<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Danny-K</id>
	<title>RPGnet - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Danny-K"/>
	<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php/Special:Contributions/Danny-K"/>
	<updated>2026-05-15T09:03:22Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Delta_Green_Rainshadow&amp;diff=477442</id>
		<title>Delta Green Rainshadow</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Delta_Green_Rainshadow&amp;diff=477442"/>
		<updated>2025-02-27T02:42:51Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: /* Helpful Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Lenticular Cloud Mt Rainier.jpg|250px|thumb|left|&amp;quot;The Mountain is Out&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Campaign Overview=&lt;br /&gt;
&lt;br /&gt;
This is the campaign Wiki for &#039;&#039;&#039;Rainshadow&#039;&#039;&#039;, an atmospheric Delta Green campaign set in the great state of Washington, where all the characters are members of or affiliated with the Washington State Patrol. The title refers to the Olympic and Cascade mountains, that create the state&#039;s distinctive pattern of heavy rain to the West and arid conditions to the East of the big mountains, as the heavy clouds coming off the Pacific can&#039;t make it over the mountain range. &lt;br /&gt;
Mount Rainier in particular is not just a destination, but a landmark for the whole Sound area.  When the rain and fog lift, the snow-capped volcano looms in the distance. Then the locals say to each other &amp;quot;the mountain is out&amp;quot; the way Alaskans talk about snow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
The player-characters within the Serious Criminal Investigations Division.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Player&lt;br /&gt;
! Character&lt;br /&gt;
! HP&lt;br /&gt;
! WP&lt;br /&gt;
! SAN&lt;br /&gt;
! BP&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/regular-guy.168375/ Regular Guy]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/Douglas_Yakama &#039;&#039;&#039;TBA&#039;&#039;&#039; Douglas Yakama, Washington State Patrol Officer]&lt;br /&gt;
|10&lt;br /&gt;
|9&lt;br /&gt;
|60&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/pstjmack.173546/ &#039;&#039;pstjmack&#039;&#039;]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/Jin_Yamamura &#039;&#039;&#039;TBA&#039;&#039;&#039; Jin Yamamura, Psychologist]&lt;br /&gt;
|12&lt;br /&gt;
|11&lt;br /&gt;
|55&lt;br /&gt;
|44&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/maledicta.158912// &#039;&#039;Maledicta&#039;&#039;]&lt;br /&gt;
|[[https://wiki.rpg.net/index.php/James_Finch &#039;&#039;&#039;TBA&#039;&#039;&#039; James Finch, Forensic Specialist]]&lt;br /&gt;
|9&lt;br /&gt;
|13&lt;br /&gt;
|65&lt;br /&gt;
|52&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/roger.26034/ Roger]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/Kyle_Carter &#039;&#039;&#039;TBA&#039;&#039;&#039; Kyle Carter, WSP K-9 Officer]&lt;br /&gt;
|11&lt;br /&gt;
|12&lt;br /&gt;
|60&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/random-task.169029/&#039;&#039;Placeholder&#039;&#039;]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/TRAPPER &#039;&#039;&#039;TBA&#039;&#039;&#039; Placeholder]&lt;br /&gt;
|10&lt;br /&gt;
|14&lt;br /&gt;
|65&lt;br /&gt;
|56&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=House Rules=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spending Willpower to Make Rolls Succeed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can spend your Willpower Points with a 1 point per 5% difference to change failed rolls to successful rolls (but not SAN rolls, damage rolls, or Stat tests, or to change normally successful rolls into crits etc.) This represents making that extra effort of will to achieve a success. Your character &#039;&#039;knows&#039;&#039; they have the skill to accomplish this feat, but for some reason cannot initially. But in doing so, you&#039;re running down your Willpower Points, which can be dangerous. &lt;br /&gt;
&lt;br /&gt;
Remember that you can also spend Willpower to project SAN loss onto Bonds, or to repress insanity. This is different to the above use - and a reminder how important it is to hang on to your WP. Fumbles can cost you WP; resisting interrogation definitely does. They&#039;re also very important for survival in hostile environments - like the bayous of Louisiana.&lt;br /&gt;
&lt;br /&gt;
Remember that you suffer an emotional breakdown when your WP hit 2 or below, and total collapse when you hit 0 WP. You regain 1d6 WP after a full, proper night&#039;s sleep. Exhaustion and sleeplessness cut into that.&lt;br /&gt;
&lt;br /&gt;
=Helpful Resources=&lt;br /&gt;
&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/delta-green-rainshadow.925962// In Character Thread]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/delta-green-rainshadow.925958// Out of Character Thread]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/delta-green-recruitment-washington-state-noir.925679// Recruitment Thread]&lt;br /&gt;
*[https://www.delta-green.com/ Delta-Green.com]&lt;br /&gt;
* [https://drive.google.com/file/d/1CuqPxBf-F-3LTuJ-9GT8DBngMlbywgpL/view/ Delta Green rules tables]&lt;br /&gt;
*[https://en.wikipedia.org/wiki/Washington_State_Patrol// Wikipedia page for the Washington State Patrol]&lt;br /&gt;
*[https://www.google.com/maps/place/Olympia,+WA/@47.0837773,-123.0481819,11z/data=!4m6!3m5!1s0x5491c9c1ae285569:0x4f146197e2881b83!8m2!3d47.0378741!4d-122.9006951!16zL20vMGZ3MXk?entry=ttu&amp;amp;g_ep=EgoyMDI1MDIxOS4xIKXMDSoJLDEwMjExNDU1SAFQAw%3D%3D/ General map of Olympia]&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Delta_Green_Rainshadow&amp;diff=477170</id>
		<title>Delta Green Rainshadow</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Delta_Green_Rainshadow&amp;diff=477170"/>
		<updated>2025-02-23T22:29:41Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Lenticular Cloud Mt Rainier.jpg|250px|thumb|left|&amp;quot;The Mountain is Out&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Campaign Overview=&lt;br /&gt;
&lt;br /&gt;
This is the campaign Wiki for &#039;&#039;&#039;Rainshadow&#039;&#039;&#039;, an atmospheric Delta Green campaign set in the great state of Washington, where all the characters are members of or affiliated with the Washington State Patrol.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
The player-characters within the Serious Criminal Investigations Division.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Player&lt;br /&gt;
! Character&lt;br /&gt;
! HP&lt;br /&gt;
! WP&lt;br /&gt;
! SAN&lt;br /&gt;
! BP&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/regular-guy.168375/ Regular Guy]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/Douglas_Yakama &#039;&#039;&#039;TBA&#039;&#039;&#039; Douglas Yakama, Washington State Patrol Officer]&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|67&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/pstjmack.173546/ &#039;&#039;pstjmack&#039;&#039;]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/Jin_Yamamura &#039;&#039;&#039;TBA&#039;&#039;&#039; Jin Yamamura, Psychologist]&lt;br /&gt;
|12&lt;br /&gt;
|11&lt;br /&gt;
|55&lt;br /&gt;
|44&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/maledicta.158912// &#039;&#039;Maledicta&#039;&#039;]&lt;br /&gt;
|[[https://wiki.rpg.net/index.php/James_Finch &#039;&#039;&#039;TBA&#039;&#039;&#039; James Finch, Forensic Specialist]]&lt;br /&gt;
|9&lt;br /&gt;
|13&lt;br /&gt;
|65&lt;br /&gt;
|52&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/roger.26034/ Roger]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/Kyle_Carter &#039;&#039;&#039;TBA&#039;&#039;&#039; Kyle Carter, WSP K-9 Officer]&lt;br /&gt;
|11&lt;br /&gt;
|12&lt;br /&gt;
|60&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/random-task.169029/&#039;&#039;Placeholder&#039;&#039;]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/TRAPPER &#039;&#039;&#039;TBA&#039;&#039;&#039; Placeholder]&lt;br /&gt;
|10&lt;br /&gt;
|14&lt;br /&gt;
|65&lt;br /&gt;
|56&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=House Rules=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spending Willpower to Make Rolls Succeed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can spend your Willpower Points with a 1 point per 5% difference to change failed rolls to successful rolls (but not SAN rolls, damage rolls, or Stat tests, or to change normally successful rolls into crits etc.) This represents making that extra effort of will to achieve a success. Your character &#039;&#039;knows&#039;&#039; they have the skill to accomplish this feat, but for some reason cannot initially. But in doing so, you&#039;re running down your Willpower Points, which can be dangerous. &lt;br /&gt;
&lt;br /&gt;
Remember that you can also spend Willpower to project SAN loss onto Bonds, or to repress insanity. This is different to the above use - and a reminder how important it is to hang on to your WP. Fumbles can cost you WP; resisting interrogation definitely does. They&#039;re also very important for survival in hostile environments - like the bayous of Louisiana.&lt;br /&gt;
&lt;br /&gt;
Remember that you suffer an emotional breakdown when your WP hit 2 or below, and total collapse when you hit 0 WP. You regain 1d6 WP after a full, proper night&#039;s sleep. Exhaustion and sleeplessness cut into that.&lt;br /&gt;
&lt;br /&gt;
=Helpful Resources=&lt;br /&gt;
&lt;br /&gt;
*[ / In Character Thread]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/delta-green-rainshadow.925958// Out of Character Thread]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/delta-green-recruitment-washington-state-noir.925679// Recruitment Thread]&lt;br /&gt;
*[https://www.delta-green.com/ Delta-Green.com]&lt;br /&gt;
* [https://drive.google.com/file/d/1CuqPxBf-F-3LTuJ-9GT8DBngMlbywgpL/view/ Delta Green rules tables]&lt;br /&gt;
*[https://en.wikipedia.org/wiki/Washington_State_Patrol// Wikipedia page for the Washington State Patrol]&lt;br /&gt;
*[https://www.google.com/maps/place/Olympia,+WA/@47.0837773,-123.0481819,11z/data=!4m6!3m5!1s0x5491c9c1ae285569:0x4f146197e2881b83!8m2!3d47.0378741!4d-122.9006951!16zL20vMGZ3MXk?entry=ttu&amp;amp;g_ep=EgoyMDI1MDIxOS4xIKXMDSoJLDEwMjExNDU1SAFQAw%3D%3D/ General map of Olympia]&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Delta_Green_Rainshadow&amp;diff=477159</id>
		<title>Delta Green Rainshadow</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Delta_Green_Rainshadow&amp;diff=477159"/>
		<updated>2025-02-23T21:08:03Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: /* Helpful Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Lenticular Cloud Mt Rainier.jpg|250px|thumb|left|&amp;quot;The Mountain is Out&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Campaign Overview=&lt;br /&gt;
&lt;br /&gt;
This is the campaign Wiki for &#039;&#039;&#039;Rainshadow&#039;&#039;&#039;, an atmospheric Delta Green campaign set in the great state of Washington, where all the characters are members of or affiliated with the Washington State Patrol.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
The player-characters within the Criminal Investigations Division.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Player&lt;br /&gt;
! Character&lt;br /&gt;
! HP&lt;br /&gt;
! WP&lt;br /&gt;
! SAN&lt;br /&gt;
! BP&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/regular-guy.168375/ Regular Guy]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/Douglas_Yakama &#039;&#039;&#039;TBA&#039;&#039;&#039; Douglas Yakima, Washington State Patrol Officer]&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|67&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/pstjmack.173546/ &#039;&#039;pstjmack&#039;&#039;]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/Jin_Yamamura &#039;&#039;&#039;TBA&#039;&#039;&#039; Jin Yamamura, Psychologist]&lt;br /&gt;
|12&lt;br /&gt;
|11&lt;br /&gt;
|55&lt;br /&gt;
|44&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/maledicta.158912// &#039;&#039;Maledicta&#039;&#039;]&lt;br /&gt;
|[[https://wiki.rpg.net/index.php/James_Finch &#039;&#039;&#039;TBA&#039;&#039;&#039; James Finch, Forensic Specialist]]&lt;br /&gt;
|9&lt;br /&gt;
|13&lt;br /&gt;
|65&lt;br /&gt;
|52&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/roger.26034/ Roger]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/Kyle_Carter &#039;&#039;&#039;TBA&#039;&#039;&#039; Kyle Carter, WSP K-9 Officer]&lt;br /&gt;
|11&lt;br /&gt;
|12&lt;br /&gt;
|60&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/random-task.169029/&#039;&#039;Placeholder&#039;&#039;]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/TRAPPER &#039;&#039;&#039;TBA&#039;&#039;&#039; Placeholder]&lt;br /&gt;
|10&lt;br /&gt;
|14&lt;br /&gt;
|65&lt;br /&gt;
|56&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=House Rules=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spending Willpower to Make Rolls Succeed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can spend your Willpower Points with a 1 point per 5% difference to change failed rolls to successful rolls (but not SAN rolls, damage rolls, or Stat tests, or to change normally successful rolls into crits etc.) This represents making that extra effort of will to achieve a success. Your character &#039;&#039;knows&#039;&#039; they have the skill to accomplish this feat, but for some reason cannot initially. But in doing so, you&#039;re running down your Willpower Points, which can be dangerous. &lt;br /&gt;
&lt;br /&gt;
Remember that you can also spend Willpower to project SAN loss onto Bonds, or to repress insanity. This is different to the above use - and a reminder how important it is to hang on to your WP. Fumbles can cost you WP; resisting interrogation definitely does. They&#039;re also very important for survival in hostile environments - like the bayous of Louisiana.&lt;br /&gt;
&lt;br /&gt;
Remember that you suffer an emotional breakdown when your WP hit 2 or below, and total collapse when you hit 0 WP. You regain 1d6 WP after a full, proper night&#039;s sleep. Exhaustion and sleeplessness cut into that.&lt;br /&gt;
&lt;br /&gt;
=Helpful Resources=&lt;br /&gt;
&lt;br /&gt;
*[ / In Character Thread]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/delta-green-rainshadow.925958// Out of Character Thread]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/delta-green-recruitment-washington-state-noir.925679// Recruitment Thread]&lt;br /&gt;
*[https://www.delta-green.com/ Delta-Green.com]&lt;br /&gt;
* [https://drive.google.com/file/d/1CuqPxBf-F-3LTuJ-9GT8DBngMlbywgpL/view/ Delta Green rules tables]&lt;br /&gt;
*[https://en.wikipedia.org/wiki/Washington_State_Patrol// Wikipedia page for the Washington State Patrol]&lt;br /&gt;
*[https://www.google.com/maps/place/Olympia,+WA/@47.0837773,-123.0481819,11z/data=!4m6!3m5!1s0x5491c9c1ae285569:0x4f146197e2881b83!8m2!3d47.0378741!4d-122.9006951!16zL20vMGZ3MXk?entry=ttu&amp;amp;g_ep=EgoyMDI1MDIxOS4xIKXMDSoJLDEwMjExNDU1SAFQAw%3D%3D/ General map of Olympia]&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Delta_Green_Rainshadow&amp;diff=477157</id>
		<title>Delta Green Rainshadow</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Delta_Green_Rainshadow&amp;diff=477157"/>
		<updated>2025-02-23T21:03:36Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: /* Helpful Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Lenticular Cloud Mt Rainier.jpg|250px|thumb|left|&amp;quot;The Mountain is Out&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Campaign Overview=&lt;br /&gt;
&lt;br /&gt;
This is the campaign Wiki for &#039;&#039;&#039;Rainshadow&#039;&#039;&#039;, an atmospheric Delta Green campaign set in the great state of Washington, where all the characters are members of or affiliated with the Washington State Patrol.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
The player-characters within the Criminal Investigations Division.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Player&lt;br /&gt;
! Character&lt;br /&gt;
! HP&lt;br /&gt;
! WP&lt;br /&gt;
! SAN&lt;br /&gt;
! BP&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/regular-guy.168375/ Regular Guy]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/Douglas_Yakama &#039;&#039;&#039;TBA&#039;&#039;&#039; Douglas Yakima, Washington State Patrol Officer]&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|67&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/pstjmack.173546/ &#039;&#039;pstjmack&#039;&#039;]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/Jin_Yamamura &#039;&#039;&#039;TBA&#039;&#039;&#039; Jin Yamamura, Psychologist]&lt;br /&gt;
|12&lt;br /&gt;
|11&lt;br /&gt;
|55&lt;br /&gt;
|44&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/maledicta.158912// &#039;&#039;Maledicta&#039;&#039;]&lt;br /&gt;
|[[https://wiki.rpg.net/index.php/James_Finch &#039;&#039;&#039;TBA&#039;&#039;&#039; James Finch, Forensic Specialist]]&lt;br /&gt;
|9&lt;br /&gt;
|13&lt;br /&gt;
|65&lt;br /&gt;
|52&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/roger.26034/ Roger]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/Kyle_Carter &#039;&#039;&#039;TBA&#039;&#039;&#039; Kyle Carter, WSP K-9 Officer]&lt;br /&gt;
|11&lt;br /&gt;
|12&lt;br /&gt;
|60&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/random-task.169029/&#039;&#039;Placeholder&#039;&#039;]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/TRAPPER &#039;&#039;&#039;TBA&#039;&#039;&#039; Placeholder]&lt;br /&gt;
|10&lt;br /&gt;
|14&lt;br /&gt;
|65&lt;br /&gt;
|56&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=House Rules=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spending Willpower to Make Rolls Succeed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can spend your Willpower Points with a 1 point per 5% difference to change failed rolls to successful rolls (but not SAN rolls, damage rolls, or Stat tests, or to change normally successful rolls into crits etc.) This represents making that extra effort of will to achieve a success. Your character &#039;&#039;knows&#039;&#039; they have the skill to accomplish this feat, but for some reason cannot initially. But in doing so, you&#039;re running down your Willpower Points, which can be dangerous. &lt;br /&gt;
&lt;br /&gt;
Remember that you can also spend Willpower to project SAN loss onto Bonds, or to repress insanity. This is different to the above use - and a reminder how important it is to hang on to your WP. Fumbles can cost you WP; resisting interrogation definitely does. They&#039;re also very important for survival in hostile environments - like the bayous of Louisiana.&lt;br /&gt;
&lt;br /&gt;
Remember that you suffer an emotional breakdown when your WP hit 2 or below, and total collapse when you hit 0 WP. You regain 1d6 WP after a full, proper night&#039;s sleep. Exhaustion and sleeplessness cut into that.&lt;br /&gt;
&lt;br /&gt;
=Helpful Resources=&lt;br /&gt;
&lt;br /&gt;
*[ / In Character Thread]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/delta-green-rainshadow.925958// Out of Character Thread]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/delta-green-recruitment-washington-state-noir.925679// Recruitment Thread]&lt;br /&gt;
*[https://www.delta-green.com/ Delta-Green.com]&lt;br /&gt;
* [https://drive.google.com/file/d/1CuqPxBf-F-3LTuJ-9GT8DBngMlbywgpL/view/ Delta Green rules tables]&lt;br /&gt;
*[https://www.google.com/maps/place/Olympia,+WA/@47.0837773,-123.0481819,11z/data=!4m6!3m5!1s0x5491c9c1ae285569:0x4f146197e2881b83!8m2!3d47.0378741!4d-122.9006951!16zL20vMGZ3MXk?entry=ttu&amp;amp;g_ep=EgoyMDI1MDIxOS4xIKXMDSoJLDEwMjExNDU1SAFQAw%3D%3D/ General map of Olympia]&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kyle_Carter&amp;diff=477148</id>
		<title>Kyle Carter</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kyle_Carter&amp;diff=477148"/>
		<updated>2025-02-23T20:25:55Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: /* Officer Peanut, K9 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Trooper Kyle Carter===&lt;br /&gt;
&lt;br /&gt;
CON 15, STR 14, POW 12, CHA 11, DEX 10, INT 10&lt;br /&gt;
&lt;br /&gt;
HP: 15, WP: 12, SAN: 60, BP: 48&lt;br /&gt;
&lt;br /&gt;
Alertness 60%&lt;br /&gt;
&lt;br /&gt;
Athletics 50%&lt;br /&gt;
&lt;br /&gt;
Bureaucracy 60%&lt;br /&gt;
&lt;br /&gt;
Criminology 40%&lt;br /&gt;
&lt;br /&gt;
Drive 70%&lt;br /&gt;
&lt;br /&gt;
Firearms 60%&lt;br /&gt;
&lt;br /&gt;
First Aid 30%&lt;br /&gt;
&lt;br /&gt;
HUMINT 70%&lt;br /&gt;
&lt;br /&gt;
Law 50%&lt;br /&gt;
&lt;br /&gt;
Melee Weapons 50%&lt;br /&gt;
&lt;br /&gt;
Navigate 40%&lt;br /&gt;
&lt;br /&gt;
Persuade 40%&lt;br /&gt;
&lt;br /&gt;
Search 60%&lt;br /&gt;
&lt;br /&gt;
Unarmed Combat 80%&lt;br /&gt;
&lt;br /&gt;
Special Training: Handle Animal (Dog) 60%&lt;br /&gt;
&lt;br /&gt;
Bonds: 3: (all start at 11)&lt;br /&gt;
* Peanut (Dog)&lt;br /&gt;
* Julia Carter (nee Benson) (Wife)&lt;br /&gt;
* Emily Carter (daughter)&lt;br /&gt;
&lt;br /&gt;
==Officer Peanut, K9==&lt;br /&gt;
STR 12, CON 13, DEX 13, POW 10&lt;br /&gt;
HP 13 WP 10&lt;br /&gt;
ARMOR: 3 points (1 of fur and skin, 2 of custom kevlar vest)&lt;br /&gt;
SKILLS: Alertness 70%, Track by Smell 80%&lt;br /&gt;
ATTACKS: Bite 50%, damage 1D6&lt;br /&gt;
Knock down 50%, damage special (see KNOCK DOWN)&lt;br /&gt;
KNOCK DOWN: If this attack hits, the dog attempts an opposed STR×5 test against the target. If the dog succeeds, the target is knocked prone.&lt;br /&gt;
&lt;br /&gt;
One of your bonds is filled in with your K9 partner. Mechanically this is treated like a normal Bond, but you cannot use your Charisma to make your dog buy things for you. If your dog is injured, kidnapped or killed, you must test SAN as though the same had happened to a human Bond.&lt;br /&gt;
&lt;br /&gt;
You gain Special Training: Handle Animal (Dog). This is based off your CHA*5. If the Handler isn’t sure whether your dog could understand what you want it to do, this is the skill you roll.&lt;br /&gt;
&lt;br /&gt;
Your K9 partner can understand about 165 words. He can be relied on to recognize when you want him to attack someone, when you want him to hold off, etc. He can be trained to associate more complex drills or maneuvers with a specific phrase, and to carry them out on command. In a fight, your dog acts on his own initiative count.&lt;br /&gt;
&lt;br /&gt;
Your dog may be more sensitive to the Unnatural than you are. This can serve as a useful early warning, or just add another threat vector. Who knows how he’ll behave when confronted with things man’s best friend was not meant to know?&lt;br /&gt;
&lt;br /&gt;
If the dog dies, you lose 1/D6 SAN from Helplessness, or 1/D8 if you see it happen. You’ve also just lost an expensive piece of police issue equipment, likely while doing something you weren’t supposed to be doing.&lt;br /&gt;
