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	<updated>2026-05-15T02:56:07Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Adventures_in_Kingdom_Management:Avala_di_Niswan_Undine_Ranger&amp;diff=429555</id>
		<title>Adventures in Kingdom Management:Avala di Niswan Undine Ranger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Adventures_in_Kingdom_Management:Avala_di_Niswan_Undine_Ranger&amp;diff=429555"/>
		<updated>2022-10-17T23:31:23Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Avala de Niswan, Rimesoul Undine Ranger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Avala de Niswan, Rimesoul Undine Ranger==&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; clu2415&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Str:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Dex:&#039;&#039;&#039; 18 + 2 Undine = 20&lt;br /&gt;
*&#039;&#039;&#039;Con:&#039;&#039;&#039; 12&lt;br /&gt;
*&#039;&#039;&#039;Int:&#039;&#039;&#039; 8 + 2 Undine = 10&lt;br /&gt;
*&#039;&#039;&#039;Wis:&#039;&#039;&#039; 14&lt;br /&gt;
*&#039;&#039;&#039;Cha:&#039;&#039;&#039; 10 - 2 Undine = 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; LN&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Aquan, Auran, Terran&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Features:&#039;&#039;&#039; +2 Dex, +2 Int, -2 Cha; speed 30 ft, swim 30 ft; Darkvision 60 ft; Resist cold 5; Amphibious: gain aquatic subtype, amphibious special quality; Hydrated Vitality: immerse in natural water source to gain fast healing 2 for 1 rnd/ch lvl/day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits:&#039;&#039;&#039; Soaring sprinter, Slippery step&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039; (6 per level +1 favored class): Acrobatics +9, Climb +9, Perception +6, Profession(Sailor) +6, Survival +6, Stealth +9, Swim +17 (incl bonus from swim speed)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Graceful Athlete, Expert Explorer(bonus)&lt;br /&gt;
speed)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; masterwork studded leather 175 gp, Longbow 75 gp, [https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Dungeoneering%20kit%20(common)|common dungeoneering kit 15 gp], 35 gp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features:&#039;&#039;&#039; Animal Focus, Track, Wild Empathy&lt;br /&gt;
&lt;br /&gt;
[[Adventures_in_Kingdom_Management#Characters| Back to Main Page]]&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Adventures_in_Kingdom_Management:Avala_di_Niswan_Undine_Ranger&amp;diff=429554</id>
		<title>Adventures in Kingdom Management:Avala di Niswan Undine Ranger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Adventures_in_Kingdom_Management:Avala_di_Niswan_Undine_Ranger&amp;diff=429554"/>
		<updated>2022-10-17T23:29:31Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Avala de Niswan, Rimesoul Undine Ranger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Avala de Niswan, Rimesoul Undine Ranger==&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; clu2415&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Str:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Dex:&#039;&#039;&#039; 18 + 2 Undine = 20&lt;br /&gt;
*&#039;&#039;&#039;Con:&#039;&#039;&#039; 12&lt;br /&gt;
*&#039;&#039;&#039;Int:&#039;&#039;&#039; 8 + 2 Undine = 10&lt;br /&gt;
*&#039;&#039;&#039;Wis:&#039;&#039;&#039; 14&lt;br /&gt;
*&#039;&#039;&#039;Cha:&#039;&#039;&#039; 10 - 2 Undine = 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; LN&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Aquan, Auran, Terran&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Features:&#039;&#039;&#039; +2 Dex, +2 Int, -2 Cha; speed 30 ft, swim 30 ft; Darkvision 60 ft; Resist cold 5; Amphibious: gain aquatic subtype, amphibious special quality; Hydrated Vitality: immerse in natural water source to gain fast healing 2 for 1 rnd/ch lvl/day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits:&#039;&#039;&#039; Soaring sprinter, Slippery step&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039; (6 per level +1 favored class): Acrobatics +9, Climb +9, Perception +6, Profession(Sailor) +6, Survival +6, Stealth +9, Swim +17 (incl bonus from swim speed)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Graceful Athlete, Expert Explorer(bonus)&lt;br /&gt;
speed)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; masterwork studded leather 175 gp, Longbow 75 gp, [https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Dungeoneering%20kit%20(common)|common dungeoneering kit 15 gp], 35 gp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features:&#039;&#039;&#039; Animal Focus, Track, Wild Empathy&lt;br /&gt;
&lt;br /&gt;
[[https://wiki.rpg.net/index.php/Adventures_in_Kingdom_Management#Characters| Back to Main Page]]&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Adventures_in_Kingdom_Management:Avala_di_Niswan_Undine_Ranger&amp;diff=429553</id>
		<title>Adventures in Kingdom Management:Avala di Niswan Undine Ranger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Adventures_in_Kingdom_Management:Avala_di_Niswan_Undine_Ranger&amp;diff=429553"/>
		<updated>2022-10-17T23:28:14Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Avala de Niswan, Rimesoul Undine Ranger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Avala de Niswan, Rimesoul Undine Ranger==&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; clu2415&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Str:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Dex:&#039;&#039;&#039; 18 + 2 Undine = 20&lt;br /&gt;
*&#039;&#039;&#039;Con:&#039;&#039;&#039; 12&lt;br /&gt;
*&#039;&#039;&#039;Int:&#039;&#039;&#039; 8 + 2 Undine = 10&lt;br /&gt;
*&#039;&#039;&#039;Wis:&#039;&#039;&#039; 14&lt;br /&gt;
*&#039;&#039;&#039;Cha:&#039;&#039;&#039; 10 - 2 Undine = 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; LN&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Aquan, Auran, Terran&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Features:&#039;&#039;&#039; +2 Dex, +2 Int, -2 Cha; speed 30 ft, swim 30 ft; Darkvision 60 ft; Resist cold 5; Amphibious: gain aquatic subtype, amphibious special quality; Hydrated Vitality: immerse in natural water source to gain fast healing 2 for 1 rnd/ch lvl/day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits:&#039;&#039;&#039; Soaring sprinter, Slippery step&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039; (6 per level +1 favored class): Acrobatics +9, Climb +9, Perception +6, Profession(Sailor) +6, Survival +6, Stealth +9, Swim +17 (incl bonus from swim speed)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Graceful Athlete, Expert Explorer(bonus)&lt;br /&gt;
speed)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; masterwork studded leather 175 gp, Longbow 75 gp, [https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Dungeoneering%20kit%20(common)|common dungeoneering kit 15 gp], 35 gp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features:&#039;&#039;&#039; Animal Focus, Track, Wild Empathy&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Adventures_in_Kingdom_Management&amp;diff=429552</id>
		<title>Adventures in Kingdom Management</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Adventures_in_Kingdom_Management&amp;diff=429552"/>
		<updated>2022-10-17T23:03:42Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Under construction&lt;br /&gt;
&lt;br /&gt;
== Potential Story Arcs ==&lt;br /&gt;
&lt;br /&gt;
List of potential story arcs that the players may encounter.  These arcs may lead to a long chain of events, quests, etc.  But are not guaranteed.&lt;br /&gt;
&lt;br /&gt;
* What the Ash? - The volcanic eruption that caused everybody to evacuate the realm caused the dead to rise and the local wildlife population to mutate (Mythic)&lt;br /&gt;
* Undead Conquistadors - (zer0zer0)&lt;br /&gt;
* Pirates! - Rumor has it that pirates are using the island chain off the coast as a home base (Mythic)&lt;br /&gt;
* Many of the urban centers where burred and lost rather then destroyed out right, finding and exploring the ruins should be a source of wealth and resources for the region and those who find them (Herodarwin)&lt;br /&gt;
* Those Who Came Before - The settlers come across a ruin of an earlier settlement. It is ruined and abandoned, but there is no sign that the settlement would have been attacked. There is no sign of the former inhabitants, but rusted and ruined household gear is found in the ruins, almost if the people left leaving everything behind. Who were those people, what happened to them, and can the new settlers learn something from their fate (Potted Plant)&lt;br /&gt;
&lt;br /&gt;
== Potential Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
List of potential POIs which might be encountered in the game.   &lt;br /&gt;
&lt;br /&gt;
* Pirate Base (Mythic)&lt;br /&gt;
* The Lost City of [Insert appropriate name here] host to the Mage academy and Pantheon wide mega temple, this place was rich in magical resources and knowledge (Herodarwin)&lt;br /&gt;
* The Hot Fen - A region of mossy patches, water that is mostly of traversable depth but with surprises under the surface, and few patches of solid ground. The fen is obviously fed by hot springs, as the water is a temperature of a hot bath, constantly steaming and leaving the region shrouded in perpetual mist. Remnants of marble slabs and pillars tell that a route led into the area in the past and something may be found deeper in if the fen could be traversed. But who knows what threats besides heatstroke await the explorers (Potted Plant)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Potential Big Challenges/Enemies ==&lt;br /&gt;
&lt;br /&gt;
List of potential powerful foes/challenges that PC may come up against.&lt;br /&gt;
&lt;br /&gt;
* Undead dinosaur(s) are a favorite of mine and some being awakened after the eruption sounds cool (Herodarwin)&lt;br /&gt;
* A fiendishly smart and extremely hostile undead with command over the mindless ones. Perhaps that one destroyed the conquistadors and cursed them with undeath. And the pirates may either have some sort of deal with that one, or a trick that keeps the undead away (Potted Plant)&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
Please create a page for your character on the wiki and link to it from here&lt;br /&gt;
*[[Adventures_in_Kingdom_Management:Middoona_Kobold_Cleric| Middoona the Kobold Cleric of Apsu]]&lt;br /&gt;
*[[Adventures_in_Kingdom_Management:Dragos| Dragos Nicolescu the Plague Doctor]]&lt;br /&gt;
*[[Adventures_in_Kingdom_Management:Jehanin Louet_Human_Swashbuckler| Jehanin the Royal Guard]]&lt;br /&gt;
*[[Adventures_in_Kingdom_Management:Avala_di_Niswan_Undine_Ranger| Avala, Frozen Shadow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Our Heroic Cast&lt;br /&gt;
|-&lt;br /&gt;
! Character !! Player !! Race/Class !! Important Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Adventures_in_Kingdom_Management:Middoona_Kobold_Cleric| Middoona the Kobold Cleric of Apsu]] || Herodarwin || Kobold Cleric of Apsu ||&lt;br /&gt;
|-&lt;br /&gt;
| __ Ressas Dootug || Herodarwin || Human Porter || Hireling&lt;br /&gt;
|-&lt;br /&gt;
| __ Aja Souhrer || Herodarwin || Human Priestess || Follower&lt;br /&gt;
|-&lt;br /&gt;
| [[https://drive.google.com/file/d/11igv3AptwBI1egVxrxz8hU8t88n7Mb-Q/view?usp=drivesdk| Recka]] || Sam I Am || Dhampir Antipaladin ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Adventures_in_Kingdom_Management:Dragos| Dragos Nicolescu the Plague Doctor]] || Potted Plant || Human Alchemist ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Adventures_in_Kingdom_Management:Jehanin_Louet_Human_Swashbuckler| Jehanin Louet]] || Cailet || Human Swashbuckler ||&lt;br /&gt;
|-&lt;br /&gt;
| __ Ferry Bellehache || Cailet|| Human Servant || Hireling&lt;br /&gt;
|-&lt;br /&gt;
| Ryfnii || TigerWolfe || Strix Slayer || pending character sheet &lt;br /&gt;
|-&lt;br /&gt;
| [[Adventures_in_Kingdom_Management:Avala_di_Niswan_Undine_Ranger| Avala, Frozen Shadow]] || clu2415|| Undine Ranger &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
&lt;br /&gt;
25 point buy, almost any class/race is allowed from the SRD.&lt;br /&gt;
&lt;br /&gt;
2 traits&lt;br /&gt;
&lt;br /&gt;
Each PC gets a bonus feat from chosen from the following list.   This may be substituted with another feat as long as it&#039;s social, exploratory, or survival oriented.   Additionally, you may ignore prerequisites for this bonus feat:&lt;br /&gt;
&lt;br /&gt;
* Careful Speaker - https://www.d20pfsrd.com/feats/general-feats/careful-speaker-local/&lt;br /&gt;
* Connected - https://www.d20pfsrd.com/feats/general-feats/connected/&lt;br /&gt;
* Criminal Reputation - https://www.d20pfsrd.com/feats/general-feats/criminal-reputation/&lt;br /&gt;
* Cunning - https://www.d20pfsrd.com/feats/general-feats/cunning/&lt;br /&gt;
* Deceitful - https://www.d20pfsrd.com/feats/general-feats/deceitful/&lt;br /&gt;
* Expert Cartographer - https://www.d20pfsrd.com/feats/general-feats/expert-cartographer/&lt;br /&gt;
* Expert Explorer - https://www.d20pfsrd.com/feats/general-feats/expert-explorer/&lt;br /&gt;
* Green Tongue - https://www.d20pfsrd.com/feats/general-feats/green-tongue/&lt;br /&gt;
* Heroes Fortune - https://www.d20pfsrd.com/feats/general-feats/hero-s-fortune/&lt;br /&gt;
* Jungle Survivalist - https://www.d20pfsrd.com/feats/general-feats/jungle-survivalist/&lt;br /&gt;
* Leadership - https://www.d20pfsrd.com/feats/general-feats/leadership/&lt;br /&gt;
* Pacify Animal - https://www.d20pfsrd.com/feats/general-feats/pacify-animal/&lt;br /&gt;
* Persuasive - https://www.d20pfsrd.com/feats/general-feats/persuasive/&lt;br /&gt;
&lt;br /&gt;
== House Rules ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leadership Feat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Because the bonus feat from the character creation rules above make it possible to get the Leadership feat at level 1 instead of 7, the following changes are in effect for that feat:&lt;br /&gt;
&lt;br /&gt;
* Until you reach level 7, your cohort can only be comprised of Basic NPCs (https://www.d20pfsrd.com/classes/npc-classes/non-player-characters) and each member of your cohort cannot exceed your level.&lt;br /&gt;
* At level 1, you can have a single level 1 Basic npc. At level 2 and 3 your cohort will be stuck at level 1 because your cohort cannot be more than -2 levels above you (per the Leadership feat description). Once you reach level 4 though, your cohort can now be level 2, so you could decide then if you want to level up the single npc to level 2 or bring on a second Basic level 1 cohort.&lt;br /&gt;
* Your cohort may be non-humanoid if you want. Something like an exotic pet or something unusual is ok as long as it meets the above requirements of level/CR being 1 for the first few levels.&lt;br /&gt;
* Once you reach level 7 you will be able to take Heroic cohorts and you follow the rules of the Leadership feat as it&#039;s written.&lt;br /&gt;
* Also for clarification - regardless of your charisma or other bonuses, each member of your cohort cannot exceed your level until level 7. So no Cha 18 out the gate starting with a level 3 cohort&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Adventures_in_Kingdom_Management:Avala_di_Niswan_Undine_Ranger&amp;diff=429551</id>
		<title>Adventures in Kingdom Management:Avala di Niswan Undine Ranger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Adventures_in_Kingdom_Management:Avala_di_Niswan_Undine_Ranger&amp;diff=429551"/>
		<updated>2022-10-17T20:49:50Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Avala de Niswan, Rimesoul Undine Ranger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Avala de Niswan, Rimesoul Undine Ranger==&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; clu2415&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Str:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Dex:&#039;&#039;&#039; 18 + 2 Undine = 20&lt;br /&gt;
*&#039;&#039;&#039;Con:&#039;&#039;&#039; 12&lt;br /&gt;
*&#039;&#039;&#039;Int:&#039;&#039;&#039; 8 + 2 Undine = 10&lt;br /&gt;
*&#039;&#039;&#039;Wis:&#039;&#039;&#039; 14&lt;br /&gt;
*&#039;&#039;&#039;Cha:&#039;&#039;&#039; 10 - 2 Undine = 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; LN&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Aquan, Auran, Terran&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Features:&#039;&#039;&#039; +2 Dex, +2 Int, -2 Cha; speed 30 ft, swim 30 ft; Darkvision 60 ft; Resist cold 5; Amphibious: gain aquatic subtype, amphibious special quality; Hydrated Vitality: immerse in natural water source to gain fast healing 2 for 1 rnd/ch lvl/day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits:&#039;&#039;&#039; Soaring sprinter, Slippery step&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039; (6 per level +1 favored class): Acrobatics +9, Climb +9, Knowledge (Geography) +4, Perception +6, Survival +6, Stealth +9, Swim +17 (incl bonus from swim speed)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Graceful Athlete, Expert Explorer(bonus)&lt;br /&gt;
speed)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; masterwork studded leather 175 gp, Longbow 75 gp, [https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Dungeoneering%20kit%20(common)|common dungeoneering kit 15 gp], 35 gp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features:&#039;&#039;&#039; Animal Focus, Track, Wild Empathy&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Adventures_in_Kingdom_Management:Avala_di_Niswan_Undine_Ranger&amp;diff=429530</id>
		<title>Adventures in Kingdom Management:Avala di Niswan Undine Ranger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Adventures_in_Kingdom_Management:Avala_di_Niswan_Undine_Ranger&amp;diff=429530"/>
		<updated>2022-10-17T12:54:33Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Avala de Niswan, Rimesoul Undine Ranger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Avala de Niswan, Rimesoul Undine Ranger==&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; clu2415&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Str:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Dex:&#039;&#039;&#039; 18 + 2 Undine = 20&lt;br /&gt;
*&#039;&#039;&#039;Con:&#039;&#039;&#039; 12&lt;br /&gt;
*&#039;&#039;&#039;Int:&#039;&#039;&#039; 8 + 2 Undine = 10&lt;br /&gt;
*&#039;&#039;&#039;Wis:&#039;&#039;&#039; 14&lt;br /&gt;
*&#039;&#039;&#039;Cha:&#039;&#039;&#039; 10 - 2 Undine = 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Aquan, Auran, Terran&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits:&#039;&#039;&#039; Soaring sprinter, Slippery step&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039; (6 per level +1 favored class): Acrobatics +9, Climb +9, Knowledge (Geography) +4, Perception +6, Survival +6, Stealth +9, Swim +17 (incl bonus from swim speed)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Graceful Athlete, Expert Explorer(bonus)&lt;br /&gt;
speed)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; masterwork studded leather 175 gp, Longbow 75 gp, [https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Dungeoneering%20kit%20(common)|common dungeoneering kit 15 gp], 35 gp.&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Adventures_in_Kingdom_Management:Avala_di_Niswan_Undine_Ranger&amp;diff=429353</id>
		<title>Adventures in Kingdom Management:Avala di Niswan Undine Ranger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Adventures_in_Kingdom_Management:Avala_di_Niswan_Undine_Ranger&amp;diff=429353"/>
		<updated>2022-10-15T19:45:51Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Avala de Niswan, Rimesoul Undine Ranger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Avala de Niswan, Rimesoul Undine Ranger==&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; clu2415&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Str:&#039;&#039;&#039; 13&lt;br /&gt;
*&#039;&#039;&#039;Dex:&#039;&#039;&#039; 18 + 2 Undine = 20&lt;br /&gt;
*&#039;&#039;&#039;Con:&#039;&#039;&#039; 12&lt;br /&gt;
*&#039;&#039;&#039;Int:&#039;&#039;&#039; 8 + 2 Undine = 10&lt;br /&gt;
*&#039;&#039;&#039;Wis:&#039;&#039;&#039; 14&lt;br /&gt;
*&#039;&#039;&#039;Cha:&#039;&#039;&#039; 10 - 2 Undine = 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Aquan, Auran, Terran&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits:&#039;&#039;&#039; Soaring sprinter, Slippery step&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039; (6 per level +1 favored class): Acrobatics +9, Climb +9, Knowledge (Geography) +4, Perception +6, Survival +6, Stealth +9, Swim +17 (incl bonus from swim speed)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Graceful Athlete, X (bonus)&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Adventures_in_Kingdom_Management:Avala_di_Niswan_Undine_Ranger&amp;diff=429352</id>
		<title>Adventures in Kingdom Management:Avala di Niswan Undine Ranger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Adventures_in_Kingdom_Management:Avala_di_Niswan_Undine_Ranger&amp;diff=429352"/>
		<updated>2022-10-15T19:44:50Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: Created page with &amp;quot;==Avala de Niswan, Rimesoul Undine Ranger== &amp;#039;&amp;#039;&amp;#039;Player:&amp;#039;&amp;#039;&amp;#039; clu2415  &amp;#039;&amp;#039;&amp;#039;Str:&amp;#039;&amp;#039;&amp;#039; 13 &amp;#039;&amp;#039;&amp;#039;Dex:&amp;#039;&amp;#039;&amp;#039; 18 + 2 Undine = 20 &amp;#039;&amp;#039;&amp;#039;Con:&amp;#039;&amp;#039;&amp;#039; 12 &amp;#039;&amp;#039;&amp;#039;Int:&amp;#039;&amp;#039;&amp;#039; 8 + 2 Undine = 10 &amp;#039;&amp;#039;&amp;#039;Wis:&amp;#039;&amp;#039;&amp;#039; 14 &amp;#039;&amp;#039;&amp;#039;Cha:...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Avala de Niswan, Rimesoul Undine Ranger==&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; clu2415&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str:&#039;&#039;&#039; 13&lt;br /&gt;
&#039;&#039;&#039;Dex:&#039;&#039;&#039; 18 + 2 Undine = 20&lt;br /&gt;
&#039;&#039;&#039;Con:&#039;&#039;&#039; 12&lt;br /&gt;
&#039;&#039;&#039;Int:&#039;&#039;&#039; 8 + 2 Undine = 10&lt;br /&gt;
&#039;&#039;&#039;Wis:&#039;&#039;&#039; 14&lt;br /&gt;
&#039;&#039;&#039;Cha:&#039;&#039;&#039; 10 - 2 Undine = 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Aquan, Auran, Terran&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits:&#039;&#039;&#039; Soaring sprinter, Slippery step&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039; (6 per level +1 favored class): Acrobatics +9, Climb +9, Knowledge (Geography) +4, Perception +6, Survival +6, Stealth +9, Swim +17 (incl bonus from swim speed)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Graceful Athlete, X (bonus)&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Adventures_in_Kingdom_Management&amp;diff=429351</id>
		<title>Adventures in Kingdom Management</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Adventures_in_Kingdom_Management&amp;diff=429351"/>
		<updated>2022-10-15T19:34:50Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Under construction&lt;br /&gt;
&lt;br /&gt;
== Potential Story Arcs ==&lt;br /&gt;
&lt;br /&gt;
List of potential story arcs that the players may encounter.  These arcs may lead to a long chain of events, quests, etc.  But are not guaranteed.&lt;br /&gt;
&lt;br /&gt;
* What the Ash? - The volcanic eruption that caused everybody to evacuate the realm caused the dead to rise and the local wildlife population to mutate (Mythic)&lt;br /&gt;
* Undead Conquistadors - (zer0zer0)&lt;br /&gt;
* Pirates! - Rumor has it that pirates are using the island chain off the coast as a home base (Mythic)&lt;br /&gt;
* Many of the urban centers where burred and lost rather then destroyed out right, finding and exploring the ruins should be a source of wealth and resources for the region and those who find them (Herodarwin)&lt;br /&gt;
* Those Who Came Before - The settlers come across a ruin of an earlier settlement. It is ruined and abandoned, but there is no sign that the settlement would have been attacked. There is no sign of the former inhabitants, but rusted and ruined household gear is found in the ruins, almost if the people left leaving everything behind. Who were those people, what happened to them, and can the new settlers learn something from their fate (Potted Plant)&lt;br /&gt;
&lt;br /&gt;
== Potential Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
List of potential POIs which might be encountered in the game.   &lt;br /&gt;
&lt;br /&gt;
* Pirate Base (Mythic)&lt;br /&gt;
* The Lost City of [Insert appropriate name here] host to the Mage academy and Pantheon wide mega temple, this place was rich in magical resources and knowledge (Herodarwin)&lt;br /&gt;
* The Hot Fen - A region of mossy patches, water that is mostly of traversable depth but with surprises under the surface, and few patches of solid ground. The fen is obviously fed by hot springs, as the water is a temperature of a hot bath, constantly steaming and leaving the region shrouded in perpetual mist. Remnants of marble slabs and pillars tell that a route led into the area in the past and something may be found deeper in if the fen could be traversed. But who knows what threats besides heatstroke await the explorers (Potted Plant)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Potential Big Challenges/Enemies ==&lt;br /&gt;
&lt;br /&gt;
List of potential powerful foes/challenges that PC may come up against.&lt;br /&gt;
&lt;br /&gt;
* Undead dinosaur(s) are a favorite of mine and some being awakened after the eruption sounds cool (Herodarwin)&lt;br /&gt;
* A fiendishly smart and extremely hostile undead with command over the mindless ones. Perhaps that one destroyed the conquistadors and cursed them with undeath. And the pirates may either have some sort of deal with that one, or a trick that keeps the undead away (Potted Plant)&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
Please create a page for your character on the wiki and link to it from here&lt;br /&gt;
*[[Adventures_in_Kingdom_Management:Middoona_Kobold_Cleric| Middoona the Kobold Cleric of Apsu]]&lt;br /&gt;
*[[Adventures_in_Kingdom_Management:Dragos| Dragos Nicolescu the Plague Doctor]]&lt;br /&gt;
*[[Adventures_in_Kingdom_Management:Jehanin Louet_Human_Swashbuckler| Jehanin the Royal Guard]]&lt;br /&gt;
*[[Adventures_in_Kingdom_Management:Avala_di_Niswan_Undine_Ranger| Avala, Frozen Shadow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Our Heroic Cast&lt;br /&gt;
|-&lt;br /&gt;
! Character !! Player !! Race/Class !! Important Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Adventures_in_Kingdom_Management:Middoona_Kobold_Cleric| Middoona the Kobold Cleric of Apsu]] || Herodarwin || Kobold Cleric of Apsu ||&lt;br /&gt;
|-&lt;br /&gt;
| __ Ressas Dootug || Herodarwin || Human Porter || Hireling&lt;br /&gt;
|-&lt;br /&gt;
| __ Aja Souhrer || Herodarwin || Human Priestess || Follower&lt;br /&gt;
|-&lt;br /&gt;
| [[https://drive.google.com/file/d/11igv3AptwBI1egVxrxz8hU8t88n7Mb-Q/view?usp=drivesdk| Recka]] || Sam I Am || Dhampir Antipaladin ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Adventures_in_Kingdom_Management:Dragos| Dragos Nicolescu the Plague Doctor]] || Potted Plant || Human Alchemist ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Adventures_in_Kingdom_Management:Jehanin_Louet_Human_Swashbuckler| Jehanin Louet]] || Cailet || Human Swashbuckler ||&lt;br /&gt;
|-&lt;br /&gt;
| __ Ferry Bellehache || Cailet|| Human Servant || Hireling&lt;br /&gt;
|-&lt;br /&gt;
| Ryfnii || TigerWolfe || Strix Slayer || pending character sheet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
&lt;br /&gt;
25 point buy, almost any class/race is allowed from the SRD.&lt;br /&gt;
&lt;br /&gt;
2 traits&lt;br /&gt;
&lt;br /&gt;
Each PC gets a bonus feat from chosen from the following list.   This may be substituted with another feat as long as it&#039;s social, exploratory, or survival oriented.   Additionally, you may ignore prerequisites for this bonus feat:&lt;br /&gt;
&lt;br /&gt;
* Careful Speaker - https://www.d20pfsrd.com/feats/general-feats/careful-speaker-local/&lt;br /&gt;
* Connected - https://www.d20pfsrd.com/feats/general-feats/connected/&lt;br /&gt;
* Criminal Reputation - https://www.d20pfsrd.com/feats/general-feats/criminal-reputation/&lt;br /&gt;
* Cunning - https://www.d20pfsrd.com/feats/general-feats/cunning/&lt;br /&gt;
* Deceitful - https://www.d20pfsrd.com/feats/general-feats/deceitful/&lt;br /&gt;
* Expert Cartographer - https://www.d20pfsrd.com/feats/general-feats/expert-cartographer/&lt;br /&gt;
* Expert Explorer - https://www.d20pfsrd.com/feats/general-feats/expert-explorer/&lt;br /&gt;
* Green Tongue - https://www.d20pfsrd.com/feats/general-feats/green-tongue/&lt;br /&gt;
* Heroes Fortune - https://www.d20pfsrd.com/feats/general-feats/hero-s-fortune/&lt;br /&gt;
* Jungle Survivalist - https://www.d20pfsrd.com/feats/general-feats/jungle-survivalist/&lt;br /&gt;
* Leadership - https://www.d20pfsrd.com/feats/general-feats/leadership/&lt;br /&gt;
* Pacify Animal - https://www.d20pfsrd.com/feats/general-feats/pacify-animal/&lt;br /&gt;
* Persuasive - https://www.d20pfsrd.com/feats/general-feats/persuasive/&lt;br /&gt;
&lt;br /&gt;
== House Rules ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leadership Feat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Because the bonus feat from the character creation rules above make it possible to get the Leadership feat at level 1 instead of 7, the following changes are in effect for that feat:&lt;br /&gt;
&lt;br /&gt;
* Until you reach level 7, your cohort can only be comprised of Basic NPCs (https://www.d20pfsrd.com/classes/npc-classes/non-player-characters) and each member of your cohort cannot exceed your level.&lt;br /&gt;
* At level 1, you can have a single level 1 Basic npc. At level 2 and 3 your cohort will be stuck at level 1 because your cohort cannot be more than -2 levels above you (per the Leadership feat description). Once you reach level 4 though, your cohort can now be level 2, so you could decide then if you want to level up the single npc to level 2 or bring on a second Basic level 1 cohort.&lt;br /&gt;
* Your cohort may be non-humanoid if you want. Something like an exotic pet or something unusual is ok as long as it meets the above requirements of level/CR being 1 for the first few levels.&lt;br /&gt;
* Once you reach level 7 you will be able to take Heroic cohorts and you follow the rules of the Leadership feat as it&#039;s written.&lt;br /&gt;
* Also for clarification - regardless of your charisma or other bonuses, each member of your cohort cannot exceed your level until level 7. So no Cha 18 out the gate starting with a level 3 cohort&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=422311</id>
		<title>Ruins Of McCleanburg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=422311"/>
		<updated>2022-05-26T18:59:02Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Character Creation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Thirty years ago, the Kodan invaded. We don’t know if they came from across the sea, from the stars above, or through a mystic portal, but they appeared in number and defeated any resistance. They had flying and crawling war machines and guns large and small that could fire faster than any crossbow or catapult. Our knights, longbows, and even wizards buckled before their forces. They broke any hint of resistance. We suffered under their heel for twenty years.&lt;br /&gt;
&lt;br /&gt;
Then, they retreated south of here and built a wall behind them, a fence of dazzling green beams. The Kodan took most of their weapons and supplies, but left entire outposts, bases, and cities behind. Deserted. We don’t know why they left us alone, why they built their Frontier where they did. Did they find something they were looking for? Were they repelled by something they found?&lt;br /&gt;
&lt;br /&gt;
Bah. Those questions don’t help us survive in the here and now. We try to grow food in the soil they poisoned and try to find game animals the Kodan scared off. Our children are often born strange to our eyes, but this is a hard world to survive, and their gifts are useful.&lt;br /&gt;
&lt;br /&gt;
The harvest this year was meager. Winter is mild here, but it is cold enough we can’t grow another crop. We need our young, our able bodied, to search the ruins for tech we can barter to other communities for more food.&lt;br /&gt;
&lt;br /&gt;
