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		<id>https://wiki.rpg.net/index.php?title=Savage_X-COM:_Allied_NPCs&amp;diff=486282</id>
		<title>Savage X-COM: Allied NPCs</title>
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		<updated>2026-05-13T02:22:57Z</updated>

		<summary type="html">&lt;p&gt;Falkus: /* Rookies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Savage_X-COM | Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rookies==&lt;br /&gt;
Allied NPCs are non-wildcard squaddies who can accompany the team on mission, coming in one of eight classes. As the campaign progresses, more experienced squaddies may become available, with more advanced gear.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Assault:&#039;&#039;&#039; Close quarters fighters, skilled at moving in quickly and engaging hostiles with shotguns. Given the likelihood of urban combat during X-COM’s future, these agents are expected to have plenty of opportunities to make use of their talents.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039; Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Athletics d8, Fighting d8, Shooting d8, Stealth d6, Taunt d6&amp;lt;br&amp;gt;&lt;br /&gt;
Pace 6, Parry 6, Toughness: 13 (Armor 8)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Edges:&#039;&#039;&#039; Steady Hands (Performing actions while running only has a -1 penalty)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Scatter Laser, LaserPistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, Alloy Knife&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Mark 5 Personal Combat Armor, Radio Headset, 4 scatter laser batteries, 4 laser pistol batteries, 5 Chemlights, 5 Flares &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Infantry:&#039;&#039;&#039; A well trained operative, packing an assault rifle and a will to keep fighting against all odds. Can provide precision ballistic fire, or support from grenade launchers. They don’t excel at any one task, but are ideal for holding a line.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039; Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Athletics d8, Fighting d8, Notice d6, Shooting d8, Stealth d6&amp;lt;br&amp;gt;&lt;br /&gt;
Pace 6, Parry 6, Toughness: 14 (Armor 8)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Edges:&#039;&#039;&#039; Dig In (While in cover, foes suffer a –1 penalty to any physical attack rolls against him)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Laser Rifle with under barrel grenade launcher, Lasaer Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, Alloy Knife&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Mark 5 Personal Combat Armor, Radio Headset, 4 Laser Rifle Batteries, 2 Laser Pistol Batteries, 5 40mm HE Grenades, 5 Chemlights, 5 Flares&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rocketeer:&#039;&#039;&#039; X-COM operatives trained in this specialty are proficient in the use of anti-tank weapons against hardened targets. With skill and luck, they may even be able to take down smaller UFOs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039; Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Athletics d6, Fighting d8, Intimidate d8, Notice d6, Shooting d8&amp;lt;br&amp;gt;&lt;br /&gt;
Pace 6, Parry 6, Toughness: 15 (Armor 8)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Edges:&#039;&#039;&#039; Brawny (+1 to toughness and treats strength as one die type higher for carrying capacity)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Laser Stealth Carbine, Rocket Launcher, 2 M8 Smoke Grenades, AlloyKnife&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Mark 5 Personal Combat Armor, Radio Headset, 5 Chemlights, 5 Flares, 3 Laser Carbine Batteries, 2 HE Rockets, 2 AT Rockets&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gunner:&#039;&#039;&#039; X-COM Gunners use machine guns to provide supporting fire, suppressing enemy positions and to man vehicle mounted weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039; Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Athletics d8, Fighting d8, Notice d6, Shooting d8, Repair d6&amp;lt;br&amp;gt;&lt;br /&gt;
Pace 6, Parry 6, Toughness: 13 (Armor 8)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Edges:&#039;&#039;&#039; Hose ’Em Down (When using a braced machine-gun, this hero can suppress an area equal to two Medium Burst templates. The second template must be adjacent to the first (in any direction), and the weapon burns through double its usual amount of ammunition.)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Light Machine Gun, Laser Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, Alloy Knife&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Mark 5 Personal Combat Armor, Radio Headset, 2 Laser Pistol Batteries, 5 Chemlights, 5 Flares, 2 LMG Ammo Boxes&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Designated Marksman:&#039;&#039;&#039; Well trained in accurate attacks, snipers use long range rifles to deliver death at extremely long ranges and cover the advance of other troopers.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039; Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Athletics d6, Fighting d4, Notice d6, Shooting d10, Stealth d8&amp;lt;br&amp;gt;&lt;br /&gt;
Pace 6, Parry 4, Toughness: 13 (Armor 8)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Edges:&#039;&#039;&#039; Assassin (+2 to damage against unaware targets)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Precision Laser, Laster Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, Alloy Knife&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Mark 5 Personal Combat Armor, Radio Headset, 3 Precision Laser Batteries, 2 Laser Pistol Batteries , 5 Chemlights, 5 Flares, Binoculars, Climbing Gear&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Quick, smart, fast and dangerous. Scouts excel at getting into places unseen, and getting out into position attracting attention. Then when the battle starts, they deliver a devastating flanking attack from an unsuspecting position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039; Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Athletics d6, Fighting d8, Notice d8, Shooting d6, Stealth d8, Survival d6&amp;lt;br&amp;gt;&lt;br /&gt;
Pace 6, Parry 6, Toughness: 13 (Armor 8)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Edges:&#039;&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Laser Stealth Carbine, Laser Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, Alloy Knife, Stun Rod&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Mark 5 Personal Combat Armor, Radio Headset, 2 Laser Pistol batteries, 5 Chemlights, 5 Flares, 4 Laser Carbine Batteries, Motion Sensor, Multi Scanner, AN/PED 1 Laser Designator&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Medic:&#039;&#039;&#039; Well-trained medical professionals, X-COM’s medics can and will keep you alive until you can reach surgery back at base.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039; Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Athletics d6, Fighting d8, Persuasion d6, Shooting d8, Healing d8+2&amp;lt;br&amp;gt;&lt;br /&gt;
Pace 6, Parry 6, Toughness: 13 (Armor 8)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Edges:&#039;&#039;&#039; Healer (+2 to all healing rolls)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Laser Rifle, Laser Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, Alloy Knife&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039; &#039;Mark 5 Personal Combat Armor, Radio Headset, 2 Laser Pistol Batteries, 5 Chemlights, 5 Flares, 4 Laser Rifle Batteries, Advanced Trauma KitKit&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat Engineer:&#039;&#039;&#039; Fix things up or break them down. Engineers keep drones running and blow their way through obstacles with C4. And they can deliver a hail of grenades with their automatic grenade launchers.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039; Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Athletics d6,  Electronics d6, Fighting d6, Shooting d8, Repair d8, Thievery d6&amp;lt;br&amp;gt;&lt;br /&gt;
Pace 6, Parry 5, Toughness: 8 (Armor 3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Edges:&#039;&#039;&#039; Demoman (adds +2 to all rolls made to set, disarm, or improvise explosives and booby-traps. Also increase the damage of planted explosives by one die type, and add +1 damage for each extra charge added)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Laser Rifle, Personal Grenade Launcher, Laser Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, AlloyKnife&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Mark 5 Personal Combat Armor, Radio Headset. 2 Laser Rifle batteries, 2 Laser Pistol Batteries, 4 HE Grenade Magazines, 5 Chemlights, 5 Flares, Tool Kit, bolt cutters, lockpicks, 5 charges of C4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;K9:&#039;&#039;&#039; Dogs have a long history of being used in warfare, for both tracking and fighting. X-COM Shield Teams make use of them for base and recovery site security; and they may be requisitioned for use in the field as trackers.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039; Agility d8, Smarts d8(a), Spirit d6, Strength d6, Vigor d6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Athletics d12, Fighting d12, Notice d10, Survival d10&amp;lt;br&amp;gt;&lt;br /&gt;
Pace 8, Parry 9, Toughness: 13 (Armor 8)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Edges:&#039;&#039;&#039; Brawler (Increase unarmed damage by 1 die type and toughness by 1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bite:&#039;&#039;&#039; Str+d8 (Already includes Brawler)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Go for the Throat:&#039;&#039;&#039; Dogs instinctively go for an opponent’s soft spots. With a raise on its attack roll, dogs deal a d10 damage in melee and automatically targets the area with the least armor.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fleet-Footed:&#039;&#039;&#039; Dogs roll d10s instead of d6s when running.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size –1:&#039;&#039;&#039; Dogs are relatively small.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; K9 Comms, Doggles (flash goggles), GPS, Resupply Bags, Alloy Vest&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Squaddies==&lt;br /&gt;
&lt;br /&gt;
Squadie Rank Allies: These are the stats for members of squads that have reached Squaddie Status&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Assault&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039; Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Athletics d8, Fighting d10, Shooting d8, Stealth d6, Taunt d8&amp;lt;br&amp;gt;&lt;br /&gt;
Pace 8, Parry 7, Toughness: 9 (Armor 3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Edges:&#039;&#039;&#039; Steady Hands (Performing actions while running only has a -1 penalty)&amp;lt;br&amp;gt;&lt;br /&gt;
Fleet Footed (+2 pace and roll d10 when running)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Pump Action Shotgun, Medium Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, KABAR&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; X-COM Service Utilities, Radio Headset, 24 twelve gauge buck shells, 16 twelve gauge slugs, 2 Pistol Magazines, 5 Chemlights, 5 Flares &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039; Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Athletics d10, Fighting d8, Notice d6, Shooting d10, Stealth d6&amp;lt;br&amp;gt;&lt;br /&gt;
Pace 6, Parry 6, Toughness: 9 (Armor 3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Edges:&#039;&#039;&#039; Double Tap (+2 to shooting and damage when using 3 round burst)&amp;lt;br&amp;gt;&lt;br /&gt;
Dig In (While in cover, foes suffer a –1 penalty to any physical attack rolls against him)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Light Assault Rifle with under barrel grenade launcher, Medium Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, KABAR&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; X-COM Service Utilities, Radio Headset, 4 Assault Rifle magazines, 2 Pistol Magazines, 5 40mm HE Grenades, 5 Chemlights, 5 Flares&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rocketeer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039; Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Athletics d6, Fighting d8, Intimidate d10, Notice d6, Shooting d10&amp;lt;br&amp;gt;&lt;br /&gt;
Pace 6, Parry 6, Toughness: 10 (Armor 3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Edges:&#039;&#039;&#039; Brawny (+1 to toughness and treats strength as one die type higher for carrying capacity)&amp;lt;br&amp;gt;&lt;br /&gt;
Tank Hunter (+4 AP with anti-tank weapons against vehicles)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Light Assault Rifle, Rocket Launcher, 2 M8 Smoke Grenades, KABAR&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; X-COM Service Utilities, Radio Headset, 5 Chemlights, 5 Flares, 3 Assault Rifle Magazines, 2 HE Rockets, 2 AT Rockets&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gunner&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039; Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Athletics d8, Fighting d8, Notice d8, Shooting d10, Repair d6&amp;lt;br&amp;gt;&lt;br /&gt;
Pace 6, Parry 6, Toughness: 8 (Armor 3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Edges:&#039;&#039;&#039; Bullet Hose (When using a braced machine-gun, this hero can suppress an area equal to two Medium Burst templates. The second template must be adjacent to the first (in any direction), and the weapon burns through double its usual amount of ammunition)&amp;lt;br&amp;gt;&lt;br /&gt;
Rock and Roll (no autofire penalty if you do not move in the same round that you fire)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Light Machine Gun, Medium Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, KABAR&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; X-COM Service Utilities, Radio Headset, 2 Pistol Magazines, 5 Chemlights, 5 Flares, 2 LMG Ammo Boxes&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Designated Marksman&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039; Agility d12, Smarts d6, Spirit d6, Strength d6, Vigor d6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Athletics d8, Fighting d4, Notice d6, Shooting d12, Stealth d8&amp;lt;br&amp;gt;&lt;br /&gt;
Pace 6, Parry 4, Toughness: 8  (Armor 3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Edges:&#039;&#039;&#039; Marksman (can aim and fire in the same turn if they don&#039;t move)&amp;lt;br&amp;gt;&lt;br /&gt;
Assassin (+2 to damage against unaware targets)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Sniper Rifle, Medium Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, KABAR&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; X-COM Service Utilities, Radio Headset 3 Sniper Rifle Magazines, 2 Pistol Magazines, 5 Chemlights, 5 Flares, Binoculars, Climbing Gear&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Scout&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039; Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Athletics d6, Fighting d8, Notice d10, Shooting d8, Stealth d8, Survival d6&amp;lt;br&amp;gt;&lt;br /&gt;
Pace 6, Parry 6, Toughness: 8 (armor 5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Edges:&#039;&#039;&#039; Tubular Assault (+1 to shooting, fighting and damage when in cramped areas with melee and CQB weapons)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Light Submachinegun with Suppressor, Medium Pistol with suppressor, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, KABAR, Stun Rod&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; X-COM Service Utilities, Radio Headset, 2 Pistol Magazines, 5 Chemlights, 5 Flares, 4 SMG Magazines, Motion Sensor, Multi Scanner&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Medic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039; Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Athletics d6, Fighting d8, Persuasion d8, Shooting d8, Healing d10&amp;lt;br&amp;gt;&lt;br /&gt;
Pace 6, Parry 6, Toughness: 8 (Armor 3)&amp;lt;br&amp;gt;&lt;br /&gt;
Edges: Healer (+2 to all healing rolls and natural healing rolls for companions)&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster (When they succesfully test an enemy with a check, they may also remove a negative condition from an allied character)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Light Assault Rifle, Medium Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, KABAR&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; X-COM Service Utilities, Radio Headset, 2 Pistol Magazines, 5 Chemlights, 5 Flares, 4 Assault Rifle Magazines, Field Medical Kit&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat Engineer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039; Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Athletics d6, Electronics d8, Fighting d6, Hacking d8, Shooting d8, Repair d8&amp;lt;br&amp;gt;&lt;br /&gt;
Pace 6, Parry 5, Toughness: 8 (Armor 2, 10 against bullets)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Edges:&#039;&#039;&#039; Demoman (adds +2 to all rolls made to set, disarm, or improvise explosives and booby-traps. Also increase the damage of planted explosives by one die type, and add +1 damage for each extra charge added)&amp;lt;br&amp;gt;&lt;br /&gt;
Rapid Fire (As long as she’s armed with a fast-firing ranged weapon of some sort (such as a revolver or semi-automatic) and has enough ammunition to do so, she may increase her weapon’s Rate of Fire by 1 for any one of her Shooting attacks that turn)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Heavy Assault Rifle, Personal Grenade Launcher, Medium Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, KABAR&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; X-COM Service Utilities, Radio Headset. 2 Assault Rifle magazines, 2 Pistol Magazines, 4 HE Grenade Magazines, 4 Incendiary Grenade Magazines, 5 Chemlights, 5 Flares, ILE-1 Repair Kit, 5 charges of C4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Non-Squad Allies==&lt;br /&gt;
The following NPCs are common XCOM operatives, but generally not taken on missions as allies, though they may get involved as circumstances warrant.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pilot:&#039;&#039;&#039; Air Superiority will be key to winning the war. X-COM needs to take the skies back from the aliens, and the pilots of X-COM will be the high flying elites who serve on the front lines of this war. These men and women will fly fighter jets, pilot skyrangers and take helicopters into battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039; Agility d8, Smarts d8, Spirit d6, Strength d4, Vigor d6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Athletics d8, Driving d8, Piloting d8, Shooting d8&amp;lt;br&amp;gt;&lt;br /&gt;
Pace: 6, Parry 2, Toughness 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Edges:&#039;&#039;&#039; Killer Instinct (Gain a free reroll in any opposed test initiated by the pilot)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Light Pistol, 2 M8 Smoke Grenades&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Radio Headset, 2 Pistol magazines&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shield Team Member:&#039;&#039;&#039; X-COM receives numerous recruits who don’t qualify for first contact duty. These men and women, known as Blue Shirts for their uniforms, make up the Tier II Shield combat teams and base security staff. They secure ground sites after the main team has gone in, provide vehicle crews and backup for X-COM’s main teams. As well, they handle base security and bodyguard details.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039; Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Athletics d4, Common Knowledge d8, Driving d6, Fighting d6, Notice d8+2, Shooting d6, Piloting d6&amp;lt;br&amp;gt;&lt;br /&gt;
Pace 6, Parry 5, Toughness: 8 (Armor 3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Edges:&#039;&#039;&#039; Alertness (+2 to notice rolls)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Light Assault Rifle, Light Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, Stun Baton&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; X-COM Combat Armor, Radio Headset. 4 Assault Rifle magazines, 2 Pistol Magazines, 5 Chemlights, 5 Flares&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Savage_X-COM:_MEC_Troopers&amp;diff=486144</id>
		<title>Savage X-COM: MEC Troopers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Savage_X-COM:_MEC_Troopers&amp;diff=486144"/>
		<updated>2026-05-07T21:23:42Z</updated>

		<summary type="html">&lt;p&gt;Falkus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Savage_X-COM | Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
==MEC Troopers​==&lt;br /&gt;
&lt;br /&gt;
Originally designed as a method to allow crippled soldiers to return to the field, a number of operatives across our organization have actually volunteered for the Mecanization process, which involves all four limbs being amputated and replaced with cybernetic replacements. The cybernetic replacements are not notably superior or inferior to the original limb. Instead, their primary purpose is that they allow the soldier to interface directly with the newly designed MEC Suit, a large suit of armor that acts as an extension of the user’s body, based on early theories for powered armor and mobility enhancements.&lt;br /&gt;
&lt;br /&gt;
Becoming a MEC trooper requires the expenditure of 40 Meld.&lt;br /&gt;
&lt;br /&gt;
MEC Suit: When MEC Troopers deploy in the sujt, they have their size increased by +2 (increasing their toughness accordingly), and become large. Normal sized enemies get a +1 to shoot them, and taking cover is harder. Their strength die is increased by two types while in the suit. The MEC Suits provide armor equal to 8. MEC suits cannot use standard weapons, and are restricted to MEC Class weapons or unarmed attacks. MEC suits are too large to fit through regular doors.&lt;br /&gt;
&lt;br /&gt;
MEC troopers can deploy without the suit, and functional as normal soldiers, with none of the advantages or disadvantages of the suit. However, if they take a critical injury in one of their limbs, a repair check is required to heal them instead of a healing check.&lt;br /&gt;
&lt;br /&gt;
A MEC suit has three slots for upgrades, which will become available after future research.&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Savage_X-COM:_Armory&amp;diff=486127</id>
		<title>Savage X-COM: Armory</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Savage_X-COM:_Armory&amp;diff=486127"/>
		<updated>2026-05-06T01:38:26Z</updated>

		<summary type="html">&lt;p&gt;Falkus: /* Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Savage_X-COM | Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
* Meld: 87&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
* Alloy Knife: 15&lt;br /&gt;
* Alloy Sword: 3&lt;br /&gt;
* Alloy Hammer: 2&lt;br /&gt;
* Alloy Shield: 3&lt;br /&gt;
* Proximity Grenade: 25&lt;br /&gt;
* LM-1 Laser Pistol: 20&lt;br /&gt;
* LM-1A Automatic Laser Pistol: 2&lt;br /&gt;
* LM-1B Heavy Laser Pistol: 2&lt;br /&gt;
* LM-2 Laser Rifle: 12&lt;br /&gt;
* LM-3 Laser Stealth Carbine: 4&lt;br /&gt;
* LM-4 Scatter Laser: 3&lt;br /&gt;
* LM-5 Precision Laser: 5&lt;br /&gt;
&lt;br /&gt;
==Weapon Upgrades==&lt;br /&gt;
*SCOPE: 16&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
* Mark 5 Personal Combat Armor: 10&lt;br /&gt;
* Mark 6 Personal Combat Armor; Kestrel Variant: 1&lt;br /&gt;
* Mark 7 Personal Combat Armor; Incinerator Variant: 1&lt;br /&gt;
&lt;br /&gt;
==Armor Upgrades==&lt;br /&gt;
* Alloy Plating: 20&lt;br /&gt;
* Walker Servos: 2&lt;br /&gt;
&lt;br /&gt;
==Drones==&lt;br /&gt;
&lt;br /&gt;
==Drone Upgrades==&lt;br /&gt;
* HWP Alloy Armor: 2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
*Advanced Trauma Kit: 8&lt;br /&gt;
*Psi-Amp: 2&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush&amp;diff=486110</id>
		<title>Fallout 2d20: Royal Flush</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush&amp;diff=486110"/>
		<updated>2026-05-06T01:02:25Z</updated>

		<summary type="html">&lt;p&gt;Falkus: /* Party Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Fallout 2d20: Royal Flush==&lt;br /&gt;
&lt;br /&gt;
[[File:FalloutRoyalFlush.png|center]]&lt;br /&gt;
&lt;br /&gt;
In 2274, the expanding New California Republic entered the Mojave and occupied the Hoover Dam, after cutting a deal with the mysterious Mr. House, magnate of New Vegas. Three years later, and Caeaser&#039;s Legion attacked the dam in an attempt to add the Mojave to its growing list of conquests. The NCR held the dam, barely.&lt;br /&gt;
&lt;br /&gt;
Three years have passed since the attack . Life has settled into an equilibrium. The Legion grows its forces, and the NCR prepares it defenses for the next attack. Business continues as normal on the Strip, as tourists pour a seemingly limitless amount of caps and NCR dollars into the casinos. War is coming, and minor conflicts spark all across the region as skirmishing forces from the Legion clash with NCR Rangers.&lt;br /&gt;
&lt;br /&gt;
Outside of strip, tensions have been growing up and down Route 95 and 395, from New Reno to New Vegas. Raiders have been appearing with increasing frequency. NCR troops, focused on containing the Legion, can&#039;t provide the same level of security as they did ten years ago. The Legion occupies all attention in this part of the NCR. Violence is increasing, and that&#039;s bad for business.&lt;br /&gt;
&lt;br /&gt;
It might look like chaos. But there&#039;s always someone behind the wheel.&lt;br /&gt;
&lt;br /&gt;
Our story opens as a group of wanders stumbles into the middle of some high level politics aimed at containing this, and find themselves key to the future of the region...&lt;br /&gt;
&lt;br /&gt;
Life in the Mojave is about to change.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush-recruiting.931955/ Recruitment Thread]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush.932218/ OOC]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush.932217 IC]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/12XMM0INqN1acdSxXWglbe1Mm7ERtddeugKyrV7tN6Kw/edit?usp=drivesdk VEL: Steely Mojave brawler and chaos engine—keeps records, keeps promises, keeps swinging.]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1xcmQ8OAZPLlcqVp2bv9lkCFzH6orEjguviZKeAGm88Q/edit?gid=737579000#gid=737579000 Sal DeLuca: Ghoul Lounge Singer and Sneaky Shot]&lt;br /&gt;
* [https://docs.google.com/document/d/1hWY1RcV2mXYeST50QwFCXB4jRqzT2LWDyO3rdnGCwCg/edit?tab=t.0 Samantha &amp;quot;Sam&amp;quot; Clarke: Doctor and Chemist from Vault City]&lt;br /&gt;
* [https://app.demiplane.com/nexus/falloutrpg/character-sheet/f6105a14-286d-4887-bf80-19d4dc3c34f8 Mr Write: Mysterious Vault Dweller]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/147TU9_kjdhDYln_kQcZMWnXgWzfDRGcvS8C7KyYyrro/edit?usp=sharing Marcus Crimson Caravaneer Trader with a friendly dog]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1nVcAZfB02dzOzpT7PA4kOcSJmKuOkt8eTIg7ifUihZA/edit?gid=1924800195#gid=1924800195 Marlyn: NCR Ranger]&lt;br /&gt;
&lt;br /&gt;
=Wandered off into the Wasteland=&lt;br /&gt;
* [https://drive.google.com/file/d/1RMrsTSvQMsDX2JjHDQ2UsConeI4WpsMv/view?usp=sharing Evelyn: Rogue Synth &#039;Pharmacist&#039; Still Running from her Past]&lt;br /&gt;
* [https://docs.google.com/document/d/1RLKrv8X1EtM_bGKbVSLddIdFzXeyFZQBs9xoqci9asM/edit?usp=sharing Mina Sato Ex-NCR Trooper looking for work]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Party Inventory=&lt;br /&gt;
* 329 caps&lt;br /&gt;
* 100 NCR Dollars&lt;br /&gt;
* 3 Bloatfly Glands&lt;br /&gt;
* 10 units of junk&lt;br /&gt;
* Pre War Money worth 28 caps&lt;br /&gt;
* 1 bottles of purified water&lt;br /&gt;
* 10 combat knives&lt;br /&gt;
* 10 pristine 10mm pistols&lt;br /&gt;
* 1 pristine hunting rifle&lt;br /&gt;
* 4 sets of road leathers&lt;br /&gt;
* 1 sturdy raider chest piece&lt;br /&gt;
* 3 raider arms&lt;br /&gt;
* 3 raider legs&lt;br /&gt;
* 10 vials of rattlesnake venom&lt;br /&gt;
* 68 10mm rounds&lt;br /&gt;
* 10 .308 rounds&lt;br /&gt;
&lt;br /&gt;
=Faction Reputation=&lt;br /&gt;
* Global Factions&lt;br /&gt;
** NCR: 2&lt;br /&gt;
** Followers of the Apocalypse: 2&lt;br /&gt;
* New Reno Factions&lt;br /&gt;
** Bishops: 3&lt;br /&gt;
** Wrights: 2&lt;br /&gt;
** Van Graffs: 2&lt;br /&gt;
&lt;br /&gt;
=Major Quests=&lt;br /&gt;
* Courier, Interrupted: After finding a mysterious message on a dead courier on the way into New Reno, our heroes find themselves investigating the larger problems facing the region on behalf of a local mob boss.&lt;br /&gt;
** &amp;lt;s&amp;gt;Investigate the dead body&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Travel to New Reno&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Meet Mr. Bishop&amp;lt;/s&amp;gt; &lt;br /&gt;
** &amp;lt;s&amp;gt;Investigate Raider Attacks&amp;lt;/s&amp;gt; &lt;br /&gt;
* &amp;lt;s&amp;gt;Report back to Mr Bishop with the information&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Side Quests=&lt;br /&gt;
* Who&#039;s the Master Now? The party agrees to help settle a problem with Super Mutants causing trouble in town&lt;br /&gt;
** &amp;lt;s&amp;gt;Defuse tensions between locals and super mutants&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Travel to the Super Mutants Camp&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Save the super mutant from the rad scorpions&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;(Optional) Convince the super mutants to help New Reno&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Character Quests=&lt;br /&gt;
&lt;br /&gt;
=Complete Quests=&lt;br /&gt;
&lt;br /&gt;
=Settlements=&lt;br /&gt;
==New Reno==&lt;br /&gt;
Population: 30,048&amp;lt;br&amp;gt;&lt;br /&gt;
Defenses: Very Strong&amp;lt;br&amp;gt;&lt;br /&gt;
Water Supply: Just Enough&amp;lt;br&amp;gt;&lt;br /&gt;
Denizen Outlook: Somewhat Grim&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fallout_2d20:_Royal_Flush:New Reno Shops|Shops]]&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lancer:_Iphigenia_at_Midnight&amp;diff=486063</id>
		<title>Lancer: Iphigenia at Midnight</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lancer:_Iphigenia_at_Midnight&amp;diff=486063"/>
		<updated>2026-05-04T00:41:57Z</updated>

		<summary type="html">&lt;p&gt;Falkus: Created page with &amp;quot;== Lancer: Iphigenia at Midnight==  center  =Links= [https://forum.rpg.net/index.php?threads/iphigenia-at-midnight.935562/ OOC] &amp;lt;br&amp;gt;  It is five hundred years after the fall of the Second Committee of Union–an authoritarian, monocultural hegemon who brought their ideology to the stars by warship and rifle–and the rise of the Third in its place from the fires of revolution. The dream of utopia is a work in progress across much of Union, with...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lancer: Iphigenia at Midnight==&lt;br /&gt;
&lt;br /&gt;
[[File:IPAMTitleCard.png|center]]&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/iphigenia-at-midnight.935562/ OOC] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is five hundred years after the fall of the Second Committee of Union–an authoritarian, monocultural hegemon who brought their ideology to the stars by warship and rifle–and the rise of the Third in its place from the fires of revolution. The dream of utopia is a work in progress across much of Union, with corpro-states and tyrants in the far-flung Diaspora seeking to maintain their power outside of Union&#039;s sight. During the Revolution that toppled the Second Committee, a group of three prosperous planets seceded from Union entirely: the Choral Worlds, with their former Administrator as their monarch.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, vengeance arrives centuries late in the form of a Second Committee reprisal fleet fully armed for their planet-killing mission. Patrae burns under the auspices of the flagship&#039;s shipmistress, Iphigenia, and the fleet splits to do the same to Lebaea and Coroneia. Only a small handful of chassis pilots, pulled from every combat-capable element and hastily pushed into the void, now stand between the ghost of an empire long gone and the end of more than ten billion lives.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=The Setting=&lt;br /&gt;
 The Choral Worlds is a three planet system centered a yellow type G main-sequence star, colonized in the early days of the second committee. Choral I (Lebae) is the capital of the system and a Cradle type world, with vast forest and modern cities. Choral II (Coroneia) is a desert world primarily used for solar energy production and heavy industry. Choral III (Patrae) is a blue-green gas giant hosting chemical refineries and shipbuilding facilities, as well as numerous orbital habitats. Almost all of these stations and habitats were destroyed two days ago.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the revolution came to SecComm five hundred years ago, it came to Choral as well. The inhabitants had a brief and vicious civil war, and the end result was the Union Administrator took control of the government, and seceded from the Union, forming an anthrochauvinistic monarchy with herself as the first Queen, Queen Catherine I. The Third Committee acknowledged the invdependence after the fall of the Second Committee.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over the next five hundred years, Choral&#039;s government slid away from the monarchy and anthrochauvism towards a preference for democratic and communal government (covertly aided by UIB missions). Seventy-four years prior, Queen Henriette I, willingly chose to relinquish power to the parliament and aid in the dismantlement of the nobility system. While the monarchy and nobility remain, they now occupy a constitutional role and do not exercise actual power.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In recent decades, Harrison Armory has been enticing the Choral Worlds to become part of the Purview. Public opinion tilted notably towards Pro-Purview in the last ten years as Armory COlonial Legion forces assisted the Choral Worlds in fighting a spate of vilent pirate and terrorist attacks in the region. There were theories that the Purview engaged various mercenary and pirate groups to start those attacks. Despite these rumors, the vote to begin the provisional process of joining the Purview passed four years ago.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Union, however, lent far more credence to those rumors; and dispatched an observation and investigation team to monitor the situation, who have recently arrived in system. As well, Harrison Armory was deployed a carrier to maintain their presence in the system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Choral Worlds do not have a Blinkgate at this time, and transit to the system takes three years from the nearest gate. pull together. There&#039;s one guarantee on Hell&#039;s Gate: That no matter what, everybody who lives there will get food, water, and a place to sleep. And even in the leanest of times, the station&#039;s been able to keep that promise.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Factions==&lt;br /&gt;
Armory Legionairres: Purview forces have been fighting alongisde the CDF for ten years, and has a close relationship. As of the current year, the PVC-GC Enyo (a Farragut-class gun-armed carrier), is the primary station and force for the Armory forces in the system; commanded by Group Captain Akemi Hirayama. Local Legion forces as a whole are under the supervision of Legion Major Conall Hawthorn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Legion Forces have been heavily mauled during the initial attack on the system, and have been forced back to Lebaea. The primary Legion presemt is Legion IV Myrkviðr, (pronunciation: meerk-whither, roughly; meaning: &amp;quot;Serpent&#039;s Teeth&amp;quot; ) and are eager to get back into the fight; as a result of that tundra world&#039;s culture of military pride and Purview honor, with many pilots seeing it as their personal responsibility to raise the crimson banner and avenge their dead comrades-in-arms. The wide plains, deep forests, and open skies of their home cultivate a hardy breed, especially when the snows lie deep across the planet for three-quarters of their long years; it is after the World Serpent that holds up this forbidding orb and its aspects that they tattoo themselves at coming of age and name their formations at war. This conflict is but the latest of the capricious twistings of the Serpent as it writhes in its slumber&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The local Armory detachment primarily operates HA Sherman, Saladin, Napoleon, Iskander, and Genghis chassis fitted for counter-insurgency roles&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Union Navy: The UNS-LS Okhotsk, commanded by Captain Gabriel Delgado, only recently arrived to the Choral Worlds after its long transit from the nearest blinkgate. Its main guns have been stripped back to host an expanded hangar bay and intelligence annex, which respectively host detachments of Union Marines and Auxiliary mixed chassis in event of a worst-case scenario (most notably the Union Marines 600th Battalion 1st Squadron, &amp;quot;Dark and Stormy&amp;quot;); as well as various legal and investigative minds from the Union Adminsitrative Department to look into the referndum. The Burning of Patrae has changed the mission from an observational to a defensive one.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Currently, the Okhotsk is over Coroneia preparing to act in defense of that world, the first serious test of Captain Delgado&#039;s fortitude in combat in years; its pilots, on the other hand, have been deployed to Lebaea in order to assist in evacuation and defense of the world from the oncoming threat. Due to the comparative size of the Union detachment to the CDF a nd the local Armory forces, it&#039;s stretched perilously thin, 0 but this is precisely the sort of engagement many have been waiting for – and, given the enemy reemerging from Union&#039;s own past, an opportunity to strike at one of the most ancient enemies of the Third Committee.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Union detachment primarily operates GMS Everest and Chomolungma, SSC Swallowtail, HA Saladin, and IPS-N Tortuga and Lancaster chassis.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choral Defense Forces: Successors of Union Auxiliary Forces and Marines during the Second Committee, the CDF has a strong military tradition severly impacted by centuries of isolationism. While they are a proud force, complacency has been bred across all divisions; and nepotism and favoritism remain the quickest ways to obtain high ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The conflicts against the pirates and terrorists in recent years have been forcing change into entrenched attitudes, and lately, elite units of the Choral Army such as the 12th Queen&#039;s Royal Dragoons, 5th King&#039;s Hussars, or the 1st Queen&#039;s Own Cavalry have fought in engagements far from their star&#039;s own light, however, and acted in defense of the worlds themselves from pirates and mercenaries in the last ten bloody years. Due to remaining in contact with Union at large through omninet infrastructure since the Revolution and possessing mechanized chassis as a result of Coroneia&#039;s manufacturing world status, the Choral Worlds retained their own ability to manufacture chassis and a tradition of their operation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In terms of the forces stationed on Lebaea at present time, the most prominent would be the 1st Queen&#039;s Own – arguably the most capable chassis unit in the CDF, directly descended from the 412th Union Marines and with a long history featuring combat from the birth of the mech on Hercynia to the Choral Secession itself. The unit is commanded by Lance-Colonel Arnold Lucas and features mostly small operations groups of three to five mechs drawn primarily from CCU Stiletto, IPS-N Nelson, IPS-N Caliban, and HA Tokugawa lines produced natively or under license, as well as small numbers of HA Napoleon chassis. Their identification colors are deep sea green and dawn-solar gold accompanying standardized camouflage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the early days where their call was &amp;quot;For Union&amp;quot; through the days of &amp;quot;In the Crown&#039;s name&amp;quot; and to the modern &amp;quot;For Crown and Commune,&amp;quot; through isolation and austerity, the CDF has survived. By your actions, hopefully it will survive for many more years yet.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Freelancers: The primary freelance pilot group in the Choral Worlds is the Mirrorsmoke Mercenary Company 383rd Detachment &amp;quot;Lighthouse Keepers,&amp;quot; under command of Detachment-Leader Rafe Campagna, a long-time Company veteran (and, by half-approving, half-grousing words of his own mercs, &amp;quot;a complete hardass&amp;quot;). The Choral contract has been exceptionally lucrative for the Company since its inception, though some allege that MSMC detachments have played both sides of the conflict on behalf of Harrison Armory. More well-proven is the friction between MSMC and CDF elements in the same theater – the ancient pedigree and royal patronage many CDF cavalry units take pride in meshes poorly with the 383rd&#039;s rough and working-class attitude. Many have been the stories of what would&#039;ve been friendly ribbing within the Company after a joint operation turning into a bar fight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As expected for Freelancers, there is no typical unit formation or standardized chasis.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
The current cast and their currently printed mechs:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clocks==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reserves==&lt;br /&gt;
The team&#039;s current reserves&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downtime Actions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Exotic Gear=&lt;br /&gt;
Unique pieces of equipment that have been acquired&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:IPAMTitleCard.png&amp;diff=486062</id>
		<title>File:IPAMTitleCard.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:IPAMTitleCard.png&amp;diff=486062"/>
		<updated>2026-05-04T00:38:54Z</updated>

		<summary type="html">&lt;p&gt;Falkus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pathfinder_2e:_Hellbreakers&amp;diff=486038</id>
		<title>Pathfinder 2e: Hellbreakers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pathfinder_2e:_Hellbreakers&amp;diff=486038"/>
		<updated>2026-05-01T04:03:49Z</updated>

		<summary type="html">&lt;p&gt;Falkus: /* Loot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:HellbreakersTitle.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hellbreakers==&lt;br /&gt;
In 4726 AR, the Isgeri government, believing the anti-Chelaxian faction called the Hellbreakers League was gathering warshards, requested aid from Her Infernal Majestrix Abrogail Thrune. Cheliax swiftly dispatched Hellknights from the Order of the Rack to root out suspected traitors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Loyalist Hellknights occupied Breachill, terrorizing the population with house arrests and public executions despite not finding any true Hellbreakers. A team of Andoran diplomats, headed by the semi-retired General Reginald Kormoth, traveled to Breachill to entreat with the Hellknights and request that they cease subjugating the town&#039;s populace. In response, the Hellknights captured and publicly executed him.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Public outrage pressured Andoran to respond. Wary of war, Supreme Elect Andira Marusek took the suggestion of her council that since the Hellknights aren&#039;t a state-run force, the similarly &amp;quot;independent&amp;quot; Eagle Knights could step in without causing too much incident. Eagle Knights of the Steel Falcons were &amp;quot;advised&amp;quot; to travel to Isger, where they battled the Hellknights and eventually reclaimed it from Chelaxian occupation. Her Infernal Majestrix Abrogail Thrune declared Andoran&#039;s incursion into Isger as an act of war and began preparing in kind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the dust settling after the intial conflict, the Hellbreakers League in Iseger has decided that enoug is enough. The time has come to rally the people and cast off the rule of Cheliax for good.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are junior members of the Hellbreakers League, and have been sent to Breachill to meet with an Andoran Eagle Knight still in the town, who has agreed to aid the cause of the Hellbreakers, and escort them back to the headquarters of the League.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our story opens on a crisp, fall evening in Lamashan 4726 AR, as our team arrives in the Ca yden&#039;s Keg tavern in Breachill...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
[[Pathfinder 2e: Hellbreakers/Bink Horsebane | Bink Horsebane]]&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1Touz_D_MgAN2lp_p662onEOPbCYIUvtFuPGHZH4Xq2o/edit?usp=drive_link Nemo]&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder 2e: Hellbreakers/Kayleth Triens | Kayleth Triens]]&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder 2e: Hellbreakers/Zandivar Pim | Zandivar Pim]]&lt;br /&gt;
&lt;br /&gt;
==Important Skills==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
* 3 Healing Potions (minor)&lt;br /&gt;
* Lesser atrophy bomb&lt;br /&gt;
* +1 Runestone&lt;br /&gt;
&lt;br /&gt;
==Coinage==&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Loot to Sell==&lt;br /&gt;
&lt;br /&gt;
==Forum Threads==&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/recruitment-hellbreakers-pf2e.934973 Recruitment]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==In Character Resources==&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Maps==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lancer:_In_Golden_Flame&amp;diff=485929</id>
		<title>Lancer: In Golden Flame</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lancer:_In_Golden_Flame&amp;diff=485929"/>
		<updated>2026-04-25T00:14:31Z</updated>