&lt;br /&gt;
If your bond with your K9 partner reaches 0 due to irresponsible projection, you can no longer issue him commands. He recognizes that you don’t want him anymore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[https://wiki.rpg.net/index.php/Delta_Green_Rainshadow | Return to Rainshadow Main Page]===&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kyle_Carter&amp;diff=477146</id>
		<title>Kyle Carter</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kyle_Carter&amp;diff=477146"/>
		<updated>2025-02-23T20:24:23Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Trooper Kyle Carter===&lt;br /&gt;
&lt;br /&gt;
CON 15, STR 14, POW 12, CHA 11, DEX 10, INT 10&lt;br /&gt;
&lt;br /&gt;
HP: 15, WP: 12, SAN: 60, BP: 48&lt;br /&gt;
&lt;br /&gt;
Alertness 60%&lt;br /&gt;
&lt;br /&gt;
Athletics 50%&lt;br /&gt;
&lt;br /&gt;
Bureaucracy 60%&lt;br /&gt;
&lt;br /&gt;
Criminology 40%&lt;br /&gt;
&lt;br /&gt;
Drive 70%&lt;br /&gt;
&lt;br /&gt;
Firearms 60%&lt;br /&gt;
&lt;br /&gt;
First Aid 30%&lt;br /&gt;
&lt;br /&gt;
HUMINT 70%&lt;br /&gt;
&lt;br /&gt;
Law 50%&lt;br /&gt;
&lt;br /&gt;
Melee Weapons 50%&lt;br /&gt;
&lt;br /&gt;
Navigate 40%&lt;br /&gt;
&lt;br /&gt;
Persuade 40%&lt;br /&gt;
&lt;br /&gt;
Search 60%&lt;br /&gt;
&lt;br /&gt;
Unarmed Combat 80%&lt;br /&gt;
&lt;br /&gt;
Special Training: Handle Animal (Dog) 60%&lt;br /&gt;
&lt;br /&gt;
Bonds: 3: (all start at 11)&lt;br /&gt;
* Peanut (Dog)&lt;br /&gt;
* Julia Carter (nee Benson) (Wife)&lt;br /&gt;
* Emily Carter (daughter)&lt;br /&gt;
&lt;br /&gt;
==Officer Peanut, K9==&lt;br /&gt;
STR 12, CON 13, DEX 13, POW 10&lt;br /&gt;
HP 13 WP 10&lt;br /&gt;
ARMOR: 3 points (1 of fur and skin, 2 of custom kevlar vest)&lt;br /&gt;
SKILLS: Alertness 70%, Track by Smell 80%&lt;br /&gt;
ATTACKS: Bite 50%, damage 1D6&lt;br /&gt;
Knock down 50%, damage special (see KNOCK DOWN)&lt;br /&gt;
KNOCK DOWN: If this attack hits, the dog attempts an opposed STR×5 test against the target. If the dog succeeds, the target is knocked prone&lt;br /&gt;
&lt;br /&gt;
One of your bonds is filled in with your K9 partner. Mechanically this is treated like a normal Bond, but you cannot use your Charisma to make your dog buy things for you. If your dog is injured, kidnapped or killed, you must test SAN as though the same had happened to a human Bond.&lt;br /&gt;
&lt;br /&gt;
You gain Special Training: Handle Animal (Dog). This is based off your CHA*5. If the Handler isn’t sure whether your dog could understand what you want it to do, this is the skill you roll.&lt;br /&gt;
&lt;br /&gt;
Your K9 partner can understand about 165 words. He can be relied on to recognize when you want him to attack someone, when you want him to hold off, etc. He can be trained to associate more complex drills or maneuvers with a specific phrase, and to carry them out on command. In a fight, your dog acts on his own initiative count.&lt;br /&gt;
&lt;br /&gt;
Your dog may be more sensitive to the Unnatural than you are. This can serve as a useful early warning, or just add another threat vector. Who knows how he’ll behave when confronted with things man’s best friend was not meant to know?&lt;br /&gt;
&lt;br /&gt;
If the dog dies, you lose 1/D6 SAN from Helplessness, or 1/D8 if you see it happen. You’ve also just lost an expensive piece of police issue equipment, likely while doing something you weren’t supposed to be doing.&lt;br /&gt;
&lt;br /&gt;
If your bond with your K9 partner reaches 0 due to irresponsible projection, you can no longer issue him commands. He recognizes that you don’t want him anymore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[https://wiki.rpg.net/index.php/Delta_Green_Rainshadow | Return to Rainshadow Main Page]===&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kyle_Carter&amp;diff=477145</id>
		<title>Kyle Carter</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kyle_Carter&amp;diff=477145"/>
		<updated>2025-02-23T20:19:17Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trooper Kyle Carter&lt;br /&gt;
&lt;br /&gt;
CON 15, STR 14, POW 12, CHA 11, DEX 10, INT 10&lt;br /&gt;
&lt;br /&gt;
HP: 15, WP: 12, SAN: 60, BP: 48&lt;br /&gt;
&lt;br /&gt;
Alertness 60%&lt;br /&gt;
&lt;br /&gt;
Athletics 50%&lt;br /&gt;
&lt;br /&gt;
Bureaucracy 60%&lt;br /&gt;
&lt;br /&gt;
Criminology 40%&lt;br /&gt;
&lt;br /&gt;
Drive 70%&lt;br /&gt;
&lt;br /&gt;
Firearms 60%&lt;br /&gt;
&lt;br /&gt;
First Aid 30%&lt;br /&gt;
&lt;br /&gt;
HUMINT 70%&lt;br /&gt;
&lt;br /&gt;
Law 50%&lt;br /&gt;
&lt;br /&gt;
Melee Weapons 50%&lt;br /&gt;
&lt;br /&gt;
Navigate 40%&lt;br /&gt;
&lt;br /&gt;
Persuade 40%&lt;br /&gt;
&lt;br /&gt;
Search 60%&lt;br /&gt;
&lt;br /&gt;
Unarmed Combat 80%&lt;br /&gt;
&lt;br /&gt;
Special Training: Handle Animal (Dog) 60%&lt;br /&gt;
&lt;br /&gt;
Bonds: 3: (all start at 11)&lt;br /&gt;
* Peanut (Dog)&lt;br /&gt;
* Julia Carter (nee Benson) (Wife)&lt;br /&gt;
* Emily Carter (daughter)&lt;br /&gt;
&lt;br /&gt;
==[https://wiki.rpg.net/index.php/Delta_Green_Rainshadow | Return to Rainshadow Main Page]==&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=James_Finch&amp;diff=477144</id>
		<title>James Finch</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=James_Finch&amp;diff=477144"/>
		<updated>2025-02-23T20:18:53Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: /* | Return to Rainshadow Main Page */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Agent Name:&#039;&#039;&#039; James Theodore Finch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Code Name:&#039;&#039;&#039; TBD&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Profession:&#039;&#039;&#039; Crime scene investigator, Washington State Patrol&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Nationality:&#039;&#039;&#039; American&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Sex (Age):&#039;&#039;&#039; Male (41)&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Education:&#039;&#039;&#039; Master in Anthropology, Washington State University Vancouver&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Statistics=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Score&lt;br /&gt;
!x5&lt;br /&gt;
!What Others Notice&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strength&#039;&#039;&#039;&lt;br /&gt;
|10&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Constitution&#039;&#039;&#039;&lt;br /&gt;
|10&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dexterity&#039;&#039;&#039;&lt;br /&gt;
|10&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Intelligence&#039;&#039;&#039;&lt;br /&gt;
|17&lt;br /&gt;
|85&lt;br /&gt;
|Analytical&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
|13&lt;br /&gt;
|65&lt;br /&gt;
|Strong-Willed&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charisma&#039;&#039;&#039;&lt;br /&gt;
|12&lt;br /&gt;
|60&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Derived Attributes==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Current&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hit Points (HP)&#039;&#039;&#039;&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Willpower (WP)&#039;&#039;&#039;&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sanity (SAN)&#039;&#039;&#039;&lt;br /&gt;
|99&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Breaking Point (BP)&#039;&#039;&#039;&lt;br /&gt;
|52&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Incidents of SAN loss without going insane==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violence&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Helplessness&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Bonds=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Score&lt;br /&gt;
|-&lt;br /&gt;
|Marcus, ex-boyfriend (Vancouver) &lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Keith, widowed father (Vancouver)&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|truth_seeker_71, another user on a nice folklore forum&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Mrs Donovan, elderly neighbour who I suspect is more than she seems&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Motivations and Mental Disorders==&lt;br /&gt;
&lt;br /&gt;
Disorder:&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|Total&lt;br /&gt;
|&lt;br /&gt;
|Total&lt;br /&gt;
|&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
|Accounting (10%)&lt;br /&gt;
|&lt;br /&gt;
|First Aid (10%)&lt;br /&gt;
|&lt;br /&gt;
|Science (0%)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Alertness (20%) &lt;br /&gt;
|&lt;br /&gt;
|Forensics (0%) &lt;br /&gt;
|60&lt;br /&gt;
|Search (20%) &lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|Anthropology (0%)&lt;br /&gt;
|70&lt;br /&gt;
|Heavy Weapons (0%)&lt;br /&gt;
|&lt;br /&gt;
|SIGINT (0%)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Archeology (0%)&lt;br /&gt;
|40&lt;br /&gt;
|History (10%)&lt;br /&gt;
|60&lt;br /&gt;
|Stealth (10%) &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Art (0%):&lt;br /&gt;
|Drawing 40&lt;br /&gt;
|HUMINT (10%) &lt;br /&gt;
|&lt;br /&gt;
|Surgery (0%)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artillery (0%)&lt;br /&gt;
|&lt;br /&gt;
|Law (0%) &lt;br /&gt;
|20&lt;br /&gt;
|Survival (10%) &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Athletics (30%) &lt;br /&gt;
|&lt;br /&gt;
|Medicine (0%)&lt;br /&gt;
|&lt;br /&gt;
|Swim (20%)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bureaucracy (10%) &lt;br /&gt;
|40&lt;br /&gt;
|Melee Weapons (30%)&lt;br /&gt;
|&lt;br /&gt;
|Unarmed Combat (40%) &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Computer Science (0%)&lt;br /&gt;
|&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot;|Military Science (0%)&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:bottom;&amp;quot;|&lt;br /&gt;
|Unnatural (0%)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Craft (0%) &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Criminology (10%) &lt;br /&gt;
|30&lt;br /&gt;
|Navigate (10%) &lt;br /&gt;
|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;Foreign Languages and Other Skills:&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Demolitions (0%)&lt;br /&gt;
|&lt;br /&gt;
|Occult (10%) &lt;br /&gt;
|40&lt;br /&gt;
|Language (Lushootseed/Puget Sound Salish)&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|Disguise (10%)&lt;br /&gt;
|&lt;br /&gt;
|Persuade (20%) &lt;br /&gt;
|40&lt;br /&gt;
|Language (German)&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|Dodge (30%) &lt;br /&gt;
| &lt;br /&gt;
|Pharmacy (0%)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drive Auto (20%) &lt;br /&gt;
|&lt;br /&gt;
|Pilot (0%):&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drive Heavy Machine (10%)&lt;br /&gt;
|&lt;br /&gt;
|Psychotherapy (10%)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Firearms (20%) &lt;br /&gt;
|&lt;br /&gt;
|Ride (10%) &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Physical Injuries and Ailments=&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Has First Aid been attempted since your last injury? If yes, only Medicine, Surgery, or long-term rest can help further&lt;br /&gt;
&lt;br /&gt;
=Armor and Equipment=&lt;br /&gt;
ID card, flashlight, notebook and pen, laptop and charger, specimen bags, tweezers, assorted archaeological tools&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Skill %&lt;br /&gt;
|Weapon&lt;br /&gt;
|Base Range&lt;br /&gt;
|Damage&lt;br /&gt;
|Armor Piercing&lt;br /&gt;
|Kill Damage&lt;br /&gt;
|Kill Radius&lt;br /&gt;
|Shots&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Personal Details, Work Performance, Special Training and Other Notes=&lt;br /&gt;
&lt;br /&gt;
James, or Jamie to almost anyone except his dad, hails from Vancouver, a town situated in south-west  Washington State that belongs to the Portland metropolitan area. After he completed his studies in cultural and forensic anthropology, he relocated to Olympia, leaving behind his widowed father and his ex-boyfriend Marcus, who had opted for a career in academia. Jamie is somewhat of an introvert, but friendly enough when engaging in social activities. One of his favourite topics is strange disappearances, such as the case of D.B. Cooper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[https://wiki.rpg.net/index.php/Delta_Green_Rainshadow | Return to Rainshadow Main Page]===&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=James_Finch&amp;diff=477143</id>
		<title>James Finch</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=James_Finch&amp;diff=477143"/>
		<updated>2025-02-23T20:18:36Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Agent Name:&#039;&#039;&#039; James Theodore Finch&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Code Name:&#039;&#039;&#039; TBD&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Profession:&#039;&#039;&#039; Crime scene investigator, Washington State Patrol&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Nationality:&#039;&#039;&#039; American&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Sex (Age):&#039;&#039;&#039; Male (41)&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Education:&#039;&#039;&#039; Master in Anthropology, Washington State University Vancouver&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Statistics=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Score&lt;br /&gt;
!x5&lt;br /&gt;
!What Others Notice&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strength&#039;&#039;&#039;&lt;br /&gt;
|10&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Constitution&#039;&#039;&#039;&lt;br /&gt;
|10&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dexterity&#039;&#039;&#039;&lt;br /&gt;
|10&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Intelligence&#039;&#039;&#039;&lt;br /&gt;
|17&lt;br /&gt;
|85&lt;br /&gt;
|Analytical&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
|13&lt;br /&gt;
|65&lt;br /&gt;
|Strong-Willed&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charisma&#039;&#039;&#039;&lt;br /&gt;
|12&lt;br /&gt;
|60&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Derived Attributes==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Current&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hit Points (HP)&#039;&#039;&#039;&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Willpower (WP)&#039;&#039;&#039;&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sanity (SAN)&#039;&#039;&#039;&lt;br /&gt;
|99&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Breaking Point (BP)&#039;&#039;&#039;&lt;br /&gt;
|52&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Incidents of SAN loss without going insane==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violence&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Helplessness&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Bonds=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Score&lt;br /&gt;
|-&lt;br /&gt;
|Marcus, ex-boyfriend (Vancouver) &lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Keith, widowed father (Vancouver)&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|truth_seeker_71, another user on a nice folklore forum&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Mrs Donovan, elderly neighbour who I suspect is more than she seems&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Motivations and Mental Disorders==&lt;br /&gt;
&lt;br /&gt;
Disorder:&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|Total&lt;br /&gt;
|&lt;br /&gt;
|Total&lt;br /&gt;
|&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
|Accounting (10%)&lt;br /&gt;
|&lt;br /&gt;
|First Aid (10%)&lt;br /&gt;
|&lt;br /&gt;
|Science (0%)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Alertness (20%) &lt;br /&gt;
|&lt;br /&gt;
|Forensics (0%) &lt;br /&gt;
|60&lt;br /&gt;
|Search (20%) &lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|Anthropology (0%)&lt;br /&gt;
|70&lt;br /&gt;
|Heavy Weapons (0%)&lt;br /&gt;
|&lt;br /&gt;
|SIGINT (0%)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Archeology (0%)&lt;br /&gt;
|40&lt;br /&gt;
|History (10%)&lt;br /&gt;
|60&lt;br /&gt;
|Stealth (10%) &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Art (0%):&lt;br /&gt;
|Drawing 40&lt;br /&gt;
|HUMINT (10%) &lt;br /&gt;
|&lt;br /&gt;
|Surgery (0%)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artillery (0%)&lt;br /&gt;
|&lt;br /&gt;
|Law (0%) &lt;br /&gt;
|20&lt;br /&gt;
|Survival (10%) &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Athletics (30%) &lt;br /&gt;
|&lt;br /&gt;
|Medicine (0%)&lt;br /&gt;
|&lt;br /&gt;
|Swim (20%)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bureaucracy (10%) &lt;br /&gt;
|40&lt;br /&gt;
|Melee Weapons (30%)&lt;br /&gt;
|&lt;br /&gt;
|Unarmed Combat (40%) &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Computer Science (0%)&lt;br /&gt;
|&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot;|Military Science (0%)&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:bottom;&amp;quot;|&lt;br /&gt;
|Unnatural (0%)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Craft (0%) &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Criminology (10%) &lt;br /&gt;
|30&lt;br /&gt;
|Navigate (10%) &lt;br /&gt;
|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;Foreign Languages and Other Skills:&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Demolitions (0%)&lt;br /&gt;
|&lt;br /&gt;
|Occult (10%) &lt;br /&gt;
|40&lt;br /&gt;
|Language (Lushootseed/Puget Sound Salish)&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|Disguise (10%)&lt;br /&gt;
|&lt;br /&gt;
|Persuade (20%) &lt;br /&gt;
|40&lt;br /&gt;
|Language (German)&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|Dodge (30%) &lt;br /&gt;
| &lt;br /&gt;
|Pharmacy (0%)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drive Auto (20%) &lt;br /&gt;
|&lt;br /&gt;
|Pilot (0%):&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drive Heavy Machine (10%)&lt;br /&gt;
|&lt;br /&gt;
|Psychotherapy (10%)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Firearms (20%) &lt;br /&gt;
|&lt;br /&gt;
|Ride (10%) &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Physical Injuries and Ailments=&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Has First Aid been attempted since your last injury? If yes, only Medicine, Surgery, or long-term rest can help further&lt;br /&gt;
&lt;br /&gt;
=Armor and Equipment=&lt;br /&gt;
ID card, flashlight, notebook and pen, laptop and charger, specimen bags, tweezers, assorted archaeological tools&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Skill %&lt;br /&gt;
|Weapon&lt;br /&gt;
|Base Range&lt;br /&gt;
|Damage&lt;br /&gt;
|Armor Piercing&lt;br /&gt;
|Kill Damage&lt;br /&gt;
|Kill Radius&lt;br /&gt;
|Shots&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Personal Details, Work Performance, Special Training and Other Notes=&lt;br /&gt;
&lt;br /&gt;
James, or Jamie to almost anyone except his dad, hails from Vancouver, a town situated in south-west  Washington State that belongs to the Portland metropolitan area. After he completed his studies in cultural and forensic anthropology, he relocated to Olympia, leaving behind his widowed father and his ex-boyfriend Marcus, who had opted for a career in academia. Jamie is somewhat of an introvert, but friendly enough when engaging in social activities. One of his favourite topics is strange disappearances, such as the case of D.B. Cooper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[https://wiki.rpg.net/index.php/Delta_Green_Rainshadow | Return to Rainshadow Main Page]==&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jin_Yamamura&amp;diff=477142</id>
		<title>Jin Yamamura</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jin_Yamamura&amp;diff=477142"/>
		<updated>2025-02-23T20:18:13Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Agent Name:&#039;&#039;&#039; Jin Yamamura&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Code Name:&#039;&#039;&#039; TBD&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Profession:&#039;&#039;&#039; Washington State Police psychologist&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Nationality:&#039;&#039;&#039; Japanese America&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Sex (Age):&#039;&#039;&#039; Male (38)&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Education:&#039;&#039;&#039; University of Washington&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Statistics=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Score&lt;br /&gt;
!x5&lt;br /&gt;
!What Others Notice&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strength&#039;&#039;&#039;&lt;br /&gt;
|9&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Constitution&#039;&#039;&#039;&lt;br /&gt;
|11&lt;br /&gt;
|55&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dexterity&#039;&#039;&#039;&lt;br /&gt;
|13&lt;br /&gt;
|65&lt;br /&gt;
|Quick&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Intelligence&#039;&#039;&#039;&lt;br /&gt;
|15&lt;br /&gt;
|75&lt;br /&gt;
|Incisive&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
|11&lt;br /&gt;
|55&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charisma&#039;&#039;&#039;&lt;br /&gt;
|13&lt;br /&gt;
|65&lt;br /&gt;
|Reassuring&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Derived Attributes==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Current&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hit Points (HP)&#039;&#039;&#039;&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Willpower (WP)&#039;&#039;&#039;&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sanity (SAN)&#039;&#039;&#039;&lt;br /&gt;
|55&lt;br /&gt;
|55&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Breaking Point (BP)&#039;&#039;&#039;&lt;br /&gt;
|44&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Incidents of SAN loss without going insane==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violence&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Helplessness&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Bonds=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Score&lt;br /&gt;
|-&lt;br /&gt;
|Wife, Annalise &lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|Son Aaron&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|Washington Backcountry Hunters &amp;amp; Anglers&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Motivations and Mental Disorders==&lt;br /&gt;
&lt;br /&gt;
Disorder:&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|Total&lt;br /&gt;
|&lt;br /&gt;
|Total&lt;br /&gt;
|&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
|Accounting (10%)&lt;br /&gt;
|&lt;br /&gt;
|First Aid (10%)&lt;br /&gt;
|60&lt;br /&gt;