Go out into the Ruins of McCleanburg.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
This is a GURPS 4e campaign using Dungeon Fantasy and After the End sourcebooks.  Total power level is 155 points with 50 points of disadvantages and up to 5 quirks.  Points from quirks can be added to bucket #1 or #2.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #1:&#039;&#039;&#039; Make a 125 point character based on a Dungeon Fantasy template with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #2:&#039;&#039;&#039; Kick it up a notch. Spend 30 points on anything. Come up with a special power, unique talent, crazy mutation, or some such.  Want to transform into a crab-like alien? Have rocky skin?  Flash across the battlefield?  Let’s build it.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #3:&#039;&#039;&#039; Heroic Toughness.  Nothing here right now.  Will add details when I introduce this category.&lt;br /&gt;
&lt;br /&gt;
McCleanburg is awash in the leavings of the high-tech Kodan civilization.  In addition to Dungeon Fantasy skills, higher tech skills are also available.  Most characters won’t have more than two points in these.&lt;br /&gt;
&lt;br /&gt;
* Armoury (body armor, heavy weapons, small arms, vehicular armor)&lt;br /&gt;
* Computer operation&lt;br /&gt;
* Driving&lt;br /&gt;
* Electrician&lt;br /&gt;
* Electronics operation &lt;br /&gt;
* Electronics repair&lt;br /&gt;
* Gunner (machine gun, cannon, rockets)&lt;br /&gt;
* Guns (rifle, pistol, shotgun)&lt;br /&gt;
* Guns (LMG, GL, LAW, SMG) &lt;br /&gt;
* Mechanic&lt;br /&gt;
&lt;br /&gt;
==Equipment and Wealth==&lt;br /&gt;
The Kodan occupied for 20 years, so almost anything in the books up to TL8 can be found for a price. Gear will follow the After the End rule of x2 for each TL above 4. TL5 = x2 ; TL6 = x4; TL7 = x8; TL8 = x16. Ammunition is currency and is simplified like in After the End: calibers are small pistol ($2, .32 and below), large pistol ($5), small rifle ($5), large rifle ($10), shotgun($10) and HMG ($50, heavy machine gun/magnum rifle). $500 starting cash and can spend up to 7 points on Extra Cash for $250 per point.  Signature Gear provides plot protection to a piece of equipment.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
===Current Characters===&lt;br /&gt;
Clu2415 as GM&lt;br /&gt;
&amp;lt;br/&amp;gt; Karl Green playing [https://wiki.rpg.net/index.php/Ruins_Of_McCleanburg_HappsBroadbelt &#039;&#039;&#039;Happs Broadbelt&#039;&#039;&#039;] Halfling Scout.&lt;br /&gt;
&amp;lt;br/&amp;gt; CodeNameMeow as [https://docs.google.com/spreadsheets/d/1MC0bNKZ1ApwxJqKXwv2BIT5DeyEvcLjww-5iROHK47Y/edit?usp=sharing Cinder, centaur bard]--has basic equipment&lt;br /&gt;
&amp;lt;br/&amp;gt; Ned az is playing [https://wiki.rpg.net/index.php/Ruins_Of_McCleanburg_ErikNewfield &#039;&#039;&#039;Erik Newfield&#039;&#039;&#039;] Human Artificer&lt;br /&gt;
&lt;br /&gt;
===Old Characters===&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1oIzjuCUbAJBuUFxG8MFdqmh8IZBRaECGdtSZ-7iEu68/edit?usp=sharing human scout]&lt;br /&gt;
&amp;lt;br/&amp;gt;[[Ruins Of McCleanburg/TROK | TROK, half-ogre barbarian]]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://docs.google.com/spreadsheets/d/1z0E7iFryS_OoErou0ydVIqwJj1RbbfmeJ48me1czuNY/edit Deen Lightfoot fae gnome wizard]&lt;br /&gt;
&amp;lt;br/&amp;gt;[[Ruins Of McCleanburg/Ylva | Ylva, wolf-blooded swashbuckler]] --some spicy points unspent&lt;br /&gt;
&lt;br /&gt;
==Setting Information==&lt;br /&gt;
The PCs are residents the village of Pawtucket, in the Paw Creek area of McCleanburg County.  The old-timers chuckle at stories of Countess McClean&#039;s petty tyrannies before the invasion.  McCleanburg&#039;s western edge is the Catawba river, running north to south. Paw Creek is the area that extends west from Downtown to the river.  A mile south of Pawtucket is 85, a major Kodan road which stretches to the west and northeast.  Another mile south of 85 is The Airport, where great steel birds landed and took off with a massive building to organize departing and arriving passengers and cargo.  Crossings over the Catawba include a Kodan bridge built for 85 and the Rozzelle&#039;s family ferry in the northwest.  On the northern end of the county is Huntersville, a trading partner for meat.  East of Huntersville, on the Catawba shore is the Mack, a power plant that is now a hive of mutants and radioactivity.&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=421971</id>
		<title>Ruins Of McCleanburg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=421971"/>
		<updated>2022-05-18T14:55:47Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Old Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Thirty years ago, the Kodan invaded. We don’t know if they came from across the sea, from the stars above, or through a mystic portal, but they appeared in number and defeated any resistance. They had flying and crawling war machines and guns large and small that could fire faster than any crossbow or catapult. Our knights, longbows, and even wizards buckled before their forces. They broke any hint of resistance. We suffered under their heel for twenty years.&lt;br /&gt;
&lt;br /&gt;
Then, they retreated south of here and built a wall behind them, a fence of dazzling green beams. The Kodan took most of their weapons and supplies, but left entire outposts, bases, and cities behind. Deserted. We don’t know why they left us alone, why they built their Frontier where they did. Did they find something they were looking for? Were they repelled by something they found?&lt;br /&gt;
&lt;br /&gt;
Bah. Those questions don’t help us survive in the here and now. We try to grow food in the soil they poisoned and try to find game animals the Kodan scared off. Our children are often born strange to our eyes, but this is a hard world to survive, and their gifts are useful.&lt;br /&gt;
&lt;br /&gt;
The harvest this year was meager. Winter is mild here, but it is cold enough we can’t grow another crop. We need our young, our able bodied, to search the ruins for tech we can barter to other communities for more food.&lt;br /&gt;
&lt;br /&gt;
Go out into the Ruins of McCleanburg.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
This is a GURPS 4e campaign using Dungeon Fantasy and After the End sourcebooks.  Total power level is 155 points with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #1:&#039;&#039;&#039; Make a 125 point character based on a Dungeon Fantasy template with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #2:&#039;&#039;&#039; Kick it up a notch. Spend 30 points on anything. Come up with a special power, unique talent, crazy mutation, or some such.  Want to transform into a crab-like alien? Have rocky skin?  Flash across the battlefield?  Let’s build it.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #3:&#039;&#039;&#039; Heroic Toughness.  Nothing here right now.  Will add details when I introduce this category.&lt;br /&gt;
&lt;br /&gt;
McCleanburg is awash in the leavings of the high-tech Kodan civilization.  In addition to Dungeon Fantasy skills, higher tech skills are also available.  Most characters won’t have more than two points in these.&lt;br /&gt;
&lt;br /&gt;
* Armoury (body armor, heavy weapons, small arms, vehicular armor)&lt;br /&gt;
* Computer operation&lt;br /&gt;
* Driving&lt;br /&gt;
* Electrician&lt;br /&gt;
* Electronics operation &lt;br /&gt;
* Electronics repair&lt;br /&gt;
* Gunner (machine gun, cannon, rockets)&lt;br /&gt;
* Guns (rifle, pistol, shotgun)&lt;br /&gt;
* Guns (LMG, GL, LAW, SMG) &lt;br /&gt;
* Mechanic&lt;br /&gt;
&lt;br /&gt;
==Equipment and Wealth==&lt;br /&gt;
The Kodan occupied for 20 years, so almost anything in the books up to TL8 can be found for a price. Gear will follow the After the End rule of x2 for each TL above 4. TL5 = x2 ; TL6 = x4; TL7 = x8; TL8 = x16. Ammunition is currency and is simplified like in After the End: calibers are small pistol ($2, .32 and below), large pistol ($5), small rifle ($5), large rifle ($10), shotgun($10) and HMG ($50, heavy machine gun/magnum rifle). $500 starting cash and can spend up to 7 points on Extra Cash for $250 per point.  Signature Gear provides plot protection to a piece of equipment.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
===Current Characters===&lt;br /&gt;
Clu2415 as GM&lt;br /&gt;
&amp;lt;br/&amp;gt; Karl Green playing &lt;br /&gt;
&amp;lt;br/&amp;gt; CodeNameMeow as [https://docs.google.com/spreadsheets/d/1MC0bNKZ1ApwxJqKXwv2BIT5DeyEvcLjww-5iROHK47Y/edit?usp=sharing Cinder, centaur bard]--has basic equipment&lt;br /&gt;
&lt;br /&gt;
===Old Characters===&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1oIzjuCUbAJBuUFxG8MFdqmh8IZBRaECGdtSZ-7iEu68/edit?usp=sharing human scout]&lt;br /&gt;
&amp;lt;br/&amp;gt;[[Ruins Of McCleanburg/TROK | TROK, half-ogre barbarian]]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://docs.google.com/spreadsheets/d/1z0E7iFryS_OoErou0ydVIqwJj1RbbfmeJ48me1czuNY/edit Deen Lightfoot fae gnome wizard]&lt;br /&gt;
&amp;lt;br/&amp;gt;[[Ruins Of McCleanburg/Ylva | Ylva, wolf-blooded swashbuckler]] --some spicy points unspent&lt;br /&gt;
&lt;br /&gt;
==Setting Information==&lt;br /&gt;
The PCs are residents the village of Pawtucket, in the Paw Creek area of McCleanburg County.  The old-timers chuckle at stories of Countess McClean&#039;s petty tyrannies before the invasion.  McCleanburg&#039;s western edge is the Catawba river, running north to south. Paw Creek is the area that extends west from Downtown to the river.  A mile south of Pawtucket is 85, a major Kodan road which stretches to the west and northeast.  Another mile south of 85 is The Airport, where great steel birds landed and took off with a massive building to organize departing and arriving passengers and cargo.  Crossings over the Catawba include a Kodan bridge built for 85 and the Rozzelle&#039;s family ferry in the northwest.  On the northern end of the county is Huntersville, a trading partner for meat.  East of Huntersville, on the Catawba shore is the Mack, a power plant that is now a hive of mutants and radioactivity.&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=421970</id>
		<title>Ruins Of McCleanburg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=421970"/>
		<updated>2022-05-18T14:55:13Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Thirty years ago, the Kodan invaded. We don’t know if they came from across the sea, from the stars above, or through a mystic portal, but they appeared in number and defeated any resistance. They had flying and crawling war machines and guns large and small that could fire faster than any crossbow or catapult. Our knights, longbows, and even wizards buckled before their forces. They broke any hint of resistance. We suffered under their heel for twenty years.&lt;br /&gt;
&lt;br /&gt;
Then, they retreated south of here and built a wall behind them, a fence of dazzling green beams. The Kodan took most of their weapons and supplies, but left entire outposts, bases, and cities behind. Deserted. We don’t know why they left us alone, why they built their Frontier where they did. Did they find something they were looking for? Were they repelled by something they found?&lt;br /&gt;
&lt;br /&gt;
Bah. Those questions don’t help us survive in the here and now. We try to grow food in the soil they poisoned and try to find game animals the Kodan scared off. Our children are often born strange to our eyes, but this is a hard world to survive, and their gifts are useful.&lt;br /&gt;
&lt;br /&gt;
The harvest this year was meager. Winter is mild here, but it is cold enough we can’t grow another crop. We need our young, our able bodied, to search the ruins for tech we can barter to other communities for more food.&lt;br /&gt;
&lt;br /&gt;
Go out into the Ruins of McCleanburg.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
This is a GURPS 4e campaign using Dungeon Fantasy and After the End sourcebooks.  Total power level is 155 points with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #1:&#039;&#039;&#039; Make a 125 point character based on a Dungeon Fantasy template with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #2:&#039;&#039;&#039; Kick it up a notch. Spend 30 points on anything. Come up with a special power, unique talent, crazy mutation, or some such.  Want to transform into a crab-like alien? Have rocky skin?  Flash across the battlefield?  Let’s build it.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #3:&#039;&#039;&#039; Heroic Toughness.  Nothing here right now.  Will add details when I introduce this category.&lt;br /&gt;
&lt;br /&gt;
McCleanburg is awash in the leavings of the high-tech Kodan civilization.  In addition to Dungeon Fantasy skills, higher tech skills are also available.  Most characters won’t have more than two points in these.&lt;br /&gt;
&lt;br /&gt;
* Armoury (body armor, heavy weapons, small arms, vehicular armor)&lt;br /&gt;
* Computer operation&lt;br /&gt;
* Driving&lt;br /&gt;
* Electrician&lt;br /&gt;
* Electronics operation &lt;br /&gt;
* Electronics repair&lt;br /&gt;
* Gunner (machine gun, cannon, rockets)&lt;br /&gt;
* Guns (rifle, pistol, shotgun)&lt;br /&gt;
* Guns (LMG, GL, LAW, SMG) &lt;br /&gt;
* Mechanic&lt;br /&gt;
&lt;br /&gt;
==Equipment and Wealth==&lt;br /&gt;
The Kodan occupied for 20 years, so almost anything in the books up to TL8 can be found for a price. Gear will follow the After the End rule of x2 for each TL above 4. TL5 = x2 ; TL6 = x4; TL7 = x8; TL8 = x16. Ammunition is currency and is simplified like in After the End: calibers are small pistol ($2, .32 and below), large pistol ($5), small rifle ($5), large rifle ($10), shotgun($10) and HMG ($50, heavy machine gun/magnum rifle). $500 starting cash and can spend up to 7 points on Extra Cash for $250 per point.  Signature Gear provides plot protection to a piece of equipment.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
===Current Characters===&lt;br /&gt;
Clu2415 as GM&lt;br /&gt;
&amp;lt;br/&amp;gt; Karl Green playing &lt;br /&gt;
&amp;lt;br/&amp;gt; CodeNameMeow as [https://docs.google.com/spreadsheets/d/1MC0bNKZ1ApwxJqKXwv2BIT5DeyEvcLjww-5iROHK47Y/edit?usp=sharing Cinder, centaur bard]--has basic equipment&lt;br /&gt;
&lt;br /&gt;
===Old Characters===&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://docs.google.com/spreadsheets/d/1oIzjuCUbAJBuUFxG8MFdqmh8IZBRaECGdtSZ-7iEu68/edit?usp=sharing human scout]&lt;br /&gt;
&amp;lt;br/&amp;gt;[[Ruins Of McCleanburg/TROK | TROK, half-ogre barbarian]]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://docs.google.com/spreadsheets/d/1z0E7iFryS_OoErou0ydVIqwJj1RbbfmeJ48me1czuNY/edit Deen Lightfoot fae gnome wizard]&lt;br /&gt;
&amp;lt;br/&amp;gt;[[Ruins Of McCleanburg/Ylva | Ylva, wolf-blooded swashbuckler]] --some spicy points unspent&lt;br /&gt;
&lt;br /&gt;
==Setting Information==&lt;br /&gt;
The PCs are residents the village of Pawtucket, in the Paw Creek area of McCleanburg County.  The old-timers chuckle at stories of Countess McClean&#039;s petty tyrannies before the invasion.  McCleanburg&#039;s western edge is the Catawba river, running north to south. Paw Creek is the area that extends west from Downtown to the river.  A mile south of Pawtucket is 85, a major Kodan road which stretches to the west and northeast.  Another mile south of 85 is The Airport, where great steel birds landed and took off with a massive building to organize departing and arriving passengers and cargo.  Crossings over the Catawba include a Kodan bridge built for 85 and the Rozzelle&#039;s family ferry in the northwest.  On the northern end of the county is Huntersville, a trading partner for meat.  East of Huntersville, on the Catawba shore is the Mack, a power plant that is now a hive of mutants and radioactivity.&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=421451</id>
		<title>Ruins Of McCleanburg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=421451"/>
		<updated>2022-05-09T20:58:24Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Character Creation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Thirty years ago, the Kodan invaded. We don’t know if they came from across the sea, from the stars above, or through a mystic portal, but they appeared in number and defeated any resistance. They had flying and crawling war machines and guns large and small that could fire faster than any crossbow or catapult. Our knights, longbows, and even wizards buckled before their forces. They broke any hint of resistance. We suffered under their heel for twenty years.&lt;br /&gt;
&lt;br /&gt;
Then, they retreated south of here and built a wall behind them, a fence of dazzling green beams. The Kodan took most of their weapons and supplies, but left entire outposts, bases, and cities behind. Deserted. We don’t know why they left us alone, why they built their Frontier where they did. Did they find something they were looking for? Were they repelled by something they found?&lt;br /&gt;
&lt;br /&gt;
Bah. Those questions don’t help us survive in the here and now. We try to grow food in the soil they poisoned and try to find game animals the Kodan scared off. Our children are often born strange to our eyes, but this is a hard world to survive, and their gifts are useful.&lt;br /&gt;
&lt;br /&gt;
The harvest this year was meager. Winter is mild here, but it is cold enough we can’t grow another crop. We need our young, our able bodied, to search the ruins for tech we can barter to other communities for more food.&lt;br /&gt;
&lt;br /&gt;
Go out into the Ruins of McCleanburg.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
This is a GURPS 4e campaign using Dungeon Fantasy and After the End sourcebooks.  Total power level is 155 points with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #1:&#039;&#039;&#039; Make a 125 point character based on a Dungeon Fantasy template with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #2:&#039;&#039;&#039; Kick it up a notch. Spend 30 points on anything. Come up with a special power, unique talent, crazy mutation, or some such.  Want to transform into a crab-like alien? Have rocky skin?  Flash across the battlefield?  Let’s build it.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #3:&#039;&#039;&#039; Heroic Toughness.  Nothing here right now.  Will add details when I introduce this category.&lt;br /&gt;
&lt;br /&gt;
McCleanburg is awash in the leavings of the high-tech Kodan civilization.  In addition to Dungeon Fantasy skills, higher tech skills are also available.  Most characters won’t have more than two points in these.&lt;br /&gt;
&lt;br /&gt;
* Armoury (body armor, heavy weapons, small arms, vehicular armor)&lt;br /&gt;
* Computer operation&lt;br /&gt;
* Driving&lt;br /&gt;
* Electrician&lt;br /&gt;
* Electronics operation &lt;br /&gt;
* Electronics repair&lt;br /&gt;
* Gunner (machine gun, cannon, rockets)&lt;br /&gt;
* Guns (rifle, pistol, shotgun)&lt;br /&gt;
* Guns (LMG, GL, LAW, SMG) &lt;br /&gt;
* Mechanic&lt;br /&gt;
&lt;br /&gt;
==Equipment and Wealth==&lt;br /&gt;
The Kodan occupied for 20 years, so almost anything in the books up to TL8 can be found for a price. Gear will follow the After the End rule of x2 for each TL above 4. TL5 = x2 ; TL6 = x4; TL7 = x8; TL8 = x16. Ammunition is currency and is simplified like in After the End: calibers are small pistol ($2, .32 and below), large pistol ($5), small rifle ($5), large rifle ($10), shotgun($10) and HMG ($50, heavy machine gun/magnum rifle). $500 starting cash and can spend up to 7 points on Extra Cash for $250 per point.  Signature Gear provides plot protection to a piece of equipment.&lt;br /&gt;
&lt;br /&gt;
==Current Characters==&lt;br /&gt;
Clu2415 as GM&lt;br /&gt;
&amp;lt;br/&amp;gt; Karl Green playing [[Ruins Of McCleanburg/TROK | TROK, half-ogre barbarian]]—need to spend spicy points &lt;br /&gt;
&amp;lt;br/&amp;gt; CodeNameMeow as [https://docs.google.com/spreadsheets/d/1MC0bNKZ1ApwxJqKXwv2BIT5DeyEvcLjww-5iROHK47Y/edit?usp=sharing Cinder, centaur bard]--has basic equipment&lt;br /&gt;
&lt;br /&gt;
==Old Characters==&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://docs.google.com/spreadsheets/d/1oIzjuCUbAJBuUFxG8MFdqmh8IZBRaECGdtSZ-7iEu68/edit?usp=sharing human scout]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://docs.google.com/spreadsheets/d/1z0E7iFryS_OoErou0ydVIqwJj1RbbfmeJ48me1czuNY/edit Deen Lightfoot fae gnome wizard]&lt;br /&gt;
&amp;lt;br/&amp;gt;[[Ruins Of McCleanburg/Ylva | Ylva, wolf-blooded swashbuckler]] --some spicy points unspent&lt;br /&gt;
&lt;br /&gt;
==Setting Information==&lt;br /&gt;
The PCs are residents the village of Pawtucket, in the Paw Creek area of McCleanburg County.  The old-timers chuckle at stories of Countess McClean&#039;s petty tyrannies before the invasion.  McCleanburg&#039;s western edge is the Catawba river, running north to south. Paw Creek is the area that extends west from Downtown to the river.  A mile south of Pawtucket is 85, a major Kodan road which stretches to the west and northeast.  Another mile south of 85 is The Airport, where great steel birds landed and took off with a massive building to organize departing and arriving passengers and cargo.  Crossings over the Catawba include a Kodan bridge built for 85 and the Rozzelle&#039;s family ferry in the northwest.  On the northern end of the county is Huntersville, a trading partner for meat.  East of Huntersville, on the Catawba shore is the Mack, a power plant that is now a hive of mutants and radioactivity.&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ninjas_Mages_And_Lost_Cities/firearms&amp;diff=420883</id>
		<title>Ninjas Mages And Lost Cities/firearms</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ninjas_Mages_And_Lost_Cities/firearms&amp;diff=420883"/>
		<updated>2022-05-04T18:27:30Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Extreme Range Sniper, 10mm Fat Zoomy Boi */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==ISWAT Firearms==&lt;br /&gt;
&lt;br /&gt;
===Rifles===&lt;br /&gt;
====Future Squad Weapon, 7mm PCT====&lt;br /&gt;
A bullpup style rifle firing plastic-cased ammunition with the bullet totally enclosed by the case.  Will not malfunction unless damaged or abused and does not overheat under sustained fire.  Ammunition is fed from an advanced belt designed to be reloaded as fast as a magazine; Typical sizes are shown in table. Belts are enclosed in a plastic case for easy storage.  Fired cases are ejected forward.  Plastic cases are impregnated with dormant plastic-eating bacteria that are activated after firing, leaving no traces.&lt;br /&gt;
&lt;br /&gt;
====Long Range Sniper, 8.5mm Zoomy Boi====&lt;br /&gt;
====Extreme Range Sniper, 10mm Fat Zoomy Boi====&lt;br /&gt;
Uses recoil impulse averaging technology to tame the massive recoil even with reduced weight compared to older comparable rifles. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=“3”&lt;br /&gt;
!Rifles!!Damage!!ACC!!Range!!Wt.!!RoF!!Shots!!ST!!Bulk!!Rcl&lt;br /&gt;
|-&lt;br /&gt;
|FSW Personal Defense&lt;br /&gt;
|6d pi &lt;br /&gt;
|3&lt;br /&gt;
|675/2835&lt;br /&gt;
|5 (.7)&lt;br /&gt;
|15&lt;br /&gt;
|20+1(3)&lt;br /&gt;
|7&lt;br /&gt;
| -2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|FSW Compact&lt;br /&gt;
|7d pi &lt;br /&gt;
|5+1&lt;br /&gt;
|850/3500&lt;br /&gt;
|6.2 (1.5)&lt;br /&gt;
|15&lt;br /&gt;
|50+1(2)&lt;br /&gt;
|8&lt;br /&gt;
| -3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|FSW Carbine&lt;br /&gt;
|7d+2 pi &lt;br /&gt;
|5+1&lt;br /&gt;
|925/3885&lt;br /&gt;
|8.9 (3.0)&lt;br /&gt;
|15&lt;br /&gt;
|100+1(3)&lt;br /&gt;
|8&lt;br /&gt;
| -4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|FSW Marksman&lt;br /&gt;
|8d+1 pi &lt;br /&gt;
|6+3&lt;br /&gt;
|1,000/4,200&lt;br /&gt;
|7.7 (.7)&lt;br /&gt;
|15&lt;br /&gt;
|20+1(3)&lt;br /&gt;
|8&lt;br /&gt;
| -5&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Long Range Sniper, 8.5 ZB&lt;br /&gt;
|10d+1 pi &lt;br /&gt;
|7+4&lt;br /&gt;
|1,700/6,500&lt;br /&gt;
|15.5 (.7)&lt;br /&gt;
|3&lt;br /&gt;
|7+1(3)&lt;br /&gt;
|11B&lt;br /&gt;
| -6&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|  &#039;&#039;With ETC Option&#039;&#039;&lt;br /&gt;
|15d pi&lt;br /&gt;
|7+4&lt;br /&gt;
|3,400/13,000&lt;br /&gt;
|15.5 (.7)&lt;br /&gt;
|3&lt;br /&gt;
|7+1(3)&lt;br /&gt;
|12B&lt;br /&gt;
| -7&lt;br /&gt;
|5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Extreme Range Sniper, 10mm FZB&lt;br /&gt;
|7dx2 pi+&lt;br /&gt;
|7+4&lt;br /&gt;
|2,100/8,500&lt;br /&gt;
|21 (1.1)&lt;br /&gt;
|3&lt;br /&gt;
|7+1(3)&lt;br /&gt;
|12B&lt;br /&gt;
| -7&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;With ETC Option&#039;&#039;&lt;br /&gt;
|7dx3 pi+&lt;br /&gt;
|7+4&lt;br /&gt;
|4,200/17,000&lt;br /&gt;
|21.5 (1.1)&lt;br /&gt;
|3&lt;br /&gt;
|7+1(3)&lt;br /&gt;
|13B&lt;br /&gt;
| -7&lt;br /&gt;
|5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Long Range Medium Machine Gun, 8.5 ZB&lt;br /&gt;
|10d+1 pi &lt;br /&gt;
|6+3&lt;br /&gt;
|1,700/6,500&lt;br /&gt;
|21.5 &lt;br /&gt;
|15&lt;br /&gt;
|1200 (5)&lt;br /&gt;
|12M&lt;br /&gt;
| -8&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| Border=“3”&lt;br /&gt;
!Shots!!Bonus to Hit&lt;br /&gt;
|- &lt;br /&gt;
| 2-4     &lt;br /&gt;
 | 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|5-8      &lt;br /&gt;
 |1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|9-12      &lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|13-16    &lt;br /&gt;
 |3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|17-24 &lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|25-49 &lt;br /&gt;
|5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|50-99 &lt;br /&gt;
|6&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|each X2 &lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pistols===&lt;br /&gt;
&lt;br /&gt;
Stats edited from UT.  In general, any TL8 pistol is available at TL9 with 30% lower weight per shot, -15% weight, and +15% ammunition capacity.  &lt;br /&gt;
&lt;br /&gt;
{| border=“3”&lt;br /&gt;
!Pistols!!Damage!!ACC!!Range!!Wt.!!RoF!!Shots!!ST!!Bulk!!Rcl&lt;br /&gt;
|-&lt;br /&gt;
|Holdout Pistol, 7.5mm CLP&lt;br /&gt;
|2d+1 pi-&lt;br /&gt;
|2&lt;br /&gt;
|140/1400&lt;br /&gt;
|0.9/.3&lt;br /&gt;
|3&lt;br /&gt;
|12+1(3)&lt;br /&gt;
|8&lt;br /&gt;
| -1&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
|Service Pistol, 10mm CLP&lt;br /&gt;
|3d+2 pi+&lt;br /&gt;
|3&lt;br /&gt;
|170/1900&lt;br /&gt;
|1.7/.5&lt;br /&gt;
|9#&lt;br /&gt;
|21+1(3)&lt;br /&gt;
|9&lt;br /&gt;
| -2&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
&lt;br /&gt;
Stats edited from UT. See Coverage Table (UT175) for weight of individual garments&lt;br /&gt;
&lt;br /&gt;
====Reflex Bodysuit====&lt;br /&gt;
Concealable under clothing.&lt;br /&gt;
&lt;br /&gt;
====Reflex Tactical Armor====&lt;br /&gt;
Military grade armor.  Possibly concealable under a parka or similar arctic clothing.  &lt;br /&gt;
&lt;br /&gt;
====Trauma Plates====&lt;br /&gt;
Can be inserted into a reflex bodysuit or reflex armor.  Listed weight is for front and back plates.&lt;br /&gt;
&lt;br /&gt;
{| border=“3”&lt;br /&gt;
!Armor!!Location!!DR!!Weight&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Bodysuit&lt;br /&gt;
|All &lt;br /&gt;
|16/6&lt;br /&gt;
|8 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Tactical Armor&lt;br /&gt;
|All &lt;br /&gt;
|24/9&lt;br /&gt;
|12 lbs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Small Trauma Plates&lt;br /&gt;
|Vitals&lt;br /&gt;
| +34&lt;br /&gt;
|6 lbs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Full Coverage Trauma Plates&lt;br /&gt;
|Torso&lt;br /&gt;
| +34&lt;br /&gt;
|8 Lbs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Heavy Trauma Plates&lt;br /&gt;
|Vitals&lt;br /&gt;
| +50&lt;br /&gt;
|9 lbs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Heavy Full Trauma Plates&lt;br /&gt;
|Torso&lt;br /&gt;
| +50&lt;br /&gt;
|12 Lbs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=420687</id>
		<title>Ruins Of McCleanburg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=420687"/>
		<updated>2022-05-02T01:44:04Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Thirty years ago, the Kodan invaded. We don’t know if they came from across the sea, from the stars above, or through a mystic portal, but they appeared in number and defeated any resistance. They had flying and crawling war machines and guns large and small that could fire faster than any crossbow or catapult. Our knights, longbows, and even wizards buckled before their forces. They broke any hint of resistance. We suffered under their heel for twenty years.&lt;br /&gt;
&lt;br /&gt;
Then, they retreated south of here and built a wall behind them, a fence of dazzling green beams. The Kodan took most of their weapons and supplies, but left entire outposts, bases, and cities behind. Deserted. We don’t know why they left us alone, why they built their Frontier where they did. Did they find something they were looking for? Were they repelled by something they found?&lt;br /&gt;
&lt;br /&gt;
Bah. Those questions don’t help us survive in the here and now. We try to grow food in the soil they poisoned and try to find game animals the Kodan scared off. Our children are often born strange to our eyes, but this is a hard world to survive, and their gifts are useful.&lt;br /&gt;
&lt;br /&gt;
The harvest this year was meager. Winter is mild here, but it is cold enough we can’t grow another crop. We need our young, our able bodied, to search the ruins for tech we can barter to other communities for more food.&lt;br /&gt;
&lt;br /&gt;
Go out into the Ruins of McCleanburg.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
This is a GURPS 4e campaign using Dungeon Fantasy and After the End sourcebooks.  Total power level is 155 points with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #1:&#039;&#039;&#039; Make a 125 point character based on a Dungeon Fantasy template with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #2:&#039;&#039;&#039; Kick it up a notch. Spend 30 points on anything. Come up with a special power, unique talent, crazy mutation, or some such.&lt;br /&gt;
&lt;br /&gt;
McCleanburg is awash in the leavings of the high-tech Kodan civilization.  In addition to Dungeon Fantasy skills, higher tech skills are also available.  Most characters won’t have more than one or two points in these.&lt;br /&gt;
&lt;br /&gt;
* Armoury (body armor, heavy weapons, small arms, vehicular armor)&lt;br /&gt;
* Computer operation&lt;br /&gt;
* Driving&lt;br /&gt;
* Electrician&lt;br /&gt;
* Electronics operation &lt;br /&gt;
* Electronics repair&lt;br /&gt;
* Gunner (machine gun, cannon, rockets)&lt;br /&gt;
* Guns (rifle, pistol, shotgun)—Common enough to spend any number of points&lt;br /&gt;
* Guns (LMG, GL, LAW, SMG) &lt;br /&gt;
* Mechanic—Common enough to spend any number of points&lt;br /&gt;
&lt;br /&gt;
==Equipment and Wealth==&lt;br /&gt;
The Kodan occupied for 20 years, so almost anything in the books up to TL8 can be found for a price. Gear will follow the After the End rule of x2 for each TL above 4. TL5 = x2 ; TL6 = x4; TL7 = x8; TL8 = x16. Ammunition is currency and is simplified like in After the End: calibers are small pistol ($2, .32 and below), large pistol ($5), small rifle ($5), large rifle ($10), shotgun($10) and HMG ($50, heavy machine gun/magnum rifle). $500 starting cash and can spend up to 7 points on Extra Cash for $250 per point.  Signature Gear provides plot protection to a piece of equipment.&lt;br /&gt;
&lt;br /&gt;
==Current Characters==&lt;br /&gt;
Clu2415 as GM&lt;br /&gt;
&amp;lt;br/&amp;gt; Karl Green playing [[Ruins Of McCleanburg/TROK | TROK, half-ogre barbarian]]—need to spend spicy points &lt;br /&gt;
&amp;lt;br/&amp;gt;(Player dropped) playing [https://docs.google.com/spreadsheets/d/1oIzjuCUbAJBuUFxG8MFdqmh8IZBRaECGdtSZ-7iEu68/edit?usp=sharing Teela, human scout]&lt;br /&gt;
&amp;lt;br/&amp;gt;Xellos100 playing [https://docs.google.com/spreadsheets/d/1z0E7iFryS_OoErou0ydVIqwJj1RbbfmeJ48me1czuNY/edit Deen Lightfoot fae gnome wizard]&lt;br /&gt;
&amp;lt;br/&amp;gt;Elfwine playing [[Ruins Of McCleanburg/Ylva | Ylva, wolf-blooded swashbuckler]] --some spicy points unspent&lt;br /&gt;
&amp;lt;br/&amp;gt; CodeNameMeow as [https://docs.google.com/spreadsheets/d/1MC0bNKZ1ApwxJqKXwv2BIT5DeyEvcLjww-5iROHK47Y/edit?usp=sharing Cinder, centaur bard]--has basic equipment&lt;br /&gt;
&lt;br /&gt;
==Setting Information==&lt;br /&gt;
