<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Frank+Sronce</id>
	<title>RPGnet - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Frank+Sronce"/>
	<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php/Special:Contributions/Frank_Sronce"/>
	<updated>2026-05-15T08:20:12Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=147208</id>
		<title>Hyperborean Mice:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=147208"/>
		<updated>2010-06-13T18:10:17Z</updated>

		<summary type="html">&lt;p&gt;Frank Sronce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Fantasy]]&lt;br /&gt;
=Welcome to Hyperborea!=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hyperborean Mice&#039;&#039;&#039;&#039;&#039; is the game of gritty Swords &amp;amp; Sorcery action... as performed by talking rodents. &lt;br /&gt;
&lt;br /&gt;
The game&#039;s home page is at http://www.kizandjenn.com/hmice/&lt;br /&gt;
&lt;br /&gt;
This wiki is intended as an area for players or the author to make new material available.&lt;br /&gt;
&lt;br /&gt;
=New Material=&lt;br /&gt;
==Specialty Ammunition==&lt;br /&gt;
&lt;br /&gt;
The basic game of &#039;&#039;&#039;Hyperborean Mice&#039;&#039;&#039; pays little attention to tracking ammunition, but if you want more detail there are non-standard arrows and bolts available. Ammunition is usually sold in quivers of 20 arrows or 30 bolts.&lt;br /&gt;
&lt;br /&gt;
===Heavy Tipped Bolts and Arrows===&lt;br /&gt;
These are equipped with unusually heavy and broad metal heads for piercing armor. +1 damage, doubled range penalties. A full quiver is an Expensive item. &lt;br /&gt;
&lt;br /&gt;
===Flame Arrows/Bolts===&lt;br /&gt;
&lt;br /&gt;
Arrows with an oil-soaked rag wrapped around the tip. It must be lit on fire as you shoot, a free action if there is an open flame right in front of you. -2 damage, lights flammable targets on fire if it hits. Useful for starting brushfires and frightening away unintelligent predators. An Impale crit with a flaming arrow will leave the burning arrow stuck in the creature&#039;s side. They are a Common item. &lt;br /&gt;
&lt;br /&gt;
===Crude Arrows===&lt;br /&gt;
&lt;br /&gt;
Generally only used by primitive clans, these are just Crude-quality ammunition. Doubled range penalties. &lt;br /&gt;
&lt;br /&gt;
===Poisoned Arrows/Bolts===&lt;br /&gt;
&lt;br /&gt;
The heads of these arrows or bolts have little grooves in them in which poisonous substances can be smeared. -1 damage, but any target who takes damage from it must roll an appropriate Endurance check (generally HARD for Common versions, or VERY HARD for Expensive ones); people rarely bother with poisons that often fail to sicken targets). If the hit was an Impale critical, then the resistance roll is at -2. In general, even the fastest poisons take about a minute to kick in, so the archer generally uses them to poison a large predator and then retreat. &lt;br /&gt;
&lt;br /&gt;
Artificial venoms of this sort lose their potency rapidly. Reduce the difficulty of the check by 1 per hour since the poison was applied. Applying poison to a single bolt or arrowhead takes an additional round, but once it&#039;s ready it may be used normally. &lt;br /&gt;
&lt;br /&gt;
A quiver of poisoned arrows or bolts generally only has 6 actual missiles, plus the equipment to prepare them. &lt;br /&gt;
&lt;br /&gt;
===Barbed Tip Arrows and Bolts===&lt;br /&gt;
&lt;br /&gt;
The heads of these missiles have rear-facing hooks and barbs to make them difficult to remove. They are often used for hunting insects, with a silken thread tied to the missile so that the target can be reeled in easily. Anyone struck with an Impale from such a missile will take another d4 damage removing it. A quiver-full, along with the silken threads, is an Expensive item. &lt;br /&gt;
&lt;br /&gt;
If you strike a foe with such a bolt, you can roll Feats of Strength against their own to try and reel them in. Preparing the silken cord takes an extra round, but once it&#039;s ready the missile can be used normally. &lt;br /&gt;
&lt;br /&gt;
==The 7th Spell: Augment (by Frank Sronce)==&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
&lt;br /&gt;
Hidden in the wastes around Fashar is the secret temple of the cult of Kenshai. Though the cult&#039;s membership is largely composed of Jumping Mice, they credit the founding of their order to a forgotten White Lord named Kenshai, from whom they take their name. Supposedly he sickened of the decadence of his fellows and went into the wastes alone, where he learned to survive without food or water and achieved a transcendental existence. He taught his ways to a nearby clan of Jumping Mice and the arts of Kenshai were born. &lt;br /&gt;
&lt;br /&gt;
Clan members are taught to prize inner peace, discipline, giving up worldly goods and martial skills. For most of the cult&#039;s history, it remained in hiding, fearful of the other churches, particularly the followers of Jandara, who rule most of Fashar. It has only been within the last generation that a new leader arose within the followers of Kenshai and overturned the ancient prohibitions against revealing their existence. Now acolytes are encouraged to go forth into the more civilized areas and work to spread the word of Kenshai. So far they have made little impact, but if they ever do succeed in attracting the attention of the larger churches, a pogrom is sure to follow. &lt;br /&gt;
&lt;br /&gt;
===Mousy Martial Arts===&lt;br /&gt;
&lt;br /&gt;
The most secret and prized teaching of Kenshai is the use of magic to augment their physical abilities. Their techniques are oriented around maximizing the effect of their relatively poor Magic ratings, but a Magic rating of at least +1 is required to take the Augment spell and learn the techniques associated with it. Characters may also be required by their GM to take a &#039;&#039;Duty to the Cult of Kenshai&#039;&#039; Flaw.&lt;br /&gt;