		<summary type="html">&lt;p&gt;Falkus: /* Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Lancer: In Golden Flame==&lt;br /&gt;
&lt;br /&gt;
[[File:InGoldenFlameTitleCard.png|center]]&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/lancer-in-golden-flame.917020 OOC] &amp;lt;br&amp;gt;&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/lancer-in-golden-flame.917121 IC]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Downtime| Downtime Activities in Calliope]]&lt;br /&gt;
&lt;br /&gt;
=The Setting=&lt;br /&gt;
The Outer Rim is a section of space on the border of Union, primarily notable for a complete lack of inhabitable planets. It&#039;s a blank spot on the map. But... on the other side of the Long Rim is the Dawnline Shore, a region of space with an intense quantity of Earthlike planets which is of heavy interest to the various major players in galactic politics, especially the Karakin Trade Baronies and Harrison Armory.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dawnline shore does not have a functional blinkgate at this time. As a result, the only way there is via sub-light travel, turning the Long Rim into a transit corridor, scattered with space junk, mined out rocks and the remnants of old battles. The primary thoroughfare for ships travelling between Rào Cỏ Station, the furthest blink gate from the Galactic Core, and the Dawnline Shore; filled with habitats and space stations established by early colonists and prospectors centuries ago. The Long Rim is beyond the Union&#039;s borders, a place of hardship and loose regulations.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In Golden Flame takes place in one of these systems, Calliope.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Calliope was colonized by mistake. During the initial exploration of the region, a nameless junior astronomer accidentally gave Calliope a designation of C4L-P313/GW2, indicating that two Gaia or near Gaia class worlds had been detected in orbit. Calliope’s historians often say this set the tone for everything that followed: a careless mistake leading to bad decisions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Calliope had, of course, no inhabitable planets, with the system ranging from ice balls, to gas giants to furnace worlds. For the initial colonization wave looking to take advantage othe two Gaia worlds, it was a disaster. Those who had the fuel, turned around and left. The rest had to set up stations and habitats the best they could. They lied to their sponsors to get more equipment, they jury rigged gear and they did whatever it took; establishing the Calliopean knack for building something out of spare parts and duct tape.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And they survived! And even, for a time, thrived; when it seemed like Calliope would become a significant player in the Long Rim and on the route to the Dawnline shore. Money and resources flowed into the system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But, like all good things, it came to an end. The grandiose plans of the Calliope Project backers came to nothing. The big deals never materialized. The economy collapsed. Quality of life began to drop. Those who could left, leaving behind tens of millions of less fortunate people. The Pyrite Age ended and the Void Age began.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Life&#039;s been hard in the two centuries since. Pirates prowl the spacelanes, conditions get a tiny bit worse every year, Impact Dynamics jacks up the price of food and water each year. A few times every decade, Trade Barony and Harrison Armory warships use the system as a battleground as they try to stop each others convoys from getting to t he Dawnline Shore.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Everything in Calliope is falling apart, or close to it. These stations were built centuries ago, mostly by companies that no longer exist, using components that are no longer sold. Techs have to spend weeks or months reinventing the proverbial wheel just to print replacement parts. Half the system’s computers are reliant on a legacy codebase GMS stopped supporting twelve decades ago. There are no “permanent solutions” to technical issues out here, just patches on patches on patches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are all members of one of the major stations in Calliope. Stygia Mining Platform is the official name, but it didn&#039;t stick. Hell&#039;s Gate did. The second largest of the Big Four settlements in Calliope, a centuries old station that&#039;s been built, rebuilt and modified countless times over the years, in order to maintain a viable platform. Built when it was thought Calliope could sell its mineral wealth to the galaxy, the heady days of optimism that accompanied its founding are long gone in the face of the reality of galactic economics. Nobody&#039;s going to travel ten light years to buy metal. The only market is the other habitats in the system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Still, there’s a sense of communal responsibility to the Gate: if nobody works the mines, if nobody runs the smelters, the whole system will grind to a halt. There are two million people living on the station, and they all need somewhere to live. People don’t have much, but they share it freely, and they pull together. There&#039;s one guarantee on Hell&#039;s Gate: That no matter what, everybody who lives there will get food, water, and a place to sleep. And even in the leanest of times, the station&#039;s been able to keep that promise.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
The current cast and their currently printed mechs:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Chatterbox| Glowstick &amp;quot;Chatterbox&amp;quot; (Mech: IPS-N Bligh &#039;&#039;The Kitchen Sink&#039;&#039;)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Scalpel| Dr. Janvier &amp;quot;Scalpel&amp;quot; Mars (Mech: SSC Oleander &#039;&#039;Emergency&#039;&#039;)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Patch| Patch (Mech: HA Sherman &#039;&#039;Autoclave&#039;&#039;)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lancer:_In_Golden_Flame: Student| Hope &amp;quot;Student&amp;quot; (Mech: HORUS Lycan &#039;&#039;Chrysalis&#039;&#039;)]] played by Timon&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Lifer| Telemachus &amp;quot;Lifer&amp;quot; Van Helsing (Mech: GMS Chomolungma &#039;&#039;M.U.L.E&#039;&#039;)]] played by Bira&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Paladin| Sir &amp;quot;Paladin&amp;quot; Galachad-sama (Mech: IPS-N Nelson &#039;&#039;Steedicus II&#039;&#039;)]] played by EnigmaticOne&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;strike&amp;gt;[[Lancer:_In_Golden_Flame:_GREMLIN| Brooks &amp;quot;Gremlin&amp;quot; Yao Mei (Mech: GMS Everest &#039;&#039;Reunion Tour&#039;&#039;)]]&amp;lt;br&amp;gt;&amp;lt;/strike&amp;gt;&lt;br /&gt;
==Clocks==&lt;br /&gt;
Current clocks in play:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Station Stability&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:12_Clock_06_-_Retro_Future_Basic_2x5.png|350px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Militia Readiness&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:8_Clock_4_-_Retro_Future_Basic_2x5.png|350px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cult Influence&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:12_Clock_01_-_Retro_Future_Basic_2x5.png|350px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lifer&#039;s Salvage&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:6_Clock_2_-_Retro_Future_Basic_2x5.png|350px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Scalpel&#039;s Salvage&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:6_Clock_0_-_Retro_Future_Basic_2x5.png|350px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Seeking the Crimson Hand&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Seeking_the_Crimson_Hand.PNG]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Progress in the Hellfire League&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Arena_Progress_(Gremlin).PNG]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reserves==&lt;br /&gt;
The team&#039;s current reserves&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Screenshot_2024-03-28_141646.jpg]]&lt;br /&gt;
[[File:Screenshot_2024-04-05_170114.jpg]]&lt;br /&gt;
[[File:Screenshot_2024-05-16_182233.jpg]]&lt;br /&gt;
* COOLANT INJECTOR: Spend this reserve as you OVERCHARGE. You take 3 heat instead of the normal cost. Your OVERCHARGE counter doesn’t increase to the next level.&lt;br /&gt;
&lt;br /&gt;
==Downtime Actions==&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Downtime | Downtime Actions]]&lt;br /&gt;
&lt;br /&gt;
=Exotic Gear=&lt;br /&gt;
Unique pieces of equipment that have been acquired&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:1707096104319.png]] [[File:Screenshot_2024-04-21_101837.jpg]] [[File:Screenshot_2024-04-21_101603.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Notable NPCs=&lt;br /&gt;
Key figures in Calliope&lt;br /&gt;
&lt;br /&gt;
==Hell&#039;s Gate==&lt;br /&gt;
&#039;&#039;Jerry Masters, Acting Station Director&#039;&#039; (he/him)&amp;lt;br&amp;gt;&lt;br /&gt;
Formally the head of the militia, Jerry Masters stepped into the role of station director when the previous director vanished three years ago. Though it&#039;s more accurate to say everyone else stepped away. A Venn Diagram of everyone capable of doing the job and everyone who wants to do the job on Hell&#039;s Gate would essentially be two separate circles.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A pale, short, thin man with an untidy mop of brown hair and a twitchy disposition; Jerry is continually plagued by anxiety, insomnia and his collection of atrocious novelty ties. He&#039;s about thirty seconds away from a nervous breakdown, and that&#039;s on a good day.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite all this, he&#039;s one of the better managers the station has had in living memory; constantly throwing everything he has into the job, despite what it costs him on a personal level. He&#039;s got a good head for logistics, and under the three years of his tenure, Hell&#039;s Gate has held true to its founding principle: Everybone gets the basic requirements for life.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jerry is also a top shelf mech pilot, though he hasn&#039;t driven his old Sherman Mk 1 in years. He never talks about his past, but when drinks start flowing, militia members started talking about an old callsign; Daybreak. And when the empty mugs really start to stack up, rumors fly about a team of DoJ/HR liberators and a doomed mission, once upon a time...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Shelly&#039;&#039; (she/her)&amp;lt;br&amp;gt;&lt;br /&gt;
An ASURA-class NHP, Shelly is Jerry&#039;s former copilot and now works as his assistant in the gargantuan task of keeping Hell&#039;s Gate from falling apart.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She&#039;s efficient and pragmatic, but tends to be detached from all but a few resident of the Gate. People shew views as causing stress in Jerry&#039;s life earn her ire. Of course, there&#039;s a lot of stress these days...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She typically only converses via text or audio. On the occasion she does present a visual avatar, she favors an image of a smart young woman with multiple sets of arms and a pair of glasses.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Chief McArthur&#039;&#039; (she/her)&amp;lt;br&amp;gt;&lt;br /&gt;
The chief engineer of Hell&#039;s Gate, Chief McArthur is responsible for the day to day business of keeping the machines that keep everyone alive working. She was considered a candidate for station director after Director Bai disappeared, but the simple fact is that the Gate can&#039;t afford to lose her hands on expertise at maintaining the station.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Zinfandel DeJean&#039;&#039; (they/them)&amp;lt;br&amp;gt;&lt;br /&gt;
The head of the militia, Zinfandel cuts an imposing figure, but breaks the ice with her sense of humor and whimsical outlook on life. They took over the militia after Jerry became the Acting Director.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Technically, they&#039;re your boss; but in practice, missions important enough for the SRT to handle are handed out by Jerry.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Siren&#039;&#039; (she/her)&amp;lt;br&amp;gt;&lt;br /&gt;
An ALKONOST class NHP, Siren used to be a SecComm pilot, but through in with ThirdComm during the revolution. When her ship was scrapped, she spent four centuries drifting in space before being found and rescued.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She eventually made her way out to Calliope, and found a job working on Hell&#039;s Gate as a pilot of the Dragon&#039;s Tooth, the clipper ship assigned to the SRT.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s eleven tally marks on her casket, but she doesn&#039;t know what they mind. She&#039;s currently halfway through the process of being cycled, after which she should be good for another six years.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Ipswich DeLacy&#039;&#039; (they/them)&amp;lt;br&amp;gt;&lt;br /&gt;
Ipswich &#039;Switch&#039; DeLacey is a relatively new arrival on Hell&#039;s Gate, and is a lifestyle Omninet streamer. Switch and their fleet of camera drones are a common site around the Gate, and their constantly filming for their show, Live from the Long Rim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Technically, this is a minor security issue; but Switch donates half the profits from their stream to the station, providing a much needed external cash flow; so Jerry gives them a pass.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Switch is a member and a contact point for the Horizon Collective.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Striga Von Aldenberg&#039;&#039; (she/her)&amp;lt;br&amp;gt;&lt;br /&gt;
Striga Von Aldenberg is the eccentric and paranoid leader of &amp;quot;The Truth&amp;quot;, a group of equally eccentric sigdivers, who are mildly aligned with Horizon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She&#039;s tall, thin and notable for her tendecny to appear without warning from place she shouldn&#039;t have been able to get into.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite various quirks, she&#039;s a top deck hacker, and a reliable source for esoteric software and unusual data. But only if she trusts you.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Calamity Havok&#039;&#039; (she/her)&amp;lt;br&amp;gt;&lt;br /&gt;
Havok is one of two Hell Hound pirates ever given the benefit of the doubt and allowed back on the station.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She&#039;s got a natural talent at modifying mechs, and an even more natural talent at violence; which helped her rise through the ranks of the Hell Hounds. Right up until she became a threat to Andros Capella&#039;s position, at which point she suffered a &#039;tragic accident&#039;. However, she survived long enough to get picked up by a Gate Salvage crew.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jerry eventually allowed her to stay, given that exiling her again would be a death sentence. She currently provides her expertise in mech modification for the militia&#039;s armory.&lt;br /&gt;
&lt;br /&gt;
==Hell Hounds==&lt;br /&gt;
&#039;&#039;Andros Capella&#039;&#039; (he/him)&amp;lt;br&amp;gt;&lt;br /&gt;
Andros Capella is one of the most hated and feared man in Calliope.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The leader of the Hell Hounds for twenty-four years, Andros has sworn bloody vengeance on Hell&#039;s Gate for the exile of his group. He&#039;s personally killed more members of the militia than anyone else in the system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He&#039;s mean, sadistic and short tempered, and takes every emotion he has out on other people.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
His preferred mech is a Genghis, he finds the HA flamethrower mech speaks to his brutality and lets him express it in horrifying ways.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
Important places in Calliope&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hell&#039;s Gate==&lt;br /&gt;
A seven kilometer long hybrid barbell station, The Sygia Mining Platform is home to two million souls on any given day.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Directions are typically referred to fore and aft, in reference to the forward and rear docking bays and hab drums. The station was suppoed to be adjusted to face whatever it was mining, but nobody&#039;s sure if the station would survive a readjustment like that these days&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mag-trains run the lenght of the station, allowing for quick transport from fore to aft. It takes about twenty minutes for a regular train to make the trip, but militia can override that in emergencies, being able to get from either side of the station to the other in under five minutes. Per Jerry&#039;s last memo, hunger for noodles does not constitute an emergency&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The hab drums are 1400 meters in diameter and rotate at 1.1 rotations per minute, providing almost a perfect 1G of artificial gravity. Direction in a drum are spin and antipsin; with down pointing outwards from and up pointing inwards to the axis of spin. The drums are divided into three tiers. The upper tier is the smallest, being dedicated mostly to housing, leisure and habitation. The middle tier is dedicated mostly to life support, maintenance and operations, as well as each drum’s internal mass transit network. The lower tier, the largest, is for agriculture&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Forward Docking Bay&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once meant to be facing whatever particular astral body the station was mining at the time, the days of Hell&#039;s Gate travelling to places to mine them has long since passed. Connected to the industrial sector, mining vessels arrive, drop off ore, refuel and then leave for another run while the ore is processed and refined.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Forward Hab Ring&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The least well maintained of the two hab rings, this area is where most of the miner&#039;s live, to the displeasure of the Miner&#039;s Union. There&#039;s a number of mateiral shortages and leaks that are hitting the sector. Jerry&#039;s not blind to the problems, though, he lives here too.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Industrial Sector&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A long tangle of refineries, smelters, foundries and chemical plants. In the glory days, they could process twnty thousand tons of hour every hour. Now, it&#039;s operating at eight percent of capacity, due to staff shortages and lack of maintenance. If Jerry hadn&#039;t given himself a stomach ulcer negotiating with IPS-N for replacement parts, it&#039;d be four percent.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Ops&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The station&#039;s bridge, omninode, mainframes and priamry reactor control array are located here; in the aft midstation.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Central Fabrication&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Hell&#039;s gate&#039;s Schedule Two printer (last certified 126 years ago) is located here. There&#039;s a backlog of over a week on medium priority print requests, and a month for low priority ones. High priority requests (such as the SRT&#039;s mechs), get put to the top of the queue; generally irritating whoever gets bumped.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jerry&#039;s old Sherman Mk.1, the Severance Pay, is located in this area, with its coldcore being used as an auxiliary power source for the printer.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Mech bay&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Just off the aft docking bay, and directly connected to Central Fabrication, is a large hanger dedicated to the storage and maintenance of the militia&#039;s mechanized chassis, including the SRT&#039;s. Except in emergencies, combat rated mechs aren&#039;t permitted anywhere else on the station.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Aft Hab Ring&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Nicer than the forward hab ring, the aft hab ring plays most to most of the station&#039;s operational staff and acts as the guest room when there&#039;s visitors and tourists. All militia pilots, including the SRT, live here (unless they desire otherwise). Janvier&#039;s clinic is located in the aft as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Aft Docking Bay&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The aft docking bay (there&#039;s a nickname for it, not said in polite company), handles the bulk of the traffic and was designed as such. But like everything else on the station, the current usage of the aft docking bay is a pale shadow of what was envisioned. The team&#039;s personal ship, the Dargon&#039;s Tooth, is stationed here; alongside an ancient interstellar vessel called the Voidrunner; which is owned by Zinfandel DeJean.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Icebreaker Borealis==&lt;br /&gt;
&lt;br /&gt;
Even the impoverished workers of Calliope need a little rest and relaxation sometimes, and the Icebreaker Borealis prides itself as the foremost purveyor of luxury in all the Long Rim, let alone Calliope.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Built around the CPS Borealis, an old ice mining frigate, the Icebreaker is a chaotic tangle of districts and modules lashed together into a loose cylinder and haphazardly secured to the ship’s outer hull.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The station provides all manner of pleasure and vice, from its casinos, dive bars, holodromes and drug dens to subaltern fighting pits, massage parlors, and an establishment that confidently advertises itself as “the only five-star resort and spa in the Long Rim.”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Icebreaker Borealis boasts that it’s the only reason anyone from the rest of the galaxy comes to Calliope at all. That’s not entirely unfounded, either; a lot of IPS-N freighters making a trek through the Long Rim pass through Calliope specifically to provide their crews with shore leave on the Icebreaker. Harrison Armory crews travelling to or from the Dawnline Shore are known to stop over for month-long breaks between nearlight travel. SSC even has an office which seems to far exceed the size necessary for handling the tiny amount of business they do in the system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Union’s civilian offices are also here, with its small corps of administrative staff constantly fielding aid requests on the one hand and insults on the other&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The Starstrip&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
“Try your luck in the Long Rim’s most luxurious gambling halls! Take a load off in unrivalled comfort at our galaxy-class resorts! Bask in the talent of our exclusive shows and acts! The Starstrip: walk the road to the stars.”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The only thoroughfare that runs the entire sprawl, in a looping paht of twists and winds. It links all the major casinos, hotels, shopping malls and theatres. It bustles at every hour of day and night, a constant chuyrn of people seeking excitement, distraction and oblivion.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The number one rated casino on the Starstrip is the Gift-Bronze Casino and Resort, owned by board member Evelina Bondarchuk, with a neo-deco architecture, attentive staff and unrivalled wine selection. Accusations of bribery to the Cultural Review magazine who gave it this rating who gone unanswered.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Hisotric Borealis&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
“Marvel at the inner workings of Calliope’s largest industrial spaceship, and relive its proud history with one of our affordable guided tours! Proof of zero-g training and signed safety waiver required.”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sections of the parts of the old ship are open to the public, having been converted into exhibitions on the history of the ship and Calliope at large. Engineering and reactor sections are off limits, of course, as those sections are still in use to power the ship. The ship&#039;s mining laser was broken down for parts about a century ago. The primary engines haven&#039;t been activated in about that long either, and have long since been disabled; since no one believes the station could take sustained acceleration anymore&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Gladiator&#039;s Draw and Quarter&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
“Your thirst for mech-on-mech destruction might never be sated, but we gave it our best shot at the Draw and Quarter!”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By far the most popular sport in Calliope is live mech combat, outpacing Jovain windsurfing by a wide margin. In fact, it&#039;s one of Calliope&#039;s most successful breakout industries: a vast subculture of Union citizens thirst for mech violence that isn&#039;t legal to conduct anywhere in Union space. Calliope&#039;s export of gladiatorial mech combat is second only to Suldan, and the lack of any safety measures and the tacit encouragement of fights to the death (until the Emir&#039;s recent deposal and restructuring of the government) have long since kept Calliope on top in Union media presence&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s three primary leagues in Calliope. Moon Glacier, Thunderstorm and Hellfire. While only Moon Glacier is &#039;native&#039; to Icebreaker, all three hold most of their matches in the Draw and Quarter, since it has, by far, the best facilities and arenas in the entire system. It does somewhat annoy Hellifre fans that their league doesn&#039;t hold any matches on Hell&#039;s Gate station itself, and have long since petitioned Jerry to construct a mech fighting league. He&#039;s promised that he&#039;ll have a look once he&#039;s cleared out his current list of priority tasks. He made that promise on the second day after he became Acting Station Manager, and has never had to even consider fulfilling it in the years since.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By popular vote, the top ten arenas in the Quarter are The Mechropolis, Laserhäus, Deadmetal, Ring of Fate, All Tomorrow’s Junkers, The Despair Shop, One Weird Trick Shot, House of Godhead, Don’t Tell Management and a nameless HORUS-operated arena marked only by a memetic glyph that is inherently understood to mean “mech fighting ring” by those who read it. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Raphael Baza&#039;s Bizarre Bazaar&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Bizarre Bazaar is the most prestigious and flamboyant marketplace on the entire station, occupying an entire district by itself; holding court to thousands of merchants peddling their wares. You can buy items from all across the Long Rim and beyond here. Some are even being legally sold.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Serendipity Resort Hotel&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
“If you want Armory Executive treatment without Armory Executive prices, look no further than the Serendipity Resort Hotel. Serendipity Resort Hotel: ain’t chance a funny thing?”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rita hasn&#039;t paid for a top luxury hotel, but the Serendipity Resort Hotel isn&#039;t half bad, and certainly singificantly more comfortable than your sleeping quarters back on the Gate. It has six bars, tow restaurants, a gym, a sauna and a swimming pool.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Deepest Fairyland&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
“Doesn’t your visit deserve a little wonder? Step off the forest path and enter Deepest Fairyland! But be warned – you may not realize how much time you’ll spend there! Kids’ admission half-price.”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Evelina Bondarchuk&#039;s other crown jewel, Deepest Fairyland is the largest theme park in the Long Rim. Originally built with a fairytale theme, it&#039;s long since been expanded to incorporate multiple other aesthetics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Grand Aurora Ampitheater&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
“Does your soul thirst for music? Come to the Grand Aurora Amphitheater and dance until the dawn! Witness the greatest son et lumière in the galaxy, courtesy of our roster of local DJs! Please note the Board of Icebreaker bears no responsibility for any medical complications caused by use of club drugs.”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The largest live music venture in Icebreaker. It usually plays host to electronic dance usic, but there&#039;s often liver performances by hand picked local talent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Uncrowned King Bar and Grill&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
“If you’re looking for the authentic down-home Long Rim tavern experience, you can find it down any number of alleyways and access corridors! Please remember that station security forces can’t always guarantee a response time of less than five minutes!”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A crummy dive bar in the Draw and Quarter, with a glass wall that overlooks the House of Godhead arena. The only thing worse than the ambience is the food.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In other words, the perfect spot for a covert meeting with the station director.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Union Liason Offices&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Calliope does not qualify for a Union Administrator, and technically falls under the Bureau of Orbital and Non-Terrestrial Management, who have sent a series of civilian liasons to the system to handle Union affairs and relations. They have an office on Icebreaker, and are currently represented by Kileyna Morton, who has the most difficult job in the system (except for Jerry): Represent Union and its Utopian goals in a place defined by the absence of both. Their main accomplishment was the establishment of a neutral omninode in the system, as well as getting a Union Navy Carrier assigned to the system for security and aid purposes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kileya splits their time between the offices on Icebreaker and the current carrier assigned to Calliope, which is the UNS-CV Thames.&lt;br /&gt;
&lt;br /&gt;
=Jane&#039;s Guide, Calliope Edition=&lt;br /&gt;
&lt;br /&gt;
==Combat Mechs==&lt;br /&gt;
* GMS Muscle Tracer: A cheap, widely dispersed combat mech for militaries that need to bulk up their melee hitters for close quarters battle. The Muscle Tracer uses numerous automated systems to basically predict what the wearer wants, and act on it. It makes it very easy for unskilled users, but the conditioning often results in &lt;br /&gt;
* ID Zone Denier: One of Impact Dynamics local designs, before they shifted to food production back during initial colonization, the Zone Denier is equipped with camouflage mine system and a grenade launcher; built to hold and defend a specific point.&lt;br /&gt;
* Retrograde-9 Smasher: A brute of a mech, the Retrograde series are classic designs, all big and bulky. The Smasher is slow as hell, but not much can actually stop it when it wants to go somewhere, and its demolition hammer ensures that anything at its destination will crushed flatter than a pancake. Should mounted concussion missiles give it an emergency defensive system.&lt;br /&gt;
* Butterflyght Arthas-9: Butterflyght is a small Long Rim weapons designer, whose developments have been slowly showing up elsewhere for a number of years now. The Arthas-9 is a sentry mech, equipped with a half dozen semi-autonomous remote controlled miniguns. It&#039;s primarily meant for anti-personnel work, but volume of fire will still results in effective results when put against mech scale targets&lt;br /&gt;
* ID Fury Rocket System: Another Impact Dynamics design, the Fury Rocket can be found in countless weapon caches across Calliope. The Atlas missile launcher it holds is slow firing, but can hit almost any point on the battlefield, and carries an overcharged plasma core; resulting in massive damage when it impacts. As the old saying went: &#039;If it impacts, it&#039;s a dynamics.&#039; It never really caught on before ID switched business focuses.&lt;br /&gt;
* ID Raptor-4: The most common combat mech in the system, Impact Dynamics cached tens of thousands of them in various locations after arriving in the system. Most of these locations remain secure, but many have long since been looted by scavengers, smugglers, mercenaries and pirates. A second rate Assault mech, it&#039;s meant for assault operations, with other units screening it.&lt;br /&gt;
* HA Hangman Omega: One of Harrison Armory&#039;s non-Lancer line of mechs, it&#039;s a close up mech designed for grappling. Commonly called the Executioner class, it can deal brutal damage if it gets its grip on someone, and contains combat programs that target movement systems; letting it stay focused on its chosen victim.&lt;br /&gt;
* ID Variable Combat Skipper: Impact Dynamics Breacher mech. Moves fast, breaches hulls and gets in close with its mech scale shotgun. Considered a poor second to the Caliban by reviewers.&lt;br /&gt;
* Horus Wasp: One of the easier to access Horus models, the Wasp basically militarizes the concept of rotodrones for non Lancer-class pilots. It mass fabricates large quantitites of rotodrones with diamond rotors and sends them charging at enemies. Horus geeks often refer to these drones as man-hacks.&lt;br /&gt;
* Divine Decimator: A short run off combat mech from a recently recontacted world, the Decimator uses infrared thermal lasers to burn away at targets. Popular in Calliope for anybody with reliable access to a print shop; it outclasses the equivalent class model that Impact Dynamic made.&lt;br /&gt;
* SSC Tactical Jaeger: A Ronin mech meant for mass deployment, the Jaeder leads the way ahead of Lancer teams during boarding actions.&lt;br /&gt;
* HA Cobra Guard: A bodyguard class mech. The Cobra Guard is filled with syncing tools that let it detect, intercept and respond to hostile actions against a specific target.&lt;br /&gt;
&lt;br /&gt;
==Civilian Mechs==&lt;br /&gt;
* Shelton TC-9: A extremely common civilian chassis in Calliope, the TC-9&#039;s design is over four hundred years old and still going strong. Easy to print, easy to maintain, it excels in engineering and salvaging projects; making it very popular for work in Calliope. Accordingly, this also means there&#039;s plenty for amateur soldiers to uparmor and equip with printed mech weapons.&lt;br /&gt;
* Engi Delta: A spider class repair mech, a fairly common vista when looking at the hull of one of the stations in Calliope, as they mend the various problems caused be centuries of low budget maintenance. They need no particular reconfiguration to serve as repair mechs in combat.&lt;br /&gt;
* GMS Specialist Worker: The Specialist Worker uses non combat drones to enhance the effectiveness of other mechs. Technically speaking, it&#039;s designed for civilian work (coordinating construction and mining mechs); but it&#039;s easily repurposed for military use&lt;br /&gt;
&lt;br /&gt;
==Spacecraft==&lt;br /&gt;
* ID Retro-55: An interceptor from Impact Dynamics old production lines, back when they were a weapons developer. Armed with multiple missile racks and close range machine guns; the Retro-55 is a reliable model for supporting mechs in zero-g combat.&lt;br /&gt;
&lt;br /&gt;
==Drones==&lt;br /&gt;
* DTL-99 Armor Drone: A massive drone, with a shield and heavy armor. It&#039;s not particularly tough when you get past these things, but that&#039;s the point. It takes point, draws fire, and then gets wrecked in a spot where advancing forces can use it for cover.&lt;br /&gt;
&lt;br /&gt;
=Maps=&lt;br /&gt;
[[File:LancerCalliope2.PNG|800px]]&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush&amp;diff=485878</id>
		<title>Fallout 2d20: Royal Flush</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush&amp;diff=485878"/>
		<updated>2026-04-18T11:50:38Z</updated>

		<summary type="html">&lt;p&gt;Falkus: /* Party Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Fallout 2d20: Royal Flush==&lt;br /&gt;
&lt;br /&gt;
[[File:FalloutRoyalFlush.png|center]]&lt;br /&gt;
&lt;br /&gt;
In 2274, the expanding New California Republic entered the Mojave and occupied the Hoover Dam, after cutting a deal with the mysterious Mr. House, magnate of New Vegas. Three years later, and Caeaser&#039;s Legion attacked the dam in an attempt to add the Mojave to its growing list of conquests. The NCR held the dam, barely.&lt;br /&gt;
&lt;br /&gt;
Three years have passed since the attack . Life has settled into an equilibrium. The Legion grows its forces, and the NCR prepares it defenses for the next attack. Business continues as normal on the Strip, as tourists pour a seemingly limitless amount of caps and NCR dollars into the casinos. War is coming, and minor conflicts spark all across the region as skirmishing forces from the Legion clash with NCR Rangers.&lt;br /&gt;
&lt;br /&gt;
Outside of strip, tensions have been growing up and down Route 95 and 395, from New Reno to New Vegas. Raiders have been appearing with increasing frequency. NCR troops, focused on containing the Legion, can&#039;t provide the same level of security as they did ten years ago. The Legion occupies all attention in this part of the NCR. Violence is increasing, and that&#039;s bad for business.&lt;br /&gt;
&lt;br /&gt;
It might look like chaos. But there&#039;s always someone behind the wheel.&lt;br /&gt;
&lt;br /&gt;
Our story opens as a group of wanders stumbles into the middle of some high level politics aimed at containing this, and find themselves key to the future of the region...&lt;br /&gt;
&lt;br /&gt;
Life in the Mojave is about to change.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush-recruiting.931955/ Recruitment Thread]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush.932218/ OOC]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush.932217 IC]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/12XMM0INqN1acdSxXWglbe1Mm7ERtddeugKyrV7tN6Kw/edit?usp=drivesdk VEL: Steely Mojave brawler and chaos engine—keeps records, keeps promises, keeps swinging.]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1xcmQ8OAZPLlcqVp2bv9lkCFzH6orEjguviZKeAGm88Q/edit?gid=737579000#gid=737579000 Sal DeLuca: Ghoul Lounge Singer and Sneaky Shot]&lt;br /&gt;
* [https://docs.google.com/document/d/1hWY1RcV2mXYeST50QwFCXB4jRqzT2LWDyO3rdnGCwCg/edit?tab=t.0 Samantha &amp;quot;Sam&amp;quot; Clarke: Doctor and Chemist from Vault City]&lt;br /&gt;
* [https://app.demiplane.com/nexus/falloutrpg/character-sheet/f6105a14-286d-4887-bf80-19d4dc3c34f8 Mr Write: Mysterious Vault Dweller]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/147TU9_kjdhDYln_kQcZMWnXgWzfDRGcvS8C7KyYyrro/edit?usp=sharing Marcus Crimson Caravaneer Trader with a friendly dog]&lt;br /&gt;
* [https://docs.google.com/document/d/1RLKrv8X1EtM_bGKbVSLddIdFzXeyFZQBs9xoqci9asM/edit?usp=sharing Mina Sato Ex-NCR Trooper looking for work]&lt;br /&gt;
&lt;br /&gt;
=Wandered off into the Wasteland=&lt;br /&gt;
* [https://drive.google.com/file/d/1RMrsTSvQMsDX2JjHDQ2UsConeI4WpsMv/view?usp=sharing Evelyn: Rogue Synth &#039;Pharmacist&#039; Still Running from her Past]&lt;br /&gt;
&lt;br /&gt;
=Party Inventory=&lt;br /&gt;
* 217 caps&lt;br /&gt;
* 100 NCR Dollars&lt;br /&gt;
* 3 Bloatfly meat&lt;br /&gt;
* 3 Bloatfly Glands&lt;br /&gt;
* Salisbury Steak&lt;br /&gt;
* 10 units of junk&lt;br /&gt;
* Pre War Money worth 28 caps&lt;br /&gt;
* 1 machete&lt;br /&gt;
* 1 combat knfe&lt;br /&gt;
* 11 bottles of purified water&lt;br /&gt;
* Golf Club&lt;br /&gt;
&lt;br /&gt;
=Faction Reputation=&lt;br /&gt;
* Global Factions&lt;br /&gt;
** NCR: 2&lt;br /&gt;
** Followers of the Apocalypse: 2&lt;br /&gt;
* New Reno Factions&lt;br /&gt;
** Bishops: 3&lt;br /&gt;
** Wrights: 2&lt;br /&gt;
** Van Graffs: 2&lt;br /&gt;
&lt;br /&gt;
=Major Quests=&lt;br /&gt;
* Courier, Interrupted: After finding a mysterious message on a dead courier on the way into New Reno, our heroes find themselves investigating the larger problems facing the region on behalf of a local mob boss.&lt;br /&gt;
** &amp;lt;s&amp;gt;Investigate the dead body&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Travel to New Reno&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Meet Mr. Bishop&amp;lt;/s&amp;gt; &lt;br /&gt;
** &amp;lt;s&amp;gt;Investigate Raider Attacks&amp;lt;/s&amp;gt; &lt;br /&gt;
* &amp;lt;s&amp;gt;Report back to Mr Bishop with the information&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Side Quests=&lt;br /&gt;
* Who&#039;s the Master Now? The party agrees to help settle a problem with Super Mutants causing trouble in town&lt;br /&gt;
** &amp;lt;s&amp;gt;Defuse tensions between locals and super mutants&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Travel to the Super Mutants Camp&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Save the super mutant from the rad scorpions&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;(Optional) Convince the super mutants to help New Reno&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Character Quests=&lt;br /&gt;
&lt;br /&gt;
=Complete Quests=&lt;br /&gt;
&lt;br /&gt;
=Settlements=&lt;br /&gt;
==New Reno==&lt;br /&gt;
Population: 30,048&amp;lt;br&amp;gt;&lt;br /&gt;
Defenses: Very Strong&amp;lt;br&amp;gt;&lt;br /&gt;
Water Supply: Just Enough&amp;lt;br&amp;gt;&lt;br /&gt;
Denizen Outlook: Somewhat Grim&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fallout_2d20:_Royal_Flush:New Reno Shops|Shops]]&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush&amp;diff=485865</id>
		<title>Fallout 2d20: Royal Flush</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush&amp;diff=485865"/>
		<updated>2026-04-17T23:39:01Z</updated>

		<summary type="html">&lt;p&gt;Falkus: /* Party Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Fallout 2d20: Royal Flush==&lt;br /&gt;
&lt;br /&gt;
[[File:FalloutRoyalFlush.png|center]]&lt;br /&gt;
&lt;br /&gt;
In 2274, the expanding New California Republic entered the Mojave and occupied the Hoover Dam, after cutting a deal with the mysterious Mr. House, magnate of New Vegas. Three years later, and Caeaser&#039;s Legion attacked the dam in an attempt to add the Mojave to its growing list of conquests. The NCR held the dam, barely.&lt;br /&gt;
&lt;br /&gt;
Three years have passed since the attack . Life has settled into an equilibrium. The Legion grows its forces, and the NCR prepares it defenses for the next attack. Business continues as normal on the Strip, as tourists pour a seemingly limitless amount of caps and NCR dollars into the casinos. War is coming, and minor conflicts spark all across the region as skirmishing forces from the Legion clash with NCR Rangers.&lt;br /&gt;
&lt;br /&gt;
Outside of strip, tensions have been growing up and down Route 95 and 395, from New Reno to New Vegas. Raiders have been appearing with increasing frequency. NCR troops, focused on containing the Legion, can&#039;t provide the same level of security as they did ten years ago. The Legion occupies all attention in this part of the NCR. Violence is increasing, and that&#039;s bad for business.&lt;br /&gt;
&lt;br /&gt;
It might look like chaos. But there&#039;s always someone behind the wheel.&lt;br /&gt;
&lt;br /&gt;
Our story opens as a group of wanders stumbles into the middle of some high level politics aimed at containing this, and find themselves key to the future of the region...&lt;br /&gt;
&lt;br /&gt;
Life in the Mojave is about to change.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush-recruiting.931955/ Recruitment Thread]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush.932218/ OOC]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush.932217 IC]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/12XMM0INqN1acdSxXWglbe1Mm7ERtddeugKyrV7tN6Kw/edit?usp=drivesdk VEL: Steely Mojave brawler and chaos engine—keeps records, keeps promises, keeps swinging.]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1xcmQ8OAZPLlcqVp2bv9lkCFzH6orEjguviZKeAGm88Q/edit?gid=737579000#gid=737579000 Sal DeLuca: Ghoul Lounge Singer and Sneaky Shot]&lt;br /&gt;
* [https://docs.google.com/document/d/1hWY1RcV2mXYeST50QwFCXB4jRqzT2LWDyO3rdnGCwCg/edit?tab=t.0 Samantha &amp;quot;Sam&amp;quot; Clarke: Doctor and Chemist from Vault City]&lt;br /&gt;
* [https://app.demiplane.com/nexus/falloutrpg/character-sheet/f6105a14-286d-4887-bf80-19d4dc3c34f8 Mr Write: Mysterious Vault Dweller]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/147TU9_kjdhDYln_kQcZMWnXgWzfDRGcvS8C7KyYyrro/edit?usp=sharing Marcus Crimson Caravaneer Trader with a friendly dog]&lt;br /&gt;
* [https://docs.google.com/document/d/1RLKrv8X1EtM_bGKbVSLddIdFzXeyFZQBs9xoqci9asM/edit?usp=sharing Mina Sato Ex-NCR Trooper looking for work]&lt;br /&gt;
&lt;br /&gt;
=Wandered off into the Wasteland=&lt;br /&gt;
* [https://drive.google.com/file/d/1RMrsTSvQMsDX2JjHDQ2UsConeI4WpsMv/view?usp=sharing Evelyn: Rogue Synth &#039;Pharmacist&#039; Still Running from her Past]&lt;br /&gt;
&lt;br /&gt;
=Party Inventory=&lt;br /&gt;
* 235 caps&lt;br /&gt;
* 100 NCR Dollars&lt;br /&gt;
* 3 Bloatfly meat&lt;br /&gt;
* 3 Bloatfly Glands&lt;br /&gt;
* Salisbury Steak&lt;br /&gt;
* Beer&lt;br /&gt;
* 10 units of junk&lt;br /&gt;
* Pre War Money worth 28 caps&lt;br /&gt;
* 1 machete&lt;br /&gt;
* 3 tire irons&lt;br /&gt;
* 1 combat knfe&lt;br /&gt;
* 11 bottles of purified water&lt;br /&gt;
* Golf Club&lt;br /&gt;
&lt;br /&gt;
=Faction Reputation=&lt;br /&gt;
* Global Factions&lt;br /&gt;
** NCR: 2&lt;br /&gt;
** Followers of the Apocalypse: 2&lt;br /&gt;
* New Reno Factions&lt;br /&gt;
** Bishops: 3&lt;br /&gt;
** Wrights: 2&lt;br /&gt;
** Van Graffs: 2&lt;br /&gt;
&lt;br /&gt;
=Major Quests=&lt;br /&gt;
* Courier, Interrupted: After finding a mysterious message on a dead courier on the way into New Reno, our heroes find themselves investigating the larger problems facing the region on behalf of a local mob boss.&lt;br /&gt;
** &amp;lt;s&amp;gt;Investigate the dead body&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Travel to New Reno&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Meet Mr. Bishop&amp;lt;/s&amp;gt; &lt;br /&gt;
** &amp;lt;s&amp;gt;Investigate Raider Attacks&amp;lt;/s&amp;gt; &lt;br /&gt;
* &amp;lt;s&amp;gt;Report back to Mr Bishop with the information&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Side Quests=&lt;br /&gt;
* Who&#039;s the Master Now? The party agrees to help settle a problem with Super Mutants causing trouble in town&lt;br /&gt;
** &amp;lt;s&amp;gt;Defuse tensions between locals and super mutants&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Travel to the Super Mutants Camp&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Save the super mutant from the rad scorpions&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;(Optional) Convince the super mutants to help New Reno&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Character Quests=&lt;br /&gt;
&lt;br /&gt;
=Complete Quests=&lt;br /&gt;
&lt;br /&gt;
=Settlements=&lt;br /&gt;
==New Reno==&lt;br /&gt;
Population: 30,048&amp;lt;br&amp;gt;&lt;br /&gt;
Defenses: Very Strong&amp;lt;br&amp;gt;&lt;br /&gt;
Water Supply: Just Enough&amp;lt;br&amp;gt;&lt;br /&gt;
Denizen Outlook: Somewhat Grim&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fallout_2d20:_Royal_Flush:New Reno Shops|Shops]]&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Quest_for_Glory:_Thirteenth_Age&amp;diff=485844</id>
		<title>Quest for Glory: Thirteenth Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Quest_for_Glory:_Thirteenth_Age&amp;diff=485844"/>
		<updated>2026-04-15T19:56:03Z</updated>

