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	<updated>2026-05-15T13:11:23Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Not_Quite_Zero_Anymore&amp;diff=245453</id>
		<title>Not Quite Zero Anymore</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Not_Quite_Zero_Anymore&amp;diff=245453"/>
		<updated>2013-07-02T22:36:09Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: /* Experience Awards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Not Quite Zero Anymore is a Pathfinder game set on the world of Golarion. Specifically it focuses on the exploits of a group of adventurers, heroes all, seeking to defend the lands of Lastwall against dire threats of all sorts.&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
===[[Kess Oddwhiskers, Female Ratfolk Alchemist]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Lok Ironstrider, Male Kellid Human Barbarian]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Danae Kalar, Female Aasimar Gunslinger/Paladin]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Tessarda the Light Arrow, Female Kyonin Elf Paladin]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Not Quite Zero Anymore Aishah | Aishah, Female Half-Elf(Drow)Summoner]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Tyr Anasazi, Male Varisian/Taldan Human Fighter]]===&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
&lt;br /&gt;
===[[Virgilia Kalar]]===&lt;br /&gt;
&lt;br /&gt;
===[[Tressa, Faithful Hound]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
&lt;br /&gt;
==Experience Awards==&lt;br /&gt;
*5-27-13 2180 xp (Kess, Lok, Danae, Tessarda, Aishah, Tyr) - Forest Were-boars, Forest Drakes&lt;br /&gt;
*6-10-13 4533 xp (Kess, Lok, Danae, Tessarda, Aishah, Tyr) - The Hoagley Wedding Rehearsal&lt;br /&gt;
*6-16-13 2500 xp (Kess, Lok, Danae, Tessarda, Aishah, Tyr) - Adventure Completion/The Hoagley Wedding&lt;br /&gt;
*7-02-13 2560 xp (Kess, Lok, Danae, Tessarda, Tyr) - Wight&#039;s Point&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*OOC Posts: [http://forum.rpg.net/showthread.php?688161-Pathfinder-Not-Quite-Zero-Anymore]&lt;br /&gt;
*IC posts: [http://forum.rpg.net/showthread.php?688768-Pathfinder-Not-Quite-Zero-Anymore]&lt;br /&gt;
*d20pfsrd.com: [http://www.d20pfsrd.com/home]&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Not_Quite_Zero_Anymore&amp;diff=241292</id>
		<title>Not Quite Zero Anymore</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Not_Quite_Zero_Anymore&amp;diff=241292"/>
		<updated>2013-06-16T11:29:38Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: /* Experience Awards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Not Quite Zero Anymore is a Pathfinder game set on the world of Golarion. Specifically it focuses on the exploits of a group of adventurers, heroes all, seeking to defend the lands of Lastwall against dire threats of all sorts.&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
===[[Kess Oddwhiskers, Female Ratfolk Alchemist]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Lok Ironstrider, Male Kellid Human Barbarian]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Danae Kalar, Female Aasimar Gunslinger/Paladin]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Tessarda the Light Arrow, Female Kyonin Elf Paladin]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Not Quite Zero Anymore Aishah | Aishah, Female Half-Elf(Drow)Summoner]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Tyr Anasazi, Male Varisian/Taldan Human Fighter]]===&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
&lt;br /&gt;
===[[Virgilia Kalar]]===&lt;br /&gt;
&lt;br /&gt;
===[[Tressa, Faithful Hound]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
&lt;br /&gt;
==Experience Awards==&lt;br /&gt;
*5-27-13 2180 xp (Kess, Lok, Danae, Tessarda, Aishah, Tyr) - Forest Were-boars, Forest Drakes&lt;br /&gt;
*6-10-13 4533 xp (Kess, Lok, Danae, Tessarda, Aishah, Tyr) - The Hoagley Wedding Rehearsal&lt;br /&gt;
*6-16-13 2500 xp (Kess, Lok, Danae, Tessarda, Aishah, Tyr) - Adventure Completion/The Hoagley Wedding&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*OOC Posts: [http://forum.rpg.net/showthread.php?688161-Pathfinder-Not-Quite-Zero-Anymore]&lt;br /&gt;
*IC posts: [http://forum.rpg.net/showthread.php?688768-Pathfinder-Not-Quite-Zero-Anymore]&lt;br /&gt;
*d20pfsrd.com: [http://www.d20pfsrd.com/home]&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Not_Quite_Zero_Anymore&amp;diff=240250</id>
		<title>Not Quite Zero Anymore</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Not_Quite_Zero_Anymore&amp;diff=240250"/>
		<updated>2013-06-10T20:29:44Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Not Quite Zero Anymore is a Pathfinder game set on the world of Golarion. Specifically it focuses on the exploits of a group of adventurers, heroes all, seeking to defend the lands of Lastwall against dire threats of all sorts.&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
===[[Kess Oddwhiskers, Female Ratfolk Alchemist]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Lok Ironstrider, Male Kellid Human Barbarian]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Danae Kalar, Female Aasimar Gunslinger/Paladin]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Tessarda the Light Arrow, Female Kyonin Elf Paladin]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Not Quite Zero Anymore Aishah | Aishah, Female Half-Elf(Drow)Summoner]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Tyr Anasazi, Male Varisian/Taldan Human Fighter]]===&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
&lt;br /&gt;
===[[Virgilia Kalar]]===&lt;br /&gt;
&lt;br /&gt;
===[[Tressa, Faithful Hound]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
&lt;br /&gt;
==Experience Awards==&lt;br /&gt;
*5-27-13 2180 xp (Kess, Lok, Danae, Tessarda, Aishah, Tyr) - Forest Were-boars, Forest Drakes&lt;br /&gt;
*6-10-13 4533 xp (Kess, Lok, Danae, Tessarda, Aishah, Tyr) - The Hoagley Wedding Rehearsal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*OOC Posts: [http://forum.rpg.net/showthread.php?688161-Pathfinder-Not-Quite-Zero-Anymore]&lt;br /&gt;
*IC posts: [http://forum.rpg.net/showthread.php?688768-Pathfinder-Not-Quite-Zero-Anymore]&lt;br /&gt;
*d20pfsrd.com: [http://www.d20pfsrd.com/home]&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lok_Ironstrider,_Male_Kellid_Human_Barbarian&amp;diff=238978</id>
		<title>Lok Ironstrider, Male Kellid Human Barbarian</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lok_Ironstrider,_Male_Kellid_Human_Barbarian&amp;diff=238978"/>
		<updated>2013-05-31T07:14:25Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Lok Ironstrider&#039;&#039;&#039;&lt;br /&gt;
*CG Barbarian 7&lt;br /&gt;
*Kellid human from the Realm of the Mammoth Lords&lt;br /&gt;
*Init:+2, Perception +7&lt;br /&gt;
&lt;br /&gt;
*Strength: 18 (+4)&lt;br /&gt;
*Dexterity: 14 (+2)&lt;br /&gt;
*Constitution: 16 (+3)&lt;br /&gt;
*Intelligence: 10 &lt;br /&gt;
*Wisdom: 10&lt;br /&gt;
*Charisma: 10&lt;br /&gt;
&lt;br /&gt;
Traits: Berserker of the Society (3 extra rounds rage), Animalistic affliction (+1 to Handle Animal and Wild Empathy)&lt;br /&gt;
&lt;br /&gt;
Skills: Acrobatics (Dex) +7, Climb (Str) +1, Craft (Int), Handle Animal (Cha) +7, Intimidate (Cha) +7, Knowledge (nature) +7, (Int), Perception (Wis)+7, Ride (Dex), Survival (Wis), and Swim (Str).&lt;br /&gt;
&lt;br /&gt;
Combat Stats&lt;br /&gt;
*HP:61&lt;br /&gt;
*BAB +7/+2&lt;br /&gt;
*Melee: +2 Bastard Sword +14/+9 (1d10+8/19-20), or Starknife +11/+6 (1d4+4/x3)&lt;br /&gt;
*Ranged: Starknife +9 (1d4+4/x3) 20ft range&lt;br /&gt;
*Armor Class: 15, Touch 13, Flat footed 13&lt;br /&gt;
*CMB +11, CMD 23&lt;br /&gt;
*Fort + 8, Ref + 4, Will +2&lt;br /&gt;
*Move: 50&#039;&lt;br /&gt;
&lt;br /&gt;
Class Abilities&lt;br /&gt;
*Rage: can rage for 10 rounds per day&lt;br /&gt;
*Rage powers: superstition +5, elemental rage, witch hunt +2&lt;br /&gt;
*Trap sense +2&lt;br /&gt;
*Uncanny dodge&lt;br /&gt;
*Improved uncanny dodge&lt;br /&gt;
*Damage reduction 1&lt;br /&gt;
&lt;br /&gt;
Feats&lt;br /&gt;
Exotic weapon proficiency (bastard sword), Weapon focus (bastard sword), Blind fight, Dazzling display, Quick draw&lt;br /&gt;
&lt;br /&gt;
Magic Items: +2 Bastard Sword, Boots of Striding and Springing, Ring of feather falling, Ring of protection +1, 2 potions of cure moderate wounds (Cleric CL: 3, 2d8+3), 2 potions of bull&#039;s strength (Cleric CL:3, +4 Str, 3 min.), 1 potion of see invisibility (Wizard CL: 3, 30 min.), 5 potions of cure light wounds (Cleric CL:1, 1d8+1)&lt;br /&gt;
&lt;br /&gt;
Gear: Bastard sword with weapon cord, star knife, leather armour, barbarians kit (backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), waterskin), belt pouch, compass, rope, red dragon tatoo on his back, climbers kit, veterinarian&#039;s kit, guard dog (called Tres), explorers outfit.&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lok_Ironstrider,_Male_Kellid_Human_Barbarian&amp;diff=238977</id>
		<title>Lok Ironstrider, Male Kellid Human Barbarian</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lok_Ironstrider,_Male_Kellid_Human_Barbarian&amp;diff=238977"/>
		<updated>2013-05-31T07:13:58Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Lok Ironstrider&amp;#039;&amp;#039;&amp;#039; CG Barbarian 7 Kellid human from the Realm of the Mammoth Lords Init:+2, Perception +7  *Strength: 18 (+4) *Dexterity: 14 (+2) *Constitution: 16 (+3) *Intel...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Lok Ironstrider&#039;&#039;&#039;&lt;br /&gt;
CG Barbarian 7&lt;br /&gt;
Kellid human from the Realm of the Mammoth Lords&lt;br /&gt;
Init:+2, Perception +7&lt;br /&gt;
&lt;br /&gt;
*Strength: 18 (+4)&lt;br /&gt;
*Dexterity: 14 (+2)&lt;br /&gt;
*Constitution: 16 (+3)&lt;br /&gt;
*Intelligence: 10 &lt;br /&gt;
*Wisdom: 10&lt;br /&gt;
*Charisma: 10&lt;br /&gt;
&lt;br /&gt;
Traits: Berserker of the Society (3 extra rounds rage), Animalistic affliction (+1 to Handle Animal and Wild Empathy)&lt;br /&gt;
&lt;br /&gt;
Skills: Acrobatics (Dex) +7, Climb (Str) +1, Craft (Int), Handle Animal (Cha) +7, Intimidate (Cha) +7, Knowledge (nature) +7, (Int), Perception (Wis)+7, Ride (Dex), Survival (Wis), and Swim (Str).&lt;br /&gt;
&lt;br /&gt;
Combat Stats&lt;br /&gt;
*HP:61&lt;br /&gt;
*BAB +7/+2&lt;br /&gt;
*Melee: +2 Bastard Sword +14/+9 (1d10+8/19-20), or Starknife +11/+6 (1d4+4/x3)&lt;br /&gt;
*Ranged: Starknife +9 (1d4+4/x3) 20ft range&lt;br /&gt;
*Armor Class: 15, Touch 13, Flat footed 13&lt;br /&gt;
*CMB +11, CMD 23&lt;br /&gt;
*Fort + 8, Ref + 4, Will +2&lt;br /&gt;
*Move: 50&#039;&lt;br /&gt;
&lt;br /&gt;
Class Abilities&lt;br /&gt;
*Rage: can rage for 10 rounds per day&lt;br /&gt;
*Rage powers: superstition +5, elemental rage, witch hunt +2&lt;br /&gt;
*Trap sense +2&lt;br /&gt;
*Uncanny dodge&lt;br /&gt;
*Improved uncanny dodge&lt;br /&gt;
*Damage reduction 1&lt;br /&gt;
&lt;br /&gt;
Feats&lt;br /&gt;
Exotic weapon proficiency (bastard sword), Weapon focus (bastard sword), Blind fight, Dazzling display, Quick draw&lt;br /&gt;
&lt;br /&gt;
Magic Items: +2 Bastard Sword, Boots of Striding and Springing, Ring of feather falling, Ring of protection +1, 2 potions of cure moderate wounds (Cleric CL: 3, 2d8+3), 2 potions of bull&#039;s strength (Cleric CL:3, +4 Str, 3 min.), 1 potion of see invisibility (Wizard CL: 3, 30 min.), 5 potions of cure light wounds (Cleric CL:1, 1d8+1)&lt;br /&gt;
&lt;br /&gt;
Gear: Bastard sword with weapon cord, star knife, leather armour, barbarians kit (backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), waterskin), belt pouch, compass, rope, red dragon tatoo on his back, climbers kit, veterinarian&#039;s kit, guard dog (called Tres), explorers outfit.&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tessarda_the_Light_Arrow,_Female_Kyonin_Elf_Paladin&amp;diff=238571</id>
		<title>Tessarda the Light Arrow, Female Kyonin Elf Paladin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tessarda_the_Light_Arrow,_Female_Kyonin_Elf_Paladin&amp;diff=238571"/>
		<updated>2013-05-25T22:01:39Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Attributes=&lt;br /&gt;
*Strength 12 (16) +1 (+3)&lt;br /&gt;
*Dexterity 18 +4&lt;br /&gt;
*Constitution 10&lt;br /&gt;
*Intelligence 14 +2&lt;br /&gt;
*Wisdom 12 +1&lt;br /&gt;
*Charisma 16 + 3&lt;br /&gt;
&lt;br /&gt;
=Combat Stats=&lt;br /&gt;
*Hitpoints: 10 + (6 x 6) = 46&lt;br /&gt;
*BAB +7/+2&lt;br /&gt;
*CMB 7 + 3 = 10&lt;br /&gt;
*CMD 10 + 7 + 3 + 4 = 24&lt;br /&gt;
*AC Flat Footed 15/Touch16/20&lt;br /&gt;
*Init Bonus Dex +4 Warrior of Old +2 Total +6&lt;br /&gt;
*Long Bow Bonus to hit BAB 7(2) + Dex + 4 + Magic + 2 Total + 13(8) Point Blank Range +1 14(9) Damage 1d8 + 5&lt;br /&gt;
*Kukri Bonus to hit BAB 7(2) + Str + 3 + Master Work + 1 Total 11(6) Damage 1d4 + 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Saves=&lt;br /&gt;
*Fortitude +8&lt;br /&gt;
*Reflex + 9&lt;br /&gt;
*Will +9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Paladin Abilities=&lt;br /&gt;
*Simple and Martial Weapons&lt;br /&gt;
*Light and Medium Armour&lt;br /&gt;
*Precise Shot&lt;br /&gt;
*Aura of Good&lt;br /&gt;
*Smite Evil x3 a day&lt;br /&gt;
*Detect Evil&lt;br /&gt;
*Divine Grace&lt;br /&gt;
*Lay on Hands&lt;br /&gt;
*Shared Precision&lt;br /&gt;
*Divine Health&lt;br /&gt;
*Mercy (Shaken, Distance)&lt;br /&gt;
*Chanel Positive Energy&lt;br /&gt;
*Divine Bond - Bow (Holy)&lt;br /&gt;
*Spells 2 First 1 Second&lt;br /&gt;
&lt;br /&gt;
=Feats=&lt;br /&gt;
*Point Blank Shot&lt;br /&gt;
*Rapid Shot&lt;br /&gt;
*Dodge&lt;br /&gt;
*Mobility&lt;br /&gt;
&lt;br /&gt;
=Traits=&lt;br /&gt;
*Warrior of Old&lt;br /&gt;
*Charming&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
*Diplomacy 8 +3&lt;br /&gt;
*Heal 6 +1&lt;br /&gt;
*Sense Motive 8 +1&lt;br /&gt;
*Ride 6 +4&lt;br /&gt;
&lt;br /&gt;
=Magical Gear=&lt;br /&gt;
*+ 2 Long Bow Composite (+3 Strength Bonus)&lt;br /&gt;
*Belt of Giant Strength + 4&lt;br /&gt;
*Ring of Protection +1&lt;br /&gt;
*Mithril Shirt&lt;br /&gt;
&lt;br /&gt;
=Gear=&lt;br /&gt;
Masterwork Kukhri, Dagger, 40 Arrows, Flint + Steel, Back Pack, Bed Roll, Silk Rope, Explorer, courtier, traveler outfits, Light Horse Combat Trained (mare, Crimson) Light Horse (mare, Westy) pack saddle, riding saddle, saddle bags&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Commander_Sovan&amp;diff=238469</id>
		<title>Commander Sovan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Commander_Sovan&amp;diff=238469"/>
		<updated>2013-05-24T10:49:21Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Commander Sovan, Science Officer&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;High Concept:&amp;#039;&amp;#039;&amp;#039; Vulcan Science Academy senior professor Sovan has spent his entire life, over a hundred forty years, mastering science...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Commander Sovan, Science Officer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Concept:&#039;&#039;&#039; Vulcan Science Academy senior professor&lt;br /&gt;
Sovan has spent his entire life, over a hundred forty years, mastering science in many forms and disciplines. His knowledge is both in depth and comprehensive in most hard science fields, especially warp theory and astrophysics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trouble:&#039;&#039;&#039; Cold logic hides despair.&lt;br /&gt;
When his wife and grown children, along with their own families, were killed in the destruction of Vulcan, Sovan faced black despair, tinged with a near uncontrollable anger. Those emotions remain, despite his best efforts, kept at bay by the application of strict logical self-control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Aspects:&#039;&#039;&#039; &lt;br /&gt;
*Surprisingly, at times, violence is eminently logical.&lt;br /&gt;
*TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Assignment:&#039;&#039;&#039; The Icarus Gambit - Sovan was assigned to a covert operation into Romulan space meant to examine the stars near the Romulan homeworld and ascertain whether or not the same instability that destroyed Romulus in the other timeline was also looming in the future of this one. The expedition ran into the Tal&#039;Shiar, and trouble ensued. Sovan, formerly a man of peace, learned that at times it is necessary to unleash one&#039;s inner Klingon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crossover 1:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crossover 2:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
*+4: Science&lt;br /&gt;
*+3: Academics, Physique&lt;br /&gt;
*+2: Will, Notice, Contacts&lt;br /&gt;
*+1: Engineering, Shoot, Fight, Athletics&lt;br /&gt;
&lt;br /&gt;
Stunts and Extras: (TBD)&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tessarda_the_Light_Arrow,_Female_Kyonin_Elf_Paladin&amp;diff=238110</id>
		<title>Tessarda the Light Arrow, Female Kyonin Elf Paladin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tessarda_the_Light_Arrow,_Female_Kyonin_Elf_Paladin&amp;diff=238110"/>
		<updated>2013-05-20T13:08:08Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Attributes=&lt;br /&gt;
*Strength 12 (16) +1 (+3)&lt;br /&gt;
*Dexterity 18 +4&lt;br /&gt;
*Constitution 10&lt;br /&gt;
*Intelligence 14 +2&lt;br /&gt;
*Wisdom 12 +1&lt;br /&gt;
*Charisma 16 + 3&lt;br /&gt;
&lt;br /&gt;
=Combat Stats=&lt;br /&gt;
*Hitpoints: 10 + (6 x 6) = 46&lt;br /&gt;
*BAB +7/+2&lt;br /&gt;
*CMB 7 + 3 = 10&lt;br /&gt;
*CMD 10 + 7 + 3 + 4 = 24&lt;br /&gt;
*AC Flat Footed 15/Touch16/20&lt;br /&gt;
*Init Bonus Dex +4 Warrior of Old +2 Total +6&lt;br /&gt;
*Long Bow Bonus to hit BAB 7(2) + Dex + 4 + Magic + 2 Total + 13(8) Point Blank Range +1 14(9) Damage 1d8 + 5&lt;br /&gt;
*Kukri Bonus to hit BAB 7(2) + Str + 3 + Master Work + 1 Total 11(6) Damage 1d4 + 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Saves=&lt;br /&gt;
*Fortitude +5&lt;br /&gt;
*Reflex + 6&lt;br /&gt;
*Will +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Paladin Abilities=&lt;br /&gt;
*Simple and Martial Weapons&lt;br /&gt;
*Light and Medium Armour&lt;br /&gt;
*Precise Shot&lt;br /&gt;
*Aura of Good&lt;br /&gt;
*Smite Evil x3 a day&lt;br /&gt;
*Detect Evil&lt;br /&gt;
*Divine Grace&lt;br /&gt;
*Lay on Hands&lt;br /&gt;
*Shared Precision&lt;br /&gt;
*Divine Health&lt;br /&gt;
*Mercy (Shaken, Distance)&lt;br /&gt;
*Chanel Positive Energy&lt;br /&gt;