The PCs are residents the village of Pawtucket, in the Paw Creek area of McCleanburg County.  The old-timers chuckle at stories of Countess McClean&#039;s petty tyrannies before the invasion.  McCleanburg&#039;s western edge is the Catawba river, running north to south. Paw Creek is the area that extends west from Downtown to the river.  A mile south of Pawtucket is 85, a major Kodan road which stretches to the west and northeast.  Another mile south of 85 is The Airport, where great steel birds landed and took off with a massive building to organize departing and arriving passengers and cargo.  Crossings over the Catawba include a Kodan bridge built for 85 and the Rozzelle&#039;s family ferry in the northwest.  On the northern end of the county is Huntersville, a trading partner for meat.  East of Huntersville, on the Catawba shore is the Mack, a power plant that is now a hive of mutants and radioactivity.&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=411062</id>
		<title>Ruins Of McCleanburg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=411062"/>
		<updated>2021-11-10T19:49:13Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Current Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Thirty years ago, the Kodan invaded. We don’t know if they came from across the sea, from the stars above, or through a mystic portal, but they appeared in number and darkened any resistance. They had flying and crawling war machines and guns large and small that could fire faster than any crossbow or catapult. Our knights, longbows, and even wizards buckled before their forces. They broke any hint of resistance. We suffered under their heel for twenty years.&lt;br /&gt;
&lt;br /&gt;
Then, they retreated south of here and built a wall behind them, a fence of dazzling green beams. The Kodan took most of their weapons and supplies, but left entire outposts, bases, and cities behind. Deserted. We don’t know why they left us alone, why they built their Frontier where they did. Did they find something they were looking for? Were they repelled by something they found?&lt;br /&gt;
&lt;br /&gt;
Bah. Those questions don’t help us survive in the here and now. We try to grow food in the soil they poisoned and try to find game animals the Kodan scared off. Our children are often born strange to our eyes, but this is a hard world to survive, and their gifts are useful.&lt;br /&gt;
&lt;br /&gt;
The harvest this year was meager. Winter is mild here, but it is cold enough we can’t grow another crop. We need our young, our able bodied, to search the ruins for tech we can barter to other communities for more food.&lt;br /&gt;
&lt;br /&gt;
Go out into the Ruins of McCleanburg.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
This is a GURPS 4e campaign using Dungeon Fantasy and After the End sourcebooks.  Total power level is 155 points with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #1:&#039;&#039;&#039; Make a 125 point character based on a Dungeon Fantasy template with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #2:&#039;&#039;&#039; Kick it up a notch. Spend 30 points on anything. Come up with a special power, unique talent, crazy mutation, or some such.&lt;br /&gt;
&lt;br /&gt;
McCleanburg is awash in the leavings of the high-tech Kodan civilization.  In addition to Dungeon Fantasy skills, higher tech skills are also available.  Most characters won’t have more than one or two points in these.&lt;br /&gt;
&lt;br /&gt;
* Armoury (body armor, heavy weapons, small arms, vehicular armor)&lt;br /&gt;
* Computer operation&lt;br /&gt;
* Driving&lt;br /&gt;
* Electrician&lt;br /&gt;
* Electronics operation &lt;br /&gt;
* Electronics repair&lt;br /&gt;
* Gunner (machine gun, cannon, rockets)&lt;br /&gt;
* Guns (rifle, pistol, shotgun)—Common enough to spend any number of points&lt;br /&gt;
* Guns (LMG, GL, LAW, SMG) &lt;br /&gt;
* Mechanic—Common enough to spend any number of points&lt;br /&gt;
&lt;br /&gt;
==Equipment and Wealth==&lt;br /&gt;
The Kodan occupied for 20 years, so almost anything in the books up to TL8 can be found for a price. Gear will follow the After the End rule of x2 for each TL above 4. TL5 = x2 ; TL6 = x4; TL7 = x8; TL8 = x16. Ammunition is currency and is simplified like in After the End: calibers are small pistol ($2, .32 and below), large pistol ($5), small rifle ($5), large rifle ($10), shotgun($10) and HMG ($50, heavy machine gun/magnum rifle). $500 starting cash and can spend up to 7 points on Extra Cash for $250 per point.  Signature Gear provides plot protection to a piece of equipment.&lt;br /&gt;
&lt;br /&gt;
==Current Characters==&lt;br /&gt;
Clu2415 as GM&lt;br /&gt;
&amp;lt;br/&amp;gt; Karl Green playing [[Ruins Of McCleanburg/TROK | TROK, half-ogre barbarian]]—need to spend spicy points &lt;br /&gt;
&amp;lt;br/&amp;gt;(Player dropped) playing [https://docs.google.com/spreadsheets/d/1oIzjuCUbAJBuUFxG8MFdqmh8IZBRaECGdtSZ-7iEu68/edit?usp=sharing Teela, human scout]&lt;br /&gt;
&amp;lt;br/&amp;gt;Xellos100 playing [https://docs.google.com/spreadsheets/d/1z0E7iFryS_OoErou0ydVIqwJj1RbbfmeJ48me1czuNY/edit Deen Lightfoot fae gnome wizard]&lt;br /&gt;
&amp;lt;br/&amp;gt;Elfwine playing [[Ruins Of McCleanburg/Ylva | Ylva, wolf-blooded swashbuckler]] --some spicy points unspent&lt;br /&gt;
&amp;lt;br/&amp;gt; CodeNameMeow as [https://docs.google.com/spreadsheets/d/1MC0bNKZ1ApwxJqKXwv2BIT5DeyEvcLjww-5iROHK47Y/edit?usp=sharing Cinder, centaur bard]--has basic equipment&lt;br /&gt;
&lt;br /&gt;
==Setting Information==&lt;br /&gt;
The PCs are residents the village of Pawtucket, in the Paw Creek area of McCleanburg County.  The old-timers chuckle at stories of Countess McClean&#039;s petty tyrannies before the invasion.  McCleanburg&#039;s western edge is the Catawba river, running north to south. Paw Creek is the area that extends west from Downtown to the river.  A mile south of Pawtucket is 85, a major Kodan road which stretches to the west and northeast.  Another mile south of 85 is The Airport, where great steel birds landed and took off with a massive building to organize departing and arriving passengers and cargo.  Crossings over the Catawba include a Kodan bridge built for 85 and the Rozzelle&#039;s family ferry in the northwest.  On the northern end of the county is Huntersville, a trading partner for meat.  East of Huntersville, on the Catawba shore is the Mack, a power plant that is now a hive of mutants and radioactivity.&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=410751</id>
		<title>Ruins Of McCleanburg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=410751"/>
		<updated>2021-11-07T19:15:38Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Current Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Thirty years ago, the Kodan invaded. We don’t know if they came from across the sea, from the stars above, or through a mystic portal, but they appeared in number and darkened any resistance. They had flying and crawling war machines and guns large and small that could fire faster than any crossbow or catapult. Our knights, longbows, and even wizards buckled before their forces. They broke any hint of resistance. We suffered under their heel for twenty years.&lt;br /&gt;
&lt;br /&gt;
Then, they retreated south of here and built a wall behind them, a fence of dazzling green beams. The Kodan took most of their weapons and supplies, but left entire outposts, bases, and cities behind. Deserted. We don’t know why they left us alone, why they built their Frontier where they did. Did they find something they were looking for? Were they repelled by something they found?&lt;br /&gt;
&lt;br /&gt;
Bah. Those questions don’t help us survive in the here and now. We try to grow food in the soil they poisoned and try to find game animals the Kodan scared off. Our children are often born strange to our eyes, but this is a hard world to survive, and their gifts are useful.&lt;br /&gt;
&lt;br /&gt;
The harvest this year was meager. Winter is mild here, but it is cold enough we can’t grow another crop. We need our young, our able bodied, to search the ruins for tech we can barter to other communities for more food.&lt;br /&gt;
&lt;br /&gt;
Go out into the Ruins of McCleanburg.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
This is a GURPS 4e campaign using Dungeon Fantasy and After the End sourcebooks.  Total power level is 155 points with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #1:&#039;&#039;&#039; Make a 125 point character based on a Dungeon Fantasy template with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #2:&#039;&#039;&#039; Kick it up a notch. Spend 30 points on anything. Come up with a special power, unique talent, crazy mutation, or some such.&lt;br /&gt;
&lt;br /&gt;
McCleanburg is awash in the leavings of the high-tech Kodan civilization.  In addition to Dungeon Fantasy skills, higher tech skills are also available.  Most characters won’t have more than one or two points in these.&lt;br /&gt;
&lt;br /&gt;
* Armoury (body armor, heavy weapons, small arms, vehicular armor)&lt;br /&gt;
* Computer operation&lt;br /&gt;
* Driving&lt;br /&gt;
* Electrician&lt;br /&gt;
* Electronics operation &lt;br /&gt;
* Electronics repair&lt;br /&gt;
* Gunner (machine gun, cannon, rockets)&lt;br /&gt;
* Guns (rifle, pistol, shotgun)—Common enough to spend any number of points&lt;br /&gt;
* Guns (LMG, GL, LAW, SMG) &lt;br /&gt;
* Mechanic—Common enough to spend any number of points&lt;br /&gt;
&lt;br /&gt;
==Equipment and Wealth==&lt;br /&gt;
The Kodan occupied for 20 years, so almost anything in the books up to TL8 can be found for a price. Gear will follow the After the End rule of x2 for each TL above 4. TL5 = x2 ; TL6 = x4; TL7 = x8; TL8 = x16. Ammunition is currency and is simplified like in After the End: calibers are small pistol ($2, .32 and below), large pistol ($5), small rifle ($5), large rifle ($10), shotgun($10) and HMG ($50, heavy machine gun/magnum rifle). $500 starting cash and can spend up to 7 points on Extra Cash for $250 per point.  Signature Gear provides plot protection to a piece of equipment.&lt;br /&gt;
&lt;br /&gt;
==Current Characters==&lt;br /&gt;
Clu2415 as GM&lt;br /&gt;
&amp;lt;br/&amp;gt; Karl Green playing [[Ruins Of McCleanburg/TROK | TROK, half-ogre barbarian]]—need to spend spicy points &lt;br /&gt;
&amp;lt;br/&amp;gt;Maya Qwan playing [https://docs.google.com/spreadsheets/d/1oIzjuCUbAJBuUFxG8MFdqmh8IZBRaECGdtSZ-7iEu68/edit?usp=sharing Teela, human scout]&lt;br /&gt;
&amp;lt;br/&amp;gt;Xellos100 playing [https://docs.google.com/spreadsheets/d/1z0E7iFryS_OoErou0ydVIqwJj1RbbfmeJ48me1czuNY/edit Deen Lightfoot fae gnome wizard]&lt;br /&gt;
&amp;lt;br/&amp;gt;Elfwine playing [[Ruins Of McCleanburg/Ylva | Ylva, wolf-blooded swashbuckler]] --some spicy points unspent&lt;br /&gt;
&amp;lt;br/&amp;gt; CodeNameMeow as [https://docs.google.com/spreadsheets/d/1MC0bNKZ1ApwxJqKXwv2BIT5DeyEvcLjww-5iROHK47Y/edit?usp=sharing Cinder, centaur bard]--has basic equipment&lt;br /&gt;
&lt;br /&gt;
==Setting Information==&lt;br /&gt;
The PCs are residents the village of Pawtucket, in the Paw Creek area of McCleanburg County.  The old-timers chuckle at stories of Countess McClean&#039;s petty tyrannies before the invasion.  McCleanburg&#039;s western edge is the Catawba river, running north to south. Paw Creek is the area that extends west from Downtown to the river.  A mile south of Pawtucket is 85, a major Kodan road which stretches to the west and northeast.  Another mile south of 85 is The Airport, where great steel birds landed and took off with a massive building to organize departing and arriving passengers and cargo.  Crossings over the Catawba include a Kodan bridge built for 85 and the Rozzelle&#039;s family ferry in the northwest.  On the northern end of the county is Huntersville, a trading partner for meat.  East of Huntersville, on the Catawba shore is the Mack, a power plant that is now a hive of mutants and radioactivity.&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=410610</id>
		<title>Ruins Of McCleanburg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=410610"/>
		<updated>2021-11-06T22:31:47Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Current Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Thirty years ago, the Kodan invaded. We don’t know if they came from across the sea, from the stars above, or through a mystic portal, but they appeared in number and darkened any resistance. They had flying and crawling war machines and guns large and small that could fire faster than any crossbow or catapult. Our knights, longbows, and even wizards buckled before their forces. They broke any hint of resistance. We suffered under their heel for twenty years.&lt;br /&gt;
&lt;br /&gt;
Then, they retreated south of here and built a wall behind them, a fence of dazzling green beams. The Kodan took most of their weapons and supplies, but left entire outposts, bases, and cities behind. Deserted. We don’t know why they left us alone, why they built their Frontier where they did. Did they find something they were looking for? Were they repelled by something they found?&lt;br /&gt;
&lt;br /&gt;
Bah. Those questions don’t help us survive in the here and now. We try to grow food in the soil they poisoned and try to find game animals the Kodan scared off. Our children are often born strange to our eyes, but this is a hard world to survive, and their gifts are useful.&lt;br /&gt;
&lt;br /&gt;
The harvest this year was meager. Winter is mild here, but it is cold enough we can’t grow another crop. We need our young, our able bodied, to search the ruins for tech we can barter to other communities for more food.&lt;br /&gt;
&lt;br /&gt;
Go out into the Ruins of McCleanburg.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
This is a GURPS 4e campaign using Dungeon Fantasy and After the End sourcebooks.  Total power level is 155 points with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #1:&#039;&#039;&#039; Make a 125 point character based on a Dungeon Fantasy template with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #2:&#039;&#039;&#039; Kick it up a notch. Spend 30 points on anything. Come up with a special power, unique talent, crazy mutation, or some such.&lt;br /&gt;
&lt;br /&gt;
McCleanburg is awash in the leavings of the high-tech Kodan civilization.  In addition to Dungeon Fantasy skills, higher tech skills are also available.  Most characters won’t have more than one or two points in these.&lt;br /&gt;
&lt;br /&gt;
* Armoury (body armor, heavy weapons, small arms, vehicular armor)&lt;br /&gt;
* Computer operation&lt;br /&gt;
* Driving&lt;br /&gt;
* Electrician&lt;br /&gt;
* Electronics operation &lt;br /&gt;
* Electronics repair&lt;br /&gt;
* Gunner (machine gun, cannon, rockets)&lt;br /&gt;
* Guns (rifle, pistol, shotgun)—Common enough to spend any number of points&lt;br /&gt;
* Guns (LMG, GL, LAW, SMG) &lt;br /&gt;
* Mechanic—Common enough to spend any number of points&lt;br /&gt;
&lt;br /&gt;
==Equipment and Wealth==&lt;br /&gt;
The Kodan occupied for 20 years, so almost anything in the books up to TL8 can be found for a price. Gear will follow the After the End rule of x2 for each TL above 4. TL5 = x2 ; TL6 = x4; TL7 = x8; TL8 = x16. Ammunition is currency and is simplified like in After the End: calibers are small pistol ($2, .32 and below), large pistol ($5), small rifle ($5), large rifle ($10), shotgun($10) and HMG ($50, heavy machine gun/magnum rifle). $500 starting cash and can spend up to 7 points on Extra Cash for $250 per point.  Signature Gear provides plot protection to a piece of equipment.&lt;br /&gt;
&lt;br /&gt;
==Current Characters==&lt;br /&gt;
Clu2415 as GM&lt;br /&gt;
&amp;lt;br/&amp;gt; Karl Green playing [[Ruins Of McCleanburg/TROK | TROK, half-ogre barbarian]]—need to spend spicy points &lt;br /&gt;
&amp;lt;br/&amp;gt;Maya Qwan playing [https://docs.google.com/spreadsheets/d/1oIzjuCUbAJBuUFxG8MFdqmh8IZBRaECGdtSZ-7iEu68/edit?usp=sharing Teela, human scout]&lt;br /&gt;
&amp;lt;br/&amp;gt;Xellos100 playing [https://docs.google.com/spreadsheets/d/1z0E7iFryS_OoErou0ydVIqwJj1RbbfmeJ48me1czuNY/edit Deen Lightfoot fae gnome wizard]&lt;br /&gt;
&amp;lt;br/&amp;gt;Elfwine playing wolf-blooded swashbuckler [[Ruins Of McCleanburg/Ylva | Ylva, wolf-blooded swashbuckler]] --some spicy points unspent&lt;br /&gt;
&amp;lt;br/&amp;gt; CodeNameMeow as [https://docs.google.com/spreadsheets/d/1MC0bNKZ1ApwxJqKXwv2BIT5DeyEvcLjww-5iROHK47Y/edit?usp=sharing Cinder, centaur bard]--has basic equipment&lt;br /&gt;
&lt;br /&gt;
==Setting Information==&lt;br /&gt;
The PCs are residents the village of Pawtucket, in the Paw Creek area of McCleanburg County.  The old-timers chuckle at stories of Countess McClean&#039;s petty tyrannies before the invasion.  McCleanburg&#039;s western edge is the Catawba river, running north to south. Paw Creek is the area that extends west from Downtown to the river.  A mile south of Pawtucket is 85, a major Kodan road which stretches to the west and northeast.  Another mile south of 85 is The Airport, where great steel birds landed and took off with a massive building to organize departing and arriving passengers and cargo.  Crossings over the Catawba include a Kodan bridge built for 85 and the Rozzelle&#039;s family ferry in the northwest.  On the northern end of the county is Huntersville, a trading partner for meat.  East of Huntersville, on the Catawba shore is the Mack, a power plant that is now a hive of mutants and radioactivity.&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=410601</id>
		<title>Ruins Of McCleanburg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=410601"/>
		<updated>2021-11-06T22:06:12Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Current Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Thirty years ago, the Kodan invaded. We don’t know if they came from across the sea, from the stars above, or through a mystic portal, but they appeared in number and darkened any resistance. They had flying and crawling war machines and guns large and small that could fire faster than any crossbow or catapult. Our knights, longbows, and even wizards buckled before their forces. They broke any hint of resistance. We suffered under their heel for twenty years.&lt;br /&gt;
&lt;br /&gt;
Then, they retreated south of here and built a wall behind them, a fence of dazzling green beams. The Kodan took most of their weapons and supplies, but left entire outposts, bases, and cities behind. Deserted. We don’t know why they left us alone, why they built their Frontier where they did. Did they find something they were looking for? Were they repelled by something they found?&lt;br /&gt;
&lt;br /&gt;
Bah. Those questions don’t help us survive in the here and now. We try to grow food in the soil they poisoned and try to find game animals the Kodan scared off. Our children are often born strange to our eyes, but this is a hard world to survive, and their gifts are useful.&lt;br /&gt;
&lt;br /&gt;
The harvest this year was meager. Winter is mild here, but it is cold enough we can’t grow another crop. We need our young, our able bodied, to search the ruins for tech we can barter to other communities for more food.&lt;br /&gt;
&lt;br /&gt;
Go out into the Ruins of McCleanburg.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
This is a GURPS 4e campaign using Dungeon Fantasy and After the End sourcebooks.  Total power level is 155 points with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #1:&#039;&#039;&#039; Make a 125 point character based on a Dungeon Fantasy template with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #2:&#039;&#039;&#039; Kick it up a notch. Spend 30 points on anything. Come up with a special power, unique talent, crazy mutation, or some such.&lt;br /&gt;
&lt;br /&gt;
McCleanburg is awash in the leavings of the high-tech Kodan civilization.  In addition to Dungeon Fantasy skills, higher tech skills are also available.  Most characters won’t have more than one or two points in these.&lt;br /&gt;
&lt;br /&gt;
* Armoury (body armor, heavy weapons, small arms, vehicular armor)&lt;br /&gt;
* Computer operation&lt;br /&gt;
* Driving&lt;br /&gt;
* Electrician&lt;br /&gt;
* Electronics operation &lt;br /&gt;
* Electronics repair&lt;br /&gt;
* Gunner (machine gun, cannon, rockets)&lt;br /&gt;
* Guns (rifle, pistol, shotgun)—Common enough to spend any number of points&lt;br /&gt;
* Guns (LMG, GL, LAW, SMG) &lt;br /&gt;
* Mechanic—Common enough to spend any number of points&lt;br /&gt;
&lt;br /&gt;
==Equipment and Wealth==&lt;br /&gt;
The Kodan occupied for 20 years, so almost anything in the books up to TL8 can be found for a price. Gear will follow the After the End rule of x2 for each TL above 4. TL5 = x2 ; TL6 = x4; TL7 = x8; TL8 = x16. Ammunition is currency and is simplified like in After the End: calibers are small pistol ($2, .32 and below), large pistol ($5), small rifle ($5), large rifle ($10), shotgun($10) and HMG ($50, heavy machine gun/magnum rifle). $500 starting cash and can spend up to 7 points on Extra Cash for $250 per point.  Signature Gear provides plot protection to a piece of equipment.&lt;br /&gt;
&lt;br /&gt;
==Current Characters==&lt;br /&gt;
Clu2415 as GM&lt;br /&gt;
&amp;lt;br/&amp;gt; Karl Green playing [[Ruins Of McCleanburg/TROK | TROK, half-ogre barbarian]]—need to spend spicy points &lt;br /&gt;
&amp;lt;br/&amp;gt;Maya Qwan playing [https://docs.google.com/spreadsheets/d/1oIzjuCUbAJBuUFxG8MFdqmh8IZBRaECGdtSZ-7iEu68/edit?usp=sharing Teela, human scout]&lt;br /&gt;
&amp;lt;br/&amp;gt;Xellos100 playing [https://docs.google.com/spreadsheets/d/1z0E7iFryS_OoErou0ydVIqwJj1RbbfmeJ48me1czuNY/edit Deen Lightfoot fae gnome wizard]&lt;br /&gt;
&amp;lt;br/&amp;gt;Elfwine playing wolf-blooded swashbuckler [[Ruins Of McCleanburg/Ylva | Ylva, wolf-blooded swashbuckler]] --some spicy points unspent&lt;br /&gt;
&amp;lt;br/&amp;gt; CodeNameMeow as [https://docs.google.com/spreadsheets/d/1MC0bNKZ1ApwxJqKXwv2BIT5DeyEvcLjww-5iROHK47Y/edit?usp=sharing  centaur bard]--has basic equipment&lt;br /&gt;
&lt;br /&gt;
==Setting Information==&lt;br /&gt;
The PCs are residents the village of Pawtucket, in the Paw Creek area of McCleanburg County.  The old-timers chuckle at stories of Countess McClean&#039;s petty tyrannies before the invasion.  McCleanburg&#039;s western edge is the Catawba river, running north to south. Paw Creek is the area that extends west from Downtown to the river.  A mile south of Pawtucket is 85, a major Kodan road which stretches to the west and northeast.  Another mile south of 85 is The Airport, where great steel birds landed and took off with a massive building to organize departing and arriving passengers and cargo.  Crossings over the Catawba include a Kodan bridge built for 85 and the Rozzelle&#039;s family ferry in the northwest.  On the northern end of the county is Huntersville, a trading partner for meat.  East of Huntersville, on the Catawba shore is the Mack, a power plant that is now a hive of mutants and radioactivity.&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg/Ylva&amp;diff=410312</id>
		<title>Ruins Of McCleanburg/Ylva</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg/Ylva&amp;diff=410312"/>
		<updated>2021-11-05T02:20:54Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: Created page with &amp;quot;==Ylva, Wolf-blooded Swashbuckler==  ==Attributes== ST 11 [10]; DX 13 [60]; IQ 10 [0]; HT 11 [0].  ==Secondary Characteristics== Damage 1d-1/1d+1; BL 24 lbs.;  HP 11 [0]; Will...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ylva, Wolf-blooded Swashbuckler==&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
ST 11 [10]; DX 13 [60]; IQ 10 [0]; HT 11 [0].&lt;br /&gt;
&lt;br /&gt;
==Secondary Characteristics==&lt;br /&gt;
Damage 1d-1/1d+1; BL 24 lbs.; &lt;br /&gt;
HP 11 [0]; Will 10 [0]; Per 12 [0]; FP 11 [0]; Basic Speed 6.00 [0];&lt;br /&gt;
Basic Move 6 [0].&lt;br /&gt;
&lt;br /&gt;
==Advantages== &lt;br /&gt;
Combat Reflexes [15]; Enhanced Parry 1 (Saber) [5], Ulfbodugaur (counted in listing costs for Per and HT) [30]; Weapon Master (Saber) [20]&lt;br /&gt;
&lt;br /&gt;
Code of Honor: Pirate&#039;s [-5], Overconfidence (12 or less) [-5], Vow (Never refuse a challenge to combat) [-10]&lt;br /&gt;
&lt;br /&gt;
==Primary Skills== &lt;br /&gt;
Acrobatics (H) DX-1 [2]-12. Fast-Draw (Knife) and Fast-Draw (Sword) (E) DX+1* [1]-14; Jumping (E) DX [1]-13; Saber DX+3 (A) [12] 16, Throwing (A) DX-1 [1]-12.&lt;br /&gt;
&lt;br /&gt;
==Secondary Skills== &lt;br /&gt;
Brawling (E) DX [1]-13, Wrestling (A) DX-1 [1]-12.&lt;br /&gt;
&lt;br /&gt;
==Background Skills== &lt;br /&gt;
Carousing (E) HT [1]-11, Climbing (A) DX-1 [1] 12, First Aid (E) IQ [1] 10, Hiking (A) HT-1 [1] 10, Intimidation (A) Will-1 [1] 9, Scrounging (E) Per [1] 12, Search (A) Per-1 [1] 11, Stealth (A) DX-1 [1]-12; Streetwise (A) IQ [2]-10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;[[Ruins Of McCleanburg]]&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=410311</id>
		<title>Ruins Of McCleanburg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=410311"/>
		<updated>2021-11-05T02:14:38Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Current Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Thirty years ago, the Kodan invaded. We don’t know if they came from across the sea, from the stars above, or through a mystic portal, but they appeared in number and darkened any resistance. They had flying and crawling war machines and guns large and small that could fire faster than any crossbow or catapult. Our knights, longbows, and even wizards buckled before their forces. They broke any hint of resistance. We suffered under their heel for twenty years.&lt;br /&gt;
&lt;br /&gt;
Then, they retreated south of here and built a wall behind them, a fence of dazzling green beams. The Kodan took most of their weapons and supplies, but left entire outposts, bases, and cities behind. Deserted. We don’t know why they left us alone, why they built their Frontier where they did. Did they find something they were looking for? Were they repelled by something they found?&lt;br /&gt;
&lt;br /&gt;
Bah. Those questions don’t help us survive in the here and now. We try to grow food in the soil they poisoned and try to find game animals the Kodan scared off. Our children are often born strange to our eyes, but this is a hard world to survive, and their gifts are useful.&lt;br /&gt;
&lt;br /&gt;
The harvest this year was meager. Winter is mild here, but it is cold enough we can’t grow another crop. We need our young, our able bodied, to search the ruins for tech we can barter to other communities for more food.&lt;br /&gt;
&lt;br /&gt;
Go out into the Ruins of McCleanburg.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
This is a GURPS 4e campaign using Dungeon Fantasy and After the End sourcebooks.  Total power level is 155 points with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #1:&#039;&#039;&#039; Make a 125 point character based on a Dungeon Fantasy template with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #2:&#039;&#039;&#039; Kick it up a notch. Spend 30 points on anything. Come up with a special power, unique talent, crazy mutation, or some such.&lt;br /&gt;
&lt;br /&gt;
McCleanburg is awash in the leavings of the high-tech Kodan civilization.  In addition to Dungeon Fantasy skills, higher tech skills are also available.  Most characters won’t have more than one or two points in these.&lt;br /&gt;
&lt;br /&gt;
* Armoury (body armor, heavy weapons, small arms, vehicular armor)&lt;br /&gt;
* Computer operation&lt;br /&gt;
* Driving&lt;br /&gt;
* Electrician&lt;br /&gt;
* Electronics operation &lt;br /&gt;
* Electronics repair&lt;br /&gt;
* Gunner (machine gun, cannon, rockets)&lt;br /&gt;
* Guns (rifle, pistol, shotgun)—Common enough to spend any number of points&lt;br /&gt;
* Guns (LMG, GL, LAW, SMG) &lt;br /&gt;
* Mechanic—Common enough to spend any number of points&lt;br /&gt;
&lt;br /&gt;
==Equipment and Wealth==&lt;br /&gt;
The Kodan occupied for 20 years, so almost anything in the books up to TL8 can be found for a price. Gear will follow the After the End rule of x2 for each TL above 4. TL5 = x2 ; TL6 = x4; TL7 = x8; TL8 = x16. Ammunition is currency and is simplified like in After the End: calibers are small pistol ($2, .32 and below), large pistol ($5), small rifle ($5), large rifle ($10), shotgun($10) and HMG ($50, heavy machine gun/magnum rifle). $500 starting cash and can spend up to 7 points on Extra Cash for $250 per point.  Signature Gear provides plot protection to a piece of equipment.&lt;br /&gt;
&lt;br /&gt;
==Current Characters==&lt;br /&gt;
Clu2415 as GM&lt;br /&gt;
&amp;lt;br/&amp;gt; Karl Green playing [[Ruins Of McCleanburg/TROK | TROK, half-ogre barbarian]]—need to spend spicy points &lt;br /&gt;
&amp;lt;br/&amp;gt;Maya Qwan playing [https://docs.google.com/spreadsheets/d/1oIzjuCUbAJBuUFxG8MFdqmh8IZBRaECGdtSZ-7iEu68/edit?usp=sharing Teela, human scout]&lt;br /&gt;
&amp;lt;br/&amp;gt;Xellos100 playing [https://docs.google.com/spreadsheets/d/1z0E7iFryS_OoErou0ydVIqwJj1RbbfmeJ48me1czuNY/edit  fae gnome wizard]&lt;br /&gt;
&amp;lt;br/&amp;gt;Elfwine playing wolf-blooded swashbuckler [[Ruins Of McCleanburg/Ylva | Ylva, wolf-blooded swashbuckler]] --some spicy points unspent&lt;br /&gt;
&amp;lt;br/&amp;gt; CodeNameMeow as [https://docs.google.com/spreadsheets/d/1MC0bNKZ1ApwxJqKXwv2BIT5DeyEvcLjww-5iROHK47Y/edit?usp=sharing  centaur bard]--has basic equipment&lt;br /&gt;
&lt;br /&gt;
==Setting Information==&lt;br /&gt;
The PCs are residents the village of Pawtucket, in the Paw Creek area of McCleanburg County.  The old-timers chuckle at stories of Countess McClean&#039;s petty tyrannies before the invasion.  McCleanburg&#039;s western edge is the Catawba river, running north to south. Paw Creek is the area that extends west from Downtown to the river.  A mile south of Pawtucket is 85, a major Kodan road which stretches to the west and northeast.  Another mile south of 85 is The Airport, where great steel birds landed and took off with a massive building to organize departing and arriving passengers and cargo.  Crossings over the Catawba include a Kodan bridge built for 85 and the Rozzelle&#039;s family ferry in the northwest.  On the northern end of the county is Huntersville, a trading partner for meat.  East of Huntersville, on the Catawba shore is the Mack, a power plant that is now a hive of mutants and radioactivity.&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=410298</id>
		<title>Ruins Of McCleanburg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=410298"/>
		<updated>2021-11-05T00:43:29Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Current Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Thirty years ago, the Kodan invaded. We don’t know if they came from across the sea, from the stars above, or through a mystic portal, but they appeared in number and darkened any resistance. They had flying and crawling war machines and guns large and small that could fire faster than any crossbow or catapult. Our knights, longbows, and even wizards buckled before their forces. They broke any hint of resistance. We suffered under their heel for twenty years.&lt;br /&gt;
&lt;br /&gt;
Then, they retreated south of here and built a wall behind them, a fence of dazzling green beams. The Kodan took most of their weapons and supplies, but left entire outposts, bases, and cities behind. Deserted. We don’t know why they left us alone, why they built their Frontier where they did. Did they find something they were looking for? Were they repelled by something they found?&lt;br /&gt;
&lt;br /&gt;
Bah. Those questions don’t help us survive in the here and now. We try to grow food in the soil they poisoned and try to find game animals the Kodan scared off. Our children are often born strange to our eyes, but this is a hard world to survive, and their gifts are useful.&lt;br /&gt;
&lt;br /&gt;
The harvest this year was meager. Winter is mild here, but it is cold enough we can’t grow another crop. We need our young, our able bodied, to search the ruins for tech we can barter to other communities for more food.&lt;br /&gt;
&lt;br /&gt;
Go out into the Ruins of McCleanburg.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
This is a GURPS 4e campaign using Dungeon Fantasy and After the End sourcebooks.  Total power level is 155 points with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #1:&#039;&#039;&#039; Make a 125 point character based on a Dungeon Fantasy template with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #2:&#039;&#039;&#039; Kick it up a notch. Spend 30 points on anything. Come up with a special power, unique talent, crazy mutation, or some such.&lt;br /&gt;