		<summary type="html">&lt;p&gt;Falkus: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Quest For Glory: So You Want to be a Hero?==&lt;br /&gt;
In the northern reaches of the empire, not far from the frost ranges and deep in the old Dragon Woods, lies a forested valley; the Barony of Spielburg. One might say time has left this valley behind. As the world moved on into the Thirteenth Age, and the fighting with the Orc Lord ended, life in the Valley stood still, not burdened by the chaos elsewhere in the Empire. Life was peaceful.&lt;br /&gt;
&lt;br /&gt;
Or so it seemed to the outside world&lt;br /&gt;
&lt;br /&gt;
But in recent years, posters have been appearing in towns nearby to the valley, as travelers who pass through Spielburg spread word of dangerous times in the once peaceful valley.&lt;br /&gt;
&lt;br /&gt;
Word for help has come from the inhabitants of the valley. The small, forested region has become dangerous. Brigands have all but eliminated successful trade. Monsters infest the valley. Old orcish warbands make camp here. Ancient evils from before the 13th Age make their residence in the forest. The Baron has been unable or unwilling to help his people. The town has reached out for aid from the rest of the empire.&lt;br /&gt;
&lt;br /&gt;
The heroes who have gone before to answer this call to action have not returned. The posters yellow with age.&lt;br /&gt;
&lt;br /&gt;
But this is a new year in the 13th Age. Winter has just ended, and as the mountain paths clear of snow, new heroes and adventurers have begun traveling into the barony; following the age old call of glory and gold; the call that the thirteenth age is built on. Perhaps you&#039;re a student of the Archmage seeking to practice your craft for real, or perhaps the Emperor has need of your services here.&lt;br /&gt;
&lt;br /&gt;
Or maybe you&#039;ve recently completely the Famous Adventurer&#039;s Correspondence School course in How to be a Hero...&lt;br /&gt;
&lt;br /&gt;
==Active Characters==&lt;br /&gt;
	&lt;br /&gt;
*[[Primrose Bathory]]&lt;br /&gt;
*[[Tavar]]&lt;br /&gt;
*[[Elpinor]]&lt;br /&gt;
*[[Quolin Greystubble]]&lt;br /&gt;
&lt;br /&gt;
==Former Characters==&lt;br /&gt;
*[[Kael]]&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Quolin_Greystubble&amp;diff=485843</id>
		<title>Quolin Greystubble</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Quolin_Greystubble&amp;diff=485843"/>
		<updated>2026-04-15T19:54:35Z</updated>

		<summary type="html">&lt;p&gt;Falkus: Created page with &amp;quot;Return to the Quest for Glory: Thirteenth Age main page   =Quolin Inkstubble= &amp;#039;&amp;#039;&amp;#039;Kin:&amp;#039;&amp;#039;&amp;#039; Gnome&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Class and level:&amp;#039;&amp;#039;&amp;#039; Wizard&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Age:&amp;#039;&amp;#039;&amp;#039; 41&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;One Unique Thing:&amp;#039;&amp;#039;&amp;#039; I am a living grimoire, new spells dancing across my skin, in my blood, and on my breath.  ==Ability Scores== &amp;#039;&amp;#039;&amp;#039;STR&amp;#039;&amp;#039;&amp;#039; 10 (+0)&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;DEX&amp;#039;&amp;#039;&amp;#039; 14 (+2)&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;CON&amp;#039;&amp;#039;&amp;#039; 15 (+2)&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;INT&amp;#039;&amp;#039;&amp;#039; 19 (+4)&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;WIS&amp;#039;&amp;#039;&amp;#039; 12 (+1)&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;CHA&amp;#039;&amp;#039;&amp;#039; 15 (+2)&amp;lt;br&amp;gt;  ==Backgrounds== +4 Ba...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Quest_for_Glory:_Thirteenth_Age|Return to the Quest for Glory: Thirteenth Age main page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Quolin Inkstubble=&lt;br /&gt;
&#039;&#039;&#039;Kin:&#039;&#039;&#039; Gnome&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class and level:&#039;&#039;&#039; Wizard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 41&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;One Unique Thing:&#039;&#039;&#039; I am a living grimoire, new spells dancing across my skin, in my blood, and on my breath.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
&#039;&#039;&#039;STR&#039;&#039;&#039; 10 (+0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DEX&#039;&#039;&#039; 14 (+2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CON&#039;&#039;&#039; 15 (+2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;INT&#039;&#039;&#039; 19 (+4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;WIS&#039;&#039;&#039; 12 (+1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CHA&#039;&#039;&#039; 15 (+2)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Backgrounds==&lt;br /&gt;
+4 Barely Graduated the School of Imperial Wizardry&amp;lt;br&amp;gt;&lt;br /&gt;
+2 Traveling Tinkerer&amp;lt;br&amp;gt;&lt;br /&gt;
+2 Friend to Animals and Those Others Ignore&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 24&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039; 13&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;PD&#039;&#039;&#039; 13&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;MD&#039;&#039;&#039; 15&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery (8):&#039;&#039;&#039; 1d6+2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Icons==&lt;br /&gt;
The Emperor (Positive)&amp;lt;br&amp;gt;&lt;br /&gt;
The Archmage (Positive)&amp;lt;br&amp;gt;&lt;br /&gt;
The Diabolist (Negative)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Kin and Class features==&lt;br /&gt;
&#039;&#039;&#039;Fox Friend (Kin Power):&#039;&#039;&#039; You have one or more floppy-eared foxes as friends.   Once per battle, choose one of the following powers to represent your fox&#039;s contributions to your adventures.&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;No no no no:&#039;&#039; As a free action, reroll a save.&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;Saw it coming:&#039;&#039; As a free action, force an enemy to reroll a natural odd melee attack against you.&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;Yep yep yep:&#039;&#039; On your turn, gain an extra quick action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cyclic Spells:&#039;&#039;&#039; Spells that have a cyclic usage can always be cast at least once per battle, and are only expended in that battle if they are cast when the escalation die is 0 or odd.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Judicious Casting:&#039;&#039;&#039;  Some of the wizard&#039;s spells have different levels of effect and possible side effects, depending on how they are being cast.  Each time you cast such a spell, you can decide which style of effect you prefer.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cantrips:&#039;&#039;&#039; A collection of minor magical effects: Alarm, Arcane Mark, Ghost Sound, Knock, Light, Mage Hand, Mending, Prestidigitation, Spark&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ritual Magic:&#039;&#039;&#039; Can cast rituals.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wizard Talents==&lt;br /&gt;
===High Arcana===&lt;br /&gt;
&#039;&#039;&#039;Break Resistance:&#039;&#039;&#039; Your spell attack rolls are considered to be 4 points higher for purposes of defeating a target&#039;s damage resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Counter-magic:&#039;&#039;&#039; Able to cast the Counter-magic spell once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Prodigious Learner===&lt;br /&gt;
Gain 3 bonus Adventurer-Tier Wizard Feats. Replace one with a bonus Champion-Tier at Level 5, and one with an Epic at Level 8.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Vance&#039;s Polysyllabic Verbalizations===&lt;br /&gt;
On your turn, when the escalation die is 1+, choose a 1/arc or other &amp;quot;per-arc&amp;quot; wizard&#039;s spell you want to upgrade with bonus loquacity.&lt;br /&gt;
&#039;&#039;&#039;Quick action colorful bump:&#039;&#039;&#039; When you spend an additional quick action to cast the spell, your eloquence will result in a colorful bump, an improvised bonus effect having something to do with the way you renamed the spell!&lt;br /&gt;
&#039;&#039;&#039;Move Action R&amp;amp;D:&#039;&#039;&#039; On your turn, when the escalation die is 1+, spend an additional move action to cast a wizardly arc spell of your level. Your adroit appellations engineer an aura of mystic multiplicity!&lt;br /&gt;
* &#039;&#039;At 2nd level and above:&#039;&#039; As you cast the spell loquaciously, while spending an additional move action, roll a d12 and add the escalation die. If you roll an 8+, you gain a bonus spell! Choose a spell from the wizard&#039;s spell list that you have not prepared or cast this arc. You gain a version of this new spell that&#039;s one level below your actual level and ready to cast whenever you wish.&lt;br /&gt;
* &#039;&#039;At 1st level only:&#039;&#039; You need a result of 10+ on the d12 to gain a bonus 1st level spell you have not prepared or cast this arc.&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Prodigious Learner Adventurer - Cantrip Mastery:&#039;&#039;&#039; Cast Cantrips at-will, as a quick action.  If you or your GM create new cantrips, you can probably learn them along with the standard cantrips mentioned above, assuming you can track down someone to teach them to you or you find a written version of the spell.  If you want to do something particularly cunning or surprising with one of your cantrips and the GM isn&#039;t sure whether you could pull off that use of the spell, roll a normal save (11+) to cast the spell the way you envision it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prodigious Learner Adventurer - Vance&#039;s Polysyllabic Verbalizations Move Action R&amp;amp;D:&#039;&#039;&#039; See above for &#039;&#039;Move Action R&amp;amp;D&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prodigious Learner Adventurer - Utility Spell:&#039;&#039;&#039; Each &#039;&#039;Utility Spell&#039;&#039; you take lets you cast two spells from the available options instead of one (5th: you can cast three instead of two; 8th you can cast four instead of three)&lt;br /&gt;
&#039;&#039;&#039;Level 1 Adventurer: Animal Talker:&#039;&#039;&#039; You can talk with most normal animals. They don&#039;t necessarily like you any better, but they might, if you&#039;re kind. Burrowing animals tend to be on your side. Dire beasts won&#039;t talk with you, or pretend they can&#039;t, and with magical animals you never know, it&#039;s a beast-by-beast situation.&amp;lt;br&amp;gt;&lt;br /&gt;
Twice an arc, you can make a normal skill check for your tier to gather useful information from an animal you&#039;re talking with, or a hard check if you&#039;re dealing with a magical beast. Other conversations can be fun, but tend not to reveal the type of information adventurers are after. In addition, once per arc you can gather useful information from your fox without having to roll a skill check.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
====Mana Storm (At-Will)====&lt;br /&gt;
Ranged Spell&amp;lt;br&amp;gt;&lt;br /&gt;
When escalation die is even or not in play:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One nearby enemy&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +5 vs. PD&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 9 (2d8) force damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Miss:&#039;&#039;&#039; Damage equal to your level.&amp;lt;br&amp;gt;&lt;br /&gt;
When escalation die is odd:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; 1d3 nearby enemies in a group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +5 vs. PD&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 8 (3d4) lightning damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Miss:&#039;&#039;&#039; -&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ray of Frost (At-Will)====&lt;br /&gt;
Ranged Spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One nearby or far-away enemy&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +5 vs. PD&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 9 (2d8) cold damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Miss:&#039;&#039;&#039; Damage equal to your level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cantrips (At-Will, Quick Action)====&lt;br /&gt;
&#039;&#039;Standard Duration:&#039;&#039; At adventurer tier (1-4), cantrips with a standard duration last 10-60 minutes, plus 10 minutes per wizard level.  At champion tier (5-7), most cantrips last 2-7 hours (1d6+1).  At epic tier (8-10), cantrips last between 5-12 hours (1d8+4). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alarm:&#039;&#039;&#039; &#039;&#039;(standard duration)&#039;&#039; Create an alarm that goes off when an object is touched or an area is entered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Mark:&#039;&#039;&#039; &#039;&#039;(standard duration)&#039;&#039; Create a magical sigil on an object or person, potentially invisibly.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ghost Sound:&#039;&#039;&#039; Create false noises emanating from somewhere nearby, about as effectively as throwing your voice.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Knock:&#039;&#039;&#039; Int check vs. environment&#039;s DC using an appropriate magical background to open something that is locked, either quietly or loudly.  Does nothing for traps though!&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Light:&#039;&#039;&#039; &#039;&#039;(standard duration)&#039;&#039; Creates a fairly wide and consistent field of light, up to 30 feet in diameter.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mage Hand:&#039;&#039;&#039;  Create a small, telekinetic effect that lasts one round at most.  At best, about half as strong as the wizard&#039;s own strongest hand; at worst, half as strong as the wizard when they&#039;re weak from a bad fever.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mending:&#039;&#039;&#039; Attempt to repair a broken object over 1-6 rounds.  More elaborate repairs to complicated discretion may require an Intelligence roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prestidigitation:&#039;&#039;&#039; Assorted minor magical tricks.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spark:&#039;&#039;&#039; Light a pipe or campfire, or even a couple of pages.  No more effective than steady application of a candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Counter-Magic (1/battle, Interrupt Action)====&lt;br /&gt;
&#039;&#039;&#039;Trigger:&#039;&#039;&#039; A nearby creature you can see initiates a magical ability, such as using a breath weapon, casting a spell, or triggering an optional magical power or defense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; The nearby creature initiating the magic&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +5 vs. MD&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; The target&#039;s spell or magical power is canceled, and they lose the action they were using for the spell/power. If the spell/power is limited-use, that use is not expended, but the spell/power can&#039;t be used again this turn.&amp;lt;br&amp;gt;&lt;br /&gt;
An elite-strength target can negate your cancellation with a hard save (16+), a double-strength target with a normal save (11+), and a triple-strength target with an easy save (6+).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Action cost:&#039;&#039;&#039; If the spell/power is canceled, you lose your next move action maintaining the counter. If the high-strength target saves and negates the cancellation, you can act normally on your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Acid Arrow (1/arc)====&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One nearby or far-away enemy&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +5 vs. PD&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 13 (2d12) acid damage and 5 ongoing acid damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Miss:&#039;&#039;&#039; 5 ongoing acid damage, and you regain the spell during your next quick rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blur (1/arc, Quick Action)====&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Yourself or one nearby ally&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; For the rest of the battle (or for five minutes), attacks against the target miss 20% of the time.&lt;br /&gt;
&lt;br /&gt;
====Utility Spell (2/arc)====&lt;br /&gt;
&#039;&#039;&#039;Disguise Self (Standard Action):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; This spell provides you with an effective magical disguise that lasts about ten minutes, making the skill check to avoid unmasking one step easier: easy if it would have been a normal task, normal if it would have been a hard task, and hard if it would have been a ridiculously hard task. The spell only affects your general appearance, not your size. It can be used to hide your features behind the generic features of another person or kin. Using it to impersonate a specific creature makes it less effective as a disguise (GM, consider a –2 to –5 penalty, depending on the degree of difficulty).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feather Fall (Free Action):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; When you cast this spell, it arrests your fall, letting you glide down to the ground over a round or two. If you&#039;re falling a ridiculous distance, wait to cast it until you&#039;re nearing the ground or you risk turning back into a non-feather at the wrong moment.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hold Portal (Standard Action):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; You cast this spell on a door. For ten minutes, adventurer-tier creatures can&#039;t get through the door, not even by chopping it into splinters with an axe or blasting it with a fireball. Champion-tier creatures can batter it down; each attempt requires a DC 20 Intelligence skill check (including an applicable background) by the caster to resist the battering and keep the spell going. Epic-tier creatures can walk right through. (Yes, let the caster roll, even if they aren&#039;t present; it&#039;s their magic that is holding the door shut and intact and they&#039;ll know if it&#039;s getting battered down.)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Crooked Staff (+1 attack, 1d6 damage)&amp;lt;br&amp;gt;&lt;br /&gt;
Hardy Traveling Robes&amp;lt;br&amp;gt;&lt;br /&gt;
Journal with no differentiation between scribbled formulas, random thoughts, and half-finished ideas for spells&amp;lt;br&amp;gt;&lt;br /&gt;
1 copy of the Famous Adventurer&#039;s Correspondence Guide book with yellowed and dog-eared pages.&amp;lt;br&amp;gt;&lt;br /&gt;
A few pouches of ritual components&amp;lt;br&amp;gt;&lt;br /&gt;
1 adventure-tier healing potion&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
A promising young wizard, Quolin entered the School of Imperial Wizardry full of energy and eagerness to go along with his burgeoning magical talent. Eagerness that meant he jumped at the opportunity to participate as a willing test subject for a professor&#039;s attempt to create a new type of grimoire that can never be lost or stolen. However, Quolin did not realize that this meant merging his physical form with that of a rather large collection of magical texts, transforming his skin to vellum, his blood to ink, and his breath to the rustle of pages in an ancient library.&lt;br /&gt;
&lt;br /&gt;
Oh well. It&#039;s better than his classmate who is now living origami (though he is great at parties).&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Quest_for_Glory:_Thirteenth_Age&amp;diff=485842</id>
		<title>Quest for Glory: Thirteenth Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Quest_for_Glory:_Thirteenth_Age&amp;diff=485842"/>
		<updated>2026-04-15T19:54:31Z</updated>

		<summary type="html">&lt;p&gt;Falkus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Quest For Glory: So You Want to be a Hero?==&lt;br /&gt;
In the northern reaches of the empire, not far from the frost ranges and deep in the old Dragon Woods, lies a forested valley; the Barony of Spielburg. One might say time has left this valley behind. As the world moved on into the Thirteenth Age, and the fighting with the Orc Lord ended, life in the Valley stood still, not burdened by the chaos elsewhere in the Empire. Life was peaceful.&lt;br /&gt;
&lt;br /&gt;
Or so it seemed to the outside world&lt;br /&gt;
&lt;br /&gt;
But in recent years, posters have been appearing in towns nearby to the valley, as travelers who pass through Spielburg spread word of dangerous times in the once peaceful valley.&lt;br /&gt;
&lt;br /&gt;
Word for help has come from the inhabitants of the valley. The small, forested region has become dangerous. Brigands have all but eliminated successful trade. Monsters infest the valley. Old orcish warbands make camp here. Ancient evils from before the 13th Age make their residence in the forest. The Baron has been unable or unwilling to help his people. The town has reached out for aid from the rest of the empire.&lt;br /&gt;
&lt;br /&gt;
The heroes who have gone before to answer this call to action have not returned. The posters yellow with age.&lt;br /&gt;
&lt;br /&gt;
But this is a new year in the 13th Age. Winter has just ended, and as the mountain paths clear of snow, new heroes and adventurers have begun traveling into the barony; following the age old call of glory and gold; the call that the thirteenth age is built on. Perhaps you&#039;re a student of the Archmage seeking to practice your craft for real, or perhaps the Emperor has need of your services here.&lt;br /&gt;
&lt;br /&gt;
Or maybe you&#039;ve recently completely the Famous Adventurer&#039;s Correspondence School course in How to be a Hero...&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
	&lt;br /&gt;
*[[Primrose Bathory]]&lt;br /&gt;
*[[Tavar]]&lt;br /&gt;
*[[Elpinor]]&lt;br /&gt;
*[[Kael]]&lt;br /&gt;
*[[Quolin Greystubble]]&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Quest_for_Glory:_Thirteenth_Age&amp;diff=485841</id>
		<title>Quest for Glory: Thirteenth Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Quest_for_Glory:_Thirteenth_Age&amp;diff=485841"/>
		<updated>2026-04-15T19:54:08Z</updated>

		<summary type="html">&lt;p&gt;Falkus: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Quest For Glory: So You Want to be a Hero?==&lt;br /&gt;
In the northern reaches of the empire, not far from the frost ranges and deep in the old Dragon Woods, lies a forested valley; the Barony of Spielburg. One might say time has left this valley behind. As the world moved on into the Thirteenth Age, and the fighting with the Orc Lord ended, life in the Valley stood still, not burdened by the chaos elsewhere in the Empire. Life was peaceful.&lt;br /&gt;
&lt;br /&gt;
Or so it seemed to the outside world&lt;br /&gt;
&lt;br /&gt;
But in recent years, posters have been appearing in towns nearby to the valley, as travelers who pass through Spielburg spread word of dangerous times in the once peaceful valley.&lt;br /&gt;
&lt;br /&gt;
Word for help has come from the inhabitants of the valley. The small, forested region has become dangerous. Brigands have all but eliminated successful trade. Monsters infest the valley. Old orcish warbands make camp here. Ancient evils from before the 13th Age make their residence in the forest. The Baron has been unable or unwilling to help his people. The town has reached out for aid from the rest of the empire.&lt;br /&gt;
&lt;br /&gt;
The heroes who have gone before to answer this call to action have not returned. The posters yellow with age.&lt;br /&gt;
&lt;br /&gt;
But this is a new year in the 13th Age. Winter has just ended, and as the mountain paths clear of snow, new heroes and adventurers have begun traveling into the barony; following the age old call of glory and gold; the call that the thirteenth age is built on. Perhaps you&#039;re a student of the Archmage seeking to practice your craft for real, or perhaps the Emperor has need of your services here.&lt;br /&gt;
&lt;br /&gt;
Or maybe you&#039;ve recently completely the Famous Adventurer&#039;s Correspondence School course in How to be a Hero...&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
	&lt;br /&gt;
*[[Primrose Bathory]]&lt;br /&gt;
*[[Tavar]]&lt;br /&gt;
*[[Elpinor]]&lt;br /&gt;
*[[Kael]]&lt;br /&gt;
*[[Theo]]&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pathfinder_2e:_Hellbreakers&amp;diff=485778</id>
		<title>Pathfinder 2e: Hellbreakers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pathfinder_2e:_Hellbreakers&amp;diff=485778"/>
		<updated>2026-04-10T23:07:32Z</updated>

		<summary type="html">&lt;p&gt;Falkus: /* Loot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:HellbreakersTitle.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hellbreakers==&lt;br /&gt;
In 4726 AR, the Isgeri government, believing the anti-Chelaxian faction called the Hellbreakers League was gathering warshards, requested aid from Her Infernal Majestrix Abrogail Thrune. Cheliax swiftly dispatched Hellknights from the Order of the Rack to root out suspected traitors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Loyalist Hellknights occupied Breachill, terrorizing the population with house arrests and public executions despite not finding any true Hellbreakers. A team of Andoran diplomats, headed by the semi-retired General Reginald Kormoth, traveled to Breachill to entreat with the Hellknights and request that they cease subjugating the town&#039;s populace. In response, the Hellknights captured and publicly executed him.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Public outrage pressured Andoran to respond. Wary of war, Supreme Elect Andira Marusek took the suggestion of her council that since the Hellknights aren&#039;t a state-run force, the similarly &amp;quot;independent&amp;quot; Eagle Knights could step in without causing too much incident. Eagle Knights of the Steel Falcons were &amp;quot;advised&amp;quot; to travel to Isger, where they battled the Hellknights and eventually reclaimed it from Chelaxian occupation. Her Infernal Majestrix Abrogail Thrune declared Andoran&#039;s incursion into Isger as an act of war and began preparing in kind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the dust settling after the intial conflict, the Hellbreakers League in Iseger has decided that enoug is enough. The time has come to rally the people and cast off the rule of Cheliax for good.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are junior members of the Hellbreakers League, and have been sent to Breachill to meet with an Andoran Eagle Knight still in the town, who has agreed to aid the cause of the Hellbreakers, and escort them back to the headquarters of the League.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our story opens on a crisp, fall evening in Lamashan 4726 AR, as our team arrives in the Ca yden&#039;s Keg tavern in Breachill...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
[[Pathfinder 2e: Hellbreakers/Bink Horsebane | Bink Horsebane]]&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1Touz_D_MgAN2lp_p662onEOPbCYIUvtFuPGHZH4Xq2o/edit?usp=drive_link Nemo]&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder 2e: Hellbreakers/Kayleth Triens | Kayleth Triens]]&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder 2e: Hellbreakers/Zandivar Pim | Zandivar Pim]]&lt;br /&gt;
&lt;br /&gt;
==Important Skills==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
* 4 Healing Potions (minor)&lt;br /&gt;
* Potency crystal&lt;br /&gt;
* Lesser atrophy bomb&lt;br /&gt;
&lt;br /&gt;
==Coinage==&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Loot to Sell==&lt;br /&gt;
&lt;br /&gt;
==Forum Threads==&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/recruitment-hellbreakers-pf2e.934973 Recruitment]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==In Character Resources==&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Maps==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush&amp;diff=485758</id>
		<title>Fallout 2d20: Royal Flush</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush&amp;diff=485758"/>
		<updated>2026-04-09T03:25:06Z</updated>

		<summary type="html">&lt;p&gt;Falkus: /* Party Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Fallout 2d20: Royal Flush==&lt;br /&gt;
&lt;br /&gt;
[[File:FalloutRoyalFlush.png|center]]&lt;br /&gt;
&lt;br /&gt;
In 2274, the expanding New California Republic entered the Mojave and occupied the Hoover Dam, after cutting a deal with the mysterious Mr. House, magnate of New Vegas. Three years later, and Caeaser&#039;s Legion attacked the dam in an attempt to add the Mojave to its growing list of conquests. The NCR held the dam, barely.&lt;br /&gt;
&lt;br /&gt;
Three years have passed since the attack . Life has settled into an equilibrium. The Legion grows its forces, and the NCR prepares it defenses for the next attack. Business continues as normal on the Strip, as tourists pour a seemingly limitless amount of caps and NCR dollars into the casinos. War is coming, and minor conflicts spark all across the region as skirmishing forces from the Legion clash with NCR Rangers.&lt;br /&gt;
&lt;br /&gt;
Outside of strip, tensions have been growing up and down Route 95 and 395, from New Reno to New Vegas. Raiders have been appearing with increasing frequency. NCR troops, focused on containing the Legion, can&#039;t provide the same level of security as they did ten years ago. The Legion occupies all attention in this part of the NCR. Violence is increasing, and that&#039;s bad for business.&lt;br /&gt;
&lt;br /&gt;
It might look like chaos. But there&#039;s always someone behind the wheel.&lt;br /&gt;
&lt;br /&gt;
Our story opens as a group of wanders stumbles into the middle of some high level politics aimed at containing this, and find themselves key to the future of the region...&lt;br /&gt;
&lt;br /&gt;
Life in the Mojave is about to change.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush-recruiting.931955/ Recruitment Thread]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush.932218/ OOC]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush.932217 IC]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/12XMM0INqN1acdSxXWglbe1Mm7ERtddeugKyrV7tN6Kw/edit?usp=drivesdk VEL: Steely Mojave brawler and chaos engine—keeps records, keeps promises, keeps swinging.]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1xcmQ8OAZPLlcqVp2bv9lkCFzH6orEjguviZKeAGm88Q/edit?gid=737579000#gid=737579000 Sal DeLuca: Ghoul Lounge Singer and Sneaky Shot]&lt;br /&gt;
* [https://docs.google.com/document/d/1hWY1RcV2mXYeST50QwFCXB4jRqzT2LWDyO3rdnGCwCg/edit?tab=t.0 Samantha &amp;quot;Sam&amp;quot; Clarke: Doctor and Chemist from Vault City]&lt;br /&gt;
* [https://app.demiplane.com/nexus/falloutrpg/character-sheet/f6105a14-286d-4887-bf80-19d4dc3c34f8 Mr Write: Mysterious Vault Dweller]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/147TU9_kjdhDYln_kQcZMWnXgWzfDRGcvS8C7KyYyrro/edit?usp=sharing Marcus Crimson Caravaneer Trader with a friendly dog]&lt;br /&gt;
* [https://docs.google.com/document/d/1RLKrv8X1EtM_bGKbVSLddIdFzXeyFZQBs9xoqci9asM/edit?usp=sharing Mina Sato Ex-NCR Trooper looking for work]&lt;br /&gt;
&lt;br /&gt;
=Wandered off into the Wasteland=&lt;br /&gt;
* [https://drive.google.com/file/d/1RMrsTSvQMsDX2JjHDQ2UsConeI4WpsMv/view?usp=sharing Evelyn: Rogue Synth &#039;Pharmacist&#039; Still Running from her Past]&lt;br /&gt;
&lt;br /&gt;
=Party Inventory=&lt;br /&gt;
* 361 caps&lt;br /&gt;
* 100 NCR Dollars&lt;br /&gt;
* 3 Bloatfly meat&lt;br /&gt;
* 3 Bloatfly Glands&lt;br /&gt;
* Salisbury Steak&lt;br /&gt;
* Beer&lt;br /&gt;
* 10 units of junk&lt;br /&gt;
* Pre War Money worth 28 caps&lt;br /&gt;
* 1 machete&lt;br /&gt;
* 3 tire irons&lt;br /&gt;
* 1 combat knfe&lt;br /&gt;
* 4 bottles of purified water&lt;br /&gt;
* Golf Club&lt;br /&gt;
&lt;br /&gt;
=Faction Reputation=&lt;br /&gt;
* Global Factions&lt;br /&gt;
** NCR: 2&lt;br /&gt;
** Followers of the Apocalypse: 2&lt;br /&gt;
* New Reno Factions&lt;br /&gt;
** Bishops: 3&lt;br /&gt;
** Wrights: 2&lt;br /&gt;
** Van Graffs: 2&lt;br /&gt;
&lt;br /&gt;
=Major Quests=&lt;br /&gt;
* Courier, Interrupted: After finding a mysterious message on a dead courier on the way into New Reno, our heroes find themselves investigating the larger problems facing the region on behalf of a local mob boss.&lt;br /&gt;
** &amp;lt;s&amp;gt;Investigate the dead body&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Travel to New Reno&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Meet Mr. Bishop&amp;lt;/s&amp;gt; &lt;br /&gt;
** &amp;lt;s&amp;gt;Investigate Raider Attacks&amp;lt;/s&amp;gt; &lt;br /&gt;
* &amp;lt;s&amp;gt;Report back to Mr Bishop with the information&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Side Quests=&lt;br /&gt;
* Who&#039;s the Master Now? The party agrees to help settle a problem with Super Mutants causing trouble in town&lt;br /&gt;
** &amp;lt;s&amp;gt;Defuse tensions between locals and super mutants&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Travel to the Super Mutants Camp&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Save the super mutant from the rad scorpions&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;(Optional) Convince the super mutants to help New Reno&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Character Quests=&lt;br /&gt;
&lt;br /&gt;
=Complete Quests=&lt;br /&gt;
&lt;br /&gt;
=Settlements=&lt;br /&gt;
==New Reno==&lt;br /&gt;
Population: 30,048&amp;lt;br&amp;gt;&lt;br /&gt;
Defenses: Very Strong&amp;lt;br&amp;gt;&lt;br /&gt;
Water Supply: Just Enough&amp;lt;br&amp;gt;&lt;br /&gt;
Denizen Outlook: Somewhat Grim&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fallout_2d20:_Royal_Flush:New Reno Shops|Shops]]&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush&amp;diff=485757</id>
		<title>Fallout 2d20: Royal Flush</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush&amp;diff=485757"/>
		<updated>2026-04-09T03:24:54Z</updated>

		<summary type="html">&lt;p&gt;Falkus: /* Major Quests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Fallout 2d20: Royal Flush==&lt;br /&gt;
&lt;br /&gt;
[[File:FalloutRoyalFlush.png|center]]&lt;br /&gt;
&lt;br /&gt;
In 2274, the expanding New California Republic entered the Mojave and occupied the Hoover Dam, after cutting a deal with the mysterious Mr. House, magnate of New Vegas. Three years later, and Caeaser&#039;s Legion attacked the dam in an attempt to add the Mojave to its growing list of conquests. The NCR held the dam, barely.&lt;br /&gt;
&lt;br /&gt;
Three years have passed since the attack . Life has settled into an equilibrium. The Legion grows its forces, and the NCR prepares it defenses for the next attack. Business continues as normal on the Strip, as tourists pour a seemingly limitless amount of caps and NCR dollars into the casinos. War is coming, and minor conflicts spark all across the region as skirmishing forces from the Legion clash with NCR Rangers.&lt;br /&gt;
&lt;br /&gt;
Outside of strip, tensions have been growing up and down Route 95 and 395, from New Reno to New Vegas. Raiders have been appearing with increasing frequency. NCR troops, focused on containing the Legion, can&#039;t provide the same level of security as they did ten years ago. The Legion occupies all attention in this part of the NCR. Violence is increasing, and that&#039;s bad for business.&lt;br /&gt;
&lt;br /&gt;
It might look like chaos. But there&#039;s always someone behind the wheel.&lt;br /&gt;
&lt;br /&gt;
Our story opens as a group of wanders stumbles into the middle of some high level politics aimed at containing this, and find themselves key to the future of the region...&lt;br /&gt;
&lt;br /&gt;
Life in the Mojave is about to change.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush-recruiting.931955/ Recruitment Thread]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush.932218/ OOC]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush.932217 IC]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/12XMM0INqN1acdSxXWglbe1Mm7ERtddeugKyrV7tN6Kw/edit?usp=drivesdk VEL: Steely Mojave brawler and chaos engine—keeps records, keeps promises, keeps swinging.]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1xcmQ8OAZPLlcqVp2bv9lkCFzH6orEjguviZKeAGm88Q/edit?gid=737579000#gid=737579000 Sal DeLuca: Ghoul Lounge Singer and Sneaky Shot]&lt;br /&gt;
* [https://docs.google.com/document/d/1hWY1RcV2mXYeST50QwFCXB4jRqzT2LWDyO3rdnGCwCg/edit?tab=t.0 Samantha &amp;quot;Sam&amp;quot; Clarke: Doctor and Chemist from Vault City]&lt;br /&gt;
* [https://app.demiplane.com/nexus/falloutrpg/character-sheet/f6105a14-286d-4887-bf80-19d4dc3c34f8 Mr Write: Mysterious Vault Dweller]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/147TU9_kjdhDYln_kQcZMWnXgWzfDRGcvS8C7KyYyrro/edit?usp=sharing Marcus Crimson Caravaneer Trader with a friendly dog]&lt;br /&gt;
* [https://docs.google.com/document/d/1RLKrv8X1EtM_bGKbVSLddIdFzXeyFZQBs9xoqci9asM/edit?usp=sharing Mina Sato Ex-NCR Trooper looking for work]&lt;br /&gt;
&lt;br /&gt;
=Wandered off into the Wasteland=&lt;br /&gt;
* [https://drive.google.com/file/d/1RMrsTSvQMsDX2JjHDQ2UsConeI4WpsMv/view?usp=sharing Evelyn: Rogue Synth &#039;Pharmacist&#039; Still Running from her Past]&lt;br /&gt;
&lt;br /&gt;
=Party Inventory=&lt;br /&gt;
* 36 caps&lt;br /&gt;
* 100 NCR Dollars&lt;br /&gt;
* 3 Bloatfly meat&lt;br /&gt;
* 3 Bloatfly Glands&lt;br /&gt;
* Salisbury Steak&lt;br /&gt;
* Beer&lt;br /&gt;
* 10 units of junk&lt;br /&gt;
* Pre War Money worth 28 caps&lt;br /&gt;
* 1 machete&lt;br /&gt;
* 3 tire irons&lt;br /&gt;
* 1 combat knfe&lt;br /&gt;
* 4 bottles of purified water&lt;br /&gt;
* Golf Club&lt;br /&gt;
&lt;br /&gt;
=Faction Reputation=&lt;br /&gt;
* Global Factions&lt;br /&gt;
** NCR: 2&lt;br /&gt;
** Followers of the Apocalypse: 2&lt;br /&gt;
* New Reno Factions&lt;br /&gt;
** Bishops: 3&lt;br /&gt;
** Wrights: 2&lt;br /&gt;
** Van Graffs: 2&lt;br /&gt;
&lt;br /&gt;
=Major Quests=&lt;br /&gt;
* Courier, Interrupted: After finding a mysterious message on a dead courier on the way into New Reno, our heroes find themselves investigating the larger problems facing the region on behalf of a local mob boss.&lt;br /&gt;
** &amp;lt;s&amp;gt;Investigate the dead body&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Travel to New Reno&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Meet Mr. Bishop&amp;lt;/s&amp;gt; &lt;br /&gt;
** &amp;lt;s&amp;gt;Investigate Raider Attacks&amp;lt;/s&amp;gt; &lt;br /&gt;
* &amp;lt;s&amp;gt;Report back to Mr Bishop with the information&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Side Quests=&lt;br /&gt;
* Who&#039;s the Master Now? The party agrees to help settle a problem with Super Mutants causing trouble in town&lt;br /&gt;
** &amp;lt;s&amp;gt;Defuse tensions between locals and super mutants&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Travel to the Super Mutants Camp&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Save the super mutant from the rad scorpions&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;(Optional) Convince the super mutants to help New Reno&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Character Quests=&lt;br /&gt;
&lt;br /&gt;
=Complete Quests=&lt;br /&gt;
&lt;br /&gt;
=Settlements=&lt;br /&gt;
==New Reno==&lt;br /&gt;
Population: 30,048&amp;lt;br&amp;gt;&lt;br /&gt;
Defenses: Very Strong&amp;lt;br&amp;gt;&lt;br /&gt;
Water Supply: Just Enough&amp;lt;br&amp;gt;&lt;br /&gt;
Denizen Outlook: Somewhat Grim&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fallout_2d20:_Royal_Flush:New Reno Shops|Shops]]&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush&amp;diff=485748</id>
		<title>Fallout 2d20: Royal Flush</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush&amp;diff=485748"/>
		<updated>2026-04-07T01:21:44Z</updated>

