&lt;br /&gt;
Expanded Arcana: Add one spell from your class’s spell list to your list of spells known. This is in addition to the number of spells normally gained at each new level in your class. You may instead add two spells from your class’s spell list to your list of spells known, but both of these spells must be at least one level lower than the highest level spell you can cast in that class. Once made, these choices cannot be changed.&lt;br /&gt;
&lt;br /&gt;
Improved Initiative: +4 to init&lt;br /&gt;
&lt;br /&gt;
Spell Focus (Conjuration): +1 to Conjuration spells&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
 &lt;br /&gt;
Gear  1,398 GP&lt;br /&gt;
&lt;br /&gt;
===Jade===&lt;br /&gt;
&lt;br /&gt;
Corrosive Amulet of Mighty Fists&lt;br /&gt;
&lt;br /&gt;
Vest of Resistance +1&lt;br /&gt;
&lt;br /&gt;
Bracers of Giant Strength +2&lt;br /&gt;
&lt;br /&gt;
Ring of Protection &lt;br /&gt;
&lt;br /&gt;
===Aishah===&lt;br /&gt;
&lt;br /&gt;
Cloak of Resistance +1&lt;br /&gt;
&lt;br /&gt;
Headband of Charisma +2&lt;br /&gt;
&lt;br /&gt;
Belt of Mighty Constitution +2&lt;br /&gt;
&lt;br /&gt;
Mithril Chain Shirt +1&lt;br /&gt;
&lt;br /&gt;
Wand of Cure Light Wounds&lt;br /&gt;
&lt;br /&gt;
Wand of Rejuvenate Eidolon&lt;br /&gt;
&lt;br /&gt;
Handy Haversack&lt;br /&gt;
&lt;br /&gt;
Scroll of Greater Invisibility&lt;br /&gt;
&lt;br /&gt;
Scroll of Dimension Door&lt;br /&gt;
&lt;br /&gt;
Masterwork Light Crossbow&lt;br /&gt;
&lt;br /&gt;
Muleback Cords&lt;br /&gt;
&lt;br /&gt;
Summoner's Kit&lt;br /&gt;
&lt;br /&gt;
==Eidolon: Jade the Pounce Kitty==&lt;br /&gt;
&lt;br /&gt;
[[File:Jade2 zps9c15d245.jpg]]&lt;br /&gt;
&lt;br /&gt;
Medium Quadruped&lt;br /&gt;
&lt;br /&gt;
Spd 40&lt;br /&gt;
&lt;br /&gt;
===Saves===&lt;br /&gt;
&lt;br /&gt;
Fort +7 &lt;br /&gt;
&lt;br /&gt;
Ref +9 &lt;br /&gt;
&lt;br /&gt;
Will +3 (+7 vs Enchantment) &lt;br /&gt;
&lt;br /&gt;
AC 23 Natural&lt;br /&gt;
&lt;br /&gt;
HD 6 &lt;br /&gt;
&lt;br /&gt;
===Attack===&lt;br /&gt;
&lt;br /&gt;
BAB +6 (+12 melee) &lt;br /&gt;
&lt;br /&gt;
Bite 1d6+7&lt;br /&gt;
&lt;br /&gt;
Claws (1d8+7+1d6 acid)x4 &lt;br /&gt;
&lt;br /&gt;
===Ability Scores===&lt;br /&gt;
&lt;br /&gt;
Str 24 (+7)&lt;br /&gt;
&lt;br /&gt;
Dex 17 (+3)&lt;br /&gt;
&lt;br /&gt;
Con 13 (+1)&lt;br /&gt;
&lt;br /&gt;
Int 7 (-2)&lt;br /&gt;
&lt;br /&gt;
Wis 10 (+0)&lt;br /&gt;
&lt;br /&gt;
Cha 11 (+0)&lt;br /&gt;
&lt;br /&gt;
===Skills=== &lt;br /&gt;
&lt;br /&gt;
Perception 7 (+7)&lt;br /&gt;
&lt;br /&gt;
Escape Artist 7 (+10)&lt;br /&gt;
&lt;br /&gt;
Survival 5 (+5)&lt;br /&gt;
&lt;br /&gt;
Climb 5 (+12)&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
Power Attack&lt;br /&gt;
&lt;br /&gt;
Combat Reflexes&lt;br /&gt;
&lt;br /&gt;
Improved Natural Attack (Claws)&lt;br /&gt;
&lt;br /&gt;
===Abilities=== &lt;br /&gt;
&lt;br /&gt;
Darkvision&lt;br /&gt;
&lt;br /&gt;
Link&lt;br /&gt;
&lt;br /&gt;
Share Spells&lt;br /&gt;
&lt;br /&gt;
Evasion&lt;br /&gt;
&lt;br /&gt;
Devotion&lt;br /&gt;
&lt;br /&gt;
Ability Score Increase (Str)&lt;br /&gt;
&lt;br /&gt;
===Evolutions===&lt;br /&gt;
&lt;br /&gt;
Bite&lt;br /&gt;
&lt;br /&gt;
Limbs (legs)x2&lt;br /&gt;
&lt;br /&gt;
Claws x2&lt;br /&gt;
&lt;br /&gt;
Pounce&lt;br /&gt;
&lt;br /&gt;
Rend&lt;br /&gt;
&lt;br /&gt;
Improved Damage (Claws)&lt;br /&gt;
&lt;br /&gt;
Improved Natural Armor x2&lt;br /&gt;
&lt;br /&gt;
Ability Increase (Str)x2&lt;br /&gt;
&lt;br /&gt;
Reach (Claws)&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
L0 Detect Magic, Guidance, Mage Hand, Message, Open/Close, Read Magic&lt;br /&gt;
&lt;br /&gt;
L1 Grease, Mage Armor, Shield, Protection From Evil, Enlarge Person&lt;br /&gt;
&lt;br /&gt;
L2 Haste, Glitterdust, Barkskin, Create Pit&lt;br /&gt;
&lt;br /&gt;
L3 Black Tentacles, Greater Magic Fang&lt;/div&gt;</description>
			<pubDate>Thu, 16 May 2013 04:51:05 GMT</pubDate>			<dc:creator>Wormmonda</dc:creator>			<comments>http://wiki.rpg.net/index.php/Talk:Not_Quite_Zero_Anymore_Aishah</comments>		</item>
	</channel>
</rss>