|Science (Psychology) (0%)&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|Alertness (20%) &lt;br /&gt;
|60&lt;br /&gt;
|Forensics (0%) &lt;br /&gt;
|&lt;br /&gt;
|Search (20%) &lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|Anthropology (0%)&lt;br /&gt;
|&lt;br /&gt;
|Heavy Weapons (0%)&lt;br /&gt;
|&lt;br /&gt;
|SIGINT (0%)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Archeology (0%)&lt;br /&gt;
|&lt;br /&gt;
|History (10%)&lt;br /&gt;
|&lt;br /&gt;
|Stealth (10%) &lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|Art (0%):&lt;br /&gt;
|&lt;br /&gt;
|HUMINT (10%) &lt;br /&gt;
|70&lt;br /&gt;
|Surgery (0%)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artillery (0%)&lt;br /&gt;
|&lt;br /&gt;
|Law (0%) &lt;br /&gt;
|&lt;br /&gt;
|Survival (10%) &lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Athletics (30%) &lt;br /&gt;
|&lt;br /&gt;
|Medicine (0%)&lt;br /&gt;
|60&lt;br /&gt;
|Swim (20%)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bureaucracy (10%) &lt;br /&gt;
|50&lt;br /&gt;
|Melee Weapons (30%)&lt;br /&gt;
|&lt;br /&gt;
|Unarmed Combat (40%) &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Computer Science (0%)&lt;br /&gt;
|&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot;|Military Science (0%)&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:bottom;&amp;quot;|&lt;br /&gt;
|Unnatural (0%)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Craft (0%) &lt;br /&gt;
|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;Foreign Languages and Other Skills:&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Criminology (10%) &lt;br /&gt;
|&lt;br /&gt;
|Navigate (10%) &lt;br /&gt;
|&lt;br /&gt;
|Language &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Demolitions (0%)&lt;br /&gt;
|&lt;br /&gt;
|Occult (10%) &lt;br /&gt;
|&lt;br /&gt;
|Language (Japanese)&lt;br /&gt;
|20%&lt;br /&gt;
|-&lt;br /&gt;
|Disguise (10%)&lt;br /&gt;
|&lt;br /&gt;
|Persuade (20%) &lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dodge (30%) &lt;br /&gt;
| &lt;br /&gt;
|Pharmacy (0%)&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drive Auto (20%) &lt;br /&gt;
|&lt;br /&gt;
|Pilot (0%):&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drive Heavy Machine (10%)&lt;br /&gt;
|&lt;br /&gt;
|Psychotherapy (10%)&lt;br /&gt;
|60&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Firearms (20%) &lt;br /&gt;
|40&lt;br /&gt;
|Ride (10%) &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Physical Injuries and Ailments=&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Has First Aid been attempted since your last injury? If yes, only Medicine, Surgery, or long-term rest can help further&lt;br /&gt;
&lt;br /&gt;
=Armor and Equipment=&lt;br /&gt;
&lt;br /&gt;
Police badge and identification card, medium pistol, deer rifle, spare ammo, suppressor, telescopic sight, hi-vis hunting vest, hunting knife, radio, vest with identification, gloves, binoculars, high-power flashlight, first aid kit, pharmaceuticals.&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Skill %&lt;br /&gt;
|Weapon&lt;br /&gt;
|Base Range&lt;br /&gt;
|Damage&lt;br /&gt;
|Armor Piercing&lt;br /&gt;
|Kill Damage&lt;br /&gt;
|Kill Radius&lt;br /&gt;
|Shots&lt;br /&gt;
|-&lt;br /&gt;
|Firearms 40%&lt;br /&gt;
|H&amp;amp;K VP9 Tactical, 9mm&lt;br /&gt;
|15M&lt;br /&gt;
|1d10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Firearms 40%&lt;br /&gt;
|Proof Research MTR&lt;br /&gt;
|150M&lt;br /&gt;
|1D112+2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Personal Details, Work Performance, Special Training and Other Notes=&lt;br /&gt;
&lt;br /&gt;
Jin is a Japanese American who relocated out of Seattle way back, drawn by the call of the wild. In his free time, there&#039;s nothing he likes so much as hiking up in the mountains with his deer rifle. As a psychologist, he provides both counselling and expert support to the WSP.&lt;br /&gt;
&lt;br /&gt;
==[https://wiki.rpg.net/index.php/Delta_Green_Rainshadow | Return to Rainshadow Main Page]==&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Douglas_Yakama&amp;diff=477141</id>
		<title>Douglas Yakama</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Douglas_Yakama&amp;diff=477141"/>
		<updated>2025-02-23T20:17:35Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: /* Personal Details, Work Performance, Special Training and Other Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Agent Name:&#039;&#039;&#039; Douglas Yakama&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Code Name:&#039;&#039;&#039; TBD&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Profession:&#039;&#039;&#039; Washington State Police; Missing and Unidentified Person&#039;s Unit&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Nationality:&#039;&#039;&#039; American/ Native American&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Sex (Age):&#039;&#039;&#039; Male (44)&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Education:&#039;&#039;&#039; University of Oregon, Washington State Police Academy&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Statistics=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Score&lt;br /&gt;
!x5&lt;br /&gt;
!What Others Notice&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strength&#039;&#039;&#039;&lt;br /&gt;
|10&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Constitution&#039;&#039;&#039;&lt;br /&gt;
|10&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dexterity&#039;&#039;&#039;&lt;br /&gt;
|11&lt;br /&gt;
|55&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Intelligence&#039;&#039;&#039;&lt;br /&gt;
|15&lt;br /&gt;
|75&lt;br /&gt;
|Smart&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
|9&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charisma&#039;&#039;&#039;&lt;br /&gt;
|14&lt;br /&gt;
|70&lt;br /&gt;
|Charming&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Derived Attributes==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Current&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hit Points (HP)&#039;&#039;&#039;&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Willpower (WP)&#039;&#039;&#039;&lt;br /&gt;
|9&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sanity (SAN)&#039;&#039;&#039;&lt;br /&gt;
|60&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Breaking Point (BP)&#039;&#039;&#039;&lt;br /&gt;
|48&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Incidents of SAN loss without going insane==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violence&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&#039;&#039;Adapted&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Helplessness&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Bonds=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Score&lt;br /&gt;
|-&lt;br /&gt;
|FTO, Retired &lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|Early Partner&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|FBI Agent in Seattle&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Motivations and Mental Disorders==&lt;br /&gt;
&lt;br /&gt;
Disorder:&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|Total&lt;br /&gt;
|&lt;br /&gt;
|Total&lt;br /&gt;
|&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
|Accounting (10%)&lt;br /&gt;
|20&lt;br /&gt;
|First Aid (10%)&lt;br /&gt;
|&lt;br /&gt;
|Science (0%)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Alertness (20%) &lt;br /&gt;
|60&lt;br /&gt;
|Forensics (0%) &lt;br /&gt;
|50&lt;br /&gt;
|Search (20%) &lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Anthropology (0%)&lt;br /&gt;
|20&lt;br /&gt;
|Heavy Weapons (0%)&lt;br /&gt;
|&lt;br /&gt;
|SIGINT (0%)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Archeology (0%)&lt;br /&gt;
|&lt;br /&gt;
|History (10%)&lt;br /&gt;
|30&lt;br /&gt;
|Stealth (10%) &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Art (0%):&lt;br /&gt;
|&lt;br /&gt;
|HUMINT (10%) &lt;br /&gt;
|70&lt;br /&gt;
|Surgery (0%)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artillery (0%)&lt;br /&gt;
|&lt;br /&gt;
|Law (0%) &lt;br /&gt;
|50&lt;br /&gt;
|Survival (10%) &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Athletics (30%) &lt;br /&gt;
|&lt;br /&gt;
|Medicine (0%)&lt;br /&gt;
|&lt;br /&gt;
|Swim (20%)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bureaucracy (10%) &lt;br /&gt;
|60&lt;br /&gt;
|Melee Weapons (30%)&lt;br /&gt;
|&lt;br /&gt;
|Unarmed Combat (40%) &lt;br /&gt;
|60 &lt;br /&gt;
|-&lt;br /&gt;
|Computer Science (0%)&lt;br /&gt;
|10&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot;|Military Science (0%)&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:bottom;&amp;quot;|&lt;br /&gt;
|Unnatural (0%)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Craft (0%) &lt;br /&gt;
|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;Foreign Languages and Other Skills:&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Criminology (10%) &lt;br /&gt;
|70&lt;br /&gt;
|Navigate (10%) &lt;br /&gt;
|20&lt;br /&gt;
|Language &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Demolitions (0%)&lt;br /&gt;
|&lt;br /&gt;
|Occult (10%) &lt;br /&gt;
|20&lt;br /&gt;
|Language &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Disguise (10%)&lt;br /&gt;
|&lt;br /&gt;
|Persuade (20%) &lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dodge (30%) &lt;br /&gt;
| &lt;br /&gt;
|Pharmacy (0%)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drive Auto (20%) &lt;br /&gt;
|40&lt;br /&gt;
|Pilot (0%):&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drive Heavy Machine (10%)&lt;br /&gt;
|&lt;br /&gt;
|Psychotherapy (10%)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Firearms (20%) &lt;br /&gt;
|50&lt;br /&gt;
|Ride (10%) &lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Physical Injuries and Ailments=&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Has First Aid been attempted since your last injury? If yes, only Medicine, Surgery, or long-term rest can help further&lt;br /&gt;
&lt;br /&gt;
=Armor and Equipment=&lt;br /&gt;
&lt;br /&gt;
Police badge and identification card, semi-automatic shotgun, medium pistol, pepper spray cannister, radio, flexible cuffs, reinforced Kevlar vest, vest with identification, gloves, binoculars, high-power flashlight, Forensics kit.&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Skill %&lt;br /&gt;
|Weapon&lt;br /&gt;
|Base Range&lt;br /&gt;
|Damage&lt;br /&gt;
|Armor Piercing&lt;br /&gt;
|Kill Damage&lt;br /&gt;
|Kill Radius&lt;br /&gt;
|Shots&lt;br /&gt;
|-&lt;br /&gt;
|Firearms 50%&lt;br /&gt;
|Sig Sauer P320, 9mm&lt;br /&gt;
|15M&lt;br /&gt;
|1d12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|10/19/33&lt;br /&gt;
|-&lt;br /&gt;
|Firearms 50%&lt;br /&gt;
|Remington 870, 12ga&lt;br /&gt;
|75M&lt;br /&gt;
|2d6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Personal Details, Work Performance, Special Training and Other Notes=&lt;br /&gt;
&lt;br /&gt;
==[https://wiki.rpg.net/index.php/Delta_Green_Rainshadow | Return to Rainshadow Main Page]==&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Douglas_Yakama&amp;diff=477140</id>
		<title>Douglas Yakama</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Douglas_Yakama&amp;diff=477140"/>
		<updated>2025-02-23T20:11:20Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Agent Name:&#039;&#039;&#039; Douglas Yakama&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Code Name:&#039;&#039;&#039; TBD&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Profession:&#039;&#039;&#039; Washington State Police; Missing and Unidentified Person&#039;s Unit&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Nationality:&#039;&#039;&#039; American/ Native American&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Sex (Age):&#039;&#039;&#039; Male (44)&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Education:&#039;&#039;&#039; University of Oregon, Washington State Police Academy&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Statistics=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Score&lt;br /&gt;
!x5&lt;br /&gt;
!What Others Notice&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strength&#039;&#039;&#039;&lt;br /&gt;
|10&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Constitution&#039;&#039;&#039;&lt;br /&gt;
|10&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dexterity&#039;&#039;&#039;&lt;br /&gt;
|11&lt;br /&gt;
|55&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Intelligence&#039;&#039;&#039;&lt;br /&gt;
|15&lt;br /&gt;
|75&lt;br /&gt;
|Smart&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
|9&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Charisma&#039;&#039;&#039;&lt;br /&gt;
|14&lt;br /&gt;
|70&lt;br /&gt;
|Charming&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Derived Attributes==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Current&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hit Points (HP)&#039;&#039;&#039;&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Willpower (WP)&#039;&#039;&#039;&lt;br /&gt;
|9&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sanity (SAN)&#039;&#039;&#039;&lt;br /&gt;
|60&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Breaking Point (BP)&#039;&#039;&#039;&lt;br /&gt;
|48&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Incidents of SAN loss without going insane==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violence&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&#039;&#039;Adapted&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Helplessness&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Bonds=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Score&lt;br /&gt;
|-&lt;br /&gt;
|FTO, Retired &lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|Early Partner&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|FBI Agent in Seattle&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Motivations and Mental Disorders==&lt;br /&gt;
&lt;br /&gt;
Disorder:&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|Total&lt;br /&gt;
|&lt;br /&gt;
|Total&lt;br /&gt;
|&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
|Accounting (10%)&lt;br /&gt;
|20&lt;br /&gt;
|First Aid (10%)&lt;br /&gt;
|&lt;br /&gt;
|Science (0%)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Alertness (20%) &lt;br /&gt;
|60&lt;br /&gt;
|Forensics (0%) &lt;br /&gt;
|50&lt;br /&gt;
|Search (20%) &lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Anthropology (0%)&lt;br /&gt;
|20&lt;br /&gt;
|Heavy Weapons (0%)&lt;br /&gt;
|&lt;br /&gt;
|SIGINT (0%)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Archeology (0%)&lt;br /&gt;
|&lt;br /&gt;
|History (10%)&lt;br /&gt;
|30&lt;br /&gt;
|Stealth (10%) &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Art (0%):&lt;br /&gt;
|&lt;br /&gt;
|HUMINT (10%) &lt;br /&gt;
|70&lt;br /&gt;
|Surgery (0%)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artillery (0%)&lt;br /&gt;
|&lt;br /&gt;
|Law (0%) &lt;br /&gt;
|50&lt;br /&gt;
|Survival (10%) &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Athletics (30%) &lt;br /&gt;
|&lt;br /&gt;
|Medicine (0%)&lt;br /&gt;
|&lt;br /&gt;
|Swim (20%)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bureaucracy (10%) &lt;br /&gt;
|60&lt;br /&gt;
|Melee Weapons (30%)&lt;br /&gt;
|&lt;br /&gt;
|Unarmed Combat (40%) &lt;br /&gt;
|60 &lt;br /&gt;
|-&lt;br /&gt;
|Computer Science (0%)&lt;br /&gt;
|10&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot;|Military Science (0%)&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:bottom;&amp;quot;|&lt;br /&gt;
|Unnatural (0%)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Craft (0%) &lt;br /&gt;
|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;Foreign Languages and Other Skills:&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Criminology (10%) &lt;br /&gt;
|70&lt;br /&gt;
|Navigate (10%) &lt;br /&gt;
|20&lt;br /&gt;
|Language &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Demolitions (0%)&lt;br /&gt;
|&lt;br /&gt;
|Occult (10%) &lt;br /&gt;
|20&lt;br /&gt;
|Language &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Disguise (10%)&lt;br /&gt;
|&lt;br /&gt;
|Persuade (20%) &lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dodge (30%) &lt;br /&gt;
| &lt;br /&gt;
|Pharmacy (0%)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drive Auto (20%) &lt;br /&gt;
|40&lt;br /&gt;
|Pilot (0%):&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drive Heavy Machine (10%)&lt;br /&gt;
|&lt;br /&gt;
|Psychotherapy (10%)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Firearms (20%) &lt;br /&gt;
|50&lt;br /&gt;
|Ride (10%) &lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Physical Injuries and Ailments=&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Has First Aid been attempted since your last injury? If yes, only Medicine, Surgery, or long-term rest can help further&lt;br /&gt;
&lt;br /&gt;
=Armor and Equipment=&lt;br /&gt;
&lt;br /&gt;
Police badge and identification card, semi-automatic shotgun, medium pistol, pepper spray cannister, radio, flexible cuffs, reinforced Kevlar vest, vest with identification, gloves, binoculars, high-power flashlight, Forensics kit.&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Skill %&lt;br /&gt;
|Weapon&lt;br /&gt;
|Base Range&lt;br /&gt;
|Damage&lt;br /&gt;
|Armor Piercing&lt;br /&gt;
|Kill Damage&lt;br /&gt;
|Kill Radius&lt;br /&gt;
|Shots&lt;br /&gt;
|-&lt;br /&gt;
|Firearms 50%&lt;br /&gt;
|Sig Sauer P320, 9mm&lt;br /&gt;
|15M&lt;br /&gt;
|1d12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|10/19/33&lt;br /&gt;
|-&lt;br /&gt;
|Firearms 50%&lt;br /&gt;
|Remington 870, 12ga&lt;br /&gt;
|75M&lt;br /&gt;
|2d6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Personal Details, Work Performance, Special Training and Other Notes=&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/index.php/Delta_Green_Rainshadow | Return to Rainshadow Main Page]&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Delta_Green_Rainshadow&amp;diff=477139</id>
		<title>Delta Green Rainshadow</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Delta_Green_Rainshadow&amp;diff=477139"/>
		<updated>2025-02-23T20:09:53Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Lenticular Cloud Mt Rainier.jpg|250px|thumb|left|&amp;quot;The Mountain is Out&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Campaign Overview=&lt;br /&gt;
&lt;br /&gt;
This is the campaign Wiki for &#039;&#039;&#039;Rainshadow&#039;&#039;&#039;, an atmospheric Delta Green campaign set in the great state of Washington, where all the characters are members of or affiliated with the Washington State Patrol.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
The player-characters within the Criminal Investigations Division.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Player&lt;br /&gt;
! Character&lt;br /&gt;
! HP&lt;br /&gt;
! WP&lt;br /&gt;
! SAN&lt;br /&gt;
! BP&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/regular-guy.168375/ Regular Guy]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/Douglas_Yakama &#039;&#039;&#039;TBA&#039;&#039;&#039; Douglas Yakima, Washington State Patrol Officer]&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|67&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/pstjmack.173546/ &#039;&#039;pstjmack&#039;&#039;]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/Jin_Yamamura &#039;&#039;&#039;TBA&#039;&#039;&#039; Jin Yamamura, Psychologist]&lt;br /&gt;
|12&lt;br /&gt;
|11&lt;br /&gt;
|55&lt;br /&gt;
|44&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/maledicta.158912// &#039;&#039;Maledicta&#039;&#039;]&lt;br /&gt;
|[[https://wiki.rpg.net/index.php/James_Finch &#039;&#039;&#039;TBA&#039;&#039;&#039; James Finch, Forensic Specialist]]&lt;br /&gt;
|9&lt;br /&gt;
|13&lt;br /&gt;
|65&lt;br /&gt;
|52&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/roger.26034/ Roger]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/Kyle_Carter &#039;&#039;&#039;TBA&#039;&#039;&#039; Kyle Carter, WSP K-9 Officer]&lt;br /&gt;
|11&lt;br /&gt;
|12&lt;br /&gt;
|60&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/random-task.169029/&#039;&#039;Placeholder&#039;&#039;]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/TRAPPER &#039;&#039;&#039;TBA&#039;&#039;&#039; Placeholder]&lt;br /&gt;
|10&lt;br /&gt;
|14&lt;br /&gt;
|65&lt;br /&gt;
|56&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=House Rules=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spending Willpower to Make Rolls Succeed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can spend your Willpower Points with a 1 point per 5% difference to change failed rolls to successful rolls (but not SAN rolls, damage rolls, or Stat tests, or to change normally successful rolls into crits etc.) This represents making that extra effort of will to achieve a success. Your character &#039;&#039;knows&#039;&#039; they have the skill to accomplish this feat, but for some reason cannot initially. But in doing so, you&#039;re running down your Willpower Points, which can be dangerous. &lt;br /&gt;
&lt;br /&gt;
Remember that you can also spend Willpower to project SAN loss onto Bonds, or to repress insanity. This is different to the above use - and a reminder how important it is to hang on to your WP. Fumbles can cost you WP; resisting interrogation definitely does. They&#039;re also very important for survival in hostile environments - like the bayous of Louisiana.&lt;br /&gt;
&lt;br /&gt;
Remember that you suffer an emotional breakdown when your WP hit 2 or below, and total collapse when you hit 0 WP. You regain 1d6 WP after a full, proper night&#039;s sleep. Exhaustion and sleeplessness cut into that.&lt;br /&gt;
&lt;br /&gt;
=Helpful Resources=&lt;br /&gt;
&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/delta-green-this-job-hates-me.905569/ In Character Thread]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/delta-green-this-job-hates-me.905570/ Out of Character Thread]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/development-delta-green.902719/ Recruitment Thread]&lt;br /&gt;
*[https://www.delta-green.com/ Delta-Green.com]&lt;br /&gt;
* [https://drive.google.com/file/d/1CuqPxBf-F-3LTuJ-9GT8DBngMlbywgpL/view/ Delta Green rules tables]&lt;br /&gt;
*[https://www.google.com/maps/place/New+Orleans,+LA/@29.6234139,-89.9907606,9.75z/data=!4m5!3m4!1s0x8620a454b2118265:0xdb065be85e22d3b4!8m2!3d29.9510658!4d-90.0715323/ General map of New Orleans]&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kyle_Carter&amp;diff=477138</id>
		<title>Kyle Carter</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kyle_Carter&amp;diff=477138"/>