*Divine Bond - Bow (Holy)&lt;br /&gt;
*Spells 2 First 1 Second&lt;br /&gt;
&lt;br /&gt;
=Feats=&lt;br /&gt;
*Point Blank Shot&lt;br /&gt;
*Rapid Shot&lt;br /&gt;
*Dodge&lt;br /&gt;
*Mobility&lt;br /&gt;
&lt;br /&gt;
=Traits=&lt;br /&gt;
*Warrior of Old&lt;br /&gt;
*Charming&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
*Diplomacy 8 +3&lt;br /&gt;
*Heal 6 +1&lt;br /&gt;
*Sense Motive 8 +1&lt;br /&gt;
*Ride 6 +4&lt;br /&gt;
&lt;br /&gt;
=Magical Gear=&lt;br /&gt;
*+ 2 Long Bow Composite (+3 Strength Bonus)&lt;br /&gt;
*Belt of Giant Strength + 4&lt;br /&gt;
*Ring of Protection +1&lt;br /&gt;
*Mithril Shirt&lt;br /&gt;
&lt;br /&gt;
=Gear=&lt;br /&gt;
Masterwork Kukhri, Dagger, 40 Arrows, Flint + Steel, Back Pack, Bed Roll, Silk Rope, Explorer, courtier, traveler outfits, Light Horse Combat Trained (mare, Crimson) Light Horse (mare, Westy) pack saddle, riding saddle, saddle bags&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tessarda_the_Light_Arrow,_Female_Kyonin_Elf_Paladin&amp;diff=238109</id>
		<title>Tessarda the Light Arrow, Female Kyonin Elf Paladin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tessarda_the_Light_Arrow,_Female_Kyonin_Elf_Paladin&amp;diff=238109"/>
		<updated>2013-05-20T13:06:15Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Attributes=&lt;br /&gt;
*Strength 12 (16) +1 (+3)&lt;br /&gt;
*Dexterity 18 +4&lt;br /&gt;
*Constitution 10&lt;br /&gt;
*Intelligence 14 +2&lt;br /&gt;
*Wisdom 12 +1&lt;br /&gt;
*Charisma 16 + 3&lt;br /&gt;
&lt;br /&gt;
=Combat Stats=&lt;br /&gt;
*Hitpoints: 10 + (6 x 6) = 46&lt;br /&gt;
*BAB +7/+2&lt;br /&gt;
*CMB 7 + 3 = 10&lt;br /&gt;
*CMD 10 + 7 + 3 + 4 = 24&lt;br /&gt;
*AC Flat Footed 15/Touch16/20&lt;br /&gt;
*Init Bonus Dex +4 Warrior of Old +2 Total +6&lt;br /&gt;
*Long Bow Bonus to hit BAB 7(2) + Dex + 4 + Magic + 2 Total + 13(8) Point Blank Range +1 14(9) Damage 1d8 + 5&lt;br /&gt;
*Kurki Bonus to hit BAB 7(2) + Str + 3 + Master Work + 1 Total 11(6) Damage 1d4 + 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Saves=&lt;br /&gt;
*Fortitude +5&lt;br /&gt;
*Reflex + 6&lt;br /&gt;
*Will +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Paladin Abilities=&lt;br /&gt;
*Simple and Martial Weapons&lt;br /&gt;
*Light and Medium Armour&lt;br /&gt;
*Precise Shot&lt;br /&gt;
*Aura of Good&lt;br /&gt;
*Smite Evil x3 a day&lt;br /&gt;
*Detect Evil&lt;br /&gt;
*Divine Grace&lt;br /&gt;
*Lay on Hands&lt;br /&gt;
*Shared Precision&lt;br /&gt;
*Divine Health&lt;br /&gt;
*Mercy (Shaken, Distance)&lt;br /&gt;
*Chanel Positive Energy&lt;br /&gt;
*Divine Bond - Bow (Holy)&lt;br /&gt;
*Spells 2 First 1 Second&lt;br /&gt;
&lt;br /&gt;
=Feats=&lt;br /&gt;
*Point Blank Shot&lt;br /&gt;
*Rapid Shot&lt;br /&gt;
*Dodge&lt;br /&gt;
*Mobility&lt;br /&gt;
&lt;br /&gt;
=Traits=&lt;br /&gt;
*Warrior of Old&lt;br /&gt;
*Charming&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
*Diplomacy 8 +3&lt;br /&gt;
*Heal 6 +1&lt;br /&gt;
*Sense Motive 8 +1&lt;br /&gt;
*Ride 6 +4&lt;br /&gt;
&lt;br /&gt;
=Magical Gear=&lt;br /&gt;
*+ 2 Long Bow Composite (+3 Strength Bonus)&lt;br /&gt;
*Belt of Giant Strength + 4&lt;br /&gt;
*Ring of Protection +1&lt;br /&gt;
*Mithril Shirt&lt;br /&gt;
&lt;br /&gt;
=Gear=&lt;br /&gt;
Masterwork Kukhri, Dagger, 40 Arrows, Flint + Steel, Back Pack, Bed Roll, Silk Rope, Explorer, courtier, traveler outfits, Light Horse Combat Trained (mare, Crimson) Light Horse (mare, Westy) pack saddle, riding saddle, saddle bags&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yoyu&amp;diff=237987</id>
		<title>Yoyu</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yoyu&amp;diff=237987"/>
		<updated>2013-05-19T15:52:05Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===&#039;Yoyu&#039; (Yoyukhalaaoyokaorye&#039;ai)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaign&#039;&#039;&#039; http://wiki.rpg.net/index.php/Trouble_In_The_Marches &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aslan Male &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Homeworld&#039;&#039;&#039;: Roget B566777-9 Da Ag Ga Ri &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prior Service&#039;&#039;&#039;: Military (Warrior) 2 Terms, Outcast (Trader) 2 Terms &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
&#039;&#039;&#039;UPP: 979882&#039;&#039;&#039;&lt;br /&gt;
*St 9(+1)&lt;br /&gt;
*Dx 7&lt;br /&gt;
*En 9(+1)&lt;br /&gt;
*In 8&lt;br /&gt;
*Ed 8&lt;br /&gt;
*SS 2(-2)&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
*Animals 0&lt;br /&gt;
*Athletics (Endurance) 1&lt;br /&gt;
*Carouse 1&lt;br /&gt;
*Drive 0&lt;br /&gt;
*Flyer (Grav) 1&lt;br /&gt;
*Gun Combat (Slug Rifle) 1&lt;br /&gt;
*Gun Combat (Slug Pistol) 1&lt;br /&gt;
*Gunner (Turrets) 1&lt;br /&gt;
*Independence 2&lt;br /&gt;
*Language 0&lt;br /&gt;
*Melee (Claws) 2&lt;br /&gt;
*Recon 1&lt;br /&gt;
*Streetwise 1&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Vacc Suit 1&lt;br /&gt;
&lt;br /&gt;
===Equipment &amp;amp; credits===&lt;br /&gt;
*Snub pistol (auto version with 15 round mag plus 2 extra mags HEAP) &lt;br /&gt;
*Aua-leather clothing (protection 1) &lt;br /&gt;
*Ballistic vest &lt;br /&gt;
*Bio-adjustment pills&lt;br /&gt;
*Combination mask&lt;br /&gt;
*Purification Tabs (TL9)&lt;br /&gt;
*First aid kit (TL5)&lt;br /&gt;
*Comm (TL8)&lt;br /&gt;
*Commdot&lt;br /&gt;
*Translator&lt;br /&gt;
*2 x Stunbag grenades&lt;br /&gt;
*1 x Tranq gas grenade&lt;br /&gt;
&lt;br /&gt;
Cr1,000&lt;br /&gt;
===Contacts===&lt;br /&gt;
2 Contacts&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
A second son of a minor clan, Yoyu planned to serve in the Darrian Confederation military until retirement age. However, after being goaded into taking part in an illegal street duel by a hated rival, he was dishonourably discharged after only two terms. Declared an outcast, shunned and despised by his own kind, he chose to head out in search of a new life amongst the stars.&lt;br /&gt;
&lt;br /&gt;
He&#039;s been bumming around the Marches for the last few years, mostly taking working passage gigs as hired muscle aboard merchant and freetrader vessels. He&#039;s looking for some way to prove himself and restore his honour.&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Vanz_Ananzi&amp;diff=237896</id>
		<title>Vanz Ananzi</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Vanz_Ananzi&amp;diff=237896"/>
		<updated>2013-05-18T23:15:01Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vanz Ananzi (Sir) – Stage name Trickster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;597BBB&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Age:&#039;&#039;&#039; 38 &lt;br /&gt;
*&#039;&#039;&#039;Homeworld&#039;&#039;&#039; Mora/Mora 0704 AA99AC7–F &lt;br /&gt;
&lt;br /&gt;
Advocate 1, Animals (riding)0, Art (Acting) 0, Art (Dancing) 0, Art (Instruments) 3, Broker 1, Carousing 1, Comms 1, Computers 1, Deception 1, Drive 0, Flyer 0, Gun cbt (Slug pistol)1, Mechanic 0, Melee combat (unarmed) 1, Persuade 2, Recon 0, Science (Electronics) 0, Science (Archeology)2, Survival 0, Stealth 1, Streetwise 1, Trade (Musical instruments)0.&lt;br /&gt;
&lt;br /&gt;
*Adventurer Rank 2&lt;br /&gt;
*Scout Rank 1&lt;br /&gt;
*Celebrity Rank 2&lt;br /&gt;
&lt;br /&gt;
Vanz ran away from home (if you want to call moving to a branch of his clans holdings on Lunion running away) at an early age. He joined an academic expedition into Darrian space as part of his post graduate college studies, survived the mysterious deaths of many of the teams studying old Darrian sites, then ended up losing his closest friend in a ‘natural’ disaster on a site dig.&lt;br /&gt;
&lt;br /&gt;
Badly hurt, he was shipped back to Lunion to recover. Media interest in the ‘lost expeditions’ found him going underground, but the scout service forcibly scooped him up and threw him deeper into the mess. Acting as a Darrian liason, he finally tracked down the reason for the unfortunate deaths, but ended up having an official secrets act slapped on him. He was allowed to retire with honour.&lt;br /&gt;
&lt;br /&gt;
Disillusioned with Imperial politics, he turned to his first love…music. He travelled the borderworlds area between the Sword worlds, Darrian space and the Imperium as “Trickster’, a solo performer who’s blend of Sword worlder, Darrian and Imperial music styles bought him fame and contracts.&lt;br /&gt;
However, his relationship with a well known mobster brought him shame and more negative media attention and his own clan cast him out (though his increased his sales).&lt;br /&gt;
&lt;br /&gt;
He went vagabond, moving from place to place as a hitchhiking entertainer, all the while crafting his musical magnum opus. When he finally released ‘XplorA’, a musical odyssey with thinly veiled references to the political machinations of the region, it was an immediate hit.&lt;br /&gt;
&lt;br /&gt;
Certain Imperial intelligence agencies were less than happy, but the fame it brought him made him too dangerous to touch. His family welcomed him back with open arms, but he had found the life he had led in the last few years to be the best thing that had ever happened to him. Now, he seeks to head out amongst the stars again, using his fame and noble rank as a shield from interference, writing songs and doing &#039;uncut&#039; performances in the oddest places. His cult following on the sword worlds and in Lunion sunsector does a great trade in bootleg copies of these odd appearances, keeping his name alive. He&#039;s looking for his second big thing.&lt;br /&gt;
&lt;br /&gt;
He&#039;s currently on Spirelle, hanging with an old roadie/security Aslan (every big tour has to have an Aslan security guy) and an old mate from his early years who shares his secret. He has a gig at the starport, but plays for free in some of the artier bars in the seedy side of Startown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Portfolio.&#039;&#039;&#039; &lt;br /&gt;
*Stipend 500,000cr. House Ananzi credit line. Income 3750cr/month.&lt;br /&gt;
*Property 5Mcr. Commercial (boutique villas in World Park on Mora, Recording studio on Lunion). Income 25000cr/month. &lt;br /&gt;
*Estate 1Mcr (Small villa on Lunion) Income 5000/month &lt;br /&gt;
*Business 50 000cr Jonkareen music recordings and exports. Income 375cr/month.&lt;br /&gt;
&lt;br /&gt;
*Monthly income: 34 075cr.&lt;br /&gt;
&lt;br /&gt;
67500cr&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Vanz_Ananzi&amp;diff=237895</id>
		<title>Vanz Ananzi</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Vanz_Ananzi&amp;diff=237895"/>
		<updated>2013-05-18T23:13:47Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vanz Ananzi (Sir) – Stage name Trickster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;597BBB&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Age:&#039;&#039;&#039; 38 &lt;br /&gt;
*&#039;&#039;&#039;Homeworld&#039;&#039;&#039; Mora/Mora 0704 AA99AC7–F &lt;br /&gt;
&lt;br /&gt;
Advocate 1, Animals (riding)0, Art (Acting) 0, Art (Dancing) 0, Art (Instruments) 3, Broker 1, Carousing 1, Comms 1, Computers 1, Deception 1, Drive 0, Flyer 0, Gun cbt (Slug pistol)1, Mechanic 0, Melee combat (unarmed) 1, Persuade 2, Recon 0, Science (Electronics) 0, Science (Archeology)2, Survival 0, Stealth 1, Streetwise 1, Trade (Musical instruments)0.&lt;br /&gt;
&lt;br /&gt;
*Adventurer Rank 2&lt;br /&gt;
*Scout Rank 1&lt;br /&gt;
*Celebrity Rank 2&lt;br /&gt;
&lt;br /&gt;
Vanz ran away from home (if you want to call moving to a branch of his clans holdings on Lunion running away) at an early age. He joined an academic expedition into Darrian space as part of his post graduate college studies, survived the mysterious deaths of many of the teams studying old Darrian sites, then ended up losing his closest friend in a ‘natural’ disaster on a site dig.&lt;br /&gt;
&lt;br /&gt;
Badly hurt, he was shipped back to Lunion to recover. Media interest in the ‘lost expeditions’ found him going underground, but the scout service forcibly scooped him up and threw him deeper into the mess. Acting as a Darrian liason, he finally tracked down the reason for the unfortunate deaths, but ended up having an official secrets act slapped on him. He was allowed to retire with honour.&lt;br /&gt;
&lt;br /&gt;
Disillusioned with Imperial politics, he turned to his first love…music. He travelled the borderworlds area between the Sword worlds, Darrian space and the Imperium as “Trickster’, a solo performer who’s blend of Sword worlder, Darrian and Imperial music styles bought him fame and contracts.&lt;br /&gt;
However, his relationship with a well known mobster brought him shame and more negative media attention and his own clan cast him out (though his increased his sales).&lt;br /&gt;
&lt;br /&gt;
He went vagabond, moving from place to place as a hitchhiking entertainer, all the while crafting his musical magnum opus. When he finally released ‘XplorA’, a musical odyssey with thinly veiled references to the political machinations of the region, it was an immediate hit.&lt;br /&gt;
&lt;br /&gt;
Certain Imperial intelligence agencies were less than happy, but the fame it brought him made him too dangerous to touch. His family welcomed him back with open arms, but he had found the life he had led in the last few years to be the best thing that had ever happened to him. Now, he seeks to head out amongst the stars again, using his fame and noble rank as a shield from interference, writing songs and doing &#039;uncut&#039; performances in the oddest places. His cult following on the sword worlds and in Lunion sunsector does a great trade in bootleg copies of these odd appearances, keeping his name alive. He&#039;s looking for his second big thing.&lt;br /&gt;
&lt;br /&gt;
He&#039;s currently on Spirelle, hanging with an old roadie/security Aslan (every big tour has to have an Aslan security guy) and an old mate from his early years who shares his secret. He has a gig at the starport, but plays for free in some of the artier bars in the seedy side of Startown.&lt;br /&gt;
&lt;br /&gt;
Portfolio. &lt;br /&gt;
Stipend 500,000cr. House Ananzi credit line. Income 3750cr/month.&lt;br /&gt;
Property 5Mcr. Commercial (boutique villas in World Park on Mora, Recording studio on Lunion). Income 25000cr/month. &lt;br /&gt;
Estate 1Mcr (Small villa on Lunion) Income 5000/month &lt;br /&gt;
Business 50 000cr Jonkareen music recordings and exports. Income 375cr/month.&lt;br /&gt;
&lt;br /&gt;
Monthly income: 34 075cr.&lt;br /&gt;
&lt;br /&gt;
67500cr&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Vanz_Ananzi&amp;diff=237894</id>
		<title>Vanz Ananzi</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Vanz_Ananzi&amp;diff=237894"/>
		<updated>2013-05-18T23:12:39Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: Created page with &amp;quot;Vanz Ananzi (Sir) – Stage name Trickster.  &amp;#039;&amp;#039;&amp;#039;597BBB&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;Age:&amp;#039;&amp;#039;&amp;#039; 38  &amp;#039;&amp;#039;&amp;#039;Homeworld&amp;#039;&amp;#039;&amp;#039; Mora/Mora 0704 AA99AC7–F   Advocate 1, Animals (riding)0, Art (Acting) 0, Art (Dancing)...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vanz Ananzi (Sir) – Stage name Trickster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;597BBB&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 38 &lt;br /&gt;
&#039;&#039;&#039;Homeworld&#039;&#039;&#039; Mora/Mora 0704 AA99AC7–F &lt;br /&gt;
&lt;br /&gt;
Advocate 1, Animals (riding)0, Art (Acting) 0, Art (Dancing) 0, Art (Instruments) 3, Broker 1, Carousing 1, Comms 1, Computers 1, Deception 1, Drive 0, Flyer 0, Gun cbt (Slug pistol)1, Mechanic 0, Melee combat (unarmed) 1, Persuade 2, Recon 0, Science (Electronics) 0, Science (Archeology)2, Survival 0, Stealth 1, Streetwise 1, Trade (Musical instruments)0.&lt;br /&gt;
&lt;br /&gt;
Adventurer Rank 2&lt;br /&gt;
Scout Rank 1&lt;br /&gt;
Celebrity Rank 2&lt;br /&gt;
&lt;br /&gt;
Vanz ran away from home (if you want to call moving to a branch of his clans holdings on Lunion running away) at an early age. He joined an academic expedition into Darrian space as part of his post graduate college studies, survived the mysterious deaths of many of the teams studying old Darrian sites, then ended up losing his closest friend in a ‘natural’ disaster on a site dig.&lt;br /&gt;
&lt;br /&gt;
Badly hurt, he was shipped back to Lunion to recover. Media interest in the ‘lost expeditions’ found him going underground, but the scout service forcibly scooped him up and threw him deeper into the mess. Acting as a Darrian liason, he finally tracked down the reason for the unfortunate deaths, but ended up having an official secrets act slapped on him. He was allowed to retire with honour.&lt;br /&gt;
&lt;br /&gt;
Disillusioned with Imperial politics, he turned to his first love…music. He travelled the borderworlds area between the Sword worlds, Darrian space and the Imperium as “Trickster’, a solo performer who’s blend of Sword worlder, Darrian and Imperial music styles bought him fame and contracts.&lt;br /&gt;
However, his relationship with a well known mobster brought him shame and more negative media attention and his own clan cast him out (though his increased his sales).&lt;br /&gt;
&lt;br /&gt;
He went vagabond, moving from place to place as a hitchhiking entertainer, all the while crafting his musical magnum opus. When he finally released ‘XplorA’, a musical odyssey with thinly veiled references to the political machinations of the region, it was an immediate hit.&lt;br /&gt;
&lt;br /&gt;
Certain Imperial intelligence agencies were less than happy, but the fame it brought him made him too dangerous to touch. His family welcomed him back with open arms, but he had found the life he had led in the last few years to be the best thing that had ever happened to him. Now, he seeks to head out amongst the stars again, using his fame and noble rank as a shield from interference, writing songs and doing &#039;uncut&#039; performances in the oddest places. His cult following on the sword worlds and in Lunion sunsector does a great trade in bootleg copies of these odd appearances, keeping his name alive. He&#039;s looking for his second big thing.&lt;br /&gt;
&lt;br /&gt;