&lt;br /&gt;
McCleanburg is awash in the leavings of the high-tech Kodan civilization.  In addition to Dungeon Fantasy skills, higher tech skills are also available.  Most characters won’t have more than one or two points in these.&lt;br /&gt;
&lt;br /&gt;
* Armoury (body armor, heavy weapons, small arms, vehicular armor)&lt;br /&gt;
* Computer operation&lt;br /&gt;
* Driving&lt;br /&gt;
* Electrician&lt;br /&gt;
* Electronics operation &lt;br /&gt;
* Electronics repair&lt;br /&gt;
* Gunner (machine gun, cannon, rockets)&lt;br /&gt;
* Guns (rifle, pistol, shotgun)—Common enough to spend any number of points&lt;br /&gt;
* Guns (LMG, GL, LAW, SMG) &lt;br /&gt;
* Mechanic—Common enough to spend any number of points&lt;br /&gt;
&lt;br /&gt;
==Equipment and Wealth==&lt;br /&gt;
The Kodan occupied for 20 years, so almost anything in the books up to TL8 can be found for a price. Gear will follow the After the End rule of x2 for each TL above 4. TL5 = x2 ; TL6 = x4; TL7 = x8; TL8 = x16. Ammunition is currency and is simplified like in After the End: calibers are small pistol ($2, .32 and below), large pistol ($5), small rifle ($5), large rifle ($10), shotgun($10) and HMG ($50, heavy machine gun/magnum rifle). $500 starting cash and can spend up to 7 points on Extra Cash for $250 per point.  Signature Gear provides plot protection to a piece of equipment.&lt;br /&gt;
&lt;br /&gt;
==Current Characters==&lt;br /&gt;
Clu2415 as GM&lt;br /&gt;
&amp;lt;br/&amp;gt; Karl Green playing [[Ruins Of McCleanburg/TROK | TROK, half-ogre barbarian]]—Approved core points, need to spend spicy points, equipment draft &lt;br /&gt;
&amp;lt;br/&amp;gt;Maya Qwan playing Teela—Negotiating &lt;br /&gt;
&amp;lt;br/&amp;gt;Xellos100 playing [https://docs.google.com/spreadsheets/d/1z0E7iFryS_OoErou0ydVIqwJj1RbbfmeJ48me1czuNY/edit  fae gnome wizard]—approved core and spicy points, needs equipment&lt;br /&gt;
&amp;lt;br/&amp;gt;Elfwine playing wolf-blooded swashbuckler —No draft seen yet&lt;br /&gt;
&amp;lt;br/&amp;gt; CodeNameMeow as [https://docs.google.com/spreadsheets/d/1MC0bNKZ1ApwxJqKXwv2BIT5DeyEvcLjww-5iROHK47Y/edit?usp=sharing  centaur bard] —Needs equipment&lt;br /&gt;
&lt;br /&gt;
==Setting Information==&lt;br /&gt;
The PCs are residents the village of Pawtucket, in the Paw Creek area of McCleanburg County.  The old-timers chuckle at stories of Countess McClean&#039;s petty tyrannies before the invasion.  McCleanburg&#039;s western edge is the Catawba river, running north to south. Paw Creek is the area that extends west from Downtown to the river.  A mile south of Pawtucket is 85, a major Kodan road which stretches to the west and northeast.  Another mile south of 85 is The Airport, where great steel birds landed and took off with a massive building to organize departing and arriving passengers and cargo.  Crossings over the Catawba include a Kodan bridge built for 85 and the Rozzelle&#039;s family ferry in the northwest.  On the northern end of the county is Huntersville, a trading partner for meat.  East of Huntersville, on the Catawba shore is the Mack, a power plant that is now a hive of mutants and radioactivity.&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=410223</id>
		<title>Ruins Of McCleanburg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=410223"/>
		<updated>2021-11-04T18:02:03Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Current Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Thirty years ago, the Kodan invaded. We don’t know if they came from across the sea, from the stars above, or through a mystic portal, but they appeared in number and darkened any resistance. They had flying and crawling war machines and guns large and small that could fire faster than any crossbow or catapult. Our knights, longbows, and even wizards buckled before their forces. They broke any hint of resistance. We suffered under their heel for twenty years.&lt;br /&gt;
&lt;br /&gt;
Then, they retreated south of here and built a wall behind them, a fence of dazzling green beams. The Kodan took most of their weapons and supplies, but left entire outposts, bases, and cities behind. Deserted. We don’t know why they left us alone, why they built their Frontier where they did. Did they find something they were looking for? Were they repelled by something they found?&lt;br /&gt;
&lt;br /&gt;
Bah. Those questions don’t help us survive in the here and now. We try to grow food in the soil they poisoned and try to find game animals the Kodan scared off. Our children are often born strange to our eyes, but this is a hard world to survive, and their gifts are useful.&lt;br /&gt;
&lt;br /&gt;
The harvest this year was meager. Winter is mild here, but it is cold enough we can’t grow another crop. We need our young, our able bodied, to search the ruins for tech we can barter to other communities for more food.&lt;br /&gt;
&lt;br /&gt;
Go out into the Ruins of McCleanburg.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
This is a GURPS 4e campaign using Dungeon Fantasy and After the End sourcebooks.  Total power level is 155 points with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #1:&#039;&#039;&#039; Make a 125 point character based on a Dungeon Fantasy template with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #2:&#039;&#039;&#039; Kick it up a notch. Spend 30 points on anything. Come up with a special power, unique talent, crazy mutation, or some such.&lt;br /&gt;
&lt;br /&gt;
McCleanburg is awash in the leavings of the high-tech Kodan civilization.  In addition to Dungeon Fantasy skills, higher tech skills are also available.  Most characters won’t have more than one or two points in these.&lt;br /&gt;
&lt;br /&gt;
* Armoury (body armor, heavy weapons, small arms, vehicular armor)&lt;br /&gt;
* Computer operation&lt;br /&gt;
* Driving&lt;br /&gt;
* Electrician&lt;br /&gt;
* Electronics operation &lt;br /&gt;
* Electronics repair&lt;br /&gt;
* Gunner (machine gun, cannon, rockets)&lt;br /&gt;
* Guns (rifle, pistol, shotgun)—Common enough to spend any number of points&lt;br /&gt;
* Guns (LMG, GL, LAW, SMG) &lt;br /&gt;
* Mechanic—Common enough to spend any number of points&lt;br /&gt;
&lt;br /&gt;
==Equipment and Wealth==&lt;br /&gt;
The Kodan occupied for 20 years, so almost anything in the books up to TL8 can be found for a price. Gear will follow the After the End rule of x2 for each TL above 4. TL5 = x2 ; TL6 = x4; TL7 = x8; TL8 = x16. Ammunition is currency and is simplified like in After the End: calibers are small pistol ($2, .32 and below), large pistol ($5), small rifle ($5), large rifle ($10), shotgun($10) and HMG ($50, heavy machine gun/magnum rifle). $500 starting cash and can spend up to 7 points on Extra Cash for $250 per point.  Signature Gear provides plot protection to a piece of equipment.&lt;br /&gt;
&lt;br /&gt;
==Current Characters==&lt;br /&gt;
Clu2415 as GM&lt;br /&gt;
&amp;lt;br/&amp;gt; Karl Green playing [[Ruins Of McCleanburg/TROK | TROK, half-ogre barbarian]]—Approved core points, need to spend spicy points, equipment draft &lt;br /&gt;
&amp;lt;br/&amp;gt;Maya Qwan playing Teela—Negotiating &lt;br /&gt;
&amp;lt;br/&amp;gt;Xellos100 playing [https://docs.google.com/spreadsheets/d/1z0E7iFryS_OoErou0ydVIqwJj1RbbfmeJ48me1czuNY/edit  fae gnome wizard]—approved core and spicy points, needs equipment&lt;br /&gt;
&amp;lt;br/&amp;gt;Elfwine playing wolf-blooded swashbuckler —No draft seen yet&lt;br /&gt;
&amp;lt;br/&amp;gt; (Clu&#039;s wife) as [https://docs.google.com/spreadsheets/d/1MC0bNKZ1ApwxJqKXwv2BIT5DeyEvcLjww-5iROHK47Y/edit?usp=sharing  centaur bard] —Needs equipment&lt;br /&gt;
&lt;br /&gt;
==Setting Information==&lt;br /&gt;
The PCs are residents the village of Pawtucket, in the Paw Creek area of McCleanburg County.  The old-timers chuckle at stories of Countess McClean&#039;s petty tyrannies before the invasion.  McCleanburg&#039;s western edge is the Catawba river, running north to south. Paw Creek is the area that extends west from Downtown to the river.  A mile south of Pawtucket is 85, a major Kodan road which stretches to the west and northeast.  Another mile south of 85 is The Airport, where great steel birds landed and took off with a massive building to organize departing and arriving passengers and cargo.  Crossings over the Catawba include a Kodan bridge built for 85 and the Rozzelle&#039;s family ferry in the northwest.  On the northern end of the county is Huntersville, a trading partner for meat.  East of Huntersville, on the Catawba shore is the Mack, a power plant that is now a hive of mutants and radioactivity.&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=410134</id>
		<title>Ruins Of McCleanburg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=410134"/>
		<updated>2021-11-04T00:01:29Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Current Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Thirty years ago, the Kodan invaded. We don’t know if they came from across the sea, from the stars above, or through a mystic portal, but they appeared in number and darkened any resistance. They had flying and crawling war machines and guns large and small that could fire faster than any crossbow or catapult. Our knights, longbows, and even wizards buckled before their forces. They broke any hint of resistance. We suffered under their heel for twenty years.&lt;br /&gt;
&lt;br /&gt;
Then, they retreated south of here and built a wall behind them, a fence of dazzling green beams. The Kodan took most of their weapons and supplies, but left entire outposts, bases, and cities behind. Deserted. We don’t know why they left us alone, why they built their Frontier where they did. Did they find something they were looking for? Were they repelled by something they found?&lt;br /&gt;
&lt;br /&gt;
Bah. Those questions don’t help us survive in the here and now. We try to grow food in the soil they poisoned and try to find game animals the Kodan scared off. Our children are often born strange to our eyes, but this is a hard world to survive, and their gifts are useful.&lt;br /&gt;
&lt;br /&gt;
The harvest this year was meager. Winter is mild here, but it is cold enough we can’t grow another crop. We need our young, our able bodied, to search the ruins for tech we can barter to other communities for more food.&lt;br /&gt;
&lt;br /&gt;
Go out into the Ruins of McCleanburg.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
This is a GURPS 4e campaign using Dungeon Fantasy and After the End sourcebooks.  Total power level is 155 points with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #1:&#039;&#039;&#039; Make a 125 point character based on a Dungeon Fantasy template with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #2:&#039;&#039;&#039; Kick it up a notch. Spend 30 points on anything. Come up with a special power, unique talent, crazy mutation, or some such.&lt;br /&gt;
&lt;br /&gt;
McCleanburg is awash in the leavings of the high-tech Kodan civilization.  In addition to Dungeon Fantasy skills, higher tech skills are also available.  Most characters won’t have more than one or two points in these.&lt;br /&gt;
&lt;br /&gt;
* Armoury (body armor, heavy weapons, small arms, vehicular armor)&lt;br /&gt;
* Computer operation&lt;br /&gt;
* Driving&lt;br /&gt;
* Electrician&lt;br /&gt;
* Electronics operation &lt;br /&gt;
* Electronics repair&lt;br /&gt;
* Gunner (machine gun, cannon, rockets)&lt;br /&gt;
* Guns (rifle, pistol, shotgun)—Common enough to spend any number of points&lt;br /&gt;
* Guns (LMG, GL, LAW, SMG) &lt;br /&gt;
* Mechanic—Common enough to spend any number of points&lt;br /&gt;
&lt;br /&gt;
==Equipment and Wealth==&lt;br /&gt;
The Kodan occupied for 20 years, so almost anything in the books up to TL8 can be found for a price. Gear will follow the After the End rule of x2 for each TL above 4. TL5 = x2 ; TL6 = x4; TL7 = x8; TL8 = x16. Ammunition is currency and is simplified like in After the End: calibers are small pistol ($2, .32 and below), large pistol ($5), small rifle ($5), large rifle ($10), shotgun($10) and HMG ($50, heavy machine gun/magnum rifle). $500 starting cash and can spend up to 7 points on Extra Cash for $250 per point.  Signature Gear provides plot protection to a piece of equipment.&lt;br /&gt;
&lt;br /&gt;
==Current Characters==&lt;br /&gt;
Clu2415 as GM&lt;br /&gt;
&amp;lt;br/&amp;gt; Karl Green playing [[Ruins Of McCleanburg/TROK | TROK, half-ogre barbarian]]—Approved core points, need to spend spicy points, equipment draft &lt;br /&gt;
&amp;lt;br/&amp;gt;Maya Qwan playing Teela—Negotiating &lt;br /&gt;
&amp;lt;br/&amp;gt;Xellos100 playing fae gnome wizard—approved core and spicy points, needs equipment&lt;br /&gt;
&amp;lt;br/&amp;gt;Elfwine playing wolf-blooded swashbuckler —No draft seen yet&lt;br /&gt;
&amp;lt;br/&amp;gt; (Clu&#039;s wife) as [https://docs.google.com/spreadsheets/d/1MC0bNKZ1ApwxJqKXwv2BIT5DeyEvcLjww-5iROHK47Y/edit?usp=sharing  centaur bard] —Needs equipment&lt;br /&gt;
&lt;br /&gt;
==Setting Information==&lt;br /&gt;
The PCs are residents the village of Pawtucket, in the Paw Creek area of McCleanburg County.  The old-timers chuckle at stories of Countess McClean&#039;s petty tyrannies before the invasion.  McCleanburg&#039;s western edge is the Catawba river, running north to south. Paw Creek is the area that extends west from Downtown to the river.  A mile south of Pawtucket is 85, a major Kodan road which stretches to the west and northeast.  Another mile south of 85 is The Airport, where great steel birds landed and took off with a massive building to organize departing and arriving passengers and cargo.  Crossings over the Catawba include a Kodan bridge built for 85 and the Rozzelle&#039;s family ferry in the northwest.  On the northern end of the county is Huntersville, a trading partner for meat.  East of Huntersville, on the Catawba shore is the Mack, a power plant that is now a hive of mutants and radioactivity.&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=410133</id>
		<title>Ruins Of McCleanburg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=410133"/>
		<updated>2021-11-04T00:01:00Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Setting Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Thirty years ago, the Kodan invaded. We don’t know if they came from across the sea, from the stars above, or through a mystic portal, but they appeared in number and darkened any resistance. They had flying and crawling war machines and guns large and small that could fire faster than any crossbow or catapult. Our knights, longbows, and even wizards buckled before their forces. They broke any hint of resistance. We suffered under their heel for twenty years.&lt;br /&gt;
&lt;br /&gt;
Then, they retreated south of here and built a wall behind them, a fence of dazzling green beams. The Kodan took most of their weapons and supplies, but left entire outposts, bases, and cities behind. Deserted. We don’t know why they left us alone, why they built their Frontier where they did. Did they find something they were looking for? Were they repelled by something they found?&lt;br /&gt;
&lt;br /&gt;
Bah. Those questions don’t help us survive in the here and now. We try to grow food in the soil they poisoned and try to find game animals the Kodan scared off. Our children are often born strange to our eyes, but this is a hard world to survive, and their gifts are useful.&lt;br /&gt;
&lt;br /&gt;
The harvest this year was meager. Winter is mild here, but it is cold enough we can’t grow another crop. We need our young, our able bodied, to search the ruins for tech we can barter to other communities for more food.&lt;br /&gt;
&lt;br /&gt;
Go out into the Ruins of McCleanburg.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
This is a GURPS 4e campaign using Dungeon Fantasy and After the End sourcebooks.  Total power level is 155 points with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #1:&#039;&#039;&#039; Make a 125 point character based on a Dungeon Fantasy template with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #2:&#039;&#039;&#039; Kick it up a notch. Spend 30 points on anything. Come up with a special power, unique talent, crazy mutation, or some such.&lt;br /&gt;
&lt;br /&gt;
McCleanburg is awash in the leavings of the high-tech Kodan civilization.  In addition to Dungeon Fantasy skills, higher tech skills are also available.  Most characters won’t have more than one or two points in these.&lt;br /&gt;
&lt;br /&gt;
* Armoury (body armor, heavy weapons, small arms, vehicular armor)&lt;br /&gt;
* Computer operation&lt;br /&gt;
* Driving&lt;br /&gt;
* Electrician&lt;br /&gt;
* Electronics operation &lt;br /&gt;
* Electronics repair&lt;br /&gt;
* Gunner (machine gun, cannon, rockets)&lt;br /&gt;
* Guns (rifle, pistol, shotgun)—Common enough to spend any number of points&lt;br /&gt;
* Guns (LMG, GL, LAW, SMG) &lt;br /&gt;
* Mechanic—Common enough to spend any number of points&lt;br /&gt;
&lt;br /&gt;
==Equipment and Wealth==&lt;br /&gt;
The Kodan occupied for 20 years, so almost anything in the books up to TL8 can be found for a price. Gear will follow the After the End rule of x2 for each TL above 4. TL5 = x2 ; TL6 = x4; TL7 = x8; TL8 = x16. Ammunition is currency and is simplified like in After the End: calibers are small pistol ($2, .32 and below), large pistol ($5), small rifle ($5), large rifle ($10), shotgun($10) and HMG ($50, heavy machine gun/magnum rifle). $500 starting cash and can spend up to 7 points on Extra Cash for $250 per point.  Signature Gear provides plot protection to a piece of equipment.&lt;br /&gt;
&lt;br /&gt;
==Current Characters==&lt;br /&gt;
Clu2415 as GM&lt;br /&gt;
&amp;lt;br/&amp;gt; Karl Green playing [[Ruins Of McCleanburg/TROK | TROK, half-ogre barbarian]]—Approved core points, need to spend spicy points, equipment draft &lt;br /&gt;
&amp;lt;br/&amp;gt;Maya Qwan playing Teela—Negotiating &lt;br /&gt;
&amp;lt;br/&amp;gt;Xellos100 playing fae gnome wizard—approved core and spicy points, needs equipment&lt;br /&gt;
&amp;lt;br/&amp;gt;Elfwine playing wolf-blooded swashbuckler —No draft seen yet&lt;br /&gt;
&amp;lt;br/&amp;gt; (Clu&#039;s wife) as [https://docs.google.com/spreadsheets/d/1MC0bNKZ1ApwxJqKXwv2BIT5DeyEvcLjww-5iROHK47Y/edit?usp=sharing  centaur bard] —Core points approved, needs spicy points and equipment&lt;br /&gt;
&lt;br /&gt;
==Setting Information==&lt;br /&gt;
The PCs are residents the village of Pawtucket, in the Paw Creek area of McCleanburg County.  The old-timers chuckle at stories of Countess McClean&#039;s petty tyrannies before the invasion.  McCleanburg&#039;s western edge is the Catawba river, running north to south. Paw Creek is the area that extends west from Downtown to the river.  A mile south of Pawtucket is 85, a major Kodan road which stretches to the west and northeast.  Another mile south of 85 is The Airport, where great steel birds landed and took off with a massive building to organize departing and arriving passengers and cargo.  Crossings over the Catawba include a Kodan bridge built for 85 and the Rozzelle&#039;s family ferry in the northwest.  On the northern end of the county is Huntersville, a trading partner for meat.  East of Huntersville, on the Catawba shore is the Mack, a power plant that is now a hive of mutants and radioactivity.&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=409978</id>
		<title>Ruins Of McCleanburg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=409978"/>
		<updated>2021-11-02T21:22:33Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Current Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Thirty years ago, the Kodan invaded. We don’t know if they came from across the sea, from the stars above, or through a mystic portal, but they appeared in number and darkened any resistance. They had flying and crawling war machines and guns large and small that could fire faster than any crossbow or catapult. Our knights, longbows, and even wizards buckled before their forces. They broke any hint of resistance. We suffered under their heel for twenty years.&lt;br /&gt;
&lt;br /&gt;
Then, they retreated south of here and built a wall behind them, a fence of dazzling green beams. The Kodan took most of their weapons and supplies, but left entire outposts, bases, and cities behind. Deserted. We don’t know why they left us alone, why they built their Frontier where they did. Did they find something they were looking for? Were they repelled by something they found?&lt;br /&gt;
&lt;br /&gt;
Bah. Those questions don’t help us survive in the here and now. We try to grow food in the soil they poisoned and try to find game animals the Kodan scared off. Our children are often born strange to our eyes, but this is a hard world to survive, and their gifts are useful.&lt;br /&gt;
&lt;br /&gt;
The harvest this year was meager. Winter is mild here, but it is cold enough we can’t grow another crop. We need our young, our able bodied, to search the ruins for tech we can barter to other communities for more food.&lt;br /&gt;
&lt;br /&gt;
Go out into the Ruins of McCleanburg.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
This is a GURPS 4e campaign using Dungeon Fantasy and After the End sourcebooks.  Total power level is 155 points with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #1:&#039;&#039;&#039; Make a 125 point character based on a Dungeon Fantasy template with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #2:&#039;&#039;&#039; Kick it up a notch. Spend 30 points on anything. Come up with a special power, unique talent, crazy mutation, or some such.&lt;br /&gt;
&lt;br /&gt;
McCleanburg is awash in the leavings of the high-tech Kodan civilization.  In addition to Dungeon Fantasy skills, higher tech skills are also available.  Most characters won’t have more than one or two points in these.&lt;br /&gt;
&lt;br /&gt;
* Armoury (body armor, heavy weapons, small arms, vehicular armor)&lt;br /&gt;
* Computer operation&lt;br /&gt;
* Driving&lt;br /&gt;
* Electrician&lt;br /&gt;
* Electronics operation &lt;br /&gt;
* Electronics repair&lt;br /&gt;
* Gunner (machine gun, cannon, rockets)&lt;br /&gt;
* Guns (rifle, pistol, shotgun)—Common enough to spend any number of points&lt;br /&gt;
* Guns (LMG, GL, LAW, SMG) &lt;br /&gt;
* Mechanic—Common enough to spend any number of points&lt;br /&gt;
&lt;br /&gt;
==Equipment and Wealth==&lt;br /&gt;
The Kodan occupied for 20 years, so almost anything in the books up to TL8 can be found for a price. Gear will follow the After the End rule of x2 for each TL above 4. TL5 = x2 ; TL6 = x4; TL7 = x8; TL8 = x16. Ammunition is currency and is simplified like in After the End: calibers are small pistol ($2, .32 and below), large pistol ($5), small rifle ($5), large rifle ($10), shotgun($10) and HMG ($50, heavy machine gun/magnum rifle). $500 starting cash and can spend up to 7 points on Extra Cash for $250 per point.  Signature Gear provides plot protection to a piece of equipment.&lt;br /&gt;
&lt;br /&gt;
==Current Characters==&lt;br /&gt;
Clu2415 as GM&lt;br /&gt;
&amp;lt;br/&amp;gt; Karl Green playing [[Ruins Of McCleanburg/TROK | TROK, half-ogre barbarian]]—Approved core points, need to spend spicy points, equipment draft &lt;br /&gt;
&amp;lt;br/&amp;gt;Maya Qwan playing Teela—Negotiating &lt;br /&gt;
&amp;lt;br/&amp;gt;Xellos100 playing fae gnome wizard—approved core and spicy points, needs equipment&lt;br /&gt;
&amp;lt;br/&amp;gt;Elfwine playing wolf-blooded swashbuckler —No draft seen yet&lt;br /&gt;
&amp;lt;br/&amp;gt; (Clu&#039;s wife) as [https://docs.google.com/spreadsheets/d/1MC0bNKZ1ApwxJqKXwv2BIT5DeyEvcLjww-5iROHK47Y/edit?usp=sharing  centaur bard] —Core points approved, needs spicy points and equipment&lt;br /&gt;
&lt;br /&gt;
==Setting Information==&lt;br /&gt;
The PCs are residents the village of Pawtucket, in the Paw Creek area of McCleanburg County.  The old-timers chuckle at stories of Countess McClean&#039;s petty tyrannies before the invasion.  McCleanburg&#039;s western edge is the Catawba river, running north to south. Paw Creek is the area that extends west from Downtown to the river.  A mile south of Pawtucket is 85, a major Kodan road which stretches to the west and northeast.  Another mile south of 85 is The Airport, where great steel birds landed and took off with a massive building to organize departing and arriving passengers and cargo.  Crossings over the Catawba include a Kodan bridge built for 85 and the Rozzelle&#039;s family ferry in the northwest.  On the northern end of the county is Huntersville, a trading partner for meat.  East of Huntersville, on the Catawba shore is the Mack, a hive of mutants and radioactivity.&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=409591</id>
		<title>Ruins Of McCleanburg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=409591"/>
		<updated>2021-10-30T20:51:59Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Current Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Thirty years ago, the Kodan invaded. We don’t know if they came from across the sea, from the stars above, or through a mystic portal, but they appeared in number and darkened any resistance. They had flying and crawling war machines and guns large and small that could fire faster than any crossbow or catapult. Our knights, longbows, and even wizards buckled before their forces. They broke any hint of resistance. We suffered under their heel for twenty years.&lt;br /&gt;
&lt;br /&gt;
Then, they retreated south of here and built a wall behind them, a fence of dazzling green beams. The Kodan took most of their weapons and supplies, but left entire outposts, bases, and cities behind. Deserted. We don’t know why they left us alone, why they built their Frontier where they did. Did they find something they were looking for? Were they repelled by something they found?&lt;br /&gt;
&lt;br /&gt;
Bah. Those questions don’t help us survive in the here and now. We try to grow food in the soil they poisoned and try to find game animals the Kodan scared off. Our children are often born strange to our eyes, but this is a hard world to survive, and their gifts are useful.&lt;br /&gt;
&lt;br /&gt;
The harvest this year was meager. Winter is mild here, but it is cold enough we can’t grow another crop. We need our young, our able bodied, to search the ruins for tech we can barter to other communities for more food.&lt;br /&gt;
&lt;br /&gt;
Go out into the Ruins of McCleanburg.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
This is a GURPS 4e campaign using Dungeon Fantasy and After the End sourcebooks.  Total power level is 155 points with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #1:&#039;&#039;&#039; Make a 125 point character based on a Dungeon Fantasy template with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #2:&#039;&#039;&#039; Kick it up a notch. Spend 30 points on anything. Come up with a special power, unique talent, crazy mutation, or some such.&lt;br /&gt;
&lt;br /&gt;
McCleanburg is awash in the leavings of the high-tech Kodan civilization.  In addition to Dungeon Fantasy skills, higher tech skills are also available.  Most characters won’t have more than one or two points in these.&lt;br /&gt;
&lt;br /&gt;
* Armoury (body armor, heavy weapons, small arms, vehicular armor)&lt;br /&gt;
* Computer operation&lt;br /&gt;
* Driving&lt;br /&gt;
* Electrician&lt;br /&gt;
* Electronics operation &lt;br /&gt;
* Electronics repair&lt;br /&gt;
* Gunner (machine gun, cannon, rockets)&lt;br /&gt;
* Guns (rifle, pistol, shotgun)—Common enough to spend any number of points&lt;br /&gt;
* Guns (LMG, GL, LAW, SMG) &lt;br /&gt;
* Mechanic—Common enough to spend any number of points&lt;br /&gt;
&lt;br /&gt;
==Equipment and Wealth==&lt;br /&gt;
The Kodan occupied for 20 years, so almost anything in the books up to TL8 can be found for a price. Gear will follow the After the End rule of x2 for each TL above 4. TL5 = x2 ; TL6 = x4; TL7 = x8; TL8 = x16. Ammunition is currency and is simplified like in After the End: calibers are small pistol ($2, .32 and below), large pistol ($5), small rifle ($5), large rifle ($10), shotgun($10) and HMG ($50, heavy machine gun/magnum rifle). $500 starting cash and can spend up to 7 points on Extra Cash for $250 per point.  Signature Gear provides plot protection to a piece of equipment.&lt;br /&gt;
&lt;br /&gt;
==Current Characters==&lt;br /&gt;
Clu2415 as GM&lt;br /&gt;
&amp;lt;br/&amp;gt; Karl Green playing [[Ruins Of McCleanburg/TROK | TROK, half-ogre barbarian]]&lt;br /&gt;
&amp;lt;br/&amp;gt;Maya Qwan playing Teela&lt;br /&gt;
&amp;lt;br/&amp;gt;Xellos100 playing fae gnome wizard&lt;br /&gt;
&amp;lt;br/&amp;gt;Elfwine playing wolf-blooded swashbuckler&lt;br /&gt;
&amp;lt;br/&amp;gt; (Clu&#039;s wife) as [https://docs.google.com/spreadsheets/d/1MC0bNKZ1ApwxJqKXwv2BIT5DeyEvcLjww-5iROHK47Y/edit?usp=sharing  centaur bard]&lt;br /&gt;
&lt;br /&gt;
==Setting Information==&lt;br /&gt;
The PCs are residents the village of Pawtucket, in the Paw Creek area of McCleanburg County.  The old-timers chuckle at stories of Countess McClean&#039;s petty tyrannies before the invasion.  McCleanburg&#039;s western edge is the Catawba river, running north to south. Paw Creek is the area that extends west from Downtown to the river.  A mile south of Pawtucket is 85, a major Kodan road which stretches to the west and northeast.  Another mile south of 85 is The Airport, where great steel birds landed and took off with a massive building to organize departing and arriving passengers and cargo.  Crossings over the Catawba include a Kodan bridge built for 85 and the Rozzelle&#039;s family ferry in the northwest.  On the northern end of the county is Huntersville, a trading partner for meat.  East of Huntersville, on the Catawba shore is the Mack, a hive of mutants and radioactivity.&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=409590</id>
		<title>Ruins Of McCleanburg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=409590"/>
		<updated>2021-10-30T20:49:26Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Current Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Thirty years ago, the Kodan invaded. We don’t know if they came from across the sea, from the stars above, or through a mystic portal, but they appeared in number and darkened any resistance. They had flying and crawling war machines and guns large and small that could fire faster than any crossbow or catapult. Our knights, longbows, and even wizards buckled before their forces. They broke any hint of resistance. We suffered under their heel for twenty years.&lt;br /&gt;
&lt;br /&gt;
Then, they retreated south of here and built a wall behind them, a fence of dazzling green beams. The Kodan took most of their weapons and supplies, but left entire outposts, bases, and cities behind. Deserted. We don’t know why they left us alone, why they built their Frontier where they did. Did they find something they were looking for? Were they repelled by something they found?&lt;br /&gt;
&lt;br /&gt;
Bah. Those questions don’t help us survive in the here and now. We try to grow food in the soil they poisoned and try to find game animals the Kodan scared off. Our children are often born strange to our eyes, but this is a hard world to survive, and their gifts are useful.&lt;br /&gt;
&lt;br /&gt;
The harvest this year was meager. Winter is mild here, but it is cold enough we can’t grow another crop. We need our young, our able bodied, to search the ruins for tech we can barter to other communities for more food.&lt;br /&gt;
&lt;br /&gt;
Go out into the Ruins of McCleanburg.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
This is a GURPS 4e campaign using Dungeon Fantasy and After the End sourcebooks.  Total power level is 155 points with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #1:&#039;&#039;&#039; Make a 125 point character based on a Dungeon Fantasy template with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #2:&#039;&#039;&#039; Kick it up a notch. Spend 30 points on anything. Come up with a special power, unique talent, crazy mutation, or some such.&lt;br /&gt;
&lt;br /&gt;
McCleanburg is awash in the leavings of the high-tech Kodan civilization.  In addition to Dungeon Fantasy skills, higher tech skills are also available.  Most characters won’t have more than one or two points in these.&lt;br /&gt;
&lt;br /&gt;
* Armoury (body armor, heavy weapons, small arms, vehicular armor)&lt;br /&gt;