		<updated>2025-02-23T20:08:06Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: Created page with &amp;quot;Trooper Kyle Carter  CON 15, STR 14, POW 12, CHA 11, DEX 10, INT 10  HP: 15, WP: 12, SAN: 60, BP: 48  Alertness 60%  Athletics 50%  Bureaucracy 60%  Criminology 40%  Drive 70%  Firearms 60%  First Aid 30%  HUMINT 70%  Law 50%  Melee Weapons 50%  Navigate 40%  Persuade 40%  Search 60%  Unarmed Combat 80%  Special Training: Handle Animal (Dog) 60%  Bonds: 3: (all start at 11) * Peanut (Dog) * Julia Carter (nee Benson) (Wife) * Emily Carter (daughter)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trooper Kyle Carter&lt;br /&gt;
&lt;br /&gt;
CON 15, STR 14, POW 12, CHA 11, DEX 10, INT 10&lt;br /&gt;
&lt;br /&gt;
HP: 15, WP: 12, SAN: 60, BP: 48&lt;br /&gt;
&lt;br /&gt;
Alertness 60%&lt;br /&gt;
&lt;br /&gt;
Athletics 50%&lt;br /&gt;
&lt;br /&gt;
Bureaucracy 60%&lt;br /&gt;
&lt;br /&gt;
Criminology 40%&lt;br /&gt;
&lt;br /&gt;
Drive 70%&lt;br /&gt;
&lt;br /&gt;
Firearms 60%&lt;br /&gt;
&lt;br /&gt;
First Aid 30%&lt;br /&gt;
&lt;br /&gt;
HUMINT 70%&lt;br /&gt;
&lt;br /&gt;
Law 50%&lt;br /&gt;
&lt;br /&gt;
Melee Weapons 50%&lt;br /&gt;
&lt;br /&gt;
Navigate 40%&lt;br /&gt;
&lt;br /&gt;
Persuade 40%&lt;br /&gt;
&lt;br /&gt;
Search 60%&lt;br /&gt;
&lt;br /&gt;
Unarmed Combat 80%&lt;br /&gt;
&lt;br /&gt;
Special Training: Handle Animal (Dog) 60%&lt;br /&gt;
&lt;br /&gt;
Bonds: 3: (all start at 11)&lt;br /&gt;
* Peanut (Dog)&lt;br /&gt;
* Julia Carter (nee Benson) (Wife)&lt;br /&gt;
* Emily Carter (daughter)&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Delta_Green_Rainshadow&amp;diff=477137</id>
		<title>Delta Green Rainshadow</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Delta_Green_Rainshadow&amp;diff=477137"/>
		<updated>2025-02-23T20:06:31Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Lenticular Cloud Mt Rainier.jpg|200px|thumb|left|Caption]]&lt;br /&gt;
&lt;br /&gt;
=Campaign Overview=&lt;br /&gt;
&lt;br /&gt;
This is the campaign Wiki for &#039;&#039;&#039;Rainshadow&#039;&#039;&#039;, an atmospheric Delta Green campaign set in the great state of Washington, where all the characters are members of or affiliated with the Washington State Patrol.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
The player-characters within the Criminal Investigations Division.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Player&lt;br /&gt;
! Character&lt;br /&gt;
! HP&lt;br /&gt;
! WP&lt;br /&gt;
! SAN&lt;br /&gt;
! BP&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/regular-guy.168375/ Regular Guy]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/Douglas_Yakama &#039;&#039;&#039;TBA&#039;&#039;&#039; Douglas Yakima, Washington State Patrol Officer]&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|67&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/pstjmack.173546/ &#039;&#039;pstjmack&#039;&#039;]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/Jin_Yamamura &#039;&#039;&#039;TBA&#039;&#039;&#039; Jin Yamamura, Psychologist]&lt;br /&gt;
|12&lt;br /&gt;
|11&lt;br /&gt;
|55&lt;br /&gt;
|44&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/maledicta.158912// &#039;&#039;Maledicta&#039;&#039;]&lt;br /&gt;
|[[https://wiki.rpg.net/index.php/James_Finch &#039;&#039;&#039;TBA&#039;&#039;&#039; James Finch, Forensic Specialist]]&lt;br /&gt;
|9&lt;br /&gt;
|13&lt;br /&gt;
|65&lt;br /&gt;
|52&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/roger.26034/ Roger]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/Kyle_Carter &#039;&#039;&#039;TBA&#039;&#039;&#039; Kyle Carter, WSP K-9 Officer]&lt;br /&gt;
|11&lt;br /&gt;
|12&lt;br /&gt;
|60&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/random-task.169029/&#039;&#039;Placeholder&#039;&#039;]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/TRAPPER &#039;&#039;&#039;TBA&#039;&#039;&#039; Placeholder]&lt;br /&gt;
|10&lt;br /&gt;
|14&lt;br /&gt;
|65&lt;br /&gt;
|56&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=House Rules=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spending Willpower to Make Rolls Succeed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can spend your Willpower Points with a 1 point per 5% difference to change failed rolls to successful rolls (but not SAN rolls, damage rolls, or Stat tests, or to change normally successful rolls into crits etc.) This represents making that extra effort of will to achieve a success. Your character &#039;&#039;knows&#039;&#039; they have the skill to accomplish this feat, but for some reason cannot initially. But in doing so, you&#039;re running down your Willpower Points, which can be dangerous. &lt;br /&gt;
&lt;br /&gt;
Remember that you can also spend Willpower to project SAN loss onto Bonds, or to repress insanity. This is different to the above use - and a reminder how important it is to hang on to your WP. Fumbles can cost you WP; resisting interrogation definitely does. They&#039;re also very important for survival in hostile environments - like the bayous of Louisiana.&lt;br /&gt;
&lt;br /&gt;
Remember that you suffer an emotional breakdown when your WP hit 2 or below, and total collapse when you hit 0 WP. You regain 1d6 WP after a full, proper night&#039;s sleep. Exhaustion and sleeplessness cut into that.&lt;br /&gt;
&lt;br /&gt;
=Helpful Resources=&lt;br /&gt;
&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/delta-green-this-job-hates-me.905569/ In Character Thread]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/delta-green-this-job-hates-me.905570/ Out of Character Thread]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/development-delta-green.902719/ Recruitment Thread]&lt;br /&gt;
*[https://www.delta-green.com/ Delta-Green.com]&lt;br /&gt;
* [https://drive.google.com/file/d/1CuqPxBf-F-3LTuJ-9GT8DBngMlbywgpL/view/ Delta Green rules tables]&lt;br /&gt;
*[https://www.google.com/maps/place/New+Orleans,+LA/@29.6234139,-89.9907606,9.75z/data=!4m5!3m4!1s0x8620a454b2118265:0xdb065be85e22d3b4!8m2!3d29.9510658!4d-90.0715323/ General map of New Orleans]&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Delta_Green_Rainshadow&amp;diff=477135</id>
		<title>Delta Green Rainshadow</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Delta_Green_Rainshadow&amp;diff=477135"/>
		<updated>2025-02-23T17:57:55Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Lenticular Cloud Mt Rainier.jpg|200px|thumb|left|Caption]]&lt;br /&gt;
&lt;br /&gt;
=Campaign Overview=&lt;br /&gt;
&lt;br /&gt;
This is the campaign Wiki for &#039;&#039;&#039;Rainshadow&#039;&#039;&#039;, an atmospheric Delta Green campaign set in the great state of Washington, where all the characters are members of or affiliated with the Washington State Patrol.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
The player-characters within the Criminal Investigations Division.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Player&lt;br /&gt;
! Character&lt;br /&gt;
! HP&lt;br /&gt;
! WP&lt;br /&gt;
! SAN&lt;br /&gt;
! BP&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/iustum.9231/ Iustum]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/McKay &#039;&#039;&#039;Agent McKay&#039;&#039;&#039; Robert B. Westlake: FBI Special Agent]&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|67&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/regular-guy.168375/ Regular Guy]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/Conor_Bynum?_gl=1*f8wq7s*_ga*ODQ4MDcwMDUwLjE3MDIwNTQ4MzM.*_ga_7Z5EQC0QPD*MTczOTI3NjQwOC42MjMuMS4xNzM5Mjc2ODg2LjM5LjAuMA.. Conor &amp;quot;CB&amp;quot; Bynum, Deputy U.S. Marshal]&lt;br /&gt;
|12&lt;br /&gt;
|11&lt;br /&gt;
|55&lt;br /&gt;
|44&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/brahnamin.70442/ &#039;&#039;brahnamin&#039;&#039;]&lt;br /&gt;
|[[DG:_This_Job_-_Carlos|&#039;&#039;&#039;Agent GREY&#039;&#039;&#039; Carlos Ramirez: Asset Handler]]&lt;br /&gt;
|9&lt;br /&gt;
|13&lt;br /&gt;
|65&lt;br /&gt;
|52&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/bikewrench.1063/ bikewrench]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/Trang_Tan &#039;&#039;&#039;Agent MARINER&#039;&#039;&#039; Det. Trang Tan Galveston PD CID (former CIA Case Officer)]&lt;br /&gt;
|11&lt;br /&gt;
|12&lt;br /&gt;
|60&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/random-task.169029/&#039;&#039;Random Task&#039;&#039;]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/TRAPPER &#039;&#039;&#039;Agent TRAPPER&#039;&#039;&#039; Charmichael Hayward, M.D - Special Forces Surgeon]&lt;br /&gt;
|10&lt;br /&gt;
|14&lt;br /&gt;
|65&lt;br /&gt;
|56&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/eplov.229812/ &#039;&#039;Eplov&#039;&#039;]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/John_Doe &#039;&#039;&#039;Agent Bravo&#039;&#039;&#039; John Doe, Computer Scientist and Occult Enthusiast]&lt;br /&gt;
|11&lt;br /&gt;
|14&lt;br /&gt;
|56&lt;br /&gt;
|42&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=House Rules=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spending Willpower to Make Rolls Succeed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can spend your Willpower Points with a 1 point per 5% difference to change failed rolls to successful rolls (but not SAN rolls, damage rolls, or Stat tests, or to change normally successful rolls into crits etc.) This represents making that extra effort of will to achieve a success. Your character &#039;&#039;knows&#039;&#039; they have the skill to accomplish this feat, but for some reason cannot initially. But in doing so, you&#039;re running down your Willpower Points, which can be dangerous. &lt;br /&gt;
&lt;br /&gt;
Remember that you can also spend Willpower to project SAN loss onto Bonds, or to repress insanity. This is different to the above use - and a reminder how important it is to hang on to your WP. Fumbles can cost you WP; resisting interrogation definitely does. They&#039;re also very important for survival in hostile environments - like the bayous of Louisiana.&lt;br /&gt;
&lt;br /&gt;
Remember that you suffer an emotional breakdown when your WP hit 2 or below, and total collapse when you hit 0 WP. You regain 1d6 WP after a full, proper night&#039;s sleep. Exhaustion and sleeplessness cut into that.&lt;br /&gt;
&lt;br /&gt;
=Helpful Resources=&lt;br /&gt;
&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/delta-green-this-job-hates-me.905569/ In Character Thread]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/delta-green-this-job-hates-me.905570/ Out of Character Thread]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/development-delta-green.902719/ Recruitment Thread]&lt;br /&gt;
*[https://www.delta-green.com/ Delta-Green.com]&lt;br /&gt;
* [https://drive.google.com/file/d/1CuqPxBf-F-3LTuJ-9GT8DBngMlbywgpL/view/ Delta Green rules tables]&lt;br /&gt;
*[https://www.google.com/maps/place/New+Orleans,+LA/@29.6234139,-89.9907606,9.75z/data=!4m5!3m4!1s0x8620a454b2118265:0xdb065be85e22d3b4!8m2!3d29.9510658!4d-90.0715323/ General map of New Orleans]&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Lenticular_Cloud_Mt_Rainier.jpg&amp;diff=477134</id>
		<title>File:Lenticular Cloud Mt Rainier.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Lenticular_Cloud_Mt_Rainier.jpg&amp;diff=477134"/>
		<updated>2025-02-23T17:56:09Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: Homemade photo of a &amp;quot;UFO cloud&amp;quot; over Mt Rainier in Washington State&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Homemade photo of a &amp;quot;UFO cloud&amp;quot; over Mt Rainier in Washington State&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Delta_Green_Rainshadow&amp;diff=476782</id>
		<title>Delta Green Rainshadow</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Delta_Green_Rainshadow&amp;diff=476782"/>
		<updated>2025-02-19T06:21:22Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Campaign Overview=&lt;br /&gt;
&lt;br /&gt;
This is the campaign Wiki for &#039;&#039;&#039;Rainshadow&#039;&#039;&#039;, an atmospheric Delta Green campaign set in the great state of Washington, where all the characters are members of or affiliated with the Washington State Patrol.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
The player-characters within the Criminal Investigations Division.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Player&lt;br /&gt;
! Character&lt;br /&gt;
! HP&lt;br /&gt;
! WP&lt;br /&gt;
! SAN&lt;br /&gt;
! BP&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/iustum.9231/ Iustum]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/McKay &#039;&#039;&#039;Agent McKay&#039;&#039;&#039; Robert B. Westlake: FBI Special Agent]&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|67&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/regular-guy.168375/ Regular Guy]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/Conor_Bynum?_gl=1*f8wq7s*_ga*ODQ4MDcwMDUwLjE3MDIwNTQ4MzM.*_ga_7Z5EQC0QPD*MTczOTI3NjQwOC42MjMuMS4xNzM5Mjc2ODg2LjM5LjAuMA.. Conor &amp;quot;CB&amp;quot; Bynum, Deputy U.S. Marshal]&lt;br /&gt;
|12&lt;br /&gt;
|11&lt;br /&gt;
|55&lt;br /&gt;
|44&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/brahnamin.70442/ &#039;&#039;brahnamin&#039;&#039;]&lt;br /&gt;
|[[DG:_This_Job_-_Carlos|&#039;&#039;&#039;Agent GREY&#039;&#039;&#039; Carlos Ramirez: Asset Handler]]&lt;br /&gt;
|9&lt;br /&gt;
|13&lt;br /&gt;
|65&lt;br /&gt;
|52&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/bikewrench.1063/ bikewrench]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/Trang_Tan &#039;&#039;&#039;Agent MARINER&#039;&#039;&#039; Det. Trang Tan Galveston PD CID (former CIA Case Officer)]&lt;br /&gt;
|11&lt;br /&gt;
|12&lt;br /&gt;
|60&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/random-task.169029/&#039;&#039;Random Task&#039;&#039;]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/TRAPPER &#039;&#039;&#039;Agent TRAPPER&#039;&#039;&#039; Charmichael Hayward, M.D - Special Forces Surgeon]&lt;br /&gt;
|10&lt;br /&gt;
|14&lt;br /&gt;
|65&lt;br /&gt;
|56&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/eplov.229812/ &#039;&#039;Eplov&#039;&#039;]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/John_Doe &#039;&#039;&#039;Agent Bravo&#039;&#039;&#039; John Doe, Computer Scientist and Occult Enthusiast]&lt;br /&gt;
|11&lt;br /&gt;
|14&lt;br /&gt;
|56&lt;br /&gt;
|42&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=House Rules=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spending Willpower to Make Rolls Succeed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can spend your Willpower Points with a 1 point per 5% difference to change failed rolls to successful rolls (but not SAN rolls, damage rolls, or Stat tests, or to change normally successful rolls into crits etc.) This represents making that extra effort of will to achieve a success. Your character &#039;&#039;knows&#039;&#039; they have the skill to accomplish this feat, but for some reason cannot initially. But in doing so, you&#039;re running down your Willpower Points, which can be dangerous. &lt;br /&gt;
&lt;br /&gt;
Remember that you can also spend Willpower to project SAN loss onto Bonds, or to repress insanity. This is different to the above use - and a reminder how important it is to hang on to your WP. Fumbles can cost you WP; resisting interrogation definitely does. They&#039;re also very important for survival in hostile environments - like the bayous of Louisiana.&lt;br /&gt;
&lt;br /&gt;
Remember that you suffer an emotional breakdown when your WP hit 2 or below, and total collapse when you hit 0 WP. You regain 1d6 WP after a full, proper night&#039;s sleep. Exhaustion and sleeplessness cut into that.&lt;br /&gt;
&lt;br /&gt;
=Helpful Resources=&lt;br /&gt;
&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/delta-green-this-job-hates-me.905569/ In Character Thread]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/delta-green-this-job-hates-me.905570/ Out of Character Thread]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/development-delta-green.902719/ Recruitment Thread]&lt;br /&gt;
*[https://www.delta-green.com/ Delta-Green.com]&lt;br /&gt;
* [https://drive.google.com/file/d/1CuqPxBf-F-3LTuJ-9GT8DBngMlbywgpL/view/ Delta Green rules tables]&lt;br /&gt;
*[https://www.google.com/maps/place/New+Orleans,+LA/@29.6234139,-89.9907606,9.75z/data=!4m5!3m4!1s0x8620a454b2118265:0xdb065be85e22d3b4!8m2!3d29.9510658!4d-90.0715323/ General map of New Orleans]&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Delta_Green_Rainshadow&amp;diff=476695</id>
		<title>Delta Green Rainshadow</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Delta_Green_Rainshadow&amp;diff=476695"/>
		<updated>2025-02-19T00:03:45Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DELTA GREEN NOFORN&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Delta_Green_Rainshadow&amp;diff=476694</id>
		<title>Delta Green Rainshadow</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Delta_Green_Rainshadow&amp;diff=476694"/>
		<updated>2025-02-19T00:02:52Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: Created page with &amp;quot;*DELTA GREEN NOFORN*&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*DELTA GREEN NOFORN*&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Frankie_Pisano&amp;diff=476693</id>
		<title>Frankie Pisano</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Frankie_Pisano&amp;diff=476693"/>
		<updated>2025-02-18T23:59:00Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[PbtArmitage_Files| Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
* Name: Francesca &amp;quot;Frankie&amp;quot;  Pisano (INT+0, EMP+2, WP+1, MGT-1, SPD +1)&lt;br /&gt;
* Era &amp;amp; Background: An enigmatic and charming lady artist from New York who effortlessly mixes with any kind of people, from the upper crust to the Bowery. She is superstitious, cheerful, and passionate about everything she does, from staying up until dawn to see the sun rise over a new city to perfectly copying an item that catches her eye.&lt;br /&gt;
* Appearance: Long black hair in a ponytail, dark hypnotic eyes, and a round peasant&#039;s face.&lt;br /&gt;
* Personality &amp;amp; Skills: A great eye for detail, a way with words, a strong sympathy for those in need, and a convincing liar.  She paints and sculpts and takes photographs, but she doesn&#039;t make any money off it -- she lives from working for other artists and making very good imitations of valuable artwork -- anything from lost Renaissance masterpieces to obscure Picassos and even Etruscan pots. She seeks the inspiration she needs to make a masterwork all her own.&lt;br /&gt;
* Interests: Art and archaeology, art is both her vocation and her obsession and if she can&#039;t create masterwork, perhaps she can uncover one. Also the sophisticated layers of society, where she hopes to make a splash.&lt;br /&gt;
* Secret Life: Parapsychology.  Frankie believes in seances, past lives, curses, ancient masters, meditation, yoga, and secret messages coded in art.  She has also been reading what the psychoanalysts say about dream interpretation, and she is very enthusiastic about this, and keeps a notebook of her dreams which she uses to inspire her artwork.&lt;br /&gt;
* Family Dynamics: The black sheep of her working-class Italian family, Frankie alternates between avoiding them and guiltily trying to help them out.  When she&#039;s a famous artist, she&#039;ll buy her mother a house, but for now she&#039;s tired of arguing about not getting married to Giuseppe the plumber back in the neighborhood.&lt;br /&gt;
&lt;br /&gt;
Other stuff:&lt;br /&gt;
Wealth 2&lt;br /&gt;
&lt;br /&gt;
Passion: The stranger the situation, the more it needs to be immortalized in art&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
Messenger bag with basic art supplies (10 uses)&lt;br /&gt;
3 decent works of art (Value 3 each)&lt;br /&gt;
Camera&lt;br /&gt;
&lt;br /&gt;
Special Moves:&lt;br /&gt;
Art Expert&lt;br /&gt;
Devil&#039;s In the Details&lt;br /&gt;
Forger&lt;br /&gt;
&lt;br /&gt;
[[PbtArmitage_Files| Back to Main Page]]&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=PbtArmitage_Files&amp;diff=476692</id>
		<title>PbtArmitage Files</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=PbtArmitage_Files&amp;diff=476692"/>
		<updated>2025-02-18T23:57:59Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Campaign Overview=&lt;br /&gt;
&lt;br /&gt;
This is the campaign Wiki for &#039;&#039;&#039;PbtArmitage Files&#039;&#039;&#039;, a runthrough of the unique and ever-changing Armitage Files campaign, using the Powered by the Apocalypse system for added player-facing agency and collaborative collaboration.&lt;br /&gt;
&lt;br /&gt;
The Armitage Files is structured to allow almost all encounters, NPCs, locations, etc., to manifest as friendly, neutral or hostile. In each case, the fork decides the campaign. In most other systems, the choice is made by GM fiat. PbtA allows the players to determine which way each encounter and clue breaks, with their rolls. &lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
The hapless Investigators drawn together to uncover the mystery behind the cryptic messages directed at Miskatonic University&#039;s Professor Armitage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Player&lt;br /&gt;
! Character&lt;br /&gt;
! Profession&lt;br /&gt;
! Condition/Disorders&lt;br /&gt;
! XP&lt;br /&gt;
! Money&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/regular-guy.168375/ Regular Guy]&lt;br /&gt;
|[Archer Hane]&lt;br /&gt;
|Archaeologist&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/dannyk.1750/ DannyK]&lt;br /&gt;
| [[Frankie_Pisano | Francesca “Frankie” Pisano ]]&lt;br /&gt;
|Artist&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/eplov.229812/ Eplov]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/Eleanora_Fairchild Eleanora &amp;quot;Nell&amp;quot; Fairchild]&lt;br /&gt;
|Entitled&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Campaign Development=&lt;br /&gt;
&lt;br /&gt;
The PbtA system dictates that a modified 2d6 roll, triggered by a player Move or a specific situation, can drive the action to an unqualified success or positive outcome (10+), a partial success with consequences (7-9), or an outright failure or negative result (6-). The Armitage Files also evolves along forking paths, some better, some indifferent, some very bad.&lt;br /&gt;
&lt;br /&gt;
The campaign has no scripted direction or ending. It&#039;s up to the GM and also the players to decide what is going on, what the final solution to the mystery is, and how the awful events unfold. That means the more creative input from everyone, the better.&lt;br /&gt;
&lt;br /&gt;
=Helpful Resources=&lt;br /&gt;
&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/delta-green-this-job-hates-me.905569/ In Character Thread]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/delta-green-this-job-hates-me.905570/ Out of Character Thread]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/development-delta-green.902719/ Recruitment Thread]&lt;br /&gt;