He&#039;s currently on Spirelle, hanging with an old roadie/security Aslan (every big tour has to have an Aslan security guy) and an old mate from his early years who shares his secret. He has a gig at the starport, but plays for free in some of the artier bars in the seedy side of Startown.&lt;br /&gt;
&lt;br /&gt;
Portfolio. &lt;br /&gt;
Stipend 500,000cr. House Ananzi credit line. Income 3750cr/month.&lt;br /&gt;
Property 5Mcr. Commercial (boutique villas in World Park on Mora, Recording studio on Lunion). Income 25000cr/month. &lt;br /&gt;
Estate 1Mcr (Small villa on Lunion) Income 5000/month &lt;br /&gt;
Business 50 000cr Jonkareen music recordings and exports. Income 375cr/month.&lt;br /&gt;
&lt;br /&gt;
Monthly income: 34 075cr.&lt;br /&gt;
&lt;br /&gt;
67500cr&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yoyu&amp;diff=237873</id>
		<title>Yoyu</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yoyu&amp;diff=237873"/>
		<updated>2013-05-18T11:57:09Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===&#039;Yoyu&#039; (Yoyukhalaaoyokaorye&#039;ai)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaign&#039;&#039;&#039; http://wiki.rpg.net/index.php/Trouble_In_The_Marches &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aslan Male &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Homeworld&#039;&#039;&#039;: Roget B566777-9 Da Ag Ga Ri &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prior Service&#039;&#039;&#039;: Military (Warrior) 2 Terms, Outcast (Trader) 2 Terms &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
&#039;&#039;&#039;UPP: 979882&#039;&#039;&#039;&lt;br /&gt;
*St 9(+1)&lt;br /&gt;
*Dx 7&lt;br /&gt;
*En 9(+1)&lt;br /&gt;
*In 8&lt;br /&gt;
*Ed 8&lt;br /&gt;
*SS 2(-2)&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
*Animals 0&lt;br /&gt;
*Athletics (Endurance) 1&lt;br /&gt;
*Carouse 1&lt;br /&gt;
*Drive 0&lt;br /&gt;
*Flyer (Grav) 1&lt;br /&gt;
*Gun Combat (Slug Rifle) 1&lt;br /&gt;
*Gun Combat (Slug Pistol) 1&lt;br /&gt;
*Gunner (Turrets) 1&lt;br /&gt;
*Independence 2&lt;br /&gt;
*Language 0&lt;br /&gt;
*Melee (Claws) 2&lt;br /&gt;
*Recon 1&lt;br /&gt;
*Streetwise 1&lt;br /&gt;
*Survival 0&lt;br /&gt;
*Vacc Suit 1&lt;br /&gt;
&lt;br /&gt;
===Equipment &amp;amp; credits===&lt;br /&gt;
*Snub pistol (auto version with 15 round mag plus 2 extra mags HEAP) *Aua-leather clothing (protection 1) &lt;br /&gt;
*Ballistic vest &lt;br /&gt;
*Bio-adjustment pills&lt;br /&gt;
*Combination mask&lt;br /&gt;
*Purification Tabs (TL9)&lt;br /&gt;
*First aid kit (TL5)&lt;br /&gt;
*Comm (TL8)&lt;br /&gt;
*Commdot&lt;br /&gt;
*Translator&lt;br /&gt;
*2 x Stunbag grenades&lt;br /&gt;
*1 x Tranq gas grenade&lt;br /&gt;
&lt;br /&gt;
Cr1,000&lt;br /&gt;
===Contacts===&lt;br /&gt;
2 Contacts&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
A second son of a minor clan, Yoyu planned to serve in the Darrian Confederation military until retirement age. However, after being goaded into taking part in an illegal street duel by a hated rival, he was dishonourably discharged after only two terms. Declared an outcast, shunned and despised by his own kind, he chose to head out in search of a new life amongst the stars.&lt;br /&gt;
&lt;br /&gt;
He&#039;s been bumming around the Marches for the last few years, mostly taking working passage gigs as hired muscle aboard merchant and freetrader vessels. He&#039;s looking for some way to prove himself and restore his honour.&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trouble_In_The_Marches&amp;diff=237842</id>
		<title>Trouble In The Marches</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trouble_In_The_Marches&amp;diff=237842"/>
		<updated>2013-05-18T00:42:41Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Trouble in the Marches is a Mongoose Traveller Play-by-Post campaign run on RPGnet. It is set in mid-1105, in the Spinward Marches of the Third Imperium. Action begins in the Zaibon system.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
===[[Siubh]]===&lt;br /&gt;
*A slender and severe looking Vilani woman in her mid-30s, with some minor fame as an actress/journalist from many years ago.&lt;br /&gt;
&lt;br /&gt;
===[[Safid Al-tabr]]===&lt;br /&gt;
Easily identifiable by his class B prisoner&#039;s tattoo, Safid looks the part of a thuggish ruffian.&lt;br /&gt;
&lt;br /&gt;
===[[Jackson Platt]]===&lt;br /&gt;
Jackson Platt&lt;br /&gt;
Homeworld of Spirelle&lt;br /&gt;
&lt;br /&gt;
===[[Yoyu]]===&lt;br /&gt;
&lt;br /&gt;
===[[Mas Ewolram]]===&lt;br /&gt;
A tall lanky man in the hat and trench coat that is one of the approved outfits of the Gumshoe Guild.&lt;br /&gt;
&lt;br /&gt;
===[[Vanz Ananzi]]===&lt;br /&gt;
&lt;br /&gt;
===[[Angelo Domici]]===&lt;br /&gt;
&#039;&#039;&#039;Currently inactive.&#039;&#039;&#039;&lt;br /&gt;
A nearly 40ish free trader, [[Angelo Domici]] has seen sub-1000 ton ships inside and out. While able to serve in any merchant capacity he specializes in speculative trade.&lt;br /&gt;
&lt;br /&gt;
===[[Glavin Terwoun]]===&lt;br /&gt;
&#039;&#039;&#039;Currently inactive.&#039;&#039;&#039;&lt;br /&gt;
Glavin is a well built man who nonetheless moves quickly on his feet. His past is murky and his present holds hints of scandal. All a tad unusual for an archaeologist.&lt;br /&gt;
&lt;br /&gt;
===[[Dav Renox]]===&lt;br /&gt;
&#039;&#039;&#039;Currently inactive.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Ship==&lt;br /&gt;
===[[ISS Tenalphi Sunrise]]===&lt;br /&gt;
A 150 ton Frontiersman class scout vessel, on detached duty under the command of Jackson&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
&lt;br /&gt;
===[[Mag Renox]]===&lt;br /&gt;
A former Marine and Free Trader, Mag is the wife of Dav Renox&lt;br /&gt;
&lt;br /&gt;
==Library/General Information==&lt;br /&gt;
===[[Ship&#039;s Locker]]===&lt;br /&gt;
===[[Zaibon]]===&lt;br /&gt;
*Zaibon (Spinward Marches 1825/Lunion 0205) B00554-B&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*OOC Posts: [http://forum.rpg.net/showthread.php?679784-Mongoose-Traveller-Trouble-in-the-Marches]&lt;br /&gt;
*IC posts: [http://forum.rpg.net/showthread.php?680908-(Mongoose-Traveller)-Trouble-in-the-Marches]&lt;br /&gt;
*Map of the Spinward Marches: [http://www.coinich.com/traveller/images/maps/SpinwardMarchesMap.jpg]&lt;br /&gt;
*The Traveller Map: [http://www.travellermap.com/] Note: Some UPPs do not match Mongoose Traveller, which is what I am going by.&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Not_Quite_Zero_Anymore&amp;diff=237662</id>
		<title>Not Quite Zero Anymore</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Not_Quite_Zero_Anymore&amp;diff=237662"/>
		<updated>2013-05-16T04:43:20Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: Created page with &amp;quot;==Overview== Not Quite Zero Anymore is a Pathfinder game set on the world of Golarion. Specifically it focuses on the exploits of a group of adventurers, heroes all, seeking to d...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Not Quite Zero Anymore is a Pathfinder game set on the world of Golarion. Specifically it focuses on the exploits of a group of adventurers, heroes all, seeking to defend the lands of Lastwall against dire threats of all sorts.&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
===[[Kess Oddwhiskers, Female Ratfolk Alchemist]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Lok Ironstrider, Male Kellid Human Barbarian]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Danae Kalar, Female Aasimar Gunslinger/Paladin]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Tessarda the Light Arrow, Female Kyonin Elf Paladin]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Aishah, Female Half-Elf(Drow)Summoner]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Tyr Anasazi, Male Varisian/Taldan Human Fighter]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
&lt;br /&gt;
===[[Virgilia Kalar]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*OOC Posts: [http://forum.rpg.net/showthread.php?688161-Pathfinder-Not-Quite-Zero-Anymore]&lt;br /&gt;
*IC posts: [http://forum.rpg.net/showthread.php?688768-Pathfinder-Not-Quite-Zero-Anymore]&lt;br /&gt;
*d20pfsrd.com: [http://www.d20pfsrd.com/home]&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Korban_Ironrock_-_Dwarf_Dwarven_Waraxe_Master_Fighter&amp;diff=233109</id>
		<title>Korban Ironrock - Dwarf Dwarven Waraxe Master Fighter</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Korban_Ironrock_-_Dwarf_Dwarven_Waraxe_Master_Fighter&amp;diff=233109"/>
		<updated>2013-04-08T05:28:25Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Korban is the son of Grodan Ironrock, a prominent warrior of his clan. Both father and mother came from families of wealth, so Korban never lacked for funds. He gleefully trained up in the profession of his father, and now that his training is complete, has taken a job as a guard with a dwarven trade caravan to get some experience under his beard.&lt;br /&gt;
&lt;br /&gt;
Korban is a very muscular dwarf, notably broad and bulky, even in dwarven terms. He has the traditional glower of his clan, his grey eyes are deepset, his black beard long in the best tradition of a dwarf of good family.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Korban Ironrock&#039;&#039;&#039; &lt;br /&gt;
*Dwarf Dwarven Waraxe Master Fighter 1 &lt;br /&gt;
*LN Medium Humanoid (dwarf) &lt;br /&gt;
*Init +0; Senses darkvision 60 ft.; Perception +2&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; &lt;br /&gt;
*AC 20, touch 10, flat-footed 20 (+7 armor, +3 shield) +4 vs. Giants &lt;br /&gt;
*CMD 15, +4 vs. Trip and Bull Rush while standing on ground. &lt;br /&gt;
*hp 13 (1d10+3) &lt;br /&gt;
*Fort +5, Ref +0, Will +2&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offense&#039;&#039;&#039; &lt;br /&gt;
*Speed 20 ft. BAB +1 &lt;br /&gt;
*Melee Masterwork Dwarven Waraxe +7 (1d10+4/x3), Morning Star +5 (1d8+4), Shortsword +5 (1d6+4/19-20), Dagger +5 (1d4+4/19-20), Gauntlet +5 (1d3+4) &lt;br /&gt;
*Ranged Throwing Axe +1 (1d6+4), Dagger +1 (1d4+4/19-20) &lt;br /&gt;
*CMB +5&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Statistics&#039;&#039;&#039; &lt;br /&gt;
Str 18, Dex 10, Con 16, Int 10, Wis 14, Cha 9&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Focus: Dwarven Waraxe, Shield Focus &lt;br /&gt;
*&#039;&#039;&#039;Traits&#039;&#039;&#039; Armor Expert, Rich Parents&lt;br /&gt;
*&#039;&#039;&#039;Skills&#039;&#039;&#039; Climb +2(+8), Handle Animal +3, Intimidate +3, Survival +6 &lt;br /&gt;
*&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Dwarf&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039; &lt;br /&gt;
*Weapons: Masterwork Dwarven Waraxe, Morning Star, Shortsword, Dagger, Throwing Axe&lt;br /&gt;
&lt;br /&gt;
*Armor &amp;amp; Shield: Banded Mail, Hvy. Steel Shield&lt;br /&gt;
&lt;br /&gt;
*Magical/Special Gear: 20 Sunrods, 20 Tindertwigs, Potion of Cure Light Wounds&lt;br /&gt;
&lt;br /&gt;
*Other Gear: Backpack, Bedroll, Winter Blanket, 2 sets Caltrops, 10 pc. Chalk, Crowbar, 10 fish hooks, Flint and Steel, Grappling Hook, Hammer, 10 Pitons, 2 Belt Pouches, 100&#039; silk rope, 20 days trail rations, 10 empty sacks, 2 lbs. soap, Tent, 4 Waterskins, Traveler&#039;s Outfit, Explorer&#039;s Outfit, Cold Weather Outfit, Kalinka&#039;s bag, 4 jugs common wine&lt;br /&gt;
&lt;br /&gt;
*Livestock &amp;amp; Tack: Mule, Packsaddle&lt;br /&gt;
&lt;br /&gt;
*Coin: 201 gp, 4 sp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Abilities (not otherwise shown)&#039;&#039;&#039; &lt;br /&gt;
*Darkvision (60 feet) You can see in the dark (black and white vision only)&lt;br /&gt;
*Greed +2 on Appraise checks to determine value of non-magical items containing gold or gems.&lt;br /&gt;
*Hatred +1 to hit against orcs and goblins&lt;br /&gt;
*Hardy +2 on saves vs. poisons, spells, and spell-like abilities&lt;br /&gt;
*Stonecunning +2 on checks to notice unusual stonework, automatic check when within 10 feet&lt;br /&gt;
*Favored Class - Fighter +1 skill point&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Experience Earned&#039;&#039;&#039;&lt;br /&gt;
*700 xp, 3/29/13&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Korban_Ironrock_-_Dwarf_Dwarven_Waraxe_Master_Fighter&amp;diff=232919</id>
		<title>Korban Ironrock - Dwarf Dwarven Waraxe Master Fighter</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Korban_Ironrock_-_Dwarf_Dwarven_Waraxe_Master_Fighter&amp;diff=232919"/>
		<updated>2013-04-06T19:31:36Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Korban is the son of Grodan Ironrock, a prominent warrior of his clan. Both father and mother came from families of wealth, so Korban never lacked for funds. He gleefully trained up in the profession of his father, and now that his training is complete, has taken a job as a guard with a dwarven trade caravan to get some experience under his beard.&lt;br /&gt;
&lt;br /&gt;
Korban is a very muscular dwarf, notably broad and bulky, even in dwarven terms. He has the traditional glower of his clan, his grey eyes are deepset, his black beard long in the best tradition of a dwarf of good family.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Korban Ironrock&#039;&#039;&#039; &lt;br /&gt;
*Dwarf Dwarven Waraxe Master Fighter 1 &lt;br /&gt;
*LN Medium Humanoid (dwarf) &lt;br /&gt;
*Init +0; Senses darkvision 60 ft.; Perception +2&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; &lt;br /&gt;
*AC 20, touch 10, flat-footed 20 (+7 armor, +3 shield) +4 vs. Giants &lt;br /&gt;
*CMD 15, +4 vs. Trip and Bull Rush while standing on ground. &lt;br /&gt;
*hp 13 (1d10+3) &lt;br /&gt;
*Fort +5, Ref +0, Will +2&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offense&#039;&#039;&#039; &lt;br /&gt;
*Speed 20 ft. BAB +1 &lt;br /&gt;
*Melee Masterwork Dwarven Waraxe +7 (1d10+4/x3), Morning Star +5 (1d8+4), Shortsword +5 (1d6+4/19-20), Dagger +5 (1d4+4/19-20), Gauntlet +5 (1d3+4) &lt;br /&gt;
*Ranged Throwing Axe +1 (1d6+4), Dagger +1 (1d4+4/19-20) CMB +5&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Statistics&#039;&#039;&#039; &lt;br /&gt;
Str 18, Dex 10, Con 16, Int 10, Wis 14, Cha 9&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Focus: Dwarven Waraxe, Shield Focus &lt;br /&gt;
*&#039;&#039;&#039;Traits&#039;&#039;&#039; Armor Expert, Rich Parents&lt;br /&gt;
*&#039;&#039;&#039;Skills&#039;&#039;&#039; Climb +2(+8), Handle Animal +3, Intimidate +3, Survival +6 &lt;br /&gt;
*&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Dwarf&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039; &lt;br /&gt;
*Weapons: Masterwork Dwarven Waraxe, Morning Star, Shortsword, Dagger, Throwing Axe&lt;br /&gt;
&lt;br /&gt;
*Armor &amp;amp; Shield: Banded Mail, Hvy. Steel Shield&lt;br /&gt;
&lt;br /&gt;
*Magical/Special Gear: 20 Sunrods, 20 Tindertwigs, Potion of Cure Light Wounds&lt;br /&gt;
&lt;br /&gt;
*Other Gear: Backpack, Bedroll, Winter Blanket, 2 sets Caltrops, 10 pc. Chalk, Crowbar, 10 fish hooks, Flint and Steel, Grappling Hook, Hammer, 10 Pitons, 2 Belt Pouches, 100&#039; silk rope, 20 days trail rations, 10 empty sacks, 2 lbs. soap, Tent, 4 Waterskins, Traveler&#039;s Outfit, Explorer&#039;s Outfit, Cold Weather Outfit, Kalinka&#039;s bag, 4 jugs common wine&lt;br /&gt;
&lt;br /&gt;
*Livestock &amp;amp; Tack: Mule, Packsaddle&lt;br /&gt;
&lt;br /&gt;
*Coin: 201 gp, 4 sp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Abilities (not otherwise shown)&#039;&#039;&#039; &lt;br /&gt;
*Darkvision (60 feet) You can see in the dark (black and white vision only)&lt;br /&gt;
*Greed +2 on Appraise checks to determine value of non-magical items containing gold or gems.&lt;br /&gt;
*Hatred +1 to hit against orcs and goblins&lt;br /&gt;
*Hardy +2 on saves vs. poisons, spells, and spell-like abilities&lt;br /&gt;
*Stonecunning +2 on checks to notice unusual stonework, automatic check when within 10 feet&lt;br /&gt;
*Favored Class - Fighter +1 skill point&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Experience Earned&#039;&#039;&#039;&lt;br /&gt;
*700 xp, 3/29/13&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Korban_Ironrock_-_Dwarf_Dwarven_Waraxe_Master_Fighter&amp;diff=232849</id>
		<title>Korban Ironrock - Dwarf Dwarven Waraxe Master Fighter</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Korban_Ironrock_-_Dwarf_Dwarven_Waraxe_Master_Fighter&amp;diff=232849"/>
		<updated>2013-04-06T08:23:33Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Korban is the son of Grodan Ironrock, a prominent warrior of his clan. Both father and mother came from families of wealth, so Korban never lacked for funds. He gleefully trained up in the profession of his father, and now that his training is complete, has taken a job as a guard with a dwarven trade caravan to get some experience under his beard.&lt;br /&gt;
&lt;br /&gt;
Korban is a very muscular dwarf, notably broad and bulky, even in dwarven terms. He has the traditional glower of his clan, his grey eyes are deepset, his black beard long in the best tradition of a dwarf of good family.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Korban Ironrock&#039;&#039;&#039; &lt;br /&gt;
*Dwarf Dwarven Waraxe Master Fighter 1 &lt;br /&gt;
*LN Medium Humanoid (dwarf) &lt;br /&gt;
*Init +0; Senses darkvision 60 ft.; Perception +2&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; &lt;br /&gt;
*AC 20, touch 10, flat-footed 20 (+7 armor, +3 shield) +4 vs. Giants &lt;br /&gt;
*CMD 15, +4 vs. Trip and Bull Rush while standing on ground. &lt;br /&gt;
*hp 13 (1d10+3) &lt;br /&gt;
*Fort +5, Ref +0, Will +2&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offense&#039;&#039;&#039; &lt;br /&gt;
*Speed 20 ft. BAB +1 &lt;br /&gt;
*Melee Masterwork Dwarven Waraxe +7 (1d10+4/x3), Morning Star +5 (1d8+4), Shortsword +5 (1d6+4/19-20), Dagger +5 (1d4+4/19-20), Gauntlet +5 (1d3+4) &lt;br /&gt;
*Ranged Throwing Axe +1 (1d6+4), Dagger +1 (1d4+4/19-20) CMB +5&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Statistics&#039;&#039;&#039; &lt;br /&gt;
Str 18, Dex 10, Con 16, Int 10, Wis 14, Cha 9&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Focus: Dwarven Waraxe, Shield Focus &lt;br /&gt;
*&#039;&#039;&#039;Traits&#039;&#039;&#039; Armor Expert, Rich Parents&lt;br /&gt;
*&#039;&#039;&#039;Skills&#039;&#039;&#039; Climb +2(+8), Handle Animal +3, Intimidate +3, Survival +6 &lt;br /&gt;
*&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Dwarf&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039; &lt;br /&gt;