&lt;br /&gt;
===What Augment can do===&lt;br /&gt;
&lt;br /&gt;
The Augment spell is primarily a way of turning magic inwards, focusing the mind on a particular task. It can boost the caster&#039;s abilities in a narrow area, so long as they continue to maintain the spell. &lt;br /&gt;
&lt;br /&gt;
===What Augment cannot do===&lt;br /&gt;
&lt;br /&gt;
This magical art cannot enable a mouse to do anything that they could not normally attempt. It could enable the caster to hold their breath longer, but not to breathe water as though it were air. Unlike most magical arts, Augment &#039;&#039;cannot&#039;&#039; affect other characters; it is strictly an internal art used on the caster themselves. &lt;br /&gt;
&lt;br /&gt;
===Example Trivial Spells===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-DENIAL:&#039;&#039;&#039; the caster can double the length of time that they can go without something normally essential, such as air, food, water or sleep. The spell must be constantly maintained and requires concentration or the normal penalties for this lack suddenly return, often with devastating consequences. Each Critical Success adds another multiple (x3 for a single crit, x4 for a double crit, et cetera). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-CONTROL:&#039;&#039;&#039; the caster can reduce any penalties to their rolls due to fatigue, fear, poison, disease, etc. by up to 1 point. This lasts as long as the character concentrates of maintaining the spell. Each Critical Success can reduce the penalty by another point. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR FOCUS:&#039;&#039;&#039; the caster grants themselves a +1 bonus to their next roll by concentrating all of their efforts on that task. The downside is that this requires complete concentration and they cannot do anything else in the meantime. If forced to make any other rolls during this time period, they suffer a -4 penalty to them. Each Critical Success enables the caster to maintain the bonus for an additional roll without recasting it.&lt;br /&gt;
&lt;br /&gt;
===Example Small Magicks===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SUSPENDED ANIMATION:&#039;&#039;&#039; by sitting motionless in a deep trance, the character enters a death-like state. They remain aware of their surroundings, but no longer need to breathe, eat, drink or sleep. This effect can be maintained for as many days as the number rolled. There is no direct effect for Critical Successes (beyond a higher total result). They cannot take any actions without abandoning the spell. It takes a VERY HARD Medicine check to tell that they are not actually dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GREATER FOCUS:&#039;&#039;&#039; by entering a trance-like state, the caster acquires a +2 bonus to a single skill of choice, but a -2 penalty to any other rolls. This trance lasts for up to a single scene and requires light concentration to maintain. It can be abandoned at any point. Each Critical Success adds a further +1 bonus.&lt;br /&gt;
&lt;br /&gt;
===Example Large Magicks===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ETERNAL SLEEP:&#039;&#039;&#039; as per the &#039;&#039;Suspended Animation&#039;&#039; spell, but the effect can last for as many years as the number that the caster rolled. Furthermore, the character can perform very minor actions such as walking slowly or whispering without ending the spell. It takes a NIGH IMPOSSIBLE Medicine check to tell that the character is not dead if they pretend to be. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TOTAL FOCUS:&#039;&#039;&#039; as per the &#039;&#039;Greater Focus&#039;&#039; spell, but the benefit applies to a single Stat instead of a single Skill.&lt;br /&gt;
&lt;br /&gt;
===Augment High Sorceries===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SUPERNATURAL STRENGTH (1 point):&#039;&#039;&#039; you may cast a spell which grants you a +5 bonus to a single Brawn or Agility roll (which &#039;&#039;must&#039;&#039; be the next action you perform or the benefit is lost). Furthermore, if you roll a Critical Success or better, casting this spell becomes a Free Action, enabling you to start that action immediately. Due to the strain on your body, each successful use of this spell inflicts 1 point of internal damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ETERNAL MASTERY (Enchantment, 1 point):&#039;&#039;&#039; you may enchant your own flesh to remove one of your basic needs entirely, such as breathing, eating, drinking &#039;&#039;or&#039;&#039; sleeping. This unnatural state causes a -2 penalty when making friendly social checks with anyone who has the &#039;&#039;Superstitious&#039;&#039; Flaw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INSTINCTIVE AUGMENT (Advantage, 1 point):&#039;&#039;&#039; you may expend a Critical Success on any Augment casting check to perform that spell as a Free Action. Note that while you can perform more than one Free Action in the same turn, they must all be distinctly different, so you would not be able to cast another Augment spell that turn.&lt;/div&gt;</summary>
		<author><name>Frank Sronce</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=147207</id>
		<title>Hyperborean Mice:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=147207"/>
		<updated>2010-06-13T18:01:02Z</updated>

		<summary type="html">&lt;p&gt;Frank Sronce: /* New Material */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Fantasy]]&lt;br /&gt;