*[https://www.drivethrurpg.com/en/product/155684/mythos-world-playbooks Mythos World free playbooks]&lt;br /&gt;
* [https://www.drivethrurpg.com/en/product/155742/mythos-world-basic-moves?src=newest_recent Mythos World free Basic Moves]&lt;br /&gt;
*[https://commons.wikimedia.org/wiki/File:Lovecraft_Country.svg Map of Lovecraft Country, where most of the action will take place]&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Frankie_Pisano&amp;diff=476691</id>
		<title>Frankie Pisano</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Frankie_Pisano&amp;diff=476691"/>
		<updated>2025-02-18T23:55:01Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: Created page with &amp;quot;* Name: Francesca &amp;quot;Frankie&amp;quot;  Pisano (INT+0, EMP+2, WP+1, MGT-1, SPD +1) * Era &amp;amp; Background: An enigmatic and charming lady artist from New York who effortlessly mixes with any kind of people, from the upper crust to the Bowery. She is superstitious, cheerful, and passionate about everything she does, from staying up until dawn to see the sun rise over a new city to perfectly copying an item that catches her eye. * Appearance: Long black hair in a ponytail, dark hypnot...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Name: Francesca &amp;quot;Frankie&amp;quot;  Pisano (INT+0, EMP+2, WP+1, MGT-1, SPD +1)&lt;br /&gt;
* Era &amp;amp; Background: An enigmatic and charming lady artist from New York who effortlessly mixes with any kind of people, from the upper crust to the Bowery. She is superstitious, cheerful, and passionate about everything she does, from staying up until dawn to see the sun rise over a new city to perfectly copying an item that catches her eye.&lt;br /&gt;
* Appearance: Long black hair in a ponytail, dark hypnotic eyes, and a round peasant&#039;s face.&lt;br /&gt;
* Personality &amp;amp; Skills: A great eye for detail, a way with words, a strong sympathy for those in need, and a convincing liar.  She paints and sculpts and takes photographs, but she doesn&#039;t make any money off it -- she lives from working for other artists and making very good imitations of valuable artwork -- anything from lost Renaissance masterpieces to obscure Picassos and even Etruscan pots. She seeks the inspiration she needs to make a masterwork all her own.&lt;br /&gt;
* Interests: Art and archaeology, art is both her vocation and her obsession and if she can&#039;t create masterwork, perhaps she can uncover one. Also the sophisticated layers of society, where she hopes to make a splash.&lt;br /&gt;
* Secret Life: Parapsychology.  Frankie believes in seances, past lives, curses, ancient masters, meditation, yoga, and secret messages coded in art.  She has also been reading what the psychoanalysts say about dream interpretation, and she is very enthusiastic about this, and keeps a notebook of her dreams which she uses to inspire her artwork.&lt;br /&gt;
* Family Dynamics: The black sheep of her working-class Italian family, Frankie alternates between avoiding them and guiltily trying to help them out.  When she&#039;s a famous artist, she&#039;ll buy her mother a house, but for now she&#039;s tired of arguing about not getting married to Giuseppe the plumber back in the neighborhood.&lt;br /&gt;
&lt;br /&gt;
Other stuff:&lt;br /&gt;
Wealth 2&lt;br /&gt;
&lt;br /&gt;
Passion: The stranger the situation, the more it needs to be immortalized in art&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
Messenger bag with basic art supplies (10 uses)&lt;br /&gt;
3 decent works of art (Value 3 each)&lt;br /&gt;
Camera&lt;br /&gt;
&lt;br /&gt;
Special Moves:&lt;br /&gt;
Art Expert&lt;br /&gt;
Devil&#039;s In the Details&lt;br /&gt;
Forger&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=PbtArmitage_Files&amp;diff=476576</id>
		<title>PbtArmitage Files</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=PbtArmitage_Files&amp;diff=476576"/>
		<updated>2025-02-17T23:17:36Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Campaign Overview=&lt;br /&gt;
&lt;br /&gt;
This is the campaign Wiki for &#039;&#039;&#039;PbtArmitage Files&#039;&#039;&#039;, a runthrough of the unique and ever-changing Armitage Files campaign, using the Powered by the Apocalypse system for added player-facing agency and collaborative collaboration.&lt;br /&gt;
&lt;br /&gt;
The Armitage Files is structured to allow almost all encounters, NPCs, locations, etc., to manifest as friendly, neutral or hostile. In each case, the fork decides the campaign. In most other systems, the choice is made by GM fiat. PbtA allows the players to determine which way each encounter and clue breaks, with their rolls. &lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
The hapless Investigators drawn together to uncover the mystery behind the cryptic messages directed at Miskatonic University&#039;s Professor Armitage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Player&lt;br /&gt;
! Character&lt;br /&gt;
! Profession&lt;br /&gt;
! Condition/Disorders&lt;br /&gt;
! XP&lt;br /&gt;
! Money&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/regular-guy.168375/ Regular Guy]&lt;br /&gt;
|[Archer Hane]&lt;br /&gt;
|Archaeologist&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/dannyk.1750/ DannyK]&lt;br /&gt;
| [Frankie Pisano]&lt;br /&gt;
|Artist&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/eplov.229812/ Eplov]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/Eleanora_Fairchild Eleanora &amp;quot;Nell&amp;quot; Fairchild]&lt;br /&gt;
|Entitled&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Campaign Development=&lt;br /&gt;
&lt;br /&gt;
The PbtA system dictates that a modified 2d6 roll, triggered by a player Move or a specific situation, can drive the action to an unqualified success or positive outcome (10+), a partial success with consequences (7-9), or an outright failure or negative result (6-). The Armitage Files also evolves along forking paths, some better, some indifferent, some very bad.&lt;br /&gt;
&lt;br /&gt;
The campaign has no scripted direction or ending. It&#039;s up to the GM and also the players to decide what is going on, what the final solution to the mystery is, and how the awful events unfold. That means the more creative input from everyone, the better.&lt;br /&gt;
&lt;br /&gt;
=Helpful Resources=&lt;br /&gt;
&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/delta-green-this-job-hates-me.905569/ In Character Thread]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/delta-green-this-job-hates-me.905570/ Out of Character Thread]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/development-delta-green.902719/ Recruitment Thread]&lt;br /&gt;
*[https://www.drivethrurpg.com/en/product/155684/mythos-world-playbooks Mythos World free playbooks]&lt;br /&gt;
* [https://www.drivethrurpg.com/en/product/155742/mythos-world-basic-moves?src=newest_recent Mythos World free Basic Moves]&lt;br /&gt;
*[https://commons.wikimedia.org/wiki/File:Lovecraft_Country.svg Map of Lovecraft Country, where most of the action will take place]&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Northwest_Of_Nowhere,_A_Red_Markets_Campaign&amp;diff=426890</id>
		<title>Northwest Of Nowhere, A Red Markets Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Northwest_Of_Nowhere,_A_Red_Markets_Campaign&amp;diff=426890"/>
		<updated>2022-09-07T06:29:49Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: /* Charges Spent &amp;amp; Wounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Red Markets]]&lt;br /&gt;
&lt;br /&gt;
In which we follow the exploits of the Taker crew &#039;&#039;&#039;&#039;&#039;TBD&#039;&#039;&#039;&#039;&#039; on their journey to better the lives of the Lost and those that call the enclave, &#039;&#039;Lazy-B Ranch&#039;&#039;, home. &lt;br /&gt;
&lt;br /&gt;
==Threads==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/red-markets-northwest-of-nowhere IC]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://forum.rpg.net/index.php?threads/red-markets-northwest-of-nowhere OOC]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://forum.rpg.net/showthread.php?826087-(INTEREST-RECRUITMENT)-Red-Markets-a-game-of-economic-horror-or-How-I-Tried-To-Pay-The-Bills-And-Not-Get-Bit Recruitment]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://forum.rpg.net/index.php?threads/re-recruitment-red-markets-get-rich-or-die-trying.839245 Re-Recruitment]&lt;br /&gt;
&lt;br /&gt;
==The Takers==&lt;br /&gt;
[[Red Markets_ Get Rich or Die Trying Character Sheet Template | Taker Template]]&lt;br /&gt;
&amp;lt;br/&amp;gt;pstjmack as [[Northwest_Of_Nowhere,_A_Red_Markets_Campaign: Carver | Carver]]&lt;br /&gt;
&amp;lt;br/&amp;gt;IMGoose as [[Northwest_Of_Nowhere,_A_Red_Markets_Campaign:  Oracle | Oracle]]&lt;br /&gt;
&amp;lt;br/&amp;gt;MrObsolete as [[Red Northwest_Of_Nowhere,_A_Red_Markets_Campaign: Packrat | Packrat]]&lt;br /&gt;
&amp;lt;br/&amp;gt;NightGoblyn as [[Northwest_Of_Nowhere,_A_Red_Markets_Campaign:  Whiskey | Whiskey]]&lt;br /&gt;
&lt;br /&gt;
==Sheets==&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1DeQAO24DyHx_-BKJ1LoWMgj94FYpwkag4fSRg3hvZQU Takers at a glance]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://docs.google.com/spreadsheets/d/1-sMThlNB7d-Ne3uduJJZnRzdz4-kEIv5dZMYTiM4nSY Crew Budget and Portfolio]&lt;br /&gt;
&lt;br /&gt;
==Charges Spent &amp;amp; Wounds==&lt;br /&gt;
* Carver&lt;br /&gt;
&lt;br /&gt;
* Oracle&lt;br /&gt;
1 UBIQ&lt;br /&gt;
* Packrat&lt;br /&gt;
1 Bounty to Montana&lt;br /&gt;
* Whiskey&lt;br /&gt;
&lt;br /&gt;
==Optional Rules in Effect==&lt;br /&gt;
*Basic Refresh - Use Refresh as needed, no rolls required. &lt;br /&gt;
*Default Rolls - Unskilled attempts are possible. Roll your potential or less on 1d10 to Succeed. You cannot Critically Succeed on a default, but roll a second 1d10 to confirm Crit Fails. &lt;br /&gt;
*Lucky X - Takers may use Will to redirect a hit to a piece of gear. The gear and all of its upgrades are destroyed. &lt;br /&gt;
*What If the Dice Don’t Meet? (Boom version) - If the negotiation isn’t Heads Up at the end of Negotiations, the closing Leadership roll will bring the dice together regardless of spaces in between. &lt;br /&gt;
&lt;br /&gt;
==Enclaves==&lt;br /&gt;
*Lazy-B Ranch&lt;br /&gt;
**Neighborhoods:&lt;br /&gt;
***Wight House&lt;br /&gt;
***Fight House&lt;br /&gt;
***The Lines&lt;br /&gt;
***The Rooftop Gardens&lt;br /&gt;
&lt;br /&gt;
**Major Export - &lt;br /&gt;
**Major Import - Food&lt;br /&gt;
&lt;br /&gt;
===Neighbors===&lt;br /&gt;
*Heritage - Randian Enclave built around combat aircraft/tank museum&lt;br /&gt;
**Major Export - military equipment, military assistance, maintenance&lt;br /&gt;
**Major Import - Raw materials from Lazy-B ranch&lt;br /&gt;
&lt;br /&gt;
*Tulalip Casino- Native Enclave built around a casino with hinterlands devoted to crops and fishing&lt;br /&gt;
**Major Export - Entertainment, food&lt;br /&gt;
**Major Import - Talent, technology&lt;br /&gt;
&lt;br /&gt;
*Lumen - a challenged Enclave south of downtown Seattle with too many C&#039;s and not enough of anything else, and a rivalry with nearby T-Mobile Enclave&lt;br /&gt;
**Major Export - Refugees, scrap metal&lt;br /&gt;
** Major Import - Food and Water, ammunition&lt;br /&gt;
&lt;br /&gt;
==Jobs So Far==&lt;br /&gt;
===Completed===&lt;br /&gt;
===Still Available===&lt;br /&gt;
&lt;br /&gt;
==People and Places==&lt;br /&gt;
===Friends===&lt;br /&gt;
===Enemies===&lt;br /&gt;
===Frenemies===&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Northwest_Of_Nowhere,_A_Red_Markets_Campaign&amp;diff=426889</id>
		<title>Northwest Of Nowhere, A Red Markets Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Northwest_Of_Nowhere,_A_Red_Markets_Campaign&amp;diff=426889"/>
		<updated>2022-09-07T06:27:49Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Red Markets]]&lt;br /&gt;
&lt;br /&gt;
In which we follow the exploits of the Taker crew &#039;&#039;&#039;&#039;&#039;TBD&#039;&#039;&#039;&#039;&#039; on their journey to better the lives of the Lost and those that call the enclave, &#039;&#039;Lazy-B Ranch&#039;&#039;, home. &lt;br /&gt;
&lt;br /&gt;
==Threads==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/red-markets-northwest-of-nowhere IC]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://forum.rpg.net/index.php?threads/red-markets-northwest-of-nowhere OOC]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://forum.rpg.net/showthread.php?826087-(INTEREST-RECRUITMENT)-Red-Markets-a-game-of-economic-horror-or-How-I-Tried-To-Pay-The-Bills-And-Not-Get-Bit Recruitment]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://forum.rpg.net/index.php?threads/re-recruitment-red-markets-get-rich-or-die-trying.839245 Re-Recruitment]&lt;br /&gt;
&lt;br /&gt;
==The Takers==&lt;br /&gt;
[[Red Markets_ Get Rich or Die Trying Character Sheet Template | Taker Template]]&lt;br /&gt;
&amp;lt;br/&amp;gt;pstjmack as [[Northwest_Of_Nowhere,_A_Red_Markets_Campaign: Carver | Carver]]&lt;br /&gt;
&amp;lt;br/&amp;gt;IMGoose as [[Northwest_Of_Nowhere,_A_Red_Markets_Campaign:  Oracle | Oracle]]&lt;br /&gt;
&amp;lt;br/&amp;gt;MrObsolete as [[Red Northwest_Of_Nowhere,_A_Red_Markets_Campaign: Packrat | Packrat]]&lt;br /&gt;
&amp;lt;br/&amp;gt;NightGoblyn as [[Northwest_Of_Nowhere,_A_Red_Markets_Campaign:  Whiskey | Whiskey]]&lt;br /&gt;
&lt;br /&gt;
==Sheets==&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1DeQAO24DyHx_-BKJ1LoWMgj94FYpwkag4fSRg3hvZQU Takers at a glance]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://docs.google.com/spreadsheets/d/1-sMThlNB7d-Ne3uduJJZnRzdz4-kEIv5dZMYTiM4nSY Crew Budget and Portfolio]&lt;br /&gt;
&lt;br /&gt;
==Charges Spent &amp;amp; Wounds==&lt;br /&gt;
&lt;br /&gt;
==Optional Rules in Effect==&lt;br /&gt;
*Basic Refresh - Use Refresh as needed, no rolls required. &lt;br /&gt;
*Default Rolls - Unskilled attempts are possible. Roll your potential or less on 1d10 to Succeed. You cannot Critically Succeed on a default, but roll a second 1d10 to confirm Crit Fails. &lt;br /&gt;
*Lucky X - Takers may use Will to redirect a hit to a piece of gear. The gear and all of its upgrades are destroyed. &lt;br /&gt;
*What If the Dice Don’t Meet? (Boom version) - If the negotiation isn’t Heads Up at the end of Negotiations, the closing Leadership roll will bring the dice together regardless of spaces in between. &lt;br /&gt;
&lt;br /&gt;
==Enclaves==&lt;br /&gt;
*Lazy-B Ranch&lt;br /&gt;
**Neighborhoods:&lt;br /&gt;
***Wight House&lt;br /&gt;
***Fight House&lt;br /&gt;
***The Lines&lt;br /&gt;
***The Rooftop Gardens&lt;br /&gt;
&lt;br /&gt;
**Major Export - &lt;br /&gt;
**Major Import - Food&lt;br /&gt;
&lt;br /&gt;
===Neighbors===&lt;br /&gt;
*Heritage - Randian Enclave built around combat aircraft/tank museum&lt;br /&gt;
**Major Export - military equipment, military assistance, maintenance&lt;br /&gt;
**Major Import - Raw materials from Lazy-B ranch&lt;br /&gt;
&lt;br /&gt;
*Tulalip Casino- Native Enclave built around a casino with hinterlands devoted to crops and fishing&lt;br /&gt;
**Major Export - Entertainment, food&lt;br /&gt;
**Major Import - Talent, technology&lt;br /&gt;
&lt;br /&gt;
*Lumen - a challenged Enclave south of downtown Seattle with too many C&#039;s and not enough of anything else, and a rivalry with nearby T-Mobile Enclave&lt;br /&gt;
**Major Export - Refugees, scrap metal&lt;br /&gt;
** Major Import - Food and Water, ammunition&lt;br /&gt;
&lt;br /&gt;
==Jobs So Far==&lt;br /&gt;
===Completed===&lt;br /&gt;
===Still Available===&lt;br /&gt;
&lt;br /&gt;
==People and Places==&lt;br /&gt;
===Friends===&lt;br /&gt;
===Enemies===&lt;br /&gt;
===Frenemies===&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Northwest_Of_Nowhere,_A_Red_Markets_Campaign&amp;diff=426888</id>
		<title>Northwest Of Nowhere, A Red Markets Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Northwest_Of_Nowhere,_A_Red_Markets_Campaign&amp;diff=426888"/>
		<updated>2022-09-07T06:05:07Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: /* Enclaves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Red Markets]]&lt;br /&gt;
&lt;br /&gt;
In which we follow the exploits of the Taker crew &#039;&#039;&#039;&#039;&#039;TBD&#039;&#039;&#039;&#039;&#039; on their journey to better the lives of the Lost and those that call the enclave, &#039;&#039;Lazy-B Ranch&#039;&#039;, home. &lt;br /&gt;
&lt;br /&gt;
==Threads==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/red-markets-northwest-of-nowhere IC]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://forum.rpg.net/index.php?threads/red-markets-northwest-of-nowhere OOC]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://forum.rpg.net/showthread.php?826087-(INTEREST-RECRUITMENT)-Red-Markets-a-game-of-economic-horror-or-How-I-Tried-To-Pay-The-Bills-And-Not-Get-Bit Recruitment]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://forum.rpg.net/index.php?threads/re-recruitment-red-markets-get-rich-or-die-trying.839245 Re-Recruitment]&lt;br /&gt;
&lt;br /&gt;
==The Takers==&lt;br /&gt;
[[Red Markets_ Get Rich or Die Trying Character Sheet Template | Taker Template]]&lt;br /&gt;
&amp;lt;br/&amp;gt;pstjmack as [[Northwest_Of_Nowhere,_A_Red_Markets_Campaign: Carver | Carver]]&lt;br /&gt;
&amp;lt;br/&amp;gt;IMGoose as [[Northwest_Of_Nowhere,_A_Red_Markets_Campaign:  Oracle | Oracle]]&lt;br /&gt;
&amp;lt;br/&amp;gt;MrObsolete as [[Red Northwest_Of_Nowhere,_A_Red_Markets_Campaign: Packrat | Packrat]]&lt;br /&gt;
&amp;lt;br/&amp;gt;NightGoblyn as [[Northwest_Of_Nowhere,_A_Red_Markets_Campaign:  Whiskey | Whiskey]]&lt;br /&gt;
&lt;br /&gt;
==Sheets==&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1DeQAO24DyHx_-BKJ1LoWMgj94FYpwkag4fSRg3hvZQU Takers at a glance]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://docs.google.com/spreadsheets/d/1-sMThlNB7d-Ne3uduJJZnRzdz4-kEIv5dZMYTiM4nSY Crew Budget and Portfolio]&lt;br /&gt;
&lt;br /&gt;
==Optional Rules in Effect==&lt;br /&gt;
*Basic Refresh - Use Refresh as needed, no rolls required. &lt;br /&gt;
*Default Rolls - Unskilled attempts are possible. Roll your potential or less on 1d10 to Succeed. You cannot Critically Succeed on a default, but roll a second 1d10 to confirm Crit Fails. &lt;br /&gt;
*Lucky X - Takers may use Will to redirect a hit to a piece of gear. The gear and all of its upgrades are destroyed. &lt;br /&gt;
*What If the Dice Don’t Meet? (Boom version) - If the negotiation isn’t Heads Up at the end of Negotiations, the closing Leadership roll will bring the dice together regardless of spaces in between. &lt;br /&gt;
&lt;br /&gt;
==Enclaves==&lt;br /&gt;
*Lazy-B Ranch&lt;br /&gt;
**Neighborhoods:&lt;br /&gt;
***Wight House&lt;br /&gt;
***Fight House&lt;br /&gt;
***The Lines&lt;br /&gt;
***The Rooftop Gardens&lt;br /&gt;
&lt;br /&gt;
**Major Export - &lt;br /&gt;
**Major Import - Food&lt;br /&gt;
&lt;br /&gt;
===Neighbors===&lt;br /&gt;
*Heritage - Randian Enclave built around combat aircraft/tank museum&lt;br /&gt;
**Major Export - military equipment, military assistance, maintenance&lt;br /&gt;
**Major Import - Raw materials from Lazy-B ranch&lt;br /&gt;
&lt;br /&gt;
*Tulalip Casino- Native Enclave built around a casino with hinterlands devoted to crops and fishing&lt;br /&gt;
**Major Export - Entertainment, food&lt;br /&gt;
**Major Import - Talent, technology&lt;br /&gt;
&lt;br /&gt;
*Lumen - a challenged Enclave south of downtown Seattle with too many C&#039;s and not enough of anything else, and a rivalry with nearby T-Mobile Enclave&lt;br /&gt;
**Major Export - Refugees, scrap metal&lt;br /&gt;
** Major Import - Food and Water, ammunition&lt;br /&gt;
&lt;br /&gt;
==Jobs So Far==&lt;br /&gt;
===Completed===&lt;br /&gt;
===Still Available===&lt;br /&gt;
&lt;br /&gt;
==People and Places==&lt;br /&gt;
===Friends===&lt;br /&gt;
===Enemies===&lt;br /&gt;
===Frenemies===&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Northwest_Of_Nowhere,_A_Red_Markets_Campaign&amp;diff=426887</id>
		<title>Northwest Of Nowhere, A Red Markets Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Northwest_Of_Nowhere,_A_Red_Markets_Campaign&amp;diff=426887"/>
		<updated>2022-09-07T05:30:08Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: /* Neighbors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Red Markets]]&lt;br /&gt;
&lt;br /&gt;
In which we follow the exploits of the Taker crew &#039;&#039;&#039;&#039;&#039;TBD&#039;&#039;&#039;&#039;&#039; on their journey to better the lives of the Lost and those that call the enclave, &#039;&#039;Lazy-B Ranch&#039;&#039;, home. &lt;br /&gt;
&lt;br /&gt;
==Threads==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/red-markets-northwest-of-nowhere IC]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://forum.rpg.net/index.php?threads/red-markets-northwest-of-nowhere OOC]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://forum.rpg.net/showthread.php?826087-(INTEREST-RECRUITMENT)-Red-Markets-a-game-of-economic-horror-or-How-I-Tried-To-Pay-The-Bills-And-Not-Get-Bit Recruitment]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://forum.rpg.net/index.php?threads/re-recruitment-red-markets-get-rich-or-die-trying.839245 Re-Recruitment]&lt;br /&gt;
&lt;br /&gt;
==The Takers==&lt;br /&gt;
[[Red Markets_ Get Rich or Die Trying Character Sheet Template | Taker Template]]&lt;br /&gt;
&amp;lt;br/&amp;gt;pstjmack as [[Northwest_Of_Nowhere,_A_Red_Markets_Campaign: Carver | Carver]]&lt;br /&gt;
&amp;lt;br/&amp;gt;IMGoose as [[Northwest_Of_Nowhere,_A_Red_Markets_Campaign:  Oracle | Oracle]]&lt;br /&gt;
&amp;lt;br/&amp;gt;MrObsolete as [[Red Northwest_Of_Nowhere,_A_Red_Markets_Campaign: Packrat | Packrat]]&lt;br /&gt;
&amp;lt;br/&amp;gt;NightGoblyn as [[Northwest_Of_Nowhere,_A_Red_Markets_Campaign:  Whiskey | Whiskey]]&lt;br /&gt;
&lt;br /&gt;
==Sheets==&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1DeQAO24DyHx_-BKJ1LoWMgj94FYpwkag4fSRg3hvZQU Takers at a glance]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://docs.google.com/spreadsheets/d/1-sMThlNB7d-Ne3uduJJZnRzdz4-kEIv5dZMYTiM4nSY Crew Budget and Portfolio]&lt;br /&gt;
&lt;br /&gt;
==Optional Rules in Effect==&lt;br /&gt;
*Basic Refresh - Use Refresh as needed, no rolls required. &lt;br /&gt;
*Default Rolls - Unskilled attempts are possible. Roll your potential or less on 1d10 to Succeed. You cannot Critically Succeed on a default, but roll a second 1d10 to confirm Crit Fails. &lt;br /&gt;
*Lucky X - Takers may use Will to redirect a hit to a piece of gear. The gear and all of its upgrades are destroyed. &lt;br /&gt;
*What If the Dice Don’t Meet? (Boom version) - If the negotiation isn’t Heads Up at the end of Negotiations, the closing Leadership roll will bring the dice together regardless of spaces in between. &lt;br /&gt;