		<summary type="html">&lt;p&gt;Falkus: /* Party Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Fallout 2d20: Royal Flush==&lt;br /&gt;
&lt;br /&gt;
[[File:FalloutRoyalFlush.png|center]]&lt;br /&gt;
&lt;br /&gt;
In 2274, the expanding New California Republic entered the Mojave and occupied the Hoover Dam, after cutting a deal with the mysterious Mr. House, magnate of New Vegas. Three years later, and Caeaser&#039;s Legion attacked the dam in an attempt to add the Mojave to its growing list of conquests. The NCR held the dam, barely.&lt;br /&gt;
&lt;br /&gt;
Three years have passed since the attack . Life has settled into an equilibrium. The Legion grows its forces, and the NCR prepares it defenses for the next attack. Business continues as normal on the Strip, as tourists pour a seemingly limitless amount of caps and NCR dollars into the casinos. War is coming, and minor conflicts spark all across the region as skirmishing forces from the Legion clash with NCR Rangers.&lt;br /&gt;
&lt;br /&gt;
Outside of strip, tensions have been growing up and down Route 95 and 395, from New Reno to New Vegas. Raiders have been appearing with increasing frequency. NCR troops, focused on containing the Legion, can&#039;t provide the same level of security as they did ten years ago. The Legion occupies all attention in this part of the NCR. Violence is increasing, and that&#039;s bad for business.&lt;br /&gt;
&lt;br /&gt;
It might look like chaos. But there&#039;s always someone behind the wheel.&lt;br /&gt;
&lt;br /&gt;
Our story opens as a group of wanders stumbles into the middle of some high level politics aimed at containing this, and find themselves key to the future of the region...&lt;br /&gt;
&lt;br /&gt;
Life in the Mojave is about to change.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush-recruiting.931955/ Recruitment Thread]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush.932218/ OOC]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush.932217 IC]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/12XMM0INqN1acdSxXWglbe1Mm7ERtddeugKyrV7tN6Kw/edit?usp=drivesdk VEL: Steely Mojave brawler and chaos engine—keeps records, keeps promises, keeps swinging.]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1xcmQ8OAZPLlcqVp2bv9lkCFzH6orEjguviZKeAGm88Q/edit?gid=737579000#gid=737579000 Sal DeLuca: Ghoul Lounge Singer and Sneaky Shot]&lt;br /&gt;
* [https://docs.google.com/document/d/1hWY1RcV2mXYeST50QwFCXB4jRqzT2LWDyO3rdnGCwCg/edit?tab=t.0 Samantha &amp;quot;Sam&amp;quot; Clarke: Doctor and Chemist from Vault City]&lt;br /&gt;
* [https://app.demiplane.com/nexus/falloutrpg/character-sheet/f6105a14-286d-4887-bf80-19d4dc3c34f8 Mr Write: Mysterious Vault Dweller]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/147TU9_kjdhDYln_kQcZMWnXgWzfDRGcvS8C7KyYyrro/edit?usp=sharing Marcus Crimson Caravaneer Trader with a friendly dog]&lt;br /&gt;
* [https://docs.google.com/document/d/1RLKrv8X1EtM_bGKbVSLddIdFzXeyFZQBs9xoqci9asM/edit?usp=sharing Mina Sato Ex-NCR Trooper looking for work]&lt;br /&gt;
&lt;br /&gt;
=Wandered off into the Wasteland=&lt;br /&gt;
* [https://drive.google.com/file/d/1RMrsTSvQMsDX2JjHDQ2UsConeI4WpsMv/view?usp=sharing Evelyn: Rogue Synth &#039;Pharmacist&#039; Still Running from her Past]&lt;br /&gt;
&lt;br /&gt;
=Party Inventory=&lt;br /&gt;
* 36 caps&lt;br /&gt;
* 100 NCR Dollars&lt;br /&gt;
* 3 Bloatfly meat&lt;br /&gt;
* 3 Bloatfly Glands&lt;br /&gt;
* Salisbury Steak&lt;br /&gt;
* Beer&lt;br /&gt;
* 10 units of junk&lt;br /&gt;
* Pre War Money worth 28 caps&lt;br /&gt;
* 1 machete&lt;br /&gt;
* 3 tire irons&lt;br /&gt;
* 1 combat knfe&lt;br /&gt;
* 4 bottles of purified water&lt;br /&gt;
* Golf Club&lt;br /&gt;
&lt;br /&gt;
=Faction Reputation=&lt;br /&gt;
* Global Factions&lt;br /&gt;
** NCR: 2&lt;br /&gt;
** Followers of the Apocalypse: 2&lt;br /&gt;
* New Reno Factions&lt;br /&gt;
** Bishops: 3&lt;br /&gt;
** Wrights: 2&lt;br /&gt;
** Van Graffs: 2&lt;br /&gt;
&lt;br /&gt;
=Major Quests=&lt;br /&gt;
* Courier, Interrupted: After finding a mysterious message on a dead courier on the way into New Reno, our heroes find themselves investigating the larger problems facing the region on behalf of a local mob boss.&lt;br /&gt;
** &amp;lt;s&amp;gt;Investigate the dead body&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Travel to New Reno&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Meet Mr. Bishop&amp;lt;/s&amp;gt; &lt;br /&gt;
** Investigate Raider Attacks&lt;br /&gt;
&lt;br /&gt;
=Side Quests=&lt;br /&gt;
* Who&#039;s the Master Now? The party agrees to help settle a problem with Super Mutants causing trouble in town&lt;br /&gt;
** &amp;lt;s&amp;gt;Defuse tensions between locals and super mutants&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Travel to the Super Mutants Camp&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Save the super mutant from the rad scorpions&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;(Optional) Convince the super mutants to help New Reno&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Character Quests=&lt;br /&gt;
&lt;br /&gt;
=Complete Quests=&lt;br /&gt;
&lt;br /&gt;
=Settlements=&lt;br /&gt;
==New Reno==&lt;br /&gt;
Population: 30,048&amp;lt;br&amp;gt;&lt;br /&gt;
Defenses: Very Strong&amp;lt;br&amp;gt;&lt;br /&gt;
Water Supply: Just Enough&amp;lt;br&amp;gt;&lt;br /&gt;
Denizen Outlook: Somewhat Grim&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fallout_2d20:_Royal_Flush:New Reno Shops|Shops]]&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Quest_for_Glory:_Thirteenth_Age&amp;diff=485728</id>
		<title>Quest for Glory: Thirteenth Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Quest_for_Glory:_Thirteenth_Age&amp;diff=485728"/>
		<updated>2026-04-04T02:16:40Z</updated>

		<summary type="html">&lt;p&gt;Falkus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Quest For Glory: So You Want to be a Hero?==&lt;br /&gt;
In the northern reaches of the empire, not far from the frost ranges and deep in the old Dragon Woods, lies a forested valley; the Barony of Spielburg. One might say time has left this valley behind. As the world moved on into the Thirteenth Age, and the fighting with the Orc Lord ended, life in the Valley stood still, not burdened by the chaos elsewhere in the Empire. Life was peaceful.&lt;br /&gt;
&lt;br /&gt;
Or so it seemed to the outside world&lt;br /&gt;
&lt;br /&gt;
But in recent years, posters have been appearing in towns nearby to the valley, as travelers who pass through Spielburg spread word of dangerous times in the once peaceful valley.&lt;br /&gt;
&lt;br /&gt;
Word for help has come from the inhabitants of the valley. The small, forested region has become dangerous. Brigands have all but eliminated successful trade. Monsters infest the valley. Old orcish warbands make camp here. Ancient evils from before the 13th Age make their residence in the forest. The Baron has been unable or unwilling to help his people. The town has reached out for aid from the rest of the empire.&lt;br /&gt;
&lt;br /&gt;
The heroes who have gone before to answer this call to action have not returned. The posters yellow with age.&lt;br /&gt;
&lt;br /&gt;
But this is a new year in the 13th Age. Winter has just ended, and as the mountain paths clear of snow, new heroes and adventurers have begun traveling into the barony; following the age old call of glory and gold; the call that the thirteenth age is built on. Perhaps you&#039;re a student of the Archmage seeking to practice your craft for real, or perhaps the Emperor has need of your services here.&lt;br /&gt;
&lt;br /&gt;
Or maybe you&#039;ve recently completely the Famous Adventurer&#039;s Correspondence School course in How to be a Hero...&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
	&lt;br /&gt;
*[[Primrose Bathory]]&lt;br /&gt;
*[[Tavar]]&lt;br /&gt;
*[[Elpinor]]&lt;br /&gt;
*[[Kael]]&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pathfinder_2e:_Hellbreakers&amp;diff=485727</id>
		<title>Pathfinder 2e: Hellbreakers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pathfinder_2e:_Hellbreakers&amp;diff=485727"/>
		<updated>2026-04-04T02:13:19Z</updated>

		<summary type="html">&lt;p&gt;Falkus: /* Loot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:HellbreakersTitle.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hellbreakers==&lt;br /&gt;
In 4726 AR, the Isgeri government, believing the anti-Chelaxian faction called the Hellbreakers League was gathering warshards, requested aid from Her Infernal Majestrix Abrogail Thrune. Cheliax swiftly dispatched Hellknights from the Order of the Rack to root out suspected traitors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Loyalist Hellknights occupied Breachill, terrorizing the population with house arrests and public executions despite not finding any true Hellbreakers. A team of Andoran diplomats, headed by the semi-retired General Reginald Kormoth, traveled to Breachill to entreat with the Hellknights and request that they cease subjugating the town&#039;s populace. In response, the Hellknights captured and publicly executed him.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Public outrage pressured Andoran to respond. Wary of war, Supreme Elect Andira Marusek took the suggestion of her council that since the Hellknights aren&#039;t a state-run force, the similarly &amp;quot;independent&amp;quot; Eagle Knights could step in without causing too much incident. Eagle Knights of the Steel Falcons were &amp;quot;advised&amp;quot; to travel to Isger, where they battled the Hellknights and eventually reclaimed it from Chelaxian occupation. Her Infernal Majestrix Abrogail Thrune declared Andoran&#039;s incursion into Isger as an act of war and began preparing in kind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the dust settling after the intial conflict, the Hellbreakers League in Iseger has decided that enoug is enough. The time has come to rally the people and cast off the rule of Cheliax for good.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are junior members of the Hellbreakers League, and have been sent to Breachill to meet with an Andoran Eagle Knight still in the town, who has agreed to aid the cause of the Hellbreakers, and escort them back to the headquarters of the League.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our story opens on a crisp, fall evening in Lamashan 4726 AR, as our team arrives in the Ca yden&#039;s Keg tavern in Breachill...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
[[Pathfinder 2e: Hellbreakers/Bink Horsebane | Bink Horsebane]]&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1Touz_D_MgAN2lp_p662onEOPbCYIUvtFuPGHZH4Xq2o/edit?usp=drive_link Nemo]&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder 2e: Hellbreakers/Kayleth Triens | Kayleth Triens]]&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder 2e: Hellbreakers/Zandivar Pim | Zandivar Pim]]&lt;br /&gt;
&lt;br /&gt;
==Important Skills==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
* 4 Healing Potions (minor)&lt;br /&gt;
&lt;br /&gt;
==Coinage==&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Loot to Sell==&lt;br /&gt;
&lt;br /&gt;
==Forum Threads==&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/recruitment-hellbreakers-pf2e.934973 Recruitment]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==In Character Resources==&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Maps==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet&amp;diff=485721</id>
		<title>Night&#039;s Black Agents: Zalozhiny Quartet</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet&amp;diff=485721"/>
		<updated>2026-04-03T14:23:11Z</updated>

		<summary type="html">&lt;p&gt;Falkus: /* Tactical Fact Finding Benefits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:ZalozhniyQuartet.png|center]]&lt;br /&gt;
&lt;br /&gt;
==The Zalozhiny Quartet==&lt;br /&gt;
The Cold War is over. The war on terror is winding down. You were a shadowy soldier in those fights, trained to move through the secret world, deniable and deadly&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then you got out, or you got shut out or you got burned out. You didn&#039;t come in from the cold. Instead you found your own entrances into Europe&#039;s clandestine networks of power and crime.. You did a few ops, and you asked even fewer questions. Who gave you that job in Prague? Who paid for your silence in that Swiss account? You told yourself it didn&#039;t matter.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It turned out to matter a lot. Because it turned out you were working for vampires.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you found out that the supernatural was real, and that true evil lurked behind the criminal syndicates of Europe, they found out you knew. The vampires keep their secrecy in a fairly straightforward method. Anyone who isn&#039;t on the inside who finds out... gets killed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You almost didn&#039;t make it. But it turns out you weren&#039;t the only ones in the shadows who knew. You got help.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Lancaster Gardening Society. A small organization of spies operating out of England hiding behind an inauspicious name. Like you, they had become aware of the Vampiric Conspiracy. They had decided to fight it, like the vampire hunters of old. They helped pull you out of the fire when the vampires tried to kill you. But as long as you&#039;re alive, the vampires will always be sending assassins after you. They tolerate no breaches in security, no one outside their clique who learns of their existence can be allowed to live. So, for reasons of either nobly fighting against the corrosive undead or mere self preservation, you&#039;ve joined the Society.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your latest request from the Society is to look into the support structure the vampire conspiracy uses. The vampires operate using organized crime as a cover for many of their operations. To survive in modern society, vampires need covert supplies of money, blood and protection. Organized crime can provide all three, and vampiric support can assure that whatever crime family is loyal to them, becomes the dominant one in their region of operations. The Society is trying to penetrate that veil, to locate vampire operations. The largest Russian mafia organization is known as the Lisky Bratva, and intelligence brought back from other operations suggests that it is the biggest group the Vampires are using. Finding out more about it, and even taking it down, could be a key step to winning this war in the shadows.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your team has been sent to Sevastopol, Ukraine to meet with a contact who has more information, little knowing that you were about to step into a trail of events set up in motion over a century ago, that could well determine the outcome of the shadow war.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
* [https://wiki.rpg.net/index.php/Night%27s_Black_Agents:_Zalozhiny_Quartet:_Toby_Abernathy Toby Abernathy]&lt;br /&gt;
* [https://wiki.rpg.net/index.php/Night%27s_Black_Agents:_Zalozhiny_Quartet:_Oksana Oksana Vitaliyivna Oleksyuk]&lt;br /&gt;
* [https://wiki.rpg.net/index.php/Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady Gunner Arkady]&lt;br /&gt;
* [https://wiki.rpg.net/index.php/Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gerhardt_Weschler Gerhardt Weschler]&lt;br /&gt;
* [https://wiki.rpg.net/index.php/Night%27s_Black_Agents:_Zalozhiny_Quartet:_Luca_D`onofrio Luca D`onofrio]&lt;br /&gt;
&lt;br /&gt;
==Forum Threads==&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/threads/recruiting-nights-black-agents-zalozhiny-quartet.930654 Recruitment]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/nights-black-agents-zalozhiny-quartet.930782/ OOC]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/nights-black-agents-zalozhiny-quartet.930929 IC]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tactical Fact Finding Benefits==&lt;br /&gt;
* Hot Pursuit, escaping to Vienna: 21 points -3 Oksana&lt;br /&gt;
* Hacked into the Bratva&#039;s comms: 4 points for investigative skills related to the Bratva only&lt;br /&gt;
* Philby Dossier: 5 points for spends on investigative skills related to St. John and Kim Philby&lt;br /&gt;
&lt;br /&gt;
==Investigative Skills==&lt;br /&gt;
&lt;br /&gt;
* Accounting: Gerhardt, Luca, Toby&lt;br /&gt;
* Archaeology: Luca&lt;br /&gt;
* Architecture: Luca&lt;br /&gt;
* Art History: Gerhardt, Luca&lt;br /&gt;
* Astronomy: &lt;br /&gt;
* Bullshit Detector: Gerhardt, Luca, Oksana, Toby&lt;br /&gt;
* Bureaucracy: Gerhardt, Luca, Toby&lt;br /&gt;
* Chemistry: Gerhardt, Luca &lt;br /&gt;
* Cop Talk: Gerhardt, Luca, Toby&lt;br /&gt;
* Criminology: Gerhardt, Oksana, Toby&lt;br /&gt;
* Cryptography: Gerhardt, Toby&lt;br /&gt;
* Data Recovery: Gerhardt, Toby&lt;br /&gt;
* Diagnosis: Gerhardt&lt;br /&gt;
* Electronic Surveillance: Gerhardt, Oksana, Toby&lt;br /&gt;
* Flattery: Oksana&lt;br /&gt;
* Flirting: Luca, Oksana&lt;br /&gt;
* Forensic Pathology: Toby&lt;br /&gt;
* Forgery: Luca, Oksana&lt;br /&gt;
* High Society: Oksana, Toby&lt;br /&gt;
* History: Luca. Toby&lt;br /&gt;
* Human Terrain: Toby, Oksana&lt;br /&gt;
* Interrogation: Gerhardt, Toby&lt;br /&gt;
* Intimidation: Oksana, Luca, Teddy&lt;br /&gt;
* Languages: Gerhardt, Oksana, Toby&lt;br /&gt;
* Law: Gerhardt, Luca, Toby&lt;br /&gt;
* Military Science: Toby&lt;br /&gt;
* Negotiation: Gerhardt, Luca, Oksana, Toby&lt;br /&gt;
* Notice: Gerhardt, Luca, Oksana, Toby&lt;br /&gt;
* Occult Studies: Oksana, Toby&lt;br /&gt;
* Outdoor Survival: Oksana&lt;br /&gt;
* Pharmacy: Oksana, Toby&lt;br /&gt;
* Photography: Gerhardt, Luca, Oksana&lt;br /&gt;
* Reassurance: Toby&lt;br /&gt;
* Research: Gerhardt, Luca, Oksana, Toby&lt;br /&gt;
* Streetwise: Gerhardt, Luca, Oksana, Toby&lt;br /&gt;
* Tradecraft: Gerhardt, Luca, Oksana, Toby&lt;br /&gt;
* Traffic Analysis: Toby&lt;br /&gt;
* Urban Survival: Gerhardt, Luca, Oksana, Toby&lt;br /&gt;
* Vampirology: Gerhardt, Gerhardt, Oksana, Toby&lt;br /&gt;
&lt;br /&gt;
===Character Creation Rules===&lt;br /&gt;
&lt;br /&gt;
Given that the characters are already involved with a vampire hunting organization, you can takes points in Vampirology at the start.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We&#039;ll be using Stakes mode, so characters have Drives.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After creating characters, spend 25 EXP. This can be used as per the regular rules of spending EXP, including buying vehicle and weapon specializations; and represents the fact that you&#039;re veteran agents, something needed for the difficulty of the campaign I&#039;ll be running. I do not intend to pull punches in this campaign, this will be a hard one&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We will be using the Double Tap rules and the extra cherries within. Furthermore, we will be using the bonus Cherry rule, where when a skill reaches 14, you may select a second cherry for it. And a third one if you reach 20. Remember, a skill can never be higher than twice the values of the next smallest skill.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We will also use Gun Cherries from Double Tap. If you don&#039;t have that book, I&#039;ll provide help with them. Essentially, they&#039;re a trait your gun has that triggers whenever you roll a natural 6 on a shooting check. It&#039;s a way to provide some differentiation between firearms, and add a bit of spice when you roll a natural 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I strongly encourage you to review the Tactical Fact Finding Benefit rules in the core book. They will be key to your success.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
&lt;br /&gt;
==In Character Resources==&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
==Combat Maps==&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Savage_X-COM&amp;diff=485719</id>
		<title>Savage X-COM</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Savage_X-COM&amp;diff=485719"/>
		<updated>2026-04-02T00:21:17Z</updated>

		<summary type="html">&lt;p&gt;Falkus: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;“&#039;&#039;&#039;Two possibilities &#039;&#039;&#039;exist: &#039;&#039;&#039;either we are alone &#039;&#039;&#039;in the Universe or &#039;&#039;&#039;we &#039;&#039;&#039;are not. Both are equally terrifying.” - Arthur C. Clarke&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= X-COM: UFO Defense =&lt;br /&gt;
&lt;br /&gt;
In 1947, Army Air Corps personnel from the 509th Bomb Group report the crash of a &amp;quot;flying disk&amp;quot; in the desert near Roswell, New Mexico. Some reports claim that there were two objects, and that one actually housed three alien beings: two dead and one alive. Before the end of the day, Army Air Corps officials retract the story, claiming that the object that crashed was actually a weather balloon. The existence of alien beings is categorically denied.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All of the &amp;quot;weather balloon&amp;quot; debris and other physical evidence of the &amp;quot;Roswell Incident&amp;quot; are quickly whisked away to Wright Airfield in Ohio.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
X-COM was initially founded in the 1959. Originally created as an American counter-intelligence organization, aimed at providing a rapid response unit against a communist invasion, the agency was retasked to counter extra-terrestrial incursions by Director Faulke during the Outsider Incident [DETAILS REDACTED BY ORDER OF THE COUNCIL OF FUNDING NATIONS].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Following the successful resolution of the incident, X-COM was reformed into an international agency that would have jurisdiction over all extraterrestrial affairs, named the Extraterrestrial Combat Unit. The Council of Funding Nations was quickly formed by international treaty to govern X-COM, and then quickly sank into obscurity. X-COM was mothballed and remained a hidden relic of the cold war. Despite the events of 1962, the nations of the world still believe that aliens pose no true threat to the world and that global unity against a common foe is hardly required. The details of the incident, X-COM and the CFN are buried and kept hidden from the public. The Cold War proceeds for another thirty-nine years.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Council of Funding Nations, throughout this time, maintained a few X-COM bases under the guise of being national military bases and keeps its eyes on highly qualified individuals in the event that the program needs to be reactivated. Each year, the members of the Council meet and update their recruit list. The goal throughout the rest of the twentieth and twenty-first centuries is to have a list of experts ready, so that the X-COM project can be reactivated within days of a decision. The Council members are keenly aware that humanity is no longer alone in the universe, and that they will one day return.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In 2017, Unidentified Flying Objects started appearing with disturbing regularity in the night skies. Reports of violent human abductions and horrific experimentation strike terror into the hearts of millions, and began to spark mass public hysteria. While at first, these are just regarded as rumors and urban legends, the sheer scale and public nature of these incidents means that by 2019, the majority of the public believe that aliens are real and are active on earth, and there are documented cases of human abduction commonplace through sparsely populated regions. Every major news organization has reporters dedicated full time to tracking and reporting on cases of alien attacks, though the specifics behind the aliens remain unknown to the public. All attempts by national governments to cover up the crisis fail horribly, and only spark more public outcry. Confused denial does nothing to stem the tide of panic. The tipping point is Maine. A high profile abduction of three hundred people in a small, coastal town in 2018 is live streamed to the internet by several citizens, and an embedded reporter with the National Guard unit that responds to the attack. After this, the government denials stop.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Council proposed the reactivation of X-COM following their initial report into UFO activity in 2017, but at that time, the individual nations of the world feel that the situation is containable, and a leak of the X-INT report to the public resulted in confused denials on a political level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The scientific community attempted to make contact with the aliens on several occasions, but receive no response. Though the disappearance of the scientists who attempt to walk into landed UFOs could be seen as a kind of reply.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many countries initially tried to deal independently with the aliens. In June 2019, Japan established an anti-alien combat force; the Kiryu-Kai. Equipped with Japanese-made fighter aircraft, the Kiryu-Kai certainly looked like a powerful force. However, after 5 months of expensive operations, they have yet to intercept their first UFO. Other national agencies had a similar lack of success. The lesson was clear: this was a worldwide problem which could not be dealt with by individual countries.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intelligence agencies and military organizations around the world quickly discovered that these aliens were not working alone, numerous organizations had quietly cut deals with the aliens outside the providence of national governments. Criminals, cults, and syndicates were quietly operating with the aliens behind the scenes on an international scale.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An answer had to be given. While national agencies were preparing their own responses, old treaties were being called upon and an agreement was being reached.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On December 11, 2019, representatives from the world&#039;s most powerful countries met secretly in Geneva. After much debate the decision was made to authorize the Council of Funding Nations to reactivate the X-COM project. Following the meeting, the Council immediately begins calling in the names on its list, recruiting the finest military, scientific and engineering minds on the planet, and start recruiting the best soldiers and pilots to serve as humanities front line. The initial briefing to these recruits was given on New Year’s Eve.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
X-COM officially reactivated on January First 2020, with a mandate to preserve human life and protect earth from the new alien incursion.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several military bases around the world are being reassigned to X-COM for their usage. Our story begins at a little known base known as Area 51, which has been partially requisitioned for X-COM&#039;s North-America West operations...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Setting Rules===&lt;br /&gt;
* &#039;&#039;&#039;Best of the Best:&#039;&#039;&#039; Payers start with 16 skill points instead of 12, and get an extra attribute boost and edge at character creation; to represent being drawn from the world&#039;s best units.&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Creative Combat:&#039;&#039;&#039; When making a successful Test check in combat and getting a raise, roll on the Creative Combat page on page 137 for the extra benefit&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Elite Forces:&#039;&#039;&#039; Characters can spend a Benny to gain the one-time use of a Combat Edge. They have to meet the Rank and any Edge requirements as usual but can ignore Trait requirements. Multiple Bennies can be spent in one round for multiple Edges, either for different effects or in order to meet a needed requirement to gain another Edge. If duration matters for the edge, it lasts until the start of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Gritty Damage:&#039;&#039;&#039; Whenever a Wild Card takes a Wound, roll on the Injury Table and apply the results immediately (but roll only once per incident regardless of how many Wounds are actually caused). A hero who takes two Wounds from an attack, for example, rolls once on the Injury Table. Injuries sustained in this way are cured when the Wound is healed. Injuries sustained via Incapacitation may be temporary or permanent as usual. A Shaken character who’s Shaken a second time (from damage) receives a Wound as usual but does not roll on the Injury Table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===House Rules===&lt;br /&gt;
*&#039;&#039;&#039;Initiative:&#039;&#039;&#039; Initiative in Savage Worlds uses playing cards, which has trigger various edges and effects (such as the Joker). We will still draw cards (rather, I&#039;ll draw cards and tell you what you get) to determine these effects, but the actual initiative will be using popcorn. First a PC goes, then a NPC (or group of identical extras), then a PC, etc. etc. and switch back and forth until everyone has gone. The reason for this is because, in my experience, it makes play by post games go much faster instead of having to wait for individual people&#039;s turns to come up. People can go when they&#039;re available, instead of waiting for both their turn to come up and for them to be available.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Character Creation===&lt;br /&gt;
Character creation will use the standard Savage Worlds rules. Characters must be human (at the start of the campaign) and go through the regular creation process, with the exception that money is not involved.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For gear, as members of a military unit, X-COM operatives, obviously, do not have to buy their own guns. Instead, they can take any items they want from the list of X-COM equipment, up to their maximum carrying capacity. At the start of the game, only human gear is available, but in unlimited quantities. Eventually, more advanced gear will become available and there may be restrictions on how much can be taken into the field. All weapons and equipment should be selected from the list in the wiki, as opposed to the core book. If you feel something is missing, let me know, and I may add it if I agree.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the event that access to money becomes relevant for the plot, any X-COM operative can be assumed to be have a few hundred dollars or the local equivalent. Rich and Very Rich characters will have access to much more. A character with the poverty hindrance will never have enough money if they need it for some reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
[[Daxton &amp;quot;Wells&amp;quot; Robins]]&lt;br /&gt;
&lt;br /&gt;
[[Ivy Winters]]&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1vvcAQQfaeaMOTrcYP7x9b3awARoOxUL7olqWzeegiIw/edit?tab=t.0 Isabella Hernández]&lt;br /&gt;
&lt;br /&gt;
[[Jia_Sin_Se | Jia Sin Se ]]&lt;br /&gt;
&lt;br /&gt;
====Former Squadmates====&lt;br /&gt;
[[Diego &amp;quot;Papa Bear&amp;quot; Montoya]]&lt;br /&gt;
&lt;br /&gt;
[[Abraham Boone]]&lt;br /&gt;
&lt;br /&gt;
[[X-Com:_Mac | MacKenzie &#039;Mac&#039; Leigh]]&lt;br /&gt;
&lt;br /&gt;
[[Mireille Dembélé | Mireille &amp;quot;Ombre&amp;quot; Dembélé]]&lt;br /&gt;
&lt;br /&gt;
[[Erebus Matheson]]&lt;br /&gt;
&lt;br /&gt;
[[RH Walker]]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1X7gQctsnRB37saMGjhcZ4JQNNdt3jb9Cx-ydNQV6J0Q/edit?usp=sharing Combat Tracker]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/recruitment-x-com-area-51-savage-worlds-adventure-edition.915810 Recruitment Thread]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/x-com-area-51.915927/ OOC Thread]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/x-com-area-51.916002/ IC Thread]&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
[[Savage_X-COM: XCOM Structure|X-COM Structure]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Savage_X-COM: Area 51 Dramatis Personae|Area 51 Dramatis Personae]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Savage_X-COM: Timeline|Timeline]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Savage_X-COM: UFOPaedia|UFOPaedia]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Savage_X-COM: After Action Reports|After Action Reports]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Savage_X-COM: Armory|Armory]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
[[Savage_X-COM: New Hidrances|New Hindrances]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Savage_X-COM: New Skills |New Skills]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Savage_X-COM: New Edges|New Edges]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Savage_X-COM: Psionics|Psionics]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Weapons are listed with generic stats and a series of examples. As Tier One operators, X-COM Sword Team operatives have wide personal latitude in choosing their weapons. And since they came from a wide variety of military backgrounds and units, X-COM command feels that the comfort of using preferred weapons outweighs the logistical disadvantages of multiple different weapons, primarily since X-COM teams aren’t expected to spend long times in the field away from the base. Shield teams have a more standardized base of equipment, using MP5s, Mossberg 590A1s and G36Cs as primary armanents; with P220 and P226s for sidearms. They also wield a mean stun baton.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Savage_X-COM: New Keywords|New Keywords]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Savage_X-COM: Armor|Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Savage_X-COM: Primary Weapons|Primary Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Savage_X-COM: Secondary Weapons|Secondary Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Savage_X-COM: Melee Weapons|Melee Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Savage_X-COM: Expendable Weapons|Expendable Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Savage_X-COM: Weapon Mods|Weapon Mods]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Savage_X-COM: Drones|Drones]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Savage_X-COM: Personal Gear|Personal Gear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Savage_X-COM: Vehicles|Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Savage_X-COM: MEC Gear|MEC Gear]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
[[Savage_X-COM: New Combat Rules|New Combat Rules]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Savage_X-COM: X-INT Operations|X-INT Operations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Savage_X-COM: Gene Mods|Gene Mods]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Savage_X-COM: MEC Troopers|MEC Troopers]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Savage_X-COM: Downtime Actions|Downtime Actions]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Savage_X-COM: Allied NPCs|Allied NPCs]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Savage_X-COM: Squads|Squads]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= X-COM: Tachyon Squadron=&lt;br /&gt;
&lt;br /&gt;
It is currently May of 2020, and X-COM has been waging a brutal battle on land and air across all the continents of Earth for the past four months. Despite initial setbacks against a technologically superior foe, X-COM air and ground forces have begun to make serious successes. The Raven interceptor has allowed X-COM to obtain notable successes against UFOs in the sky, and small teams of operatives have successfully raided crashed UFOs and fought off numerous abduction attempts. Research and development have begun reverse engineering captured examples of alien technology, and new weapons and armor have begun seeing deployment against the invaders. However, the aliens keep escalating their attacks, including several massive attacks on urban regions; and new alien life forms and weapons keep appearing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are all members of Tachyon Squadron, a flight of interceptors based out of Andermatt Base Station, the a recently established X-COM base under Castlehorn Mountain in Switzerland. You&#039;re the first line of defense for X-COM. Every UFO that is brought down is one that isn&#039;t abducting citizens, bombing cities or performing research on humanity. Every UFO brought down is a chance for the tactical teams to defeat the enemies in brutal close combat, a chance for the research teams to uncover new technologies, and materials for the engineers to build new weapons. In order to win this war, X-COM must win the skies back.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The fighter pilots of X-COM have become the old breed, with skills and tactics dating back to the flying aces in World Wars I and II, ironically because of the technology that once led to their disappearance. The simple reason is that conventional fighter jets are next to useless against UFOs. They fly too fast and are too maneuverable for the fight to be fair. And the UFO hull simply cannot be targeted by modern BVR missiles. They can&#039;t be detected by conventional radar and have no notable heat signature. The only plane that can keep up is the XFS-105 Raven Interceptor. And even then, the most reliable method to date remains to get as close as possible, engage in a dogfight and make the kill with cannons.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pilots==&lt;br /&gt;
* [[Bakary Salou]]&lt;br /&gt;
* [[Aleksy &amp;quot;Boartusk&amp;quot; Sitko]]&lt;br /&gt;
* [[Tachyon_Squadron_Valkyrie | Ingrid &amp;quot;Valkyrie&amp;quot; Skarsgård]]&lt;br /&gt;
* [[Karyn &amp;quot;Babysitter&amp;quot; White]]&lt;br /&gt;
* [https://docs.google.com/document/d/1uByC_zUVyXYDpgopnoI5kgDD5hhVOv8Ov15cXw7iTlM/edit?usp=sharing Lady Victoria Jane &amp;quot;Duchess&amp;quot; Mountbatten-Windsor]&lt;br /&gt;
* Shamus O&#039;Brien | [https://wiki.rpg.net/index.php/Tachyon_Squadron_Weasel | Weasel]&lt;br /&gt;
* [[Tachyon_Squadron_Arwen | Arwen &amp;quot;Smoke&amp;quot; Gonzales]]&lt;br /&gt;
&lt;br /&gt;
==Rules Modifications==&lt;br /&gt;
Mechanically, this game will be played with FATE Core and the Tachyon Squadron rules. The mechanics won’t need to be modified for the different setting, though there will be some change to gear.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The main mechanical difference will be in defensive checks. In order to speed up things in a PbP setting, instead of the target rolling the FATE dice, they’ll be assumed to roll a 0, so the target number will just be the skill value for the defensive skill (which will be made available on the combat tracker).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players and NPCs will be able to spend FATE points and invoke aspects retroactively to turn a hit into a miss per the usual rules. For instance, if your fighter is targetted by an alien plasma cannon, and the alien rolls and hits by 1; after my post, the player would be able to spend a FATE point and invoke an appropriate aspect to increase the defence by 2; and retroactively turn the hit into a miss.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
[[Savage_X-COM: Tachyon Squadron Planes|Interceptors]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Savage_X-COM: Tachyon Squadron Equipment|Equipment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Savage_X-COM: Tachyon Squadron Locations|Locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Savage_X-COM: Tachyon Squadron People|People]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pathfinder_2e:_Hellbreakers&amp;diff=485701</id>
		<title>Pathfinder 2e: Hellbreakers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pathfinder_2e:_Hellbreakers&amp;diff=485701"/>
		<updated>2026-03-31T22:29:53Z</updated>

		<summary type="html">&lt;p&gt;Falkus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:HellbreakersTitle.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hellbreakers==&lt;br /&gt;
In 4726 AR, the Isgeri government, believing the anti-Chelaxian faction called the Hellbreakers League was gathering warshards, requested aid from Her Infernal Majestrix Abrogail Thrune. Cheliax swiftly dispatched Hellknights from the Order of the Rack to root out suspected traitors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Loyalist Hellknights occupied Breachill, terrorizing the population with house arrests and public executions despite not finding any true Hellbreakers. A team of Andoran diplomats, headed by the semi-retired General Reginald Kormoth, traveled to Breachill to entreat with the Hellknights and request that they cease subjugating the town&#039;s populace. In response, the Hellknights captured and publicly executed him.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Public outrage pressured Andoran to respond. Wary of war, Supreme Elect Andira Marusek took the suggestion of her council that since the Hellknights aren&#039;t a state-run force, the similarly &amp;quot;independent&amp;quot; Eagle Knights could step in without causing too much incident. Eagle Knights of the Steel Falcons were &amp;quot;advised&amp;quot; to travel to Isger, where they battled the Hellknights and eventually reclaimed it from Chelaxian occupation. Her Infernal Majestrix Abrogail Thrune declared Andoran&#039;s incursion into Isger as an act of war and began preparing in kind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the dust settling after the intial conflict, the Hellbreakers League in Iseger has decided that enoug is enough. The time has come to rally the people and cast off the rule of Cheliax for good.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are junior members of the Hellbreakers League, and have been sent to Breachill to meet with an Andoran Eagle Knight still in the town, who has agreed to aid the cause of the Hellbreakers, and escort them back to the headquarters of the League.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our story opens on a crisp, fall evening in Lamashan 4726 AR, as our team arrives in the Ca yden&#039;s Keg tavern in Breachill...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Important Skills==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Coinage==&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Loot to Sell==&lt;br /&gt;
&lt;br /&gt;
==Forum Threads==&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/recruitment-hellbreakers-pf2e.934973 Recruitment]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==In Character Resources==&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Maps==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pathfinder_2e:_Hellbreakers&amp;diff=485700</id>
		<title>Pathfinder 2e: Hellbreakers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pathfinder_2e:_Hellbreakers&amp;diff=485700"/>
		<updated>2026-03-31T22:29:05Z</updated>

		<summary type="html">&lt;p&gt;Falkus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:HellbreakersTitle.png]]&lt;br /&gt;
&lt;br /&gt;
== Hellbreakers==&lt;br /&gt;
In 4726 AR, the Isgeri government, believing the anti-Chelaxian faction called the Hellbreakers League was gathering warshards, requested aid from Her Infernal Majestrix Abrogail Thrune. Cheliax swiftly dispatched Hellknights from the Order of the Rack to root out suspected traitors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Loyalist Hellknights occupied Breachill, terrorizing the population with house arrests and public executions despite not finding any true Hellbreakers. A team of Andoran diplomats, headed by the semi-retired General Reginald Kormoth, traveled to Breachill to entreat with the Hellknights and request that they cease subjugating the town&#039;s populace. In response, the Hellknights captured and publicly executed him.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Public outrage pressured Andoran to respond. Wary of war, Supreme Elect Andira Marusek took the suggestion of her council that since the Hellknights aren&#039;t a state-run force, the similarly &amp;quot;independent&amp;quot; Eagle Knights could step in without causing too much incident. Eagle Knights of the Steel Falcons were &amp;quot;advised&amp;quot; to travel to Isger, where they battled the Hellknights and eventually reclaimed it from Chelaxian occupation. Her Infernal Majestrix Abrogail Thrune declared Andoran&#039;s incursion into Isger as an act of war and began preparing in kind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the dust settling after the intial conflict, the Hellbreakers League in Iseger has decided that enoug is enough. The time has come to rally the people and cast off the rule of Cheliax for good.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are junior members of the Hellbreakers League, and have been sent to Breachill to meet with an Andoran Eagle Knight still in the town, who has agreed to aid the cause of the Hellbreakers, and escort them back to the headquarters of the League.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our story opens on a crisp, fall evening in Lamashan 4726 AR, as our team arrives in the Ca yden&#039;s Keg tavern in Breachill...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Important Skills==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Coinage==&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Loot to Sell==&lt;br /&gt;
&lt;br /&gt;
==Forum Threads==&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/recruitment-hellbreakers-pf2e.934973 Recruitment]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==In Character Resources==&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Maps==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pathfinder_2e:_Hellbreakers&amp;diff=485699</id>
		<title>Pathfinder 2e: Hellbreakers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pathfinder_2e:_Hellbreakers&amp;diff=485699"/>
		<updated>2026-03-31T22:28:59Z</updated>

		<summary type="html">&lt;p&gt;Falkus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:.HellbreakersTitle.png]]&lt;br /&gt;
&lt;br /&gt;
== Hellbreakers==&lt;br /&gt;
In 4726 AR, the Isgeri government, believing the anti-Chelaxian faction called the Hellbreakers League was gathering warshards, requested aid from Her Infernal Majestrix Abrogail Thrune. Cheliax swiftly dispatched Hellknights from the Order of the Rack to root out suspected traitors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Loyalist Hellknights occupied Breachill, terrorizing the population with house arrests and public executions despite not finding any true Hellbreakers. A team of Andoran diplomats, headed by the semi-retired General Reginald Kormoth, traveled to Breachill to entreat with the Hellknights and request that they cease subjugating the town&#039;s populace. In response, the Hellknights captured and publicly executed him.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Public outrage pressured Andoran to respond. Wary of war, Supreme Elect Andira Marusek took the suggestion of her council that since the Hellknights aren&#039;t a state-run force, the similarly &amp;quot;independent&amp;quot; Eagle Knights could step in without causing too much incident. Eagle Knights of the Steel Falcons were &amp;quot;advised&amp;quot; to travel to Isger, where they battled the Hellknights and eventually reclaimed it from Chelaxian occupation. Her Infernal Majestrix Abrogail Thrune declared Andoran&#039;s incursion into Isger as an act of war and began preparing in kind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the dust settling after the intial conflict, the Hellbreakers League in Iseger has decided that enoug is enough. The time has come to rally the people and cast off the rule of Cheliax for good.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are junior members of the Hellbreakers League, and have been sent to Breachill to meet with an Andoran Eagle Knight still in the town, who has agreed to aid the cause of the Hellbreakers, and escort them back to the headquarters of the League.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our story opens on a crisp, fall evening in Lamashan 4726 AR, as our team arrives in the Ca yden&#039;s Keg tavern in Breachill...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Important Skills==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Coinage==&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Loot to Sell==&lt;br /&gt;
&lt;br /&gt;
==Forum Threads==&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/recruitment-hellbreakers-pf2e.934973 Recruitment]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==In Character Resources==&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Maps==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pathfinder_2e:_Hellbreakers&amp;diff=485698</id>
		<title>Pathfinder 2e: Hellbreakers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pathfinder_2e:_Hellbreakers&amp;diff=485698"/>
		<updated>2026-03-31T22:24:05Z</updated>