==Welcome to Hyperborea!==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hyperborean Mice&#039;&#039;&#039;&#039;&#039; is the game of gritty Swords &amp;amp; Sorcery action... as performed by talking rodents. &lt;br /&gt;
&lt;br /&gt;
The game&#039;s home page is at http://www.kizandjenn.com/hmice/&lt;br /&gt;
&lt;br /&gt;
This wiki is intended as an area for players or the author to make new material available.&lt;br /&gt;
&lt;br /&gt;
==New Material==&lt;br /&gt;
&lt;br /&gt;
===Specialty Ammunition===&lt;br /&gt;
&lt;br /&gt;
The basic game of &#039;&#039;&#039;Hyperborean Mice&#039;&#039;&#039; pays little attention to tracking ammunition, but if you want more detail there are non-standard arrows and bolts available. Ammunition is usually sold in quivers of 20 arrows or 30 bolts.&lt;br /&gt;
&lt;br /&gt;
====Heavy Tipped Bolts and Arrows====&lt;br /&gt;
&lt;br /&gt;
These are equipped with unusually heavy and broad metal heads for piercing armor. +1 damage, doubled range penalties. A full quiver is an Expensive item. &lt;br /&gt;
&lt;br /&gt;
====Flame Arrows/Bolts====&lt;br /&gt;
&lt;br /&gt;
Arrows with an oil-soaked rag wrapped around the tip. It must be lit on fire as you shoot, a free action if there is an open flame right in front of you. -2 damage, lights flammable targets on fire if it hits. Useful for starting brushfires and frightening away unintelligent predators. An Impale crit with a flaming arrow will leave the burning arrow stuck in the creature&#039;s side. They are a Common item. &lt;br /&gt;
&lt;br /&gt;
====Crude Arrows====&lt;br /&gt;
&lt;br /&gt;
Generally only used by primitive clans, these are just Crude-quality ammunition. Doubled range penalties. &lt;br /&gt;
&lt;br /&gt;
====Poisoned Arrows/Bolts====&lt;br /&gt;
&lt;br /&gt;
The heads of these arrows or bolts have little grooves in them in which poisonous substances can be smeared. -1 damage, but any target who takes damage from it must roll an appropriate Endurance check (generally HARD for Common versions, or VERY HARD for Expensive ones); people rarely bother with poisons that often fail to sicken targets). If the hit was an Impale critical, then the resistance roll is at -2. In general, even the fastest poisons take about a minute to kick in, so the archer generally uses them to poison a large predator and then retreat. &lt;br /&gt;
&lt;br /&gt;
Artificial venoms of this sort lose their potency rapidly. Reduce the difficulty of the check by 1 per hour since the poison was applied. Applying poison to a single bolt or arrowhead takes an additional round, but once it&#039;s ready it may be used normally. &lt;br /&gt;
&lt;br /&gt;
A quiver of poisoned arrows or bolts generally only has 6 actual missiles, plus the equipment to prepare them. &lt;br /&gt;
&lt;br /&gt;
====Barbed Tip Arrows and Bolts====&lt;br /&gt;
&lt;br /&gt;
The heads of these missiles have rear-facing hooks and barbs to make them difficult to remove. They are often used for hunting insects, with a silken thread tied to the missile so that the target can be reeled in easily. Anyone struck with an Impale from such a missile will take another d4 damage removing it. A quiver-full, along with the silken threads, is an Expensive item. &lt;br /&gt;
&lt;br /&gt;
If you strike a foe with such a bolt, you can roll Feats of Strength against their own to try and reel them in. Preparing the silken cord takes an extra round, but once it&#039;s ready the missile can be used normally. &lt;br /&gt;
&lt;br /&gt;
===The 7th Spell: Augment (by Frank Sronce)===&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
Hidden in the wastes around Fashar is the secret temple of the cult of Kenshai. Though the cult&#039;s membership is largely composed of Jumping Mice, they credit the founding of their order to a forgotten White Lord named Kenshai, from whom they take their name. Supposedly he sickened of the decadence of his fellows and went into the wastes alone, where he learned to survive without food or water and achieved a transcendental existence. He taught his ways to a nearby clan of Jumping Mice and the arts of Kenshai were born. &lt;br /&gt;
&lt;br /&gt;
Clan members are taught to prize inner peace, discipline, giving up worldly goods and martial skills. For most of the cult&#039;s history, it remained in hiding, fearful of the other churches, particularly the followers of Jandara, who rule most of Fashar. It has only been within the last generation that a new leader arose within the followers of Kenshai and overturned the ancient prohibitions against revealing their existence. Now acolytes are encouraged to go forth into the more civilized areas and work to spread the word of Kenshai. So far they have made little impact, but if they ever do succeed in attracting the attention of the larger churches, a pogrom is sure to follow. &lt;br /&gt;
&lt;br /&gt;
====Mousy Martial Arts====&lt;br /&gt;
&lt;br /&gt;
The most secret and prized teaching of Kenshai is the use of magic to augment their physical abilities. Their techniques are oriented around maximizing the effect of their relatively poor Magic ratings, but a Magic rating of at least +1 is required to take the Augment spell and learn the techniques associated with it. Characters may also be required by their GM to take a &#039;&#039;Duty to the Cult of Kenshai&#039;&#039; Flaw.&lt;br /&gt;
&lt;br /&gt;
====What Augment can do====&lt;br /&gt;
&lt;br /&gt;
The Augment spell is primarily a way of turning magic inwards, focusing the mind on a particular task. It can boost the caster&#039;s abilities in a narrow area, so long as they continue to maintain the spell. &lt;br /&gt;
&lt;br /&gt;
====What Augment cannot do====&lt;br /&gt;
&lt;br /&gt;