*Weapons: Masterwork Dwarven Waraxe, Morning Star, Shortsword, Dagger, Throwing Axe&lt;br /&gt;
&lt;br /&gt;
*Armor &amp;amp; Shield: Banded Mail, Hvy. Steel Shield&lt;br /&gt;
&lt;br /&gt;
*Magical/Special Gear: 20 Sunrods, 20 Tindertwigs, Potion of Cure Light Wounds&lt;br /&gt;
&lt;br /&gt;
*Other Gear: Backpack, Bedroll, Winter Blanket, 2 sets Caltrops, 10 pc. Chalk, Crowbar, 10 fish hooks, Flint and Steel, Grappling Hook, Hammer, 10 Pitons, 2 Belt Pouches, 100&#039; silk rope, 20 days trail rations, 10 empty sacks, 2 lbs. soap, Tent, 4 Waterskins, Traveler&#039;s Outfit, Explorer&#039;s Outfit, Cold Weather Outfit, Kalinka&#039;s bag, 4 jugs common wine&lt;br /&gt;
&lt;br /&gt;
*Livestock &amp;amp; Tack: Mule, Packsaddle&lt;br /&gt;
&lt;br /&gt;
*Coin: 201 gp, 4 sp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Abilities (not otherwise shown)&#039;&#039;&#039; &lt;br /&gt;
*Darkvision (60 feet) You can see in the dark (black and white vision only)&lt;br /&gt;
*Greed +2 on Appraise checks to determine value of non-magical items containing gold or gems.&lt;br /&gt;
*Hatred +1 to hit against orcs and goblins&lt;br /&gt;
*Hardy +2 on saves vs. poisons, spells, and spell-like abilities&lt;br /&gt;
*Stonecunning +2 on checks to notice unusual stonework, automatic check when within 10 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Experience Earned&#039;&#039;&#039;&lt;br /&gt;
*700 xp, 3/29/13&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Korban_Ironrock_-_Dwarf_Dwarven_Waraxe_Master_Fighter&amp;diff=232757</id>
		<title>Korban Ironrock - Dwarf Dwarven Waraxe Master Fighter</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Korban_Ironrock_-_Dwarf_Dwarven_Waraxe_Master_Fighter&amp;diff=232757"/>
		<updated>2013-04-05T23:01:48Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Korban is the son of Grodan Ironrock, a prominent warrior of his clan. Both father and mother came from families of wealth, so Korban never lacked for funds. He gleefully trained up in the profession of his father, and now that his training is complete, has taken a job as a guard with a dwarven trade caravan to get some experience under his beard.&lt;br /&gt;
&lt;br /&gt;
Korban is a very muscular dwarf, notably broad and bulky, even in dwarven terms. He has the traditional glower of his clan, his grey eyes are deepset, his black beard long in the best tradition of a dwarf of good family.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Korban Ironrock&#039;&#039;&#039; &lt;br /&gt;
*Dwarf Dwarven Waraxe Master Fighter 1 &lt;br /&gt;
*N Medium Humanoid (dwarf) &lt;br /&gt;
*Init +0; Senses darkvision 60 ft.; Perception +2&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; &lt;br /&gt;
*AC 20, touch 10, flat-footed 20 (+7 armor, +3 shield) +4 vs. Giants &lt;br /&gt;
*CMD 15, +4 vs. Trip and Bull Rush while standing on ground. &lt;br /&gt;
*hp 13 (1d10+3) &lt;br /&gt;
*Fort +5, Ref +0, Will +2&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offense&#039;&#039;&#039; &lt;br /&gt;
*Speed 20 ft. BAB +1 &lt;br /&gt;
*Melee Masterwork Dwarven Waraxe +7 (1d10+4/x3), Morning Star +5 (1d8+4), Shortsword +5 (1d6+4/19-20), Dagger +5 (1d4+4/19-20), Gauntlet +5 (1d3+4) &lt;br /&gt;
*Ranged Throwing Axe +1 (1d6+4), Dagger +1 (1d4+4/19-20) CMB +5&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Statistics&#039;&#039;&#039; &lt;br /&gt;
Str 18, Dex 10, Con 16, Int 10, Wis 14, Cha 9&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Focus: Dwarven Waraxe, Shield Focus &lt;br /&gt;
*&#039;&#039;&#039;Traits&#039;&#039;&#039; Armor Expert, Rich Parents&lt;br /&gt;
*&#039;&#039;&#039;Skills&#039;&#039;&#039; Climb +2(+8), Handle Animal +3, Intimidate +3, Survival +6 &lt;br /&gt;
*&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Dwarf&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039; &lt;br /&gt;
*Weapons: Masterwork Dwarven Waraxe, Morning Star, Shortsword, Dagger, Throwing Axe&lt;br /&gt;
&lt;br /&gt;
*Armor &amp;amp; Shield: Banded Mail, Hvy. Steel Shield&lt;br /&gt;
&lt;br /&gt;
*Magical/Special Gear: 20 Sunrods, 20 Tindertwigs, Potion of Cure Light Wounds&lt;br /&gt;
&lt;br /&gt;
*Other Gear: Backpack, Bedroll, Winter Blanket, 2 sets Caltrops, 10 pc. Chalk, Crowbar, 10 fish hooks, Flint and Steel, Grappling Hook, Hammer, 10 Pitons, 2 Belt Pouches, 100&#039; silk rope, 20 days trail rations, 10 empty sacks, 2 lbs. soap, Tent, 4 Waterskins, Traveler&#039;s Outfit, Explorer&#039;s Outfit, Cold Weather Outfit, Kalinka&#039;s bag, 4 jugs common wine&lt;br /&gt;
&lt;br /&gt;
*Livestock &amp;amp; Tack: Mule, Packsaddle&lt;br /&gt;
&lt;br /&gt;
*Coin: 201 gp, 4 sp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Abilities (not otherwise shown)&#039;&#039;&#039; &lt;br /&gt;
*Darkvision (60 feet) You can see in the dark (black and white vision only)&lt;br /&gt;
*Greed +2 on Appraise checks to determine value of non-magical items containing gold or gems.&lt;br /&gt;
*Hatred +1 to hit against orcs and goblins&lt;br /&gt;
*Hardy +2 on saves vs. poisons, spells, and spell-like abilities&lt;br /&gt;
*Stonecunning +2 on checks to notice unusual stonework, automatic check when within 10 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Experience Earned&#039;&#039;&#039;&lt;br /&gt;
*700 xp, 3/29/13&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Korban_Ironrock_-_Dwarf_Dwarven_Waraxe_Master_Fighter&amp;diff=232755</id>
		<title>Korban Ironrock - Dwarf Dwarven Waraxe Master Fighter</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Korban_Ironrock_-_Dwarf_Dwarven_Waraxe_Master_Fighter&amp;diff=232755"/>
		<updated>2013-04-05T22:15:23Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Korban is the son of Grodan Ironrock, a prominent warrior of his clan. Both father and mother came from families of wealth, so Korban never lacked for funds. He gleefully trained up in the profession of his father, and now that his training is complete, has taken a job as a guard with a dwarven trade caravan to get some experience under his beard.&lt;br /&gt;
&lt;br /&gt;
Korban is a very muscular dwarf, notably broad and bulky, even in dwarven terms. He has the traditional glower of his clan, his grey eyes are deepset, his black beard long in the best tradition of a dwarf of good family.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Korban Ironrock&#039;&#039;&#039; &lt;br /&gt;
*Dwarf Dwarven Waraxe Master Fighter 1 &lt;br /&gt;
*N Medium Humanoid (dwarf) &lt;br /&gt;
*Init +0; Senses darkvision 60 ft.; Perception +2&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; &lt;br /&gt;
*AC 20, touch 10, flat-footed 20 (+7 armor, +3 shield) +4 vs. Giants &lt;br /&gt;
*CMD 15, +4 vs. Trip and Bull Rush while standing on ground. &lt;br /&gt;
*hp 13 (1d10+3) &lt;br /&gt;
*Fort +5, Ref +0, Will +2&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offense&#039;&#039;&#039; &lt;br /&gt;
*Speed 20 ft. BAB +1 &lt;br /&gt;
*Melee Masterwork Dwarven Waraxe +7 (1d10+4/x3), Morning Star +5 (1d8+4), Shortsword +5 (1d6+4/19-20), Dagger +5 (1d4+4/19-20), Gauntlet +5 (1d3+4) &lt;br /&gt;
*Ranged Throwing Axe +1 (1d6+4), Dagger +1 (1d4+4/19-20) CMB +5&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Statistics&#039;&#039;&#039; &lt;br /&gt;
Str 18, Dex 10, Con 16, Int 10, Wis 14, Cha 9&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Focus: Dwarven Waraxe, Shield Focus &lt;br /&gt;
*&#039;&#039;&#039;Traits&#039;&#039;&#039; Armor Expert, Rich Parents&lt;br /&gt;
*&#039;&#039;&#039;Skills&#039;&#039;&#039; Climb +1(+8), Handle Animal +3, Intimidate +3, Survival +6 &lt;br /&gt;
*&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Dwarf&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039; &lt;br /&gt;
*Weapons: Masterwork Dwarven Waraxe, Morning Star, Shortsword, Dagger, Throwing Axe&lt;br /&gt;
&lt;br /&gt;
*Armor &amp;amp; Shield: Banded Mail, Hvy. Steel Shield&lt;br /&gt;
&lt;br /&gt;
*Magical/Special Gear: 20 Sunrods, 20 Tindertwigs, Potion of Cure Light Wounds&lt;br /&gt;
&lt;br /&gt;
*Other Gear: Backpack, Bedroll, Winter Blanket, 2 sets Caltrops, 10 pc. Chalk, Crowbar, 10 fish hooks, Flint and Steel, Grappling Hook, Hammer, 10 Pitons, 2 Belt Pouches, 100&#039; silk rope, 20 days trail rations, 10 empty sacks, 2 lbs. soap, Tent, 4 Waterskins, Traveler&#039;s Outfit, Explorer&#039;s Outfit, Cold Weather Outfit, Kalinka&#039;s bag, 4 jugs common wine&lt;br /&gt;
&lt;br /&gt;
*Livestock &amp;amp; Tack: Mule, Packsaddle&lt;br /&gt;
&lt;br /&gt;
*Coin: 201 gp, 4 sp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Abilities (not otherwise shown)&#039;&#039;&#039; &lt;br /&gt;
*Darkvision (60 feet) You can see in the dark (black and white vision only)&lt;br /&gt;
*Greed +2 on Appraise checks to determine value of non-magical items containing gold or gems.&lt;br /&gt;
*Hatred +1 to hit against orcs and goblins&lt;br /&gt;
*Hardy +2 on saves vs. poisons, spells, and spell-like abilities&lt;br /&gt;
*Stonecunning +2 on checks to notice unusual stonework, automatic check when within 10 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Experience Earned&#039;&#039;&#039;&lt;br /&gt;
*700 xp, 3/29/13&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Korban_Ironrock_-_Dwarf_Dwarven_Waraxe_Master_Fighter&amp;diff=232750</id>
		<title>Korban Ironrock - Dwarf Dwarven Waraxe Master Fighter</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Korban_Ironrock_-_Dwarf_Dwarven_Waraxe_Master_Fighter&amp;diff=232750"/>
		<updated>2013-04-05T21:42:41Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Korban is the son of Grodan Ironrock, a prominent warrior of his clan. Both father and mother came from families of wealth, so Korban never lacked for funds. He gleefully trained up in the profession of his father, and now that his training is complete, has taken a job as a guard with a dwarven trade caravan to get some experience under his beard.&lt;br /&gt;
&lt;br /&gt;
Korban is a very muscular dwarf, notably broad and bulky, even in dwarven terms. He has the traditional glower of his clan, his grey eyes are deepset, his black beard long in the best tradition of a dwarf of good family.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Korban Ironrock&#039;&#039;&#039; &lt;br /&gt;
*Dwarf Dwarven Waraxe Master Fighter 1 &lt;br /&gt;
*N Medium Humanoid (dwarf) &lt;br /&gt;
*Init +0; Senses darkvision 60 ft.; Perception +2&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; &lt;br /&gt;
*AC 20, touch 10, flat-footed 20 (+7 armor, +3 shield) +4 vs. Giants &lt;br /&gt;
*CMD 15, +4 vs. Trip and Bull Rush while standing on ground. &lt;br /&gt;
*hp 13 (1d10+3) &lt;br /&gt;
*Fort +5, Ref +0, Will +2&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offense&#039;&#039;&#039; &lt;br /&gt;
*Speed 20 ft. BAB +1 &lt;br /&gt;
*Melee Masterwork Dwarven Waraxe +7 (1d10+4/x3), Heavy Mace +5 (1d8+4), Shortsword +5 (1d6+4/19-20), Dagger +5 (1d4+4/19-20), Gauntlet +5 (1d3+4) &lt;br /&gt;
*Ranged Throwing Axe +1 (1d6+4), Dagger +1 (1d4+4/19-20) CMB +5&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Statistics&#039;&#039;&#039; &lt;br /&gt;
Str 18, Dex 10, Con 16, Int 10, Wis 14, Cha 9&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Focus: Dwarven Waraxe, Shield Focus &lt;br /&gt;
*&#039;&#039;&#039;Traits&#039;&#039;&#039; Armor Expert, Rich Parents&lt;br /&gt;
*&#039;&#039;&#039;Skills&#039;&#039;&#039; Climb +1(+8), Handle Animal +3, Intimidate +3, Survival +6 &lt;br /&gt;
*&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Dwarf&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039; &lt;br /&gt;
*Weapons: Masterwork Dwarven Waraxe, Morning Star, Shortsword, Dagger, Throwing Axe&lt;br /&gt;
&lt;br /&gt;
*Armor &amp;amp; Shield: Banded Mail, Hvy. Steel Shield&lt;br /&gt;
&lt;br /&gt;
*Magical/Special Gear: 20 Sunrods, 20 Tindertwigs, Potion of Cure Light Wounds&lt;br /&gt;
&lt;br /&gt;
*Other Gear: Backpack, Bedroll, Winter Blanket, 2 sets Caltrops, 10 pc. Chalk, Crowbar, 10 fish hooks, Flint and Steel, Grappling Hook, Hammer, 10 Pitons, 2 Belt Pouches, 100&#039; silk rope, 20 days trail rations, 10 empty sacks, 2 lbs. soap, Tent, 4 Waterskins, Traveler&#039;s Outfit, Explorer&#039;s Outfit, Cold Weather Outfit, Kalinka&#039;s bag, 4 jugs common wine&lt;br /&gt;
&lt;br /&gt;
*Livestock &amp;amp; Tack: Mule, Packsaddle&lt;br /&gt;
&lt;br /&gt;
*Coin: 201 gp, 4 sp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Abilities (not otherwise shown)&#039;&#039;&#039; &lt;br /&gt;
*Darkvision (60 feet) You can see in the dark (black and white vision only)&lt;br /&gt;
*Greed +2 on Appraise checks to determine value of non-magical items containing gold or gems.&lt;br /&gt;
*Hatred +1 to hit against orcs and goblins&lt;br /&gt;
*Hardy +2 on saves vs. poisons, spells, and spell-like abilities&lt;br /&gt;
*Stonecunning +2 on checks to notice unusual stonework, automatic check when within 10 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Experience Earned&#039;&#039;&#039;&lt;br /&gt;
*700 xp, 3/29/13&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Korban_Ironrock_-_Dwarf_Dwarven_Waraxe_Master_Fighter&amp;diff=232744</id>
		<title>Korban Ironrock - Dwarf Dwarven Waraxe Master Fighter</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Korban_Ironrock_-_Dwarf_Dwarven_Waraxe_Master_Fighter&amp;diff=232744"/>
		<updated>2013-04-05T21:33:42Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Korban is the son of Grodan Ironrock, a prominent warrior of his clan. Both father and mother came from families of wealth, so Korban never lacked for funds. He gleefully trained up in the profession of his father, and now that his training is complete, has taken a job as a guard with a dwarven trade caravan to get some experience under his beard.&lt;br /&gt;
&lt;br /&gt;
Korban is a very muscular dwarf, notably broad and bulky, even in dwarven terms. He has the traditional glower of his clan, his grey eyes are deepset, his black beard long in the best tradition of a dwarf of good family.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Korban Ironrock&#039;&#039;&#039; &lt;br /&gt;
*Dwarf Dwarven Waraxe Master Fighter 1 &lt;br /&gt;
*N Medium Humanoid (dwarf) &lt;br /&gt;
*Init +0; Senses darkvision 60 ft.; Perception +2&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; &lt;br /&gt;
*AC 20, touch 10, flat-footed 20 (+7 armor, +3 shield) +4 vs. Giants &lt;br /&gt;
*CMD 15, +4 vs. Trip and Bull Rush while standing on ground. &lt;br /&gt;
*hp 13 (1d10+3) &lt;br /&gt;
*Fort +5, Ref +0, Will +2&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offense&#039;&#039;&#039; &lt;br /&gt;
*Speed 20 ft. BAB +1 &lt;br /&gt;
*Melee Masterwork Dwarven Waraxe +7 (1d10+4/x3), Heavy Mace +5 (1d8+4), Shortsword +5 (1d6+4/19-20), Dagger +5 (1d4+4/19-20), Gauntlet +5 (1d3+4) &lt;br /&gt;
*Ranged Throwing Axe +1 (1d6+4), Dagger +1 (1d4+4/19-20) CMB +5&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Statistics&#039;&#039;&#039; &lt;br /&gt;
Str 18, Dex 10, Con 16, Int 10, Wis 14, Cha 9&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Focus: Dwarven Waraxe, Shield Focus &lt;br /&gt;
*&#039;&#039;&#039;Traits&#039;&#039;&#039; Armor Expert, Rich Parents&lt;br /&gt;
*&#039;&#039;&#039;Skills&#039;&#039;&#039; Climb +3(+8), Handle Animal +3, Intimidate +3, Survival +6 &lt;br /&gt;
*&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Dwarf&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039; &lt;br /&gt;
*Weapons: Masterwork Dwarven Waraxe, Morning Star, Shortsword, Dagger, Throwing Axe&lt;br /&gt;
&lt;br /&gt;
*Armor &amp;amp; Shield: Banded Mail, Hvy. Steel Shield&lt;br /&gt;
&lt;br /&gt;
*Magical/Special Gear: 20 Sunrods, 20 Tindertwigs, Potion of Cure Light Wounds&lt;br /&gt;
&lt;br /&gt;
*Other Gear: Backpack, Bedroll, Winter Blanket, 2 sets Caltrops, 10 pc. Chalk, Crowbar, 10 fish hooks, Flint and Steel, Grappling Hook, Hammer, 10 Pitons, 2 Belt Pouches, 20 days trail rations, 10 empty sacks, 2 lbs. soap, Tent, 4 Waterskins, Traveler&#039;s Outfit, Explorer&#039;s Outfit, Cold Weather Outfit, Kalinka&#039;s bag, 4 jugs common wine&lt;br /&gt;
&lt;br /&gt;
*Livestock &amp;amp; Tack: Mule, Packsaddle&lt;br /&gt;
&lt;br /&gt;
*Coin: 221 gp, 4 sp&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Abilities (not otherwise shown)&#039;&#039;&#039; &lt;br /&gt;
*Darkvision (60 feet) You can see in the dark (black and white vision only)&lt;br /&gt;
*Greed +2 on Appraise checks to determine value of non-magical items containing gold or gems.&lt;br /&gt;
*Hatred +1 to hit against orcs and goblins&lt;br /&gt;
*Hardy +2 on saves vs. poisons, spells, and spell-like abilities&lt;br /&gt;
*Stonecunning +2 on checks to notice unusual stonework, automatic check when within 10 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Experience Earned&#039;&#039;&#039;&lt;br /&gt;
*700 xp, 3/29/13&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Korban_Ironrock_-_Dwarf_Dwarven_Waraxe_Master_Fighter&amp;diff=232743</id>
		<title>Korban Ironrock - Dwarf Dwarven Waraxe Master Fighter</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Korban_Ironrock_-_Dwarf_Dwarven_Waraxe_Master_Fighter&amp;diff=232743"/>
		<updated>2013-04-05T21:33:02Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Korban is the son of Grodan Ironrock, a prominent warrior of his clan. Both father and mother came from families of wealth, so Korban never lacked for funds. He gleefully trained up in the profession of his father, and now that his training is complete, has taken a job as a guard with a dwarven trade caravan to get some experience under his beard.&lt;br /&gt;
&lt;br /&gt;
Korban is a very muscular dwarf, notably broad and bulky, even in dwarven terms. He has the traditional glower of his clan, his grey eyes are deepset, his black beard long in the best tradition of a dwarf of good family.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Korban Ironrock&#039;&#039;&#039; &lt;br /&gt;
*Dwarf Dwarven Waraxe Master Fighter 1 &lt;br /&gt;
*N Medium Humanoid (dwarf) &lt;br /&gt;
*Init +0; Senses darkvision 60 ft.; Perception +2&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; &lt;br /&gt;
*AC 20, touch 10, flat-footed 20 (+7 armor, +3 shield) +4 vs. Giants &lt;br /&gt;
*CMD 15, +4 vs. Trip and Bull Rush while standing on ground. &lt;br /&gt;
*hp 13 (1d10+3) &lt;br /&gt;