&lt;br /&gt;
==Enclaves==&lt;br /&gt;
Lazy-B Ranch&lt;br /&gt;
&lt;br /&gt;
===Neighbors===&lt;br /&gt;
*Heritage - Randian Enclave built around combat aircraft/tank museum&lt;br /&gt;
**Major Export - military equipment, military assistance, maintenance&lt;br /&gt;
**Major Import - Raw materials from Lazy-B ranch&lt;br /&gt;
&lt;br /&gt;
*Tulalip Casino- Native Enclave built around a casino with hinterlands devoted to crops and fishing&lt;br /&gt;
**Major Export - Entertainment, food&lt;br /&gt;
**Major Import - Talent, technology&lt;br /&gt;
&lt;br /&gt;
*Lumen - a challenged Enclave south of downtown Seattle with too many C&#039;s and not enough of anything else, and a rivalry with nearby T-Mobile Enclave&lt;br /&gt;
**Major Export - Refugees, scrap metal&lt;br /&gt;
** Major Import - Food and Water, ammunition&lt;br /&gt;
&lt;br /&gt;
==Jobs So Far==&lt;br /&gt;
===Completed===&lt;br /&gt;
===Still Available===&lt;br /&gt;
&lt;br /&gt;
==People and Places==&lt;br /&gt;
===Friends===&lt;br /&gt;
===Enemies===&lt;br /&gt;
===Frenemies===&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Northwest_Of_Nowhere,_A_Red_Markets_Campaign&amp;diff=426885</id>
		<title>Northwest Of Nowhere, A Red Markets Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Northwest_Of_Nowhere,_A_Red_Markets_Campaign&amp;diff=426885"/>
		<updated>2022-09-07T05:24:44Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: /* The Takers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Red Markets]]&lt;br /&gt;
&lt;br /&gt;
In which we follow the exploits of the Taker crew &#039;&#039;&#039;&#039;&#039;TBD&#039;&#039;&#039;&#039;&#039; on their journey to better the lives of the Lost and those that call the enclave, &#039;&#039;Lazy-B Ranch&#039;&#039;, home. &lt;br /&gt;
&lt;br /&gt;
==Threads==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/red-markets-northwest-of-nowhere IC]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://forum.rpg.net/index.php?threads/red-markets-northwest-of-nowhere OOC]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://forum.rpg.net/showthread.php?826087-(INTEREST-RECRUITMENT)-Red-Markets-a-game-of-economic-horror-or-How-I-Tried-To-Pay-The-Bills-And-Not-Get-Bit Recruitment]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://forum.rpg.net/index.php?threads/re-recruitment-red-markets-get-rich-or-die-trying.839245 Re-Recruitment]&lt;br /&gt;
&lt;br /&gt;
==The Takers==&lt;br /&gt;
[[Red Markets_ Get Rich or Die Trying Character Sheet Template | Taker Template]]&lt;br /&gt;
&amp;lt;br/&amp;gt;pstjmack as [[Northwest_Of_Nowhere,_A_Red_Markets_Campaign: Carver | Carver]]&lt;br /&gt;
&amp;lt;br/&amp;gt;IMGoose as [[Northwest_Of_Nowhere,_A_Red_Markets_Campaign:  Oracle | Oracle]]&lt;br /&gt;
&amp;lt;br/&amp;gt;MrObsolete as [[Red Northwest_Of_Nowhere,_A_Red_Markets_Campaign: Packrat | Packrat]]&lt;br /&gt;
&amp;lt;br/&amp;gt;NightGoblyn as [[Northwest_Of_Nowhere,_A_Red_Markets_Campaign:  Whiskey | Whiskey]]&lt;br /&gt;
&lt;br /&gt;
==Sheets==&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1DeQAO24DyHx_-BKJ1LoWMgj94FYpwkag4fSRg3hvZQU Takers at a glance]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://docs.google.com/spreadsheets/d/1-sMThlNB7d-Ne3uduJJZnRzdz4-kEIv5dZMYTiM4nSY Crew Budget and Portfolio]&lt;br /&gt;
&lt;br /&gt;
==Optional Rules in Effect==&lt;br /&gt;
*Basic Refresh - Use Refresh as needed, no rolls required. &lt;br /&gt;
*Default Rolls - Unskilled attempts are possible. Roll your potential or less on 1d10 to Succeed. You cannot Critically Succeed on a default, but roll a second 1d10 to confirm Crit Fails. &lt;br /&gt;
*Lucky X - Takers may use Will to redirect a hit to a piece of gear. The gear and all of its upgrades are destroyed. &lt;br /&gt;
*What If the Dice Don’t Meet? (Boom version) - If the negotiation isn’t Heads Up at the end of Negotiations, the closing Leadership roll will bring the dice together regardless of spaces in between. &lt;br /&gt;
&lt;br /&gt;
==Enclaves==&lt;br /&gt;
Lazy-B Ranch&lt;br /&gt;
&lt;br /&gt;
===Neighbors===&lt;br /&gt;
*The Co-Op - Conglomeration of local farmers and ranchers that have collected into an enclave near Las Cruces, NM &lt;br /&gt;
**Major Export - Sustainable food production&lt;br /&gt;
**Major Import - Skilled maintenance (mostly from &#039;&#039;Sky High&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
*The Armory - Former US Army as leadership. Located at the historic Deming Armory in what used to be Deming, New Mexico. Eight blocks away is the more modern former National Guard Armory. &lt;br /&gt;
**Major Export - Weaponry and Ammunition&lt;br /&gt;
**Major Import - Food and Water&lt;br /&gt;
&lt;br /&gt;
*The Heap - &lt;br /&gt;
**Major Export - Raw materials (lots of scrap metal)&lt;br /&gt;
** Major Import - Food and Water&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Jobs So Far==&lt;br /&gt;
===Completed===&lt;br /&gt;
===Still Available===&lt;br /&gt;
&lt;br /&gt;
==People and Places==&lt;br /&gt;
===Friends===&lt;br /&gt;
===Enemies===&lt;br /&gt;
===Frenemies===&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Northwest_Of_Nowhere,_A_Red_Markets_Campaign&amp;diff=426884</id>
		<title>Northwest Of Nowhere, A Red Markets Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Northwest_Of_Nowhere,_A_Red_Markets_Campaign&amp;diff=426884"/>
		<updated>2022-09-07T05:23:33Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: /* Threads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Red Markets]]&lt;br /&gt;
&lt;br /&gt;
In which we follow the exploits of the Taker crew &#039;&#039;&#039;&#039;&#039;TBD&#039;&#039;&#039;&#039;&#039; on their journey to better the lives of the Lost and those that call the enclave, &#039;&#039;Lazy-B Ranch&#039;&#039;, home. &lt;br /&gt;
&lt;br /&gt;
==Threads==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/red-markets-northwest-of-nowhere IC]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://forum.rpg.net/index.php?threads/red-markets-northwest-of-nowhere OOC]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://forum.rpg.net/showthread.php?826087-(INTEREST-RECRUITMENT)-Red-Markets-a-game-of-economic-horror-or-How-I-Tried-To-Pay-The-Bills-And-Not-Get-Bit Recruitment]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://forum.rpg.net/index.php?threads/re-recruitment-red-markets-get-rich-or-die-trying.839245 Re-Recruitment]&lt;br /&gt;
&lt;br /&gt;
==The Takers==&lt;br /&gt;
[[Red Markets_ Get Rich or Die Trying Character Sheet Template | Taker Template]]&lt;br /&gt;
&amp;lt;br/&amp;gt;A as [[Northwest_Of_Nowhere,_A_Red_Markets_Campaign: Carver | Carver]]&lt;br /&gt;
&amp;lt;br/&amp;gt;B as [[Northwest_Of_Nowhere,_A_Red_Markets_Campaign:  Oracle | Oracle]]&lt;br /&gt;
&amp;lt;br/&amp;gt;C as [[Red Northwest_Of_Nowhere,_A_Red_Markets_Campaign: Packrat | Packrat]]&lt;br /&gt;
&amp;lt;br/&amp;gt;D as [[Northwest_Of_Nowhere,_A_Red_Markets_Campaign:  Whisper | Whisper]]&lt;br /&gt;
&lt;br /&gt;
==Sheets==&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1DeQAO24DyHx_-BKJ1LoWMgj94FYpwkag4fSRg3hvZQU Takers at a glance]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://docs.google.com/spreadsheets/d/1-sMThlNB7d-Ne3uduJJZnRzdz4-kEIv5dZMYTiM4nSY Crew Budget and Portfolio]&lt;br /&gt;
&lt;br /&gt;
==Optional Rules in Effect==&lt;br /&gt;
*Basic Refresh - Use Refresh as needed, no rolls required. &lt;br /&gt;
*Default Rolls - Unskilled attempts are possible. Roll your potential or less on 1d10 to Succeed. You cannot Critically Succeed on a default, but roll a second 1d10 to confirm Crit Fails. &lt;br /&gt;
*Lucky X - Takers may use Will to redirect a hit to a piece of gear. The gear and all of its upgrades are destroyed. &lt;br /&gt;
*What If the Dice Don’t Meet? (Boom version) - If the negotiation isn’t Heads Up at the end of Negotiations, the closing Leadership roll will bring the dice together regardless of spaces in between. &lt;br /&gt;
&lt;br /&gt;
==Enclaves==&lt;br /&gt;
Lazy-B Ranch&lt;br /&gt;
&lt;br /&gt;
===Neighbors===&lt;br /&gt;
*The Co-Op - Conglomeration of local farmers and ranchers that have collected into an enclave near Las Cruces, NM &lt;br /&gt;
**Major Export - Sustainable food production&lt;br /&gt;
**Major Import - Skilled maintenance (mostly from &#039;&#039;Sky High&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
*The Armory - Former US Army as leadership. Located at the historic Deming Armory in what used to be Deming, New Mexico. Eight blocks away is the more modern former National Guard Armory. &lt;br /&gt;
**Major Export - Weaponry and Ammunition&lt;br /&gt;
**Major Import - Food and Water&lt;br /&gt;
&lt;br /&gt;
*The Heap - &lt;br /&gt;
**Major Export - Raw materials (lots of scrap metal)&lt;br /&gt;
** Major Import - Food and Water&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Jobs So Far==&lt;br /&gt;
===Completed===&lt;br /&gt;
===Still Available===&lt;br /&gt;
&lt;br /&gt;
==People and Places==&lt;br /&gt;
===Friends===&lt;br /&gt;
===Enemies===&lt;br /&gt;
===Frenemies===&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Northwest_Of_Nowhere,_A_Red_Markets_Campaign&amp;diff=426883</id>
		<title>Northwest Of Nowhere, A Red Markets Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Northwest_Of_Nowhere,_A_Red_Markets_Campaign&amp;diff=426883"/>
		<updated>2022-09-07T05:20:13Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: /* The Takers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Red Markets]]&lt;br /&gt;
&lt;br /&gt;
In which we follow the exploits of the Taker crew &#039;&#039;&#039;&#039;&#039;TBD&#039;&#039;&#039;&#039;&#039; on their journey to better the lives of the Lost and those that call the enclave, &#039;&#039;Lazy-B Ranch&#039;&#039;, home. &lt;br /&gt;
&lt;br /&gt;
==Threads==&lt;br /&gt;
[https://forum.rpg.net/showthread.php?826529-Red-Markets-Get-Rich-or-Die-Trying IC]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://forum.rpg.net/showthread.php?826400-Red-Markets-Get-Rich-or-Die-Trying OOC]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://forum.rpg.net/showthread.php?826087-(INTEREST-RECRUITMENT)-Red-Markets-a-game-of-economic-horror-or-How-I-Tried-To-Pay-The-Bills-And-Not-Get-Bit Recruitment]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://forum.rpg.net/index.php?threads/re-recruitment-red-markets-get-rich-or-die-trying.839245 Re-Recruitment]&lt;br /&gt;
&lt;br /&gt;
==The Takers==&lt;br /&gt;
[[Red Markets_ Get Rich or Die Trying Character Sheet Template | Taker Template]]&lt;br /&gt;
&amp;lt;br/&amp;gt;A as [[Northwest_Of_Nowhere,_A_Red_Markets_Campaign: Carver | Carver]]&lt;br /&gt;
&amp;lt;br/&amp;gt;B as [[Northwest_Of_Nowhere,_A_Red_Markets_Campaign:  Oracle | Oracle]]&lt;br /&gt;
&amp;lt;br/&amp;gt;C as [[Red Northwest_Of_Nowhere,_A_Red_Markets_Campaign: Packrat | Packrat]]&lt;br /&gt;
&amp;lt;br/&amp;gt;D as [[Northwest_Of_Nowhere,_A_Red_Markets_Campaign:  Whisper | Whisper]]&lt;br /&gt;
&lt;br /&gt;
==Sheets==&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1DeQAO24DyHx_-BKJ1LoWMgj94FYpwkag4fSRg3hvZQU Takers at a glance]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://docs.google.com/spreadsheets/d/1-sMThlNB7d-Ne3uduJJZnRzdz4-kEIv5dZMYTiM4nSY Crew Budget and Portfolio]&lt;br /&gt;
&lt;br /&gt;
==Optional Rules in Effect==&lt;br /&gt;
*Basic Refresh - Use Refresh as needed, no rolls required. &lt;br /&gt;
*Default Rolls - Unskilled attempts are possible. Roll your potential or less on 1d10 to Succeed. You cannot Critically Succeed on a default, but roll a second 1d10 to confirm Crit Fails. &lt;br /&gt;
*Lucky X - Takers may use Will to redirect a hit to a piece of gear. The gear and all of its upgrades are destroyed. &lt;br /&gt;
*What If the Dice Don’t Meet? (Boom version) - If the negotiation isn’t Heads Up at the end of Negotiations, the closing Leadership roll will bring the dice together regardless of spaces in between. &lt;br /&gt;
&lt;br /&gt;
==Enclaves==&lt;br /&gt;
Lazy-B Ranch&lt;br /&gt;
&lt;br /&gt;
===Neighbors===&lt;br /&gt;
*The Co-Op - Conglomeration of local farmers and ranchers that have collected into an enclave near Las Cruces, NM &lt;br /&gt;
**Major Export - Sustainable food production&lt;br /&gt;
**Major Import - Skilled maintenance (mostly from &#039;&#039;Sky High&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
*The Armory - Former US Army as leadership. Located at the historic Deming Armory in what used to be Deming, New Mexico. Eight blocks away is the more modern former National Guard Armory. &lt;br /&gt;
**Major Export - Weaponry and Ammunition&lt;br /&gt;
**Major Import - Food and Water&lt;br /&gt;
&lt;br /&gt;
*The Heap - &lt;br /&gt;
**Major Export - Raw materials (lots of scrap metal)&lt;br /&gt;
** Major Import - Food and Water&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Jobs So Far==&lt;br /&gt;
===Completed===&lt;br /&gt;
===Still Available===&lt;br /&gt;
&lt;br /&gt;
==People and Places==&lt;br /&gt;
===Friends===&lt;br /&gt;
===Enemies===&lt;br /&gt;
===Frenemies===&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Northwest_Of_Nowhere,_A_Red_Markets_Campaign&amp;diff=426039</id>
		<title>Northwest Of Nowhere, A Red Markets Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Northwest_Of_Nowhere,_A_Red_Markets_Campaign&amp;diff=426039"/>
		<updated>2022-08-25T05:28:55Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: /* Home Enclave */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Red Markets]]&lt;br /&gt;
&lt;br /&gt;
In which we follow the exploits of the Taker crew &#039;&#039;&#039;&#039;&#039;TBD&#039;&#039;&#039;&#039;&#039; on their journey to better the lives of the Lost and those that call the enclave, &#039;&#039;Lazy-B Ranch&#039;&#039;, home. &lt;br /&gt;
&lt;br /&gt;
==Threads==&lt;br /&gt;
[https://forum.rpg.net/showthread.php?826529-Red-Markets-Get-Rich-or-Die-Trying IC]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://forum.rpg.net/showthread.php?826400-Red-Markets-Get-Rich-or-Die-Trying OOC]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://forum.rpg.net/showthread.php?826087-(INTEREST-RECRUITMENT)-Red-Markets-a-game-of-economic-horror-or-How-I-Tried-To-Pay-The-Bills-And-Not-Get-Bit Recruitment]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://forum.rpg.net/index.php?threads/re-recruitment-red-markets-get-rich-or-die-trying.839245 Re-Recruitment]&lt;br /&gt;
&lt;br /&gt;
==The Takers==&lt;br /&gt;
[[Red Markets_ Get Rich or Die Trying Character Sheet Template | Taker Template]]&lt;br /&gt;
&amp;lt;br/&amp;gt;Iustum as [[Red Markets_Get Rich or Die Trying: Collar | Collar]]&lt;br /&gt;
&amp;lt;br/&amp;gt;Raveled as [[Red Markets_Get Rich or Die Trying: Kennel | Kennel]]&lt;br /&gt;
&amp;lt;br/&amp;gt;IronMongoose as [[Red Markets_Get Rich or Die Trying: Moonchild | Moonchild]]&lt;br /&gt;
&amp;lt;br/&amp;gt;Atlictoatl as [[Red Markets_Get Rich or Die Trying: Whisper | Whisper]]&lt;br /&gt;
&amp;lt;br/&amp;gt;DannyK as [[Red Markets_ Get Rich or Die Trying: Dean | Dean]]&lt;br /&gt;
&lt;br /&gt;
==Sheets==&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1DeQAO24DyHx_-BKJ1LoWMgj94FYpwkag4fSRg3hvZQU Takers at a glance]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://docs.google.com/spreadsheets/d/1-sMThlNB7d-Ne3uduJJZnRzdz4-kEIv5dZMYTiM4nSY Crew Budget and Portfolio]&lt;br /&gt;
&lt;br /&gt;
==Optional Rules in Effect==&lt;br /&gt;
*Basic Refresh - Use Refresh as needed, no rolls required. &lt;br /&gt;
*Default Rolls - Unskilled attempts are possible. Roll your potential or less on 1d10 to Succeed. You cannot Critically Succeed on a default, but roll a second 1d10 to confirm Crit Fails. &lt;br /&gt;
*Lucky X - Takers may use Will to redirect a hit to a piece of gear. The gear and all of its upgrades are destroyed. &lt;br /&gt;
*What If the Dice Don’t Meet? (Boom version) - If the negotiation isn’t Heads Up at the end of Negotiations, the closing Leadership roll will bring the dice together regardless of spaces in between. &lt;br /&gt;
&lt;br /&gt;
==Enclaves==&lt;br /&gt;
Lazy-B Ranch&lt;br /&gt;
&lt;br /&gt;
===Neighbors===&lt;br /&gt;
*The Co-Op - Conglomeration of local farmers and ranchers that have collected into an enclave near Las Cruces, NM &lt;br /&gt;
**Major Export - Sustainable food production&lt;br /&gt;
**Major Import - Skilled maintenance (mostly from &#039;&#039;Sky High&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
*The Armory - Former US Army as leadership. Located at the historic Deming Armory in what used to be Deming, New Mexico. Eight blocks away is the more modern former National Guard Armory. &lt;br /&gt;
**Major Export - Weaponry and Ammunition&lt;br /&gt;
**Major Import - Food and Water&lt;br /&gt;
&lt;br /&gt;
*The Heap - &lt;br /&gt;
**Major Export - Raw materials (lots of scrap metal)&lt;br /&gt;
** Major Import - Food and Water&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Jobs So Far==&lt;br /&gt;
===Completed===&lt;br /&gt;
===Still Available===&lt;br /&gt;
&lt;br /&gt;
==People and Places==&lt;br /&gt;
===Friends===&lt;br /&gt;
===Enemies===&lt;br /&gt;
===Frenemies===&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fate_of_the_Serpentine:_Nick_Buonastella&amp;diff=426038</id>
		<title>Fate of the Serpentine: Nick Buonastella</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fate_of_the_Serpentine:_Nick_Buonastella&amp;diff=426038"/>
		<updated>2022-08-25T05:01:04Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Nick &amp;quot;Lucky Bastard&amp;quot; Buonastella&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Fate_of_the_Serpentine|Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
Nick served as a swordsman in the Grey-Guard and got a reputation for good luck. Everything changed the day his squad was sent out on the Dead Plateau and they were forced to take shelter in a ruined temple from a storm. His luck paid off then, too well -- they broke through into a hidden chamber while looking for something to burn, and found treasure. They promptly deserted, but that night, Nick was visited in his dreams by the nameless god of that place, who told him that he was now the avatar of Mad Luck and it was his destiny to remake Eversink in his own image. Now every night the god whispers secrets and lore and shows him terrifying visions of the future, which he mostly forgets because he went to bed drunk.&lt;br /&gt;
&lt;br /&gt;
==Aspects==&lt;br /&gt;
HC: Mercenary turned Reluctant Sorcerer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trouble: Cursed by Wild Luck&lt;br /&gt;
&lt;br /&gt;
Other Aspects:&lt;br /&gt;
&lt;br /&gt;
Devil&#039;s Own Luck&lt;br /&gt;
&lt;br /&gt;
The Gray-Guard Never Forgets&lt;br /&gt;
&lt;br /&gt;
Trouble Always Finds Me&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stunts:==&lt;br /&gt;
&lt;br /&gt;
Drunken Master: +2 to Fight when he&#039;s been drinking&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills:==&lt;br /&gt;
&lt;br /&gt;
+4 Athletics &lt;br /&gt;
&lt;br /&gt;
+3 Provoke, Lore&lt;br /&gt;
&lt;br /&gt;
+2 Rapport, Notice, Fight&lt;br /&gt;
&lt;br /&gt;
+1 Contacts, Physique, Deceive, Investigation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heirlooms==&lt;br /&gt;
&lt;br /&gt;
Statue of the luck-god with suspicious stains on it&lt;br /&gt;
&lt;br /&gt;
Set of Gray-Guard armor with the unit patches carefully ripped off&lt;br /&gt;
&lt;br /&gt;
Half a bottle of strong-wine for emergencies&lt;br /&gt;
&lt;br /&gt;
Bad Dreams&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fate_of_the_Serpentine&amp;diff=426037</id>
		<title>Fate of the Serpentine</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fate_of_the_Serpentine&amp;diff=426037"/>
		<updated>2022-08-25T04:58:48Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Campaign Overview=&lt;br /&gt;
&lt;br /&gt;
Daring deeds of derring-do in the exquisitely evanescent empery of Eversink!&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Player&lt;br /&gt;
! Character&lt;br /&gt;
! Phys Stress&lt;br /&gt;
! Mental Stress&lt;br /&gt;
! FP&lt;br /&gt;
! Consequences&lt;br /&gt;
! Corruption&lt;br /&gt;
! Sorcerous Spheres&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/llayne.162426/ Llayne]&lt;br /&gt;
|[[Lanz Lowborn]]&lt;br /&gt;
|OOOOOO&lt;br /&gt;
|OOOO&lt;br /&gt;
|2/2&lt;br /&gt;
|OO-OOOO-OOOOOO&lt;br /&gt;
|[ ] [ ] [ ] [ ] &lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/nightgoblyn.56962/ NightGoblyn]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/Sophia_Petrillo Sophia Petrillo]&lt;br /&gt;
|OOO&lt;br /&gt;
|OOOOOO&lt;br /&gt;
|2/2&lt;br /&gt;
|OO-OOOO-OOOOOO&lt;br /&gt;
|[ ] [ ] [ ] [ ] &lt;br /&gt;
|Demonology, Ghosts &amp;amp; Spirits&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/leliel.77613/ Leliel]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/Fate_of_the_Serpentine:_Malkin_Coinfound Malkin Coinfound]&lt;br /&gt;
|OOOO&lt;br /&gt;
|OOOO&lt;br /&gt;
|2/2&lt;br /&gt;
|OO-OOOO-OOOOOO&lt;br /&gt;
|[ ] [ ] [ ] [ ] &lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/timon.85118/ Timon]&lt;br /&gt;
|[[Waldgren]]&lt;br /&gt;
|OOOO&lt;br /&gt;
|OOO&lt;br /&gt;
|3/3&lt;br /&gt;
|OO-OOOO-OOOOOO&lt;br /&gt;
|[ ] [ ] [ ] [ ] &lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/astronocky.176732/ Astronocky]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/Fate_of_the_Serpentine:_Anto_Scritti Anto Scritti] &lt;br /&gt;
|OOOO&lt;br /&gt;
|OOOOOO&lt;br /&gt;
|2/2&lt;br /&gt;
|OO-OOOO-OOOOOO&lt;br /&gt;
|[ ] [ ] [ ] [ ] &lt;br /&gt;
|Decay/Entropy, Memory, Secrets, Ghosts &amp;amp; Spirits&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/dannyk.1750/ DannyK]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/Fate_of_the_Serpentine:_Nick_Buonastella Nick &amp;quot;Lucky Bastard&amp;quot; Buonastella]&lt;br /&gt;
|OOOO&lt;br /&gt;
|OOO&lt;br /&gt;
|3/3&lt;br /&gt;
|OO-OOOO-OOOOOO&lt;br /&gt;
|[ ] [ ] [ ] [ ] &lt;br /&gt;
|Luck, TBD, TBD&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Helpful Resources=&lt;br /&gt;
&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/fate-of-the-serpentine.901205/ In Character Thread]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/fate-of-the-serpentine.901206/ Out of Character Thread]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-recruitment-fate-of-the-serpentine-fate-condensed.901040/ Recruitment Thread]&lt;br /&gt;
*[https://www.enworld.org/media/eversink-map-screenshot-jpg.85270/full/ Large scale map of Eversink]&lt;br /&gt;
*[https://www.worldanvil.com/w/the-eversink-joenan/map/76e1308c-73d5-4ef9-b85b-5be36a4f2348/ The World of Swords of the Serpentine]&lt;br /&gt;
&lt;br /&gt;
=Factions and Allegiances=&lt;br /&gt;
&lt;br /&gt;