This magical art cannot enable a mouse to do anything that they could not normally attempt. It could enable the caster to hold their breath longer, but not to breathe water as though it were air. Unlike most magical arts, Augment &#039;&#039;cannot&#039;&#039; affect other characters; it is strictly an internal art used on the caster themselves. &lt;br /&gt;
&lt;br /&gt;
====Example Trivial Spells====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-DENIAL:&#039;&#039;&#039; the caster can double the length of time that they can go without something normally essential, such as air, food, water or sleep. The spell must be constantly maintained and requires concentration or the normal penalties for this lack suddenly return, often with devastating consequences. Each Critical Success adds another multiple (x3 for a single crit, x4 for a double crit, et cetera). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-CONTROL:&#039;&#039;&#039; the caster can reduce any penalties to their rolls due to fatigue, fear, poison, disease, etc. by up to 1 point. This lasts as long as the character concentrates of maintaining the spell. Each Critical Success can reduce the penalty by another point. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR FOCUS:&#039;&#039;&#039; the caster grants themselves a +1 bonus to their next roll by concentrating all of their efforts on that task. The downside is that this requires complete concentration and they cannot do anything else in the meantime. If forced to make any other rolls during this time period, they suffer a -4 penalty to them. Each Critical Success enables the caster to maintain the bonus for an additional roll without recasting it.&lt;br /&gt;
&lt;br /&gt;
====Example Small Magicks====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SUSPENDED ANIMATION:&#039;&#039;&#039; by sitting motionless in a deep trance, the character enters a death-like state. They remain aware of their surroundings, but no longer need to breathe, eat, drink or sleep. This effect can be maintained for as many days as the number rolled. There is no direct effect for Critical Successes (beyond a higher total result). They cannot take any actions without abandoning the spell. It takes a VERY HARD Medicine check to tell that they are not actually dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GREATER FOCUS:&#039;&#039;&#039; by entering a trance-like state, the caster acquires a +2 bonus to a single skill of choice, but a -2 penalty to any other rolls. This trance lasts for up to a single scene and requires light concentration to maintain. It can be abandoned at any point. Each Critical Success adds a further +1 bonus.&lt;br /&gt;
&lt;br /&gt;
====Example Large Magicks====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ETERNAL SLEEP:&#039;&#039;&#039; as per the &#039;&#039;Suspended Animation&#039;&#039; spell, but the effect can last for as many years as the number that the caster rolled. Furthermore, the character can perform very minor actions such as walking slowly or whispering without ending the spell. It takes a NIGH IMPOSSIBLE Medicine check to tell that the character is not dead if they pretend to be. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TOTAL FOCUS:&#039;&#039;&#039; as per the &#039;&#039;Greater Focus&#039;&#039; spell, but the benefit applies to a single Stat instead of a single Skill.&lt;br /&gt;
&lt;br /&gt;
====Augment High Sorceries====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SUPERNATURAL STRENGTH (1 point):&#039;&#039;&#039; you may cast a spell which grants you a +5 bonus to a single Brawn or Agility roll (which &#039;&#039;must&#039;&#039; be the next action you perform or the benefit is lost). Furthermore, if you roll a Critical Success or better, casting this spell becomes a Free Action, enabling you to start that action immediately. Due to the strain on your body, each successful use of this spell inflicts 1 point of internal damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ETERNAL MASTERY (Enchantment, 1 point):&#039;&#039;&#039; you may enchant your own flesh to remove one of your basic needs entirely, such as breathing, eating, drinking &#039;&#039;or&#039;&#039; sleeping. This unnatural state causes a -2 penalty when making friendly social checks with anyone who has the &#039;&#039;Superstitious&#039;&#039; Flaw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INSTINCTIVE AUGMENT (Advantage, 1 point):&#039;&#039;&#039; you may expend a Critical Success on any Augment casting check to perform that spell as a Free Action. Note that while you can perform more than one Free Action in the same turn, they must all be distinctly different, so you would not be able to cast another Augment spell that turn.&lt;/div&gt;</summary>
		<author><name>Frank Sronce</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=145866</id>
		<title>Major Projects</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=145866"/>
		<updated>2010-06-01T00:51:01Z</updated>

		<summary type="html">&lt;p&gt;Frank Sronce: /* Hyperborean Mice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are working on a major project which you expect to span 6+ pages, please enter it alphabetically in the appropriate section of this page. Use a level 3 header, so that you&#039;ll appear in the table of contents, include a link to your project&#039;s main page, then briefly describe your project. &lt;br /&gt;
&lt;br /&gt;
==Game Systems==&lt;br /&gt;
This is a list of original game systems being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Æther===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Æther: Main Page|Æther]]&lt;br /&gt;
&lt;br /&gt;