		<summary type="html">&lt;p&gt;Falkus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:.HellbreakersTitle.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Hellbreakers==&lt;br /&gt;
In 4726 AR, the Isgeri government, believing the anti-Chelaxian faction called the Hellbreakers League was gathering warshards, requested aid from Her Infernal Majestrix Abrogail Thrune. Cheliax swiftly dispatched Hellknights from the Order of the Rack to root out suspected traitors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Loyalist Hellknights occupied Breachill, terrorizing the population with house arrests and public executions despite not finding any true Hellbreakers. A team of Andoran diplomats, headed by the semi-retired General Reginald Kormoth, traveled to Breachill to entreat with the Hellknights and request that they cease subjugating the town&#039;s populace. In response, the Hellknights captured and publicly executed him.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Public outrage pressured Andoran to respond. Wary of war, Supreme Elect Andira Marusek took the suggestion of her council that since the Hellknights aren&#039;t a state-run force, the similarly &amp;quot;independent&amp;quot; Eagle Knights could step in without causing too much incident. Eagle Knights of the Steel Falcons were &amp;quot;advised&amp;quot; to travel to Isger, where they battled the Hellknights and eventually reclaimed it from Chelaxian occupation. Her Infernal Majestrix Abrogail Thrune declared Andoran&#039;s incursion into Isger as an act of war and began preparing in kind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the dust settling after the intial conflict, the Hellbreakers League in Iseger has decided that enoug is enough. The time has come to rally the people and cast off the rule of Cheliax for good.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are junior members of the Hellbreakers League, and have been sent to Breachill to meet with an Andoran Eagle Knight still in the town, who has agreed to aid the cause of the Hellbreakers, and escort them back to the headquarters of the League.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our story opens on a crisp, fall evening in Lamashan 4726 AR, as our team arrives in the Ca yden&#039;s Keg tavern in Breachill...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Important Skills==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Coinage==&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Loot to Sell==&lt;br /&gt;
&lt;br /&gt;
==Forum Threads==&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/recruitment-hellbreakers-pf2e.934973 Recruitment]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==In Character Resources==&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Maps==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pathfinder_2e:_Hellbreakers&amp;diff=485697</id>
		<title>Pathfinder 2e: Hellbreakers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pathfinder_2e:_Hellbreakers&amp;diff=485697"/>
		<updated>2026-03-31T22:21:56Z</updated>

		<summary type="html">&lt;p&gt;Falkus: Created page with &amp;quot; File:.HellbreakersTitlejpg  == Hellbreakers== In 4726 AR, the Isgeri government, believing the anti-Chelaxian faction called the Hellbreakers League was gathering warshards, requested aid from Her Infernal Majestrix Abrogail Thrune. Cheliax swiftly dispatched Hellknights from the Order of the Rack to root out suspected traitors.&amp;lt;br&amp;gt;  Loyalist Hellknights occupied Breachill, terrorizing the population with house arrests and public executions despite not finding any t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:.HellbreakersTitlejpg]]&lt;br /&gt;
&lt;br /&gt;
== Hellbreakers==&lt;br /&gt;
In 4726 AR, the Isgeri government, believing the anti-Chelaxian faction called the Hellbreakers League was gathering warshards, requested aid from Her Infernal Majestrix Abrogail Thrune. Cheliax swiftly dispatched Hellknights from the Order of the Rack to root out suspected traitors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Loyalist Hellknights occupied Breachill, terrorizing the population with house arrests and public executions despite not finding any true Hellbreakers. A team of Andoran diplomats, headed by the semi-retired General Reginald Kormoth, traveled to Breachill to entreat with the Hellknights and request that they cease subjugating the town&#039;s populace. In response, the Hellknights captured and publicly executed him.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Public outrage pressured Andoran to respond. Wary of war, Supreme Elect Andira Marusek took the suggestion of her council that since the Hellknights aren&#039;t a state-run force, the similarly &amp;quot;independent&amp;quot; Eagle Knights could step in without causing too much incident. Eagle Knights of the Steel Falcons were &amp;quot;advised&amp;quot; to travel to Isger, where they battled the Hellknights and eventually reclaimed it from Chelaxian occupation. Her Infernal Majestrix Abrogail Thrune declared Andoran&#039;s incursion into Isger as an act of war and began preparing in kind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the dust settling after the intial conflict, the Hellbreakers League in Iseger has decided that enoug is enough. The time has come to rally the people and cast off the rule of Cheliax for good.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are junior members of the Hellbreakers League, and have been sent to Breachill to meet with an Andoran Eagle Knight still in the town, who has agreed to aid the cause of the Hellbreakers, and escort them back to the headquarters of the League.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our story opens on a crisp, fall evening in Lamashan 4726 AR, as our team arrives in the Ca yden&#039;s Keg tavern in Breachill...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Important Skills==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Coinage==&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Loot to Sell==&lt;br /&gt;
&lt;br /&gt;
==Forum Threads==&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/recruitment-hellbreakers-pf2e.934973 Recruitment]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==In Character Resources==&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Maps==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:HellbreakersTitle.png&amp;diff=485696</id>
		<title>File:HellbreakersTitle.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:HellbreakersTitle.png&amp;diff=485696"/>
		<updated>2026-03-31T22:21:47Z</updated>

		<summary type="html">&lt;p&gt;Falkus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush&amp;diff=485535</id>
		<title>Fallout 2d20: Royal Flush</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush&amp;diff=485535"/>
		<updated>2026-03-02T01:53:08Z</updated>

		<summary type="html">&lt;p&gt;Falkus: /* Side Quests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Fallout 2d20: Royal Flush==&lt;br /&gt;
&lt;br /&gt;
[[File:FalloutRoyalFlush.png|center]]&lt;br /&gt;
&lt;br /&gt;
In 2274, the expanding New California Republic entered the Mojave and occupied the Hoover Dam, after cutting a deal with the mysterious Mr. House, magnate of New Vegas. Three years later, and Caeaser&#039;s Legion attacked the dam in an attempt to add the Mojave to its growing list of conquests. The NCR held the dam, barely.&lt;br /&gt;
&lt;br /&gt;
Three years have passed since the attack . Life has settled into an equilibrium. The Legion grows its forces, and the NCR prepares it defenses for the next attack. Business continues as normal on the Strip, as tourists pour a seemingly limitless amount of caps and NCR dollars into the casinos. War is coming, and minor conflicts spark all across the region as skirmishing forces from the Legion clash with NCR Rangers.&lt;br /&gt;
&lt;br /&gt;
Outside of strip, tensions have been growing up and down Route 95 and 395, from New Reno to New Vegas. Raiders have been appearing with increasing frequency. NCR troops, focused on containing the Legion, can&#039;t provide the same level of security as they did ten years ago. The Legion occupies all attention in this part of the NCR. Violence is increasing, and that&#039;s bad for business.&lt;br /&gt;
&lt;br /&gt;
It might look like chaos. But there&#039;s always someone behind the wheel.&lt;br /&gt;
&lt;br /&gt;
Our story opens as a group of wanders stumbles into the middle of some high level politics aimed at containing this, and find themselves key to the future of the region...&lt;br /&gt;
&lt;br /&gt;
Life in the Mojave is about to change.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush-recruiting.931955/ Recruitment Thread]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush.932218/ OOC]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush.932217 IC]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/12XMM0INqN1acdSxXWglbe1Mm7ERtddeugKyrV7tN6Kw/edit?usp=drivesdk VEL: Steely Mojave brawler and chaos engine—keeps records, keeps promises, keeps swinging.]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1xcmQ8OAZPLlcqVp2bv9lkCFzH6orEjguviZKeAGm88Q/edit?gid=737579000#gid=737579000 Sal DeLuca: Ghoul Lounge Singer and Sneaky Shot]&lt;br /&gt;
* [https://drive.google.com/file/d/1RMrsTSvQMsDX2JjHDQ2UsConeI4WpsMv/view?usp=sharing Evelyn: Rogue Synth &#039;Pharmacist&#039; Still Running from her Past]&lt;br /&gt;
* [https://app.demiplane.com/nexus/falloutrpg/character-sheet/f6105a14-286d-4887-bf80-19d4dc3c34f8 Mr Write: Mysterious Vault Dweller]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/147TU9_kjdhDYln_kQcZMWnXgWzfDRGcvS8C7KyYyrro/edit?usp=sharing Marcus Crimson Caravaneer Trader with a friendly dog]&lt;br /&gt;
* [https://docs.google.com/document/d/1RLKrv8X1EtM_bGKbVSLddIdFzXeyFZQBs9xoqci9asM/edit?usp=sharing Mina Sato Ex-NCR Trooper looking for work]&lt;br /&gt;
&lt;br /&gt;
=Party Inventory=&lt;br /&gt;
* 36 caps&lt;br /&gt;
* 100 NCR Dollars&lt;br /&gt;
* 3 Bloatfly meat&lt;br /&gt;
* 3 Bloatfly Glands&lt;br /&gt;
* Salisbury Steak&lt;br /&gt;
* Beer&lt;br /&gt;
* 10 units of junk&lt;br /&gt;
* Pre War Money worth 28 caps&lt;br /&gt;
* 1 machete&lt;br /&gt;
* 3 tire irons&lt;br /&gt;
* 1 combat knfe&lt;br /&gt;
* 4 bottles of purified water&lt;br /&gt;
* Golf Club&lt;br /&gt;
* Frag grenade&lt;br /&gt;
&lt;br /&gt;
=Faction Reputation=&lt;br /&gt;
* Global Factions&lt;br /&gt;
** NCR: 2&lt;br /&gt;
** Followers of the Apocalypse: 2&lt;br /&gt;
* New Reno Factions&lt;br /&gt;
** Bishops: 3&lt;br /&gt;
** Wrights: 2&lt;br /&gt;
** Van Graffs: 2&lt;br /&gt;
&lt;br /&gt;
=Major Quests=&lt;br /&gt;
* Courier, Interrupted: After finding a mysterious message on a dead courier on the way into New Reno, our heroes find themselves investigating the larger problems facing the region on behalf of a local mob boss.&lt;br /&gt;
** &amp;lt;s&amp;gt;Investigate the dead body&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Travel to New Reno&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Meet Mr. Bishop&amp;lt;/s&amp;gt; &lt;br /&gt;
** Investigate Raider Attacks&lt;br /&gt;
&lt;br /&gt;
=Side Quests=&lt;br /&gt;
* Who&#039;s the Master Now? The party agrees to help settle a problem with Super Mutants causing trouble in town&lt;br /&gt;
** &amp;lt;s&amp;gt;Defuse tensions between locals and super mutants&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Travel to the Super Mutants Camp&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Save the super mutant from the rad scorpions&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;(Optional) Convince the super mutants to help New Reno&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Character Quests=&lt;br /&gt;
&lt;br /&gt;
=Complete Quests=&lt;br /&gt;
&lt;br /&gt;
=Settlements=&lt;br /&gt;
==New Reno==&lt;br /&gt;
Population: 30,048&amp;lt;br&amp;gt;&lt;br /&gt;
Defenses: Very Strong&amp;lt;br&amp;gt;&lt;br /&gt;
Water Supply: Just Enough&amp;lt;br&amp;gt;&lt;br /&gt;
Denizen Outlook: Somewhat Grim&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fallout_2d20:_Royal_Flush:New Reno Shops|Shops]]&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush&amp;diff=485534</id>
		<title>Fallout 2d20: Royal Flush</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush&amp;diff=485534"/>
		<updated>2026-03-02T01:52:31Z</updated>

		<summary type="html">&lt;p&gt;Falkus: /* Party Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Fallout 2d20: Royal Flush==&lt;br /&gt;
&lt;br /&gt;
[[File:FalloutRoyalFlush.png|center]]&lt;br /&gt;
&lt;br /&gt;
In 2274, the expanding New California Republic entered the Mojave and occupied the Hoover Dam, after cutting a deal with the mysterious Mr. House, magnate of New Vegas. Three years later, and Caeaser&#039;s Legion attacked the dam in an attempt to add the Mojave to its growing list of conquests. The NCR held the dam, barely.&lt;br /&gt;
&lt;br /&gt;
Three years have passed since the attack . Life has settled into an equilibrium. The Legion grows its forces, and the NCR prepares it defenses for the next attack. Business continues as normal on the Strip, as tourists pour a seemingly limitless amount of caps and NCR dollars into the casinos. War is coming, and minor conflicts spark all across the region as skirmishing forces from the Legion clash with NCR Rangers.&lt;br /&gt;
&lt;br /&gt;
Outside of strip, tensions have been growing up and down Route 95 and 395, from New Reno to New Vegas. Raiders have been appearing with increasing frequency. NCR troops, focused on containing the Legion, can&#039;t provide the same level of security as they did ten years ago. The Legion occupies all attention in this part of the NCR. Violence is increasing, and that&#039;s bad for business.&lt;br /&gt;
&lt;br /&gt;
It might look like chaos. But there&#039;s always someone behind the wheel.&lt;br /&gt;
&lt;br /&gt;
Our story opens as a group of wanders stumbles into the middle of some high level politics aimed at containing this, and find themselves key to the future of the region...&lt;br /&gt;
&lt;br /&gt;
Life in the Mojave is about to change.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush-recruiting.931955/ Recruitment Thread]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush.932218/ OOC]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush.932217 IC]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/12XMM0INqN1acdSxXWglbe1Mm7ERtddeugKyrV7tN6Kw/edit?usp=drivesdk VEL: Steely Mojave brawler and chaos engine—keeps records, keeps promises, keeps swinging.]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1xcmQ8OAZPLlcqVp2bv9lkCFzH6orEjguviZKeAGm88Q/edit?gid=737579000#gid=737579000 Sal DeLuca: Ghoul Lounge Singer and Sneaky Shot]&lt;br /&gt;
* [https://drive.google.com/file/d/1RMrsTSvQMsDX2JjHDQ2UsConeI4WpsMv/view?usp=sharing Evelyn: Rogue Synth &#039;Pharmacist&#039; Still Running from her Past]&lt;br /&gt;
* [https://app.demiplane.com/nexus/falloutrpg/character-sheet/f6105a14-286d-4887-bf80-19d4dc3c34f8 Mr Write: Mysterious Vault Dweller]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/147TU9_kjdhDYln_kQcZMWnXgWzfDRGcvS8C7KyYyrro/edit?usp=sharing Marcus Crimson Caravaneer Trader with a friendly dog]&lt;br /&gt;
* [https://docs.google.com/document/d/1RLKrv8X1EtM_bGKbVSLddIdFzXeyFZQBs9xoqci9asM/edit?usp=sharing Mina Sato Ex-NCR Trooper looking for work]&lt;br /&gt;
&lt;br /&gt;
=Party Inventory=&lt;br /&gt;
* 36 caps&lt;br /&gt;
* 100 NCR Dollars&lt;br /&gt;
* 3 Bloatfly meat&lt;br /&gt;
* 3 Bloatfly Glands&lt;br /&gt;
* Salisbury Steak&lt;br /&gt;
* Beer&lt;br /&gt;
* 10 units of junk&lt;br /&gt;
* Pre War Money worth 28 caps&lt;br /&gt;
* 1 machete&lt;br /&gt;
* 3 tire irons&lt;br /&gt;
* 1 combat knfe&lt;br /&gt;
* 4 bottles of purified water&lt;br /&gt;
* Golf Club&lt;br /&gt;
* Frag grenade&lt;br /&gt;
&lt;br /&gt;
=Faction Reputation=&lt;br /&gt;
* Global Factions&lt;br /&gt;
** NCR: 2&lt;br /&gt;
** Followers of the Apocalypse: 2&lt;br /&gt;
* New Reno Factions&lt;br /&gt;
** Bishops: 3&lt;br /&gt;
** Wrights: 2&lt;br /&gt;
** Van Graffs: 2&lt;br /&gt;
&lt;br /&gt;
=Major Quests=&lt;br /&gt;
* Courier, Interrupted: After finding a mysterious message on a dead courier on the way into New Reno, our heroes find themselves investigating the larger problems facing the region on behalf of a local mob boss.&lt;br /&gt;
** &amp;lt;s&amp;gt;Investigate the dead body&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Travel to New Reno&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Meet Mr. Bishop&amp;lt;/s&amp;gt; &lt;br /&gt;
** Investigate Raider Attacks&lt;br /&gt;
&lt;br /&gt;
=Side Quests=&lt;br /&gt;
* Who&#039;s the Master Now? The party agrees to help settle a problem with Super Mutants causing trouble in town&lt;br /&gt;
** &amp;lt;s&amp;gt;Defuse tensions between locals and super mutants&amp;lt;/s&amp;gt;&lt;br /&gt;
** Travel to the Super Mutants Camp&lt;br /&gt;
&lt;br /&gt;
=Character Quests=&lt;br /&gt;
&lt;br /&gt;
=Complete Quests=&lt;br /&gt;
&lt;br /&gt;
=Settlements=&lt;br /&gt;
==New Reno==&lt;br /&gt;
Population: 30,048&amp;lt;br&amp;gt;&lt;br /&gt;
Defenses: Very Strong&amp;lt;br&amp;gt;&lt;br /&gt;
Water Supply: Just Enough&amp;lt;br&amp;gt;&lt;br /&gt;
Denizen Outlook: Somewhat Grim&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fallout_2d20:_Royal_Flush:New Reno Shops|Shops]]&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lancer:_In_Golden_Flame&amp;diff=485404</id>
		<title>Lancer: In Golden Flame</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lancer:_In_Golden_Flame&amp;diff=485404"/>
		<updated>2026-02-15T12:27:29Z</updated>

		<summary type="html">&lt;p&gt;Falkus: /* Clocks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Lancer: In Golden Flame==&lt;br /&gt;
&lt;br /&gt;
[[File:InGoldenFlameTitleCard.png|center]]&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/lancer-in-golden-flame.917020 OOC] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Downtime| Downtime Activities in Calliope]]&lt;br /&gt;
&lt;br /&gt;
=The Setting=&lt;br /&gt;
The Outer Rim is a section of space on the border of Union, primarily notable for a complete lack of inhabitable planets. It&#039;s a blank spot on the map. But... on the other side of the Long Rim is the Dawnline Shore, a region of space with an intense quantity of Earthlike planets which is of heavy interest to the various major players in galactic politics, especially the Karakin Trade Baronies and Harrison Armory.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dawnline shore does not have a functional blinkgate at this time. As a result, the only way there is via sub-light travel, turning the Long Rim into a transit corridor, scattered with space junk, mined out rocks and the remnants of old battles. The primary thoroughfare for ships travelling between Rào Cỏ Station, the furthest blink gate from the Galactic Core, and the Dawnline Shore; filled with habitats and space stations established by early colonists and prospectors centuries ago. The Long Rim is beyond the Union&#039;s borders, a place of hardship and loose regulations.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In Golden Flame takes place in one of these systems, Calliope.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Calliope was colonized by mistake. During the initial exploration of the region, a nameless junior astronomer accidentally gave Calliope a designation of C4L-P313/GW2, indicating that two Gaia or near Gaia class worlds had been detected in orbit. Calliope’s historians often say this set the tone for everything that followed: a careless mistake leading to bad decisions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Calliope had, of course, no inhabitable planets, with the system ranging from ice balls, to gas giants to furnace worlds. For the initial colonization wave looking to take advantage othe two Gaia worlds, it was a disaster. Those who had the fuel, turned around and left. The rest had to set up stations and habitats the best they could. They lied to their sponsors to get more equipment, they jury rigged gear and they did whatever it took; establishing the Calliopean knack for building something out of spare parts and duct tape.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And they survived! And even, for a time, thrived; when it seemed like Calliope would become a significant player in the Long Rim and on the route to the Dawnline shore. Money and resources flowed into the system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But, like all good things, it came to an end. The grandiose plans of the Calliope Project backers came to nothing. The big deals never materialized. The economy collapsed. Quality of life began to drop. Those who could left, leaving behind tens of millions of less fortunate people. The Pyrite Age ended and the Void Age began.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Life&#039;s been hard in the two centuries since. Pirates prowl the spacelanes, conditions get a tiny bit worse every year, Impact Dynamics jacks up the price of food and water each year. A few times every decade, Trade Barony and Harrison Armory warships use the system as a battleground as they try to stop each others convoys from getting to t he Dawnline Shore.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Everything in Calliope is falling apart, or close to it. These stations were built centuries ago, mostly by companies that no longer exist, using components that are no longer sold. Techs have to spend weeks or months reinventing the proverbial wheel just to print replacement parts. Half the system’s computers are reliant on a legacy codebase GMS stopped supporting twelve decades ago. There are no “permanent solutions” to technical issues out here, just patches on patches on patches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are all members of one of the major stations in Calliope. Stygia Mining Platform is the official name, but it didn&#039;t stick. Hell&#039;s Gate did. The second largest of the Big Four settlements in Calliope, a centuries old station that&#039;s been built, rebuilt and modified countless times over the years, in order to maintain a viable platform. Built when it was thought Calliope could sell its mineral wealth to the galaxy, the heady days of optimism that accompanied its founding are long gone in the face of the reality of galactic economics. Nobody&#039;s going to travel ten light years to buy metal. The only market is the other habitats in the system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Still, there’s a sense of communal responsibility to the Gate: if nobody works the mines, if nobody runs the smelters, the whole system will grind to a halt. There are two million people living on the station, and they all need somewhere to live. People don’t have much, but they share it freely, and they pull together. There&#039;s one guarantee on Hell&#039;s Gate: That no matter what, everybody who lives there will get food, water, and a place to sleep. And even in the leanest of times, the station&#039;s been able to keep that promise.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
The current cast and their currently printed mechs:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Chatterbox| Glowstick &amp;quot;Chatterbox&amp;quot; (Mech: IPS-N Bligh &#039;&#039;The Kitchen Sink&#039;&#039;)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Scalpel| Dr. Janvier &amp;quot;Scalpel&amp;quot; Mars (Mech: SSC Oleander &#039;&#039;Emergency&#039;&#039;)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Patch| Patch (Mech: HA Sherman &#039;&#039;Autoclave&#039;&#039;)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lancer:_In_Golden_Flame: Student| Hope &amp;quot;Student&amp;quot; (Mech: HORUS Lycan &#039;&#039;Chrysalis&#039;&#039;)]] played by Timon&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Lifer| Telemachus &amp;quot;Lifer&amp;quot; Van Helsing (Mech: GMS Chomolungma &#039;&#039;M.U.L.E&#039;&#039;)]] played by Bira&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Paladin| Sir &amp;quot;Paladin&amp;quot; Galachad-sama (Mech: IPS-N Nelson &#039;&#039;Steedicus II&#039;&#039;)]] played by EnigmaticOne&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;strike&amp;gt;[[Lancer:_In_Golden_Flame:_GREMLIN| Brooks &amp;quot;Gremlin&amp;quot; Yao Mei (Mech: GMS Everest &#039;&#039;Reunion Tour&#039;&#039;)]]&amp;lt;br&amp;gt;&amp;lt;/strike&amp;gt;&lt;br /&gt;
==Clocks==&lt;br /&gt;
Current clocks in play:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Station Stability&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:12_Clock_06_-_Retro_Future_Basic_2x5.png|350px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Militia Readiness&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:8_Clock_4_-_Retro_Future_Basic_2x5.png|350px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cult Influence&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:12_Clock_01_-_Retro_Future_Basic_2x5.png|350px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lifer&#039;s Salvage&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:6_Clock_2_-_Retro_Future_Basic_2x5.png|350px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Scalpel&#039;s Salvage&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:6_Clock_0_-_Retro_Future_Basic_2x5.png|350px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Seeking the Crimson Hand&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Seeking_the_Crimson_Hand.PNG]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Progress in the Hellfire League&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Arena_Progress_(Gremlin).PNG]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reserves==&lt;br /&gt;
The team&#039;s current reserves&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Screenshot_2024-03-28_141646.jpg]]&lt;br /&gt;
[[File:Screenshot_2024-04-05_170114.jpg]]&lt;br /&gt;
[[File:Screenshot_2024-05-16_182233.jpg]]&lt;br /&gt;
* COOLANT INJECTOR: Spend this reserve as you OVERCHARGE. You take 3 heat instead of the normal cost. Your OVERCHARGE counter doesn’t increase to the next level.&lt;br /&gt;
&lt;br /&gt;
==Downtime Actions==&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Downtime | Downtime Actions]]&lt;br /&gt;
&lt;br /&gt;
=Exotic Gear=&lt;br /&gt;
Unique pieces of equipment that have been acquired&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:1707096104319.png]] [[File:Screenshot_2024-04-21_101837.jpg]] [[File:Screenshot_2024-04-21_101603.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Notable NPCs=&lt;br /&gt;
Key figures in Calliope&lt;br /&gt;
&lt;br /&gt;
==Hell&#039;s Gate==&lt;br /&gt;
&#039;&#039;Jerry Masters, Acting Station Director&#039;&#039; (he/him)&amp;lt;br&amp;gt;&lt;br /&gt;
Formally the head of the militia, Jerry Masters stepped into the role of station director when the previous director vanished three years ago. Though it&#039;s more accurate to say everyone else stepped away. A Venn Diagram of everyone capable of doing the job and everyone who wants to do the job on Hell&#039;s Gate would essentially be two separate circles.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A pale, short, thin man with an untidy mop of brown hair and a twitchy disposition; Jerry is continually plagued by anxiety, insomnia and his collection of atrocious novelty ties. He&#039;s about thirty seconds away from a nervous breakdown, and that&#039;s on a good day.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite all this, he&#039;s one of the better managers the station has had in living memory; constantly throwing everything he has into the job, despite what it costs him on a personal level. He&#039;s got a good head for logistics, and under the three years of his tenure, Hell&#039;s Gate has held true to its founding principle: Everybone gets the basic requirements for life.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jerry is also a top shelf mech pilot, though he hasn&#039;t driven his old Sherman Mk 1 in years. He never talks about his past, but when drinks start flowing, militia members started talking about an old callsign; Daybreak. And when the empty mugs really start to stack up, rumors fly about a team of DoJ/HR liberators and a doomed mission, once upon a time...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Shelly&#039;&#039; (she/her)&amp;lt;br&amp;gt;&lt;br /&gt;
An ASURA-class NHP, Shelly is Jerry&#039;s former copilot and now works as his assistant in the gargantuan task of keeping Hell&#039;s Gate from falling apart.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She&#039;s efficient and pragmatic, but tends to be detached from all but a few resident of the Gate. People shew views as causing stress in Jerry&#039;s life earn her ire. Of course, there&#039;s a lot of stress these days...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She typically only converses via text or audio. On the occasion she does present a visual avatar, she favors an image of a smart young woman with multiple sets of arms and a pair of glasses.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Chief McArthur&#039;&#039; (she/her)&amp;lt;br&amp;gt;&lt;br /&gt;
The chief engineer of Hell&#039;s Gate, Chief McArthur is responsible for the day to day business of keeping the machines that keep everyone alive working. She was considered a candidate for station director after Director Bai disappeared, but the simple fact is that the Gate can&#039;t afford to lose her hands on expertise at maintaining the station.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Zinfandel DeJean&#039;&#039; (they/them)&amp;lt;br&amp;gt;&lt;br /&gt;
The head of the militia, Zinfandel cuts an imposing figure, but breaks the ice with her sense of humor and whimsical outlook on life. They took over the militia after Jerry became the Acting Director.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Technically, they&#039;re your boss; but in practice, missions important enough for the SRT to handle are handed out by Jerry.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Siren&#039;&#039; (she/her)&amp;lt;br&amp;gt;&lt;br /&gt;
An ALKONOST class NHP, Siren used to be a SecComm pilot, but through in with ThirdComm during the revolution. When her ship was scrapped, she spent four centuries drifting in space before being found and rescued.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She eventually made her way out to Calliope, and found a job working on Hell&#039;s Gate as a pilot of the Dragon&#039;s Tooth, the clipper ship assigned to the SRT.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s eleven tally marks on her casket, but she doesn&#039;t know what they mind. She&#039;s currently halfway through the process of being cycled, after which she should be good for another six years.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Ipswich DeLacy&#039;&#039; (they/them)&amp;lt;br&amp;gt;&lt;br /&gt;
Ipswich &#039;Switch&#039; DeLacey is a relatively new arrival on Hell&#039;s Gate, and is a lifestyle Omninet streamer. Switch and their fleet of camera drones are a common site around the Gate, and their constantly filming for their show, Live from the Long Rim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Technically, this is a minor security issue; but Switch donates half the profits from their stream to the station, providing a much needed external cash flow; so Jerry gives them a pass.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Switch is a member and a contact point for the Horizon Collective.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Striga Von Aldenberg&#039;&#039; (she/her)&amp;lt;br&amp;gt;&lt;br /&gt;
Striga Von Aldenberg is the eccentric and paranoid leader of &amp;quot;The Truth&amp;quot;, a group of equally eccentric sigdivers, who are mildly aligned with Horizon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She&#039;s tall, thin and notable for her tendecny to appear without warning from place she shouldn&#039;t have been able to get into.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite various quirks, she&#039;s a top deck hacker, and a reliable source for esoteric software and unusual data. But only if she trusts you.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Calamity Havok&#039;&#039; (she/her)&amp;lt;br&amp;gt;&lt;br /&gt;
Havok is one of two Hell Hound pirates ever given the benefit of the doubt and allowed back on the station.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She&#039;s got a natural talent at modifying mechs, and an even more natural talent at violence; which helped her rise through the ranks of the Hell Hounds. Right up until she became a threat to Andros Capella&#039;s position, at which point she suffered a &#039;tragic accident&#039;. However, she survived long enough to get picked up by a Gate Salvage crew.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jerry eventually allowed her to stay, given that exiling her again would be a death sentence. She currently provides her expertise in mech modification for the militia&#039;s armory.&lt;br /&gt;
&lt;br /&gt;
==Hell Hounds==&lt;br /&gt;
&#039;&#039;Andros Capella&#039;&#039; (he/him)&amp;lt;br&amp;gt;&lt;br /&gt;
Andros Capella is one of the most hated and feared man in Calliope.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The leader of the Hell Hounds for twenty-four years, Andros has sworn bloody vengeance on Hell&#039;s Gate for the exile of his group. He&#039;s personally killed more members of the militia than anyone else in the system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He&#039;s mean, sadistic and short tempered, and takes every emotion he has out on other people.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
His preferred mech is a Genghis, he finds the HA flamethrower mech speaks to his brutality and lets him express it in horrifying ways.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
Important places in Calliope&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hell&#039;s Gate==&lt;br /&gt;
A seven kilometer long hybrid barbell station, The Sygia Mining Platform is home to two million souls on any given day.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Directions are typically referred to fore and aft, in reference to the forward and rear docking bays and hab drums. The station was suppoed to be adjusted to face whatever it was mining, but nobody&#039;s sure if the station would survive a readjustment like that these days&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mag-trains run the lenght of the station, allowing for quick transport from fore to aft. It takes about twenty minutes for a regular train to make the trip, but militia can override that in emergencies, being able to get from either side of the station to the other in under five minutes. Per Jerry&#039;s last memo, hunger for noodles does not constitute an emergency&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The hab drums are 1400 meters in diameter and rotate at 1.1 rotations per minute, providing almost a perfect 1G of artificial gravity. Direction in a drum are spin and antipsin; with down pointing outwards from and up pointing inwards to the axis of spin. The drums are divided into three tiers. The upper tier is the smallest, being dedicated mostly to housing, leisure and habitation. The middle tier is dedicated mostly to life support, maintenance and operations, as well as each drum’s internal mass transit network. The lower tier, the largest, is for agriculture&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Forward Docking Bay&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once meant to be facing whatever particular astral body the station was mining at the time, the days of Hell&#039;s Gate travelling to places to mine them has long since passed. Connected to the industrial sector, mining vessels arrive, drop off ore, refuel and then leave for another run while the ore is processed and refined.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Forward Hab Ring&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The least well maintained of the two hab rings, this area is where most of the miner&#039;s live, to the displeasure of the Miner&#039;s Union. There&#039;s a number of mateiral shortages and leaks that are hitting the sector. Jerry&#039;s not blind to the problems, though, he lives here too.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Industrial Sector&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A long tangle of refineries, smelters, foundries and chemical plants. In the glory days, they could process twnty thousand tons of hour every hour. Now, it&#039;s operating at eight percent of capacity, due to staff shortages and lack of maintenance. If Jerry hadn&#039;t given himself a stomach ulcer negotiating with IPS-N for replacement parts, it&#039;d be four percent.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Ops&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The station&#039;s bridge, omninode, mainframes and priamry reactor control array are located here; in the aft midstation.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Central Fabrication&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Hell&#039;s gate&#039;s Schedule Two printer (last certified 126 years ago) is located here. There&#039;s a backlog of over a week on medium priority print requests, and a month for low priority ones. High priority requests (such as the SRT&#039;s mechs), get put to the top of the queue; generally irritating whoever gets bumped.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jerry&#039;s old Sherman Mk.1, the Severance Pay, is located in this area, with its coldcore being used as an auxiliary power source for the printer.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Mech bay&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Just off the aft docking bay, and directly connected to Central Fabrication, is a large hanger dedicated to the storage and maintenance of the militia&#039;s mechanized chassis, including the SRT&#039;s. Except in emergencies, combat rated mechs aren&#039;t permitted anywhere else on the station.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Aft Hab Ring&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Nicer than the forward hab ring, the aft hab ring plays most to most of the station&#039;s operational staff and acts as the guest room when there&#039;s visitors and tourists. All militia pilots, including the SRT, live here (unless they desire otherwise). Janvier&#039;s clinic is located in the aft as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Aft Docking Bay&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The aft docking bay (there&#039;s a nickname for it, not said in polite company), handles the bulk of the traffic and was designed as such. But like everything else on the station, the current usage of the aft docking bay is a pale shadow of what was envisioned. The team&#039;s personal ship, the Dargon&#039;s Tooth, is stationed here; alongside an ancient interstellar vessel called the Voidrunner; which is owned by Zinfandel DeJean.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Icebreaker Borealis==&lt;br /&gt;
&lt;br /&gt;
Even the impoverished workers of Calliope need a little rest and relaxation sometimes, and the Icebreaker Borealis prides itself as the foremost purveyor of luxury in all the Long Rim, let alone Calliope.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Built around the CPS Borealis, an old ice mining frigate, the Icebreaker is a chaotic tangle of districts and modules lashed together into a loose cylinder and haphazardly secured to the ship’s outer hull.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The station provides all manner of pleasure and vice, from its casinos, dive bars, holodromes and drug dens to subaltern fighting pits, massage parlors, and an establishment that confidently advertises itself as “the only five-star resort and spa in the Long Rim.”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Icebreaker Borealis boasts that it’s the only reason anyone from the rest of the galaxy comes to Calliope at all. That’s not entirely unfounded, either; a lot of IPS-N freighters making a trek through the Long Rim pass through Calliope specifically to provide their crews with shore leave on the Icebreaker. Harrison Armory crews travelling to or from the Dawnline Shore are known to stop over for month-long breaks between nearlight travel. SSC even has an office which seems to far exceed the size necessary for handling the tiny amount of business they do in the system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Union’s civilian offices are also here, with its small corps of administrative staff constantly fielding aid requests on the one hand and insults on the other&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The Starstrip&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
“Try your luck in the Long Rim’s most luxurious gambling halls! Take a load off in unrivalled comfort at our galaxy-class resorts! Bask in the talent of our exclusive shows and acts! The Starstrip: walk the road to the stars.”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The only thoroughfare that runs the entire sprawl, in a looping paht of twists and winds. It links all the major casinos, hotels, shopping malls and theatres. It bustles at every hour of day and night, a constant chuyrn of people seeking excitement, distraction and oblivion.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The number one rated casino on the Starstrip is the Gift-Bronze Casino and Resort, owned by board member Evelina Bondarchuk, with a neo-deco architecture, attentive staff and unrivalled wine selection. Accusations of bribery to the Cultural Review magazine who gave it this rating who gone unanswered.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Hisotric Borealis&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
“Marvel at the inner workings of Calliope’s largest industrial spaceship, and relive its proud history with one of our affordable guided tours! Proof of zero-g training and signed safety waiver required.”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sections of the parts of the old ship are open to the public, having been converted into exhibitions on the history of the ship and Calliope at large. Engineering and reactor sections are off limits, of course, as those sections are still in use to power the ship. The ship&#039;s mining laser was broken down for parts about a century ago. The primary engines haven&#039;t been activated in about that long either, and have long since been disabled; since no one believes the station could take sustained acceleration anymore&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Gladiator&#039;s Draw and Quarter&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
“Your thirst for mech-on-mech destruction might never be sated, but we gave it our best shot at the Draw and Quarter!”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By far the most popular sport in Calliope is live mech combat, outpacing Jovain windsurfing by a wide margin. In fact, it&#039;s one of Calliope&#039;s most successful breakout industries: a vast subculture of Union citizens thirst for mech violence that isn&#039;t legal to conduct anywhere in Union space. Calliope&#039;s export of gladiatorial mech combat is second only to Suldan, and the lack of any safety measures and the tacit encouragement of fights to the death (until the Emir&#039;s recent deposal and restructuring of the government) have long since kept Calliope on top in Union media presence&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s three primary leagues in Calliope. Moon Glacier, Thunderstorm and Hellfire. While only Moon Glacier is &#039;native&#039; to Icebreaker, all three hold most of their matches in the Draw and Quarter, since it has, by far, the best facilities and arenas in the entire system. It does somewhat annoy Hellifre fans that their league doesn&#039;t hold any matches on Hell&#039;s Gate station itself, and have long since petitioned Jerry to construct a mech fighting league. He&#039;s promised that he&#039;ll have a look once he&#039;s cleared out his current list of priority tasks. He made that promise on the second day after he became Acting Station Manager, and has never had to even consider fulfilling it in the years since.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By popular vote, the top ten arenas in the Quarter are The Mechropolis, Laserhäus, Deadmetal, Ring of Fate, All Tomorrow’s Junkers, The Despair Shop, One Weird Trick Shot, House of Godhead, Don’t Tell Management and a nameless HORUS-operated arena marked only by a memetic glyph that is inherently understood to mean “mech fighting ring” by those who read it. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Raphael Baza&#039;s Bizarre Bazaar&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Bizarre Bazaar is the most prestigious and flamboyant marketplace on the entire station, occupying an entire district by itself; holding court to thousands of merchants peddling their wares. You can buy items from all across the Long Rim and beyond here. Some are even being legally sold.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Serendipity Resort Hotel&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
“If you want Armory Executive treatment without Armory Executive prices, look no further than the Serendipity Resort Hotel. Serendipity Resort Hotel: ain’t chance a funny thing?”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rita hasn&#039;t paid for a top luxury hotel, but the Serendipity Resort Hotel isn&#039;t half bad, and certainly singificantly more comfortable than your sleeping quarters back on the Gate. It has six bars, tow restaurants, a gym, a sauna and a swimming pool.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Deepest Fairyland&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
“Doesn’t your visit deserve a little wonder? Step off the forest path and enter Deepest Fairyland! But be warned – you may not realize how much time you’ll spend there! Kids’ admission half-price.”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Evelina Bondarchuk&#039;s other crown jewel, Deepest Fairyland is the largest theme park in the Long Rim. Originally built with a fairytale theme, it&#039;s long since been expanded to incorporate multiple other aesthetics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Grand Aurora Ampitheater&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
“Does your soul thirst for music? Come to the Grand Aurora Amphitheater and dance until the dawn! Witness the greatest son et lumière in the galaxy, courtesy of our roster of local DJs! Please note the Board of Icebreaker bears no responsibility for any medical complications caused by use of club drugs.”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The largest live music venture in Icebreaker. It usually plays host to electronic dance usic, but there&#039;s often liver performances by hand picked local talent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Uncrowned King Bar and Grill&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
“If you’re looking for the authentic down-home Long Rim tavern experience, you can find it down any number of alleyways and access corridors! Please remember that station security forces can’t always guarantee a response time of less than five minutes!”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A crummy dive bar in the Draw and Quarter, with a glass wall that overlooks the House of Godhead arena. The only thing worse than the ambience is the food.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In other words, the perfect spot for a covert meeting with the station director.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Union Liason Offices&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Calliope does not qualify for a Union Administrator, and technically falls under the Bureau of Orbital and Non-Terrestrial Management, who have sent a series of civilian liasons to the system to handle Union affairs and relations. They have an office on Icebreaker, and are currently represented by Kileyna Morton, who has the most difficult job in the system (except for Jerry): Represent Union and its Utopian goals in a place defined by the absence of both. Their main accomplishment was the establishment of a neutral omninode in the system, as well as getting a Union Navy Carrier assigned to the system for security and aid purposes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kileya splits their time between the offices on Icebreaker and the current carrier assigned to Calliope, which is the UNS-CV Thames.&lt;br /&gt;
&lt;br /&gt;
=Jane&#039;s Guide, Calliope Edition=&lt;br /&gt;
&lt;br /&gt;
==Combat Mechs==&lt;br /&gt;
* GMS Muscle Tracer: A cheap, widely dispersed combat mech for militaries that need to bulk up their melee hitters for close quarters battle. The Muscle Tracer uses numerous automated systems to basically predict what the wearer wants, and act on it. It makes it very easy for unskilled users, but the conditioning often results in &lt;br /&gt;
* ID Zone Denier: One of Impact Dynamics local designs, before they shifted to food production back during initial colonization, the Zone Denier is equipped with camouflage mine system and a grenade launcher; built to hold and defend a specific point.&lt;br /&gt;
* Retrograde-9 Smasher: A brute of a mech, the Retrograde series are classic designs, all big and bulky. The Smasher is slow as hell, but not much can actually stop it when it wants to go somewhere, and its demolition hammer ensures that anything at its destination will crushed flatter than a pancake. Should mounted concussion missiles give it an emergency defensive system.&lt;br /&gt;
* Butterflyght Arthas-9: Butterflyght is a small Long Rim weapons designer, whose developments have been slowly showing up elsewhere for a number of years now. The Arthas-9 is a sentry mech, equipped with a half dozen semi-autonomous remote controlled miniguns. It&#039;s primarily meant for anti-personnel work, but volume of fire will still results in effective results when put against mech scale targets&lt;br /&gt;
* ID Fury Rocket System: Another Impact Dynamics design, the Fury Rocket can be found in countless weapon caches across Calliope. The Atlas missile launcher it holds is slow firing, but can hit almost any point on the battlefield, and carries an overcharged plasma core; resulting in massive damage when it impacts. As the old saying went: &#039;If it impacts, it&#039;s a dynamics.&#039; It never really caught on before ID switched business focuses.&lt;br /&gt;
* ID Raptor-4: The most common combat mech in the system, Impact Dynamics cached tens of thousands of them in various locations after arriving in the system. Most of these locations remain secure, but many have long since been looted by scavengers, smugglers, mercenaries and pirates. A second rate Assault mech, it&#039;s meant for assault operations, with other units screening it.&lt;br /&gt;
* HA Hangman Omega: One of Harrison Armory&#039;s non-Lancer line of mechs, it&#039;s a close up mech designed for grappling. Commonly called the Executioner class, it can deal brutal damage if it gets its grip on someone, and contains combat programs that target movement systems; letting it stay focused on its chosen victim.&lt;br /&gt;
* ID Variable Combat Skipper: Impact Dynamics Breacher mech. Moves fast, breaches hulls and gets in close with its mech scale shotgun. Considered a poor second to the Caliban by reviewers.&lt;br /&gt;
* Horus Wasp: One of the easier to access Horus models, the Wasp basically militarizes the concept of rotodrones for non Lancer-class pilots. It mass fabricates large quantitites of rotodrones with diamond rotors and sends them charging at enemies. Horus geeks often refer to these drones as man-hacks.&lt;br /&gt;
* Divine Decimator: A short run off combat mech from a recently recontacted world, the Decimator uses infrared thermal lasers to burn away at targets. Popular in Calliope for anybody with reliable access to a print shop; it outclasses the equivalent class model that Impact Dynamic made.&lt;br /&gt;
* SSC Tactical Jaeger: A Ronin mech meant for mass deployment, the Jaeder leads the way ahead of Lancer teams during boarding actions.&lt;br /&gt;
* HA Cobra Guard: A bodyguard class mech. The Cobra Guard is filled with syncing tools that let it detect, intercept and respond to hostile actions against a specific target.&lt;br /&gt;
&lt;br /&gt;
==Civilian Mechs==&lt;br /&gt;
* Shelton TC-9: A extremely common civilian chassis in Calliope, the TC-9&#039;s design is over four hundred years old and still going strong. Easy to print, easy to maintain, it excels in engineering and salvaging projects; making it very popular for work in Calliope. Accordingly, this also means there&#039;s plenty for amateur soldiers to uparmor and equip with printed mech weapons.&lt;br /&gt;
* Engi Delta: A spider class repair mech, a fairly common vista when looking at the hull of one of the stations in Calliope, as they mend the various problems caused be centuries of low budget maintenance. They need no particular reconfiguration to serve as repair mechs in combat.&lt;br /&gt;
* GMS Specialist Worker: The Specialist Worker uses non combat drones to enhance the effectiveness of other mechs. Technically speaking, it&#039;s designed for civilian work (coordinating construction and mining mechs); but it&#039;s easily repurposed for military use&lt;br /&gt;
&lt;br /&gt;
==Spacecraft==&lt;br /&gt;
* ID Retro-55: An interceptor from Impact Dynamics old production lines, back when they were a weapons developer. Armed with multiple missile racks and close range machine guns; the Retro-55 is a reliable model for supporting mechs in zero-g combat.&lt;br /&gt;
&lt;br /&gt;
==Drones==&lt;br /&gt;
* DTL-99 Armor Drone: A massive drone, with a shield and heavy armor. It&#039;s not particularly tough when you get past these things, but that&#039;s the point. It takes point, draws fire, and then gets wrecked in a spot where advancing forces can use it for cover.&lt;br /&gt;
&lt;br /&gt;
=Maps=&lt;br /&gt;
[[File:LancerCalliope2.PNG|800px]]&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Quest_for_Glory:_Thirteenth_Age&amp;diff=485288</id>
		<title>Quest for Glory: Thirteenth Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Quest_for_Glory:_Thirteenth_Age&amp;diff=485288"/>
		<updated>2026-02-05T16:26:22Z</updated>