* Computer operation&lt;br /&gt;
* Driving&lt;br /&gt;
* Electrician&lt;br /&gt;
* Electronics operation &lt;br /&gt;
* Electronics repair&lt;br /&gt;
* Gunner (machine gun, cannon, rockets)&lt;br /&gt;
* Guns (rifle, pistol, shotgun)—Common enough to spend any number of points&lt;br /&gt;
* Guns (LMG, GL, LAW, SMG) &lt;br /&gt;
* Mechanic—Common enough to spend any number of points&lt;br /&gt;
&lt;br /&gt;
==Equipment and Wealth==&lt;br /&gt;
The Kodan occupied for 20 years, so almost anything in the books up to TL8 can be found for a price. Gear will follow the After the End rule of x2 for each TL above 4. TL5 = x2 ; TL6 = x4; TL7 = x8; TL8 = x16. Ammunition is currency and is simplified like in After the End: calibers are small pistol ($2, .32 and below), large pistol ($5), small rifle ($5), large rifle ($10), shotgun($10) and HMG ($50, heavy machine gun/magnum rifle). $500 starting cash and can spend up to 7 points on Extra Cash for $250 per point.  Signature Gear provides plot protection to a piece of equipment.&lt;br /&gt;
&lt;br /&gt;
==Current Characters==&lt;br /&gt;
Clu2415 as GM&lt;br /&gt;
&amp;lt;br/&amp;gt; Karl Green playing [[Ruins Of McCleanburg/TROK | TROK, half-ogre barbarian]]&lt;br /&gt;
&amp;lt;br/&amp;gt;Maya Qwan playing Teela&lt;br /&gt;
&amp;lt;br/&amp;gt;Xellos100 playing fae gnome wizard&lt;br /&gt;
&amp;lt;br/&amp;gt;Elfwine playing wolf-blooded swashbuckler&lt;br /&gt;
&amp;lt;br/&amp;gt; (Clu&#039;s wife) as [[https://docs.google.com/spreadsheets/d/1MC0bNKZ1ApwxJqKXwv2BIT5DeyEvcLjww-5iROHK47Y/edit?usp=sharing | centaur bard]]&lt;br /&gt;
&lt;br /&gt;
==Setting Information==&lt;br /&gt;
The PCs are residents the village of Pawtucket, in the Paw Creek area of McCleanburg County.  The old-timers chuckle at stories of Countess McClean&#039;s petty tyrannies before the invasion.  McCleanburg&#039;s western edge is the Catawba river, running north to south. Paw Creek is the area that extends west from Downtown to the river.  A mile south of Pawtucket is 85, a major Kodan road which stretches to the west and northeast.  Another mile south of 85 is The Airport, where great steel birds landed and took off with a massive building to organize departing and arriving passengers and cargo.  Crossings over the Catawba include a Kodan bridge built for 85 and the Rozzelle&#039;s family ferry in the northwest.  On the northern end of the county is Huntersville, a trading partner for meat.  East of Huntersville, on the Catawba shore is the Mack, a hive of mutants and radioactivity.&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg/TROK&amp;diff=409121</id>
		<title>Ruins Of McCleanburg/TROK</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg/TROK&amp;diff=409121"/>
		<updated>2021-10-27T20:58:42Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==TROK [125 points]==&lt;br /&gt;
&lt;br /&gt;
Attributes 80 + Secondary Characteristic 14 + Advantages 47 + Skills 19 - Disadvantages 40 and Quirks (TBD) 5 = 125 points&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
ST 17 [30]; DX 11 [20]; IQ 10 [20]; HT 12 [10].&lt;br /&gt;
&lt;br /&gt;
==Secondary Characteristics==&lt;br /&gt;
Damage 1d+2/3d-1; BL 58lbs.; HP 19 [4]; Will 10 [0]; Per 11 [5]; FP 12 [0]; Basic Speed 6.00 [5]; Basic Move 6 [0].&lt;br /&gt;
&lt;br /&gt;
==Advantages==&lt;br /&gt;
Half-Ogre (Fearless 1; Night Vision 3; Tough Skin 1) [20]; Fearless 3 [4]; High Pain Threshold [10]; Outdoormen 1 [10]; Tough Skin 2 [3]&lt;br /&gt;
&lt;br /&gt;
==Disadvantages==&lt;br /&gt;
Appearance (Ugly); Easy to Read [-10]; Illiteracy [-3]; Odious Personal Habit (Unrefined Clod) (15) [-2]; Gluttorny (12) [-5]; Greed (12) [-15]; Sense of Duty (Adventuring Companions) [-5]; Social Stigma (Savage)&lt;br /&gt;
Quirks: TBD&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Brawling -12 [2]; Climbing -10 [1]; Hiking - 11 [1]; Naturalist - 10 [1]; Navigation -11 [2]; Stealth -11 [2]; Survival (X) - 12 [2]; Throwing -11 [2]; Tracking -12 [2]; Two-Handed Axe/Mace - 12 [4]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Long Axe (Damage 3d+2 cut; Reach 1,2*; Parry 0U; Cost $75; Wt. 6lbs; ST 11‡) ‡ Two-Handed and if your ST is 1.5 times higher then the weapon does not become Unbalanced when used to Parry&lt;br /&gt;
&amp;lt;br/&amp;gt;Javelins (2) (Damage 1d+3 imp; Acc 3; 1/2D/Max Range 25/42; Wt. 2lbs each (4lbs); ROF T(1); Cst $30 ($60); ST 6; Bulk -4)&lt;br /&gt;
&amp;lt;br/&amp;gt; Heavy Leather Coat and Boots (Body and Feet; DR 2; Cost $158 +$52 ($210); Wt. 12.6lb +4.2lb (16.8lbs)&lt;br /&gt;
&amp;lt;br/&amp;gt; Light Fur/Leather Hood and Arms and Leggings, Leather Gloves (Head/not face, Arms and Legs and Hands); DR 1; Cost $13 +25 +$5 +$37 ($80); Wt. 1.5lb + 3lb +4.5lb (9lbs)&lt;br /&gt;
&amp;lt;br/&amp;gt; Sack. Holds 40 lbs. of loot. Requires two hands or a pole. DR 1, HP 5. $30, 3 lbs.&lt;br /&gt;
&amp;lt;br/&amp;gt; Personal Basics (TL0). Minimum gear for camping: -2 to any Survival roll without it. Includes utensils, tinderbox or flint and steel, towel, etc., as TL permits. $5; 1 lb.&lt;br /&gt;
&amp;lt;br/&amp;gt; Canned Food (TL5): Better tasting, though heavier than, standard rations. Only feeds one person (the food within weighs 0.5 lb.). $2, 1 lb. each. [22 cans of food, total cost $44, Wt. 11lbs]&lt;br /&gt;
&amp;lt;br/&amp;gt; Water, Clean (TL0): Requires a canteen or cheap plastic bottle ($1, 0.05 lb.; holds one pint). Tainted water is free, not just cheap. $1, 1 lb. per pint. [4 plastic full of clean water. &amp;lt;br/&amp;gt; Total cost $8, Wt. 4.2lb]&lt;br /&gt;
&amp;lt;br/&amp;gt; Spent $500&lt;br /&gt;
&amp;lt;br/&amp;gt; Wt. carried 35.8lbs (Encumbrance None) +Full Sack 18.2lbs (total 54lbs, encumbrance None)&lt;br /&gt;
&lt;br /&gt;
==Templates==&lt;br /&gt;
Barbarian Template [62]&lt;br /&gt;
ST 12 [20]; DX 11 [20]; HT 11 [10]&lt;br /&gt;
Advantages: High Pain Threshold [10]&lt;br /&gt;
Skills: Survival (XX) -9 [2]&lt;br /&gt;
&lt;br /&gt;
Half-Ogre [20pts]&lt;br /&gt;
Attribute Modifiers: ST+4 [40]; IQ-1 [‑20]; HT+1 [10].&lt;br /&gt;
Advantages: Fearlessness 1 [2]; Night Vision 3 [3]; Tough Skin 1 [3].&lt;br /&gt;
Disadvantages: Appearance (Ugly) [‑8]; Social Stigma (Savage) [‑10].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Ruins Of McCleanburg]]&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg/TROK&amp;diff=409120</id>
		<title>Ruins Of McCleanburg/TROK</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg/TROK&amp;diff=409120"/>
		<updated>2021-10-27T20:58:26Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==TROK [125 points]==&lt;br /&gt;
&lt;br /&gt;
Attributes 80 + Secondary Characteristic 14 + Advantages 47 + Skills 19 - Disadvantages 40 and Quirks (TBD) 5 = 125 points&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
ST 17 [30]; DX 11 [20]; IQ 10 [20]; HT 12 [10].&lt;br /&gt;
&lt;br /&gt;
==Secondary Characteristics==&lt;br /&gt;
Damage 1d+2/3d-1; BL 58lbs.; HP 19 [4]; Will 10 [0]; Per 11 [5]; FP 12 [0]; Basic Speed 6.00 [5]; Basic Move 6 [0].&lt;br /&gt;
&lt;br /&gt;
==Advantages==&lt;br /&gt;
Half-Ogre (Fearless 1; Night Vision 3; Tough Skin 1) [20]; Fearless 3 [4]; High Pain Threshold [10]; Outdoormen 1 [10]; Tough Skin 2 [3]&lt;br /&gt;
&lt;br /&gt;
==Disadvantages==&lt;br /&gt;
Appearance (Ugly); Easy to Read [-10]; Illiteracy [-3]; Odious Personal Habit (Unrefined Clod) (15) [-2]; Gluttorny (12) [-5]; Greed (12) [-15]; Sense of Duty (Adventuring Companions) [-5]; Social Stigma (Savage)&lt;br /&gt;
Quirks: TBD&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
 Brawling -12 [2]; Climbing -10 [1]; Hiking - 11 [1]; Naturalist - 10 [1]; Navigation -11 [2]; Stealth -11 [2]; Survival (X) - 12 [2]; Throwing -11 [2]; Tracking -12 [2]; Two-Handed Axe/Mace - 12 [4]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Long Axe (Damage 3d+2 cut; Reach 1,2*; Parry 0U; Cost $75; Wt. 6lbs; ST 11‡) ‡ Two-Handed and if your ST is 1.5 times higher then the weapon does not become Unbalanced when used to Parry&lt;br /&gt;
&amp;lt;br/&amp;gt;Javelins (2) (Damage 1d+3 imp; Acc 3; 1/2D/Max Range 25/42; Wt. 2lbs each (4lbs); ROF T(1); Cst $30 ($60); ST 6; Bulk -4)&lt;br /&gt;
&amp;lt;br/&amp;gt; Heavy Leather Coat and Boots (Body and Feet; DR 2; Cost $158 +$52 ($210); Wt. 12.6lb +4.2lb (16.8lbs)&lt;br /&gt;
&amp;lt;br/&amp;gt; Light Fur/Leather Hood and Arms and Leggings, Leather Gloves (Head/not face, Arms and Legs and Hands); DR 1; Cost $13 +25 +$5 +$37 ($80); Wt. 1.5lb + 3lb +4.5lb (9lbs)&lt;br /&gt;
&amp;lt;br/&amp;gt; Sack. Holds 40 lbs. of loot. Requires two hands or a pole. DR 1, HP 5. $30, 3 lbs.&lt;br /&gt;
&amp;lt;br/&amp;gt; Personal Basics (TL0). Minimum gear for camping: -2 to any Survival roll without it. Includes utensils, tinderbox or flint and steel, towel, etc., as TL permits. $5; 1 lb.&lt;br /&gt;
&amp;lt;br/&amp;gt; Canned Food (TL5): Better tasting, though heavier than, standard rations. Only feeds one person (the food within weighs 0.5 lb.). $2, 1 lb. each. [22 cans of food, total cost $44, Wt. 11lbs]&lt;br /&gt;
&amp;lt;br/&amp;gt; Water, Clean (TL0): Requires a canteen or cheap plastic bottle ($1, 0.05 lb.; holds one pint). Tainted water is free, not just cheap. $1, 1 lb. per pint. [4 plastic full of clean water. &amp;lt;br/&amp;gt; Total cost $8, Wt. 4.2lb]&lt;br /&gt;
&amp;lt;br/&amp;gt; Spent $500&lt;br /&gt;
&amp;lt;br/&amp;gt; Wt. carried 35.8lbs (Encumbrance None) +Full Sack 18.2lbs (total 54lbs, encumbrance None)&lt;br /&gt;
&lt;br /&gt;
==Templates==&lt;br /&gt;
Barbarian Template [62]&lt;br /&gt;
ST 12 [20]; DX 11 [20]; HT 11 [10]&lt;br /&gt;
Advantages: High Pain Threshold [10]&lt;br /&gt;
Skills: Survival (XX) -9 [2]&lt;br /&gt;
&lt;br /&gt;
Half-Ogre [20pts]&lt;br /&gt;
Attribute Modifiers: ST+4 [40]; IQ-1 [‑20]; HT+1 [10].&lt;br /&gt;
Advantages: Fearlessness 1 [2]; Night Vision 3 [3]; Tough Skin 1 [3].&lt;br /&gt;
Disadvantages: Appearance (Ugly) [‑8]; Social Stigma (Savage) [‑10].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Ruins Of McCleanburg]]&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg/TROK&amp;diff=409098</id>
		<title>Ruins Of McCleanburg/TROK</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg/TROK&amp;diff=409098"/>
		<updated>2021-10-27T12:56:54Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TROK [125 points]&lt;br /&gt;
&lt;br /&gt;
Attributes: ST 17 [30]; DX 11 [20]; IQ 10 [20]; HT 12 [10].&lt;br /&gt;
&lt;br /&gt;
Secondary Characteristics: Damage 1d+2/3d-1; BL 58lbs.; HP 19 [4]; Will 10 [0]; Per 11 [5]; FP 12 [0]; Basic Speed 6.00 [5]; Basic Move 6 [0].&lt;br /&gt;
&lt;br /&gt;
Advantages: Half-Ogre (Fearless 1; Night Vision 3; Tough Skin 1) [20]; Fearless 3 [4]; High Pain Threshold [10]; Outdoormen 1 [10]; Tough Skin 2 [3]&lt;br /&gt;
&lt;br /&gt;
Disadvantages: Appearance (Ugly); Easy to Read [-10]; Illiteracy [-3]; Odious Personal Habit (Unrefined Clod) (15) [-2]; Gluttorny (12) [-5]; Greed (12) [-15]; Sense of Duty (Adventuring Companions) [-5]; Social Stigma (Savage)&lt;br /&gt;
Quirks: TBD&lt;br /&gt;
&lt;br /&gt;
Skills: Brawling -12 [2]; Climbing -10 [1]; Hiking - 11 [1]; Naturalist - 10 [1]; Navigation -11 [2]; Stealth -11 [2]; Survival (X) - 12 [2]; Throwing -11 [2]; Tracking -12 [2]; Two-Handed Axe/Mace - 12 [4]&lt;br /&gt;
&lt;br /&gt;
Attributes 80 + Secondary Characteristic 14 + Advantages 47 + Skills 19 - Disadvantages 40 and Quirks (TBD) 5 = 125 points&lt;br /&gt;
&lt;br /&gt;
Gear&lt;br /&gt;
Long Axe (Damage 3d+2 cut; Reach 1,2*; Parry 0U; Cost $75; Wt. 6lbs; ST 11‡) ‡ Two-Handed and if your ST is 1.5 times higher then the weapon does not become Unbalanced when used to Parry&lt;br /&gt;
Javelins (2) (Damage 1d+3 imp; Acc 3; 1/2D/Max Range 25/42; Wt. 2lbs each (4lbs); ROF T(1); Cst $30 ($60); ST 6; Bulk -4)&lt;br /&gt;
Heavy Leather Coat and Boots (Body and Feet; DR 2; Cost $158 +$52 ($210); Wt. 12.6lb +4.2lb (16.8lbs)&lt;br /&gt;
Light Fur/Leather Hood and Arms and Leggings, Leather Gloves (Head/not face, Arms and Legs and Hands); DR 1; Cost $13 +25 +$5 +$37 ($80); Wt. 1.5lb + 3lb +4.5lb (9lbs)&lt;br /&gt;
Sack. Holds 40 lbs. of loot. Requires two hands or a pole. DR 1, HP 5. $30, 3 lbs.&lt;br /&gt;
Personal Basics (TL0). Minimum gear for camping: -2 to any Survival roll without it. Includes utensils, tinderbox or flint and steel, towel, etc., as TL permits. $5; 1 lb.&lt;br /&gt;
Canned Food (TL5): Better tasting, though heavier than, standard rations. Only feeds one person (the food within weighs 0.5 lb.). $2, 1 lb. each. [22 cans of food, total cost $44, Wt. 11lbs]&lt;br /&gt;
Water, Clean (TL0): Requires a canteen or cheap plastic bottle ($1, 0.05 lb.; holds one pint). Tainted water is free, not just cheap. $1, 1 lb. per pint. [4 plastic full of clean water. Total cost $8, Wt. 4.2lb]&lt;br /&gt;
Spent $500&lt;br /&gt;
Wt. carried 35.8lbs (Encumbrance None) +Full Sack 18.2lbs (total 54lbs, encumbrance None)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Barbarian Template [62]&lt;br /&gt;
ST 12 [20]; DX 11 [20]; HT 11 [10]&lt;br /&gt;
Advantages: High Pain Threshold [10]&lt;br /&gt;
Skills: Survival (XX) -9 [2]&lt;br /&gt;
&lt;br /&gt;
Half-Ogre [20pts]&lt;br /&gt;
Attribute Modifiers: ST+4 [40]; IQ-1 [‑20]; HT+1 [10].&lt;br /&gt;
Advantages: Fearlessness 1 [2]; Night Vision 3 [3]; Tough Skin 1 [3].&lt;br /&gt;
Disadvantages: Appearance (Ugly) [‑8]; Social Stigma (Savage) [‑10].&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg/TROK&amp;diff=409097</id>
		<title>Ruins Of McCleanburg/TROK</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg/TROK&amp;diff=409097"/>
		<updated>2021-10-27T12:56:27Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: Created page with &amp;quot;TROK [125 points]  Attributes: ST 17 [30]; DX 11 [20]; IQ 10 [20]; HT 12 [10].  Secondary Characteristics: Damage 1d+2/3d-1; BL 58lbs.; HP 19 [4]; Will 10 [0]; Per 11 [5]; FP...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TROK [125 points]&lt;br /&gt;
&lt;br /&gt;
Attributes: ST 17 [30]; DX 11 [20]; IQ 10 [20]; HT 12 [10].&lt;br /&gt;
&lt;br /&gt;
Secondary Characteristics: Damage 1d+2/3d-1; BL 58lbs.; HP 19 [4]; Will 10 [0]; Per 11 [5]; FP 12 [0]; Basic Speed 6.00 [5]; Basic Move 6 [0].&lt;br /&gt;
&lt;br /&gt;
Advantages: Half-Ogre (Fearless 1; Night Vision 3; Tough Skin 1) [20]; Fearless 3 [4]; High Pain Threshold [10]; Outdoormen 1 [10]; Tough Skin 2 [3]&lt;br /&gt;
&lt;br /&gt;
Disadvantages: Appearance (Ugly); Easy to Read [-10]; Illiteracy [-3]; Odious Personal Habit (Unrefined Clod) (15) [-2]; Gluttorny (12) [-5]; Greed (12) [-15]; Sense of Duty (Adventuring Companions) [-5]; Social Stigma (Savage)&lt;br /&gt;
Quirks: TBD&lt;br /&gt;
&lt;br /&gt;
Skills: Brawling -12 [2]; Climbing -10 [1]; Hiking - 11 [1]; Naturalist - 10 [1]; Navigation -11 [2]; Stealth -11 [2]; Survival (X) - 12 [2]; Throwing -11 [2]; Tracking -12 [2]; Two-Handed Axe/Mace - 12 [4]&lt;br /&gt;
&lt;br /&gt;
Attributes 80 + Secondary Characteristic 14 + Advantages 47 + Skills 19 - Disadvantages 40 and Quirks (TBD) 5 = 125 points&lt;br /&gt;
&lt;br /&gt;
Gear&lt;br /&gt;
Long Axe (Damage 3d+2 cut; Reach 1,2*; Parry 0U; Cost $75; Wt. 6lbs; ST 11‡) ‡ Two-Handed and if your ST is 1.5 times higher then the weapon does not become Unbalanced when used to Parry&lt;br /&gt;
Javelins (2) (Damage 1d+3 imp; Acc 3; 1/2D/Max Range 25/42; Wt. 2lbs each (4lbs); ROF T(1); Cst $30 ($60); ST 6; Bulk -4)&lt;br /&gt;
Heavy Leather Coat and Boots (Body and Feet; DR 2; Cost $158 +$52 ($210); Wt. 12.6lb +4.2lb (16.8lbs)&lt;br /&gt;
Light Fur/Leather Hood and Arms and Leggings, Leather Gloves (Head/not face, Arms and Legs and Hands); DR 1; Cost $13 +25 +$5 +$37 ($80); Wt. 1.5lb + 3lb +4.5lb (9lbs)&lt;br /&gt;
Sack. Holds 40 lbs. of loot. Requires two hands or a pole. DR 1, HP 5. $30, 3 lbs.&lt;br /&gt;
Personal Basics (TL0). Minimum gear for camping: -2 to any Survival roll without it. Includes utensils, tinderbox or flint and steel, towel, etc., as TL permits. $5; 1 lb.&lt;br /&gt;
Canned Food (TL5): Better tasting, though heavier than, standard rations. Only feeds one person (the food within weighs 0.5 lb.). $2, 1 lb. each. [22 cans of food, total cost $44, Wt. 11lbs]&lt;br /&gt;
Water, Clean (TL0): Requires a canteen or cheap plastic bottle ($1, 0.05 lb.; holds one pint). Tainted water is free, not just cheap. $1, 1 lb. per pint. [4 plastic full of clean water. Total cost $8, Wt. 4.2lb]&lt;br /&gt;
Spent $500&lt;br /&gt;
Wt. carried 35.8lbs (Encumbrance None) +Full Sack 18.2lbs (total 54lbs, encumbrance None)&lt;br /&gt;
===&lt;br /&gt;
&lt;br /&gt;
Barbarian Template [62]&lt;br /&gt;
ST 12 [20]; DX 11 [20]; HT 11 [10]&lt;br /&gt;
Advantages: High Pain Threshold [10]&lt;br /&gt;
Skills: Survival (XX) -9 [2]&lt;br /&gt;
&lt;br /&gt;
Half-Ogre [20pts]&lt;br /&gt;
Attribute Modifiers: ST+4 [40]; IQ-1 [‑20]; HT+1 [10].&lt;br /&gt;
Advantages: Fearlessness 1 [2]; Night Vision 3 [3]; Tough Skin 1 [3].&lt;br /&gt;
Disadvantages: Appearance (Ugly) [‑8]; Social Stigma (Savage) [‑10].&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=409096</id>
		<title>Ruins Of McCleanburg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=409096"/>
		<updated>2021-10-27T12:55:18Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Current Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Thirty years ago, the Kodan invaded. We don’t know if they came from across the sea, from the stars above, or through a mystic portal, but they appeared in number and darkened any resistance. They had flying and crawling war machines and guns large and small that could fire faster than any crossbow or catapult. Our knights, longbows, and even wizards buckled before their forces. They broke any hint of resistance. We suffered under their heel for twenty years.&lt;br /&gt;
&lt;br /&gt;
Then, they retreated south of here and built a wall behind them, a fence of dazzling green beams. The Kodan took most of their weapons and supplies, but left entire outposts, bases, and cities behind. Deserted. We don’t know why they left us alone, why they built their Frontier where they did. Did they find something they were looking for? Were they repelled by something they found?&lt;br /&gt;
&lt;br /&gt;
Bah. Those questions don’t help us survive in the here and now. We try to grow food in the soil they poisoned and try to find game animals the Kodan scared off. Our children are often born strange to our eyes, but this is a hard world to survive, and their gifts are useful.&lt;br /&gt;
&lt;br /&gt;
The harvest this year was meager. Winter is mild here, but it is cold enough we can’t grow another crop. We need our young, our able bodied, to search the ruins for tech we can barter to other communities for more food.&lt;br /&gt;
&lt;br /&gt;
Go out into the Ruins of McCleanburg.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
This is a GURPS 4e campaign using Dungeon Fantasy and After the End sourcebooks.  Total power level is 155 points with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #1:&#039;&#039;&#039; Make a 125 point character based on a Dungeon Fantasy template with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #2:&#039;&#039;&#039; Kick it up a notch. Spend 30 points on anything. Come up with a special power, unique talent, crazy mutation, or some such.&lt;br /&gt;
&lt;br /&gt;
McCleanburg is awash in the leavings of the high-tech Kodan civilization.  In addition to Dungeon Fantasy skills, higher tech skills are also available.  Most characters won’t have more than one or two points in these.&lt;br /&gt;
&lt;br /&gt;
* Armoury (body armor, heavy weapons, small arms, vehicular armor)&lt;br /&gt;
* Computer operation&lt;br /&gt;
* Driving&lt;br /&gt;
* Electrician&lt;br /&gt;
* Electronics operation &lt;br /&gt;
* Electronics repair&lt;br /&gt;
* Gunner (machine gun, cannon, rockets)&lt;br /&gt;
* Guns (rifle, pistol, shotgun)—Common enough to spend any number of points&lt;br /&gt;
* Guns (LMG, GL, LAW, SMG) &lt;br /&gt;
* Mechanic—Common enough to spend any number of points&lt;br /&gt;
&lt;br /&gt;
==Equipment and Wealth==&lt;br /&gt;
The Kodan occupied for 20 years, so almost anything in the books up to TL8 can be found for a price. Gear will follow the After the End rule of x2 for each TL above 4. TL5 = x2 ; TL6 = x4; TL7 = x8; TL8 = x16. Ammunition is currency and is simplified like in After the End: calibers are small pistol ($2, .32 and below), large pistol ($5), small rifle ($5), large rifle ($10), shotgun($10) and HMG ($50, heavy machine gun/magnum rifle). $500 starting cash and can spend up to 7 points on Extra Cash for $250 per point.  Signature Gear provides plot protection to a piece of equipment.&lt;br /&gt;
&lt;br /&gt;
==Current Characters==&lt;br /&gt;
Clu2415 as GM&lt;br /&gt;
&amp;lt;br/&amp;gt; Karl Green playing [[Ruins Of McCleanburg/TROK | TROK, half-ogre barbarian]]&lt;br /&gt;
&amp;lt;br/&amp;gt;Maya Qwan playing Teela&lt;br /&gt;
&amp;lt;br/&amp;gt;Xellos100 playing fae gnome wizard&lt;br /&gt;
&amp;lt;br/&amp;gt;Elfwine playing wolf-blooded swashbuckler&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setting Information==&lt;br /&gt;
The PCs are residents the village of Pawtucket, in the Paw Creek area of McCleanburg County.  The old-timers chuckle at stories of Countess McClean&#039;s petty tyrannies before the invasion.  McCleanburg&#039;s western edge is the Catawba river, running north to south. Paw Creek is the area that extends west from Downtown to the river.  A mile south of Pawtucket is 85, a major Kodan road which stretches to the west and northeast.  Another mile south of 85 is The Airport, where great steel birds landed and took off with a massive building to organize departing and arriving passengers and cargo.  Crossings over the Catawba include a Kodan bridge built for 85 and the Rozzelle&#039;s family ferry in the northwest.  On the northern end of the county is Huntersville, a trading partner for meat.  East of Huntersville, on the Catawba shore is the Mack, a hive of mutants and radioactivity.&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=409094</id>
		<title>Ruins Of McCleanburg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=409094"/>
		<updated>2021-10-27T01:45:09Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Current Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Thirty years ago, the Kodan invaded. We don’t know if they came from across the sea, from the stars above, or through a mystic portal, but they appeared in number and darkened any resistance. They had flying and crawling war machines and guns large and small that could fire faster than any crossbow or catapult. Our knights, longbows, and even wizards buckled before their forces. They broke any hint of resistance. We suffered under their heel for twenty years.&lt;br /&gt;
&lt;br /&gt;
Then, they retreated south of here and built a wall behind them, a fence of dazzling green beams. The Kodan took most of their weapons and supplies, but left entire outposts, bases, and cities behind. Deserted. We don’t know why they left us alone, why they built their Frontier where they did. Did they find something they were looking for? Were they repelled by something they found?&lt;br /&gt;
&lt;br /&gt;
Bah. Those questions don’t help us survive in the here and now. We try to grow food in the soil they poisoned and try to find game animals the Kodan scared off. Our children are often born strange to our eyes, but this is a hard world to survive, and their gifts are useful.&lt;br /&gt;
&lt;br /&gt;
The harvest this year was meager. Winter is mild here, but it is cold enough we can’t grow another crop. We need our young, our able bodied, to search the ruins for tech we can barter to other communities for more food.&lt;br /&gt;
&lt;br /&gt;
Go out into the Ruins of McCleanburg.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
This is a GURPS 4e campaign using Dungeon Fantasy and After the End sourcebooks.  Total power level is 155 points with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #1:&#039;&#039;&#039; Make a 125 point character based on a Dungeon Fantasy template with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #2:&#039;&#039;&#039; Kick it up a notch. Spend 30 points on anything. Come up with a special power, unique talent, crazy mutation, or some such.&lt;br /&gt;
&lt;br /&gt;
McCleanburg is awash in the leavings of the high-tech Kodan civilization.  In addition to Dungeon Fantasy skills, higher tech skills are also available.  Most characters won’t have more than one or two points in these.&lt;br /&gt;
&lt;br /&gt;
* Armoury (body armor, heavy weapons, small arms, vehicular armor)&lt;br /&gt;
* Computer operation&lt;br /&gt;
* Driving&lt;br /&gt;
* Electrician&lt;br /&gt;
* Electronics operation &lt;br /&gt;
* Electronics repair&lt;br /&gt;
* Gunner (machine gun, cannon, rockets)&lt;br /&gt;
* Guns (rifle, pistol, shotgun)—Common enough to spend any number of points&lt;br /&gt;
* Guns (LMG, GL, LAW, SMG) &lt;br /&gt;
* Mechanic—Common enough to spend any number of points&lt;br /&gt;
&lt;br /&gt;
==Equipment and Wealth==&lt;br /&gt;
The Kodan occupied for 20 years, so almost anything in the books up to TL8 can be found for a price. Gear will follow the After the End rule of x2 for each TL above 4. TL5 = x2 ; TL6 = x4; TL7 = x8; TL8 = x16. Ammunition is currency and is simplified like in After the End: calibers are small pistol ($2, .32 and below), large pistol ($5), small rifle ($5), large rifle ($10), shotgun($10) and HMG ($50, heavy machine gun/magnum rifle). $500 starting cash and can spend up to 7 points on Extra Cash for $250 per point.  Signature Gear provides plot protection to a piece of equipment.&lt;br /&gt;
&lt;br /&gt;
==Current Characters==&lt;br /&gt;
Clu2415 as GM&lt;br /&gt;
&amp;lt;br/&amp;gt; Karl Green playing TROK, half-ogre barbarian&lt;br /&gt;
&amp;lt;br/&amp;gt;Maya Qwan playing Teela&lt;br /&gt;
&amp;lt;br/&amp;gt;Xellos100 playing fae gnome wizard&lt;br /&gt;
&amp;lt;br/&amp;gt;Elfwine playing wolf-blooded swashbuckler&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setting Information==&lt;br /&gt;
The PCs are residents the village of Pawtucket, in the Paw Creek area of McCleanburg County.  The old-timers chuckle at stories of Countess McClean&#039;s petty tyrannies before the invasion.  McCleanburg&#039;s western edge is the Catawba river, running north to south. Paw Creek is the area that extends west from Downtown to the river.  A mile south of Pawtucket is 85, a major Kodan road which stretches to the west and northeast.  Another mile south of 85 is The Airport, where great steel birds landed and took off with a massive building to organize departing and arriving passengers and cargo.  Crossings over the Catawba include a Kodan bridge built for 85 and the Rozzelle&#039;s family ferry in the northwest.  On the northern end of the county is Huntersville, a trading partner for meat.  East of Huntersville, on the Catawba shore is the Mack, a hive of mutants and radioactivity.&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Clu2415GURPSPASF&amp;diff=409093</id>
		<title>Clu2415GURPSPASF</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Clu2415GURPSPASF&amp;diff=409093"/>
		<updated>2021-10-27T01:44:33Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Clu2415&amp;#039;s GURPS Post-Apocalyptic Sci-Fantasy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Clu2415&#039;s GURPS Post-Apocalyptic Sci-Fantasy==&lt;br /&gt;
&lt;br /&gt;
Deprecated.  See new page [[Ruins Of McCleanburg]].&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Clu2415GURPSPASF&amp;diff=409092</id>
		<title>Clu2415GURPSPASF</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Clu2415GURPSPASF&amp;diff=409092"/>
		<updated>2021-10-27T01:44:02Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: Replaced content with &amp;quot;==Clu2415&amp;#039;s GURPS Post-Apocalyptic Sci-Fantasy==  Deprecated.  See new page RuinsOfMcCleanburg.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Clu2415&#039;s GURPS Post-Apocalyptic Sci-Fantasy==&lt;br /&gt;
&lt;br /&gt;
Deprecated.  See new page [[RuinsOfMcCleanburg]].&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=409091</id>
		<title>Ruins Of McCleanburg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ruins_Of_McCleanburg&amp;diff=409091"/>
		<updated>2021-10-27T01:41:31Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: Created page with &amp;quot;==Introduction==  Thirty years ago, the Kodan invaded. We don’t know if they came from across the sea, from the stars above, or through a mystic portal, but they appeared in...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Thirty years ago, the Kodan invaded. We don’t know if they came from across the sea, from the stars above, or through a mystic portal, but they appeared in number and darkened any resistance. They had flying and crawling war machines and guns large and small that could fire faster than any crossbow or catapult. Our knights, longbows, and even wizards buckled before their forces. They broke any hint of resistance. We suffered under their heel for twenty years.&lt;br /&gt;
&lt;br /&gt;
Then, they retreated south of here and built a wall behind them, a fence of dazzling green beams. The Kodan took most of their weapons and supplies, but left entire outposts, bases, and cities behind. Deserted. We don’t know why they left us alone, why they built their Frontier where they did. Did they find something they were looking for? Were they repelled by something they found?&lt;br /&gt;
&lt;br /&gt;
Bah. Those questions don’t help us survive in the here and now. We try to grow food in the soil they poisoned and try to find game animals the Kodan scared off. Our children are often born strange to our eyes, but this is a hard world to survive, and their gifts are useful.&lt;br /&gt;
&lt;br /&gt;
The harvest this year was meager. Winter is mild here, but it is cold enough we can’t grow another crop. We need our young, our able bodied, to search the ruins for tech we can barter to other communities for more food.&lt;br /&gt;
&lt;br /&gt;
Go out into the Ruins of McCleanburg.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
This is a GURPS 4e campaign using Dungeon Fantasy and After the End sourcebooks.  Total power level is 155 points with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #1:&#039;&#039;&#039; Make a 125 point character based on a Dungeon Fantasy template with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #2:&#039;&#039;&#039; Kick it up a notch. Spend 30 points on anything. Come up with a special power, unique talent, crazy mutation, or some such.&lt;br /&gt;
&lt;br /&gt;
McCleanburg is awash in the leavings of the high-tech Kodan civilization.  In addition to Dungeon Fantasy skills, higher tech skills are also available.  Most characters won’t have more than one or two points in these.&lt;br /&gt;
&lt;br /&gt;
* Armoury (body armor, heavy weapons, small arms, vehicular armor)&lt;br /&gt;
* Computer operation&lt;br /&gt;
* Driving&lt;br /&gt;
* Electrician&lt;br /&gt;
* Electronics operation &lt;br /&gt;
* Electronics repair&lt;br /&gt;
* Gunner (machine gun, cannon, rockets)&lt;br /&gt;
* Guns (rifle, pistol, shotgun)—Common enough to spend any number of points&lt;br /&gt;
* Guns (LMG, GL, LAW, SMG) &lt;br /&gt;
* Mechanic—Common enough to spend any number of points&lt;br /&gt;
&lt;br /&gt;
==Equipment and Wealth==&lt;br /&gt;
The Kodan occupied for 20 years, so almost anything in the books up to TL8 can be found for a price. Gear will follow the After the End rule of x2 for each TL above 4. TL5 = x2 ; TL6 = x4; TL7 = x8; TL8 = x16. Ammunition is currency and is simplified like in After the End: calibers are small pistol ($2, .32 and below), large pistol ($5), small rifle ($5), large rifle ($10), shotgun($10) and HMG ($50, heavy machine gun/magnum rifle). $500 starting cash and can spend up to 7 points on Extra Cash for $250 per point.  Signature Gear provides plot protection to a piece of equipment.&lt;br /&gt;
&lt;br /&gt;
==Current Characters==&lt;br /&gt;
Clu2415 as GM&lt;br /&gt;
Karl Green playing TROK, half-ogre barbarian&lt;br /&gt;
&amp;lt;br/&amp;gt;Maya Qwan playing Teela&lt;br /&gt;
&amp;lt;br/&amp;gt;Xellos100 playing fae gnome wizard&lt;br /&gt;
&amp;lt;br/&amp;gt;Elfwine playing wolf-blooded swashbuckler&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setting Information==&lt;br /&gt;