*Fort +5, Ref +0, Will +2&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offense&#039;&#039;&#039; &lt;br /&gt;
*Speed 20 ft. BAB +1 &lt;br /&gt;
*Melee Masterwork Dwarven Waraxe +7 (1d10+4/x3), Heavy Mace +5 (1d8+4), Shortsword +5 (1d6+4/19-20), Dagger +5 (1d4+4/19-20), Gauntlet +5 (1d3+4) &lt;br /&gt;
*Ranged Throwing Axe +1 (1d6+4), Dagger +1 (1d4+4/19-20) CMB +5&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Statistics&#039;&#039;&#039; &lt;br /&gt;
Str 18, Dex 10, Con 16, Int 10, Wis 14, Cha 9&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Focus: Dwarven Waraxe, Shield Focus &lt;br /&gt;
*&#039;&#039;&#039;Traits&#039;&#039;&#039; Armor Expert, Rich Parents&lt;br /&gt;
*&#039;&#039;&#039;Skills&#039;&#039;&#039; Climb +3(+8), Handle Animal +3, Intimidate +3, Survival +6 &lt;br /&gt;
*&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Dwarf&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039; &lt;br /&gt;
*Weapons: Masterwork Dwarven Waraxe, Morning Star, Shortsword, Dagger, Throwing Axe&lt;br /&gt;
&lt;br /&gt;
*Armor &amp;amp; Shield: Banded Mail, Hvy. Steel Shield&lt;br /&gt;
&lt;br /&gt;
*Magical/Special Gear: 20 Sunrods, 20 Tindertwigs, Potion of Cure Light Wounds&lt;br /&gt;
&lt;br /&gt;
*Other Gear: Backpack, Bedroll, Winter Blanket, 2 sets Caltrops, 10 pc. Chalk, Crowbar, 10 fish hooks, Flint and Steel, Grappling Hook, Hammer, 10 Pitons, 2 Belt Pouches, 20 days trail rations, 10 empty sacks, 2 lbs. soap, Tent, 4 Waterskins, Traveler&#039;s Outfit, Explorer&#039;s Outfit, Cold Weather Outfit, Kalinka&#039;s bag, 4 jugs common wine&lt;br /&gt;
&lt;br /&gt;
*Livestock &amp;amp; Tack: Mule, Packsaddle&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Abilities (not otherwise shown)&#039;&#039;&#039; &lt;br /&gt;
*Darkvision (60 feet) You can see in the dark (black and white vision only)&lt;br /&gt;
*Greed +2 on Appraise checks to determine value of non-magical items containing gold or gems.&lt;br /&gt;
*Hatred +1 to hit against orcs and goblins&lt;br /&gt;
*Hardy +2 on saves vs. poisons, spells, and spell-like abilities&lt;br /&gt;
*Stonecunning +2 on checks to notice unusual stonework, automatic check when within 10 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Experience Earned&#039;&#039;&#039;&lt;br /&gt;
*700 xp, 3/29/13&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Korban_Ironrock_-_Dwarf_Dwarven_Waraxe_Master_Fighter&amp;diff=232742</id>
		<title>Korban Ironrock - Dwarf Dwarven Waraxe Master Fighter</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Korban_Ironrock_-_Dwarf_Dwarven_Waraxe_Master_Fighter&amp;diff=232742"/>
		<updated>2013-04-05T21:27:40Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Korban is the son of Grodan Ironrock, a prominent warrior of his clan. Both father and mother came from families of wealth, so Korban never lacked for funds. He gleefully trained up in the profession of his father, and now that his training is complete, has taken a job as a guard with a dwarven trade caravan to get some experience under his beard.&lt;br /&gt;
&lt;br /&gt;
Korban is a very muscular dwarf, notably broad and bulky, even in dwarven terms. He has the traditional glower of his clan, his grey eyes are deepset, his black beard long in the best tradition of a dwarf of good family.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Korban Ironrock&#039;&#039;&#039; &lt;br /&gt;
*Dwarf Dwarven Waraxe Master Fighter 1 &lt;br /&gt;
*N Medium Humanoid (dwarf) &lt;br /&gt;
*Init +0; Senses darkvision 60 ft.; Perception +2&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; &lt;br /&gt;
*AC 20, touch 10, flat-footed 20 (+7 armor, +3 shield) +4 vs. Giants &lt;br /&gt;
*CMD 15, +4 vs. Trip and Bull Rush while standing on ground. &lt;br /&gt;
*hp 13 (1d10+3) &lt;br /&gt;
*Fort +5, Ref +0, Will +2&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offense&#039;&#039;&#039; &lt;br /&gt;
*Speed 20 ft. BAB +1 &lt;br /&gt;
*Melee Masterwork Dwarven Waraxe +7 (1d10+4/x3), Heavy Mace +5 (1d8+4), Shortsword +5 (1d6+4/19-20), Dagger +5 (1d4+4/19-20), Gauntlet +5 (1d3+4) &lt;br /&gt;
*Ranged Throwing Axe +1 (1d6+4), Dagger +1 (1d4+4/19-20) CMB +5&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Statistics&#039;&#039;&#039; &lt;br /&gt;
Str 18, Dex 10, Con 16, Int 10, Wis 14, Cha 9&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Focus: Dwarven Waraxe, Shield Focus &lt;br /&gt;
*&#039;&#039;&#039;Traits&#039;&#039;&#039; Armor Expert, Rich Parents&lt;br /&gt;
*&#039;&#039;&#039;Skills&#039;&#039;&#039; Climb +0, Handle Animal +3, Intimidate +3, Survival +6 &lt;br /&gt;
*&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Dwarf&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039; &lt;br /&gt;
*Weapons: Masterwork Dwarven Waraxe, Morning Star, Shortsword, Dagger, Throwing Axe&lt;br /&gt;
&lt;br /&gt;
*Armor &amp;amp; Shield: Splint Mail, Hvy. Steel Shield&lt;br /&gt;
&lt;br /&gt;
*Magical/Special Gear: 20 Sunrods, 20 Tindertwigs, Potion of Cure Light Wounds&lt;br /&gt;
&lt;br /&gt;
*Other Gear: Backpack, Bedroll, Winter Blanket, 2 sets Caltrops, 10 pc. Chalk, Crowbar, 10 fish hooks, Flint and Steel, Grappling Hook, Hammer, 10 Pitons, 2 Belt Pouches, 20 days trail rations, 10 empty sacks, 2 lbs. soap, Tent, 4 Waterskins, Traveler&#039;s Outfit, Explorer&#039;s Outfit, Cold Weather Outfit, Kalinka&#039;s bag, 4 jugs common wine&lt;br /&gt;
&lt;br /&gt;
*Livestock &amp;amp; Tack: Mule, Packsaddle&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Abilities (not otherwise shown)&#039;&#039;&#039; &lt;br /&gt;
*Darkvision (60 feet) You can see in the dark (black and white vision only)&lt;br /&gt;
*Greed +2 on Appraise checks to determine value of non-magical items containing gold or gems.&lt;br /&gt;
*Hatred +1 to hit against orcs and goblins&lt;br /&gt;
*Hardy +2 on saves vs. poisons, spells, and spell-like abilities&lt;br /&gt;
*Stonecunning +2 on checks to notice unusual stonework, automatic check when within 10 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Experience Earned&#039;&#039;&#039;&lt;br /&gt;
*700 xp, 3/29/13&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Korban_Ironrock_-_Dwarf_Dwarven_Waraxe_Master_Fighter&amp;diff=232741</id>
		<title>Korban Ironrock - Dwarf Dwarven Waraxe Master Fighter</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Korban_Ironrock_-_Dwarf_Dwarven_Waraxe_Master_Fighter&amp;diff=232741"/>
		<updated>2013-04-05T21:27:11Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Korban is the son of Grodan Ironrock, a prominent warrior of his clan. Both father and mother came from families of wealth, so Korban never lacked for funds. He gleefully trained up in the profession of his father, and now that his training is complete, has taken a job as a guard with a dwarven trade caravan to get some experience under his beard.&lt;br /&gt;
&lt;br /&gt;
Korban is a very muscular dwarf, notably broad and bulky, even in dwarven terms. He has the traditional glower of his clan, his grey eyes are deepset, his black beard long in the best tradition of a dwarf of good family.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Korban Ironrock&#039;&#039;&#039; &lt;br /&gt;
*Dwarf Dwarven Waraxe Master Fighter 1 &lt;br /&gt;
*N Medium Humanoid (dwarf) &lt;br /&gt;
*Init +0; Senses darkvision 60 ft.; Perception +2&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; &lt;br /&gt;
*AC 20, touch 10, flat-footed 20 (+7 armor, +3 shield) +4 vs. Giants &lt;br /&gt;
*CMD 15, +4 vs. Trip and Bull Rush while standing on ground. &lt;br /&gt;
*hp 13 (1d10+3) &lt;br /&gt;
*Fort +5, Ref +0, Will +2&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offense&#039;&#039;&#039; &lt;br /&gt;
*Speed 20 ft. BAB +1 &lt;br /&gt;
*Melee Masterwork Dwarven Waraxe +7 (1d10+4/x3), Heavy Mace +5 (1d8+4), Shortsword +5 (1d6+4/19-20), Dagger +5 (1d4+4/19-20), Gauntlet +5 (1d3+4) &lt;br /&gt;
*Ranged Throwing Axe +1 (1d6+4), Dagger +1 (1d4+4/19-20) CMB +5&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Statistics&#039;&#039;&#039; &lt;br /&gt;
Str 18, Dex 10, Con 16, Int 10, Wis 14, Cha 9&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Focus: Dwarven Waraxe, Shield Focus &lt;br /&gt;
*&#039;&#039;&#039;Traits&#039;&#039;&#039; Armor Expert, Rich Parents&lt;br /&gt;
*&#039;&#039;&#039;Skills&#039;&#039;&#039; Climb +0, Handle Animal +3, Intimidate +3, Survival +6 &lt;br /&gt;
*&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Dwarf&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039; &lt;br /&gt;
*Weapons: Masterwork Dwarven Waraxe, Morning Star, Shortsword, Dagger, Throwing Axe&lt;br /&gt;
&lt;br /&gt;
*Armor &amp;amp; Shield: Splint Mail, Hvy. Steel Shield&lt;br /&gt;
&lt;br /&gt;
*Magical/Special Gear: 20 Sunrods, 20 Tindertwigs, Potion of Cure Light Wounds&lt;br /&gt;
&lt;br /&gt;
Other Gear: Backpack, Bedroll, Winter Blanket, 2 sets Caltrops, 10 pc. Chalk, Crowbar, 10 fish hooks, Flint and Steel, Grappling Hook, Hammer, 10 Pitons, 2 Belt Pouches, 20 days trail rations, 10 empty sacks, 2 lbs. soap, Tent, 4 Waterskins, Traveler&#039;s Outfit, Explorer&#039;s Outfit, Cold Weather Outfit, Kalinka&#039;s bag, 4 jugs common wine&lt;br /&gt;
&lt;br /&gt;
*Livestock &amp;amp; Tack: Mule, Packsaddle&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Abilities (not otherwise shown)&#039;&#039;&#039; &lt;br /&gt;
*Darkvision (60 feet) You can see in the dark (black and white vision only)&lt;br /&gt;
*Greed +2 on Appraise checks to determine value of non-magical items containing gold or gems.&lt;br /&gt;
*Hatred +1 to hit against orcs and goblins&lt;br /&gt;
*Hardy +2 on saves vs. poisons, spells, and spell-like abilities&lt;br /&gt;
*Stonecunning +2 on checks to notice unusual stonework, automatic check when within 10 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Experience Earned&#039;&#039;&#039;&lt;br /&gt;
*700 xp, 3/29/13&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Korban_Ironrock_-_Dwarf_Dwarven_Waraxe_Master_Fighter&amp;diff=232083</id>
		<title>Korban Ironrock - Dwarf Dwarven Waraxe Master Fighter</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Korban_Ironrock_-_Dwarf_Dwarven_Waraxe_Master_Fighter&amp;diff=232083"/>
		<updated>2013-03-31T02:29:32Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Korban is the son of Grodan Ironrock, a prominent warrior of his clan. Both father and mother came from families of wealth, so Korban never lacked for funds. He gleefully trained up in the profession of his father, and now that his training is complete, has taken a job as a guard with a dwarven trade caravan to get some experience under his beard.&lt;br /&gt;
&lt;br /&gt;
Korban is a very muscular dwarf, notably broad and bulky, even in dwarven terms. He has the traditional glower of his clan, his grey eyes are deepset, his black beard long in the best tradition of a dwarf of good family.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Korban Ironrock&#039;&#039;&#039; &lt;br /&gt;
*Dwarf Dwarven Waraxe Master Fighter 1 &lt;br /&gt;
*N Medium Humanoid (dwarf) &lt;br /&gt;
*Init +0; Senses darkvision 60 ft.; Perception +2&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; &lt;br /&gt;
*AC 20, touch 10, flat-footed 20 (+7 armor, +3 shield) +4 vs. Giants &lt;br /&gt;
*CMD 15, +4 vs. Trip and Bull Rush while standing on ground. &lt;br /&gt;
*hp 13 (1d10+3) &lt;br /&gt;
*Fort +5, Ref +0, Will +2&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offense&#039;&#039;&#039; &lt;br /&gt;
*Speed 20 ft. BAB +1 &lt;br /&gt;
*Melee Masterwork Dwarven Waraxe +7 (1d10+4/x3), Heavy Mace +5 (1d8+4), Shortsword +5 (1d6+4/19-20), Dagger +5 (1d4+4/19-20), Gauntlet +5 (1d3+4) &lt;br /&gt;
*Ranged Throwing Axe +1 (1d6+4), Dagger +1 (1d4+4/19-20) CMB +5&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Statistics&#039;&#039;&#039; &lt;br /&gt;
Str 18, Dex 10, Con 16, Int 10, Wis 14, Cha 9&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Focus: Dwarven Waraxe, Shield Focus &lt;br /&gt;
*&#039;&#039;&#039;Traits&#039;&#039;&#039; Armor Expert, Rich Parents&lt;br /&gt;
*&#039;&#039;&#039;Skills&#039;&#039;&#039; Climb +0, Handle Animal +3, Intimidate +3, Survival +6 &lt;br /&gt;
*&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Dwarf&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039; &lt;br /&gt;
*Masterwork Dwarven Waraxe&lt;br /&gt;
*Heavy Mace&lt;br /&gt;
*Shortsword&lt;br /&gt;
*Dagger&lt;br /&gt;
*Throwing Axe&lt;br /&gt;
*Half-Plate&lt;br /&gt;
*Hvy. Steel Shield&lt;br /&gt;
*Backpack, containing Traveler&#039;s Outfit, Pack full of adventuring gear (full list to be added later)&lt;br /&gt;
*Explorer&#039;s Outfit&lt;br /&gt;
*Bedroll&lt;br /&gt;
*Kalinka&#039;s bag&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Equipment&#039;&#039;&#039;&lt;br /&gt;
*Mule&lt;br /&gt;
*Packsaddle.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Abilities (not otherwise shown)&#039;&#039;&#039; &lt;br /&gt;
*Darkvision (60 feet) You can see in the dark (black and white vision only)&lt;br /&gt;
*Greed +2 on Appraise checks to determine value of non-magical items containing gold or gems.&lt;br /&gt;
*Hatred +1 to hit against orcs and goblins&lt;br /&gt;
*Hardy +2 on saves vs. poisons, spells, and spell-like abilities&lt;br /&gt;
*Stonecunning +2 on checks to notice unusual stonework, automatic check when within 10 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Experience Earned&#039;&#039;&#039;&lt;br /&gt;
*700 xp, 3/29/13&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=ISS_Tenalphi_Sunrise&amp;diff=231591</id>
		<title>ISS Tenalphi Sunrise</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=ISS_Tenalphi_Sunrise&amp;diff=231591"/>
		<updated>2013-03-26T04:10:45Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Class: Type SX Frontiersman&lt;br /&gt;
*Hull: 150 ton Streamlined Hull 3, Structure 3&lt;br /&gt;
*Performance: Jump-2, 2-Gs Acceleration, (Capable of Jump-4 with drop tanks, no module attached, and appropriate software. 4-G Acceleration without module)&lt;br /&gt;
*Bridge: Compact Bridge (-1 to tasks due to cramped conditions), Holographic Controls (+2 Initiative)&lt;br /&gt;
*Computer: Model 4, Model 1bis as backup&lt;br /&gt;
*Electronics: Advanced Sensors (+1 DM)&lt;br /&gt;
*Weapons: 1 triple turret (Sandcaster, Beam Laser(Accurate +1 DM), Missile Launcher)&lt;br /&gt;
*Fuel: 38 tons, allows 1 Jump-2 and 28 days normal operation&lt;br /&gt;
*Cargo: 2 tons internal, normally used to store 20 sand barrels, and 12 standard missiles&lt;br /&gt;
*Accommodations: 4 double cabins (smallish cramped stateroom, configured with 2-tier bunk-bed, 1 chair, dropdown table, fresher, and 2 footlockers...think World War 2 style warship junior officer quarters)&lt;br /&gt;
*Extras: 50-ton Modular Bay, 4 Advanced Probe Drones, Repair Drones, Fuel Scoops, 1 ton Fuel Processor (20 tons/day), Air Raft&lt;br /&gt;
*Software: Jump Control/2, Maneuver/0, Fire Control/2, Evade/2, Library/1, Intellect&lt;br /&gt;
*Crew Requirement (Minimum): Pilot, Engineer, Gunner&lt;br /&gt;
*Crew Requirement (Average): 3 Pilots, Navigator, Engineer, Gunner&lt;br /&gt;
*Crew Requirement (Full): 3 Pilots + backups, Navigator + Backup, 3 Engineers, 2 Gunners. (Clearly this ship is not designed to be crewed to naval/mega-corporate levels.)&lt;br /&gt;
*Currently fitted with Modular Cargo Bay, which adds: Airlock, 46 tons Cargo. The Cargo Module is also fitted with 2 points of Titanium armor.&lt;br /&gt;
*Monthly Expenses: Life Support cr12,000, Maintenance cr7242&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trouble_In_The_Marches&amp;diff=231516</id>
		<title>Trouble In The Marches</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trouble_In_The_Marches&amp;diff=231516"/>
		<updated>2013-03-25T15:52:11Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: /* Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Trouble in the Marches is a Mongoose Traveller Play-by-Post campaign run on RPGnet. It is set in mid-1105, in the Spinward Marches of the Third Imperium. Action begins in the Zaibon system.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
===[[Siubh]]===&lt;br /&gt;
*A slender and severe looking Vilani woman in her mid-30s, with some minor fame as an actress/journalist from many years ago.&lt;br /&gt;
&lt;br /&gt;
===[[Angelo Domici]]===&lt;br /&gt;
&lt;br /&gt;
A nearly 40ish free trader, [[Angelo Domici]] has seen sub-1000 ton ships inside and out. While able to serve in any merchant capacity he specializes in speculative trade.&lt;br /&gt;
&lt;br /&gt;
===[[Glavin Terwoun]]===&lt;br /&gt;
Glavin is a well built man who nonetheless moves quickly on his feet. His past is murky and his present holds hints of scandal. All a tad unusual for an archaeologist.&lt;br /&gt;
&lt;br /&gt;
===[[Dav Renox]]===&lt;br /&gt;
&lt;br /&gt;
===[[Safid Al-tabr (inactive)]]===&lt;br /&gt;
&lt;br /&gt;
===[[Jackson Platt]]===&lt;br /&gt;
&lt;br /&gt;
Jackson Platt&lt;br /&gt;
Homeworld of Spirelle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Ship==&lt;br /&gt;
===[[ISS Tenalphi Sunrise]]===&lt;br /&gt;
A 150 ton Frontiersman class scout vessel, on detached duty under the command of Jackson&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
&lt;br /&gt;
===[[Mag Renox]]===&lt;br /&gt;
A former Marine and Free Trader, Mag is the wife of Dav Renox&lt;br /&gt;
&lt;br /&gt;
==Library/General Information==&lt;br /&gt;
===[[Ship&#039;s Locker]]===&lt;br /&gt;
===[[Zaibon]]===&lt;br /&gt;
*Zaibon (Spinward Marches 1825/Lunion 0205) B00554-B&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*OOC Posts: [http://forum.rpg.net/showthread.php?679784-Mongoose-Traveller-Trouble-in-the-Marches]&lt;br /&gt;
*IC posts: [http://forum.rpg.net/showthread.php?680908-(Mongoose-Traveller)-Trouble-in-the-Marches]&lt;br /&gt;
*Map of the Spinward Marches: [http://www.coinich.com/traveller/images/maps/SpinwardMarchesMap.jpg]&lt;br /&gt;
*The Traveller Map: [http://www.travellermap.com/] Note: Some UPPs do not match Mongoose Traveller, which is what I am going by.&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zaibon&amp;diff=231482</id>
		<title>Zaibon</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zaibon&amp;diff=231482"/>