		<summary type="html">&lt;p&gt;Falkus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Quest For Glory: So You Want to be a Hero?==&lt;br /&gt;
In the northern reaches of the empire, not far from the frost ranges and deep in the old Dragon Woods, lies a forested valley; the Barony of Spielburg. One might say time has left this valley behind. As the world moved on into the Thirteenth Age, and the fighting with the Orc Lord ended, life in the Valley stood still, not burdened by the chaos elsewhere in the Empire. Life was peaceful.&lt;br /&gt;
&lt;br /&gt;
Or so it seemed to the outside world&lt;br /&gt;
&lt;br /&gt;
But in recent years, posters have been appearing in towns nearby to the valley, as travelers who pass through Spielburg spread word of dangerous times in the once peaceful valley.&lt;br /&gt;
&lt;br /&gt;
Word for help has come from the inhabitants of the valley. The small, forested region has become dangerous. Brigands have all but eliminated successful trade. Monsters infest the valley. Old orcish warbands make camp here. Ancient evils from before the 13th Age make their residence in the forest. The Baron has been unable or unwilling to help his people. The town has reached out for aid from the rest of the empire.&lt;br /&gt;
&lt;br /&gt;
The heroes who have gone before to answer this call to action have not returned. The posters yellow with age.&lt;br /&gt;
&lt;br /&gt;
But this is a new year in the 13th Age. Winter has just ended, and as the mountain paths clear of snow, new heroes and adventurers have begun traveling into the barony; following the age old call of glory and gold; the call that the thirteenth age is built on. Perhaps you&#039;re a student of the Archmage seeking to practice your craft for real, or perhaps the Emperor has need of your services here.&lt;br /&gt;
&lt;br /&gt;
Or maybe you&#039;ve recently completely the Famous Adventurer&#039;s Correspondence School course in How to be a Hero...&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Forum Threads==&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/quest-for-glory-so-you-want-to-be-a-hero-13th-age-second-edition.933925/ Recruitment]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
==Combat Maps==&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*&#039;&#039;&#039;[https://archive.org/details/quest-for-glory-1-famous-adventurers-correspondence-school_202205/mode/2up Famous Adventures Correspondence School guide]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Quest_for_Glory:_Thirteenth_Age&amp;diff=485287</id>
		<title>Quest for Glory: Thirteenth Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Quest_for_Glory:_Thirteenth_Age&amp;diff=485287"/>
		<updated>2026-02-05T16:26:11Z</updated>

		<summary type="html">&lt;p&gt;Falkus: Created page with &amp;quot;== Quest For Glory: So You Want to be a Hero?== In the northern reaches of the empire, not far from the frost ranges and deep in the old Dragon Woods, lies a forested valley; the Barony of Spielburg. One might say time has left this valley behind. As the world moved on into the Thirteenth Age, and the fighting with the Orc Lord ended, life in the Valley stood still, not burdened by the chaos elsewhere in the Empire. Life was peaceful.  Or so it seemed to the outside worl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Quest For Glory: So You Want to be a Hero?==&lt;br /&gt;
In the northern reaches of the empire, not far from the frost ranges and deep in the old Dragon Woods, lies a forested valley; the Barony of Spielburg. One might say time has left this valley behind. As the world moved on into the Thirteenth Age, and the fighting with the Orc Lord ended, life in the Valley stood still, not burdened by the chaos elsewhere in the Empire. Life was peaceful.&lt;br /&gt;
&lt;br /&gt;
Or so it seemed to the outside world&lt;br /&gt;
&lt;br /&gt;
But in recent years, posters have been appearing in towns nearby to the valley, as travelers who pass through Spielburg spread word of dangerous times in the once peaceful valley.&lt;br /&gt;
&lt;br /&gt;
Word for help has come from the inhabitants of the valley. The small, forested region has become dangerous. Brigands have all but eliminated successful trade. Monsters infest the valley. Old orcish warbands make camp here. Ancient evils from before the 13th Age make their residence in the forest. The Baron has been unable or unwilling to help his people. The town has reached out for aid from the rest of the empire.&lt;br /&gt;
&lt;br /&gt;
The heroes who have gone before to answer this call to action have not returned. The posters yellow with age.&lt;br /&gt;
&lt;br /&gt;
But this is a new year in the 13th Age. Winter has just ended, and as the mountain paths clear of snow, new heroes and adventurers have begun traveling into the barony; following the age old call of glory and gold; the call that the thirteenth age is built on. Perhaps you&#039;re a student of the Archmage seeking to practice your craft for real, or perhaps the Emperor has need of your services here.&lt;br /&gt;
&lt;br /&gt;
Or maybe you&#039;ve recently completely the Famous Adventurer&#039;s Correspondence School course in How to be a Hero...&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
===NPCs===&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Forum Threads==&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/quest-for-glory-so-you-want-to-be-a-hero-13th-age-second-edition.933925/ Recruitment]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
==Combat Maps==&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*&#039;&#039;&#039;[https://archive.org/details/quest-for-glory-1-famous-adventurers-correspondence-school_202205/mode/2up Famous Adventures Correspondence School guide]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet&amp;diff=485256</id>
		<title>Night&#039;s Black Agents: Zalozhiny Quartet</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet&amp;diff=485256"/>
		<updated>2026-01-26T18:03:41Z</updated>

		<summary type="html">&lt;p&gt;Falkus: /* Tactical Fact Finding Benefits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:ZalozhniyQuartet.png|center]]&lt;br /&gt;
&lt;br /&gt;
==The Zalozhiny Quartet==&lt;br /&gt;
The Cold War is over. The war on terror is winding down. You were a shadowy soldier in those fights, trained to move through the secret world, deniable and deadly&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then you got out, or you got shut out or you got burned out. You didn&#039;t come in from the cold. Instead you found your own entrances into Europe&#039;s clandestine networks of power and crime.. You did a few ops, and you asked even fewer questions. Who gave you that job in Prague? Who paid for your silence in that Swiss account? You told yourself it didn&#039;t matter.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It turned out to matter a lot. Because it turned out you were working for vampires.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you found out that the supernatural was real, and that true evil lurked behind the criminal syndicates of Europe, they found out you knew. The vampires keep their secrecy in a fairly straightforward method. Anyone who isn&#039;t on the inside who finds out... gets killed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You almost didn&#039;t make it. But it turns out you weren&#039;t the only ones in the shadows who knew. You got help.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Lancaster Gardening Society. A small organization of spies operating out of England hiding behind an inauspicious name. Like you, they had become aware of the Vampiric Conspiracy. They had decided to fight it, like the vampire hunters of old. They helped pull you out of the fire when the vampires tried to kill you. But as long as you&#039;re alive, the vampires will always be sending assassins after you. They tolerate no breaches in security, no one outside their clique who learns of their existence can be allowed to live. So, for reasons of either nobly fighting against the corrosive undead or mere self preservation, you&#039;ve joined the Society.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your latest request from the Society is to look into the support structure the vampire conspiracy uses. The vampires operate using organized crime as a cover for many of their operations. To survive in modern society, vampires need covert supplies of money, blood and protection. Organized crime can provide all three, and vampiric support can assure that whatever crime family is loyal to them, becomes the dominant one in their region of operations. The Society is trying to penetrate that veil, to locate vampire operations. The largest Russian mafia organization is known as the Lisky Bratva, and intelligence brought back from other operations suggests that it is the biggest group the Vampires are using. Finding out more about it, and even taking it down, could be a key step to winning this war in the shadows.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your team has been sent to Sevastopol, Ukraine to meet with a contact who has more information, little knowing that you were about to step into a trail of events set up in motion over a century ago, that could well determine the outcome of the shadow war.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
* [https://wiki.rpg.net/index.php/Night%27s_Black_Agents:_Zalozhiny_Quartet:_Toby_Abernathy Toby Abernathy]&lt;br /&gt;
* [https://wiki.rpg.net/index.php/Night%27s_Black_Agents:_Zalozhiny_Quartet:_Oksana Oksana Vitaliyivna Oleksyuk]&lt;br /&gt;
* [https://wiki.rpg.net/index.php/Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady Gunner Arkady]&lt;br /&gt;
* [https://wiki.rpg.net/index.php/Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gerhardt_Weschler Gerhardt Weschler]&lt;br /&gt;
* [https://wiki.rpg.net/index.php/Night%27s_Black_Agents:_Zalozhiny_Quartet:_Luca_D`onofrio Luca D`onofrio]&lt;br /&gt;
&lt;br /&gt;
==Forum Threads==&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/threads/recruiting-nights-black-agents-zalozhiny-quartet.930654 Recruitment]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/nights-black-agents-zalozhiny-quartet.930782/ OOC]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/nights-black-agents-zalozhiny-quartet.930929 IC]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tactical Fact Finding Benefits==&lt;br /&gt;
* Hot Pursuit, escaping to Vienna: 21 points&lt;br /&gt;
* Hacked into the Bratva&#039;s comms: 4 points for investigative skills related to the Bratva only&lt;br /&gt;
&lt;br /&gt;
==Investigative Skills==&lt;br /&gt;
&lt;br /&gt;
* Accounting: Gerhardt, Luca, Toby&lt;br /&gt;
* Archaeology: Luca&lt;br /&gt;
* Architecture: Luca&lt;br /&gt;
* Art History: Gerhardt, Luca&lt;br /&gt;
* Astronomy: &lt;br /&gt;
* Bullshit Detector: Gerhardt, Luca, Oksana, Toby&lt;br /&gt;
* Bureaucracy: Gerhardt, Luca, Toby&lt;br /&gt;
* Chemistry: Gerhardt, Luca &lt;br /&gt;
* Cop Talk: Gerhardt, Luca, Toby&lt;br /&gt;
* Criminology: Gerhardt, Oksana, Toby&lt;br /&gt;
* Cryptography: Gerhardt, Toby&lt;br /&gt;
* Data Recovery: Gerhardt, Toby&lt;br /&gt;
* Diagnosis: Gerhardt&lt;br /&gt;
* Electronic Surveillance: Gerhardt, Oksana, Toby&lt;br /&gt;
* Flattery: Oksana&lt;br /&gt;
* Flirting: Luca, Oksana&lt;br /&gt;
* Forensic Pathology: Toby&lt;br /&gt;
* Forgery: Luca, Oksana&lt;br /&gt;
* High Society: Oksana, Toby&lt;br /&gt;
* History: Luca. Toby&lt;br /&gt;
* Human Terrain: Toby, Oksana&lt;br /&gt;
* Interrogation: Gerhardt, Toby&lt;br /&gt;
* Intimidation: Oksana, Luca, Teddy&lt;br /&gt;
* Languages: Gerhardt, Oksana, Toby&lt;br /&gt;
* Law: Gerhardt, Luca, Toby&lt;br /&gt;
* Military Science: Toby&lt;br /&gt;
* Negotiation: Gerhardt, Luca, Oksana, Toby&lt;br /&gt;
* Notice: Gerhardt, Luca, Oksana, Toby&lt;br /&gt;
* Occult Studies: Oksana, Toby&lt;br /&gt;
* Outdoor Survival: Oksana&lt;br /&gt;
* Pharmacy: Oksana, Toby&lt;br /&gt;
* Photography: Gerhardt, Luca, Oksana&lt;br /&gt;
* Reassurance: Toby&lt;br /&gt;
* Research: Gerhardt, Luca, Oksana, Toby&lt;br /&gt;
* Streetwise: Gerhardt, Luca, Oksana, Toby&lt;br /&gt;
* Tradecraft: Gerhardt, Luca, Oksana, Toby&lt;br /&gt;
* Traffic Analysis: Toby&lt;br /&gt;
* Urban Survival: Gerhardt, Luca, Oksana, Toby&lt;br /&gt;
* Vampirology: Gerhardt, Gerhardt, Oksana, Toby&lt;br /&gt;
&lt;br /&gt;
===Character Creation Rules===&lt;br /&gt;
&lt;br /&gt;
Given that the characters are already involved with a vampire hunting organization, you can takes points in Vampirology at the start.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We&#039;ll be using Stakes mode, so characters have Drives.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After creating characters, spend 25 EXP. This can be used as per the regular rules of spending EXP, including buying vehicle and weapon specializations; and represents the fact that you&#039;re veteran agents, something needed for the difficulty of the campaign I&#039;ll be running. I do not intend to pull punches in this campaign, this will be a hard one&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We will be using the Double Tap rules and the extra cherries within. Furthermore, we will be using the bonus Cherry rule, where when a skill reaches 14, you may select a second cherry for it. And a third one if you reach 20. Remember, a skill can never be higher than twice the values of the next smallest skill.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We will also use Gun Cherries from Double Tap. If you don&#039;t have that book, I&#039;ll provide help with them. Essentially, they&#039;re a trait your gun has that triggers whenever you roll a natural 6 on a shooting check. It&#039;s a way to provide some differentiation between firearms, and add a bit of spice when you roll a natural 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I strongly encourage you to review the Tactical Fact Finding Benefit rules in the core book. They will be key to your success.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
&lt;br /&gt;
==In Character Resources==&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
==Combat Maps==&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush&amp;diff=485083</id>
		<title>Fallout 2d20: Royal Flush</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush&amp;diff=485083"/>
		<updated>2026-01-02T01:43:12Z</updated>

		<summary type="html">&lt;p&gt;Falkus: /* Side Quests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Fallout 2d20: Royal Flush==&lt;br /&gt;
&lt;br /&gt;
[[File:FalloutRoyalFlush.png|center]]&lt;br /&gt;
&lt;br /&gt;
In 2274, the expanding New California Republic entered the Mojave and occupied the Hoover Dam, after cutting a deal with the mysterious Mr. House, magnate of New Vegas. Three years later, and Caeaser&#039;s Legion attacked the dam in an attempt to add the Mojave to its growing list of conquests. The NCR held the dam, barely.&lt;br /&gt;
&lt;br /&gt;
Three years have passed since the attack . Life has settled into an equilibrium. The Legion grows its forces, and the NCR prepares it defenses for the next attack. Business continues as normal on the Strip, as tourists pour a seemingly limitless amount of caps and NCR dollars into the casinos. War is coming, and minor conflicts spark all across the region as skirmishing forces from the Legion clash with NCR Rangers.&lt;br /&gt;
&lt;br /&gt;
Outside of strip, tensions have been growing up and down Route 95 and 395, from New Reno to New Vegas. Raiders have been appearing with increasing frequency. NCR troops, focused on containing the Legion, can&#039;t provide the same level of security as they did ten years ago. The Legion occupies all attention in this part of the NCR. Violence is increasing, and that&#039;s bad for business.&lt;br /&gt;
&lt;br /&gt;
It might look like chaos. But there&#039;s always someone behind the wheel.&lt;br /&gt;
&lt;br /&gt;
Our story opens as a group of wanders stumbles into the middle of some high level politics aimed at containing this, and find themselves key to the future of the region...&lt;br /&gt;
&lt;br /&gt;
Life in the Mojave is about to change.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush-recruiting.931955/ Recruitment Thread]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush.932218/ OOC]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush.932217 IC]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/12XMM0INqN1acdSxXWglbe1Mm7ERtddeugKyrV7tN6Kw/edit?usp=drivesdk VEL: Steely Mojave brawler and chaos engine—keeps records, keeps promises, keeps swinging.]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1xcmQ8OAZPLlcqVp2bv9lkCFzH6orEjguviZKeAGm88Q/edit?gid=737579000#gid=737579000 Sal DeLuca: Ghoul Lounge Singer and Sneaky Shot]&lt;br /&gt;
* [https://drive.google.com/file/d/1RMrsTSvQMsDX2JjHDQ2UsConeI4WpsMv/view?usp=sharing Evelyn: Rogue Synth &#039;Pharmacist&#039; Still Running from her Past]&lt;br /&gt;
* [https://app.demiplane.com/nexus/falloutrpg/character-sheet/f6105a14-286d-4887-bf80-19d4dc3c34f8 Mr Write: Mysterious Vault Dweller]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/147TU9_kjdhDYln_kQcZMWnXgWzfDRGcvS8C7KyYyrro/edit?usp=sharing Marcus Crimson Caravaneer Trader with a friendly dog]&lt;br /&gt;
* [https://docs.google.com/document/d/1RLKrv8X1EtM_bGKbVSLddIdFzXeyFZQBs9xoqci9asM/edit?usp=sharing Mina Sato Ex-NCR Trooper looking for work]&lt;br /&gt;
&lt;br /&gt;
=Party Inventory=&lt;br /&gt;
* 36 caps&lt;br /&gt;
* 100 NCR Dollars&lt;br /&gt;
* 3 Bloatfly meat&lt;br /&gt;
* 3 Bloatfly Glands&lt;br /&gt;
* Salisbury Steak&lt;br /&gt;
* Beer&lt;br /&gt;
* 10 units of junk&lt;br /&gt;
* Pre War Money worth 28 caps&lt;br /&gt;
* 1 machete&lt;br /&gt;
* 3 tire irons&lt;br /&gt;
* 1 combat knfe&lt;br /&gt;
* 4 bottles of purified water&lt;br /&gt;
&lt;br /&gt;
=Faction Reputation=&lt;br /&gt;
* Global Factions&lt;br /&gt;
** NCR: 2&lt;br /&gt;
** Followers of the Apocalypse: 2&lt;br /&gt;
* New Reno Factions&lt;br /&gt;
** Bishops: 3&lt;br /&gt;
** Wrights: 2&lt;br /&gt;
** Van Graffs: 2&lt;br /&gt;
&lt;br /&gt;
=Major Quests=&lt;br /&gt;
* Courier, Interrupted: After finding a mysterious message on a dead courier on the way into New Reno, our heroes find themselves investigating the larger problems facing the region on behalf of a local mob boss.&lt;br /&gt;
** &amp;lt;s&amp;gt;Investigate the dead body&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Travel to New Reno&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Meet Mr. Bishop&amp;lt;/s&amp;gt; &lt;br /&gt;
** Investigate Raider Attacks&lt;br /&gt;
&lt;br /&gt;
=Side Quests=&lt;br /&gt;
* Who&#039;s the Master Now? The party agrees to help settle a problem with Super Mutants causing trouble in town&lt;br /&gt;
** &amp;lt;s&amp;gt;Defuse tensions between locals and super mutants&amp;lt;/s&amp;gt;&lt;br /&gt;
** Travel to the Super Mutants Camp&lt;br /&gt;
&lt;br /&gt;
=Character Quests=&lt;br /&gt;
&lt;br /&gt;
=Complete Quests=&lt;br /&gt;
&lt;br /&gt;
=Settlements=&lt;br /&gt;
==New Reno==&lt;br /&gt;
Population: 30,048&amp;lt;br&amp;gt;&lt;br /&gt;
Defenses: Very Strong&amp;lt;br&amp;gt;&lt;br /&gt;
Water Supply: Just Enough&amp;lt;br&amp;gt;&lt;br /&gt;
Denizen Outlook: Somewhat Grim&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fallout_2d20:_Royal_Flush:New Reno Shops|Shops]]&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet&amp;diff=485042</id>
		<title>Night&#039;s Black Agents: Zalozhiny Quartet</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet&amp;diff=485042"/>
		<updated>2025-12-28T04:53:19Z</updated>

		<summary type="html">&lt;p&gt;Falkus: /* Investigative Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:ZalozhniyQuartet.png|center]]&lt;br /&gt;
&lt;br /&gt;
==The Zalozhiny Quartet==&lt;br /&gt;
The Cold War is over. The war on terror is winding down. You were a shadowy soldier in those fights, trained to move through the secret world, deniable and deadly&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then you got out, or you got shut out or you got burned out. You didn&#039;t come in from the cold. Instead you found your own entrances into Europe&#039;s clandestine networks of power and crime.. You did a few ops, and you asked even fewer questions. Who gave you that job in Prague? Who paid for your silence in that Swiss account? You told yourself it didn&#039;t matter.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It turned out to matter a lot. Because it turned out you were working for vampires.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you found out that the supernatural was real, and that true evil lurked behind the criminal syndicates of Europe, they found out you knew. The vampires keep their secrecy in a fairly straightforward method. Anyone who isn&#039;t on the inside who finds out... gets killed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You almost didn&#039;t make it. But it turns out you weren&#039;t the only ones in the shadows who knew. You got help.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Lancaster Gardening Society. A small organization of spies operating out of England hiding behind an inauspicious name. Like you, they had become aware of the Vampiric Conspiracy. They had decided to fight it, like the vampire hunters of old. They helped pull you out of the fire when the vampires tried to kill you. But as long as you&#039;re alive, the vampires will always be sending assassins after you. They tolerate no breaches in security, no one outside their clique who learns of their existence can be allowed to live. So, for reasons of either nobly fighting against the corrosive undead or mere self preservation, you&#039;ve joined the Society.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your latest request from the Society is to look into the support structure the vampire conspiracy uses. The vampires operate using organized crime as a cover for many of their operations. To survive in modern society, vampires need covert supplies of money, blood and protection. Organized crime can provide all three, and vampiric support can assure that whatever crime family is loyal to them, becomes the dominant one in their region of operations. The Society is trying to penetrate that veil, to locate vampire operations. The largest Russian mafia organization is known as the Lisky Bratva, and intelligence brought back from other operations suggests that it is the biggest group the Vampires are using. Finding out more about it, and even taking it down, could be a key step to winning this war in the shadows.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your team has been sent to Sevastopol, Ukraine to meet with a contact who has more information, little knowing that you were about to step into a trail of events set up in motion over a century ago, that could well determine the outcome of the shadow war.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
* [https://wiki.rpg.net/index.php/Night%27s_Black_Agents:_Zalozhiny_Quartet:_Toby_Abernathy Toby Abernathy]&lt;br /&gt;
* [https://wiki.rpg.net/index.php/Night%27s_Black_Agents:_Zalozhiny_Quartet:_Oksana Oksana Vitaliyivna Oleksyuk]&lt;br /&gt;
* [https://wiki.rpg.net/index.php/Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady Gunner Arkady]&lt;br /&gt;
* [https://wiki.rpg.net/index.php/Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gerhardt_Weschler Gerhardt Weschler]&lt;br /&gt;
* [https://wiki.rpg.net/index.php/Night%27s_Black_Agents:_Zalozhiny_Quartet:_Luca_D`onofrio Luca D`onofrio]&lt;br /&gt;
&lt;br /&gt;
==Forum Threads==&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/threads/recruiting-nights-black-agents-zalozhiny-quartet.930654 Recruitment]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/nights-black-agents-zalozhiny-quartet.930782/ OOC]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/nights-black-agents-zalozhiny-quartet.930929 IC]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tactical Fact Finding Benefits==&lt;br /&gt;
* Hot Pursuit, escaping to Vienna: 24 points&lt;br /&gt;
* Hacked into the Bratva&#039;s comms: 4 points for investigative skills related to the Bratva only&lt;br /&gt;
&lt;br /&gt;
==Investigative Skills==&lt;br /&gt;
&lt;br /&gt;
* Accounting: Gerhardt, Luca, Toby&lt;br /&gt;
* Archaeology: Luca&lt;br /&gt;
* Architecture: Luca&lt;br /&gt;
* Art History: Gerhardt, Luca&lt;br /&gt;
* Astronomy: &lt;br /&gt;
* Bullshit Detector: Gerhardt, Luca, Oksana, Toby&lt;br /&gt;
* Bureaucracy: Gerhardt, Luca, Toby&lt;br /&gt;
* Chemistry: Gerhardt, Luca &lt;br /&gt;
* Cop Talk: Gerhardt, Luca, Toby&lt;br /&gt;
* Criminology: Gerhardt, Oksana, Toby&lt;br /&gt;
* Cryptography: Gerhardt, Toby&lt;br /&gt;
* Data Recovery: Gerhardt, Toby&lt;br /&gt;
* Diagnosis: Gerhardt&lt;br /&gt;
* Electronic Surveillance: Gerhardt, Oksana, Toby&lt;br /&gt;
* Flattery: Oksana&lt;br /&gt;
* Flirting: Luca, Oksana&lt;br /&gt;
* Forensic Pathology: Toby&lt;br /&gt;
* Forgery: Luca, Oksana&lt;br /&gt;
* High Society: Oksana, Toby&lt;br /&gt;
* History: Luca. Toby&lt;br /&gt;
* Human Terrain: Toby, Oksana&lt;br /&gt;
* Interrogation: Gerhardt, Toby&lt;br /&gt;
* Intimidation: Oksana, Luca, Teddy&lt;br /&gt;
* Languages: Gerhardt, Oksana, Toby&lt;br /&gt;
* Law: Gerhardt, Luca, Toby&lt;br /&gt;
* Military Science: Toby&lt;br /&gt;
* Negotiation: Gerhardt, Luca, Oksana, Toby&lt;br /&gt;
* Notice: Gerhardt, Luca, Oksana, Toby&lt;br /&gt;
* Occult Studies: Oksana, Toby&lt;br /&gt;
* Outdoor Survival: Oksana&lt;br /&gt;
* Pharmacy: Oksana, Toby&lt;br /&gt;
* Photography: Gerhardt, Luca, Oksana&lt;br /&gt;
* Reassurance: Toby&lt;br /&gt;
* Research: Gerhardt, Luca, Oksana, Toby&lt;br /&gt;
* Streetwise: Gerhardt, Luca, Oksana, Toby&lt;br /&gt;
* Tradecraft: Gerhardt, Luca, Oksana, Toby&lt;br /&gt;
* Traffic Analysis: Toby&lt;br /&gt;
* Urban Survival: Gerhardt, Luca, Oksana, Toby&lt;br /&gt;
* Vampirology: Gerhardt, Gerhardt, Oksana, Toby&lt;br /&gt;
&lt;br /&gt;
===Character Creation Rules===&lt;br /&gt;
&lt;br /&gt;
Given that the characters are already involved with a vampire hunting organization, you can takes points in Vampirology at the start.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We&#039;ll be using Stakes mode, so characters have Drives.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After creating characters, spend 25 EXP. This can be used as per the regular rules of spending EXP, including buying vehicle and weapon specializations; and represents the fact that you&#039;re veteran agents, something needed for the difficulty of the campaign I&#039;ll be running. I do not intend to pull punches in this campaign, this will be a hard one&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We will be using the Double Tap rules and the extra cherries within. Furthermore, we will be using the bonus Cherry rule, where when a skill reaches 14, you may select a second cherry for it. And a third one if you reach 20. Remember, a skill can never be higher than twice the values of the next smallest skill.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We will also use Gun Cherries from Double Tap. If you don&#039;t have that book, I&#039;ll provide help with them. Essentially, they&#039;re a trait your gun has that triggers whenever you roll a natural 6 on a shooting check. It&#039;s a way to provide some differentiation between firearms, and add a bit of spice when you roll a natural 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I strongly encourage you to review the Tactical Fact Finding Benefit rules in the core book. They will be key to your success.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
&lt;br /&gt;
==In Character Resources==&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
==Combat Maps==&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shadowrun_Anarchy:_Seattle_Missions&amp;diff=485041</id>
		<title>Shadowrun Anarchy: Seattle Missions</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shadowrun_Anarchy:_Seattle_Missions&amp;diff=485041"/>
		<updated>2025-12-28T03:25:08Z</updated>

		<summary type="html">&lt;p&gt;Falkus: Created page with &amp;quot; == Shadowrun Anarchy 2.0: Seattle Missions==  center   =Links= * [https://forum.rpg.net/index.php?threads/shadowrun-anarchy-2-0-seattle-stories-planning.932667/ Recruitment] * [https://forum.rpg.net/index.php?threads/shadowrun-anarchy-2-0-seattle-missions.933027/ OOC] * [https://forum.rpg.net/index.php?threads/shadowrun-seattle-missions.933165/ IC]  =Characters= *&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Shadowrun Anarchy 2.0: Seattle Missions==&lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot_2025-12-27_184857.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/shadowrun-anarchy-2-0-seattle-stories-planning.932667/ Recruitment]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/shadowrun-anarchy-2-0-seattle-missions.933027/ OOC]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/shadowrun-seattle-missions.933165/ IC]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Screenshot_2025-12-27_184857.png&amp;diff=485036</id>
		<title>File:Screenshot 2025-12-27 184857.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Screenshot_2025-12-27_184857.png&amp;diff=485036"/>
		<updated>2025-12-27T23:49:20Z</updated>

		<summary type="html">&lt;p&gt;Falkus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush&amp;diff=485035</id>
		<title>Fallout 2d20: Royal Flush</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush&amp;diff=485035"/>
		<updated>2025-12-27T23:35:00Z</updated>

		<summary type="html">&lt;p&gt;Falkus: /* Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Fallout 2d20: Royal Flush==&lt;br /&gt;
&lt;br /&gt;
[[File:FalloutRoyalFlush.png|center]]&lt;br /&gt;
&lt;br /&gt;
In 2274, the expanding New California Republic entered the Mojave and occupied the Hoover Dam, after cutting a deal with the mysterious Mr. House, magnate of New Vegas. Three years later, and Caeaser&#039;s Legion attacked the dam in an attempt to add the Mojave to its growing list of conquests. The NCR held the dam, barely.&lt;br /&gt;
&lt;br /&gt;
Three years have passed since the attack . Life has settled into an equilibrium. The Legion grows its forces, and the NCR prepares it defenses for the next attack. Business continues as normal on the Strip, as tourists pour a seemingly limitless amount of caps and NCR dollars into the casinos. War is coming, and minor conflicts spark all across the region as skirmishing forces from the Legion clash with NCR Rangers.&lt;br /&gt;
&lt;br /&gt;
Outside of strip, tensions have been growing up and down Route 95 and 395, from New Reno to New Vegas. Raiders have been appearing with increasing frequency. NCR troops, focused on containing the Legion, can&#039;t provide the same level of security as they did ten years ago. The Legion occupies all attention in this part of the NCR. Violence is increasing, and that&#039;s bad for business.&lt;br /&gt;
&lt;br /&gt;
It might look like chaos. But there&#039;s always someone behind the wheel.&lt;br /&gt;
&lt;br /&gt;
Our story opens as a group of wanders stumbles into the middle of some high level politics aimed at containing this, and find themselves key to the future of the region...&lt;br /&gt;
&lt;br /&gt;
Life in the Mojave is about to change.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush-recruiting.931955/ Recruitment Thread]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush.932218/ OOC]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush.932217 IC]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/12XMM0INqN1acdSxXWglbe1Mm7ERtddeugKyrV7tN6Kw/edit?usp=drivesdk VEL: Steely Mojave brawler and chaos engine—keeps records, keeps promises, keeps swinging.]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1xcmQ8OAZPLlcqVp2bv9lkCFzH6orEjguviZKeAGm88Q/edit?gid=737579000#gid=737579000 Sal DeLuca: Ghoul Lounge Singer and Sneaky Shot]&lt;br /&gt;
* [https://drive.google.com/file/d/1RMrsTSvQMsDX2JjHDQ2UsConeI4WpsMv/view?usp=sharing Evelyn: Rogue Synth &#039;Pharmacist&#039; Still Running from her Past]&lt;br /&gt;
* [https://app.demiplane.com/nexus/falloutrpg/character-sheet/f6105a14-286d-4887-bf80-19d4dc3c34f8 Mr Write: Mysterious Vault Dweller]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/147TU9_kjdhDYln_kQcZMWnXgWzfDRGcvS8C7KyYyrro/edit?usp=sharing Marcus Crimson Caravaneer Trader with a friendly dog]&lt;br /&gt;
* [https://docs.google.com/document/d/1RLKrv8X1EtM_bGKbVSLddIdFzXeyFZQBs9xoqci9asM/edit?usp=sharing Mina Sato Ex-NCR Trooper looking for work]&lt;br /&gt;
&lt;br /&gt;
=Party Inventory=&lt;br /&gt;
* 36 caps&lt;br /&gt;
* 100 NCR Dollars&lt;br /&gt;
* 3 Bloatfly meat&lt;br /&gt;
* 3 Bloatfly Glands&lt;br /&gt;
* Salisbury Steak&lt;br /&gt;
* Beer&lt;br /&gt;
* 10 units of junk&lt;br /&gt;
* Pre War Money worth 28 caps&lt;br /&gt;
* 1 machete&lt;br /&gt;
* 3 tire irons&lt;br /&gt;
* 1 combat knfe&lt;br /&gt;
* 4 bottles of purified water&lt;br /&gt;
&lt;br /&gt;
=Faction Reputation=&lt;br /&gt;
* Global Factions&lt;br /&gt;
** NCR: 2&lt;br /&gt;
** Followers of the Apocalypse: 2&lt;br /&gt;
* New Reno Factions&lt;br /&gt;
** Bishops: 3&lt;br /&gt;
** Wrights: 2&lt;br /&gt;
** Van Graffs: 2&lt;br /&gt;
&lt;br /&gt;
=Major Quests=&lt;br /&gt;
* Courier, Interrupted: After finding a mysterious message on a dead courier on the way into New Reno, our heroes find themselves investigating the larger problems facing the region on behalf of a local mob boss.&lt;br /&gt;
** &amp;lt;s&amp;gt;Investigate the dead body&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Travel to New Reno&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Meet Mr. Bishop&amp;lt;/s&amp;gt; &lt;br /&gt;
** Investigate Raider Attacks&lt;br /&gt;
&lt;br /&gt;
=Side Quests=&lt;br /&gt;
&lt;br /&gt;
=Character Quests=&lt;br /&gt;
&lt;br /&gt;
=Complete Quests=&lt;br /&gt;
&lt;br /&gt;
=Settlements=&lt;br /&gt;
==New Reno==&lt;br /&gt;
Population: 30,048&amp;lt;br&amp;gt;&lt;br /&gt;
Defenses: Very Strong&amp;lt;br&amp;gt;&lt;br /&gt;
Water Supply: Just Enough&amp;lt;br&amp;gt;&lt;br /&gt;
Denizen Outlook: Somewhat Grim&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fallout_2d20:_Royal_Flush:New Reno Shops|Shops]]&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet&amp;diff=485034</id>
		<title>Night&#039;s Black Agents: Zalozhiny Quartet</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet&amp;diff=485034"/>
		<updated>2025-12-27T23:33:22Z</updated>