Did you think Earth was the only world? The world of Æther is closer than you think, a fantastic world of magic, and faeries, castles and wonder. . . and dark powers trying to conquer two worlds. Æther is a campaign setting using the &#039;&#039;&#039;GURPS&#039;&#039;&#039; rules set. Characters must leap between worlds countering threats to both worlds and facing evil spirits, dragons, and both wonderful and terrible magics.&lt;br /&gt;
&lt;br /&gt;
===Alter Aeon===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Alter_Aeon]]&lt;br /&gt;
Dare you enter the world the world of Alter Aeon. Classic text based RPG with extensive quest, communication, and game play options. Online 24/7. Broadband NOT REQUIRED!&lt;br /&gt;
&lt;br /&gt;
===Avatar Stultus===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Avatar_Stultus:Main_Page|Avatar Stultus]]&lt;br /&gt;
&lt;br /&gt;
The Universe of Avatar Stultus is home to the Fantasy RPG [[Avatar_Stultus:Kar_Fero|Kar Fero]], and the SCI-Fi setting of [[Avatar_Stultus:Apox_Void|Apox Void]]. All of which are open and in Wiki format.&lt;br /&gt;
&lt;br /&gt;
===BASH! Basic Action Super Heroes===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[BASH:Main_Page|BASH!]]&lt;br /&gt;
&lt;br /&gt;
===Basic FANGS: Fantasy Adventure Network Gaming System===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[FANGS:_Main Page|FANGS]]&lt;br /&gt;
&lt;br /&gt;
Version 1.6.1 of a classless skill-based [[RPG]] system, with some minimal compatibility with [[d20 System|d20]] modules. By Christopher Allen and Steve Perrin.&lt;br /&gt;
&lt;br /&gt;
===B-Grade===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[B-Grade]]&lt;br /&gt;
&lt;br /&gt;
B-Grade is an rpg where the players take on the role of B-Grade movie characters such as vampires, mummys, martians, leprechauns, deformed hunchbacks, and wolfmen...they fight secretly for allied forces in 1935 at the brink of what will become world war 2...adventures focus on thwarting the schemes of cthulhuan occultists, far east criminal geniuses, mad scientists, double agents and facist governments...finding themselves in locations such as prehistoric dinosaur islands, archaelogical dig-sites, and secret military installations...fighting against foes such as japanese robots, radioactive mutants, sadistic superhuman nazis and legions of ninjas. Uses a heavily customised version of the One roll Engine (ORE) system.&lt;br /&gt;
&lt;br /&gt;
===CP2020===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[CP2020:Main_Page|CP2020]]&lt;br /&gt;
&lt;br /&gt;
Miscellaneous resources for running a Cyberpunk 2020 campaign.&lt;br /&gt;
&lt;br /&gt;
===Dice &amp;amp; Glory===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Dice&amp;amp;Glory:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
First Edition of a universal game system using skeletal character classes and a &amp;quot;buy&amp;quot; based experience point system and skill based magic and psionic systems. By Robert A Neri Jr.&lt;br /&gt;
&lt;br /&gt;
===Dread===&lt;br /&gt;
&#039;&#039;&#039;Page&#039;&#039;&#039; [[Dread:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
A horror game, where the character always dies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fabuland===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Fabuland:_Main Page|Fabuland]]&lt;br /&gt;
&lt;br /&gt;
A furry rpg aimed at children with a system based on the ideas presented in the Rough Quests RPGnet column.&lt;br /&gt;
&lt;br /&gt;
===Flamepunk===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Flamepunk:Main Page|Flamepunk]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cyberpunk meets pyromancy&#039;&#039; in this detailed and complete game. &#039;&#039;Blazers&#039;&#039;, grab your obsidian deck and run the flameweb to take down the &#039;&#039;Church of Holy Flame&#039;&#039;. &#039;&#039;Burners&#039;&#039;, tool up with pyrecaster, ashblade and stonecarve armour, and take on the &#039;&#039;Guild Hellforged&#039;&#039;. &#039;&#039;Binders&#039;&#039; catch yourself an elemental, fetter in to a flesh-tattoo then go hand to hand against the &#039;&#039;Hadar Shadows&#039;&#039;. It&#039;s all here, and you can take the burn back to the Man. Hope you brough something fireproof...&lt;br /&gt;
&lt;br /&gt;
===Gangwars===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Gangwars:Main_Page|Gangwars]]&lt;br /&gt;
&lt;br /&gt;
A classless d20 based system emphasizing skills and traits, with similarities to the shadowrun setting.&lt;br /&gt;
&lt;br /&gt;
===Hyperborean Mice===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[HyperboreanMice:Main_Page|Hyperborean Mice]]&lt;br /&gt;
&lt;br /&gt;
Gritty Swords &amp;amp; Sorcery action... as performed by talking mice and rats. Available from Lulu.&lt;br /&gt;
&lt;br /&gt;
===Irradiated Fur===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[IrradiatedFur:Main Page|Irradiated Fur]]&lt;br /&gt;
&lt;br /&gt;
A simplistic anthropomorphic apocalyptic one-shot game system.&lt;br /&gt;
===FableScape===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[FableScape|FableScape]] &lt;br /&gt;
&lt;br /&gt;
An RPG taking place in the made up world of Morasadell {More-isa-dell.}The gama is in a Mythology/Fantasy/Simi-Shonen Genre Game. The Wiki-Page is is under-constuction.&lt;br /&gt;
&lt;br /&gt;
===Fantasy Rules for Fate 3.0===&lt;br /&gt;
&#039;&#039;&#039;Page:  &#039;&#039;&#039; [[Geos:Fate-Fudge_Rules|Fantasy Fate 3.0]]&lt;br /&gt;
&lt;br /&gt;
Geos is a standalone fantasy gameworld, using a variation on the [http://www.faterpg.com/ Fate 3.0] rules.  The main magic system is based on Atlas Games&#039; [http://www.atlas-games.com/arsmagica/ Ars Magica].  The system is primarily narrativist, with secondary emphasis on gamist and simulationist perspectives.&lt;br /&gt;
&lt;br /&gt;
===Land of Xel===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Land_of_Xel|Land of Xel]]&lt;br /&gt;