		<updated>2013-03-25T09:21:05Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: Created page with &amp;quot;Zaibon (Spinward Marches 1825/Lunion 0205) B00554-B  Zaibon&amp;#039;s star is old, a dim K class star, that has spawned a small star system. There are two gas giants, and one substantial...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zaibon (Spinward Marches 1825/Lunion 0205) B00554-B&lt;br /&gt;
&lt;br /&gt;
Zaibon&#039;s star is old, a dim K class star, that has spawned a small star system. There are two gas giants, and one substantial belt of asteroids. The asteroid belt is, like many, relatively dense in some places, effectively non-existent in others.&lt;br /&gt;
&lt;br /&gt;
Zaibon&#039;s belt has been mined for hundreds of years, primarily for copper, though it has its share of other materials, like most other mined asteroid belts. Economically, the system depends on mining and metals, though there are a few small scale industrial concerns. Most of those are in the refining and metals fabrication line, and so dependent on the flow of mined ore, as well. Recently, as the larger copper finds have started to be worked out, and new finds have been sparse, a slow but steady decline has overtaken the star system&#039;s economy.&lt;br /&gt;
&lt;br /&gt;
Otherwise, Zaibon is a minor stop on the Spinward Main, which brings some transient business opportunities, as well as repair and fuelling opportunities for the spaceport. The population is counted by the Imperium at approximately 550,000 systemwide.&lt;br /&gt;
&lt;br /&gt;
Government is by a System Administration, whose Director is appointed by vote from amongst a popularly elected legislature. &lt;br /&gt;
&lt;br /&gt;
Law is loose, with almost any sidearm being legal, and restrictions on addictive and harmful narcotics being the main points. Law enforcement is largely in the hands of the Zaibon Constabulary, a professional though overworked and under-funded police force, though the Starport itself has its own security force.&lt;br /&gt;
&lt;br /&gt;
Port Zed - Class B Starport&lt;br /&gt;
&lt;br /&gt;
Most interstellar traffic moving through the Zaibon system goes through Port Zed. Port Zed is a large structure, purpose built in place by tethering several large asteroids together, and mining them for materials while using the asteroid shells themselves as part of the structure. The result is a city in space, the center of which is the spaceport. Much of the rest of the structure is living space, hydroponic farms, and businesses that serve the needs of the port, and the system&#039;s mining community. Over the years, more and more asteroids have been towed in and attached, and today Port Zed is a warren of tunnels and corridors, occupied by over 300,000 people. The whole is connected by an extensive mag-lev system, carrying both freight and passengers throughout the complex.&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trouble_In_The_Marches&amp;diff=231481</id>
		<title>Trouble In The Marches</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trouble_In_The_Marches&amp;diff=231481"/>
		<updated>2013-03-25T09:20:36Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: /* Zaibon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Trouble in the Marches is a Mongoose Traveller Play-by-Post campaign run on RPGnet. It is set in mid-1105, in the Spinward Marches of the Third Imperium. Action begins in the Zaibon system.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
===[[Siubh]]===&lt;br /&gt;
*A slender and severe looking Vilani woman in her mid-30s, with some minor fame as an actress/journalist from many years ago.&lt;br /&gt;
&lt;br /&gt;
===[[Angelo Domici]]===&lt;br /&gt;
&lt;br /&gt;
A nearly 40ish free trader, [[Angelo Domici]] has seen sub-1000 ton ships inside and out. While able to serve in any merchant capacity he specializes in speculative trade.&lt;br /&gt;
&lt;br /&gt;
===[[Glavin Terwoun]]===&lt;br /&gt;
Glavin is a well built man who nonetheless moves quickly on his feet. His past is murky and his present holds hints of scandal. All a tad unusual for an archaeologist.&lt;br /&gt;
&lt;br /&gt;
===[[Dav Renox]]===&lt;br /&gt;
&lt;br /&gt;
===[[Safid Al-tabr (inactive)]]===&lt;br /&gt;
&lt;br /&gt;
===[[Jackson Platt]]===&lt;br /&gt;
&lt;br /&gt;
Jackson Platt&lt;br /&gt;
Homeworld of Spirelle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Ship==&lt;br /&gt;
===[[ISS Tenalphi Sunrise]]===&lt;br /&gt;
A 150 ton Frontiersman class scout vessel, on detached duty under the command of Jackson&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
&lt;br /&gt;
===[[Mag Renox]]===&lt;br /&gt;
A former Marine and Free Trader, Mag is the wife of Dav Renox&lt;br /&gt;
&lt;br /&gt;
==Library/General Information==&lt;br /&gt;
===[[Ship&#039;s Locker]]===&lt;br /&gt;
===[[Zaibon]]===&lt;br /&gt;
*Zaibon (Spinward Marches 1825/Lunion 0205) B00554-B&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*OOC Posts: [http://forum.rpg.net/showthread.php?679784-Mongoose-Traveller-Trouble-in-the-Marches]&lt;br /&gt;
*Map of the Spinward Marches: [http://www.coinich.com/traveller/images/maps/SpinwardMarchesMap.jpg]&lt;br /&gt;
*The Traveller Map: [http://www.travellermap.com/] Note: Some UPPs do not match Mongoose Traveller, which is what I am going by.&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trouble_In_The_Marches&amp;diff=231480</id>
		<title>Trouble In The Marches</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trouble_In_The_Marches&amp;diff=231480"/>
		<updated>2013-03-25T09:19:44Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: /* Library/General Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Trouble in the Marches is a Mongoose Traveller Play-by-Post campaign run on RPGnet. It is set in mid-1105, in the Spinward Marches of the Third Imperium. Action begins in the Zaibon system.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
===[[Siubh]]===&lt;br /&gt;
*A slender and severe looking Vilani woman in her mid-30s, with some minor fame as an actress/journalist from many years ago.&lt;br /&gt;
&lt;br /&gt;
===[[Angelo Domici]]===&lt;br /&gt;
&lt;br /&gt;
A nearly 40ish free trader, [[Angelo Domici]] has seen sub-1000 ton ships inside and out. While able to serve in any merchant capacity he specializes in speculative trade.&lt;br /&gt;
&lt;br /&gt;
===[[Glavin Terwoun]]===&lt;br /&gt;
Glavin is a well built man who nonetheless moves quickly on his feet. His past is murky and his present holds hints of scandal. All a tad unusual for an archaeologist.&lt;br /&gt;
&lt;br /&gt;
===[[Dav Renox]]===&lt;br /&gt;
&lt;br /&gt;
===[[Safid Al-tabr (inactive)]]===&lt;br /&gt;
&lt;br /&gt;
===[[Jackson Platt]]===&lt;br /&gt;
&lt;br /&gt;
Jackson Platt&lt;br /&gt;
Homeworld of Spirelle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Ship==&lt;br /&gt;
===[[ISS Tenalphi Sunrise]]===&lt;br /&gt;
A 150 ton Frontiersman class scout vessel, on detached duty under the command of Jackson&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
&lt;br /&gt;
===[[Mag Renox]]===&lt;br /&gt;
A former Marine and Free Trader, Mag is the wife of Dav Renox&lt;br /&gt;
&lt;br /&gt;
==Library/General Information==&lt;br /&gt;
===[[Ship&#039;s Locker]]===&lt;br /&gt;
===[[Zaibon]]===&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*OOC Posts: [http://forum.rpg.net/showthread.php?679784-Mongoose-Traveller-Trouble-in-the-Marches]&lt;br /&gt;
*Map of the Spinward Marches: [http://www.coinich.com/traveller/images/maps/SpinwardMarchesMap.jpg]&lt;br /&gt;
*The Traveller Map: [http://www.travellermap.com/] Note: Some UPPs do not match Mongoose Traveller, which is what I am going by.&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trouble_In_The_Marches&amp;diff=231476</id>
		<title>Trouble In The Marches</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trouble_In_The_Marches&amp;diff=231476"/>
		<updated>2013-03-25T09:02:07Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: /* Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Trouble in the Marches is a Mongoose Traveller Play-by-Post campaign run on RPGnet. It is set in mid-1105, in the Spinward Marches of the Third Imperium. Action begins in the Zaibon system.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
===[[Siubh]]===&lt;br /&gt;
*A slender and severe looking Vilani woman in her mid-30s, with some minor fame as an actress/journalist from many years ago.&lt;br /&gt;
&lt;br /&gt;
===[[Angelo Domici]]===&lt;br /&gt;
&lt;br /&gt;
A nearly 40ish free trader, [[Angelo Domici]] has seen sub-1000 ton ships inside and out. While able to serve in any merchant capacity he specializes in speculative trade.&lt;br /&gt;
&lt;br /&gt;
===[[Glavin Terwoun]]===&lt;br /&gt;
Glavin is a well built man who nonetheless moves quickly on his feet. His past is murky and his present holds hints of scandal. All a tad unusual for an archaeologist.&lt;br /&gt;
&lt;br /&gt;
===[[Dav Renox]]===&lt;br /&gt;
&lt;br /&gt;
===[[Safid Al-tabr (inactive)]]===&lt;br /&gt;
&lt;br /&gt;
===[[Jackson Platt]]===&lt;br /&gt;
&lt;br /&gt;
Jackson Platt&lt;br /&gt;
Homeworld of Spirelle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Ship==&lt;br /&gt;
===[[ISS Tenalphi Sunrise]]===&lt;br /&gt;
A 150 ton Frontiersman class scout vessel, on detached duty under the command of Jackson&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
&lt;br /&gt;
===[[Mag Renox]]===&lt;br /&gt;
A former Marine and Free Trader, Mag is the wife of Dav Renox&lt;br /&gt;
&lt;br /&gt;
==Library/General Information==&lt;br /&gt;
===[[Ship&#039;s Locker]]===&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*OOC Posts: [http://forum.rpg.net/showthread.php?679784-Mongoose-Traveller-Trouble-in-the-Marches]&lt;br /&gt;
*Map of the Spinward Marches: [http://www.coinich.com/traveller/images/maps/SpinwardMarchesMap.jpg]&lt;br /&gt;
*The Traveller Map: [http://www.travellermap.com/] Note: Some UPPs do not match Mongoose Traveller, which is what I am going by.&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ship%27s_Locker&amp;diff=231371</id>
		<title>Ship&#039;s Locker</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ship%27s_Locker&amp;diff=231371"/>
		<updated>2013-03-24T15:10:26Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*8 x Vacc Suit, Improved: The standard vacuum or space suit is designed to protect the individual from vacuum, tainted or noxious atmospheres and some radiation. It carries its own communicator (500 km),oxygen tanks for six hours and other basic survival equipment. Vacc suits are armoured against space debris and similar hazards.&lt;br /&gt;
(TL 12, Protection 6, Requires Vacc Suit-0, 12kg)&lt;br /&gt;
&lt;br /&gt;
*2 x Hostile Environment Vacc Suit, Standard: A hardened version of the vacc suit, offering heavier protection from the elements and physical damage in hostile environments such as nearby volcanic activity or within a corrosive atmosphere. The hostile environment suit’s armour rating can be applied against damage done by hazards such as radiation or pressure. The standard HEnv suit worn by workers in dangerous environments, this suit is much easier to use than earlier versions. The hostile environment suit’s armour rating can be applied against damage done by hazards such as radiation or pressure. (TL 12, Protection 8, Requires Vacc Suit-1, 18kg)&lt;br /&gt;
&lt;br /&gt;
*4 x Improved Shock Batons: The shock baton resembles a light security baton, much like a police billy club. In addition to the normal damage, 1d6 stun damage is delivered. The baton’s capacitors take 1d6 rounds to recharge after this but the baton can still be used as a club in this period. These improved batons have increased capacitors, giving a greater jolt to the target. (TL 12, Melee(Bludgeon), 2d6 (+1d6+2 Stun), Heft 0, .75kg)&lt;br /&gt;
&lt;br /&gt;
*4 x Improved Blades (Machete Pattern): A large machete type weapon with a single curved edge and no point. Because of the bulk of the Blade, it is generally carried in a belt scabbard. These modernized, hardened blades are honed to great sharpness, and ergonomically designed for maximum effectiveness. (TL 6, Melee(Small Blade), 3d6-2, Heft 1, 1kg) &lt;br /&gt;
&lt;br /&gt;
*4 x Improved Carbine, Bullpup: A short, semi-automatic longarm firing a small-calibre (5mm Light Rifle) round.  These weapons are equipped with a sling, as well as attachment points for advanced sights. In this improved &#039;hybrid&#039; weapon, a relatively low powered (compared to a gauss weapon) magnetic accelerator pushes the round down the barrel after firing, giving the weapon increased punch, while allowing it to feed commonly available ammunition. (TL 11, Range: Rifle, Gun Combat(Slug Rifle), 3d6+4 SAP, Ammo 20, Auto: No, Recoil 0, 2.5 kg)&lt;br /&gt;
&lt;br /&gt;
*6 x Improved Snub Pistol: A low-velocity autopistol designed for shipboard and zero-g environments. This improved model uses a magnetic accelerator similar to the carbine above to give the snub pistol more punch while retaining its low-recoil characteristics as well as the ability to use standard ammunition types. (TL12, Range: Shotgun, Gun Combat(Slug Pistol), 2d6+2 (Ball), 3d6+2 AP (HEAP), 2d6+6 ST (HE), Ammo 15, Auto: No,  Recoil 0, .7 kg)&lt;br /&gt;
&lt;br /&gt;
*12 Magazines 5mm Light Rifle Ball for Carbines&lt;br /&gt;
*12 Magazines 10mm Snub Ball for Snub Pistols&lt;br /&gt;
*6 Magazines 10mm Tranq for Snub Pistols&lt;br /&gt;
*200 rounds 5mm Light Rifle Ball Boxed&lt;br /&gt;
*150 rounds 10mm Snub Ball Boxed&lt;br /&gt;
*60 rounds 10mm Tranq Boxed&lt;br /&gt;
&lt;br /&gt;
*10 x Cold Weather Clothing, Advanced (TL 10): Using quick-drying, waterproof and super-insulating materials, advanced cold weather clothing protects against frigid weather (-20º Celsius or below). The suit is not heated but it is designed to allow temperature to be regulated by openings and partial removal.&lt;br /&gt;
&lt;br /&gt;
*10 x Improved Mask, Life-Support (TL 11): The Life-Support, or “space” mask is functionally similar to the TL 5 environment mask but can be used in space or underwater down to a depth of 5m. It gives a full seal with NBC or other emergency suit such as a body pressure sleeve. The mask has integral filters but is normally connected by a hose to a belt-mounted filter/blower unit or 1-hour air tank. Using the belt filter makes breathing easier and reduces fatigue. The air tank is necessary for vacuum or underwater use. This improved unit comes with an integral scrubber for the included air tank, allowing use for two hours, as well as integral radio transceiver with 500km (orbital range.) &lt;br /&gt;
&lt;br /&gt;
*10 x Vacc Suit Emergency Kit (TL 8): A belt-carried pack, the emergency kit is designed to allow a vacc suit user to save himself or someone else in the event of an accident and to increase the chances of a search finding him. Yanking a lanyard will release a tethered balloon reflector. This is somewhat similar to a rescue ball but filled at very low pressure. It inflates into a 3m-diameter radar reflector which is tethered to the user’s belt. It vastly increases the user’s radar cross-section and makes a search more likely to find him. The kit itself contains a radio beacon/repeater, a handheld strobe beacon, tethering cord, suit patches, spray sealant for multiple small holes, a 30-minute replacement air bottle and two hand-held gas thruster units. The latter are designed to allow the stranded spacefarer a last-ditch attempt to reach safety. The kit also contains a metallic reflectorised blanket increasing radar detectability and reduces absorbed radiation in the event the spacefarer is caught outside in a solar flare, decreasing exposure by 100 rads.&lt;br /&gt;
&lt;br /&gt;
*10 x Thrust Pack (TL 9): A basic manoeuvring system that can be incorporated into a vacc suit backpack, the thrust pack allows four hours of moderate manoeuvring or about 15 minutes of near continuous thrust. The unit includes a simple inertial autopilot and stabilizer/spin-correction computer but a Zero-G skill check is still needed to use a thrust pack accurately. Thrust packs (of all kinds) can only be used in microgravity.&lt;br /&gt;
&lt;br /&gt;
*2 x Bulkhead Patches (TL 10): A set of variously-sized rigid and flexible bulkhead patches, plus adhesives and sealant to allow pressure breaches in a starship or space vessel to be temporarily repaired. The patches are no substitute for real damage control and tend to fail after 4d6 hours. They are mainly used to allow the crew time to&lt;br /&gt;
make a more permanent repair.&lt;br /&gt;
&lt;br /&gt;
*2 x Cutting Gear, Laser (TL 9): A backpack power supply and laser or plasma cutting unit, this cutting gear is standard for use aboard starships. It can cut through most materials, though cutting through hull armour requires a very long time to create a breach.&lt;br /&gt;
&lt;br /&gt;
*Welding Kit, Advanced (TL 10): A composite plasma/electric arc welding kit useful for many light and medium applications. Repairs to higher tech materials require an advanced welding unit.&lt;br /&gt;
&lt;br /&gt;
*2 x Tool Laser (TL 12): A handheld laser welder/cutting-torch powered by a small internal powerpack (providing power for up to 20 minutes of continual use). The Tool Laser’s energy output is variable and thus it could be used from anything from gentle electronic welding to small-scale metalwork or cutting through several centimetres of&lt;br /&gt;
steel; anything beyond that would require a heavier welding torch. At TL 12 the Tool Laser is about the size of a large flashlight.&lt;br /&gt;
&lt;br /&gt;
*2 x Tool Set, Starship Engineer (TL 12): A full tool kit for shipboard engineering personnel, including PRIS goggles, Iris valve opener, electronic and gravitic test and repair equipment, wrenches, sockets and a large hammer. Wt. 12 kg.&lt;br /&gt;
&lt;br /&gt;
*4 x Combination Viewer (TL 9): A set of goggles incorporating IR and light intensifi cation functions, along with&lt;br /&gt;
brightness-linked safety cut-outs. The viewer can be used in optical, IR or thermal mode, or any combination of the three, though this can be disorientating to new users.&lt;br /&gt;
&lt;br /&gt;
*2 x Medkit (TL 12): Medical tools, surgical tools, non-combat drugs up to level 12, can work with/around augmentations and implants. Wt. 8 kg.&lt;br /&gt;
&lt;br /&gt;
*6 x Handcuffs&lt;br /&gt;
&lt;br /&gt;
*2 x Radio Tranceivers (TL 9) 500 km range.&lt;br /&gt;
&lt;br /&gt;