		<summary type="html">&lt;p&gt;Falkus: /* Forum Threads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:ZalozhniyQuartet.png|center]]&lt;br /&gt;
&lt;br /&gt;
==The Zalozhiny Quartet==&lt;br /&gt;
The Cold War is over. The war on terror is winding down. You were a shadowy soldier in those fights, trained to move through the secret world, deniable and deadly&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then you got out, or you got shut out or you got burned out. You didn&#039;t come in from the cold. Instead you found your own entrances into Europe&#039;s clandestine networks of power and crime.. You did a few ops, and you asked even fewer questions. Who gave you that job in Prague? Who paid for your silence in that Swiss account? You told yourself it didn&#039;t matter.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It turned out to matter a lot. Because it turned out you were working for vampires.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you found out that the supernatural was real, and that true evil lurked behind the criminal syndicates of Europe, they found out you knew. The vampires keep their secrecy in a fairly straightforward method. Anyone who isn&#039;t on the inside who finds out... gets killed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You almost didn&#039;t make it. But it turns out you weren&#039;t the only ones in the shadows who knew. You got help.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Lancaster Gardening Society. A small organization of spies operating out of England hiding behind an inauspicious name. Like you, they had become aware of the Vampiric Conspiracy. They had decided to fight it, like the vampire hunters of old. They helped pull you out of the fire when the vampires tried to kill you. But as long as you&#039;re alive, the vampires will always be sending assassins after you. They tolerate no breaches in security, no one outside their clique who learns of their existence can be allowed to live. So, for reasons of either nobly fighting against the corrosive undead or mere self preservation, you&#039;ve joined the Society.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your latest request from the Society is to look into the support structure the vampire conspiracy uses. The vampires operate using organized crime as a cover for many of their operations. To survive in modern society, vampires need covert supplies of money, blood and protection. Organized crime can provide all three, and vampiric support can assure that whatever crime family is loyal to them, becomes the dominant one in their region of operations. The Society is trying to penetrate that veil, to locate vampire operations. The largest Russian mafia organization is known as the Lisky Bratva, and intelligence brought back from other operations suggests that it is the biggest group the Vampires are using. Finding out more about it, and even taking it down, could be a key step to winning this war in the shadows.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your team has been sent to Sevastopol, Ukraine to meet with a contact who has more information, little knowing that you were about to step into a trail of events set up in motion over a century ago, that could well determine the outcome of the shadow war.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
* [https://wiki.rpg.net/index.php/Night%27s_Black_Agents:_Zalozhiny_Quartet:_Toby_Abernathy Toby Abernathy]&lt;br /&gt;
* [https://wiki.rpg.net/index.php/Night%27s_Black_Agents:_Zalozhiny_Quartet:_Oksana Oksana Vitaliyivna Oleksyuk]&lt;br /&gt;
* [https://wiki.rpg.net/index.php/Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady Gunner Arkady]&lt;br /&gt;
* [https://wiki.rpg.net/index.php/Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gerhardt_Weschler Gerhardt Weschler]&lt;br /&gt;
* [https://wiki.rpg.net/index.php/Night%27s_Black_Agents:_Zalozhiny_Quartet:_Luca_D`onofrio Luca D`onofrio]&lt;br /&gt;
&lt;br /&gt;
==Forum Threads==&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/threads/recruiting-nights-black-agents-zalozhiny-quartet.930654 Recruitment]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/nights-black-agents-zalozhiny-quartet.930782/ OOC]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/nights-black-agents-zalozhiny-quartet.930929 IC]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tactical Fact Finding Benefits==&lt;br /&gt;
* Hot Pursuit, escaping to Vienna: 24 points&lt;br /&gt;
* Hacked into the Bratva&#039;s comms: 4 points for investigative skills related to the Bratva only&lt;br /&gt;
&lt;br /&gt;
==Investigative Skills==&lt;br /&gt;
&lt;br /&gt;
* Accounting: Gerhardt, Luca, Toby&lt;br /&gt;
* Archaeology: Luca&lt;br /&gt;
* Architecture: Gunner, Luca&lt;br /&gt;
* Art History: Gerhardt, Luca&lt;br /&gt;
* Astronomy: &lt;br /&gt;
* Bullshit Detector: Gerhardt, Gunner, Luca, Oksana, Toby&lt;br /&gt;
* Bureaucracy: Gerhardt, Luca, Toby&lt;br /&gt;
* Chemistry: Gerhardt, Gunner, Luca &lt;br /&gt;
* Cop Talk: Gerhardt, Gunner, Luca, Toby&lt;br /&gt;
* Criminology: Gerhardt, Gunner, Oksana, Toby&lt;br /&gt;
* Cryptography: Gerhardt, Toby&lt;br /&gt;
* Data Recovery: Gerhardt, Toby&lt;br /&gt;
* Diagnosis: Gerhardt&lt;br /&gt;
* Electronic Surveillance: Gerhardt, Oksana, Toby&lt;br /&gt;
* Flattery: Oksana&lt;br /&gt;
* Flirting: Gunner, Luca, Oksana&lt;br /&gt;
* Forensic Pathology: Toby&lt;br /&gt;
* Forgery: Luca, Oksana&lt;br /&gt;
* High Society: Oksana, Toby&lt;br /&gt;
* History: Gunner, Luca. Toby&lt;br /&gt;
* Human Terrain: Gunner, Toby, Oksana&lt;br /&gt;
* Interrogation: Gerhardt, Gunner, Toby&lt;br /&gt;
* Intimidation: Gunner, Oksana, Luca, Teddy&lt;br /&gt;
* Languages: Gerhardt, Gunner, Oksana, Toby&lt;br /&gt;
* Law: Gerhardt, Luca, Toby&lt;br /&gt;
* Military Science: Toby&lt;br /&gt;
* Negotiation: Gerhardt, Gunner, Luca, Oksana, Toby&lt;br /&gt;
* Notice: Gerhardt, Gunner, Luca, Oksana, Toby&lt;br /&gt;
* Occult Studies: Gunner, Oksana, Toby&lt;br /&gt;
* Outdoor Survival: Oksana&lt;br /&gt;
* Pharmacy: Oksana, Toby&lt;br /&gt;
* Photography: Gerhardt, Luca, Oksana&lt;br /&gt;
* Reassurance: Toby&lt;br /&gt;
* Research: Gerhardt, Gunner, Luca, Oksana, Toby&lt;br /&gt;
* Streetwise: Gerhardt, Gunner, Luca, Oksana, Toby&lt;br /&gt;
* Tradecraft: Gerhardt, Gunner, Luca, Oksana, Toby&lt;br /&gt;
* Traffic Analysis: Toby&lt;br /&gt;
* Urban Survival: Gerhardt, Gunner, Luca, Oksana, Toby&lt;br /&gt;
* Vampirology: Gerhardt, Gerhardt, Gunner, Oksana, Toby&lt;br /&gt;
&lt;br /&gt;
===Character Creation Rules===&lt;br /&gt;
&lt;br /&gt;
Given that the characters are already involved with a vampire hunting organization, you can takes points in Vampirology at the start.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We&#039;ll be using Stakes mode, so characters have Drives.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After creating characters, spend 25 EXP. This can be used as per the regular rules of spending EXP, including buying vehicle and weapon specializations; and represents the fact that you&#039;re veteran agents, something needed for the difficulty of the campaign I&#039;ll be running. I do not intend to pull punches in this campaign, this will be a hard one&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We will be using the Double Tap rules and the extra cherries within. Furthermore, we will be using the bonus Cherry rule, where when a skill reaches 14, you may select a second cherry for it. And a third one if you reach 20. Remember, a skill can never be higher than twice the values of the next smallest skill.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We will also use Gun Cherries from Double Tap. If you don&#039;t have that book, I&#039;ll provide help with them. Essentially, they&#039;re a trait your gun has that triggers whenever you roll a natural 6 on a shooting check. It&#039;s a way to provide some differentiation between firearms, and add a bit of spice when you roll a natural 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I strongly encourage you to review the Tactical Fact Finding Benefit rules in the core book. They will be key to your success.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
&lt;br /&gt;
==In Character Resources==&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
==Combat Maps==&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush:New_Reno_Shops&amp;diff=484965</id>
		<title>Fallout 2d20: Royal Flush:New Reno Shops</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush:New_Reno_Shops&amp;diff=484965"/>
		<updated>2025-12-21T05:07:18Z</updated>

		<summary type="html">&lt;p&gt;Falkus: /* Crimson Caravan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Fallout_2d20:_Royal_Flush | Back]]&lt;br /&gt;
&lt;br /&gt;
==Crimson Caravan==&lt;br /&gt;
* 9mm Pistol x3: 50 caps&lt;br /&gt;
* 9mm Ammo x23: 1 cap&lt;br /&gt;
* 10mm Pistol x2: 50 caps&lt;br /&gt;
* Submachine Gun: 109 caps&lt;br /&gt;
* 10mm Ammo x19: 2 caps&lt;br /&gt;
* Pump Action Shotgun: 70 caps&lt;br /&gt;
* Shotgun Shells x12: 3 caps&lt;br /&gt;
* Dynamite x4: 25 caps&lt;br /&gt;
* Army Helmet x2: 20 caps&lt;br /&gt;
* Casual Clothing x5: 20 caps&lt;br /&gt;
* Road Leathers x2: 5 caps&lt;br /&gt;
* Tough Clothing x2: 20 caps&lt;br /&gt;
* Hard Hat x4: 15 caps&lt;br /&gt;
* Leather Chest Piece x3: 25 caps&lt;br /&gt;
* Leather Leg x6: 10 caps&lt;br /&gt;
* Leather Arm x6: 8 caps&lt;br /&gt;
* Stimpak x4: 50 caps&lt;br /&gt;
* Tales of a Junktown Jerky Vendor: 100 caps&lt;br /&gt;
* Tumblers Today: 100 caps&lt;br /&gt;
* Backpack, small x4: 30 caps&lt;br /&gt;
* Backpack, large x2: 60 caps&lt;br /&gt;
* Bobby Pins x10: 1 cap&lt;br /&gt;
* Flashlight: 200 caps&lt;br /&gt;
* Lantern x3: 14 caps&lt;br /&gt;
* Lockpick Set: 150 caps&lt;br /&gt;
* Pack Brahmin x2: 200 caps&lt;br /&gt;
* Any item on the food and beverages tables at rarity 2 or less, for the list price&lt;br /&gt;
* Common and Uncommon materials&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush:New_Reno_Shops&amp;diff=484961</id>
		<title>Fallout 2d20: Royal Flush:New Reno Shops</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush:New_Reno_Shops&amp;diff=484961"/>
		<updated>2025-12-20T19:59:28Z</updated>

		<summary type="html">&lt;p&gt;Falkus: Created page with &amp;quot; Back  ==Crimson Caravan== * 9mm Pistol x3: 50 caps * 9mm Ammo x23: 1 cap * 10mm Pistol x2: 50 caps * Submachine Gun: 109 caps * 10mm Ammo x19: 2 caps * Pump Action Shotgun: 70 caps * Shotgun Shells x12: 3 caps * Dynamite x4: 25 caps * Army Helmet x2: 20 caps * Casual Clothing x5: 20 caps * Road Leathers x2: 5 caps * Tough Clothing x2: 20 caps * Hard Hat x4: 15 caps * Leather Chest Piece x3: 25 caps * Leather Leg x6: 10 caps * Leather Arm x...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Fallout_2d20:_Royal_Flush | Back]]&lt;br /&gt;
&lt;br /&gt;
==Crimson Caravan==&lt;br /&gt;
* 9mm Pistol x3: 50 caps&lt;br /&gt;
* 9mm Ammo x23: 1 cap&lt;br /&gt;
* 10mm Pistol x2: 50 caps&lt;br /&gt;
* Submachine Gun: 109 caps&lt;br /&gt;
* 10mm Ammo x19: 2 caps&lt;br /&gt;
* Pump Action Shotgun: 70 caps&lt;br /&gt;
* Shotgun Shells x12: 3 caps&lt;br /&gt;
* Dynamite x4: 25 caps&lt;br /&gt;
* Army Helmet x2: 20 caps&lt;br /&gt;
* Casual Clothing x5: 20 caps&lt;br /&gt;
* Road Leathers x2: 5 caps&lt;br /&gt;
* Tough Clothing x2: 20 caps&lt;br /&gt;
* Hard Hat x4: 15 caps&lt;br /&gt;
* Leather Chest Piece x3: 25 caps&lt;br /&gt;
* Leather Leg x6: 10 caps&lt;br /&gt;
* Leather Arm x6: 8 caps&lt;br /&gt;
* Stimpak x4: 50 caps&lt;br /&gt;
* Tales of a Junktown Jerky Vendor: 100 caps&lt;br /&gt;
* Tumblers Today: 100 caps&lt;br /&gt;
* Backpack, small x4: 30 caps&lt;br /&gt;
* Backpack, large x2: 60 caps&lt;br /&gt;
* Bobby Pins x10: 1 cap&lt;br /&gt;
* Flashlight: 200 caps&lt;br /&gt;
* Lantern x3: 14 caps&lt;br /&gt;
* Lockpick Set: 150 caps&lt;br /&gt;
* Pack Brahmin x2: 200 caps&lt;br /&gt;
* Any item on the food and beverages tables at rarity 2 or less, for the list price&lt;br /&gt;
* Any item on the Junk table for its list price from the Wanderer&#039;s supplement&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush&amp;diff=484960</id>
		<title>Fallout 2d20: Royal Flush</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush&amp;diff=484960"/>
		<updated>2025-12-20T19:58:19Z</updated>

		<summary type="html">&lt;p&gt;Falkus: /* New Reno */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Fallout 2d20: Royal Flush==&lt;br /&gt;
&lt;br /&gt;
[[File:FalloutRoyalFlush.png|center]]&lt;br /&gt;
&lt;br /&gt;
In 2274, the expanding New California Republic entered the Mojave and occupied the Hoover Dam, after cutting a deal with the mysterious Mr. House, magnate of New Vegas. Three years later, and Caeaser&#039;s Legion attacked the dam in an attempt to add the Mojave to its growing list of conquests. The NCR held the dam, barely.&lt;br /&gt;
&lt;br /&gt;
Three years have passed since the attack . Life has settled into an equilibrium. The Legion grows its forces, and the NCR prepares it defenses for the next attack. Business continues as normal on the Strip, as tourists pour a seemingly limitless amount of caps and NCR dollars into the casinos. War is coming, and minor conflicts spark all across the region as skirmishing forces from the Legion clash with NCR Rangers.&lt;br /&gt;
&lt;br /&gt;
Outside of strip, tensions have been growing up and down Route 95 and 395, from New Reno to New Vegas. Raiders have been appearing with increasing frequency. NCR troops, focused on containing the Legion, can&#039;t provide the same level of security as they did ten years ago. The Legion occupies all attention in this part of the NCR. Violence is increasing, and that&#039;s bad for business.&lt;br /&gt;
&lt;br /&gt;
It might look like chaos. But there&#039;s always someone behind the wheel.&lt;br /&gt;
&lt;br /&gt;
Our story opens as a group of wanders stumbles into the middle of some high level politics aimed at containing this, and find themselves key to the future of the region...&lt;br /&gt;
&lt;br /&gt;
Life in the Mojave is about to change.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush-recruiting.931955/ Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/12XMM0INqN1acdSxXWglbe1Mm7ERtddeugKyrV7tN6Kw/edit?usp=drivesdk VEL: Steely Mojave brawler and chaos engine—keeps records, keeps promises, keeps swinging.]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1xcmQ8OAZPLlcqVp2bv9lkCFzH6orEjguviZKeAGm88Q/edit?gid=737579000#gid=737579000 Sal DeLuca: Ghoul Lounge Singer and Sneaky Shot]&lt;br /&gt;
* [https://drive.google.com/file/d/1RMrsTSvQMsDX2JjHDQ2UsConeI4WpsMv/view?usp=sharing Evelyn: Rogue Synth &#039;Pharmacist&#039; Still Running from her Past]&lt;br /&gt;
* [https://app.demiplane.com/nexus/falloutrpg/character-sheet/f6105a14-286d-4887-bf80-19d4dc3c34f8 Mr Write: Mysterious Vault Dweller]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/147TU9_kjdhDYln_kQcZMWnXgWzfDRGcvS8C7KyYyrro/edit?usp=sharing Marcus Crimson Caravaneer Trader with a friendly dog]&lt;br /&gt;
* [https://docs.google.com/document/d/1RLKrv8X1EtM_bGKbVSLddIdFzXeyFZQBs9xoqci9asM/edit?usp=sharing Mina Sato Ex-NCR Trooper looking for work]&lt;br /&gt;
&lt;br /&gt;
=Party Inventory=&lt;br /&gt;
* 36 caps&lt;br /&gt;
* 100 NCR Dollars&lt;br /&gt;
* 3 Bloatfly meat&lt;br /&gt;
* 3 Bloatfly Glands&lt;br /&gt;
* Salisbury Steak&lt;br /&gt;
* Beer&lt;br /&gt;
* 10 units of junk&lt;br /&gt;
* Pre War Money worth 28 caps&lt;br /&gt;
* 1 machete&lt;br /&gt;
* 3 tire irons&lt;br /&gt;
* 1 combat knfe&lt;br /&gt;
* 4 bottles of purified water&lt;br /&gt;
&lt;br /&gt;
=Faction Reputation=&lt;br /&gt;
* Global Factions&lt;br /&gt;
** NCR: 2&lt;br /&gt;
** Followers of the Apocalypse: 2&lt;br /&gt;
* New Reno Factions&lt;br /&gt;
** Bishops: 3&lt;br /&gt;
** Wrights: 2&lt;br /&gt;
** Van Graffs: 2&lt;br /&gt;
&lt;br /&gt;
=Major Quests=&lt;br /&gt;
* Courier, Interrupted: After finding a mysterious message on a dead courier on the way into New Reno, our heroes find themselves investigating the larger problems facing the region on behalf of a local mob boss.&lt;br /&gt;
** &amp;lt;s&amp;gt;Investigate the dead body&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Travel to New Reno&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Meet Mr. Bishop&amp;lt;/s&amp;gt; &lt;br /&gt;
** Investigate Raider Attacks&lt;br /&gt;
&lt;br /&gt;
=Side Quests=&lt;br /&gt;
&lt;br /&gt;
=Character Quests=&lt;br /&gt;
&lt;br /&gt;
=Complete Quests=&lt;br /&gt;
&lt;br /&gt;
=Settlements=&lt;br /&gt;
==New Reno==&lt;br /&gt;
Population: 30,048&amp;lt;br&amp;gt;&lt;br /&gt;
Defenses: Very Strong&amp;lt;br&amp;gt;&lt;br /&gt;
Water Supply: Just Enough&amp;lt;br&amp;gt;&lt;br /&gt;
Denizen Outlook: Somewhat Grim&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fallout_2d20:_Royal_Flush:New Reno Shops|Shops]]&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush&amp;diff=484896</id>
		<title>Fallout 2d20: Royal Flush</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush&amp;diff=484896"/>
		<updated>2025-12-15T22:35:43Z</updated>

		<summary type="html">&lt;p&gt;Falkus: /* Party Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Fallout 2d20: Royal Flush==&lt;br /&gt;
&lt;br /&gt;
[[File:FalloutRoyalFlush.png|center]]&lt;br /&gt;
&lt;br /&gt;
In 2274, the expanding New California Republic entered the Mojave and occupied the Hoover Dam, after cutting a deal with the mysterious Mr. House, magnate of New Vegas. Three years later, and Caeaser&#039;s Legion attacked the dam in an attempt to add the Mojave to its growing list of conquests. The NCR held the dam, barely.&lt;br /&gt;
&lt;br /&gt;
Three years have passed since the attack . Life has settled into an equilibrium. The Legion grows its forces, and the NCR prepares it defenses for the next attack. Business continues as normal on the Strip, as tourists pour a seemingly limitless amount of caps and NCR dollars into the casinos. War is coming, and minor conflicts spark all across the region as skirmishing forces from the Legion clash with NCR Rangers.&lt;br /&gt;
&lt;br /&gt;
Outside of strip, tensions have been growing up and down Route 95 and 395, from New Reno to New Vegas. Raiders have been appearing with increasing frequency. NCR troops, focused on containing the Legion, can&#039;t provide the same level of security as they did ten years ago. The Legion occupies all attention in this part of the NCR. Violence is increasing, and that&#039;s bad for business.&lt;br /&gt;
&lt;br /&gt;
It might look like chaos. But there&#039;s always someone behind the wheel.&lt;br /&gt;
&lt;br /&gt;
Our story opens as a group of wanders stumbles into the middle of some high level politics aimed at containing this, and find themselves key to the future of the region...&lt;br /&gt;
&lt;br /&gt;
Life in the Mojave is about to change.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush-recruiting.931955/ Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/12XMM0INqN1acdSxXWglbe1Mm7ERtddeugKyrV7tN6Kw/edit?usp=drivesdk VEL: Steely Mojave brawler and chaos engine—keeps records, keeps promises, keeps swinging.]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1xcmQ8OAZPLlcqVp2bv9lkCFzH6orEjguviZKeAGm88Q/edit?gid=737579000#gid=737579000 Sal DeLuca: Ghoul Lounge Singer and Sneaky Shot]&lt;br /&gt;
* [https://drive.google.com/file/d/1RMrsTSvQMsDX2JjHDQ2UsConeI4WpsMv/view?usp=sharing Evelyn: Rogue Synth &#039;Pharmacist&#039; Still Running from her Past]&lt;br /&gt;
* [https://app.demiplane.com/nexus/falloutrpg/character-sheet/f6105a14-286d-4887-bf80-19d4dc3c34f8 Mr Write: Mysterious Vault Dweller]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/147TU9_kjdhDYln_kQcZMWnXgWzfDRGcvS8C7KyYyrro/edit?usp=sharing Marcus Crimson Caravaneer Trader with a friendly dog]&lt;br /&gt;
* [https://docs.google.com/document/d/1RLKrv8X1EtM_bGKbVSLddIdFzXeyFZQBs9xoqci9asM/edit?usp=sharing Mina Sato Ex-NCR Trooper looking for work]&lt;br /&gt;
&lt;br /&gt;
=Party Inventory=&lt;br /&gt;
* 36 caps&lt;br /&gt;
* 100 NCR Dollars&lt;br /&gt;
* 3 Bloatfly meat&lt;br /&gt;
* 3 Bloatfly Glands&lt;br /&gt;
* Salisbury Steak&lt;br /&gt;
* Beer&lt;br /&gt;
* 10 units of junk&lt;br /&gt;
* Pre War Money worth 28 caps&lt;br /&gt;
* Double Barreled Shotgun&lt;br /&gt;
* 6 shotgun shells&lt;br /&gt;
* 1 machete&lt;br /&gt;
* 3 tire irons&lt;br /&gt;
* 1 combat knfe&lt;br /&gt;
* 4 bottles of purified water&lt;br /&gt;
&lt;br /&gt;
=Faction Reputation=&lt;br /&gt;
* Global Factions&lt;br /&gt;
** NCR: 2&lt;br /&gt;
** Followers of the Apocalypse: 2&lt;br /&gt;
* New Reno Factions&lt;br /&gt;
** Bishops: 3&lt;br /&gt;
** Wrights: 2&lt;br /&gt;
** Van Graffs: 2&lt;br /&gt;
&lt;br /&gt;
=Major Quests=&lt;br /&gt;
* Courier, Interrupted: After finding a mysterious message on a dead courier on the way into New Reno, our heroes find themselves investigating the larger problems facing the region on behalf of a local mob boss.&lt;br /&gt;
** &amp;lt;s&amp;gt;Investigate the dead body&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Travel to New Reno&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Meet Mr. Bishop&amp;lt;/s&amp;gt; &lt;br /&gt;
** Investigate Raider Attacks&lt;br /&gt;
&lt;br /&gt;
=Side Quests=&lt;br /&gt;
&lt;br /&gt;
=Character Quests=&lt;br /&gt;
&lt;br /&gt;
=Complete Quests=&lt;br /&gt;
&lt;br /&gt;
=Settlements=&lt;br /&gt;
==New Reno==&lt;br /&gt;
Population: 30,048&amp;lt;br&amp;gt;&lt;br /&gt;
Defenses: Very Strong&amp;lt;br&amp;gt;&lt;br /&gt;
Water Supply: Just Enough&amp;lt;br&amp;gt;&lt;br /&gt;
Denizen Outlook: Somewhat Grim&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Notable Shops===&lt;br /&gt;
* New Reno Arms&lt;br /&gt;
* Crimson Caravan&lt;br /&gt;
* Van Graff Weaponry&lt;br /&gt;
* Marley&#039;s Fine Apparel&lt;br /&gt;
* Followers of the Apocalypse Clinic&lt;br /&gt;
* 2nd Hand Robotics&lt;br /&gt;
* A variety of restaurants&lt;br /&gt;
* A seemingly limitless number of chem dealers&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lancer:_In_Golden_Flame&amp;diff=484894</id>
		<title>Lancer: In Golden Flame</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lancer:_In_Golden_Flame&amp;diff=484894"/>
		<updated>2025-12-15T22:04:17Z</updated>