The PCs are residents the village of Pawtucket, in the Paw Creek area of McCleanburg County.  The old-timers chuckle at stories of Countess McClean&#039;s petty tyrannies before the invasion.  McCleanburg&#039;s western edge is the Catawba river, running north to south. Paw Creek is the area that extends west from Downtown to the river.  A mile south of Pawtucket is 85, a major Kodan road which stretches to the west and northeast.  Another mile south of 85 is The Airport, where great steel birds landed and took off with a massive building to organize departing and arriving passengers and cargo.  Crossings over the Catawba include a Kodan bridge built for 85 and the Rozzelle&#039;s family ferry in the northwest.  On the northern end of the county is Huntersville, a trading partner for meat.  East of Huntersville, on the Catawba shore is the Mack, a hive of mutants and radioactivity.&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Clu2415GURPSPASF&amp;diff=409005</id>
		<title>Clu2415GURPSPASF</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Clu2415GURPSPASF&amp;diff=409005"/>
		<updated>2021-10-26T02:19:55Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Character Creation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Clu2415&#039;s GURPS Post-Apocalyptic Sci-Fantasy==&lt;br /&gt;
&lt;br /&gt;
Thirty years ago, the Kodan invaded. We don’t know if they came from across the sea, from the stars above, or through a mystic portal, but they appeared in number and darkened any resistance. They had flying and crawling war machines and guns large and small that could fire faster than any crossbow or catapult. Our knights, longbows, and even wizards buckled before their forces. They broke any hint of resistance. We suffered under their heel for twenty years.&lt;br /&gt;
&lt;br /&gt;
Then, they retreated south of here and built a wall behind them, a fence of dazzling green beams. The Kodan took most of their weapons and supplies, but left entire outposts, bases, and cities behind. Deserted. We don’t know why they left us alone, why they built their Frontier where they did. Did they find something they were looking for? Were they repelled by something they found?&lt;br /&gt;
&lt;br /&gt;
Bah. Those questions don’t help us survive in the here and now. We try to grow food in the soil they poisoned and try to find game animals the Kodan scared off. Our children are often born strange to our eyes, but this is a hard world to survive, and their gifts are useful.&lt;br /&gt;
&lt;br /&gt;
The harvest this year was meager. Winter is mild here, but it is cold enough we can’t grow another crop. We need our young, our able bodied, to search the ruins for tech we can barter to other communities for more food.&lt;br /&gt;
&lt;br /&gt;
Go out into the Ruins of McCleanburg.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
Total power level is 155 points with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #1:&#039;&#039;&#039; Make a 125 point character based on a Dungeon Fantasy template with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #2:&#039;&#039;&#039; Kick it up a notch. Spend 30 points on anything. Come up with a special power, unique talent, crazy mutation, or some such.&lt;br /&gt;
&lt;br /&gt;
McCleanburg is awash in the leavings of the high-tech Kodan civilization.  In addition to Dungeon Fantasy skills, higher tech skills are also available.  Most characters won’t have more than one or two points in these.&lt;br /&gt;
&lt;br /&gt;
* Armoury (body armor, heavy weapons, small arms, vehicular armor)&lt;br /&gt;
* Computer operation&lt;br /&gt;
* Driving&lt;br /&gt;
* Electrician&lt;br /&gt;
* Electronics operation &lt;br /&gt;
* Electronics repair&lt;br /&gt;
* Gunner (machine gun, cannon, rockets)&lt;br /&gt;
* Guns (rifle, pistol, shotgun)—Common enough to spend any number of points&lt;br /&gt;
* Guns (LMG, GL, LAW, SMG) &lt;br /&gt;
* Mechanic—Common enough to spend any number of points&lt;br /&gt;
&lt;br /&gt;
==Equipment and Wealth==&lt;br /&gt;
The Kodan occupied for 20 years, so almost anything in the books up to TL8 can be found for a price. Gear will follow the After the End rule of x2 for each TL above 4. TL5 = x2 ; TL6 = x4; TL7 = x8; TL8 = x16. Ammunition is currency and is simplified like in After the End: calibers are small pistol ($2, .32 and below), large pistol ($5), small rifle ($5), large rifle ($10), shotgun($10) and HMG ($50, heavy machine gun/magnum rifle). $500 starting cash and can spend up to 7 points on Extra Cash for $250 per point.  Signature Gear provides plot protection to a piece of equipment.&lt;br /&gt;
&lt;br /&gt;
==Current Characters==&lt;br /&gt;
Karl Green playing TROK, half-ogre barbarian&lt;br /&gt;
&amp;lt;br/&amp;gt;Maya Qwan playing Teela&lt;br /&gt;
&amp;lt;br/&amp;gt;Xellos100 playing fae gnome wizard&lt;br /&gt;
&amp;lt;br/&amp;gt;Elfwine playing wolf-blooded swashbuckler&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setting Information==&lt;br /&gt;
The PCs are residents the village of Pawtucket, in the Paw Creek area of McCleanburg County.  The old-timers chuckle at stories of Countess McClean&#039;s petty tyrannies before the invasion.  McCleanburg&#039;s western edge is the Catawba river, running north to south. Paw Creek is the area that extends west from Downtown to the river.  A mile south of Pawtucket is 85, a major Kodan road which stretches to the west and northeast.  Another mile south of 85 is The Airport, where great steel birds landed and took off with a massive building to organize departing and arriving passengers and cargo.  Crossings over the Catawba include a Kodan bridge built for 85 and the Rozzelle&#039;s family ferry in the northwest.  On the northern end of the county is Huntersville, a trading partner for meat.  East of Huntersville, on the Catawba shore is the Mack, a hive of mutants and radioactivity.&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Clu2415GURPSPASF&amp;diff=408993</id>
		<title>Clu2415GURPSPASF</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Clu2415GURPSPASF&amp;diff=408993"/>
		<updated>2021-10-26T00:44:12Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Character Creation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Clu2415&#039;s GURPS Post-Apocalyptic Sci-Fantasy==&lt;br /&gt;
&lt;br /&gt;
Thirty years ago, the Kodan invaded. We don’t know if they came from across the sea, from the stars above, or through a mystic portal, but they appeared in number and darkened any resistance. They had flying and crawling war machines and guns large and small that could fire faster than any crossbow or catapult. Our knights, longbows, and even wizards buckled before their forces. They broke any hint of resistance. We suffered under their heel for twenty years.&lt;br /&gt;
&lt;br /&gt;
Then, they retreated south of here and built a wall behind them, a fence of dazzling green beams. The Kodan took most of their weapons and supplies, but left entire outposts, bases, and cities behind. Deserted. We don’t know why they left us alone, why they built their Frontier where they did. Did they find something they were looking for? Were they repelled by something they found?&lt;br /&gt;
&lt;br /&gt;
Bah. Those questions don’t help us survive in the here and now. We try to grow food in the soil they poisoned and try to find game animals the Kodan scared off. Our children are often born strange to our eyes, but this is a hard world to survive, and their gifts are useful.&lt;br /&gt;
&lt;br /&gt;
The harvest this year was meager. Winter is mild here, but it is cold enough we can’t grow another crop. We need our young, our able bodied, to search the ruins for tech we can barter to other communities for more food.&lt;br /&gt;
&lt;br /&gt;
Go out into the Ruins of McCleanburg.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
Total power level is 155 points with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #1:&#039;&#039;&#039; Make a 125 point character based on a Dungeon Fantasy template with 50 points of disadvantages.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #2:&#039;&#039;&#039; Kick it up a notch. Spend 30 points on anything. Come up with a special power, unique talent, crazy mutation, or some such.&lt;br /&gt;
&lt;br /&gt;
McCleanburg is awash in the leavings of the high-tech Kodan civilization.  In addition to Dungeon Fantasy skills, higher tech skills are also available.  Most characters won’t have more than one or two points in these.&lt;br /&gt;
&lt;br /&gt;
* Armoury (body armor, heavy weapons, small arms, vehicular armor)&lt;br /&gt;
* Computer operation&lt;br /&gt;
* Driving&lt;br /&gt;
* Electrician&lt;br /&gt;
* Electronics operation &lt;br /&gt;
* Electronics repair&lt;br /&gt;
* Gunner (machine gun, cannon, rockets)&lt;br /&gt;
* Guns (rifle, pistol, shotgun)—-Common enough to spend any number of points&lt;br /&gt;
* Guns (LMG, GL, LAW, SMG) &lt;br /&gt;
* Mechanic—-Common enough to spend any number of points&lt;br /&gt;
&lt;br /&gt;
==Equipment and Wealth==&lt;br /&gt;
The Kodan occupied for 20 years, so almost anything in the books up to TL8 can be found for a price. Gear will follow the After the End rule of x2 for each TL above 4. TL5 = x2 ; TL6 = x4; TL7 = x8; TL8 = x16. Ammunition is currency and is simplified like in After the End: calibers are small pistol ($2, .32 and below), large pistol ($5), small rifle ($5), large rifle ($10), shotgun($10) and HMG ($50, heavy machine gun/magnum rifle). $500 starting cash and can spend up to 7 points on Extra Cash for $250 per point.  Signature Gear provides plot protection to a piece of equipment.&lt;br /&gt;
&lt;br /&gt;
==Current Characters==&lt;br /&gt;
Karl Green playing TROK, half-ogre barbarian&lt;br /&gt;
&amp;lt;br/&amp;gt;Maya Qwan playing Teela&lt;br /&gt;
&amp;lt;br/&amp;gt;Xellos100 playing fae gnome wizard&lt;br /&gt;
&amp;lt;br/&amp;gt;Elfwine playing wolf-blooded swashbuckler&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setting Information==&lt;br /&gt;
The PCs are residents the village of Pawtucket, in the Paw Creek area of McCleanburg County.  The old-timers chuckle at stories of Countess McClean&#039;s petty tyrannies before the invasion.  McCleanburg&#039;s western edge is the Catawba river, running north to south. Paw Creek is the area that extends west from Downtown to the river.  A mile south of Pawtucket is 85, a major Kodan road which stretches to the west and northeast.  Another mile south of 85 is The Airport, where great steel birds landed and took off with a massive building to organize departing and arriving passengers and cargo.  Crossings over the Catawba include a Kodan bridge built for 85 and the Rozzelle&#039;s family ferry in the northwest.  On the northern end of the county is Huntersville, a trading partner for meat.  East of Huntersville, on the Catawba shore is the Mack, a hive of mutants and radioactivity.&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Clu2415GURPSPASF&amp;diff=408931</id>
		<title>Clu2415GURPSPASF</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Clu2415GURPSPASF&amp;diff=408931"/>
		<updated>2021-10-25T21:52:33Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Current Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Clu2415&#039;s GURPS Post-Apocalyptic Sci-Fantasy==&lt;br /&gt;
&lt;br /&gt;
Thirty years ago, the Kodan invaded. We don’t know if they came from across the sea, from the stars above, or through a mystic portal, but they appeared in number and darkened any resistance. They had flying and crawling war machines and guns large and small that could fire faster than any crossbow or catapult. Our knights, longbows, and even wizards buckled before their forces. They broke any hint of resistance. We suffered under their heel for twenty years.&lt;br /&gt;
&lt;br /&gt;
Then, they retreated south of here and built a wall behind them, a fence of dazzling green beams. The Kodan took most of their weapons and supplies, but left entire outposts, bases, and cities behind. Deserted. We don’t know why they left us alone, why they built their Frontier where they did. Did they find something they were looking for? Were they repelled by something they found?&lt;br /&gt;
&lt;br /&gt;
Bah. Those questions don’t help us survive in the here and now. We try to grow food in the soil they poisoned and try to find game animals the Kodan scared off. Our children are often born strange to our eyes, but this is a hard world to survive, and their gifts are useful.&lt;br /&gt;
&lt;br /&gt;
The harvest this year was meager. Winter is mild here, but it is cold enough we can’t grow another crop. We need our young, our able bodied, to search the ruins for tech we can barter to other communities for more food.&lt;br /&gt;
&lt;br /&gt;
Go out into the Ruins of McCleanburg.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
Base power level is 125 points and up to 40 points of disadvantages (and five quirks). Choose a Dungeon Fantasy template and decide how many points you’ll take in disadvantages. Your points are divided into three buckets:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bucket #1:&#039;&#039;&#039; Spend 20 points on a racial template. For small templates or puny hue-mons, divide unused points evenly between bucket #2 &amp;amp; #3. You can borrow points from bucket #2 for a larger racial template.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #2:&#039;&#039;&#039; Spend 75 points + the value of your disadvantages on stuff in from the DF template you chose.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #3:&#039;&#039;&#039; Kick it up a notch. Spend 30 points on anything—within reason. Come up with a special power, unique talent, crazy mutation, or some such.&lt;br /&gt;
&lt;br /&gt;
==Equipment and Wealth==&lt;br /&gt;
The Kodan occupied for 20 years, so almost anything in the books up to TL8 can be found for a price. Gear will follow the After the End rule of x2 for each TL above 4. TL5 = x2 ; TL6 = x4; TL7 = x8; TL8 = x16. Ammunition is currency and is simplified like in After the End: calibers are small pistol ($2, .32 and below), large pistol ($5), small rifle ($5), large rifle ($10), shotgun($10) and HMG ($50, heavy machine gun/magnum rifle). $500 starting cash and can spend up to 7 points on Extra Cash for $250 per point.  Signature Gear provides plot protection to a piece of equipment.&lt;br /&gt;
&lt;br /&gt;
==Current Characters==&lt;br /&gt;
Karl Green playing TROK, half-ogre barbarian&lt;br /&gt;
&amp;lt;br/&amp;gt;Maya Qwan playing Teela&lt;br /&gt;
&amp;lt;br/&amp;gt;Xellos100 playing fae gnome wizard&lt;br /&gt;
&amp;lt;br/&amp;gt;Elfwine playing wolf-blooded swashbuckler&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setting Information==&lt;br /&gt;
The PCs are residents the village of Pawtucket, in the Paw Creek area of McCleanburg County.  The old-timers chuckle at stories of Countess McClean&#039;s petty tyrannies before the invasion.  McCleanburg&#039;s western edge is the Catawba river, running north to south. Paw Creek is the area that extends west from Downtown to the river.  A mile south of Pawtucket is 85, a major Kodan road which stretches to the west and northeast.  Another mile south of 85 is The Airport, where great steel birds landed and took off with a massive building to organize departing and arriving passengers and cargo.  Crossings over the Catawba include a Kodan bridge built for 85 and the Rozzelle&#039;s family ferry in the northwest.  On the northern end of the county is Huntersville, a trading partner for meat.  East of Huntersville, on the Catawba shore is the Mack, a hive of mutants and radioactivity.&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Clu2415GURPSPASF&amp;diff=408082</id>
		<title>Clu2415GURPSPASF</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Clu2415GURPSPASF&amp;diff=408082"/>
		<updated>2021-10-18T00:13:37Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Clu2415&#039;s GURPS Post-Apocalyptic Sci-Fantasy==&lt;br /&gt;
&lt;br /&gt;
Thirty years ago, the Kodan invaded. We don’t know if they came from across the sea, from the stars above, or through a mystic portal, but they appeared in number and darkened any resistance. They had flying and crawling war machines and guns large and small that could fire faster than any crossbow or catapult. Our knights, longbows, and even wizards buckled before their forces. They broke any hint of resistance. We suffered under their heel for twenty years.&lt;br /&gt;
&lt;br /&gt;
Then, they retreated south of here and built a wall behind them, a fence of dazzling green beams. The Kodan took most of their weapons and supplies, but left entire outposts, bases, and cities behind. Deserted. We don’t know why they left us alone, why they built their Frontier where they did. Did they find something they were looking for? Were they repelled by something they found?&lt;br /&gt;
&lt;br /&gt;
Bah. Those questions don’t help us survive in the here and now. We try to grow food in the soil they poisoned and try to find game animals the Kodan scared off. Our children are often born strange to our eyes, but this is a hard world to survive, and their gifts are useful.&lt;br /&gt;
&lt;br /&gt;
The harvest this year was meager. Winter is mild here, but it is cold enough we can’t grow another crop. We need our young, our able bodied, to search the ruins for tech we can barter to other communities for more food.&lt;br /&gt;
&lt;br /&gt;
Go out into the Ruins of McCleanburg.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
Base power level is 125 points and up to 40 points of disadvantages (and five quirks). Choose a Dungeon Fantasy template and decide how many points you’ll take in disadvantages. Your points are divided into three buckets:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bucket #1:&#039;&#039;&#039; Spend 20 points on a racial template. For small templates or puny hue-mons, divide unused points evenly between bucket #2 &amp;amp; #3. You can borrow points from bucket #2 for a larger racial template.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #2:&#039;&#039;&#039; Spend 75 points + the value of your disadvantages on stuff in from the DF template you chose.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #3:&#039;&#039;&#039; Kick it up a notch. Spend 30 points on anything—within reason. Come up with a special power, unique talent, crazy mutation, or some such.&lt;br /&gt;
&lt;br /&gt;
==Equipment and Wealth==&lt;br /&gt;
The Kodan occupied for 20 years, so almost anything in the books up to TL8 can be found for a price. Gear will follow the After the End rule of x2 for each TL above 4. TL5 = x2 ; TL6 = x4; TL7 = x8; TL8 = x16. Ammunition is currency and is simplified like in After the End: calibers are small pistol ($2, .32 and below), large pistol ($5), small rifle ($5), large rifle ($10), shotgun($10) and HMG ($50, heavy machine gun/magnum rifle). $500 starting cash and can spend up to 7 points on Extra Cash for $250 per point.  Signature Gear provides plot protection to a piece of equipment.&lt;br /&gt;
&lt;br /&gt;
==Current Characters==&lt;br /&gt;
Karl Green playing TROK&lt;br /&gt;
&amp;lt;br/&amp;gt;Maya Qwan playing Teela&lt;br /&gt;
&amp;lt;br/&amp;gt;Elfwine TBD&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setting Information==&lt;br /&gt;
The PCs are residents the village of Pawtucket, in the Paw Creek area of McCleanburg County.  The old-timers chuckle at stories of Countess McClean&#039;s petty tyrannies before the invasion.  McCleanburg&#039;s western edge is the Catawba river, running north to south. Paw Creek is the area that extends west from Downtown to the river.  A mile south of Pawtucket is 85, a major Kodan road which stretches to the west and northeast.  Another mile south of 85 is The Airport, where great steel birds landed and took off with a massive building to organize departing and arriving passengers and cargo.  Crossings over the Catawba include a Kodan bridge built for 85 and the Rozzelle&#039;s family ferry in the northwest.  On the northern end of the county is Huntersville, a trading partner for meat.  East of Huntersville, on the Catawba shore is the Mack, a hive of mutants and radioactivity.&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Clu2415GURPSPASF&amp;diff=408081</id>
		<title>Clu2415GURPSPASF</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Clu2415GURPSPASF&amp;diff=408081"/>
		<updated>2021-10-17T23:53:26Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Current Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Clu2415&#039;s GURPS Post-Apocalyptic Sci-Fantasy==&lt;br /&gt;
&lt;br /&gt;
Thirty years ago, the Kodan invaded. We don’t know if they came from across the sea, from the stars above, or through a mystic portal, but they appeared in number and darkened any resistance. They had flying and crawling war machines and guns large and small that could fire faster than any crossbow or catapult. Our knights, longbows, and even wizards buckled before their forces. They broke any hint of resistance. We suffered under their heel for twenty years.&lt;br /&gt;
&lt;br /&gt;
Then, they retreated south of here and built a wall behind them, a fence of dazzling green beams. The Kodan took most of their weapons and supplies, but left entire outposts, bases, and cities behind. Deserted. We don’t know why they left us alone, why they built their Frontier where they did. Did they find something they were looking for? Were they repelled by something they found?&lt;br /&gt;
&lt;br /&gt;
Bah. Those questions don’t help us survive in the here and now. We try to grow food in the soil they poisoned and try to find game animals the Kodan scared off. Our children are often born strange to our eyes, but this is a hard world to survive, and their gifts are useful.&lt;br /&gt;
&lt;br /&gt;
The harvest this year was meager. Winter is mild here, but it is cold enough we can’t grow another crop. We need our young, our able bodied, to search the ruins for tech we can barter to other communities for more food.&lt;br /&gt;
&lt;br /&gt;
Go out into the Ruins of McCleanburg.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
Base power level is 125 points and up to 40 points of disadvantages (and five quirks). Choose a Dungeon Fantasy template and decide how many points you’ll take in disadvantages. Your points are divided into three buckets:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bucket #1:&#039;&#039;&#039; Spend 20 points on a racial template. For small templates or puny hue-mons, divide unused points evenly between bucket #2 &amp;amp; #3. You can borrow points from bucket #2 for a larger racial template.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #2:&#039;&#039;&#039; Spend 75 points + the value of your disadvantages on stuff in from the DF template you chose.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #3:&#039;&#039;&#039; Kick it up a notch. Spend 30 points on anything—within reason. Come up with a special power, unique talent, crazy mutation, or some such.&lt;br /&gt;
&lt;br /&gt;
==Equipment and Wealth==&lt;br /&gt;
The Kodan occupied for 20 years, so almost anything in the books up to TL8 can be found for a price. Gear will follow the After the End rule of x2 for each TL above 4. TL5 = x2 ; TL6 = x4; TL7 = x8; TL8 = x16. Ammunition is currency and is simplified like in After the End: calibers are small pistol ($2, .32 and below), large pistol ($5), small rifle ($5), large rifle ($10), shotgun($10) and HMG ($50, heavy machine gun/magnum rifle). $500 starting cash and can spend up to 7 points on Extra Cash for $250 per point.  Signature Gear provides plot protection to a piece of equipment.&lt;br /&gt;
&lt;br /&gt;
==Current Characters==&lt;br /&gt;
Karl Green playing TROK&lt;br /&gt;
&amp;lt;br/&amp;gt;Maya Qwan playing Teela&lt;br /&gt;
&amp;lt;br/&amp;gt;Elfwine TBD&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Clu2415GURPSPASF&amp;diff=408080</id>
		<title>Clu2415GURPSPASF</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Clu2415GURPSPASF&amp;diff=408080"/>
		<updated>2021-10-17T23:51:35Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Character Creation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Clu2415&#039;s GURPS Post-Apocalyptic Sci-Fantasy==&lt;br /&gt;
&lt;br /&gt;
Thirty years ago, the Kodan invaded. We don’t know if they came from across the sea, from the stars above, or through a mystic portal, but they appeared in number and darkened any resistance. They had flying and crawling war machines and guns large and small that could fire faster than any crossbow or catapult. Our knights, longbows, and even wizards buckled before their forces. They broke any hint of resistance. We suffered under their heel for twenty years.&lt;br /&gt;
&lt;br /&gt;
Then, they retreated south of here and built a wall behind them, a fence of dazzling green beams. The Kodan took most of their weapons and supplies, but left entire outposts, bases, and cities behind. Deserted. We don’t know why they left us alone, why they built their Frontier where they did. Did they find something they were looking for? Were they repelled by something they found?&lt;br /&gt;
&lt;br /&gt;
Bah. Those questions don’t help us survive in the here and now. We try to grow food in the soil they poisoned and try to find game animals the Kodan scared off. Our children are often born strange to our eyes, but this is a hard world to survive, and their gifts are useful.&lt;br /&gt;
&lt;br /&gt;
The harvest this year was meager. Winter is mild here, but it is cold enough we can’t grow another crop. We need our young, our able bodied, to search the ruins for tech we can barter to other communities for more food.&lt;br /&gt;
&lt;br /&gt;
Go out into the Ruins of McCleanburg.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
Base power level is 125 points and up to 40 points of disadvantages (and five quirks). Choose a Dungeon Fantasy template and decide how many points you’ll take in disadvantages. Your points are divided into three buckets:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bucket #1:&#039;&#039;&#039; Spend 20 points on a racial template. For small templates or puny hue-mons, divide unused points evenly between bucket #2 &amp;amp; #3. You can borrow points from bucket #2 for a larger racial template.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #2:&#039;&#039;&#039; Spend 75 points + the value of your disadvantages on stuff in from the DF template you chose.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Bucket #3:&#039;&#039;&#039; Kick it up a notch. Spend 30 points on anything—within reason. Come up with a special power, unique talent, crazy mutation, or some such.&lt;br /&gt;
&lt;br /&gt;
==Equipment and Wealth==&lt;br /&gt;
The Kodan occupied for 20 years, so almost anything in the books up to TL8 can be found for a price. Gear will follow the After the End rule of x2 for each TL above 4. TL5 = x2 ; TL6 = x4; TL7 = x8; TL8 = x16. Ammunition is currency and is simplified like in After the End: calibers are small pistol ($2, .32 and below), large pistol ($5), small rifle ($5), large rifle ($10), shotgun($10) and HMG ($50, heavy machine gun/magnum rifle). $500 starting cash and can spend up to 7 points on Extra Cash for $250 per point.  Signature Gear provides plot protection to a piece of equipment.&lt;br /&gt;
&lt;br /&gt;
==Current Characters==&lt;br /&gt;
Karl Green playing TROK&lt;br /&gt;
Maya Qwan playing Teela&lt;br /&gt;
Elfwine TBD&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Clu2415GURPSPASF&amp;diff=408079</id>
		<title>Clu2415GURPSPASF</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Clu2415GURPSPASF&amp;diff=408079"/>
		<updated>2021-10-17T23:49:35Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Character Creation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Clu2415&#039;s GURPS Post-Apocalyptic Sci-Fantasy==&lt;br /&gt;
&lt;br /&gt;
Thirty years ago, the Kodan invaded. We don’t know if they came from across the sea, from the stars above, or through a mystic portal, but they appeared in number and darkened any resistance. They had flying and crawling war machines and guns large and small that could fire faster than any crossbow or catapult. Our knights, longbows, and even wizards buckled before their forces. They broke any hint of resistance. We suffered under their heel for twenty years.&lt;br /&gt;
&lt;br /&gt;
Then, they retreated south of here and built a wall behind them, a fence of dazzling green beams. The Kodan took most of their weapons and supplies, but left entire outposts, bases, and cities behind. Deserted. We don’t know why they left us alone, why they built their Frontier where they did. Did they find something they were looking for? Were they repelled by something they found?&lt;br /&gt;
&lt;br /&gt;
Bah. Those questions don’t help us survive in the here and now. We try to grow food in the soil they poisoned and try to find game animals the Kodan scared off. Our children are often born strange to our eyes, but this is a hard world to survive, and their gifts are useful.&lt;br /&gt;
&lt;br /&gt;
The harvest this year was meager. Winter is mild here, but it is cold enough we can’t grow another crop. We need our young, our able bodied, to search the ruins for tech we can barter to other communities for more food.&lt;br /&gt;
&lt;br /&gt;
Go out into the Ruins of McCleanburg.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
Base power level is 125 points and up to 40 points of disadvantages (and five quirks). Choose a Dungeon Fantasy template and decide how many points you’ll take in disadvantages. Your points are divided into three buckets:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bucket #1:&#039;&#039;&#039; Spend 20 points on a racial template. For small templates or puny hue-mons, divide unused points evenly between bucket #2 &amp;amp; #3. You can borrow points from bucket #2 for a larger racial template.&lt;br /&gt;
&#039;&#039;&#039;Bucket #2:&#039;&#039;&#039; Spend 75 points + the value of your disadvantages on stuff in from the DF template you chose.&lt;br /&gt;
&#039;&#039;&#039;Bucket #3:&#039;&#039;&#039; Kick it up a notch. Spend 30 points on anything—within reason. Come up with a special power, unique talent, crazy mutation, or some such.&lt;br /&gt;
&lt;br /&gt;
==Equipment and Wealth==&lt;br /&gt;
The Kodan occupied for 20 years, so almost anything in the books up to TL8 can be found for a price. Gear will follow the After the End rule of x2 for each TL above 4. TL5 = x2 ; TL6 = x4; TL7 = x8; TL8 = x16. Ammunition is currency and is simplified like in After the End: calibers are small pistol ($2, .32 and below), large pistol ($5), small rifle ($5), large rifle ($10), shotgun($10) and HMG ($50, heavy machine gun/magnum rifle). $500 starting cash and can spend up to 7 points on Extra Cash for $250 per point.  Signature Gear provides plot protection to a piece of equipment.&lt;br /&gt;
&lt;br /&gt;
==Current Characters==&lt;br /&gt;
Karl Green playing TROK&lt;br /&gt;
Maya Qwan playing Teela&lt;br /&gt;
Elfwine TBD&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Clu2415GURPSPASF&amp;diff=408078</id>
		<title>Clu2415GURPSPASF</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Clu2415GURPSPASF&amp;diff=408078"/>
		<updated>2021-10-17T23:49:17Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Clu2415&#039;s GURPS Post-Apocalyptic Sci-Fantasy==&lt;br /&gt;
&lt;br /&gt;
Thirty years ago, the Kodan invaded. We don’t know if they came from across the sea, from the stars above, or through a mystic portal, but they appeared in number and darkened any resistance. They had flying and crawling war machines and guns large and small that could fire faster than any crossbow or catapult. Our knights, longbows, and even wizards buckled before their forces. They broke any hint of resistance. We suffered under their heel for twenty years.&lt;br /&gt;
&lt;br /&gt;
Then, they retreated south of here and built a wall behind them, a fence of dazzling green beams. The Kodan took most of their weapons and supplies, but left entire outposts, bases, and cities behind. Deserted. We don’t know why they left us alone, why they built their Frontier where they did. Did they find something they were looking for? Were they repelled by something they found?&lt;br /&gt;
&lt;br /&gt;
Bah. Those questions don’t help us survive in the here and now. We try to grow food in the soil they poisoned and try to find game animals the Kodan scared off. Our children are often born strange to our eyes, but this is a hard world to survive, and their gifts are useful.&lt;br /&gt;
&lt;br /&gt;