The following are the twelve dominant factions and allegiances within Eversink, and their own allies and enemies. Starting characters declare their own membership of one as part of their High Concept, and usually take on that faction&#039;s own alliances and rivalries. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ancient Nobility&#039;&#039;&#039; - the original aristocracy of Eversink, some dating back to the signing of the Golden Contract nearly a thousand years ago, frequently impoverished, always prideful. Allies: Church of Denari, Triskadane; Enemies: Mercanti.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Church of Denari&#039;&#039;&#039; - the church of the Mother Goddess of Eversink, including Marketpriests, Trade Missionaries, holy prophets and oracles, Church Militant agents and Inquisitors, and others devoted to the spiritual and material well-being of the city. Allies: Ancient Nobility, Mercanti; Enemies: Sorcerous Cabals. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;City Watch&#039;&#039;&#039; - Eversink&#039;s nominal police force, home equally to upright and keen-eyed Sentinels, and corrupt and venal Watch Houses. Allies: Mercanti; Enemies: Mercenaries, Thieves&#039; Guilds. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commoners&#039;&#039;&#039; - the labouring poor, toiling masses, petty crafters and tradespeople; nominally the bedrock of Eversink, but despised and downtrodden by other factions. Allies: Thieves&#039; Guilds; Enemies: Ancient Nobility, Mercanti. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guild of Architects and Canal-Watchers&#039;&#039;&#039; - the secretive and select guild that keeps Eversink&#039;s buildings from sinking too quickly, its canals clean, and its passageways and cellars well mapped; rumoured to have a sorcerous heart where Corrupted senior members cast grave spells to keep the city intact. Allies: Triskadane; Enemies: Mercanti. &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Mercanti&#039;&#039;&#039; - the upstart nouveau-riche winning ever-increasing power and wealth in Eversink, pushing to depose the Ancient Nobility from leadership in the city. Allies: Church of Denari; Enemies: Ancient Nobility. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mercenaries&#039;&#039;&#039; - paid soldiery employed by nobles and merchants alike to guard their properties and defend their interests. Allies: Ancient Nobility, Mercanti; Enemies: City Watch. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monstrosities&#039;&#039;&#039; - secretive and often semi-legendary communities of monstrous creatures and denizens of the city, barely tolerated by its human inhabitants. Allies: Outlanders, Sorcerous Cabals; Enemies: City Watch, Mercenaries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outlanders&#039;&#039;&#039; - barbarians, foreign merchants, emissaries, scholars, and other groups visiting, drawn to, or spying on Eversink. Allies: Monstrosities; Enemies: City Watch. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorcerous Cabals&#039;&#039;&#039; - small covens and cults of Sorcerers bound together by mutual interest and fear of persecution; frequently loyal to forces outside Eversink - or the entire mortal plane. Allies: Monstrosities; Enemies: Church of Denari, Triskadane.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thieves’ Guilds&#039;&#039;&#039; - fragmented and feuding coteries and guilds of pickpockets, smugglers, robbers, beggars, blackmailers, assassins, pirates, and every other kind of villain. Allies: Outlanders; Enemies: City Watch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triskadane&#039;&#039;&#039; - the Secret Thirteen who rule Eversink from the shadows, selected by the Goddess Herself through granting of a coin - as well as the vast bureaucracy and governmental machinery responsible for executing their decrees. Allies: the Ancient Nobility, Church of Denari; Enemies: Outlanders, Sorcerous Cabals.&lt;br /&gt;
&lt;br /&gt;
=System Details and Special Rules=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sorcery==&lt;br /&gt;
&lt;br /&gt;
The sorcery system works as follows. Sorcery is powered by the Lore skill, and in most cases, consists of straight Lore-based attacks against physical or mental Stress. The Sorcerer rolls their Attack roll based on their Lore skill level plus any modifiers, and the target rolls their Defend roll - if any. (GM decides what skill is appropriate for Defend rolls, if any - default is Physique for physical Stress, and Will for mental Stress.) Ingenious Sorcerers may be able to devise a spell form that gets around a particular defence.&lt;br /&gt;
&lt;br /&gt;
For spell-casting where there is no specific target or harm intended, the action is an Overcome against a Difficulty set by the GM. Create Advantage can be used to boost chances of success. The GM will also balance the Difficulty against the power of the intended effect - greater power means greater Difficulty. &lt;br /&gt;
&lt;br /&gt;
A Sorcerer can choose to pull their punch, and use less than their full rating of Lore, if they want to exert a more controllable, less Corrupting, volume of Sorcery. This should make the subsequent roll to resist Corruption easier. &lt;br /&gt;
&lt;br /&gt;
The detail comes in the different Spheres of magic which govern the description and nature of the magic, as well as the sorts of magic the Sorcerer could perform outside straight Attack spells. For instance, a Sorcerer whose Sphere is Water could fill opponents&#039; lungs with liquid - or drain a canal to allow allies to walk across it. A Sorcerer whose Sphere is Plants could ensnare and strangle foes in creeping vines - or grow strange and reviving fruit to heal injured characters. A character gets one Sphere for each level of the Lore skill they have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorcerous Spheres&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aging&lt;br /&gt;
&lt;br /&gt;
Air&lt;br /&gt;
&lt;br /&gt;
Animal &lt;br /&gt;
&lt;br /&gt;
Blades &lt;br /&gt;
&lt;br /&gt;
Blood &lt;br /&gt;
&lt;br /&gt;
Chaos &lt;br /&gt;
&lt;br /&gt;
Curses&lt;br /&gt;
&lt;br /&gt;
Death&lt;br /&gt;
&lt;br /&gt;
Decay/Entropy&lt;br /&gt;
&lt;br /&gt;
Demonology&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Disease &lt;br /&gt;
&lt;br /&gt;
Earth &lt;br /&gt;
&lt;br /&gt;
Fear &lt;br /&gt;
&lt;br /&gt;
Fire &lt;br /&gt;
&lt;br /&gt;
Flesh &lt;br /&gt;
&lt;br /&gt;
Ghosts &amp;amp; Spirits&lt;br /&gt;
&lt;br /&gt;
Ice&lt;br /&gt;
&lt;br /&gt;
Illusion &lt;br /&gt;
&lt;br /&gt;
Lightning &lt;br /&gt;
&lt;br /&gt;
Love&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Luck &lt;br /&gt;
&lt;br /&gt;
Memory &lt;br /&gt;
&lt;br /&gt;
Music &lt;br /&gt;
&lt;br /&gt;
Necromancy &lt;br /&gt;
&lt;br /&gt;
Plants &lt;br /&gt;
&lt;br /&gt;
Possession&lt;br /&gt;
&lt;br /&gt;
Secrets &lt;br /&gt;
&lt;br /&gt;
Serpents &lt;br /&gt;
&lt;br /&gt;
Shadow &lt;br /&gt;
&lt;br /&gt;
Statuary &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Swamp &lt;br /&gt;
&lt;br /&gt;
Transformation (Physical) &lt;br /&gt;
&lt;br /&gt;
Transmutation &lt;br /&gt;
&lt;br /&gt;
Transportation &lt;br /&gt;
&lt;br /&gt;
Trickery &lt;br /&gt;
&lt;br /&gt;
Water &lt;br /&gt;
&lt;br /&gt;
Worship&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unfortunately, using Sorcery isn&#039;t a free ride. Each use of Sorcery exposes the Sorcerer to Corruption.&lt;br /&gt;
&lt;br /&gt;
==Corruption==&lt;br /&gt;
&lt;br /&gt;
Corruption is the result of exposure to, or use of, the warping energies from outside mundane reality that power magic and Sorcery. They steadily degrade and denature a person, place or other object, until the target becomes totally unnatural, twisted, and malevolently alien.&lt;br /&gt;
&lt;br /&gt;
Each character comes with a Corruption clock - usually with four segments, although a gifted or lucky, or exceptionally powerful Sorcerer may have more. After each time that a spell is cast - or that certain special Corruption stunts are used, or as a result of certain curses and magical attacks - the character makes a roll of their Will skill against the total value of the Sorcery action (skill +/- roll +/- any other modifiers such as Advantages). If the Will roll is higher, there&#039;s no Corruption; if it&#039;s lower, the character fills one segment of their Corruption clock. (Essentially, the character either succeeds or fails in resisting the insidious appeal of Sorcerous Corruption.) Once all four segments are filled, the character has to rewrite one aspect into a Corrupted aspect, a twisted version of what came before, and then clears their Corruption clock. The process continues until all five aspects are Corrupted, finishing with the Trouble aspect and finally the High Concept. Once all a character&#039;s aspects are corrupted and they have used up their last empty Corruption segment, they cease to be a playable character and become an NPC monster.&lt;br /&gt;
&lt;br /&gt;
If a character can make it through a session of play without taking a single instance of Corruption, they can clear one segment on their Corruption clock. There may be other ways of clearing Corruption, or even purifying Corrupted aspects, but these are not part of normal play - the more usual intervention by the Church in Eversink is to burn the offender.&lt;br /&gt;
&lt;br /&gt;
For some magical effects, including range, damage, etc., in Attack spells, a Sorcerer can boost the effect by adding one more segment on their Corruption clock per extra instance of effect: 2x, 3x, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Internalized and Externalized Corruption&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a character Corrupts an aspect, they can try to conceal the effect, or even project it onto another member of their bloodline. This is called internalizing Corruption. Externalizing it is blasting either their immediate allies and neighbours, or the immediate vicinity.&lt;br /&gt;
&lt;br /&gt;
Every time a character Corrupts an aspect, they have to roll their Physique against a Difficulty equal to their current Lore. If they succeed, they contain the Corruption in their body, and some small unobtrusive physical change happens - a wart, a new patch of discoloured skin, etc. If they fail, the change is far more obvious - a plain offensive blemish. &lt;br /&gt;
&lt;br /&gt;
With certain rites that may be learned in the course of play, Sorcerers can transfer Corruption to their bloodline, and remain scot free themselves. This is a capital offence if discovered. &lt;br /&gt;
&lt;br /&gt;
When externalizing Corruption, a Sorcerer rolls an Attack equal in power to their current Lore against the mental Stress of everyone in the immediate vicinity - friends, allies, etc. Meanwhile, the vicinity is also Corrupted, with an intensity equal to the current Lore of the Sorcerer, and a highest level of 6.&lt;br /&gt;
&lt;br /&gt;
1 - Denari’s Blessing is temporarily burned away, detectable by Spirit Sight or Corruption (or poor profit from business transactions). Nearby cows give sour milk, chickens lay stones instead of eggs, and babies cry non-stop. Lasts approximately one month, but can be restored sooner through multiple business transactions.&lt;br /&gt;
 &lt;br /&gt;
2 - Causes disquiet in anyone passing through, encouraging people to hurry on their way. Those who deliberately linger in the area take 1 point of mental Stress damage after several hours. This may drive weak-willed NPCs into emotional breakdowns or panic attacks. Lasts approximately one decade.&lt;br /&gt;
&lt;br /&gt;
3 - Weakens building foundations, softening stone and eroding mortar. Causes fear or temporary obsession in anyone passing through the area, triggering immediate mental Stress of 2 (4 after dark). NPCs are filled with dread, and the area soon becomes known as haunted. The barrier between worlds is weakened; determined ghosts can pass through from the spirit realm. Lasts approximately one generation.&lt;br /&gt;
&lt;br /&gt;
4 - Entering this area automatically causes 4 points of mental Stress, and the area reeks of sadness and terror. Those who live nearby may be driven to paranoia or sly murder. The area might be (but is not always) cloudy and lit from within, and spirits might be seen or felt within this area. This acts like a beacon, subtly drawing the evil and the unnatural to it. Lasts approximately a century. &lt;br /&gt;
&lt;br /&gt;
5 - Entering this area, any characters take 6 points of mental Stress or have to resist possession by a ghost, demon, or other spirit drawn to the fell energies. The spirits of those who die nearby are trapped here. This is a sucking, writhing rip in reality that warps physical spaces around it. Unnatural creatures such as demons or something worse might come through, either in mortal or spiritual form. Animals nearby often twist and mutate. Never heals.&lt;br /&gt;
&lt;br /&gt;
6+ - This sanity-blasting rift in reality pierces the world and can theoretically corrupt an entire nation if allowed to spread long enough. Effects are as Stage 5, but the&lt;br /&gt;
affected area spreads. Never heals, and slowly spreads unless sealed from the other side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corruption Stunts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once a character has had at least one of their aspects Corrupted, they can start to acquire Corruption stunts - one per Corrupted aspect, and related to that aspect. These come free rather than the usual stunt cost in Refresh, and are roughly twice as powerful as a similar normal stunt - but each use fills a segment of Corruption.&lt;br /&gt;
&lt;br /&gt;
==Spirit Sight==&lt;br /&gt;
&lt;br /&gt;
Spirit Sight is the only opening to the world of spirits and magical forces available to non-Sorcerers - those natural sensitives with points in Lore but no knowledge of Sorcery. With Spirit Sight, the gifted sensitives can see ghosts, and sometimes use their natural powers to heal Corrupted places, detect Sorcerers and follow their spoor, and spot Corruption. However, in Eversink the Church and the authorities frown on anyone with Spirit Sight acting as a free agent, and those sensitives who reveal their secret will either be drafted into the Sentinels or the Inquisition, or suffer at their hands.&lt;br /&gt;
&lt;br /&gt;
Spirit Sight acts like typical Sorcery, with rolls of the Lore skill, but no Corruption. However, its effects are far more circumscribed. It usually costs 1 point of mental Stress per point of the final effect, given the wrenching results of seeing the Spirit plane. It can be used to grant you 1 point of spiritual armour per point of the final effect, against attacks on the Spirit plane and magical attacks affecting Mental stress, for the duration of the conflict. It can be used to make insubstantial creatures vulnerable to physical attacks - for you, and for 1 additional person per point of the final effect. It can be used to admit you to the Spirit world in weak places where the Veil is thin - and 1 additional person per point of the final effect. You can use it to heal such spiritual rifts and Corruption in the world - at a cost of 1 point per level of Corruption erased, and a long and dangerous ritual.&lt;br /&gt;
&lt;br /&gt;
=Weapons and Armour=&lt;br /&gt;
&lt;br /&gt;
Unlike other varieties of Fate, this version gives weapons and armour a more active role in the mechanics. All weapons and armour are divided into three classes - 1, 2, 3 - based on how much physical Stress they deal out - or absorb - when a target suffers an Attack. This is in addition to the +/- from the character&#039;s own skill roll. &lt;br /&gt;
&lt;br /&gt;
== Weapon classes ==&lt;br /&gt;
&lt;br /&gt;
Weapons are divided into the following broad classes:&lt;br /&gt;
&lt;br /&gt;
* Light weapons (+1): Dagger, shortsword, cosh, brass knuckles, self bow, etc.&lt;br /&gt;
&lt;br /&gt;
* Medium weapons (+2): Sword, mace, axe, longbow, crossbow, etc.&lt;br /&gt;
&lt;br /&gt;
* Heavy weapon (+3): Greatsword, maul, halberd, lance, pike, quarterstaff, arbalest, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon class and turn order&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weapon classes affect Fate Condensed&#039;s voluntary turn order in the following way - except in cases of surprise, where the ambusher always gets first shot/blow:&lt;br /&gt;
&lt;br /&gt;
* Missile weapons and Sorcery always go first.&lt;br /&gt;
&lt;br /&gt;
* On first round, weapons go in order of their class: 3, 2, 1. This is to reflect the reach of heavier weapons and pole arms. &lt;br /&gt;
&lt;br /&gt;
* On subsequent rounds, the order is: 2, 3, 1. This is to reflect how cumbersome heavy weapons are to wield at close quarters.&lt;br /&gt;
&lt;br /&gt;
* Within each class, combatants Attack in order of their Athletics. Ties mean simultaneous Attacks.&lt;br /&gt;
&lt;br /&gt;
== Missile weapons ==&lt;br /&gt;
&lt;br /&gt;
Missile weapons have their own rules, aside from just going first in turn order.&lt;br /&gt;
&lt;br /&gt;
Throw weapons - axes, knives, spears, rocks, etc. - use Athletics. Other missile weapons use Shoot.&lt;br /&gt;
&lt;br /&gt;
Missile weapons can reach a number of Zones equal to their Class. So, thrown weapons or self bows can reach one Zone outside their own, longbows can reach 2 Zones, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reload times&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thrown weapons and strung bows require one turn to prepare a fresh shot before shooting at the start of the next exchange. For Class 2 crossbows, this becomes 2 turns. For Class 3 crossbows, it becomes 5 turns.&lt;br /&gt;
&lt;br /&gt;
=Interesting Leads and Developments=&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fate_of_the_Serpentine&amp;diff=426036</id>
		<title>Fate of the Serpentine</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fate_of_the_Serpentine&amp;diff=426036"/>
		<updated>2022-08-25T04:57:57Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Campaign Overview=&lt;br /&gt;
&lt;br /&gt;
Daring deeds of derring-do in the exquisitely evanescent empery of Eversink!&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Player&lt;br /&gt;
! Character&lt;br /&gt;
! Phys Stress&lt;br /&gt;
! Mental Stress&lt;br /&gt;
! FP&lt;br /&gt;
! Consequences&lt;br /&gt;
! Corruption&lt;br /&gt;
! Sorcerous Spheres&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/llayne.162426/ Llayne]&lt;br /&gt;
|[[Lanz Lowborn]]&lt;br /&gt;
|OOOOOO&lt;br /&gt;
|OOOO&lt;br /&gt;
|2/2&lt;br /&gt;
|OO-OOOO-OOOOOO&lt;br /&gt;
|[ ] [ ] [ ] [ ] &lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/nightgoblyn.56962/ NightGoblyn]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/Sophia_Petrillo Sophia Petrillo]&lt;br /&gt;
|OOO&lt;br /&gt;
|OOOOOO&lt;br /&gt;
|2/2&lt;br /&gt;
|OO-OOOO-OOOOOO&lt;br /&gt;
|[ ] [ ] [ ] [ ] &lt;br /&gt;
|Demonology, Ghosts &amp;amp; Spirits&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/leliel.77613/ Leliel]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/Fate_of_the_Serpentine:_Malkin_Coinfound Malkin Coinfound]&lt;br /&gt;
|OOOO&lt;br /&gt;
|OOOO&lt;br /&gt;
|2/2&lt;br /&gt;
|OO-OOOO-OOOOOO&lt;br /&gt;
|[ ] [ ] [ ] [ ] &lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/timon.85118/ Timon]&lt;br /&gt;
|[[Waldgren]]&lt;br /&gt;
|OOOO&lt;br /&gt;
|OOO&lt;br /&gt;
|3/3&lt;br /&gt;
|OO-OOOO-OOOOOO&lt;br /&gt;
|[ ] [ ] [ ] [ ] &lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/astronocky.176732/ Astronocky]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/Fate_of_the_Serpentine:_Anto_Scritti Anto Scritti] &lt;br /&gt;
|OOOO&lt;br /&gt;
|OOOOOO&lt;br /&gt;
|2/2&lt;br /&gt;
|OO-OOOO-OOOOOO&lt;br /&gt;
|[ ] [ ] [ ] [ ] &lt;br /&gt;
|Decay/Entropy, Memory, Secrets, Ghosts &amp;amp; Spirits&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/dannyk.1750/ DannyK]&lt;br /&gt;
|[https://wiki.rpg.net/index.php/Fate_of_the_Serpentine:_Nick_Buonastella]&lt;br /&gt;
|OOOO&lt;br /&gt;
|OOO&lt;br /&gt;
|3/3&lt;br /&gt;
|OO-OOOO-OOOOOO&lt;br /&gt;
|[ ] [ ] [ ] [ ] &lt;br /&gt;
|Luck, TBD, TBD&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Helpful Resources=&lt;br /&gt;
&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/fate-of-the-serpentine.901205/ In Character Thread]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/fate-of-the-serpentine.901206/ Out of Character Thread]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-recruitment-fate-of-the-serpentine-fate-condensed.901040/ Recruitment Thread]&lt;br /&gt;
*[https://www.enworld.org/media/eversink-map-screenshot-jpg.85270/full/ Large scale map of Eversink]&lt;br /&gt;
*[https://www.worldanvil.com/w/the-eversink-joenan/map/76e1308c-73d5-4ef9-b85b-5be36a4f2348/ The World of Swords of the Serpentine]&lt;br /&gt;
&lt;br /&gt;
=Factions and Allegiances=&lt;br /&gt;
&lt;br /&gt;