		<summary type="html">&lt;p&gt;Falkus: /* Clocks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Lancer: In Golden Flame==&lt;br /&gt;
&lt;br /&gt;
[[File:InGoldenFlameTitleCard.png|center]]&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/lancer-in-golden-flame.917020 OOC] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Downtime| Downtime Activities in Calliope]]&lt;br /&gt;
&lt;br /&gt;
=The Setting=&lt;br /&gt;
The Outer Rim is a section of space on the border of Union, primarily notable for a complete lack of inhabitable planets. It&#039;s a blank spot on the map. But... on the other side of the Long Rim is the Dawnline Shore, a region of space with an intense quantity of Earthlike planets which is of heavy interest to the various major players in galactic politics, especially the Karakin Trade Baronies and Harrison Armory.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dawnline shore does not have a functional blinkgate at this time. As a result, the only way there is via sub-light travel, turning the Long Rim into a transit corridor, scattered with space junk, mined out rocks and the remnants of old battles. The primary thoroughfare for ships travelling between Rào Cỏ Station, the furthest blink gate from the Galactic Core, and the Dawnline Shore; filled with habitats and space stations established by early colonists and prospectors centuries ago. The Long Rim is beyond the Union&#039;s borders, a place of hardship and loose regulations.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In Golden Flame takes place in one of these systems, Calliope.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Calliope was colonized by mistake. During the initial exploration of the region, a nameless junior astronomer accidentally gave Calliope a designation of C4L-P313/GW2, indicating that two Gaia or near Gaia class worlds had been detected in orbit. Calliope’s historians often say this set the tone for everything that followed: a careless mistake leading to bad decisions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Calliope had, of course, no inhabitable planets, with the system ranging from ice balls, to gas giants to furnace worlds. For the initial colonization wave looking to take advantage othe two Gaia worlds, it was a disaster. Those who had the fuel, turned around and left. The rest had to set up stations and habitats the best they could. They lied to their sponsors to get more equipment, they jury rigged gear and they did whatever it took; establishing the Calliopean knack for building something out of spare parts and duct tape.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And they survived! And even, for a time, thrived; when it seemed like Calliope would become a significant player in the Long Rim and on the route to the Dawnline shore. Money and resources flowed into the system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But, like all good things, it came to an end. The grandiose plans of the Calliope Project backers came to nothing. The big deals never materialized. The economy collapsed. Quality of life began to drop. Those who could left, leaving behind tens of millions of less fortunate people. The Pyrite Age ended and the Void Age began.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Life&#039;s been hard in the two centuries since. Pirates prowl the spacelanes, conditions get a tiny bit worse every year, Impact Dynamics jacks up the price of food and water each year. A few times every decade, Trade Barony and Harrison Armory warships use the system as a battleground as they try to stop each others convoys from getting to t he Dawnline Shore.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Everything in Calliope is falling apart, or close to it. These stations were built centuries ago, mostly by companies that no longer exist, using components that are no longer sold. Techs have to spend weeks or months reinventing the proverbial wheel just to print replacement parts. Half the system’s computers are reliant on a legacy codebase GMS stopped supporting twelve decades ago. There are no “permanent solutions” to technical issues out here, just patches on patches on patches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are all members of one of the major stations in Calliope. Stygia Mining Platform is the official name, but it didn&#039;t stick. Hell&#039;s Gate did. The second largest of the Big Four settlements in Calliope, a centuries old station that&#039;s been built, rebuilt and modified countless times over the years, in order to maintain a viable platform. Built when it was thought Calliope could sell its mineral wealth to the galaxy, the heady days of optimism that accompanied its founding are long gone in the face of the reality of galactic economics. Nobody&#039;s going to travel ten light years to buy metal. The only market is the other habitats in the system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Still, there’s a sense of communal responsibility to the Gate: if nobody works the mines, if nobody runs the smelters, the whole system will grind to a halt. There are two million people living on the station, and they all need somewhere to live. People don’t have much, but they share it freely, and they pull together. There&#039;s one guarantee on Hell&#039;s Gate: That no matter what, everybody who lives there will get food, water, and a place to sleep. And even in the leanest of times, the station&#039;s been able to keep that promise.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
The current cast and their currently printed mechs:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Chatterbox| Glowstick &amp;quot;Chatterbox&amp;quot; (Mech: IPS-N Bligh &#039;&#039;The Kitchen Sink&#039;&#039;)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Scalpel| Dr. Janvier &amp;quot;Scalpel&amp;quot; Mars (Mech: SSC Oleander &#039;&#039;Emergency&#039;&#039;)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Patch| Patch (Mech: HA Sherman &#039;&#039;Autoclave&#039;&#039;)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lancer:_In_Golden_Flame: Student| Hope &amp;quot;Student&amp;quot; (Mech: HORUS Lycan &#039;&#039;Chrysalis&#039;&#039;)]] played by Timon&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Lifer| Telemachus &amp;quot;Lifer&amp;quot; Van Helsing (Mech: GMS Chomolungma &#039;&#039;M.U.L.E&#039;&#039;)]] played by Bira&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Paladin| Sir &amp;quot;Paladin&amp;quot; Galachad-sama (Mech: IPS-N Nelson &#039;&#039;Steedicus II&#039;&#039;)]] played by EnigmaticOne&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;strike&amp;gt;[[Lancer:_In_Golden_Flame:_GREMLIN| Brooks &amp;quot;Gremlin&amp;quot; Yao Mei (Mech: GMS Everest &#039;&#039;Reunion Tour&#039;&#039;)]]&amp;lt;br&amp;gt;&amp;lt;/strike&amp;gt;&lt;br /&gt;
==Clocks==&lt;br /&gt;
Current clocks in play:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Station Stability&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:12_Clock_06_-_Retro_Future_Basic_2x5.png|350px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Militia Readiness&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:8_Clock_4_-_Retro_Future_Basic_2x5.png|350px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cult Influence&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:12_Clock_00_-_Retro_Future_Basic_2x5.png|350px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lifer&#039;s Salvage&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:6_Clock_2_-_Retro_Future_Basic_2x5.png|350px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Scalpel&#039;s Salvage&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:6_Clock_0_-_Retro_Future_Basic_2x5.png|350px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Seeking the Crimson Hand&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Seeking_the_Crimson_Hand.PNG]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Progress in the Hellfire League&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Arena_Progress_(Gremlin).PNG]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reserves==&lt;br /&gt;
The team&#039;s current reserves&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Screenshot_2024-03-28_141646.jpg]]&lt;br /&gt;
[[File:Screenshot_2024-04-05_170114.jpg]]&lt;br /&gt;
[[File:Screenshot_2024-05-16_182233.jpg]]&lt;br /&gt;
* COOLANT INJECTOR: Spend this reserve as you OVERCHARGE. You take 3 heat instead of the normal cost. Your OVERCHARGE counter doesn’t increase to the next level.&lt;br /&gt;
&lt;br /&gt;
==Downtime Actions==&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Downtime | Downtime Actions]]&lt;br /&gt;
&lt;br /&gt;
=Exotic Gear=&lt;br /&gt;
Unique pieces of equipment that have been acquired&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:1707096104319.png]] [[File:Screenshot_2024-04-21_101837.jpg]] [[File:Screenshot_2024-04-21_101603.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Notable NPCs=&lt;br /&gt;
Key figures in Calliope&lt;br /&gt;
&lt;br /&gt;
==Hell&#039;s Gate==&lt;br /&gt;
&#039;&#039;Jerry Masters, Acting Station Director&#039;&#039; (he/him)&amp;lt;br&amp;gt;&lt;br /&gt;
Formally the head of the militia, Jerry Masters stepped into the role of station director when the previous director vanished three years ago. Though it&#039;s more accurate to say everyone else stepped away. A Venn Diagram of everyone capable of doing the job and everyone who wants to do the job on Hell&#039;s Gate would essentially be two separate circles.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A pale, short, thin man with an untidy mop of brown hair and a twitchy disposition; Jerry is continually plagued by anxiety, insomnia and his collection of atrocious novelty ties. He&#039;s about thirty seconds away from a nervous breakdown, and that&#039;s on a good day.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite all this, he&#039;s one of the better managers the station has had in living memory; constantly throwing everything he has into the job, despite what it costs him on a personal level. He&#039;s got a good head for logistics, and under the three years of his tenure, Hell&#039;s Gate has held true to its founding principle: Everybone gets the basic requirements for life.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jerry is also a top shelf mech pilot, though he hasn&#039;t driven his old Sherman Mk 1 in years. He never talks about his past, but when drinks start flowing, militia members started talking about an old callsign; Daybreak. And when the empty mugs really start to stack up, rumors fly about a team of DoJ/HR liberators and a doomed mission, once upon a time...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Shelly&#039;&#039; (she/her)&amp;lt;br&amp;gt;&lt;br /&gt;
An ASURA-class NHP, Shelly is Jerry&#039;s former copilot and now works as his assistant in the gargantuan task of keeping Hell&#039;s Gate from falling apart.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She&#039;s efficient and pragmatic, but tends to be detached from all but a few resident of the Gate. People shew views as causing stress in Jerry&#039;s life earn her ire. Of course, there&#039;s a lot of stress these days...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She typically only converses via text or audio. On the occasion she does present a visual avatar, she favors an image of a smart young woman with multiple sets of arms and a pair of glasses.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Chief McArthur&#039;&#039; (she/her)&amp;lt;br&amp;gt;&lt;br /&gt;
The chief engineer of Hell&#039;s Gate, Chief McArthur is responsible for the day to day business of keeping the machines that keep everyone alive working. She was considered a candidate for station director after Director Bai disappeared, but the simple fact is that the Gate can&#039;t afford to lose her hands on expertise at maintaining the station.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Zinfandel DeJean&#039;&#039; (they/them)&amp;lt;br&amp;gt;&lt;br /&gt;
The head of the militia, Zinfandel cuts an imposing figure, but breaks the ice with her sense of humor and whimsical outlook on life. They took over the militia after Jerry became the Acting Director.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Technically, they&#039;re your boss; but in practice, missions important enough for the SRT to handle are handed out by Jerry.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Siren&#039;&#039; (she/her)&amp;lt;br&amp;gt;&lt;br /&gt;
An ALKONOST class NHP, Siren used to be a SecComm pilot, but through in with ThirdComm during the revolution. When her ship was scrapped, she spent four centuries drifting in space before being found and rescued.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She eventually made her way out to Calliope, and found a job working on Hell&#039;s Gate as a pilot of the Dragon&#039;s Tooth, the clipper ship assigned to the SRT.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s eleven tally marks on her casket, but she doesn&#039;t know what they mind. She&#039;s currently halfway through the process of being cycled, after which she should be good for another six years.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Ipswich DeLacy&#039;&#039; (they/them)&amp;lt;br&amp;gt;&lt;br /&gt;
Ipswich &#039;Switch&#039; DeLacey is a relatively new arrival on Hell&#039;s Gate, and is a lifestyle Omninet streamer. Switch and their fleet of camera drones are a common site around the Gate, and their constantly filming for their show, Live from the Long Rim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Technically, this is a minor security issue; but Switch donates half the profits from their stream to the station, providing a much needed external cash flow; so Jerry gives them a pass.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Switch is a member and a contact point for the Horizon Collective.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Striga Von Aldenberg&#039;&#039; (she/her)&amp;lt;br&amp;gt;&lt;br /&gt;
Striga Von Aldenberg is the eccentric and paranoid leader of &amp;quot;The Truth&amp;quot;, a group of equally eccentric sigdivers, who are mildly aligned with Horizon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She&#039;s tall, thin and notable for her tendecny to appear without warning from place she shouldn&#039;t have been able to get into.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite various quirks, she&#039;s a top deck hacker, and a reliable source for esoteric software and unusual data. But only if she trusts you.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Calamity Havok&#039;&#039; (she/her)&amp;lt;br&amp;gt;&lt;br /&gt;
Havok is one of two Hell Hound pirates ever given the benefit of the doubt and allowed back on the station.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She&#039;s got a natural talent at modifying mechs, and an even more natural talent at violence; which helped her rise through the ranks of the Hell Hounds. Right up until she became a threat to Andros Capella&#039;s position, at which point she suffered a &#039;tragic accident&#039;. However, she survived long enough to get picked up by a Gate Salvage crew.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jerry eventually allowed her to stay, given that exiling her again would be a death sentence. She currently provides her expertise in mech modification for the militia&#039;s armory.&lt;br /&gt;
&lt;br /&gt;
==Hell Hounds==&lt;br /&gt;
&#039;&#039;Andros Capella&#039;&#039; (he/him)&amp;lt;br&amp;gt;&lt;br /&gt;
Andros Capella is one of the most hated and feared man in Calliope.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The leader of the Hell Hounds for twenty-four years, Andros has sworn bloody vengeance on Hell&#039;s Gate for the exile of his group. He&#039;s personally killed more members of the militia than anyone else in the system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He&#039;s mean, sadistic and short tempered, and takes every emotion he has out on other people.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
His preferred mech is a Genghis, he finds the HA flamethrower mech speaks to his brutality and lets him express it in horrifying ways.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
Important places in Calliope&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hell&#039;s Gate==&lt;br /&gt;
A seven kilometer long hybrid barbell station, The Sygia Mining Platform is home to two million souls on any given day.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Directions are typically referred to fore and aft, in reference to the forward and rear docking bays and hab drums. The station was suppoed to be adjusted to face whatever it was mining, but nobody&#039;s sure if the station would survive a readjustment like that these days&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mag-trains run the lenght of the station, allowing for quick transport from fore to aft. It takes about twenty minutes for a regular train to make the trip, but militia can override that in emergencies, being able to get from either side of the station to the other in under five minutes. Per Jerry&#039;s last memo, hunger for noodles does not constitute an emergency&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The hab drums are 1400 meters in diameter and rotate at 1.1 rotations per minute, providing almost a perfect 1G of artificial gravity. Direction in a drum are spin and antipsin; with down pointing outwards from and up pointing inwards to the axis of spin. The drums are divided into three tiers. The upper tier is the smallest, being dedicated mostly to housing, leisure and habitation. The middle tier is dedicated mostly to life support, maintenance and operations, as well as each drum’s internal mass transit network. The lower tier, the largest, is for agriculture&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Forward Docking Bay&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once meant to be facing whatever particular astral body the station was mining at the time, the days of Hell&#039;s Gate travelling to places to mine them has long since passed. Connected to the industrial sector, mining vessels arrive, drop off ore, refuel and then leave for another run while the ore is processed and refined.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Forward Hab Ring&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The least well maintained of the two hab rings, this area is where most of the miner&#039;s live, to the displeasure of the Miner&#039;s Union. There&#039;s a number of mateiral shortages and leaks that are hitting the sector. Jerry&#039;s not blind to the problems, though, he lives here too.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Industrial Sector&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A long tangle of refineries, smelters, foundries and chemical plants. In the glory days, they could process twnty thousand tons of hour every hour. Now, it&#039;s operating at eight percent of capacity, due to staff shortages and lack of maintenance. If Jerry hadn&#039;t given himself a stomach ulcer negotiating with IPS-N for replacement parts, it&#039;d be four percent.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Ops&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The station&#039;s bridge, omninode, mainframes and priamry reactor control array are located here; in the aft midstation.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Central Fabrication&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Hell&#039;s gate&#039;s Schedule Two printer (last certified 126 years ago) is located here. There&#039;s a backlog of over a week on medium priority print requests, and a month for low priority ones. High priority requests (such as the SRT&#039;s mechs), get put to the top of the queue; generally irritating whoever gets bumped.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jerry&#039;s old Sherman Mk.1, the Severance Pay, is located in this area, with its coldcore being used as an auxiliary power source for the printer.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Mech bay&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Just off the aft docking bay, and directly connected to Central Fabrication, is a large hanger dedicated to the storage and maintenance of the militia&#039;s mechanized chassis, including the SRT&#039;s. Except in emergencies, combat rated mechs aren&#039;t permitted anywhere else on the station.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Aft Hab Ring&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Nicer than the forward hab ring, the aft hab ring plays most to most of the station&#039;s operational staff and acts as the guest room when there&#039;s visitors and tourists. All militia pilots, including the SRT, live here (unless they desire otherwise). Janvier&#039;s clinic is located in the aft as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Aft Docking Bay&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The aft docking bay (there&#039;s a nickname for it, not said in polite company), handles the bulk of the traffic and was designed as such. But like everything else on the station, the current usage of the aft docking bay is a pale shadow of what was envisioned. The team&#039;s personal ship, the Dargon&#039;s Tooth, is stationed here; alongside an ancient interstellar vessel called the Voidrunner; which is owned by Zinfandel DeJean.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Icebreaker Borealis==&lt;br /&gt;
&lt;br /&gt;
Even the impoverished workers of Calliope need a little rest and relaxation sometimes, and the Icebreaker Borealis prides itself as the foremost purveyor of luxury in all the Long Rim, let alone Calliope.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Built around the CPS Borealis, an old ice mining frigate, the Icebreaker is a chaotic tangle of districts and modules lashed together into a loose cylinder and haphazardly secured to the ship’s outer hull.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The station provides all manner of pleasure and vice, from its casinos, dive bars, holodromes and drug dens to subaltern fighting pits, massage parlors, and an establishment that confidently advertises itself as “the only five-star resort and spa in the Long Rim.”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Icebreaker Borealis boasts that it’s the only reason anyone from the rest of the galaxy comes to Calliope at all. That’s not entirely unfounded, either; a lot of IPS-N freighters making a trek through the Long Rim pass through Calliope specifically to provide their crews with shore leave on the Icebreaker. Harrison Armory crews travelling to or from the Dawnline Shore are known to stop over for month-long breaks between nearlight travel. SSC even has an office which seems to far exceed the size necessary for handling the tiny amount of business they do in the system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Union’s civilian offices are also here, with its small corps of administrative staff constantly fielding aid requests on the one hand and insults on the other&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The Starstrip&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
“Try your luck in the Long Rim’s most luxurious gambling halls! Take a load off in unrivalled comfort at our galaxy-class resorts! Bask in the talent of our exclusive shows and acts! The Starstrip: walk the road to the stars.”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The only thoroughfare that runs the entire sprawl, in a looping paht of twists and winds. It links all the major casinos, hotels, shopping malls and theatres. It bustles at every hour of day and night, a constant chuyrn of people seeking excitement, distraction and oblivion.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The number one rated casino on the Starstrip is the Gift-Bronze Casino and Resort, owned by board member Evelina Bondarchuk, with a neo-deco architecture, attentive staff and unrivalled wine selection. Accusations of bribery to the Cultural Review magazine who gave it this rating who gone unanswered.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Hisotric Borealis&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
“Marvel at the inner workings of Calliope’s largest industrial spaceship, and relive its proud history with one of our affordable guided tours! Proof of zero-g training and signed safety waiver required.”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sections of the parts of the old ship are open to the public, having been converted into exhibitions on the history of the ship and Calliope at large. Engineering and reactor sections are off limits, of course, as those sections are still in use to power the ship. The ship&#039;s mining laser was broken down for parts about a century ago. The primary engines haven&#039;t been activated in about that long either, and have long since been disabled; since no one believes the station could take sustained acceleration anymore&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Gladiator&#039;s Draw and Quarter&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
“Your thirst for mech-on-mech destruction might never be sated, but we gave it our best shot at the Draw and Quarter!”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By far the most popular sport in Calliope is live mech combat, outpacing Jovain windsurfing by a wide margin. In fact, it&#039;s one of Calliope&#039;s most successful breakout industries: a vast subculture of Union citizens thirst for mech violence that isn&#039;t legal to conduct anywhere in Union space. Calliope&#039;s export of gladiatorial mech combat is second only to Suldan, and the lack of any safety measures and the tacit encouragement of fights to the death (until the Emir&#039;s recent deposal and restructuring of the government) have long since kept Calliope on top in Union media presence&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s three primary leagues in Calliope. Moon Glacier, Thunderstorm and Hellfire. While only Moon Glacier is &#039;native&#039; to Icebreaker, all three hold most of their matches in the Draw and Quarter, since it has, by far, the best facilities and arenas in the entire system. It does somewhat annoy Hellifre fans that their league doesn&#039;t hold any matches on Hell&#039;s Gate station itself, and have long since petitioned Jerry to construct a mech fighting league. He&#039;s promised that he&#039;ll have a look once he&#039;s cleared out his current list of priority tasks. He made that promise on the second day after he became Acting Station Manager, and has never had to even consider fulfilling it in the years since.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By popular vote, the top ten arenas in the Quarter are The Mechropolis, Laserhäus, Deadmetal, Ring of Fate, All Tomorrow’s Junkers, The Despair Shop, One Weird Trick Shot, House of Godhead, Don’t Tell Management and a nameless HORUS-operated arena marked only by a memetic glyph that is inherently understood to mean “mech fighting ring” by those who read it. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Raphael Baza&#039;s Bizarre Bazaar&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Bizarre Bazaar is the most prestigious and flamboyant marketplace on the entire station, occupying an entire district by itself; holding court to thousands of merchants peddling their wares. You can buy items from all across the Long Rim and beyond here. Some are even being legally sold.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Serendipity Resort Hotel&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
“If you want Armory Executive treatment without Armory Executive prices, look no further than the Serendipity Resort Hotel. Serendipity Resort Hotel: ain’t chance a funny thing?”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rita hasn&#039;t paid for a top luxury hotel, but the Serendipity Resort Hotel isn&#039;t half bad, and certainly singificantly more comfortable than your sleeping quarters back on the Gate. It has six bars, tow restaurants, a gym, a sauna and a swimming pool.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Deepest Fairyland&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
“Doesn’t your visit deserve a little wonder? Step off the forest path and enter Deepest Fairyland! But be warned – you may not realize how much time you’ll spend there! Kids’ admission half-price.”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Evelina Bondarchuk&#039;s other crown jewel, Deepest Fairyland is the largest theme park in the Long Rim. Originally built with a fairytale theme, it&#039;s long since been expanded to incorporate multiple other aesthetics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Grand Aurora Ampitheater&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
“Does your soul thirst for music? Come to the Grand Aurora Amphitheater and dance until the dawn! Witness the greatest son et lumière in the galaxy, courtesy of our roster of local DJs! Please note the Board of Icebreaker bears no responsibility for any medical complications caused by use of club drugs.”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The largest live music venture in Icebreaker. It usually plays host to electronic dance usic, but there&#039;s often liver performances by hand picked local talent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Uncrowned King Bar and Grill&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
“If you’re looking for the authentic down-home Long Rim tavern experience, you can find it down any number of alleyways and access corridors! Please remember that station security forces can’t always guarantee a response time of less than five minutes!”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A crummy dive bar in the Draw and Quarter, with a glass wall that overlooks the House of Godhead arena. The only thing worse than the ambience is the food.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In other words, the perfect spot for a covert meeting with the station director.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Union Liason Offices&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Calliope does not qualify for a Union Administrator, and technically falls under the Bureau of Orbital and Non-Terrestrial Management, who have sent a series of civilian liasons to the system to handle Union affairs and relations. They have an office on Icebreaker, and are currently represented by Kileyna Morton, who has the most difficult job in the system (except for Jerry): Represent Union and its Utopian goals in a place defined by the absence of both. Their main accomplishment was the establishment of a neutral omninode in the system, as well as getting a Union Navy Carrier assigned to the system for security and aid purposes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kileya splits their time between the offices on Icebreaker and the current carrier assigned to Calliope, which is the UNS-CV Thames.&lt;br /&gt;
&lt;br /&gt;
=Jane&#039;s Guide, Calliope Edition=&lt;br /&gt;
&lt;br /&gt;
==Combat Mechs==&lt;br /&gt;
* GMS Muscle Tracer: A cheap, widely dispersed combat mech for militaries that need to bulk up their melee hitters for close quarters battle. The Muscle Tracer uses numerous automated systems to basically predict what the wearer wants, and act on it. It makes it very easy for unskilled users, but the conditioning often results in &lt;br /&gt;
* ID Zone Denier: One of Impact Dynamics local designs, before they shifted to food production back during initial colonization, the Zone Denier is equipped with camouflage mine system and a grenade launcher; built to hold and defend a specific point.&lt;br /&gt;
* Retrograde-9 Smasher: A brute of a mech, the Retrograde series are classic designs, all big and bulky. The Smasher is slow as hell, but not much can actually stop it when it wants to go somewhere, and its demolition hammer ensures that anything at its destination will crushed flatter than a pancake. Should mounted concussion missiles give it an emergency defensive system.&lt;br /&gt;
* Butterflyght Arthas-9: Butterflyght is a small Long Rim weapons designer, whose developments have been slowly showing up elsewhere for a number of years now. The Arthas-9 is a sentry mech, equipped with a half dozen semi-autonomous remote controlled miniguns. It&#039;s primarily meant for anti-personnel work, but volume of fire will still results in effective results when put against mech scale targets&lt;br /&gt;
* ID Fury Rocket System: Another Impact Dynamics design, the Fury Rocket can be found in countless weapon caches across Calliope. The Atlas missile launcher it holds is slow firing, but can hit almost any point on the battlefield, and carries an overcharged plasma core; resulting in massive damage when it impacts. As the old saying went: &#039;If it impacts, it&#039;s a dynamics.&#039; It never really caught on before ID switched business focuses.&lt;br /&gt;
* ID Raptor-4: The most common combat mech in the system, Impact Dynamics cached tens of thousands of them in various locations after arriving in the system. Most of these locations remain secure, but many have long since been looted by scavengers, smugglers, mercenaries and pirates. A second rate Assault mech, it&#039;s meant for assault operations, with other units screening it.&lt;br /&gt;
* HA Hangman Omega: One of Harrison Armory&#039;s non-Lancer line of mechs, it&#039;s a close up mech designed for grappling. Commonly called the Executioner class, it can deal brutal damage if it gets its grip on someone, and contains combat programs that target movement systems; letting it stay focused on its chosen victim.&lt;br /&gt;
* ID Variable Combat Skipper: Impact Dynamics Breacher mech. Moves fast, breaches hulls and gets in close with its mech scale shotgun. Considered a poor second to the Caliban by reviewers.&lt;br /&gt;
* Horus Wasp: One of the easier to access Horus models, the Wasp basically militarizes the concept of rotodrones for non Lancer-class pilots. It mass fabricates large quantitites of rotodrones with diamond rotors and sends them charging at enemies. Horus geeks often refer to these drones as man-hacks.&lt;br /&gt;
* Divine Decimator: A short run off combat mech from a recently recontacted world, the Decimator uses infrared thermal lasers to burn away at targets. Popular in Calliope for anybody with reliable access to a print shop; it outclasses the equivalent class model that Impact Dynamic made.&lt;br /&gt;
* SSC Tactical Jaeger: A Ronin mech meant for mass deployment, the Jaeder leads the way ahead of Lancer teams during boarding actions.&lt;br /&gt;
* HA Cobra Guard: A bodyguard class mech. The Cobra Guard is filled with syncing tools that let it detect, intercept and respond to hostile actions against a specific target.&lt;br /&gt;
&lt;br /&gt;
==Civilian Mechs==&lt;br /&gt;
* Shelton TC-9: A extremely common civilian chassis in Calliope, the TC-9&#039;s design is over four hundred years old and still going strong. Easy to print, easy to maintain, it excels in engineering and salvaging projects; making it very popular for work in Calliope. Accordingly, this also means there&#039;s plenty for amateur soldiers to uparmor and equip with printed mech weapons.&lt;br /&gt;
* Engi Delta: A spider class repair mech, a fairly common vista when looking at the hull of one of the stations in Calliope, as they mend the various problems caused be centuries of low budget maintenance. They need no particular reconfiguration to serve as repair mechs in combat.&lt;br /&gt;
* GMS Specialist Worker: The Specialist Worker uses non combat drones to enhance the effectiveness of other mechs. Technically speaking, it&#039;s designed for civilian work (coordinating construction and mining mechs); but it&#039;s easily repurposed for military use&lt;br /&gt;
&lt;br /&gt;
==Spacecraft==&lt;br /&gt;
* ID Retro-55: An interceptor from Impact Dynamics old production lines, back when they were a weapons developer. Armed with multiple missile racks and close range machine guns; the Retro-55 is a reliable model for supporting mechs in zero-g combat.&lt;br /&gt;
&lt;br /&gt;
==Drones==&lt;br /&gt;
* DTL-99 Armor Drone: A massive drone, with a shield and heavy armor. It&#039;s not particularly tough when you get past these things, but that&#039;s the point. It takes point, draws fire, and then gets wrecked in a spot where advancing forces can use it for cover.&lt;br /&gt;
&lt;br /&gt;
=Maps=&lt;br /&gt;
[[File:LancerCalliope2.PNG|800px]]&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:12_Clock_06_-_Retro_Future_Basic_2x5.png&amp;diff=484893</id>
		<title>File:12 Clock 06 - Retro Future Basic 2x5.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:12_Clock_06_-_Retro_Future_Basic_2x5.png&amp;diff=484893"/>
		<updated>2025-12-15T22:04:13Z</updated>

		<summary type="html">&lt;p&gt;Falkus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush&amp;diff=484872</id>
		<title>Fallout 2d20: Royal Flush</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush&amp;diff=484872"/>
		<updated>2025-12-14T20:52:41Z</updated>

		<summary type="html">&lt;p&gt;Falkus: /* Party Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Fallout 2d20: Royal Flush==&lt;br /&gt;
&lt;br /&gt;
[[File:FalloutRoyalFlush.png|center]]&lt;br /&gt;
&lt;br /&gt;
In 2274, the expanding New California Republic entered the Mojave and occupied the Hoover Dam, after cutting a deal with the mysterious Mr. House, magnate of New Vegas. Three years later, and Caeaser&#039;s Legion attacked the dam in an attempt to add the Mojave to its growing list of conquests. The NCR held the dam, barely.&lt;br /&gt;
&lt;br /&gt;
Three years have passed since the attack . Life has settled into an equilibrium. The Legion grows its forces, and the NCR prepares it defenses for the next attack. Business continues as normal on the Strip, as tourists pour a seemingly limitless amount of caps and NCR dollars into the casinos. War is coming, and minor conflicts spark all across the region as skirmishing forces from the Legion clash with NCR Rangers.&lt;br /&gt;
&lt;br /&gt;
Outside of strip, tensions have been growing up and down Route 95 and 395, from New Reno to New Vegas. Raiders have been appearing with increasing frequency. NCR troops, focused on containing the Legion, can&#039;t provide the same level of security as they did ten years ago. The Legion occupies all attention in this part of the NCR. Violence is increasing, and that&#039;s bad for business.&lt;br /&gt;
&lt;br /&gt;
It might look like chaos. But there&#039;s always someone behind the wheel.&lt;br /&gt;
&lt;br /&gt;
Our story opens as a group of wanders stumbles into the middle of some high level politics aimed at containing this, and find themselves key to the future of the region...&lt;br /&gt;
&lt;br /&gt;
Life in the Mojave is about to change.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush-recruiting.931955/ Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/12XMM0INqN1acdSxXWglbe1Mm7ERtddeugKyrV7tN6Kw/edit?usp=drivesdk VEL: Steely Mojave brawler and chaos engine—keeps records, keeps promises, keeps swinging.]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1xcmQ8OAZPLlcqVp2bv9lkCFzH6orEjguviZKeAGm88Q/edit?gid=737579000#gid=737579000 Sal DeLuca: Ghoul Lounge Singer and Sneaky Shot]&lt;br /&gt;
* [https://drive.google.com/file/d/1RMrsTSvQMsDX2JjHDQ2UsConeI4WpsMv/view?usp=sharing Evelyn: Rogue Synth &#039;Pharmacist&#039; Still Running from her Past]&lt;br /&gt;
* [https://app.demiplane.com/nexus/falloutrpg/character-sheet/f6105a14-286d-4887-bf80-19d4dc3c34f8 Mr Write: Mysterious Vault Dweller]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/147TU9_kjdhDYln_kQcZMWnXgWzfDRGcvS8C7KyYyrro/edit?usp=sharing Marcus Crimson Caravaneer Trader with a friendly dog]&lt;br /&gt;
* [https://docs.google.com/document/d/1RLKrv8X1EtM_bGKbVSLddIdFzXeyFZQBs9xoqci9asM/edit?usp=sharing Mina Sato Ex-NCR Trooper looking for work]&lt;br /&gt;
&lt;br /&gt;
=Party Inventory=&lt;br /&gt;
* 36 caps&lt;br /&gt;
* 100 NCR Dollars&lt;br /&gt;
* 3 Bloatfly meat&lt;br /&gt;
* 3 Bloatfly Glands&lt;br /&gt;
* Salisbury Steak&lt;br /&gt;
* Beer&lt;br /&gt;
* 10 units of junk&lt;br /&gt;
* Pre War Money worth 28 caps&lt;br /&gt;
* Double Barreled Shotgun&lt;br /&gt;
* 6 shotgun shells&lt;br /&gt;
* 1 machete&lt;br /&gt;
* 3 tire irons&lt;br /&gt;
* 1 combat knfe&lt;br /&gt;
* 1 leather chest piece&lt;br /&gt;
* 4 bottles of purified water&lt;br /&gt;
&lt;br /&gt;
=Faction Reputation=&lt;br /&gt;
* Global Factions&lt;br /&gt;
** NCR: 2&lt;br /&gt;
** Followers of the Apocalypse: 2&lt;br /&gt;
* New Reno Factions&lt;br /&gt;
** Bishops: 3&lt;br /&gt;
** Wrights: 2&lt;br /&gt;
** Van Graffs: 2&lt;br /&gt;
&lt;br /&gt;
=Major Quests=&lt;br /&gt;
* Courier, Interrupted: After finding a mysterious message on a dead courier on the way into New Reno, our heroes find themselves investigating the larger problems facing the region on behalf of a local mob boss.&lt;br /&gt;
** &amp;lt;s&amp;gt;Investigate the dead body&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Travel to New Reno&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Meet Mr. Bishop&amp;lt;/s&amp;gt; &lt;br /&gt;
** Investigate Raider Attacks&lt;br /&gt;
&lt;br /&gt;
=Side Quests=&lt;br /&gt;
&lt;br /&gt;
=Character Quests=&lt;br /&gt;
&lt;br /&gt;
=Complete Quests=&lt;br /&gt;
&lt;br /&gt;
=Settlements=&lt;br /&gt;
==New Reno==&lt;br /&gt;
Population: 30,048&amp;lt;br&amp;gt;&lt;br /&gt;
Defenses: Very Strong&amp;lt;br&amp;gt;&lt;br /&gt;
Water Supply: Just Enough&amp;lt;br&amp;gt;&lt;br /&gt;
Denizen Outlook: Somewhat Grim&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Notable Shops===&lt;br /&gt;
* New Reno Arms&lt;br /&gt;
* Crimson Caravan&lt;br /&gt;
* Van Graff Weaponry&lt;br /&gt;
* Marley&#039;s Fine Apparel&lt;br /&gt;
* Followers of the Apocalypse Clinic&lt;br /&gt;
* 2nd Hand Robotics&lt;br /&gt;
* A variety of restaurants&lt;br /&gt;
* A seemingly limitless number of chem dealers&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush&amp;diff=484860</id>
		<title>Fallout 2d20: Royal Flush</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush&amp;diff=484860"/>
		<updated>2025-12-13T22:31:43Z</updated>

		<summary type="html">&lt;p&gt;Falkus: /* Party Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Fallout 2d20: Royal Flush==&lt;br /&gt;
&lt;br /&gt;
[[File:FalloutRoyalFlush.png|center]]&lt;br /&gt;
&lt;br /&gt;
In 2274, the expanding New California Republic entered the Mojave and occupied the Hoover Dam, after cutting a deal with the mysterious Mr. House, magnate of New Vegas. Three years later, and Caeaser&#039;s Legion attacked the dam in an attempt to add the Mojave to its growing list of conquests. The NCR held the dam, barely.&lt;br /&gt;
&lt;br /&gt;
Three years have passed since the attack . Life has settled into an equilibrium. The Legion grows its forces, and the NCR prepares it defenses for the next attack. Business continues as normal on the Strip, as tourists pour a seemingly limitless amount of caps and NCR dollars into the casinos. War is coming, and minor conflicts spark all across the region as skirmishing forces from the Legion clash with NCR Rangers.&lt;br /&gt;
&lt;br /&gt;
Outside of strip, tensions have been growing up and down Route 95 and 395, from New Reno to New Vegas. Raiders have been appearing with increasing frequency. NCR troops, focused on containing the Legion, can&#039;t provide the same level of security as they did ten years ago. The Legion occupies all attention in this part of the NCR. Violence is increasing, and that&#039;s bad for business.&lt;br /&gt;
&lt;br /&gt;
It might look like chaos. But there&#039;s always someone behind the wheel.&lt;br /&gt;
&lt;br /&gt;
Our story opens as a group of wanders stumbles into the middle of some high level politics aimed at containing this, and find themselves key to the future of the region...&lt;br /&gt;
&lt;br /&gt;
Life in the Mojave is about to change.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush-recruiting.931955/ Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/12XMM0INqN1acdSxXWglbe1Mm7ERtddeugKyrV7tN6Kw/edit?usp=drivesdk VEL: Steely Mojave brawler and chaos engine—keeps records, keeps promises, keeps swinging.]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1xcmQ8OAZPLlcqVp2bv9lkCFzH6orEjguviZKeAGm88Q/edit?gid=737579000#gid=737579000 Sal DeLuca: Ghoul Lounge Singer and Sneaky Shot]&lt;br /&gt;
* [https://drive.google.com/file/d/1RMrsTSvQMsDX2JjHDQ2UsConeI4WpsMv/view?usp=sharing Evelyn: Rogue Synth &#039;Pharmacist&#039; Still Running from her Past]&lt;br /&gt;
* [https://app.demiplane.com/nexus/falloutrpg/character-sheet/f6105a14-286d-4887-bf80-19d4dc3c34f8 Mr Write: Mysterious Vault Dweller]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/147TU9_kjdhDYln_kQcZMWnXgWzfDRGcvS8C7KyYyrro/edit?usp=sharing Marcus Crimson Caravaneer Trader with a friendly dog]&lt;br /&gt;
* [https://docs.google.com/document/d/1RLKrv8X1EtM_bGKbVSLddIdFzXeyFZQBs9xoqci9asM/edit?usp=sharing Mina Sato Ex-NCR Trooper looking for work]&lt;br /&gt;
&lt;br /&gt;
=Party Inventory=&lt;br /&gt;
* 36 caps&lt;br /&gt;
* 100 NCR Dollars&lt;br /&gt;
* 3 Bloatfly meat&lt;br /&gt;
* 3 Bloatfly Glands&lt;br /&gt;
* Salisbury Steak&lt;br /&gt;
* Beer&lt;br /&gt;
* 10 units of junk&lt;br /&gt;
* Pre War Money worth 28 caps&lt;br /&gt;
* Double Barreled Shotgun&lt;br /&gt;
* 6 shotgun shells&lt;br /&gt;
* 1 machete&lt;br /&gt;
* 3 tire irons&lt;br /&gt;
* 2 combat knives&lt;br /&gt;
* 1 leather chest piece&lt;br /&gt;
* 4 bottles of purified water&lt;br /&gt;
&lt;br /&gt;
=Faction Reputation=&lt;br /&gt;
* Global Factions&lt;br /&gt;
** NCR: 2&lt;br /&gt;
** Followers of the Apocalypse: 2&lt;br /&gt;
* New Reno Factions&lt;br /&gt;
** Bishops: 3&lt;br /&gt;
** Wrights: 2&lt;br /&gt;
** Van Graffs: 2&lt;br /&gt;
&lt;br /&gt;
=Major Quests=&lt;br /&gt;
* Courier, Interrupted: After finding a mysterious message on a dead courier on the way into New Reno, our heroes find themselves investigating the larger problems facing the region on behalf of a local mob boss.&lt;br /&gt;
** &amp;lt;s&amp;gt;Investigate the dead body&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Travel to New Reno&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Meet Mr. Bishop&amp;lt;/s&amp;gt; &lt;br /&gt;
** Investigate Raider Attacks&lt;br /&gt;
&lt;br /&gt;
=Side Quests=&lt;br /&gt;
&lt;br /&gt;
=Character Quests=&lt;br /&gt;
&lt;br /&gt;
=Complete Quests=&lt;br /&gt;
&lt;br /&gt;
=Settlements=&lt;br /&gt;
==New Reno==&lt;br /&gt;
Population: 30,048&amp;lt;br&amp;gt;&lt;br /&gt;
Defenses: Very Strong&amp;lt;br&amp;gt;&lt;br /&gt;
Water Supply: Just Enough&amp;lt;br&amp;gt;&lt;br /&gt;
Denizen Outlook: Somewhat Grim&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Notable Shops===&lt;br /&gt;
* New Reno Arms&lt;br /&gt;
* Crimson Caravan&lt;br /&gt;
* Van Graff Weaponry&lt;br /&gt;
* Marley&#039;s Fine Apparel&lt;br /&gt;
* Followers of the Apocalypse Clinic&lt;br /&gt;
* 2nd Hand Robotics&lt;br /&gt;
* A variety of restaurants&lt;br /&gt;
* A seemingly limitless number of chem dealers&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush&amp;diff=484701</id>
		<title>Fallout 2d20: Royal Flush</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush&amp;diff=484701"/>
		<updated>2025-12-05T19:20:39Z</updated>

		<summary type="html">&lt;p&gt;Falkus: /* Party Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Fallout 2d20: Royal Flush==&lt;br /&gt;
&lt;br /&gt;
[[File:FalloutRoyalFlush.png|center]]&lt;br /&gt;
&lt;br /&gt;
In 2274, the expanding New California Republic entered the Mojave and occupied the Hoover Dam, after cutting a deal with the mysterious Mr. House, magnate of New Vegas. Three years later, and Caeaser&#039;s Legion attacked the dam in an attempt to add the Mojave to its growing list of conquests. The NCR held the dam, barely.&lt;br /&gt;
&lt;br /&gt;
Three years have passed since the attack . Life has settled into an equilibrium. The Legion grows its forces, and the NCR prepares it defenses for the next attack. Business continues as normal on the Strip, as tourists pour a seemingly limitless amount of caps and NCR dollars into the casinos. War is coming, and minor conflicts spark all across the region as skirmishing forces from the Legion clash with NCR Rangers.&lt;br /&gt;
&lt;br /&gt;
Outside of strip, tensions have been growing up and down Route 95 and 395, from New Reno to New Vegas. Raiders have been appearing with increasing frequency. NCR troops, focused on containing the Legion, can&#039;t provide the same level of security as they did ten years ago. The Legion occupies all attention in this part of the NCR. Violence is increasing, and that&#039;s bad for business.&lt;br /&gt;
&lt;br /&gt;
It might look like chaos. But there&#039;s always someone behind the wheel.&lt;br /&gt;
&lt;br /&gt;
Our story opens as a group of wanders stumbles into the middle of some high level politics aimed at containing this, and find themselves key to the future of the region...&lt;br /&gt;
&lt;br /&gt;
Life in the Mojave is about to change.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush-recruiting.931955/ Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/12XMM0INqN1acdSxXWglbe1Mm7ERtddeugKyrV7tN6Kw/edit?usp=drivesdk VEL: Steely Mojave brawler and chaos engine—keeps records, keeps promises, keeps swinging.]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1xcmQ8OAZPLlcqVp2bv9lkCFzH6orEjguviZKeAGm88Q/edit?gid=737579000#gid=737579000 Sal DeLuca: Ghoul Lounge Singer and Sneaky Shot]&lt;br /&gt;
* [https://drive.google.com/file/d/1RMrsTSvQMsDX2JjHDQ2UsConeI4WpsMv/view?usp=sharing Evelyn: Rogue Synth &#039;Pharmacist&#039; Still Running from her Past]&lt;br /&gt;
* [https://app.demiplane.com/nexus/falloutrpg/character-sheet/f6105a14-286d-4887-bf80-19d4dc3c34f8 Mr Write: Mysterious Vault Dweller]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/147TU9_kjdhDYln_kQcZMWnXgWzfDRGcvS8C7KyYyrro/edit?usp=sharing Marcus Crimson Caravaneer Trader with a friendly dog]&lt;br /&gt;
* [https://docs.google.com/document/d/1RLKrv8X1EtM_bGKbVSLddIdFzXeyFZQBs9xoqci9asM/edit?usp=sharing Mina Sato Ex-NCR Trooper looking for work]&lt;br /&gt;
&lt;br /&gt;
=Party Inventory=&lt;br /&gt;
* 3 Bloatfly meat&lt;br /&gt;
* 3 Bloatfly Glands&lt;br /&gt;
* Salisbury Steak&lt;br /&gt;
* Beer&lt;br /&gt;
* 10 units of junk&lt;br /&gt;
* Pre War Money worth 28 caps&lt;br /&gt;
&lt;br /&gt;
=Faction Reputation=&lt;br /&gt;
* Global Factions&lt;br /&gt;
** NCR: 2&lt;br /&gt;
** Followers of the Apocalypse: 2&lt;br /&gt;
* New Reno Factions&lt;br /&gt;
** Bishops: 3&lt;br /&gt;
** Wrights: 2&lt;br /&gt;
** Van Graffs: 2&lt;br /&gt;
&lt;br /&gt;
=Major Quests=&lt;br /&gt;
* Courier, Interrupted: After finding a mysterious message on a dead courier on the way into New Reno, our heroes find themselves investigating the larger problems facing the region on behalf of a local mob boss.&lt;br /&gt;
** &amp;lt;s&amp;gt;Investigate the dead body&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Travel to New Reno&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Meet Mr. Bishop&amp;lt;/s&amp;gt; &lt;br /&gt;
** Investigate Raider Attacks&lt;br /&gt;
&lt;br /&gt;
=Side Quests=&lt;br /&gt;
&lt;br /&gt;
=Character Quests=&lt;br /&gt;
&lt;br /&gt;
=Complete Quests=&lt;br /&gt;
&lt;br /&gt;
=Settlements=&lt;br /&gt;
==New Reno==&lt;br /&gt;
Population: 30,048&amp;lt;br&amp;gt;&lt;br /&gt;
Defenses: Very Strong&amp;lt;br&amp;gt;&lt;br /&gt;
Water Supply: Just Enough&amp;lt;br&amp;gt;&lt;br /&gt;
Denizen Outlook: Somewhat Grim&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Notable Shops===&lt;br /&gt;
* New Reno Arms&lt;br /&gt;
* Crimson Caravan&lt;br /&gt;
* Van Graff Weaponry&lt;br /&gt;
* Marley&#039;s Fine Apparel&lt;br /&gt;
* Followers of the Apocalypse Clinic&lt;br /&gt;
* 2nd Hand Robotics&lt;br /&gt;
* A variety of restaurants&lt;br /&gt;
* A seemingly limitless number of chem dealers&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush&amp;diff=484700</id>
		<title>Fallout 2d20: Royal Flush</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fallout_2d20:_Royal_Flush&amp;diff=484700"/>
		<updated>2025-12-05T19:20:19Z</updated>

		<summary type="html">&lt;p&gt;Falkus: /* Faction Reputation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Fallout 2d20: Royal Flush==&lt;br /&gt;
&lt;br /&gt;
[[File:FalloutRoyalFlush.png|center]]&lt;br /&gt;
&lt;br /&gt;
In 2274, the expanding New California Republic entered the Mojave and occupied the Hoover Dam, after cutting a deal with the mysterious Mr. House, magnate of New Vegas. Three years later, and Caeaser&#039;s Legion attacked the dam in an attempt to add the Mojave to its growing list of conquests. The NCR held the dam, barely.&lt;br /&gt;
&lt;br /&gt;
Three years have passed since the attack . Life has settled into an equilibrium. The Legion grows its forces, and the NCR prepares it defenses for the next attack. Business continues as normal on the Strip, as tourists pour a seemingly limitless amount of caps and NCR dollars into the casinos. War is coming, and minor conflicts spark all across the region as skirmishing forces from the Legion clash with NCR Rangers.&lt;br /&gt;
&lt;br /&gt;
Outside of strip, tensions have been growing up and down Route 95 and 395, from New Reno to New Vegas. Raiders have been appearing with increasing frequency. NCR troops, focused on containing the Legion, can&#039;t provide the same level of security as they did ten years ago. The Legion occupies all attention in this part of the NCR. Violence is increasing, and that&#039;s bad for business.&lt;br /&gt;
&lt;br /&gt;
It might look like chaos. But there&#039;s always someone behind the wheel.&lt;br /&gt;
&lt;br /&gt;
Our story opens as a group of wanders stumbles into the middle of some high level politics aimed at containing this, and find themselves key to the future of the region...&lt;br /&gt;
&lt;br /&gt;
Life in the Mojave is about to change.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/fallout-2d20-royal-flush-recruiting.931955/ Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/12XMM0INqN1acdSxXWglbe1Mm7ERtddeugKyrV7tN6Kw/edit?usp=drivesdk VEL: Steely Mojave brawler and chaos engine—keeps records, keeps promises, keeps swinging.]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1xcmQ8OAZPLlcqVp2bv9lkCFzH6orEjguviZKeAGm88Q/edit?gid=737579000#gid=737579000 Sal DeLuca: Ghoul Lounge Singer and Sneaky Shot]&lt;br /&gt;
* [https://drive.google.com/file/d/1RMrsTSvQMsDX2JjHDQ2UsConeI4WpsMv/view?usp=sharing Evelyn: Rogue Synth &#039;Pharmacist&#039; Still Running from her Past]&lt;br /&gt;
* [https://app.demiplane.com/nexus/falloutrpg/character-sheet/f6105a14-286d-4887-bf80-19d4dc3c34f8 Mr Write: Mysterious Vault Dweller]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/147TU9_kjdhDYln_kQcZMWnXgWzfDRGcvS8C7KyYyrro/edit?usp=sharing Marcus Crimson Caravaneer Trader with a friendly dog]&lt;br /&gt;
* [https://docs.google.com/document/d/1RLKrv8X1EtM_bGKbVSLddIdFzXeyFZQBs9xoqci9asM/edit?usp=sharing Mina Sato Ex-NCR Trooper looking for work]&lt;br /&gt;
&lt;br /&gt;
=Party Inventory=&lt;br /&gt;
* Quest Item: Letter for Mr. Bishop&lt;br /&gt;
* 3 Bloatfly meat&lt;br /&gt;
* 3 Bloatfly Glands&lt;br /&gt;
* Salisbury Steak&lt;br /&gt;
* Beer&lt;br /&gt;
* 10 units of junk&lt;br /&gt;
* Pre War Money worth 28 caps&lt;br /&gt;
&lt;br /&gt;
=Faction Reputation=&lt;br /&gt;
* Global Factions&lt;br /&gt;
** NCR: 2&lt;br /&gt;
** Followers of the Apocalypse: 2&lt;br /&gt;
* New Reno Factions&lt;br /&gt;
** Bishops: 3&lt;br /&gt;
** Wrights: 2&lt;br /&gt;
** Van Graffs: 2&lt;br /&gt;
&lt;br /&gt;
=Major Quests=&lt;br /&gt;
* Courier, Interrupted: After finding a mysterious message on a dead courier on the way into New Reno, our heroes find themselves investigating the larger problems facing the region on behalf of a local mob boss.&lt;br /&gt;
** &amp;lt;s&amp;gt;Investigate the dead body&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Travel to New Reno&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Meet Mr. Bishop&amp;lt;/s&amp;gt; &lt;br /&gt;
** Investigate Raider Attacks&lt;br /&gt;
&lt;br /&gt;
=Side Quests=&lt;br /&gt;
&lt;br /&gt;
=Character Quests=&lt;br /&gt;
&lt;br /&gt;
=Complete Quests=&lt;br /&gt;
&lt;br /&gt;
=Settlements=&lt;br /&gt;
==New Reno==&lt;br /&gt;
Population: 30,048&amp;lt;br&amp;gt;&lt;br /&gt;
Defenses: Very Strong&amp;lt;br&amp;gt;&lt;br /&gt;
Water Supply: Just Enough&amp;lt;br&amp;gt;&lt;br /&gt;
Denizen Outlook: Somewhat Grim&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Notable Shops===&lt;br /&gt;
* New Reno Arms&lt;br /&gt;
* Crimson Caravan&lt;br /&gt;
* Van Graff Weaponry&lt;br /&gt;
* Marley&#039;s Fine Apparel&lt;br /&gt;
* Followers of the Apocalypse Clinic&lt;br /&gt;
* 2nd Hand Robotics&lt;br /&gt;
* A variety of restaurants&lt;br /&gt;
* A seemingly limitless number of chem dealers&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
</feed>