The harvest this year was meager. Winter is mild here, but it is cold enough we can’t grow another crop. We need our young, our able bodied, to search the ruins for tech we can barter to other communities for more food.&lt;br /&gt;
&lt;br /&gt;
Go out into the Ruins of McCleanburg.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
 Base power level is 125 points and up to 40 points of disadvantages (and five quirks). Choose a Dungeon Fantasy template and decide how many points you’ll take in disadvantages. Your points are divided into three buckets:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bucket #1:&#039;&#039;&#039; Spend 20 points on a racial template. For small templates or puny hue-mons, divide unused points evenly between bucket #2 &amp;amp; #3. You can borrow points from bucket #2 for a larger racial template.&lt;br /&gt;
&#039;&#039;&#039;Bucket #2:&#039;&#039;&#039; Spend 75 points + the value of your disadvantages on stuff in from the DF template you chose.&lt;br /&gt;
&#039;&#039;&#039;Bucket #3:&#039;&#039;&#039; Kick it up a notch. Spend 30 points on anything—within reason. Come up with a special power, unique talent, crazy mutation, or some such.&lt;br /&gt;
&lt;br /&gt;
==Equipment and Wealth==&lt;br /&gt;
The Kodan occupied for 20 years, so almost anything in the books up to TL8 can be found for a price. Gear will follow the After the End rule of x2 for each TL above 4. TL5 = x2 ; TL6 = x4; TL7 = x8; TL8 = x16. Ammunition is currency and is simplified like in After the End: calibers are small pistol ($2, .32 and below), large pistol ($5), small rifle ($5), large rifle ($10), shotgun($10) and HMG ($50, heavy machine gun/magnum rifle). $500 starting cash and can spend up to 7 points on Extra Cash for $250 per point.  Signature Gear provides plot protection to a piece of equipment.&lt;br /&gt;
&lt;br /&gt;
==Current Characters==&lt;br /&gt;
Karl Green playing TROK&lt;br /&gt;
Maya Qwan playing Teela&lt;br /&gt;
Elfwine TBD&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Clu2415GURPSPASF&amp;diff=408077</id>
		<title>Clu2415GURPSPASF</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Clu2415GURPSPASF&amp;diff=408077"/>
		<updated>2021-10-17T23:36:04Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: page creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Clu2415&#039;s GURPS Post-Apocalyptic Sci-Fantasy==&lt;br /&gt;
&lt;br /&gt;
Thirty years ago, the Kodan invaded. We don’t know if they came from across the sea, from the stars above, or through a mystic portal, but they appeared in number and darkened any resistance. They had flying and crawling war machines and guns large and small that could fire faster than any crossbow or catapult. Our knights, longbows, and even wizards buckled before their forces. They broke any hint of resistance. We suffered under their heel for twenty years.&lt;br /&gt;
&lt;br /&gt;
Then, they retreated south of here and built a wall behind them, a fence of dazzling green beams. The Kodan took most of their weapons and supplies, but left entire outposts, bases, and cities behind. Deserted. We don’t know why they left us alone, why they built their Frontier where they did. Did they find something they were looking for? Were they repelled by something they found?&lt;br /&gt;
&lt;br /&gt;
Bah. Those questions don’t help us survive in the here and now. We try to grow food in the soil they poisoned and try to find game animals the Kodan scared off. Our children are often born strange to our eyes, but this is a hard world to survive, and their gifts are useful.&lt;br /&gt;
&lt;br /&gt;
The harvest this year was meager. Winter is mild here, but it is cold enough we can’t grow another crop. We need our young, our able bodied, to search the ruins for tech we can barter to other communities for more food.&lt;br /&gt;
&lt;br /&gt;
Go out into the Ruins of McCleanburg.&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ninjas_Mages_And_Lost_Cities/Kaze&amp;diff=387279</id>
		<title>Ninjas Mages And Lost Cities/Kaze</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ninjas_Mages_And_Lost_Cities/Kaze&amp;diff=387279"/>
		<updated>2020-08-31T02:22:31Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Name: Methien Iasa - &#039;Kaze&#039; (600)&lt;br /&gt;
&lt;br /&gt;
Attributes: ST 13 [40]; DX 16 [120]; IQ 13 [60]; HT 14 [30]&lt;br /&gt;
&lt;br /&gt;
Secondary Characteristics: Dmg 1d/2d-1; BL 34 lb; HP 13 [0]; Will 13 [0]; Per 16 [10]; FP 14 [0]; Basic Speed 8 [0]; Basic Move 8 [0]&lt;br /&gt;
&lt;br /&gt;
Advantages: Advantages [132]:&lt;br /&gt;
&lt;br /&gt;
Absolute Direction [5];&lt;br /&gt;
&lt;br /&gt;
Combat Reflexes [15];&lt;br /&gt;
&lt;br /&gt;
Danger Sense [15];&lt;br /&gt;
&lt;br /&gt;
Enhanced Dodge 1 [15];&lt;br /&gt;
&lt;br /&gt;
Fit [5];&lt;br /&gt;
&lt;br /&gt;
Flexibility [5];&lt;br /&gt;
&lt;br /&gt;
Gunslinger (Guns: Rifle only) [15];&lt;br /&gt;
&lt;br /&gt;
Increased Basic Speed 2 [10];&lt;br /&gt;
&lt;br /&gt;
Less Sleep 4 [8];&lt;br /&gt;
&lt;br /&gt;
Night Vision 4 [4];&lt;br /&gt;
&lt;br /&gt;
Rapid Healing [5];&lt;br /&gt;
&lt;br /&gt;
Reduced Consumption 1 [2];&lt;br /&gt;
&lt;br /&gt;
Talent (Outdoorsman) 2 [20];&lt;br /&gt;
&lt;br /&gt;
Temperature Tolerance 2 [2]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Elf - Racial [55];&lt;br /&gt;
Appearance [4];&lt;br /&gt;
Attribute Modifiers [5];&lt;br /&gt;
Extended Lifespan 3 [6]; &lt;br /&gt;
Language Talent [10]; &lt;br /&gt;
Perfect Balance [15]; &lt;br /&gt;
Telescopic Vision 1 [5];&lt;br /&gt;
Voice [10]; &lt;br /&gt;
&lt;br /&gt;
Languages [6]; &lt;br /&gt;
Language: Anglish (Yrth English) [0]; &lt;br /&gt;
Language: Elvish [0]; &lt;br /&gt;
Language: English (Homeline) [2]; &lt;br /&gt;
Language: Open Choice [2]; &lt;br /&gt;
Language: Orcish (Yrth) [2];&lt;br /&gt;
&lt;br /&gt;
Perks [6]: Akimbo (Guns - Rifle) [1]; &lt;br /&gt;
Patience of Job [1]; Penetrating Voice [1]; &lt;br /&gt;
Signature Gear (Custom Long Rifle) 1 [1]; &lt;br /&gt;
Weapon Bond (Signature Gear Weapon) [1]; &lt;br /&gt;
Gunslinger Perk (Ignore Bulk Penalty of Weapon in CQB situations) [1]; &lt;br /&gt;
&lt;br /&gt;
Cultural Familiarities [2]: &lt;br /&gt;
Cultural Familiarity (Elven) [0]; &lt;br /&gt;
Cultural Familiarity (Homeline) [1];&lt;br /&gt;
Cultural Familiarity (Yrth) [1];&lt;br /&gt;
&lt;br /&gt;
Disadvantages: Disadvantages [-70]:&lt;br /&gt;
&lt;br /&gt;
Code of Honor (Soldier&#039;s) [-10];&lt;br /&gt;
&lt;br /&gt;
Insomniac [-10];&lt;br /&gt;
&lt;br /&gt;
Light Sleeper [-5];&lt;br /&gt;
&lt;br /&gt;
Mild Shyness [-5];&lt;br /&gt;
&lt;br /&gt;
Pacifism: Cannot Harm Innocents [-10];&lt;br /&gt;
&lt;br /&gt;
Sense of Duty [-5];&lt;br /&gt;
&lt;br /&gt;
Sense of Duty [-10];&lt;br /&gt;
&lt;br /&gt;
Workaholic [-5];&lt;br /&gt;
&lt;br /&gt;
Xenophilia [-10]&lt;br /&gt;
&lt;br /&gt;
Quirks [-5]: &lt;br /&gt;
Alcohol Intolerance [-1]; &lt;br /&gt;
Dislikes Neckties (Why wear a Noose around your own neck?) [-1]; &lt;br /&gt;
Humble [-1]; &lt;br /&gt;
Intolerance (Orcs) [-1]; &lt;br /&gt;
Responsive [-1];&lt;br /&gt;
&lt;br /&gt;
Skills: &lt;br /&gt;
&lt;br /&gt;
Combat Skills  [142]-&lt;br /&gt;
&lt;br /&gt;
Acrobatics DX+0 [2]-16; &lt;br /&gt;
&lt;br /&gt;
Armoury/TL3 (Melee Weapons) IQ-1 [1]-12; &lt;br /&gt;
&lt;br /&gt;
Armoury/TL3 (Missile Weapons) IQ+0 [2]-13; &lt;br /&gt;
&lt;br /&gt;
Armoury/TL9 (Heavy Weapons) IQ-1 [1]-12; &lt;br /&gt;
&lt;br /&gt;
Armoury/TL9 (Melee Weapons) IQ+0 [2]-13; &lt;br /&gt;
&lt;br /&gt;
Armoury/TL9 (Small Arms) IQ+1 [4]-14; &lt;br /&gt;
&lt;br /&gt;
Bow DX+0 [2]-16; &lt;br /&gt;
&lt;br /&gt;
Broadsword DX+0 [2]-16; &lt;br /&gt;
&lt;br /&gt;
Camouflage IQ+3 [1]-16; &lt;br /&gt;
&lt;br /&gt;
Choke Hold (Judo) -1 [2]-15; &lt;br /&gt;
&lt;br /&gt;
Climbing DX+3 [1]-19; &lt;br /&gt;
&lt;br /&gt;
Driving/TL9 (Tracked) DX-1 [1]-15; &lt;br /&gt;
&lt;br /&gt;
Electronics Operation/TL9 (Communications) IQ+0 [2]-13; &lt;br /&gt;
&lt;br /&gt;
Electronics Operation/TL9 (Surveillance) IQ+0 [2]-13; &lt;br /&gt;
&lt;br /&gt;
Escape DX+1 [1]-17; &lt;br /&gt;
&lt;br /&gt;
Fast-Draw (Arrow) DX+1 [1]-17; &lt;br /&gt;
&lt;br /&gt;
Fast-Draw (Knife) DX+1 [1]-17; &lt;br /&gt;
&lt;br /&gt;
Fast-Draw (Long Arm) DX+2 [2]-18; &lt;br /&gt;
&lt;br /&gt;
Fast-Draw (Pistol) DX+2 [2]-18; &lt;br /&gt;
&lt;br /&gt;
Fast-Draw (Sword) DX+1 [1]-17; &lt;br /&gt;
&lt;br /&gt;
Fast-Draw/TL9 (Ammo) DX+2 [2]-18; &lt;br /&gt;
&lt;br /&gt;
Forward Observer/TL9 IQ+0 [2]-13; &lt;br /&gt;
&lt;br /&gt;
Gesture IQ+0 [1]-13; &lt;br /&gt;
&lt;br /&gt;
Ground Fighting (Karate) -2 [3]-16; &lt;br /&gt;
&lt;br /&gt;
Ground Fighting (Knife) -2 [3]-16; &lt;br /&gt;
&lt;br /&gt;
Gunner/TL9 (Machine Gun) DX+1 [2]-17; &lt;br /&gt;
&lt;br /&gt;
Guns/TL9 (Pistol) DX+2 [2]-18; &lt;br /&gt;
&lt;br /&gt;
Guns/TL9 (Rifle) DX+3 [8]-19; &lt;br /&gt;
&lt;br /&gt;
Hiking HT+0 [2]-14; &lt;br /&gt;
&lt;br /&gt;
Holdout IQ+1 [4]-14; &lt;br /&gt;
&lt;br /&gt;
Immediate Action (Guns (Rifle)) -2 [2]-17; &lt;br /&gt;
&lt;br /&gt;
Judo DX+0 [4]-16; &lt;br /&gt;
&lt;br /&gt;
Jumping DX+0 [1]-16; &lt;br /&gt;
&lt;br /&gt;
Karate DX+2 [12]-18; &lt;br /&gt;
&lt;br /&gt;
Knife DX+2 [4]-18; &lt;br /&gt;
&lt;br /&gt;
Mounted Shooting (Rifle/Tracked) (Guns (Rifle)) -2 [3]-17; &lt;br /&gt;
&lt;br /&gt;
Observation Per+1 [4]-17; &lt;br /&gt;
&lt;br /&gt;
Parachuting/TL9 DX+0 [1]-16; &lt;br /&gt;
&lt;br /&gt;
Quick-Shot (Guns (Rifle)) -1 [5]-18; &lt;br /&gt;
&lt;br /&gt;
Running HT+1 [4]-15; &lt;br /&gt;
&lt;br /&gt;
Scaling (Climbing) -2 [2]-17; &lt;br /&gt;
&lt;br /&gt;
Soldier/TL3 IQ+0 [2]-13; &lt;br /&gt;
&lt;br /&gt;
Soldier/TL9 IQ+1 [4]-14; &lt;br /&gt;
&lt;br /&gt;
Stealth DX+1 [4]-17; &lt;br /&gt;
&lt;br /&gt;
Tactics IQ+0 [4]-13; &lt;br /&gt;
&lt;br /&gt;
Targeted Attack (Rifle - Vitals) (Guns (Rifle)) -1 [3]-18; &lt;br /&gt;
&lt;br /&gt;
Targeted Attack: Knife - Vitals (Knife) -2 [2]-16; &lt;br /&gt;
&lt;br /&gt;
Targeted Attack: Pistol - Vitals (Guns (Pistol)) -2 [2]-16; &lt;br /&gt;
&lt;br /&gt;
Targeted Attack: Rifle - Skull (Guns (Rifle)) -3 [5]-16; &lt;br /&gt;
&lt;br /&gt;
Throwing DX+0 [2]-16; &lt;br /&gt;
&lt;br /&gt;
Tracking Per+2 [2]-18; &lt;br /&gt;
&lt;br /&gt;
Zen Marksmanship IQ+0 [8]-13; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Job/Life Skills  [30]-&lt;br /&gt;
&lt;br /&gt;
Body Language Per-1 [1]-15; &lt;br /&gt;
&lt;br /&gt;
Computer Operation/TL9 IQ+0 [1]-13; &lt;br /&gt;
&lt;br /&gt;
Detect Lies Per-2 [1]-14; &lt;br /&gt;
&lt;br /&gt;
Diplomacy IQ+0 [2]-13; &lt;br /&gt;
&lt;br /&gt;
Disguise/TL9 (Human) IQ+0 [2]-13; &lt;br /&gt;
&lt;br /&gt;
Driving/TL9 (Automobile) DX-1 [1]-15; &lt;br /&gt;
&lt;br /&gt;
Fast-Talk IQ+0 [1]-13; &lt;br /&gt;
&lt;br /&gt;
Gardening IQ+0 [1]-13; &lt;br /&gt;
&lt;br /&gt;
Housekeeping IQ+0 [1]-13; &lt;br /&gt;
&lt;br /&gt;
Intimidation Will+0 [4]-13; &lt;br /&gt;
&lt;br /&gt;
Meditation Will+0 [4]-13; &lt;br /&gt;
&lt;br /&gt;
Research/TL9 IQ+0 [2]-13; &lt;br /&gt;
&lt;br /&gt;
Savoir-Faire (Elvish) IQ-1 [1]-12; &lt;br /&gt;
&lt;br /&gt;
Savoir-Faire (Infinity Corp/ISWAT) IQ+0 [2]-13; &lt;br /&gt;
&lt;br /&gt;
Savoir-Faire (Military) IQ+0 [2]-13; &lt;br /&gt;
&lt;br /&gt;
Streetwise IQ-1 [2]-12; &lt;br /&gt;
&lt;br /&gt;
Writing IQ+0 [2]-13; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Outdoor Skills  [48]- &lt;br /&gt;
&lt;br /&gt;
Animal Handling (Equines) IQ+0 [2]-13; &lt;br /&gt;
&lt;br /&gt;
Connoisseur (Natural Environments) IQ+0 [2]-13; &lt;br /&gt;
&lt;br /&gt;
Disguise/TL9 (Animals) IQ-1 [1]-12; &lt;br /&gt;
&lt;br /&gt;
Expert Skill (Natural Philosophy) IQ+0 [4]-13; &lt;br /&gt;
&lt;br /&gt;
First Aid/TL3 IQ+1 [2]-14; &lt;br /&gt;
&lt;br /&gt;
First Aid/TL9 IQ+2 [4]-15; &lt;br /&gt;
&lt;br /&gt;
Knot-Tying DX+0 [1]-16; &lt;br /&gt;
&lt;br /&gt;
Meteorology/TL9 (Earthlike) IQ+1 [4]-14; &lt;br /&gt;
&lt;br /&gt;
Naturalist (Earthlike) IQ+2 [4]-15; &lt;br /&gt;
&lt;br /&gt;
Navigation/TL3 (Land) IQ+4 [1]-17; &lt;br /&gt;
&lt;br /&gt;
Navigation/TL9 (Land) IQ+4 [1]-17; &lt;br /&gt;
&lt;br /&gt;
Riding (Equine) DX-1 [1]-15; &lt;br /&gt;
&lt;br /&gt;
Survival (Arctic) Per+1 [1]-17; &lt;br /&gt;
&lt;br /&gt;
Survival (Desert) Per+1 [1]-17; &lt;br /&gt;
&lt;br /&gt;
Survival (Jungle) Per+1 [1]-17; &lt;br /&gt;
&lt;br /&gt;
Survival (Mountain) Per+1 [1]-17; &lt;br /&gt;
&lt;br /&gt;
Survival (Plains) Per+1 [1]-17; &lt;br /&gt;
&lt;br /&gt;
Survival (River/Stream) Per+1 [1]-17; &lt;br /&gt;
&lt;br /&gt;
Survival (Swampland) Per+1 [1]-17; &lt;br /&gt;
&lt;br /&gt;
Survival (Woodlands) Per+2 [2]-18; &lt;br /&gt;
&lt;br /&gt;
Swimming HT+0 [1]-14; &lt;br /&gt;
&lt;br /&gt;
Traps/TL3 IQ+0 [2]-13; &lt;br /&gt;
&lt;br /&gt;
Traps/TL9 IQ+1 [4]-14; &lt;br /&gt;
&lt;br /&gt;
Urban Survival Per-1 [1]-15; &lt;br /&gt;
&lt;br /&gt;
Weather Sense/TL3 IQ+1 [4]-14;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment: 1 FSW Marksmanship Rifle, 7mm PCT [$800; 7.7 lb]; 1 Service Pistol, 10mm CLP [$540; 2.2 lb]; 1 Tactical Folding Knife [$30; 0.5 lb]; 1 Reflex Bodysuit [$0; 16 lb]; 2 Magazine (FSW Marksman) [$0; 0.7 lb]; 2 Magazine (10mm Service Pistol) [$0; 0.5 lb];&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reactions: +2 from explorers and nature lovers; +1 from others; +2 from others who can hear your voice; -1 from victims of your intolerance (may be as much as -5, at GM&#039;s discretion);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
&lt;br /&gt;
Extended Lifespan reports the ages as follows: &lt;br /&gt;
&lt;br /&gt;
Adult (base 18 yrs): 144 Years;&lt;br /&gt;
Aging 1 (base 50 yrs): 400 Years;&lt;br /&gt;
Aging 2 (base 70 yrs): 560 Years;&lt;br /&gt;
Aging 3 (base 90 yrs): 720 Years&lt;br /&gt;
&lt;br /&gt;
Physical Age Appears as 19/20; Actual age is approximately 195 years &lt;br /&gt;
&lt;br /&gt;
Signature Gear: Custom Fitted FSW Marksmanship Rifle (+1 to Attacks as Weapon Bond) &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
-- Backstory --&lt;br /&gt;
&lt;br /&gt;
Methien Iasa was born to a elven family on the world of Yrth (a near-dimension to Homeline or a Yrth very close to it), known for producing generations of potent and capable mages and spellcasters.  However, unlike even many elves of Yrth, Methien was born unable to use or even sense the presence of magic.  At first, it was though his mother had been unfaithful but after magical testing to prove the lineage, Methien was born of the family of Iasa.  Growing up was not easy in his home, given that he was the only elf without a connection to magic and often times with others viewing him with a handicap, Methien did his best to grow up in a place which considered him lesser for his lack of magic, or worse, deliberately went out of their way to taunt him for it.  &lt;br /&gt;
&lt;br /&gt;
Growing up, Methien grew to enjoy his time in the outdoors, as nature did not judge whether you could cast a spell but whether you could survive, and the outdoors didn&#039;t taunt him like other people.  He learned the sword and bow to defend himself and hunt game, and in time grew to learn the outdoors and eventually send almost more time in the wilds than he did at home.  As a result, as Methien grew, he was rapidly becoming one of the best &#039;rangers&#039; of his city despite his youth: a crack shot with a bow, skilled with the blade, and able to survive in the woodland wilds for weeks at a time.&lt;br /&gt;
&lt;br /&gt;
However, even as he grew into his own, his family grew more distant, along with the rest of population of his city and Methien could easily tell.  Then one night, Methien and his father got into an argument over his future with his father planning to send him off into a cloister to one of the elven deity-pantheon to be hidden away and forgotten.  After the argument ended with his family siding against him in full and a fair number of the family&#039;s servants.  Methien, then about 140, packed his kit with supplies, a few changes of clothes, and his weapons before writing a letter and sealing in an envelop with wax.  He left it with one of the few family servants who had not sided with his family to pass onto them the next evening as he left not even an hour later.&lt;br /&gt;
&lt;br /&gt;
Methien made his way in the world, hiring himself out to mercenary groups of at least some repute (He had standards that we was not will to compromise and the murder to innocence lives was one of them), and his skills in tracking, scouting, and survival in a growing number of environments proved useful.  In that time, he had several tangles with Orcs and grew to thoroughly dislike them.  &lt;br /&gt;
&lt;br /&gt;
During a quiet period between jobs for the company: Methien took a job assisting a traveling group, lead by an elf, seeking to traverse a dangerous swampland to reach what they called &#039;an old tower lost to time&#039; that a group of tomb-raiders seeking to plunder it.  Methien was not to pleased to find that the elven leader was one of his father&#039;s retainers, one who his father had actually fathered and raised as a member of the family (given he could cast magic while Methien couldn&#039;t), who promptly threatened to bring him home unless he assisted them.  &lt;br /&gt;
&lt;br /&gt;
Methien acquiesced to the request, only to find that his father&#039;s retainer was the worst of any of the family servants in their treatment of him, yet always took great care to ensure the rest of their party was none the wiser as to his connection to the family.  The retainer even went so far to as to threaten to murder him if he attempted anything akin to betrayal or deviation from the job.  The journey was unpleasant and only grew more so, as the servant took great pains to constantly remind him of his flaws and weaknesses compared to other elves even as they began to see the tower in the distance.  &lt;br /&gt;
&lt;br /&gt;
They took up camp in the tower even as he was &#039;ordered&#039; to sweep the area to see if they&#039;d arrived or were killed by the swamp.  Methien did so, pausing at the door as he spotted elven script that repeated along the door framing that stating &#039;The Blood of Iasa is the Key&#039;.  Methien searched the swampland, having a terrible feeling that he was a dead man either way, unless he found a third option.  Fortunately, he found it approaching the tower from the west, an area of swamp that even he knew to avoid as it was most treacherous area to traverse.  Weighing his options, Methien watched them long enough to decide it was worth the risk in approaching them, suspecting that if he didn&#039;t attempt to change the balance, he was dead without question.&lt;br /&gt;
&lt;br /&gt;
Turns out, he had lucked out as when he spoke to them, one of them spoke perfect Anglish.  A thin waif of a man, perhaps only 20 years old, and as flexible and limber as an elf.  He called himself Dai Blackthorn, and his group was headed to the tower to attempt to locate a book of spells for a threat they face and the description was unbelievable until he met Dai&#039;s adventuring party: an elven lady with a bow that went by Iotha; an older, wizened human male with a cane by the name of William; a 3rd human male with strange hilt at his side that held no blade at the opening of the hilt who called himself Louis; and the strangest member of their team who he didn&#039;t even see until it revealed himself, a metal made monstrosity of six legs and no arms before it suddenly reared up into a metal centaur creature, its arms ending in closed pods as a cylindrical dome popped up to where a head would be.  It identified itself as C31R07 and stated that using the short-hand &#039;C-31&#039; was sufficient. &lt;br /&gt;
&lt;br /&gt;
Methien was silent for several moments, frightened and curious at the same time, staring at C-31 before asking questions and being questioned in turn. He learned from them that they were from another world, seeking out a specific tome of spells containing potent binding, sealing, and banishing spells.  They sought it out as they were attempting to subdue a powerful summoned demon whose power was growing to the point where it could jump to other worlds, knew of those other worlds, and sought an escape from his current world to a world unprepared for it.  And they learned from him that a retainer of the master of the tower guarding it and he&#039;s willing kill to protect its secrets; but that he could open the tower for them.  Methien accompanied them as they entered the tower, including C-31 in the rear, and they attempted to explain themselves and their request to the Retainer.  The Retainer shuts them down even as he threatened Methien with death for his betrayal of the family before Methien accused him of planning to kill him anyway given that the &#039;Blood of Iasa was the Key&#039; to the tower and unloading all the pent-up anger contained within his past: how his family and home had treated him, planning to drop him off and forget him in a monastery; when he left the house and family, they never sought him out until now, forgotten until needed and probably discarded once used here.  The Retainer smiled then and bowed to him, complimenting him on determining the truth of his fate even as the party with the retainer drew weapons until the demon showed up outside and nearly burst through a wall.  &lt;br /&gt;
&lt;br /&gt;
The battle that followed was a close thing: Methien used his blood to open the door for William and Louis even as Iotha, Dai, and C31 fought with him against the Demon and the Iasa Family Retainer and his party in a 3-way fight.  After it was over, the Demon was bound by William and then sealed into small diamond: most of the retainers&#039; party was either slain by the demon itself or by Dai, Iotha, and Methien while C31 engaged the Demon itself with its strange and terrible weapons.  Methien managed slay the retainer as he snuck around the fight to attack Dai and Iotha, likely saving them both from being slain as the retainer moved faster than normal through the use of magic.  After everyone had recovered and recollected themselves, Methien found himself with an offer to join them: he&#039;d likely saved two of them from possible death and stood up against a demon as part of their team.  Methien accepted, following them to their &#039;conveyor&#039; and taking it with them to a place they called &#039;Homeline&#039;, a copy of the spell-book (and the tower resealed) and the sealed demon in tow.&lt;br /&gt;
&lt;br /&gt;
15 years later, Methien (now going by the name Kaze) had adjusted to life in Homeline and in the employ of Infinity Corporation: meeting countless new and interesting &#039;people&#039; from other timelines, trading in his Bow for a Rifle and becoming a crack shot while sharing his relative talents with the Infinity Corporation.  He felt like he had a home, judged for what he was capable of and not by what he lacked.&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ninjas_Mages_And_Lost_Cities/Kaze&amp;diff=387278</id>
		<title>Ninjas Mages And Lost Cities/Kaze</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ninjas_Mages_And_Lost_Cities/Kaze&amp;diff=387278"/>
		<updated>2020-08-31T02:21:33Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Name: Methien Iasa - &#039;Kaze&#039; (600)&lt;br /&gt;
&lt;br /&gt;
Attributes: ST 13 [40]; DX 16 [120]; IQ 13 [60]; HT 14 [30]&lt;br /&gt;
&lt;br /&gt;
Secondary Characteristics: Dmg 1d/2d-1; BL 34 lb; HP 13 [0]; Will 13 [0]; Per 16 [10]; FP 14 [0]; Basic Speed 8 [0]; Basic Move 8 [0]&lt;br /&gt;
&lt;br /&gt;
Advantages: Advantages [132]:&lt;br /&gt;
&lt;br /&gt;
Absolute Direction [5];&lt;br /&gt;
&lt;br /&gt;
Combat Reflexes [15];&lt;br /&gt;
&lt;br /&gt;
Danger Sense [15];&lt;br /&gt;
&lt;br /&gt;
Enhanced Dodge 1 [15];&lt;br /&gt;
&lt;br /&gt;
Fit [5];&lt;br /&gt;
&lt;br /&gt;
Flexibility [5];&lt;br /&gt;
&lt;br /&gt;
Gunslinger (Guns: Rifle only) [15];&lt;br /&gt;
&lt;br /&gt;
Increased Basic Speed 2 [10];&lt;br /&gt;
&lt;br /&gt;
Less Sleep 4 [8];&lt;br /&gt;
&lt;br /&gt;
Night Vision 4 [4];&lt;br /&gt;
&lt;br /&gt;
Rapid Healing [5];&lt;br /&gt;
&lt;br /&gt;
Reduced Consumption 1 [2];&lt;br /&gt;
&lt;br /&gt;
Talent (Outdoorsman) 2 [20];&lt;br /&gt;
&lt;br /&gt;
Temperature Tolerance 2 [2]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Elf - Racial [55];&lt;br /&gt;
 Appearance [4];&lt;br /&gt;
 Attribute Modifiers [5];&lt;br /&gt;
 Extended Lifespan 3 [6]; &lt;br /&gt;
Language Talent [10]; &lt;br /&gt;
Perfect Balance [15]; &lt;br /&gt;
Telescopic Vision 1 [5];&lt;br /&gt;
 Voice [10]; &lt;br /&gt;
&lt;br /&gt;
Languages [6]; &lt;br /&gt;
Language: Anglish (Yrth English) [0]; &lt;br /&gt;
Language: Elvish [0]; &lt;br /&gt;
Language: English (Homeline) [2]; &lt;br /&gt;
Language: Open Choice [2]; &lt;br /&gt;
Language: Orcish (Yrth) [2];&lt;br /&gt;
&lt;br /&gt;
Perks [6]: Akimbo (Guns - Rifle) [1]; &lt;br /&gt;
Patience of Job [1]; Penetrating Voice [1]; &lt;br /&gt;
Signature Gear (Custom Long Rifle) 1 [1]; &lt;br /&gt;
Weapon Bond (Signature Gear Weapon) [1]; &lt;br /&gt;
Gunslinger Perk (Ignore Bulk Penalty of Weapon in CQB situations) [1]; &lt;br /&gt;
&lt;br /&gt;
Cultural Familiarities [2]: &lt;br /&gt;
Cultural Familiarity (Elven) [0]; &lt;br /&gt;
Cultural Familiarity (Homeline) [1];&lt;br /&gt;
 Cultural Familiarity (Yrth) [1];&lt;br /&gt;
&lt;br /&gt;
Disadvantages: Disadvantages [-70]:&lt;br /&gt;
&lt;br /&gt;
Code of Honor (Soldier&#039;s) [-10];&lt;br /&gt;
&lt;br /&gt;
Insomniac [-10];&lt;br /&gt;
&lt;br /&gt;
Light Sleeper [-5];&lt;br /&gt;
&lt;br /&gt;
Mild Shyness [-5];&lt;br /&gt;
&lt;br /&gt;
Pacifism: Cannot Harm Innocents [-10];&lt;br /&gt;
&lt;br /&gt;
Sense of Duty [-5];&lt;br /&gt;
&lt;br /&gt;
Sense of Duty [-10];&lt;br /&gt;
&lt;br /&gt;
Workaholic [-5];&lt;br /&gt;
&lt;br /&gt;
Xenophilia [-10]&lt;br /&gt;
&lt;br /&gt;
Quirks [-5]: &lt;br /&gt;
Alcohol Intolerance [-1]; &lt;br /&gt;
Dislikes Neckties (Why wear a Noose around your own neck?) [-1]; &lt;br /&gt;
Humble [-1]; &lt;br /&gt;
Intolerance (Orcs) [-1]; &lt;br /&gt;
Responsive [-1];&lt;br /&gt;
&lt;br /&gt;
Skills: &lt;br /&gt;
&lt;br /&gt;
Combat Skills  [142]-&lt;br /&gt;
&lt;br /&gt;
Acrobatics DX+0 [2]-16; &lt;br /&gt;
&lt;br /&gt;
Armoury/TL3 (Melee Weapons) IQ-1 [1]-12; &lt;br /&gt;
&lt;br /&gt;
Armoury/TL3 (Missile Weapons) IQ+0 [2]-13; &lt;br /&gt;
&lt;br /&gt;
Armoury/TL9 (Heavy Weapons) IQ-1 [1]-12; &lt;br /&gt;
&lt;br /&gt;
Armoury/TL9 (Melee Weapons) IQ+0 [2]-13; &lt;br /&gt;
&lt;br /&gt;
Armoury/TL9 (Small Arms) IQ+1 [4]-14; &lt;br /&gt;
&lt;br /&gt;
Bow DX+0 [2]-16; &lt;br /&gt;
&lt;br /&gt;
Broadsword DX+0 [2]-16; &lt;br /&gt;
&lt;br /&gt;
Camouflage IQ+3 [1]-16; &lt;br /&gt;
&lt;br /&gt;
Choke Hold (Judo) -1 [2]-15; &lt;br /&gt;
&lt;br /&gt;
Climbing DX+3 [1]-19; &lt;br /&gt;
&lt;br /&gt;
Driving/TL9 (Tracked) DX-1 [1]-15; &lt;br /&gt;
&lt;br /&gt;
Electronics Operation/TL9 (Communications) IQ+0 [2]-13; &lt;br /&gt;
&lt;br /&gt;
Electronics Operation/TL9 (Surveillance) IQ+0 [2]-13; &lt;br /&gt;
&lt;br /&gt;
Escape DX+1 [1]-17; &lt;br /&gt;
&lt;br /&gt;
Fast-Draw (Arrow) DX+1 [1]-17; &lt;br /&gt;
&lt;br /&gt;
Fast-Draw (Knife) DX+1 [1]-17; &lt;br /&gt;
&lt;br /&gt;
Fast-Draw (Long Arm) DX+2 [2]-18; &lt;br /&gt;
&lt;br /&gt;
Fast-Draw (Pistol) DX+2 [2]-18; &lt;br /&gt;
&lt;br /&gt;
Fast-Draw (Sword) DX+1 [1]-17; &lt;br /&gt;
&lt;br /&gt;
Fast-Draw/TL9 (Ammo) DX+2 [2]-18; &lt;br /&gt;
&lt;br /&gt;
Forward Observer/TL9 IQ+0 [2]-13; &lt;br /&gt;
&lt;br /&gt;
Gesture IQ+0 [1]-13; &lt;br /&gt;
&lt;br /&gt;
Ground Fighting (Karate) -2 [3]-16; &lt;br /&gt;
&lt;br /&gt;
Ground Fighting (Knife) -2 [3]-16; &lt;br /&gt;
&lt;br /&gt;
Gunner/TL9 (Machine Gun) DX+1 [2]-17; &lt;br /&gt;
&lt;br /&gt;
Guns/TL9 (Pistol) DX+2 [2]-18; &lt;br /&gt;
&lt;br /&gt;
Guns/TL9 (Rifle) DX+3 [8]-19; &lt;br /&gt;
&lt;br /&gt;
Hiking HT+0 [2]-14; &lt;br /&gt;
&lt;br /&gt;
Holdout IQ+1 [4]-14; &lt;br /&gt;
&lt;br /&gt;
Immediate Action (Guns (Rifle)) -2 [2]-17; &lt;br /&gt;
&lt;br /&gt;
Judo DX+0 [4]-16; &lt;br /&gt;
&lt;br /&gt;
Jumping DX+0 [1]-16; &lt;br /&gt;
&lt;br /&gt;
Karate DX+2 [12]-18; &lt;br /&gt;
&lt;br /&gt;
Knife DX+2 [4]-18; &lt;br /&gt;
&lt;br /&gt;
Mounted Shooting (Rifle/Tracked) (Guns (Rifle)) -2 [3]-17; &lt;br /&gt;
&lt;br /&gt;
Observation Per+1 [4]-17; &lt;br /&gt;
&lt;br /&gt;
Parachuting/TL9 DX+0 [1]-16; &lt;br /&gt;
&lt;br /&gt;
Quick-Shot (Guns (Rifle)) -1 [5]-18; &lt;br /&gt;
&lt;br /&gt;
Running HT+1 [4]-15; &lt;br /&gt;
&lt;br /&gt;
Scaling (Climbing) -2 [2]-17; &lt;br /&gt;
&lt;br /&gt;
Soldier/TL3 IQ+0 [2]-13; &lt;br /&gt;
&lt;br /&gt;
Soldier/TL9 IQ+1 [4]-14; &lt;br /&gt;
&lt;br /&gt;
Stealth DX+1 [4]-17; &lt;br /&gt;
&lt;br /&gt;
Tactics IQ+0 [4]-13; &lt;br /&gt;
&lt;br /&gt;
Targeted Attack (Rifle - Vitals) (Guns (Rifle)) -1 [3]-18; &lt;br /&gt;
&lt;br /&gt;
Targeted Attack: Knife - Vitals (Knife) -2 [2]-16; &lt;br /&gt;
&lt;br /&gt;
Targeted Attack: Pistol - Vitals (Guns (Pistol)) -2 [2]-16; &lt;br /&gt;
&lt;br /&gt;
Targeted Attack: Rifle - Skull (Guns (Rifle)) -3 [5]-16; &lt;br /&gt;
&lt;br /&gt;
Throwing DX+0 [2]-16; &lt;br /&gt;
&lt;br /&gt;
Tracking Per+2 [2]-18; &lt;br /&gt;
&lt;br /&gt;
Zen Marksmanship IQ+0 [8]-13; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Job/Life Skills  [30]-&lt;br /&gt;
&lt;br /&gt;
Body Language Per-1 [1]-15; &lt;br /&gt;
&lt;br /&gt;
Computer Operation/TL9 IQ+0 [1]-13; &lt;br /&gt;
&lt;br /&gt;
Detect Lies Per-2 [1]-14; &lt;br /&gt;
&lt;br /&gt;
Diplomacy IQ+0 [2]-13; &lt;br /&gt;
&lt;br /&gt;
Disguise/TL9 (Human) IQ+0 [2]-13; &lt;br /&gt;
&lt;br /&gt;
Driving/TL9 (Automobile) DX-1 [1]-15; &lt;br /&gt;
&lt;br /&gt;
Fast-Talk IQ+0 [1]-13; &lt;br /&gt;
&lt;br /&gt;
Gardening IQ+0 [1]-13; &lt;br /&gt;
&lt;br /&gt;
Housekeeping IQ+0 [1]-13; &lt;br /&gt;
&lt;br /&gt;
Intimidation Will+0 [4]-13; &lt;br /&gt;
&lt;br /&gt;
Meditation Will+0 [4]-13; &lt;br /&gt;
&lt;br /&gt;
Research/TL9 IQ+0 [2]-13; &lt;br /&gt;
&lt;br /&gt;
Savoir-Faire (Elvish) IQ-1 [1]-12; &lt;br /&gt;
&lt;br /&gt;
Savoir-Faire (Infinity Corp/ISWAT) IQ+0 [2]-13; &lt;br /&gt;
&lt;br /&gt;
Savoir-Faire (Military) IQ+0 [2]-13; &lt;br /&gt;
&lt;br /&gt;
Streetwise IQ-1 [2]-12; &lt;br /&gt;
&lt;br /&gt;
Writing IQ+0 [2]-13; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Outdoor Skills  [48]- &lt;br /&gt;
&lt;br /&gt;
Animal Handling (Equines) IQ+0 [2]-13; &lt;br /&gt;
&lt;br /&gt;
Connoisseur (Natural Environments) IQ+0 [2]-13; &lt;br /&gt;
&lt;br /&gt;
Disguise/TL9 (Animals) IQ-1 [1]-12; &lt;br /&gt;
&lt;br /&gt;
Expert Skill (Natural Philosophy) IQ+0 [4]-13; &lt;br /&gt;
&lt;br /&gt;
First Aid/TL3 IQ+1 [2]-14; &lt;br /&gt;
&lt;br /&gt;
First Aid/TL9 IQ+2 [4]-15; &lt;br /&gt;
&lt;br /&gt;
Knot-Tying DX+0 [1]-16; &lt;br /&gt;
&lt;br /&gt;
Meteorology/TL9 (Earthlike) IQ+1 [4]-14; &lt;br /&gt;
&lt;br /&gt;
Naturalist (Earthlike) IQ+2 [4]-15; &lt;br /&gt;
&lt;br /&gt;
Navigation/TL3 (Land) IQ+4 [1]-17; &lt;br /&gt;
&lt;br /&gt;
Navigation/TL9 (Land) IQ+4 [1]-17; &lt;br /&gt;
&lt;br /&gt;
Riding (Equine) DX-1 [1]-15; &lt;br /&gt;
&lt;br /&gt;
Survival (Arctic) Per+1 [1]-17; &lt;br /&gt;
&lt;br /&gt;
Survival (Desert) Per+1 [1]-17; &lt;br /&gt;
&lt;br /&gt;
Survival (Jungle) Per+1 [1]-17; &lt;br /&gt;
&lt;br /&gt;
Survival (Mountain) Per+1 [1]-17; &lt;br /&gt;
&lt;br /&gt;
Survival (Plains) Per+1 [1]-17; &lt;br /&gt;
&lt;br /&gt;
Survival (River/Stream) Per+1 [1]-17; &lt;br /&gt;
&lt;br /&gt;
Survival (Swampland) Per+1 [1]-17; &lt;br /&gt;
&lt;br /&gt;
Survival (Woodlands) Per+2 [2]-18; &lt;br /&gt;
&lt;br /&gt;
Swimming HT+0 [1]-14; &lt;br /&gt;
&lt;br /&gt;
Traps/TL3 IQ+0 [2]-13; &lt;br /&gt;
&lt;br /&gt;
Traps/TL9 IQ+1 [4]-14; &lt;br /&gt;
&lt;br /&gt;
Urban Survival Per-1 [1]-15; &lt;br /&gt;
&lt;br /&gt;
Weather Sense/TL3 IQ+1 [4]-14;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment: 1 FSW Marksmanship Rifle, 7mm PCT [$800; 7.7 lb]; 1 Service Pistol, 10mm CLP [$540; 2.2 lb]; 1 Tactical Folding Knife [$30; 0.5 lb]; 1 Reflex Bodysuit [$0; 16 lb]; 2 Magazine (FSW Marksman) [$0; 0.7 lb]; 2 Magazine (10mm Service Pistol) [$0; 0.5 lb];&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reactions: +2 from explorers and nature lovers; +1 from others; +2 from others who can hear your voice; -1 from victims of your intolerance (may be as much as -5, at GM&#039;s discretion);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
&lt;br /&gt;
Extended Lifespan reports the ages as follows: &lt;br /&gt;
&lt;br /&gt;
Adult (base 18 yrs): 144 Years;&lt;br /&gt;
Aging 1 (base 50 yrs): 400 Years;&lt;br /&gt;
Aging 2 (base 70 yrs): 560 Years;&lt;br /&gt;
Aging 3 (base 90 yrs): 720 Years&lt;br /&gt;
&lt;br /&gt;
Physical Age Appears as 19/20; Actual age is approximately 195 years &lt;br /&gt;
&lt;br /&gt;
Signature Gear: Custom Fitted FSW Marksmanship Rifle (+1 to Attacks as Weapon Bond) &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