&lt;br /&gt;
Under construction RPG system. The Land of Xel is a fantasy RPG with a mix of technology, magic, and metal. The land is divided into four different factions each with its own internal strife and outward aggression.&lt;br /&gt;
&lt;br /&gt;
===Lexicon, an RPG===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Original Lexicon post]]&lt;br /&gt;
&lt;br /&gt;
A copy of the page that introduced the Lexicon wiki-based RPG to the world.  Originally written by Neel Krishnaswami; taken from his blog &amp;quot;The 20 x 20 Room&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Mano a Mano===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Mano a Mano]]&lt;br /&gt;
&lt;br /&gt;
A simple, generic system. Mano a Mano is well-suited for combat-intensive games with non-humanoid characters.&lt;br /&gt;
&lt;br /&gt;
===Marvel Universe Game===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[MUG:Main Page]]&lt;br /&gt;
&lt;br /&gt;
A giant game of What If? featuring your favorite marvel characters. Eschews individual character control for a more collaborative storytelling environment.&lt;br /&gt;
&lt;br /&gt;
===Mini mam===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Mini mam]]&lt;br /&gt;
&lt;br /&gt;
An extremely simple fantasy RPG system, derived from older versions of Mano a Mano. Mini mam is designed for absolute beginners to role-playing games and gamers who have a need for a system so simple that it doesn&#039;t require a character sheet.&lt;br /&gt;
&lt;br /&gt;
===McMercenaries===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[McMercenaries:Orientation]]&lt;br /&gt;
&lt;br /&gt;
A game and setting of corporate warfare in the all-too-near future.&lt;br /&gt;
Input is encouraged!&lt;br /&gt;
&lt;br /&gt;
===nWoD Fantasy===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[NWoD_Fantasy:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
A modification of Whitewolf&#039;s nWoD system into a fantasy setting similar to that of Dungeons and Dragons.&lt;br /&gt;
&lt;br /&gt;
===Ogre===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Ogre:Main_Page|Open, Generic Roleplaying Environment]] &lt;br /&gt;
&lt;br /&gt;
A generic rpg system without classes, general levels and with continuous initiative based on the OGC content.&lt;br /&gt;
&lt;br /&gt;
===OpenD20===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Opend20:_Main_Page|OpenD20]] &lt;br /&gt;
&lt;br /&gt;
A classless skills based [[d20 System|d20]] derivative.  Designed for elegant simplicity.  The intention is to create a more universal [[RPG]] system by getting input from the online community (are you reading this? Then that means YOU!)&lt;br /&gt;
&lt;br /&gt;
===Open Game Repository===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[OGR:Main Page|Open Game Repository]]&lt;br /&gt;
&lt;br /&gt;
A repository for various rules released under the [[Open Game License]]. This is intended to include everything from the SRD, games distributed by third parties, and home-brew rules. &lt;br /&gt;
&lt;br /&gt;
===SAMSARA===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Samsara:Main Page|SAMSARA]]&lt;br /&gt;
&lt;br /&gt;
A fairly rules-lite system of mechanics based around the resolution of contests.  Designed to be modular and eminently tweakable.&lt;br /&gt;
&lt;br /&gt;
===Serenity===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Serenity:Main Page|Serenity]]&lt;br /&gt;
&lt;br /&gt;
Miscellaneous resources for running a Serenity/Firefly campaign.&lt;br /&gt;
&lt;br /&gt;
===Shattered Prism===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[ShatteredPrism:Main_Page|Shattered Prism]]&lt;br /&gt;
&lt;br /&gt;
In-Development RPG series. Shattered Prism is intended to be a series of related RPGs using a unified rules system, set within a predominately Sci-Fi galaxy.&lt;br /&gt;
&lt;br /&gt;
===Star Wars Saga===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Star Wars Saga:_Main Page|Star Wars Saga]]&lt;br /&gt;
&lt;br /&gt;
Miscellaneous resources for running a SW Saga campaign.&lt;br /&gt;
&lt;br /&gt;
===Symphony of Stars===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[SymphonyofStars]]&lt;br /&gt;
&lt;br /&gt;
An Experiment in Cooperative Game Design via Actual Play.&lt;br /&gt;
&lt;br /&gt;
===Texas===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Texas:_Main_Page|Texas]]&lt;br /&gt;
&lt;br /&gt;
A rules light poker-based game system. Designed to emulate the genre of Spaghetti Westerns, in the Sergio Leone / Clint Eastwood style.&lt;br /&gt;
&lt;br /&gt;
===24 Hour RPGs===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[List of 24 Hour RPGs by rating]]&lt;br /&gt;
&lt;br /&gt;
A listing of all the quickie RPGs created as part of the [http://www.24hourrpg.com/ 24 Hour RPG] event/contest.&lt;br /&gt;
&lt;br /&gt;
===Wiki RPG===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Wiki RPG]]&lt;br /&gt;
&lt;br /&gt;
The goal of the Wiki RPG project is to create computer based role playing games collaboratively.  &lt;br /&gt;
Games are both edited in the browser (via this Wiki) and played in the browser (the Wiki HTML pages are downloaded and the game code is interpreted by a JavaScript game engine).&lt;br /&gt;
&lt;br /&gt;
===WikiHow RPG===&lt;br /&gt;
&#039;&#039;&#039;Page&#039;&#039;&#039; [[WikiHow RPG]]&lt;br /&gt;
&lt;br /&gt;
A system of Roleplaying where you make a persona on WIkiHow.com and roleplay it.&lt;br /&gt;
&lt;br /&gt;
===Xia===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Xia: Main Page|Xia]]&lt;br /&gt;
&lt;br /&gt;
Wushu heroes kick ass in fantasy ancient China! A detailed and complete roleplaying game designed for playing wuxia style games of kung fu action.&lt;br /&gt;
&lt;br /&gt;
==Game Design Resources==&lt;br /&gt;