*2 x Hand Computers (TL 12) Computer/3, loaded with Intelligent Interface, Security/2, Agent/1, Library, Navigational, and Maintenance Databases.&lt;br /&gt;
&lt;br /&gt;
*Survival Gear - Effectively enough survival gear to outfit 8 people, beyond that listed above, TL 12 and under.&lt;br /&gt;
*Tools - Beyond those listed above, sufficient tools to deal with routine maintenance and repairs of the ship and it&#039;s systems, TL 12 and under.&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ship%27s_Locker&amp;diff=231369</id>
		<title>Ship&#039;s Locker</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ship%27s_Locker&amp;diff=231369"/>
		<updated>2013-03-24T14:47:04Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*8 x Vacc Suit, Improved: The standard vacuum or space suit is designed to protect the individual from vacuum, tainted or noxious atmospheres and some radiation. It carries its own communicator (500 km),oxygen tanks for six hours and other basic survival equipment. Vacc suits are armoured against space debris and similar hazards.&lt;br /&gt;
(TL 12, Protection 6, Requires Vacc Suit-0, 12kg)&lt;br /&gt;
&lt;br /&gt;
*2 x Hostile Environment Vacc Suit, Standard: A hardened version of the vacc suit, offering heavier protection from the elements and physical damage in hostile environments such as nearby volcanic activity or within a corrosive atmosphere. The hostile environment suit’s armour rating can be applied against damage done by hazards such as radiation or pressure. The standard HEnv suit worn by workers in dangerous environments, this suit is much easier to use than earlier versions. The hostile environment suit’s armour rating can be applied against damage done by hazards such as radiation or pressure. (TL 12, Protection 8, Requires Vacc Suit-1, 18kg)&lt;br /&gt;
&lt;br /&gt;
*4 x Improved Shock Batons: The shock baton resembles a light security baton, much like a police billy club. In addition to the normal damage, 1d6 stun damage is delivered. The baton’s capacitors take 1d6 rounds to recharge after this but the baton can still be used as a club in this period. These improved batons have increased capacitors, giving a greater jolt to the target. (TL 12, Melee(Bludgeon), 2d6 (+1d6+2 Stun), Heft 0, .75kg)&lt;br /&gt;
&lt;br /&gt;
*4 x Improved Blades (Machete Pattern): A large machete type weapon with a single curved edge and no point. Because of the bulk of the Blade, it is generally carried in a belt scabbard. These modernized, hardened blades are honed to great sharpness, and ergonomically designed for maximum effectiveness. (TL 6, Melee(Small Blade), 3d6-2, Heft 1, 1kg) &lt;br /&gt;
&lt;br /&gt;
*4 x Improved Carbine, Bullpup: A short, semi-automatic longarm firing a small-calibre (5mm Light Rifle) round.  These weapons are equipped with a sling, as well as attachment points for advanced sights. In this improved &#039;hybrid&#039; weapon, a relatively low powered (compared to a gauss weapon) magnetic accelerator pushes the round down the barrel after firing, giving the weapon increased punch, while allowing it to feed commonly available ammunition. (TL 11, Range: Rifle, Gun Combat(Slug Rifle), 3d6+4 SAP, Ammo 20, Auto: No, Recoil 0, 2.5 kg)&lt;br /&gt;
&lt;br /&gt;
*6 x Improved Snub Pistol: A low-velocity autopistol designed for shipboard and zero-g environments. This improved model uses a magnetic accelerator similar to the carbine above to give the snub pistol more punch while retaining its low-recoil characteristics as well as the ability to use standard ammunition types. (TL12, Range: Shotgun, Gun Combat(Slug Pistol), 2d6+2 (Ball), 3d6+2 AP (HEAP), 2d6+6 ST (HE), Ammo 15, Auto: No,  Recoil 0, .7 kg)&lt;br /&gt;
&lt;br /&gt;
*12 Magazines 5mm Light Rifle Ball for Carbines&lt;br /&gt;
*12 Magazines 10mm Snub Ball for Snub Pistols&lt;br /&gt;
*6 Magazines 10mm Tranq for Snub Pistols&lt;br /&gt;
*200 rounds 5mm Light Rifle Ball Boxed&lt;br /&gt;
*150 rounds 10mm Snub Ball Boxed&lt;br /&gt;
*60 rounds 10mm Tranq Boxed&lt;br /&gt;
&lt;br /&gt;
*10 x Cold Weather Clothing, Advanced (TL 10): Using quick-drying, waterproof and super-insulating materials, advanced cold weather clothing protects against frigid weather (-20º Celsius or below). The suit is not heated but it is designed to allow temperature to be regulated by openings and partial removal.&lt;br /&gt;
&lt;br /&gt;
*10 x Improved Mask, Life-Support (TL 11): The Life-Support, or “space” mask is functionally similar to the TL 5 environment mask but can be used in space or underwater down to a depth of 5m. It gives a full seal with NBC or other emergency suit such as a body pressure sleeve. The mask has integral filters but is normally connected by a hose to a belt-mounted filter/blower unit or 1-hour air tank. Using the belt filter makes breathing easier and reduces fatigue. The air tank is necessary for vacuum or underwater use. This improved unit comes with an integral scrubber for the included air tank, allowing use for two hours, as well as integral radio transceiver with 500km (orbital range.) &lt;br /&gt;
&lt;br /&gt;
*10 x Vacc Suit Emergency Kit (TL 8): A belt-carried pack, the emergency kit is designed to allow a vacc suit user to save himself or someone else in the event of an accident and to increase the chances of a search finding him. Yanking a lanyard will release a tethered balloon reflector. This is somewhat similar to a rescue ball but filled at very low pressure. It inflates into a 3m-diameter radar reflector which is tethered to the user’s belt. It vastly increases the user’s radar cross-section and makes a search more likely to find him. The kit itself contains a radio beacon/repeater, a handheld strobe beacon, tethering cord, suit patches, spray sealant for multiple small holes, a 30-minute replacement air bottle and two hand-held gas thruster units. The latter are designed to allow the stranded spacefarer a last-ditch attempt to reach safety. The kit also contains a metallic reflectorised blanket increasing radar detectability and reduces absorbed radiation in the event the spacefarer is caught outside in a solar flare, decreasing exposure by 100 rads.&lt;br /&gt;
&lt;br /&gt;
*10 x Thrust Pack (TL 9): A basic manoeuvring system that can be incorporated into a vacc suit backpack, the thrust pack allows four hours of moderate manoeuvring or about 15 minutes of near continuous thrust. The unit includes a simple inertial autopilot and stabilizer/spin-correction computer but a Zero-G skill check is still needed to use a thrust pack accurately. Thrust packs (of all kinds) can only be used in microgravity.&lt;br /&gt;
&lt;br /&gt;
*2 x Bulkhead Patches (TL 10): A set of variously-sized rigid and flexible bulkhead patches, plus adhesives and sealant to allow pressure breaches in a starship or space vessel to be temporarily repaired. The patches are no substitute for real damage control and tend to fail after 4d6 hours. They are mainly used to allow the crew time to&lt;br /&gt;
make a more permanent repair.&lt;br /&gt;
&lt;br /&gt;
*2 x Cutting Gear, Laser (TL 9): A backpack power supply and laser or plasma cutting unit, this cutting gear is standard for use aboard starships. It can cut through most materials, though cutting through hull armour requires a very long time to create a breach.&lt;br /&gt;
&lt;br /&gt;
*Welding Kit, Advanced (TL 10): A composite plasma/electric arc welding kit useful for many light and medium applications. Repairs to higher tech materials require an advanced welding unit.&lt;br /&gt;
&lt;br /&gt;
*2 x Tool Laser (TL 12): A handheld laser welder/cutting-torch powered by a small internal powerpack (providing power for up to 20 minutes of continual use). The Tool Laser’s energy output is variable and thus it could be used from anything from gentle electronic welding to small-scale metalwork or cutting through several centimetres of&lt;br /&gt;
steel; anything beyond that would require a heavier welding torch. At TL 12 the Tool Laser is about the size of a large flashlight.&lt;br /&gt;
&lt;br /&gt;
*2 x Tool Set, Starship Engineer (TL 12): A full tool kit for shipboard engineering personnel, including PRIS goggles, Iris valve opener, electronic and gravitic test and repair equipment, wrenches, sockets and a large hammer. Wt. 12 kg.&lt;br /&gt;
&lt;br /&gt;
*4 x Combination Viewer (TL 9): A set of goggles incorporating IR and light intensifi cation functions, along with&lt;br /&gt;
brightness-linked safety cut-outs. The viewer can be used in optical, IR or thermal mode, or any combination of the three, though this can be disorientating to new users.&lt;br /&gt;
&lt;br /&gt;
*2 x Medkit (TL 12): Medical tools, surgical tools, non-combat drugs up to level 12, can work with/around augmentations and implants. Wt. 8 kg.&lt;br /&gt;
&lt;br /&gt;
*6 x Handcuffs&lt;br /&gt;
&lt;br /&gt;
*2 x Radio Tranceivers (TL 9) 500 km range.&lt;br /&gt;
&lt;br /&gt;
*2 x Hand Computers (TL 12) Computer/3, loaded with Intelligent Interface, Security/2, Agent/1, Library, Navigational, and Maintenance Databases.&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=ISS_Tenalphi_Sunrise&amp;diff=231265</id>
		<title>ISS Tenalphi Sunrise</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=ISS_Tenalphi_Sunrise&amp;diff=231265"/>
		<updated>2013-03-23T17:23:06Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Class: Type SX Frontiersman&lt;br /&gt;
*Hull: 150 ton Streamlined Hull 3, Structure 3&lt;br /&gt;
*Performance: Jump-2, 2-Gs Acceleration, (Capable of Jump-4 with drop tanks, no module attached, and appropriate software. 4-G Acceleration without module)&lt;br /&gt;
*Bridge: Compact Bridge (-1 to tasks due to cramped conditions), Holographic Controls (+2 Initiative)&lt;br /&gt;
*Computer: Model 4, Model 1bis as backup&lt;br /&gt;
*Electronics: Advanced Sensors (+1 DM)&lt;br /&gt;
*Weapons: 1 triple turret (Sandcaster, Beam Laser(Accurate +1 DM), Missile Launcher)&lt;br /&gt;
*Fuel: 38 tons, allows 1 Jump-2 and 28 days normal operation&lt;br /&gt;
*Cargo: 2 tons internal, normally used to store 20 sand barrels, and 10 missiles&lt;br /&gt;
*Accommodations: 4 double cabins (smallish cramped stateroom, configured with 2-tier bunk-bed, 1 chair, dropdown table, fresher, and 2 footlockers...think World War 2 style warship junior officer quarters)&lt;br /&gt;
*Extras: 50-ton Modular Bay, 4 Advanced Probe Drones, Repair Drones, Fuel Scoops, 1 ton Fuel Processor (20 tons/day), Air Raft&lt;br /&gt;
*Software: Jump Control/2, Maneuver/0, Fire Control/2, Evade/2, Library/1, Intellect&lt;br /&gt;
*Crew Requirement (Minimum): Pilot, Engineer, Gunner&lt;br /&gt;
*Crew Requirement (Average): 3 Pilots, Navigator, Engineer, Gunner&lt;br /&gt;
*Crew Requirement (Full): 3 Pilots + backups, Navigator + Backup, 3 Engineers, 2 Gunners. (Clearly this ship is not designed to be crewed to naval/mega-corporate levels.)&lt;br /&gt;
*Currently fitted with Modular Cargo Bay, which adds: Airlock, 46 tons Cargo. The Cargo Module is also fitted with 2 points of Titanium armor.&lt;br /&gt;
*Monthly Expenses: Life Support cr12,000, Maintenance cr7242&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trouble_In_The_Marches&amp;diff=231260</id>
		<title>Trouble In The Marches</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trouble_In_The_Marches&amp;diff=231260"/>
		<updated>2013-03-23T15:28:47Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Trouble in the Marches is a Mongoose Traveller Play-by-Post campaign run on RPGnet. It is set in mid-1105, in the Spinward Marches of the Third Imperium. Action begins in the Zaibon system.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
===[[Siubh]]===&lt;br /&gt;
*A slender and severe looking Vilani woman in her mid-30s, with some minor fame as an actress/journalist from many years ago.&lt;br /&gt;
&lt;br /&gt;
===[[Angelo Domici]]===&lt;br /&gt;
&lt;br /&gt;
A nearly 40ish free trader, [[Angelo Domici]] has seen sub-1000 ton ships inside and out. While able to serve in any merchant capacity he specializes in speculative trade.&lt;br /&gt;
&lt;br /&gt;
===[[Glavin Terwoun]]===&lt;br /&gt;
Glavin is a well built man who nonetheless moves quickly on his feet. His past is murky and his present holds hints of scandal. All a tad unusual for an archaeologist.&lt;br /&gt;
&lt;br /&gt;
===[[Dav Renox]]===&lt;br /&gt;
&lt;br /&gt;
===[[Safid Al-tabr (inactive)]]===&lt;br /&gt;
&lt;br /&gt;
===[[Jackson the Scout]]===&lt;br /&gt;
&lt;br /&gt;
==The Ship==&lt;br /&gt;
===[[ISS Tenalphi Sunrise]]===&lt;br /&gt;
A 150 ton Frontiersman class scout vessel, on detached duty under the command of Jackson&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
&lt;br /&gt;
===[[Mag Renox]]===&lt;br /&gt;
A former Marine and Free Trader, Mag is the wife of Dav Renox&lt;br /&gt;
&lt;br /&gt;
==Library/General Information==&lt;br /&gt;
===[[Ship&#039;s Locker]]===&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
OOC Posts: [http://forum.rpg.net/showthread.php?679784-Mongoose-Traveller-Trouble-in-the-Marches]&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trouble_In_The_Marches&amp;diff=231259</id>
		<title>Trouble In The Marches</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trouble_In_The_Marches&amp;diff=231259"/>
		<updated>2013-03-23T15:28:09Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Trouble in the Marches is a Mongoose Traveller Play-by-Post campaign run on RPGnet. It is set in mid-1105, in the Spinward Marches of the Third Imperium. Action begins in the Zaibon system.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
===[[Siubh]]===&lt;br /&gt;
*A slender and severe looking Vilani woman in her mid-30s, with some minor fame as an actress/journalist from many years ago.&lt;br /&gt;
&lt;br /&gt;
===[[Angelo Domici]]===&lt;br /&gt;
&lt;br /&gt;
A nearly 40ish free trader, [[Angelo Domici]] has seen sub-1000 ton ships inside and out. While able to serve in any merchant capacity he specializes in speculative trade.&lt;br /&gt;
&lt;br /&gt;
===[[Glavin Terwoun]]===&lt;br /&gt;
Glavin is a well built man who nonetheless moves quickly on his feet. His past is murky and his present holds hints of scandal. All a tad unusual for an archaeologist.&lt;br /&gt;
&lt;br /&gt;
===[[Dav Renox]]===&lt;br /&gt;
&lt;br /&gt;
===[[Safid Al-tabr (inactive)]]===&lt;br /&gt;
&lt;br /&gt;
===[[_Jackson]]===&lt;br /&gt;
&lt;br /&gt;
==The Ship==&lt;br /&gt;
===[[ISS Tenalphi Sunrise]]===&lt;br /&gt;
A 150 ton Frontiersman class scout vessel, on detached duty under the command of Jackson&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
&lt;br /&gt;
===[[Mag Renox]]===&lt;br /&gt;
A former Marine and Free Trader, Mag is the wife of Dav Renox&lt;br /&gt;
&lt;br /&gt;
==Library/General Information==&lt;br /&gt;
===[[Ship&#039;s Locker]]===&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
OOC Posts: [http://forum.rpg.net/showthread.php?679784-Mongoose-Traveller-Trouble-in-the-Marches]&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trouble_In_The_Marches&amp;diff=231258</id>
		<title>Trouble In The Marches</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trouble_In_The_Marches&amp;diff=231258"/>
		<updated>2013-03-23T15:27:16Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Trouble in the Marches is a Mongoose Traveller Play-by-Post campaign run on RPGnet. It is set in mid-1105, in the Spinward Marches of the Third Imperium. Action begins in the Zaibon system.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
===[[Siubh]]===&lt;br /&gt;
*A slender and severe looking Vilani woman in her mid-30s, with some minor fame as an actress/journalist from many years ago.&lt;br /&gt;
&lt;br /&gt;
===[[Angelo Domici]]===&lt;br /&gt;
&lt;br /&gt;
A nearly 40ish free trader, [[Angelo Domici]] has seen sub-1000 ton ships inside and out. While able to serve in any merchant capacity he specializes in speculative trade.&lt;br /&gt;
&lt;br /&gt;
===[[Glavin Terwoun]]===&lt;br /&gt;
Glavin is a well built man who nonetheless moves quickly on his feet. His past is murky and his present holds hints of scandal. All a tad unusual for an archaeologist.&lt;br /&gt;
&lt;br /&gt;
===[[Dav Renox]]===&lt;br /&gt;
&lt;br /&gt;
===[[Safid Al-tabr (inactive)]]===&lt;br /&gt;
&lt;br /&gt;
===[[Jackson]]===&lt;br /&gt;
&lt;br /&gt;
==The Ship==&lt;br /&gt;
===[[ISS Tenalphi Sunrise]]===&lt;br /&gt;
A 150 ton Frontiersman class scout vessel, on detached duty under the command of Jackson&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
&lt;br /&gt;
===[[Mag Renox]]===&lt;br /&gt;
A former Marine and Free Trader, Mag is the wife of Dav Renox&lt;br /&gt;
&lt;br /&gt;
==Library/General Information==&lt;br /&gt;
===[[Ship&#039;s Locker]]===&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
OOC Posts: [http://forum.rpg.net/showthread.php?679784-Mongoose-Traveller-Trouble-in-the-Marches]&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=ISS_Tenalphi_Sunrise&amp;diff=231217</id>
		<title>ISS Tenalphi Sunrise</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=ISS_Tenalphi_Sunrise&amp;diff=231217"/>
		<updated>2013-03-23T04:17:42Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Class: Type SX Frontiersman&lt;br /&gt;
*Hull: 150 ton Streamlined Hull 3, Structure 3&lt;br /&gt;
*Performance: Jump-2, 2-Gs Acceleration, (Capable of Jump-4 with drop tanks, no module attached, and appropriate software. 4-G Acceleration without module)&lt;br /&gt;
*Bridge: Compact Bridge (-1 to tasks due to cramped conditions), Holographic Controls (+2 Initiative)&lt;br /&gt;
*Computer: Model 4, Model 1bis as backup&lt;br /&gt;
*Electronics: Advanced Sensors (+1 DM)&lt;br /&gt;
*Weapons: 1 triple turret (Sandcaster, Beam Laser(Accurate +1 DM), Missile Launcher)&lt;br /&gt;
*Fuel: 38 tons, allows 1 Jump-2 and 28 days normal operation&lt;br /&gt;
*Cargo: 2 tons internal, normally used to store 20 sand barrels, and 10 missiles&lt;br /&gt;
*Accommodations: 4 double cabins (smallish cramped stateroom, configured with 2-tier bunk-bed, 1 chair, dropdown table, fresher, and 2 footlockers...think World War 2 style warship junior officer quarters)&lt;br /&gt;
*Extras: 50-ton Modular Bay, 4 Advanced Probe Drones, Repair Drones, Fuel Scoops, 1 ton Fuel Processor (20 tons/day), Air Raft&lt;br /&gt;
*Software: Jump Control/2, Maneuver/0, Fire Control/2, Evade/2, Library/1, Intellect&lt;br /&gt;