-- Backstory --&lt;br /&gt;
&lt;br /&gt;
Methien Iasa was born to a elven family on the world of Yrth (a near-dimension to Homeline or a Yrth very close to it), known for producing generations of potent and capable mages and spellcasters.  However, unlike even many elves of Yrth, Methien was born unable to use or even sense the presence of magic.  At first, it was though his mother had been unfaithful but after magical testing to prove the lineage, Methien was born of the family of Iasa.  Growing up was not easy in his home, given that he was the only elf without a connection to magic and often times with others viewing him with a handicap, Methien did his best to grow up in a place which considered him lesser for his lack of magic, or worse, deliberately went out of their way to taunt him for it.  &lt;br /&gt;
&lt;br /&gt;
Growing up, Methien grew to enjoy his time in the outdoors, as nature did not judge whether you could cast a spell but whether you could survive, and the outdoors didn&#039;t taunt him like other people.  He learned the sword and bow to defend himself and hunt game, and in time grew to learn the outdoors and eventually send almost more time in the wilds than he did at home.  As a result, as Methien grew, he was rapidly becoming one of the best &#039;rangers&#039; of his city despite his youth: a crack shot with a bow, skilled with the blade, and able to survive in the woodland wilds for weeks at a time.&lt;br /&gt;
&lt;br /&gt;
However, even as he grew into his own, his family grew more distant, along with the rest of population of his city and Methien could easily tell.  Then one night, Methien and his father got into an argument over his future with his father planning to send him off into a cloister to one of the elven deity-pantheon to be hidden away and forgotten.  After the argument ended with his family siding against him in full and a fair number of the family&#039;s servants.  Methien, then about 140, packed his kit with supplies, a few changes of clothes, and his weapons before writing a letter and sealing in an envelop with wax.  He left it with one of the few family servants who had not sided with his family to pass onto them the next evening as he left not even an hour later.&lt;br /&gt;
&lt;br /&gt;
Methien made his way in the world, hiring himself out to mercenary groups of at least some repute (He had standards that we was not will to compromise and the murder to innocence lives was one of them), and his skills in tracking, scouting, and survival in a growing number of environments proved useful.  In that time, he had several tangles with Orcs and grew to thoroughly dislike them.  &lt;br /&gt;
&lt;br /&gt;
During a quiet period between jobs for the company: Methien took a job assisting a traveling group, lead by an elf, seeking to traverse a dangerous swampland to reach what they called &#039;an old tower lost to time&#039; that a group of tomb-raiders seeking to plunder it.  Methien was not to pleased to find that the elven leader was one of his father&#039;s retainers, one who his father had actually fathered and raised as a member of the family (given he could cast magic while Methien couldn&#039;t), who promptly threatened to bring him home unless he assisted them.  &lt;br /&gt;
&lt;br /&gt;
Methien acquiesced to the request, only to find that his father&#039;s retainer was the worst of any of the family servants in their treatment of him, yet always took great care to ensure the rest of their party was none the wiser as to his connection to the family.  The retainer even went so far to as to threaten to murder him if he attempted anything akin to betrayal or deviation from the job.  The journey was unpleasant and only grew more so, as the servant took great pains to constantly remind him of his flaws and weaknesses compared to other elves even as they began to see the tower in the distance.  &lt;br /&gt;
&lt;br /&gt;
They took up camp in the tower even as he was &#039;ordered&#039; to sweep the area to see if they&#039;d arrived or were killed by the swamp.  Methien did so, pausing at the door as he spotted elven script that repeated along the door framing that stating &#039;The Blood of Iasa is the Key&#039;.  Methien searched the swampland, having a terrible feeling that he was a dead man either way, unless he found a third option.  Fortunately, he found it approaching the tower from the west, an area of swamp that even he knew to avoid as it was most treacherous area to traverse.  Weighing his options, Methien watched them long enough to decide it was worth the risk in approaching them, suspecting that if he didn&#039;t attempt to change the balance, he was dead without question.&lt;br /&gt;
&lt;br /&gt;
Turns out, he had lucked out as when he spoke to them, one of them spoke perfect Anglish.  A thin waif of a man, perhaps only 20 years old, and as flexible and limber as an elf.  He called himself Dai Blackthorn, and his group was headed to the tower to attempt to locate a book of spells for a threat they face and the description was unbelievable until he met Dai&#039;s adventuring party: an elven lady with a bow that went by Iotha; an older, wizened human male with a cane by the name of William; a 3rd human male with strange hilt at his side that held no blade at the opening of the hilt who called himself Louis; and the strangest member of their team who he didn&#039;t even see until it revealed himself, a metal made monstrosity of six legs and no arms before it suddenly reared up into a metal centaur creature, its arms ending in closed pods as a cylindrical dome popped up to where a head would be.  It identified itself as C31R07 and stated that using the short-hand &#039;C-31&#039; was sufficient. &lt;br /&gt;
&lt;br /&gt;
Methien was silent for several moments, frightened and curious at the same time, staring at C-31 before asking questions and being questioned in turn. He learned from them that they were from another world, seeking out a specific tome of spells containing potent binding, sealing, and banishing spells.  They sought it out as they were attempting to subdue a powerful summoned demon whose power was growing to the point where it could jump to other worlds, knew of those other worlds, and sought an escape from his current world to a world unprepared for it.  And they learned from him that a retainer of the master of the tower guarding it and he&#039;s willing kill to protect its secrets; but that he could open the tower for them.  Methien accompanied them as they entered the tower, including C-31 in the rear, and they attempted to explain themselves and their request to the Retainer.  The Retainer shuts them down even as he threatened Methien with death for his betrayal of the family before Methien accused him of planning to kill him anyway given that the &#039;Blood of Iasa was the Key&#039; to the tower and unloading all the pent-up anger contained within his past: how his family and home had treated him, planning to drop him off and forget him in a monastery; when he left the house and family, they never sought him out until now, forgotten until needed and probably discarded once used here.  The Retainer smiled then and bowed to him, complimenting him on determining the truth of his fate even as the party with the retainer drew weapons until the demon showed up outside and nearly burst through a wall.  &lt;br /&gt;
&lt;br /&gt;
The battle that followed was a close thing: Methien used his blood to open the door for William and Louis even as Iotha, Dai, and C31 fought with him against the Demon and the Iasa Family Retainer and his party in a 3-way fight.  After it was over, the Demon was bound by William and then sealed into small diamond: most of the retainers&#039; party was either slain by the demon itself or by Dai, Iotha, and Methien while C31 engaged the Demon itself with its strange and terrible weapons.  Methien managed slay the retainer as he snuck around the fight to attack Dai and Iotha, likely saving them both from being slain as the retainer moved faster than normal through the use of magic.  After everyone had recovered and recollected themselves, Methien found himself with an offer to join them: he&#039;d likely saved two of them from possible death and stood up against a demon as part of their team.  Methien accepted, following them to their &#039;conveyor&#039; and taking it with them to a place they called &#039;Homeline&#039;, a copy of the spell-book (and the tower resealed) and the sealed demon in tow.&lt;br /&gt;
&lt;br /&gt;
15 years later, Methien (now going by the name Kaze) had adjusted to life in Homeline and in the employ of Infinity Corporation: meeting countless new and interesting &#039;people&#039; from other timelines, trading in his Bow for a Rifle and becoming a crack shot while sharing his relative talents with the Infinity Corporation.  He felt like he had a home, judged for what he was capable of and not by what he lacked.&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ninjas_Mages_And_Lost_Cities/Kaze&amp;diff=387277</id>
		<title>Ninjas Mages And Lost Cities/Kaze</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ninjas_Mages_And_Lost_Cities/Kaze&amp;diff=387277"/>
		<updated>2020-08-31T02:13:10Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Name: Methien Iasa - &#039;Kaze&#039; (600)&lt;br /&gt;
&lt;br /&gt;
Attributes: ST 13 [40]; DX 16 [120]; IQ 13 [60]; HT 14 [30]&lt;br /&gt;
&lt;br /&gt;
Secondary Characteristics: Dmg 1d/2d-1; BL 34 lb; HP 13 [0]; Will 13 [0]; Per 16 [10]; FP 14 [0]; Basic Speed 8 [0]; Basic Move 8 [0]&lt;br /&gt;
&lt;br /&gt;
Advantages: Advantages [132]:&lt;br /&gt;
Absolute Direction [5];&lt;br /&gt;
Combat Reflexes [15];&lt;br /&gt;
Danger Sense [15];&lt;br /&gt;
Enhanced Dodge 1 [15];&lt;br /&gt;
Fit [5];&lt;br /&gt;
Flexibility [5];&lt;br /&gt;
Gunslinger (Guns: Rifle only) [15];&lt;br /&gt;
Increased Basic Speed 2 [10];&lt;br /&gt;
Less Sleep 4 [8];&lt;br /&gt;
Night Vision 4 [4];&lt;br /&gt;
Rapid Healing [5];&lt;br /&gt;
Reduced Consumption 1 [2];&lt;br /&gt;
Talent (Outdoorsman) 2 [20];&lt;br /&gt;
Temperature Tolerance 2 [2]&lt;br /&gt;
&lt;br /&gt;
Elf - Racial [55]; Appearance [4]; Attribute Modifiers [5]; Extended Lifespan 3 [6]; Language Talent [10]; Perfect Balance [15]; Telescopic Vision 1 [5]; Voice [10]; &lt;br /&gt;
&lt;br /&gt;
Languages [6]; Language: Anglish (Yrth English) [0]; Language: Elvish [0]; Language: English (Homeline) [2]; Language: Open Choice [2]; Language: Orcish (Yrth) [2];&lt;br /&gt;
&lt;br /&gt;
Perks [6]: Akimbo (Guns - Rifle) [1]; Patience of Job [1]; Penetrating Voice [1]; Signature Gear (Custom Long Rifle) 1 [1]; Weapon Bond (Signature Gear Weapon) [1]; Gunslinger Perk (Ignore Bulk Penalty of Weapon in CQB situations) [1]; &lt;br /&gt;
&lt;br /&gt;
Cultural Familiarities [2]: Cultural Familiarity (Elven) [0]; Cultural Familiarity (Homeline) [1]; Cultural Familiarity (Yrth) [1];&lt;br /&gt;
&lt;br /&gt;
Disadvantages: Disadvantages [-70]:&lt;br /&gt;
Code of Honor (Soldier&#039;s) [-10];&lt;br /&gt;
Insomniac [-10];&lt;br /&gt;
Light Sleeper [-5];&lt;br /&gt;
Mild Shyness [-5];&lt;br /&gt;
Pacifism: Cannot Harm Innocents [-10];&lt;br /&gt;
Sense of Duty [-5];&lt;br /&gt;
Sense of Duty [-10];&lt;br /&gt;
Workaholic [-5];&lt;br /&gt;
Xenophilia [-10]&lt;br /&gt;
&lt;br /&gt;
Quirks [-5]: Alcohol Intolerance [-1]; Dislikes Neckties (Why wear a Noose around your own neck?) [-1]; Humble [-1]; Intolerance (Orcs) [-1]; Responsive [-1];&lt;br /&gt;
&lt;br /&gt;
Skills: &lt;br /&gt;
&lt;br /&gt;
Combat Skills  [142]-&lt;br /&gt;
&lt;br /&gt;
Acrobatics DX+0 [2]-16; &lt;br /&gt;
&lt;br /&gt;
Armoury/TL3 (Melee Weapons) IQ-1 [1]-12; &lt;br /&gt;
&lt;br /&gt;
Armoury/TL3 (Missile Weapons) IQ+0 [2]-13; &lt;br /&gt;
&lt;br /&gt;
Armoury/TL9 (Heavy Weapons) IQ-1 [1]-12; &lt;br /&gt;
&lt;br /&gt;
Armoury/TL9 (Melee Weapons) IQ+0 [2]-13; &lt;br /&gt;
&lt;br /&gt;
Armoury/TL9 (Small Arms) IQ+1 [4]-14; &lt;br /&gt;
&lt;br /&gt;
Bow DX+0 [2]-16; &lt;br /&gt;
Broadsword DX+0 [2]-16; &lt;br /&gt;
Camouflage IQ+3 [1]-16; &lt;br /&gt;
Choke Hold (Judo) -1 [2]-15; &lt;br /&gt;
Climbing DX+3 [1]-19; &lt;br /&gt;
Driving/TL9 (Tracked) DX-1 [1]-15; &lt;br /&gt;
Electronics Operation/TL9 (Communications) IQ+0 [2]-13; &lt;br /&gt;
Electronics Operation/TL9 (Surveillance) IQ+0 [2]-13; &lt;br /&gt;
Escape DX+1 [1]-17; &lt;br /&gt;
Fast-Draw (Arrow) DX+1 [1]-17; &lt;br /&gt;
Fast-Draw (Knife) DX+1 [1]-17; &lt;br /&gt;
Fast-Draw (Long Arm) DX+2 [2]-18; &lt;br /&gt;
Fast-Draw (Pistol) DX+2 [2]-18; &lt;br /&gt;
Fast-Draw (Sword) DX+1 [1]-17; &lt;br /&gt;
Fast-Draw/TL9 (Ammo) DX+2 [2]-18; &lt;br /&gt;
Forward Observer/TL9 IQ+0 [2]-13; &lt;br /&gt;
Gesture IQ+0 [1]-13; &lt;br /&gt;
Ground Fighting (Karate) -2 [3]-16; &lt;br /&gt;
Ground Fighting (Knife) -2 [3]-16; &lt;br /&gt;
Gunner/TL9 (Machine Gun) DX+1 [2]-17; &lt;br /&gt;
Guns/TL9 (Pistol) DX+2 [2]-18; &lt;br /&gt;
Guns/TL9 (Rifle) DX+3 [8]-19; &lt;br /&gt;
Hiking HT+0 [2]-14; &lt;br /&gt;
Holdout IQ+1 [4]-14; &lt;br /&gt;
Immediate Action (Guns (Rifle)) -2 [2]-17; &lt;br /&gt;
Judo DX+0 [4]-16; &lt;br /&gt;
Jumping DX+0 [1]-16; &lt;br /&gt;
Karate DX+2 [12]-18; &lt;br /&gt;
Knife DX+2 [4]-18; &lt;br /&gt;
Mounted Shooting (Rifle/Tracked) (Guns (Rifle)) -2 [3]-17; &lt;br /&gt;
Observation Per+1 [4]-17; &lt;br /&gt;
Parachuting/TL9 DX+0 [1]-16; &lt;br /&gt;
Quick-Shot (Guns (Rifle)) -1 [5]-18; &lt;br /&gt;
Running HT+1 [4]-15; &lt;br /&gt;
Scaling (Climbing) -2 [2]-17; &lt;br /&gt;
Soldier/TL3 IQ+0 [2]-13; &lt;br /&gt;
Soldier/TL9 IQ+1 [4]-14; &lt;br /&gt;
Stealth DX+1 [4]-17; &lt;br /&gt;
Tactics IQ+0 [4]-13; &lt;br /&gt;
Targeted Attack (Rifle - Vitals) (Guns (Rifle)) -1 [3]-18; &lt;br /&gt;
Targeted Attack: Knife - Vitals (Knife) -2 [2]-16; &lt;br /&gt;
Targeted Attack: Pistol - Vitals (Guns (Pistol)) -2 [2]-16; &lt;br /&gt;
Targeted Attack: Rifle - Skull (Guns (Rifle)) -3 [5]-16; &lt;br /&gt;
Throwing DX+0 [2]-16; &lt;br /&gt;
Tracking Per+2 [2]-18; &lt;br /&gt;
Zen Marksmanship IQ+0 [8]-13; &lt;br /&gt;
&lt;br /&gt;
Job/Life Skills  [30]-&lt;br /&gt;
Body Language Per-1 [1]-15; &lt;br /&gt;
Computer Operation/TL9 IQ+0 [1]-13; &lt;br /&gt;
Detect Lies Per-2 [1]-14; &lt;br /&gt;
Diplomacy IQ+0 [2]-13; &lt;br /&gt;
Disguise/TL9 (Human) IQ+0 [2]-13; &lt;br /&gt;
Driving/TL9 (Automobile) DX-1 [1]-15; &lt;br /&gt;
Fast-Talk IQ+0 [1]-13; &lt;br /&gt;
Gardening IQ+0 [1]-13; &lt;br /&gt;
Housekeeping IQ+0 [1]-13; &lt;br /&gt;
Intimidation Will+0 [4]-13; &lt;br /&gt;
Meditation Will+0 [4]-13; &lt;br /&gt;
Research/TL9 IQ+0 [2]-13; &lt;br /&gt;
Savoir-Faire (Elvish) IQ-1 [1]-12; &lt;br /&gt;
Savoir-Faire (Infinity Corp/ISWAT) IQ+0 [2]-13; &lt;br /&gt;
Savoir-Faire (Military) IQ+0 [2]-13; &lt;br /&gt;
Streetwise IQ-1 [2]-12; &lt;br /&gt;
Writing IQ+0 [2]-13; &lt;br /&gt;
&lt;br /&gt;
Outdoor Skills  [48]- &lt;br /&gt;
Animal Handling (Equines) IQ+0 [2]-13; &lt;br /&gt;
Connoisseur (Natural Environments) IQ+0 [2]-13; &lt;br /&gt;
Disguise/TL9 (Animals) IQ-1 [1]-12; &lt;br /&gt;
Expert Skill (Natural Philosophy) IQ+0 [4]-13; &lt;br /&gt;
First Aid/TL3 IQ+1 [2]-14; &lt;br /&gt;
First Aid/TL9 IQ+2 [4]-15; &lt;br /&gt;
Knot-Tying DX+0 [1]-16; &lt;br /&gt;
Meteorology/TL9 (Earthlike) IQ+1 [4]-14; &lt;br /&gt;
Naturalist (Earthlike) IQ+2 [4]-15; &lt;br /&gt;
Navigation/TL3 (Land) IQ+4 [1]-17; &lt;br /&gt;
Navigation/TL9 (Land) IQ+4 [1]-17; &lt;br /&gt;
Riding (Equine) DX-1 [1]-15; &lt;br /&gt;
Survival (Arctic) Per+1 [1]-17; &lt;br /&gt;
Survival (Desert) Per+1 [1]-17; &lt;br /&gt;
Survival (Jungle) Per+1 [1]-17; &lt;br /&gt;
Survival (Mountain) Per+1 [1]-17; &lt;br /&gt;
Survival (Plains) Per+1 [1]-17; &lt;br /&gt;
Survival (River/Stream) Per+1 [1]-17; &lt;br /&gt;
Survival (Swampland) Per+1 [1]-17; &lt;br /&gt;
Survival (Woodlands) Per+2 [2]-18; &lt;br /&gt;
Swimming HT+0 [1]-14; &lt;br /&gt;
Traps/TL3 IQ+0 [2]-13; &lt;br /&gt;
Traps/TL9 IQ+1 [4]-14; &lt;br /&gt;
Urban Survival Per-1 [1]-15; &lt;br /&gt;
Weather Sense/TL3 IQ+1 [4]-14;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment: 1 FSW Marksmanship Rifle, 7mm PCT [$800; 7.7 lb]; 1 Service Pistol, 10mm CLP [$540; 2.2 lb]; 1 Tactical Folding Knife [$30; 0.5 lb]; 1 Reflex Bodysuit [$0; 16 lb]; 2 Magazine (FSW Marksman) [$0; 0.7 lb]; 2 Magazine (10mm Service Pistol) [$0; 0.5 lb];&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reactions: +2 from explorers and nature lovers; +1 from others; +2 from others who can hear your voice; -1 from victims of your intolerance (may be as much as -5, at GM&#039;s discretion);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
&lt;br /&gt;
Extended Lifespan reports the ages as follows: &lt;br /&gt;
&lt;br /&gt;
Adult (base 18 yrs): 144 Years;&lt;br /&gt;
Aging 1 (base 50 yrs): 400 Years;&lt;br /&gt;
Aging 2 (base 70 yrs): 560 Years;&lt;br /&gt;
Aging 3 (base 90 yrs): 720 Years&lt;br /&gt;
&lt;br /&gt;
Physical Age Appears as 19/20; Actual age is approximately 195 years &lt;br /&gt;
&lt;br /&gt;
Signature Gear: Custom Fitted FSW Marksmanship Rifle (+1 to Attacks as Weapon Bond) &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
-- Backstory --&lt;br /&gt;
&lt;br /&gt;
Methien Iasa was born to a elven family on the world of Yrth (a near-dimension to Homeline or a Yrth very close to it), known for producing generations of potent and capable mages and spellcasters.  However, unlike even many elves of Yrth, Methien was born unable to use or even sense the presence of magic.  At first, it was though his mother had been unfaithful but after magical testing to prove the lineage, Methien was born of the family of Iasa.  Growing up was not easy in his home, given that he was the only elf without a connection to magic and often times with others viewing him with a handicap, Methien did his best to grow up in a place which considered him lesser for his lack of magic, or worse, deliberately went out of their way to taunt him for it.  &lt;br /&gt;
&lt;br /&gt;
Growing up, Methien grew to enjoy his time in the outdoors, as nature did not judge whether you could cast a spell but whether you could survive, and the outdoors didn&#039;t taunt him like other people.  He learned the sword and bow to defend himself and hunt game, and in time grew to learn the outdoors and eventually send almost more time in the wilds than he did at home.  As a result, as Methien grew, he was rapidly becoming one of the best &#039;rangers&#039; of his city despite his youth: a crack shot with a bow, skilled with the blade, and able to survive in the woodland wilds for weeks at a time.&lt;br /&gt;
&lt;br /&gt;
However, even as he grew into his own, his family grew more distant, along with the rest of population of his city and Methien could easily tell.  Then one night, Methien and his father got into an argument over his future with his father planning to send him off into a cloister to one of the elven deity-pantheon to be hidden away and forgotten.  After the argument ended with his family siding against him in full and a fair number of the family&#039;s servants.  Methien, then about 140, packed his kit with supplies, a few changes of clothes, and his weapons before writing a letter and sealing in an envelop with wax.  He left it with one of the few family servants who had not sided with his family to pass onto them the next evening as he left not even an hour later.&lt;br /&gt;
&lt;br /&gt;
Methien made his way in the world, hiring himself out to mercenary groups of at least some repute (He had standards that we was not will to compromise and the murder to innocence lives was one of them), and his skills in tracking, scouting, and survival in a growing number of environments proved useful.  In that time, he had several tangles with Orcs and grew to thoroughly dislike them.  &lt;br /&gt;
&lt;br /&gt;
During a quiet period between jobs for the company: Methien took a job assisting a traveling group, lead by an elf, seeking to traverse a dangerous swampland to reach what they called &#039;an old tower lost to time&#039; that a group of tomb-raiders seeking to plunder it.  Methien was not to pleased to find that the elven leader was one of his father&#039;s retainers, one who his father had actually fathered and raised as a member of the family (given he could cast magic while Methien couldn&#039;t), who promptly threatened to bring him home unless he assisted them.  &lt;br /&gt;
&lt;br /&gt;
Methien acquiesced to the request, only to find that his father&#039;s retainer was the worst of any of the family servants in their treatment of him, yet always took great care to ensure the rest of their party was none the wiser as to his connection to the family.  The retainer even went so far to as to threaten to murder him if he attempted anything akin to betrayal or deviation from the job.  The journey was unpleasant and only grew more so, as the servant took great pains to constantly remind him of his flaws and weaknesses compared to other elves even as they began to see the tower in the distance.  &lt;br /&gt;
&lt;br /&gt;
They took up camp in the tower even as he was &#039;ordered&#039; to sweep the area to see if they&#039;d arrived or were killed by the swamp.  Methien did so, pausing at the door as he spotted elven script that repeated along the door framing that stating &#039;The Blood of Iasa is the Key&#039;.  Methien searched the swampland, having a terrible feeling that he was a dead man either way, unless he found a third option.  Fortunately, he found it approaching the tower from the west, an area of swamp that even he knew to avoid as it was most treacherous area to traverse.  Weighing his options, Methien watched them long enough to decide it was worth the risk in approaching them, suspecting that if he didn&#039;t attempt to change the balance, he was dead without question.&lt;br /&gt;
&lt;br /&gt;
Turns out, he had lucked out as when he spoke to them, one of them spoke perfect Anglish.  A thin waif of a man, perhaps only 20 years old, and as flexible and limber as an elf.  He called himself Dai Blackthorn, and his group was headed to the tower to attempt to locate a book of spells for a threat they face and the description was unbelievable until he met Dai&#039;s adventuring party: an elven lady with a bow that went by Iotha; an older, wizened human male with a cane by the name of William; a 3rd human male with strange hilt at his side that held no blade at the opening of the hilt who called himself Louis; and the strangest member of their team who he didn&#039;t even see until it revealed himself, a metal made monstrosity of six legs and no arms before it suddenly reared up into a metal centaur creature, its arms ending in closed pods as a cylindrical dome popped up to where a head would be.  It identified itself as C31R07 and stated that using the short-hand &#039;C-31&#039; was sufficient. &lt;br /&gt;
&lt;br /&gt;
Methien was silent for several moments, frightened and curious at the same time, staring at C-31 before asking questions and being questioned in turn. He learned from them that they were from another world, seeking out a specific tome of spells containing potent binding, sealing, and banishing spells.  They sought it out as they were attempting to subdue a powerful summoned demon whose power was growing to the point where it could jump to other worlds, knew of those other worlds, and sought an escape from his current world to a world unprepared for it.  And they learned from him that a retainer of the master of the tower guarding it and he&#039;s willing kill to protect its secrets; but that he could open the tower for them.  Methien accompanied them as they entered the tower, including C-31 in the rear, and they attempted to explain themselves and their request to the Retainer.  The Retainer shuts them down even as he threatened Methien with death for his betrayal of the family before Methien accused him of planning to kill him anyway given that the &#039;Blood of Iasa was the Key&#039; to the tower and unloading all the pent-up anger contained within his past: how his family and home had treated him, planning to drop him off and forget him in a monastery; when he left the house and family, they never sought him out until now, forgotten until needed and probably discarded once used here.  The Retainer smiled then and bowed to him, complimenting him on determining the truth of his fate even as the party with the retainer drew weapons until the demon showed up outside and nearly burst through a wall.  &lt;br /&gt;
&lt;br /&gt;
The battle that followed was a close thing: Methien used his blood to open the door for William and Louis even as Iotha, Dai, and C31 fought with him against the Demon and the Iasa Family Retainer and his party in a 3-way fight.  After it was over, the Demon was bound by William and then sealed into small diamond: most of the retainers&#039; party was either slain by the demon itself or by Dai, Iotha, and Methien while C31 engaged the Demon itself with its strange and terrible weapons.  Methien managed slay the retainer as he snuck around the fight to attack Dai and Iotha, likely saving them both from being slain as the retainer moved faster than normal through the use of magic.  After everyone had recovered and recollected themselves, Methien found himself with an offer to join them: he&#039;d likely saved two of them from possible death and stood up against a demon as part of their team.  Methien accepted, following them to their &#039;conveyor&#039; and taking it with them to a place they called &#039;Homeline&#039;, a copy of the spell-book (and the tower resealed) and the sealed demon in tow.&lt;br /&gt;
&lt;br /&gt;
15 years later, Methien (now going by the name Kaze) had adjusted to life in Homeline and in the employ of Infinity Corporation: meeting countless new and interesting &#039;people&#039; from other timelines, trading in his Bow for a Rifle and becoming a crack shot while sharing his relative talents with the Infinity Corporation.  He felt like he had a home, judged for what he was capable of and not by what he lacked.&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ninjas_Mages_And_Lost_Cities/firearms&amp;diff=386996</id>
		<title>Ninjas Mages And Lost Cities/firearms</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ninjas_Mages_And_Lost_Cities/firearms&amp;diff=386996"/>
		<updated>2020-08-27T03:25:33Z</updated>

		<summary type="html">&lt;p&gt;Chitzk0i: /* Pistols */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==ISWAT Firearms==&lt;br /&gt;
&lt;br /&gt;
===Rifles===&lt;br /&gt;
====Future Squad Weapon, 7mm PCT====&lt;br /&gt;
A bullpup style rifle firing plastic-cased ammunition with the bullet totally enclosed by the case.  Will not malfunction unless damaged or abused and does not overheat under sustained fire.  Ammunition is fed from an advanced belt designed to be reloaded as fast as a magazine; Typical sizes are shown in table. Belts are enclosed in a plastic case for easy storage.  Fired cases are ejected forward.  Plastic cases are impregnated with dormant plastic-eating bacteria that are activated after firing, leaving no traces.&lt;br /&gt;
&lt;br /&gt;
====Long Range Sniper, 8.5mm Zoomy Boi====&lt;br /&gt;
====Extreme Range Sniper, 10mm Fat Zoomy Boi====&lt;br /&gt;
Uses recoil impulse averaging technology to tame the massive recoil even with reduced weight compared to older comparable rifles. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=“3”&lt;br /&gt;
!Rifles!!Damage!!ACC!!Range!!Wt.!!RoF!!Shots!!ST!!Bulk!!Rcl&lt;br /&gt;
|-&lt;br /&gt;
|FSW Personal Defense&lt;br /&gt;
|5d+1 pi &lt;br /&gt;
|3&lt;br /&gt;
|675/2835&lt;br /&gt;
|5 (.7)&lt;br /&gt;
|15&lt;br /&gt;
|20+1(3)&lt;br /&gt;
|7&lt;br /&gt;
| -2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|FSW Compact&lt;br /&gt;
|5d+2 pi &lt;br /&gt;
|5+1&lt;br /&gt;
|850/3500&lt;br /&gt;
|6.2 (1.5)&lt;br /&gt;
|15&lt;br /&gt;
|50+1(2)&lt;br /&gt;
|8&lt;br /&gt;
| -3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|FSW Carbine&lt;br /&gt;
|6d+1 pi &lt;br /&gt;
|5+1&lt;br /&gt;
|925/3885&lt;br /&gt;
|8.9 (3.0)&lt;br /&gt;
|15&lt;br /&gt;
|100+1(3)&lt;br /&gt;
|8&lt;br /&gt;
| -4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|FSW Marksman&lt;br /&gt;
|7d-1 pi &lt;br /&gt;
|6+3&lt;br /&gt;
|1,000/4,200&lt;br /&gt;
|7.7 (.7)&lt;br /&gt;
|15&lt;br /&gt;
|20+1(3)&lt;br /&gt;
|8&lt;br /&gt;
| -5&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Long Range Sniper, 8.5 ZB&lt;br /&gt;
|10d+1 pi &lt;br /&gt;
|7+4&lt;br /&gt;
|1,700/6,500&lt;br /&gt;
|15.5 (.7)&lt;br /&gt;
|3&lt;br /&gt;
|7+1(3)&lt;br /&gt;
|11B&lt;br /&gt;
| -6&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|  &#039;&#039;With ETC Option&#039;&#039;&lt;br /&gt;
|15d pi&lt;br /&gt;
|7+4&lt;br /&gt;
|3,400/13,000&lt;br /&gt;
|15.5 (.7)&lt;br /&gt;
|3&lt;br /&gt;
|7+1(3)&lt;br /&gt;
|12B&lt;br /&gt;
| -7&lt;br /&gt;
|5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Extreme Range Sniper, 10mm FZB&lt;br /&gt;
|7dx2 pi+&lt;br /&gt;
|7+4&lt;br /&gt;
|2,100/8,500&lt;br /&gt;
|21 (1.1)&lt;br /&gt;
|3&lt;br /&gt;
|7+1(3)&lt;br /&gt;
|12B&lt;br /&gt;
| -7&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;With ETC Option&#039;&#039;&lt;br /&gt;
|7dx3 pi+&lt;br /&gt;
|7+4&lt;br /&gt;
|4,200/17,000&lt;br /&gt;
|21.5 (1.1)&lt;br /&gt;
|3&lt;br /&gt;
|7+1(3)&lt;br /&gt;
|13B&lt;br /&gt;
| -7&lt;br /&gt;
|5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Long Range Medium Machine Gun, 8.5 ZB&lt;br /&gt;
|10d+1 pi &lt;br /&gt;
|6+3&lt;br /&gt;
|1,700/6,500&lt;br /&gt;
|21.5 &lt;br /&gt;
|15&lt;br /&gt;
|1200 (5)&lt;br /&gt;
|12M&lt;br /&gt;
| -8&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| Border=“3”&lt;br /&gt;
!Shots!!Bonus to Hit&lt;br /&gt;
|- &lt;br /&gt;
| 2-4     &lt;br /&gt;
 | 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|5-8      &lt;br /&gt;
 |1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|9-12      &lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|13-16    &lt;br /&gt;
 |3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|17-24 &lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|25-49 &lt;br /&gt;
|5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|50-99 &lt;br /&gt;
|6&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|each X2 &lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pistols===&lt;br /&gt;
&lt;br /&gt;
Stats edited from UT.  In general, any TL8 pistol is available at TL9 with 30% lower weight per shot, -15% weight, and +15% ammunition capacity.  &lt;br /&gt;
&lt;br /&gt;
{| border=“3”&lt;br /&gt;
!Pistols!!Damage!!ACC!!Range!!Wt.!!RoF!!Shots!!ST!!Bulk!!Rcl&lt;br /&gt;
|-&lt;br /&gt;
|Holdout Pistol, 7.5mm CLP&lt;br /&gt;
|2d+1 pi-&lt;br /&gt;
|2&lt;br /&gt;
|140/1400&lt;br /&gt;
|0.9/.3&lt;br /&gt;
|3&lt;br /&gt;
|12+1(3)&lt;br /&gt;
|8&lt;br /&gt;
| -1&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
|Service Pistol, 10mm CLP&lt;br /&gt;
|3d+2 pi+&lt;br /&gt;
|3&lt;br /&gt;
|170/1900&lt;br /&gt;
|1.7/.5&lt;br /&gt;
|9#&lt;br /&gt;
|21+1(3)&lt;br /&gt;
|9&lt;br /&gt;
| -2&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
&lt;br /&gt;
Stats edited from UT. See Coverage Table (UT175) for weight of individual garments&lt;br /&gt;
&lt;br /&gt;
====Reflex Bodysuit====&lt;br /&gt;
Concealable under clothing.&lt;br /&gt;
&lt;br /&gt;
====Reflex Tactical Armor====&lt;br /&gt;
Military grade armor.  Possibly concealable under a parka or similar arctic clothing.  &lt;br /&gt;
&lt;br /&gt;
====Trauma Plates====&lt;br /&gt;
Can be inserted into a reflex bodysuit or reflex armor.  Listed weight is for front and back plates.&lt;br /&gt;
&lt;br /&gt;
{| border=“3”&lt;br /&gt;
!Armor!!Location!!DR!!Weight&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Bodysuit&lt;br /&gt;
|All &lt;br /&gt;
|16/6&lt;br /&gt;
|8 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Tactical Armor&lt;br /&gt;
|All &lt;br /&gt;
|24/9&lt;br /&gt;
|12 lbs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Small Trauma Plates&lt;br /&gt;
|Vitals&lt;br /&gt;
| +34&lt;br /&gt;
|6 lbs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Full Coverage Trauma Plates&lt;br /&gt;
|Torso&lt;br /&gt;
| +34&lt;br /&gt;
|8 Lbs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Heavy Trauma Plates&lt;br /&gt;
|Vitals&lt;br /&gt;
| +50&lt;br /&gt;
|9 lbs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Heavy Full Trauma Plates&lt;br /&gt;
|Torso&lt;br /&gt;
| +50&lt;br /&gt;
|12 Lbs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Chitzk0i</name></author>
	</entry>
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