&lt;br /&gt;
===System design grab-bags===&lt;br /&gt;
&#039;&#039;&#039;Page&#039;&#039;&#039;: [[System_grab-bags:Main_page]]&lt;br /&gt;
&lt;br /&gt;
A collection of all kinds of game mechanics used in different systems.&lt;br /&gt;
&lt;br /&gt;
===Character Role Catalog===&lt;br /&gt;
&lt;br /&gt;
The [[Character Role Catalog]] is an attempt to list the roles characters can play in roleplaying games.  The page also contains some theory on these roles.&lt;br /&gt;
&lt;br /&gt;
==Generic Backgrounds==&lt;br /&gt;
This is a list of generic backgrounds, not tied to any game system, that are being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Across the Spiral Arms===&lt;br /&gt;
Spiral arms is a space opera setting, designed to emulate many of the common Anime tropes. As such it&#039;s got a lot of drama, a lot of scope, and very little science included.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[SpiralArms:_Main_Page|Across the Spiral Arms]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Adventure! RPG Campaigns===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Adventure!_RPG_Campaigns:Main_Page|Adventure! RPG Campaigns: Main Page]]&lt;br /&gt;
&lt;br /&gt;
A page open for game groups to provide details and resource on individual campaigns based on the Adventure! roleplaying game.&lt;br /&gt;
&lt;br /&gt;
===Alvatia: Game Setting===&lt;br /&gt;
Alvatia is a fantasy game setting originally developed for use with [[FANGS:_Main Page|FANGS]], however, is quite suitable as a generic low-magic fantasy setting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Main_Page|Alvatia]]&amp;lt;br&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Ingsby_-_Village_and_Manor|The Village and Manor of Ingsby]]&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_City_of_Wedburgh|City_of_Wedburgh]]&lt;br /&gt;
&lt;br /&gt;
===AMBER===&lt;br /&gt;
Page: [[Amber RPG:_Main Page]] &amp;lt;br&amp;gt; A page open for game groups to provide details and resource on individual campaigns based on the RPG for the Amber Setting.&lt;br /&gt;
&lt;br /&gt;
===Ars Nova===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Ars Nova]]&lt;br /&gt;
&lt;br /&gt;
14th century historical fantasy setting&lt;br /&gt;
&lt;br /&gt;
===Athanatos: A Transhumanist Fantasy Setting===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[ATHANATOS:_Main_Page|Athanatos]]&lt;br /&gt;
&lt;br /&gt;
A fantasy setting where powerful magics have allowed souls to stay connected to the material plane even after the death of the body.&lt;br /&gt;
&lt;br /&gt;
===Basilicus===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Basilicus]]&lt;br /&gt;
&lt;br /&gt;
A massive open content wiki project featuring worldbuilding in several genres, free fiction, and other invaluable resources.&lt;br /&gt;
&lt;br /&gt;
===Chaos Diceless===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Chaos_Diceless|Chaos Diceless]]&lt;br /&gt;
&lt;br /&gt;
Chaos, Rebma, The New Pattern and all these places you have never visited or re-invented a thousand times. They&#039;re here.&lt;br /&gt;
&lt;br /&gt;
A repository of Courts and places for ADRPG.&lt;br /&gt;
&lt;br /&gt;
===Conan RPG Campaigns===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Conan_RPG_Campaigns:Main_Page|Conan RPG Campaigns: Main Page]]&lt;br /&gt;
&lt;br /&gt;
A page open for game groups to provide details and resource on individual campaigns based on the sword and sorcery setting of Conan and the Hyborian world.&lt;br /&gt;
&lt;br /&gt;
===Contribute Your Eerie Event===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Eerie Event]]&lt;br /&gt;
&lt;br /&gt;
Following up on the thread from rpg.net, this is a Wiki designed to collate weird events for use in a variety of horror games.&lt;br /&gt;
&lt;br /&gt;
===Covenant, West Virginia===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Covenant]]&lt;br /&gt;
&lt;br /&gt;
A hyper-historical, modern day setting in the style of Lost. Contributions needed!&lt;br /&gt;
&lt;br /&gt;
===Diaspora Adaptations: Diaspora Does Dallas===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[DiasporaAdaptations:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
A hub page for write-ups using &#039;&#039;Diaspora&#039;&#039; to build settings and characters for shows like &#039;&#039;Cowboy Bebop&#039;&#039; and &#039;&#039;Planetes&#039;&#039;, together with webcomics like &#039;&#039;A Miracle of Science&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Dinosaurs and Prehistoric Animals===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Dinosaurs and Prehistoric Animals]]&lt;br /&gt;
&lt;br /&gt;
Information about prehistoric creatures for use in RPGs, simulations or just &amp;quot;playing dinosaurs&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Encyclopedia Galactica===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Encyclopedia_Galactica:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
A hard sci-fi collection of solar systems, planets, lifeforms and sentient societies, suitable as a GM resource or as a subtrate for any sci-fi or fantasy campaign.&lt;br /&gt;
&lt;br /&gt;
===Eternal Empire===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[EternalEmpire:Main_Page|Eternal Empire]]&lt;br /&gt;
&lt;br /&gt;
Eternal Empire is a synthesis of Dark Fantasy and Science Fiction with a lenghty background that emphasizes the roles of religion, social structures, language, and race on both individuals and societies.&lt;br /&gt;
&lt;br /&gt;
===EverQuest rpg===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[EverQuest rpg:Main Page|EQrpg Main]]&lt;br /&gt;
&lt;br /&gt;
The EverQuest Role-Playing Game system is built on the d20 Open GL rules, and based in the world of Norrath, of the online rpg EverQuest.&lt;br /&gt;