*Crew Requirement (Minimum): Pilot, Engineer, Gunner&lt;br /&gt;
*Crew Requirement (Average): 3 Pilots, Navigator, Engineer, Gunner&lt;br /&gt;
*Crew Requirement (Full): 3 Pilots + backups, Navigator + Backup, 3 Engineers, 2 Gunners. (Clearly this ship is not designed to be crewed to naval/mega-corporate levels.)&lt;br /&gt;
*Currently fitted with Modular Cargo Bay, which adds: Airlock, 46 tons Cargo. The Cargo Module is also fitted with 2 points of Titanium armor.&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=ISS_Tenalphi_Sunrise&amp;diff=231215</id>
		<title>ISS Tenalphi Sunrise</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=ISS_Tenalphi_Sunrise&amp;diff=231215"/>
		<updated>2013-03-23T04:12:20Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Class: Type SX Frontiersman&lt;br /&gt;
*Hull: 150 ton Streamlined Hull 3, Structure 3&lt;br /&gt;
*Performance: Jump-2, 2-Gs Acceleration, (Capable of Jump-4 with drop tanks, no module attached, and appropriate software. 4-G Acceleration without module)&lt;br /&gt;
*Bridge: Compact Bridge (-1 to tasks due to cramped conditions), Holographic Controls (+2 Initiative)&lt;br /&gt;
*Computer: Model 4, Model 1bis as backup&lt;br /&gt;
*Electronics: Advanced Sensors (+1 DM)&lt;br /&gt;
*Weapons: 1 triple turret (Sandcaster, Beam Laser(Accurate +1 DM), Missile Launcher)&lt;br /&gt;
*Fuel: 38 tons, allows 1 Jump-2 and 28 days normal operation&lt;br /&gt;
*Cargo: 2 tons internal, normally used to store 20 sand barrels, and 10 missiles&lt;br /&gt;
*Accommodations: 4 double cabins (smallish cramped stateroom, configured with 2-tier bunk-bed, 1 chair, dropdown table, fresher, and 2 footlockers...think World War 2 style warship junior officer quarters)&lt;br /&gt;
*Extras: 50-ton Modular Bay, 4 Advanced Probe Drones, Repair Drones, Fuel Scoops, 1 ton Fuel Processor (20 tons/day), Air Raft&lt;br /&gt;
*Software: Jump Control/2, Maneuver/0, Fire Control/2, Evade/2, Library/1, Intellect&lt;br /&gt;
*Crew Requirement (Minimum): Pilot, Engineer, Gunner&lt;br /&gt;
*Crew Requirement (Average): 3 Pilots, Navigator, Engineer, Gunner&lt;br /&gt;
*Currently fitted with Modular Cargo Bay, which adds: Airlock, 46 tons Cargo. The Cargo Module is also fitted with 2 points of Titanium armor.&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=ISS_Tenalphi_Sunrise&amp;diff=231213</id>
		<title>ISS Tenalphi Sunrise</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=ISS_Tenalphi_Sunrise&amp;diff=231213"/>
		<updated>2013-03-23T04:11:34Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Class: Type SX Frontiersman&lt;br /&gt;
*Hull: 150 ton Streamlined Hull 3, Structure 3&lt;br /&gt;
*Performance: Jump-2, 2-Gs Acceleration, (Capable of Jump-4 with drop tanks, no module attached, and appropriate software. 4-G Acceleration without module)&lt;br /&gt;
*Bridge: Compact Bridge (-1 to tasks due to cramped conditions), Holographic Controls (+2 Initiative)&lt;br /&gt;
*Computer: Model 4, Model 1bis as backup&lt;br /&gt;
*Electronics: Advanced Sensors (+1 DM)&lt;br /&gt;
*Weapons: 1 triple turret (Sandcaster, Beam Laser(Accurate +1 DM), Missile Launcher)&lt;br /&gt;
*Fuel: 38 tons, allows 1 Jump-2 and 28 days normal operation&lt;br /&gt;
*Cargo: 2 tons internal, normally used to store 20 sand barrels, and 10 missiles&lt;br /&gt;
*Accommodations: 4 double cabins (smallish cramped stateroom, configured with 2-tier bunk-bed, 1 chair, dropdown table, fresher, and 2 footlockers...think World War 2 style warship junior officer quarters)&lt;br /&gt;
*Extras: 50-ton Modular Bay, 4 Advanced Probe Drones, Fuel Scoops, 1 ton Fuel Processor (20 tons/day), Air Raft&lt;br /&gt;
*Software: Jump Control/2, Maneuver/0, Fire Control/2, Evade/2, Library/1, Intellect&lt;br /&gt;
*Crew Requirement (Minimum): Pilot, Engineer, Gunner&lt;br /&gt;
*Crew Requirement (Average): 3 Pilots, Navigator, Engineer, Gunner&lt;br /&gt;
*Currently fitted with Modular Cargo Bay, which adds: Airlock, 46 tons Cargo. The Cargo Module is also fitted with 2 points of Titanium armor.&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=ISS_Tenalphi_Sunrise&amp;diff=231210</id>
		<title>ISS Tenalphi Sunrise</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=ISS_Tenalphi_Sunrise&amp;diff=231210"/>
		<updated>2013-03-23T03:53:44Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Class: Type SX Frontiersman&lt;br /&gt;
*Hull: 150 ton Streamlined Hull 3, Structure 3&lt;br /&gt;
*Performance: Jump-2, 2-Gs Acceleration, (Capable of Jump-4 with drop tanks, no module attached, and appropriate software. 4-G Acceleration without module)&lt;br /&gt;
*Bridge: Compact Bridge (-1 to tasks due to cramped conditions), Holographic Controls (+2 Initiative)&lt;br /&gt;
*Computer: Model 4, Model 1bis as backup&lt;br /&gt;
*Electronics: Advanced Sensors (+1 DM)&lt;br /&gt;
*Weapons: 1 triple turret (Sandcaster, Beam Laser(Accurate +1 DM), Missile Launcher)&lt;br /&gt;
*Fuel: 38 tons, allows 1 Jump-2 and 28 days normal operation&lt;br /&gt;
*Cargo: 2 tons internal, normally used to store 20 sand barrels, and 10 missiles&lt;br /&gt;
*Accommodations: 4 double cabins (smallish cramped stateroom, configured with 2-tier bunk-bed, 1 chair, dropdown table, fresher, and 2 footlockers...think World War 2 style warship junior officer quarters)&lt;br /&gt;
*Extras: 50-ton Modular Bay, 4 Advanced Probe Drones, Fuel Scoops, 1 ton Fuel Processor (20 tons/day), Air Raft&lt;br /&gt;
*Software: Jump Control/2, Maneuver/0, Fire Control/2, Evade/2, Library/1, Intellect&lt;br /&gt;
&lt;br /&gt;
*Currently fitted with Modular Cargo Bay, which adds: Airlock, 46 tons Cargo. The Cargo Module is also fitted with 2 points of Titanium armor.&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=ISS_Tenalphi_Sunrise&amp;diff=231209</id>
		<title>ISS Tenalphi Sunrise</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=ISS_Tenalphi_Sunrise&amp;diff=231209"/>
		<updated>2013-03-23T03:51:18Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: Created page with &amp;quot;*Class: Type SX Frontiersman *Hull: 150 ton Streamlined Hull 3, Structure 3 *Performance: Jump-2, 2-Gs Acceleration, (Capable of Jump-4 with drop tanks, no module attached, and a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Class: Type SX Frontiersman&lt;br /&gt;
*Hull: 150 ton Streamlined Hull 3, Structure 3&lt;br /&gt;
*Performance: Jump-2, 2-Gs Acceleration, (Capable of Jump-4 with drop tanks, no module attached, and appropriate software. 4-G Acceleration without module)&lt;br /&gt;
*Bridge: Compact Bridge (-1 to tasks due to cramped conditions), Holographic Controls (+2 Initiative)&lt;br /&gt;
*Computer: Model 4, Model 1bis as backup&lt;br /&gt;
*Electronics: Advanced Sensors (+1 DM)&lt;br /&gt;
*Weapons: 1 triple turret (Sandcaster, Beam Laser(Accurate +1 DM), Missile Launcher)&lt;br /&gt;
*Fuel: 38 tons, allows 1 Jump-2 and 28 days normal operation&lt;br /&gt;
*Cargo: 2 tons internal, normally used to store 20 sand barrels, and 10 missiles&lt;br /&gt;
*Accommodations: 4 double cabins (smallish cramped stateroom, configured with 2-tier bunk-bed, 1 chair, dropdown table, fresher, and 2 footlockers...think World War 2 style warship junior officer quarters)&lt;br /&gt;
*Extras: 50-ton Modular Bay, 4 Advanced Probe Drones, Fuel Scoops, 1 ton Fuel Processor (20 tons/day), Air Raft&lt;br /&gt;
*Software: Jump Control/2, Maneuver/0, Fire Control/2, Evade/2, Library/1, Intellect&lt;br /&gt;
&lt;br /&gt;
*Currently fitted with Modular Cargo Bay, which adds: Airlock, 46 tons Cargo. The Cargo is also fitted with 2 points of Titanium armor.&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trouble_In_The_Marches&amp;diff=231207</id>
		<title>Trouble In The Marches</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trouble_In_The_Marches&amp;diff=231207"/>
		<updated>2013-03-23T03:03:14Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: /* ISS Tenalphi Sunrise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Trouble in the Marches is a Mongoose Traveller Play-by-Post campaign run on RPGnet. It is set in mid-1105, in the Spinward Marches of the Third Imperium. Action begins in the Zaibon system.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
===[[Siubh]]===&lt;br /&gt;
*A slender and severe looking Vilani woman in her mid-30s, with some minor fame as an actress/journalist from many years ago.&lt;br /&gt;
&lt;br /&gt;
===[[Angelo Domici]]===&lt;br /&gt;
&lt;br /&gt;
A nearly 40ish free trader, [[Angelo Domici]] has seen sub-1000 ton ships inside and out. While able to serve in any merchant capacity he specializes in speculative trade.&lt;br /&gt;
&lt;br /&gt;
===[[Glavin Terwoun]]===&lt;br /&gt;
Glavin is a well built man who nonetheless moves quickly on his feet. His past is murky and his present holds hints of scandal. All a tad unusual for an archaeologist.&lt;br /&gt;
&lt;br /&gt;
===[[Dav Renox]]===&lt;br /&gt;
&lt;br /&gt;
===[[Safid Al-tabr]]===&lt;br /&gt;
&lt;br /&gt;
==The Ship==&lt;br /&gt;
===[[ISS Tenalphi Sunrise]]===&lt;br /&gt;
A 150 ton Frontiersman class scout vessel, on detached duty under the command of Jackson&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
&lt;br /&gt;
===[[Mag Renox]]===&lt;br /&gt;
A former Marine and Free Trader, Mag is the wife of Dav Renox&lt;br /&gt;
&lt;br /&gt;
==Library/General Information==&lt;br /&gt;
===[[Ship&#039;s Locker]]===&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
OOC Posts: [http://forum.rpg.net/showthread.php?679784-Mongoose-Traveller-Trouble-in-the-Marches]&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trouble_In_The_Marches&amp;diff=231206</id>
		<title>Trouble In The Marches</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trouble_In_The_Marches&amp;diff=231206"/>
		<updated>2013-03-23T03:02:00Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: /* The Ship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Trouble in the Marches is a Mongoose Traveller Play-by-Post campaign run on RPGnet. It is set in mid-1105, in the Spinward Marches of the Third Imperium. Action begins in the Zaibon system.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
===[[Siubh]]===&lt;br /&gt;
*A slender and severe looking Vilani woman in her mid-30s, with some minor fame as an actress/journalist from many years ago.&lt;br /&gt;
&lt;br /&gt;
===[[Angelo Domici]]===&lt;br /&gt;
&lt;br /&gt;
A nearly 40ish free trader, [[Angelo Domici]] has seen sub-1000 ton ships inside and out. While able to serve in any merchant capacity he specializes in speculative trade.&lt;br /&gt;
&lt;br /&gt;
===[[Glavin Terwoun]]===&lt;br /&gt;
Glavin is a well built man who nonetheless moves quickly on his feet. His past is murky and his present holds hints of scandal. All a tad unusual for an archaeologist.&lt;br /&gt;
&lt;br /&gt;
===[[Dav Renox]]===&lt;br /&gt;
&lt;br /&gt;
===[[Safid Al-tabr]]===&lt;br /&gt;
&lt;br /&gt;
==The Ship==&lt;br /&gt;
===[[ISS Tenalphi Sunrise]]===&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
&lt;br /&gt;
===[[Mag Renox]]===&lt;br /&gt;
A former Marine and Free Trader, Mag is the wife of Dav Renox&lt;br /&gt;
&lt;br /&gt;
==Library/General Information==&lt;br /&gt;
===[[Ship&#039;s Locker]]===&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
OOC Posts: [http://forum.rpg.net/showthread.php?679784-Mongoose-Traveller-Trouble-in-the-Marches]&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mag_Renox&amp;diff=231119</id>
		<title>Mag Renox</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mag_Renox&amp;diff=231119"/>
		<updated>2013-03-22T19:26:25Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Campaign&amp;#039;&amp;#039;&amp;#039; http://wiki.rpg.net/index.php/Trouble_In_The_Marches *&amp;#039;&amp;#039;&amp;#039;Ex-Marine Lance Sergeant, Ex-Merchant  *&amp;#039;&amp;#039;&amp;#039;UPP&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;788998&amp;#039;&amp;#039;&amp;#039; *&amp;#039;&amp;#039;&amp;#039;Gender/Species&amp;#039;&amp;#039;&amp;#039; Female Human (Mixed) ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Campaign&#039;&#039;&#039; http://wiki.rpg.net/index.php/Trouble_In_The_Marches&lt;br /&gt;
*&#039;&#039;&#039;Ex-Marine Lance Sergeant, Ex-Merchant &lt;br /&gt;
*&#039;&#039;&#039;UPP&#039;&#039;&#039; &#039;&#039;&#039;788998&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gender/Species&#039;&#039;&#039; Female Human (Mixed)&lt;br /&gt;
*&#039;&#039;&#039;Homeworld&#039;&#039;&#039; Lunion, Lunion Subsector&lt;br /&gt;
*&#039;&#039;&#039;Age&#039;&#039;&#039; 34&lt;br /&gt;
*&#039;&#039;&#039;Hair&#039;&#039;&#039; Blond&lt;br /&gt;
*&#039;&#039;&#039;Eyes&#039;&#039;&#039; Grey-Blue&lt;br /&gt;
&lt;br /&gt;
===Skills:===&lt;br /&gt;
Athletics 0, Battle Dress 0, Tactics 0, Gun Combat(Laser Pistol) 1, Gun Combat(Laser Rifle) 1, Heavy Weapons 0, Stealth 0, Flyer 0, Computer 0, Admin 0, Physical Science 0, Engineer(J-Drive) 2, Medic 1, Mechanic 2, Comms 1, Leadership 1, Persuade 0, Engineer(M-Drive) 1, Zero-G 1&lt;br /&gt;
&lt;br /&gt;
===Equipment / Cash===&lt;br /&gt;
*TL 11 Advanced Laser Pistol w/laser sight(R), smart tracker(R), HUDlink(R)&lt;br /&gt;
*TL 11 Personal HUD&lt;br /&gt;
*TL 11 Combat Armor w/Environment Reader, Magnetic Grapples, Extended Life Support, Computer Weave/1&lt;br /&gt;
*Protec Jumpsuit&lt;br /&gt;
*Protec Business Suit&lt;br /&gt;
*Diplo Vest&lt;br /&gt;
*Tools, lots of tools!&lt;br /&gt;
*Cr30,000&lt;br /&gt;
*Personal Comm w/Commdot&lt;br /&gt;
*Body Pressure Sleeve&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
Mag Renox is an attractive woman who carries herself very professionally in public. In private, with trusted friends, or her husband, she is much more relaxed. Twelve years in the Marines, and four as a free trader have taught her quite a lot about the universe around her, and she does have something of a cynical side. She is deeply in love with Dav, and wasted no time leaving her former berth on the &#039;&#039;Fortune&#039;s Bastard&#039;&#039; to join her husband on his new ship.&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trouble_In_The_Marches&amp;diff=231111</id>
		<title>Trouble In The Marches</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trouble_In_The_Marches&amp;diff=231111"/>
		<updated>2013-03-22T18:31:26Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: /* Mag Renox */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Trouble in the Marches is a Mongoose Traveller Play-by-Post campaign run on RPGnet. It is set in mid-1105, in the Spinward Marches of the Third Imperium. Action begins in the Zaibon system.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
===[[Siubh]]===&lt;br /&gt;
&lt;br /&gt;
===[[Angelo Domici]]===&lt;br /&gt;
&lt;br /&gt;
A nearly 40ish free trader, [[Angelo Domici]] has seen sub-1000 ton ships inside and out. While able to serve in any merchant capacity he specializes in speculative trade.&lt;br /&gt;
&lt;br /&gt;
===[[Glavin Terwoun]]===&lt;br /&gt;
&lt;br /&gt;
===[[Dav Renox]]===&lt;br /&gt;
&lt;br /&gt;
===[[Safid Al-tabr]]===&lt;br /&gt;
&lt;br /&gt;
==The Ship==&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
&lt;br /&gt;
===[[Mag Renox]]===&lt;br /&gt;
A former Marine and Free Trader, Mag is the wife of Dav Renox&lt;br /&gt;
&lt;br /&gt;
==Library/General Information==&lt;br /&gt;
===[[Ship&#039;s Locker]]===&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
OOC Posts: [http://forum.rpg.net/showthread.php?679784-Mongoose-Traveller-Trouble-in-the-Marches]&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trouble_In_The_Marches&amp;diff=231110</id>
		<title>Trouble In The Marches</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trouble_In_The_Marches&amp;diff=231110"/>
		<updated>2013-03-22T18:30:36Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: /* Notable NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Trouble in the Marches is a Mongoose Traveller Play-by-Post campaign run on RPGnet. It is set in mid-1105, in the Spinward Marches of the Third Imperium. Action begins in the Zaibon system.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
===[[Siubh]]===&lt;br /&gt;
&lt;br /&gt;
===[[Angelo Domici]]===&lt;br /&gt;
&lt;br /&gt;
A nearly 40ish free trader, [[Angelo Domici]] has seen sub-1000 ton ships inside and out. While able to serve in any merchant capacity he specializes in speculative trade.&lt;br /&gt;
&lt;br /&gt;
===[[Glavin Terwoun]]===&lt;br /&gt;
&lt;br /&gt;
===[[Dav Renox]]===&lt;br /&gt;
&lt;br /&gt;
===[[Safid Al-tabr]]===&lt;br /&gt;
&lt;br /&gt;
==The Ship==&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
&lt;br /&gt;
===[[Mag Renox]]===&lt;br /&gt;
&lt;br /&gt;
==Library/General Information==&lt;br /&gt;
===[[Ship&#039;s Locker]]===&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
OOC Posts: [http://forum.rpg.net/showthread.php?679784-Mongoose-Traveller-Trouble-in-the-Marches]&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trouble_In_The_Marches&amp;diff=231109</id>
		<title>Trouble In The Marches</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trouble_In_The_Marches&amp;diff=231109"/>
		<updated>2013-03-22T18:29:51Z</updated>

		<summary type="html">&lt;p&gt;DCAnsell: /* Notable NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Trouble in the Marches is a Mongoose Traveller Play-by-Post campaign run on RPGnet. It is set in mid-1105, in the Spinward Marches of the Third Imperium. Action begins in the Zaibon system.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
===[[Siubh]]===&lt;br /&gt;
&lt;br /&gt;
===[[Angelo Domici]]===&lt;br /&gt;
&lt;br /&gt;
A nearly 40ish free trader, [[Angelo Domici]] has seen sub-1000 ton ships inside and out. While able to serve in any merchant capacity he specializes in speculative trade.&lt;br /&gt;
&lt;br /&gt;
===[[Glavin Terwoun]]===&lt;br /&gt;
&lt;br /&gt;
===[[Dav Renox]]===&lt;br /&gt;
&lt;br /&gt;
===[[Safid Al-tabr]]===&lt;br /&gt;
&lt;br /&gt;
==The Ship==&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
[[Mag Renox]]&lt;br /&gt;
&lt;br /&gt;
==Library/General Information==&lt;br /&gt;
===[[Ship&#039;s Locker]]===&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
OOC Posts: [http://forum.rpg.net/showthread.php?679784-Mongoose-Traveller-Trouble-in-the-Marches]&lt;/div&gt;</summary>
		<author><name>DCAnsell</name></author>
	</entry>
</feed>