The following are the twelve dominant factions and allegiances within Eversink, and their own allies and enemies. Starting characters declare their own membership of one as part of their High Concept, and usually take on that faction&#039;s own alliances and rivalries. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ancient Nobility&#039;&#039;&#039; - the original aristocracy of Eversink, some dating back to the signing of the Golden Contract nearly a thousand years ago, frequently impoverished, always prideful. Allies: Church of Denari, Triskadane; Enemies: Mercanti.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Church of Denari&#039;&#039;&#039; - the church of the Mother Goddess of Eversink, including Marketpriests, Trade Missionaries, holy prophets and oracles, Church Militant agents and Inquisitors, and others devoted to the spiritual and material well-being of the city. Allies: Ancient Nobility, Mercanti; Enemies: Sorcerous Cabals. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;City Watch&#039;&#039;&#039; - Eversink&#039;s nominal police force, home equally to upright and keen-eyed Sentinels, and corrupt and venal Watch Houses. Allies: Mercanti; Enemies: Mercenaries, Thieves&#039; Guilds. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commoners&#039;&#039;&#039; - the labouring poor, toiling masses, petty crafters and tradespeople; nominally the bedrock of Eversink, but despised and downtrodden by other factions. Allies: Thieves&#039; Guilds; Enemies: Ancient Nobility, Mercanti. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guild of Architects and Canal-Watchers&#039;&#039;&#039; - the secretive and select guild that keeps Eversink&#039;s buildings from sinking too quickly, its canals clean, and its passageways and cellars well mapped; rumoured to have a sorcerous heart where Corrupted senior members cast grave spells to keep the city intact. Allies: Triskadane; Enemies: Mercanti. &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Mercanti&#039;&#039;&#039; - the upstart nouveau-riche winning ever-increasing power and wealth in Eversink, pushing to depose the Ancient Nobility from leadership in the city. Allies: Church of Denari; Enemies: Ancient Nobility. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mercenaries&#039;&#039;&#039; - paid soldiery employed by nobles and merchants alike to guard their properties and defend their interests. Allies: Ancient Nobility, Mercanti; Enemies: City Watch. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monstrosities&#039;&#039;&#039; - secretive and often semi-legendary communities of monstrous creatures and denizens of the city, barely tolerated by its human inhabitants. Allies: Outlanders, Sorcerous Cabals; Enemies: City Watch, Mercenaries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outlanders&#039;&#039;&#039; - barbarians, foreign merchants, emissaries, scholars, and other groups visiting, drawn to, or spying on Eversink. Allies: Monstrosities; Enemies: City Watch. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorcerous Cabals&#039;&#039;&#039; - small covens and cults of Sorcerers bound together by mutual interest and fear of persecution; frequently loyal to forces outside Eversink - or the entire mortal plane. Allies: Monstrosities; Enemies: Church of Denari, Triskadane.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thieves’ Guilds&#039;&#039;&#039; - fragmented and feuding coteries and guilds of pickpockets, smugglers, robbers, beggars, blackmailers, assassins, pirates, and every other kind of villain. Allies: Outlanders; Enemies: City Watch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triskadane&#039;&#039;&#039; - the Secret Thirteen who rule Eversink from the shadows, selected by the Goddess Herself through granting of a coin - as well as the vast bureaucracy and governmental machinery responsible for executing their decrees. Allies: the Ancient Nobility, Church of Denari; Enemies: Outlanders, Sorcerous Cabals.&lt;br /&gt;
&lt;br /&gt;
=System Details and Special Rules=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sorcery==&lt;br /&gt;
&lt;br /&gt;
The sorcery system works as follows. Sorcery is powered by the Lore skill, and in most cases, consists of straight Lore-based attacks against physical or mental Stress. The Sorcerer rolls their Attack roll based on their Lore skill level plus any modifiers, and the target rolls their Defend roll - if any. (GM decides what skill is appropriate for Defend rolls, if any - default is Physique for physical Stress, and Will for mental Stress.) Ingenious Sorcerers may be able to devise a spell form that gets around a particular defence.&lt;br /&gt;
&lt;br /&gt;
For spell-casting where there is no specific target or harm intended, the action is an Overcome against a Difficulty set by the GM. Create Advantage can be used to boost chances of success. The GM will also balance the Difficulty against the power of the intended effect - greater power means greater Difficulty. &lt;br /&gt;
&lt;br /&gt;
A Sorcerer can choose to pull their punch, and use less than their full rating of Lore, if they want to exert a more controllable, less Corrupting, volume of Sorcery. This should make the subsequent roll to resist Corruption easier. &lt;br /&gt;
&lt;br /&gt;
The detail comes in the different Spheres of magic which govern the description and nature of the magic, as well as the sorts of magic the Sorcerer could perform outside straight Attack spells. For instance, a Sorcerer whose Sphere is Water could fill opponents&#039; lungs with liquid - or drain a canal to allow allies to walk across it. A Sorcerer whose Sphere is Plants could ensnare and strangle foes in creeping vines - or grow strange and reviving fruit to heal injured characters. A character gets one Sphere for each level of the Lore skill they have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorcerous Spheres&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aging&lt;br /&gt;
&lt;br /&gt;
Air&lt;br /&gt;
&lt;br /&gt;
Animal &lt;br /&gt;
&lt;br /&gt;
Blades &lt;br /&gt;
&lt;br /&gt;
Blood &lt;br /&gt;
&lt;br /&gt;
Chaos &lt;br /&gt;
&lt;br /&gt;
Curses&lt;br /&gt;
&lt;br /&gt;
Death&lt;br /&gt;
&lt;br /&gt;
Decay/Entropy&lt;br /&gt;
&lt;br /&gt;
Demonology&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Disease &lt;br /&gt;
&lt;br /&gt;
Earth &lt;br /&gt;
&lt;br /&gt;
Fear &lt;br /&gt;
&lt;br /&gt;
Fire &lt;br /&gt;
&lt;br /&gt;
Flesh &lt;br /&gt;
&lt;br /&gt;
Ghosts &amp;amp; Spirits&lt;br /&gt;
&lt;br /&gt;
Ice&lt;br /&gt;
&lt;br /&gt;
Illusion &lt;br /&gt;
&lt;br /&gt;
Lightning &lt;br /&gt;
&lt;br /&gt;
Love&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Luck &lt;br /&gt;
&lt;br /&gt;
Memory &lt;br /&gt;
&lt;br /&gt;
Music &lt;br /&gt;
&lt;br /&gt;
Necromancy &lt;br /&gt;
&lt;br /&gt;
Plants &lt;br /&gt;
&lt;br /&gt;
Possession&lt;br /&gt;
&lt;br /&gt;
Secrets &lt;br /&gt;
&lt;br /&gt;
Serpents &lt;br /&gt;
&lt;br /&gt;
Shadow &lt;br /&gt;
&lt;br /&gt;
Statuary &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Swamp &lt;br /&gt;
&lt;br /&gt;
Transformation (Physical) &lt;br /&gt;
&lt;br /&gt;
Transmutation &lt;br /&gt;
&lt;br /&gt;
Transportation &lt;br /&gt;
&lt;br /&gt;
Trickery &lt;br /&gt;
&lt;br /&gt;
Water &lt;br /&gt;
&lt;br /&gt;
Worship&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unfortunately, using Sorcery isn&#039;t a free ride. Each use of Sorcery exposes the Sorcerer to Corruption.&lt;br /&gt;
&lt;br /&gt;
==Corruption==&lt;br /&gt;
&lt;br /&gt;
Corruption is the result of exposure to, or use of, the warping energies from outside mundane reality that power magic and Sorcery. They steadily degrade and denature a person, place or other object, until the target becomes totally unnatural, twisted, and malevolently alien.&lt;br /&gt;
&lt;br /&gt;
Each character comes with a Corruption clock - usually with four segments, although a gifted or lucky, or exceptionally powerful Sorcerer may have more. After each time that a spell is cast - or that certain special Corruption stunts are used, or as a result of certain curses and magical attacks - the character makes a roll of their Will skill against the total value of the Sorcery action (skill +/- roll +/- any other modifiers such as Advantages). If the Will roll is higher, there&#039;s no Corruption; if it&#039;s lower, the character fills one segment of their Corruption clock. (Essentially, the character either succeeds or fails in resisting the insidious appeal of Sorcerous Corruption.) Once all four segments are filled, the character has to rewrite one aspect into a Corrupted aspect, a twisted version of what came before, and then clears their Corruption clock. The process continues until all five aspects are Corrupted, finishing with the Trouble aspect and finally the High Concept. Once all a character&#039;s aspects are corrupted and they have used up their last empty Corruption segment, they cease to be a playable character and become an NPC monster.&lt;br /&gt;
&lt;br /&gt;
If a character can make it through a session of play without taking a single instance of Corruption, they can clear one segment on their Corruption clock. There may be other ways of clearing Corruption, or even purifying Corrupted aspects, but these are not part of normal play - the more usual intervention by the Church in Eversink is to burn the offender.&lt;br /&gt;
&lt;br /&gt;
For some magical effects, including range, damage, etc., in Attack spells, a Sorcerer can boost the effect by adding one more segment on their Corruption clock per extra instance of effect: 2x, 3x, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Internalized and Externalized Corruption&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a character Corrupts an aspect, they can try to conceal the effect, or even project it onto another member of their bloodline. This is called internalizing Corruption. Externalizing it is blasting either their immediate allies and neighbours, or the immediate vicinity.&lt;br /&gt;
&lt;br /&gt;
Every time a character Corrupts an aspect, they have to roll their Physique against a Difficulty equal to their current Lore. If they succeed, they contain the Corruption in their body, and some small unobtrusive physical change happens - a wart, a new patch of discoloured skin, etc. If they fail, the change is far more obvious - a plain offensive blemish. &lt;br /&gt;
&lt;br /&gt;
With certain rites that may be learned in the course of play, Sorcerers can transfer Corruption to their bloodline, and remain scot free themselves. This is a capital offence if discovered. &lt;br /&gt;
&lt;br /&gt;
When externalizing Corruption, a Sorcerer rolls an Attack equal in power to their current Lore against the mental Stress of everyone in the immediate vicinity - friends, allies, etc. Meanwhile, the vicinity is also Corrupted, with an intensity equal to the current Lore of the Sorcerer, and a highest level of 6.&lt;br /&gt;
&lt;br /&gt;
1 - Denari’s Blessing is temporarily burned away, detectable by Spirit Sight or Corruption (or poor profit from business transactions). Nearby cows give sour milk, chickens lay stones instead of eggs, and babies cry non-stop. Lasts approximately one month, but can be restored sooner through multiple business transactions.&lt;br /&gt;
 &lt;br /&gt;
2 - Causes disquiet in anyone passing through, encouraging people to hurry on their way. Those who deliberately linger in the area take 1 point of mental Stress damage after several hours. This may drive weak-willed NPCs into emotional breakdowns or panic attacks. Lasts approximately one decade.&lt;br /&gt;
&lt;br /&gt;
3 - Weakens building foundations, softening stone and eroding mortar. Causes fear or temporary obsession in anyone passing through the area, triggering immediate mental Stress of 2 (4 after dark). NPCs are filled with dread, and the area soon becomes known as haunted. The barrier between worlds is weakened; determined ghosts can pass through from the spirit realm. Lasts approximately one generation.&lt;br /&gt;
&lt;br /&gt;
4 - Entering this area automatically causes 4 points of mental Stress, and the area reeks of sadness and terror. Those who live nearby may be driven to paranoia or sly murder. The area might be (but is not always) cloudy and lit from within, and spirits might be seen or felt within this area. This acts like a beacon, subtly drawing the evil and the unnatural to it. Lasts approximately a century. &lt;br /&gt;
&lt;br /&gt;
5 - Entering this area, any characters take 6 points of mental Stress or have to resist possession by a ghost, demon, or other spirit drawn to the fell energies. The spirits of those who die nearby are trapped here. This is a sucking, writhing rip in reality that warps physical spaces around it. Unnatural creatures such as demons or something worse might come through, either in mortal or spiritual form. Animals nearby often twist and mutate. Never heals.&lt;br /&gt;
&lt;br /&gt;
6+ - This sanity-blasting rift in reality pierces the world and can theoretically corrupt an entire nation if allowed to spread long enough. Effects are as Stage 5, but the&lt;br /&gt;
affected area spreads. Never heals, and slowly spreads unless sealed from the other side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corruption Stunts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once a character has had at least one of their aspects Corrupted, they can start to acquire Corruption stunts - one per Corrupted aspect, and related to that aspect. These come free rather than the usual stunt cost in Refresh, and are roughly twice as powerful as a similar normal stunt - but each use fills a segment of Corruption.&lt;br /&gt;
&lt;br /&gt;
==Spirit Sight==&lt;br /&gt;
&lt;br /&gt;
Spirit Sight is the only opening to the world of spirits and magical forces available to non-Sorcerers - those natural sensitives with points in Lore but no knowledge of Sorcery. With Spirit Sight, the gifted sensitives can see ghosts, and sometimes use their natural powers to heal Corrupted places, detect Sorcerers and follow their spoor, and spot Corruption. However, in Eversink the Church and the authorities frown on anyone with Spirit Sight acting as a free agent, and those sensitives who reveal their secret will either be drafted into the Sentinels or the Inquisition, or suffer at their hands.&lt;br /&gt;
&lt;br /&gt;
Spirit Sight acts like typical Sorcery, with rolls of the Lore skill, but no Corruption. However, its effects are far more circumscribed. It usually costs 1 point of mental Stress per point of the final effect, given the wrenching results of seeing the Spirit plane. It can be used to grant you 1 point of spiritual armour per point of the final effect, against attacks on the Spirit plane and magical attacks affecting Mental stress, for the duration of the conflict. It can be used to make insubstantial creatures vulnerable to physical attacks - for you, and for 1 additional person per point of the final effect. It can be used to admit you to the Spirit world in weak places where the Veil is thin - and 1 additional person per point of the final effect. You can use it to heal such spiritual rifts and Corruption in the world - at a cost of 1 point per level of Corruption erased, and a long and dangerous ritual.&lt;br /&gt;
&lt;br /&gt;
=Weapons and Armour=&lt;br /&gt;
&lt;br /&gt;
Unlike other varieties of Fate, this version gives weapons and armour a more active role in the mechanics. All weapons and armour are divided into three classes - 1, 2, 3 - based on how much physical Stress they deal out - or absorb - when a target suffers an Attack. This is in addition to the +/- from the character&#039;s own skill roll. &lt;br /&gt;
&lt;br /&gt;
== Weapon classes ==&lt;br /&gt;
&lt;br /&gt;
Weapons are divided into the following broad classes:&lt;br /&gt;
&lt;br /&gt;
* Light weapons (+1): Dagger, shortsword, cosh, brass knuckles, self bow, etc.&lt;br /&gt;
&lt;br /&gt;
* Medium weapons (+2): Sword, mace, axe, longbow, crossbow, etc.&lt;br /&gt;
&lt;br /&gt;
* Heavy weapon (+3): Greatsword, maul, halberd, lance, pike, quarterstaff, arbalest, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon class and turn order&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weapon classes affect Fate Condensed&#039;s voluntary turn order in the following way - except in cases of surprise, where the ambusher always gets first shot/blow:&lt;br /&gt;
&lt;br /&gt;
* Missile weapons and Sorcery always go first.&lt;br /&gt;
&lt;br /&gt;
* On first round, weapons go in order of their class: 3, 2, 1. This is to reflect the reach of heavier weapons and pole arms. &lt;br /&gt;
&lt;br /&gt;
* On subsequent rounds, the order is: 2, 3, 1. This is to reflect how cumbersome heavy weapons are to wield at close quarters.&lt;br /&gt;
&lt;br /&gt;
* Within each class, combatants Attack in order of their Athletics. Ties mean simultaneous Attacks.&lt;br /&gt;
&lt;br /&gt;
== Missile weapons ==&lt;br /&gt;
&lt;br /&gt;
Missile weapons have their own rules, aside from just going first in turn order.&lt;br /&gt;
&lt;br /&gt;
Throw weapons - axes, knives, spears, rocks, etc. - use Athletics. Other missile weapons use Shoot.&lt;br /&gt;
&lt;br /&gt;
Missile weapons can reach a number of Zones equal to their Class. So, thrown weapons or self bows can reach one Zone outside their own, longbows can reach 2 Zones, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reload times&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thrown weapons and strung bows require one turn to prepare a fresh shot before shooting at the start of the next exchange. For Class 2 crossbows, this becomes 2 turns. For Class 3 crossbows, it becomes 5 turns.&lt;br /&gt;
&lt;br /&gt;
=Interesting Leads and Developments=&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Northwest_Of_Nowhere,_A_Red_Markets_Campaign&amp;diff=426021</id>
		<title>Northwest Of Nowhere, A Red Markets Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Northwest_Of_Nowhere,_A_Red_Markets_Campaign&amp;diff=426021"/>
		<updated>2022-08-23T05:41:50Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: Created page with &amp;quot;Category:PBP Category:Red Markets  In which we follow the exploits of the Taker crew &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;TBD&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; on their journey to better the lives of the Lost and those that call...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Red Markets]]&lt;br /&gt;
&lt;br /&gt;
In which we follow the exploits of the Taker crew &#039;&#039;&#039;&#039;&#039;TBD&#039;&#039;&#039;&#039;&#039; on their journey to better the lives of the Lost and those that call the enclave, &#039;&#039;Lazy-B Ranch&#039;&#039;, home. &lt;br /&gt;
&lt;br /&gt;
==Threads==&lt;br /&gt;
[https://forum.rpg.net/showthread.php?826529-Red-Markets-Get-Rich-or-Die-Trying IC]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://forum.rpg.net/showthread.php?826400-Red-Markets-Get-Rich-or-Die-Trying OOC]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://forum.rpg.net/showthread.php?826087-(INTEREST-RECRUITMENT)-Red-Markets-a-game-of-economic-horror-or-How-I-Tried-To-Pay-The-Bills-And-Not-Get-Bit Recruitment]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://forum.rpg.net/index.php?threads/re-recruitment-red-markets-get-rich-or-die-trying.839245 Re-Recruitment]&lt;br /&gt;
&lt;br /&gt;
==The Takers==&lt;br /&gt;
[[Red Markets_ Get Rich or Die Trying Character Sheet Template | Taker Template]]&lt;br /&gt;
&amp;lt;br/&amp;gt;Iustum as [[Red Markets_Get Rich or Die Trying: Collar | Collar]]&lt;br /&gt;
&amp;lt;br/&amp;gt;Raveled as [[Red Markets_Get Rich or Die Trying: Kennel | Kennel]]&lt;br /&gt;
&amp;lt;br/&amp;gt;IronMongoose as [[Red Markets_Get Rich or Die Trying: Moonchild | Moonchild]]&lt;br /&gt;
&amp;lt;br/&amp;gt;Atlictoatl as [[Red Markets_Get Rich or Die Trying: Whisper | Whisper]]&lt;br /&gt;
&amp;lt;br/&amp;gt;DannyK as [[Red Markets_ Get Rich or Die Trying: Dean | Dean]]&lt;br /&gt;
&lt;br /&gt;
==Sheets==&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1DeQAO24DyHx_-BKJ1LoWMgj94FYpwkag4fSRg3hvZQU Takers at a glance]&lt;br /&gt;
&amp;lt;br/&amp;gt;[https://docs.google.com/spreadsheets/d/1-sMThlNB7d-Ne3uduJJZnRzdz4-kEIv5dZMYTiM4nSY Crew Budget and Portfolio]&lt;br /&gt;
&lt;br /&gt;
==Optional Rules in Effect==&lt;br /&gt;
*Basic Refresh - Use Refresh as needed, no rolls required. &lt;br /&gt;
*Default Rolls - Unskilled attempts are possible. Roll your potential or less on 1d10 to Succeed. You cannot Critically Succeed on a default, but roll a second 1d10 to confirm Crit Fails. &lt;br /&gt;
*Lucky X - Takers may use Will to redirect a hit to a piece of gear. The gear and all of its upgrades are destroyed. &lt;br /&gt;
*What If the Dice Don’t Meet? (Boom version) - If the negotiation isn’t Heads Up at the end of Negotiations, the closing Leadership roll will bring the dice together regardless of spaces in between. &lt;br /&gt;
&lt;br /&gt;
==Enclaves==&lt;br /&gt;
===Home Enclave===&lt;br /&gt;
[[Red Markets_ Get Rich or Die Trying: Sky High | Sky High]]&lt;br /&gt;
&lt;br /&gt;
===Neighbors===&lt;br /&gt;
*The Co-Op - Conglomeration of local farmers and ranchers that have collected into an enclave near Las Cruces, NM &lt;br /&gt;
**Major Export - Sustainable food production&lt;br /&gt;
**Major Import - Skilled maintenance (mostly from &#039;&#039;Sky High&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
*The Armory - Former US Army as leadership. Located at the historic Deming Armory in what used to be Deming, New Mexico. Eight blocks away is the more modern former National Guard Armory. &lt;br /&gt;
**Major Export - Weaponry and Ammunition&lt;br /&gt;
**Major Import - Food and Water&lt;br /&gt;
&lt;br /&gt;
*The Heap - &lt;br /&gt;
**Major Export - Raw materials (lots of scrap metal)&lt;br /&gt;
** Major Import - Food and Water&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Jobs So Far==&lt;br /&gt;
===Completed===&lt;br /&gt;
===Still Available===&lt;br /&gt;
&lt;br /&gt;
==People and Places==&lt;br /&gt;
===Friends===&lt;br /&gt;
===Enemies===&lt;br /&gt;
===Frenemies===&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fate_of_the_Serpentine:_Nick_Buonastella&amp;diff=426022</id>
		<title>Fate of the Serpentine: Nick Buonastella</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fate_of_the_Serpentine:_Nick_Buonastella&amp;diff=426022"/>
		<updated>2022-08-23T05:36:58Z</updated>

		<summary type="html">&lt;p&gt;Danny-K: Created page with &amp;quot;Nick &amp;quot;Lucky Bastard&amp;quot; Buonastella  Nick served as a swordsman in the Grey-Guard and got a reputation for good luck. Everything changed the day his squad was sent out on the Dea...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nick &amp;quot;Lucky Bastard&amp;quot; Buonastella&lt;br /&gt;
&lt;br /&gt;
Nick served as a swordsman in the Grey-Guard and got a reputation for good luck. Everything changed the day his squad was sent out on the Dead Plateau and they were forced to take shelter in a ruined temple from a storm. His luck paid off then, too well -- they broke through into a hidden chamber while looking for something to burn, and found treasure. They promptly deserted, but that night, Nick was visited in his dreams by the nameless god of that place, who told him that he was now the avatar of Mad Luck and it was his destiny to remake Eversink in his own image. Now every night the god whispers secrets and lore and shows him terrifying visions of the future, which he mostly forgets because he went to bed drunk.&lt;br /&gt;
&lt;br /&gt;
HC: Mercenary turned Reluctant Sorcerer&lt;br /&gt;
Trouble: Cursed by Wild Luck&lt;br /&gt;
&lt;br /&gt;
Other Aspects:&lt;br /&gt;
Devil&#039;s Own Luck&lt;br /&gt;
The Gray-Guard Never Forgets&lt;br /&gt;
Trouble Always Finds Me&lt;br /&gt;
Stunts:&lt;br /&gt;
Drunken Master: +2 to Fight when he&#039;s been drinking&lt;br /&gt;
TBD&lt;br /&gt;
TBD&lt;br /&gt;
If Sorcery needs to be a Stunt, then Sorcery (Luck) would be one of the Stunts&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
+4 Athletics &lt;br /&gt;
+3 Provoke, Lore&lt;br /&gt;
+2 Rapport, Notice, Fight&lt;br /&gt;
+1 Contacts, Physique, Deceive, Investigation&lt;br /&gt;
&lt;br /&gt;
Heirlooms&lt;br /&gt;
Statue of the luck-god with suspicious stains on it&lt;br /&gt;
Set of Gray-Guard armor with the unit patches carefully ripped off&lt;br /&gt;
Half a bottle of strong-wine for emergencies&lt;br /&gt;
Bad Dreams&lt;/div&gt;</summary>
		<author><name>Danny-K</name></author>
	</entry>
</feed>