&lt;br /&gt;
===Fantasy City Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Fantasy_City_Project:Main_Page|Fantasy City Project]]&lt;br /&gt;
&lt;br /&gt;
Shared development of a generic fantasy city, its locations, NPCs, organizations and adventure seeds.&lt;br /&gt;
&lt;br /&gt;
===Federal Space===&lt;br /&gt;
&#039;&#039;&#039;Page: &#039;&#039;&#039; [[FederalSpace:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
Shadowjack&#039;s alternative-universe variation of Star Trek, lensed in the direction of harder science, more consistent worldbuilding, and uniforms with hats. &lt;br /&gt;
&lt;br /&gt;
===Geos===&lt;br /&gt;
&#039;&#039;&#039;Page: &#039;&#039;&#039; [[Geos:Main Page|Geos]] &lt;br /&gt;
&lt;br /&gt;
Geos is a fantasy gameworld, based loosely on 13th century Europe.  The current incarnation is skewed towards more realistic fantasy - while folk magic is common, actual wizards and faeries are hard to find.&lt;br /&gt;
&lt;br /&gt;
===The Gift===&lt;br /&gt;
&#039;&#039;&#039;Page&#039;&#039;&#039; [[The_Gift:Main_Page|The Gift]]&lt;br /&gt;
&lt;br /&gt;
Mages have been Earth&#039;s top predators for as long as their history records, secretly enslaving humanity to further their own ends. Their power has only ever been limited by their ability to cooperate and the little gods have been free to do with this world whatever they desired. So, throughout history, they have made war on one another.&lt;br /&gt;
&lt;br /&gt;
===HarnWorld===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[HarnWorld:Main_Page|HarnWorld]]&lt;br /&gt;
&lt;br /&gt;
A compilation for adventuring the world of Kethira and Harn island in particular.&lt;br /&gt;
&lt;br /&gt;
===Lineage===&lt;br /&gt;
&#039;&#039;&#039;Page&#039;&#039;&#039; [[Lineage:Main_Page|Lineage]]&lt;br /&gt;
&lt;br /&gt;
There is no higher purpose for mankind, laid down from above. The mages have always known that. Heaven exists, but it cares nothing for humanity, not even to rule it. Hell is more attentive. The demons like it when we suffer and a demon can make a human suffer forever. Faced with a meaningless universe, will the mages stand up to defend humanity, or will they fight for personal power and glory?&lt;br /&gt;
&lt;br /&gt;
===Meamnar===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Meamnar:Main_Page|Meamnar]]&lt;br /&gt;
&lt;br /&gt;
A classic campaign setting constructed for the d20 game system.&lt;br /&gt;
&lt;br /&gt;
===Magipunk===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Magipunk:Main_Page|Magipunk]]&lt;br /&gt;
&lt;br /&gt;
A weird fantasy game of urban dystopia and rapidly changing social conflict -- cyberpunk crossed with swords and sorcery.&lt;br /&gt;
&lt;br /&gt;
===Marvel Realtime===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Marvel_Realtime:Main_Page|Marvel Realtime]]&lt;br /&gt;
&lt;br /&gt;
Extrapolating what the Marvel Universe might look like if time advanced normally.&lt;br /&gt;
&lt;br /&gt;
===Meanwhile, Back Home...===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[MEANWHILE:_Main_Page|Meanwhile, Back Home...]]&lt;br /&gt;
&lt;br /&gt;
A (mostly) humourous Alien Contact setting focusing on Earth.&lt;br /&gt;
&lt;br /&gt;
===Midnight RPG Campaigns===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Midnight RPG Campaigns: Main Page]]&lt;br /&gt;
&lt;br /&gt;
Midnight RPG Campaigns, is a wiki open for game groups to provide details and resource on individual campaigns based on the D20 Dungeons &amp;amp; Dragons MIDNIGHT Setting published by Fantasy Flight Games.&lt;br /&gt;
&lt;br /&gt;
===Necromunda Bible===&lt;br /&gt;
&#039;&#039;&#039;page:&#039;&#039;&#039; [[Necomunda_Bible]]&lt;br /&gt;
&lt;br /&gt;
Necromunda Bible - Is an [[OpenGamingResource]] intended to create a one stop shop for everything Necromunda. Including: New gangs, Fluff, Campaign Ideas and other user generated material based around the Necromunda board game.&lt;br /&gt;
&lt;br /&gt;
===Paradise City===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Paradise_City:Main_Page|Paradise City]]&lt;br /&gt;
&lt;br /&gt;
Paradise City, Nevada, is a &amp;quot;cyberpunk&amp;quot; setting designed for use with GURPS.  The city is huge and contains a wide variety of urban environments, most of them dangerous.&lt;br /&gt;
&lt;br /&gt;
===Pokethulhu RPG Campaigns===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Pokethulhu RPG Campaigns: Main Page]] &amp;lt;br&amp;gt; Pokethulhu RPG Campaigns, is a wiki open for game groups to provide details and resource on individual campaigns based on the Pokethulhu RPG.  The game is written and designed by [http://en.wikipedia.org/wiki/S._John_Ross S. John Ross] and currently published (in its 3rd Edition) as a free game available from [http://en.wikipedia.org/wiki/Cumberland_Games_and_Diversions Cumberland Games and Diversions]. &lt;br /&gt;
&lt;br /&gt;
===Post-Future===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Post-Future:Main_Page|Post Future]]&lt;br /&gt;
&lt;br /&gt;
Your favorite setting, cast forward into a darker future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Prometheus Project ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Prometheus_Project:Main_Page|Prometheus Project]]&lt;br /&gt;
&lt;br /&gt;
A user created, non game system specific, Bronze age setting composed of numerous city states united by trade and divided by politics, religion and war.&lt;br /&gt;
&lt;br /&gt;
=== Skein of Worlds ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Skein_of_Worlds:Main_Page|Skein of Worlds]]&lt;br /&gt;
&lt;br /&gt;
A medieval fantasy setting in which the universe really is infinite, and just about anything is possible. Primarily for D&amp;amp;D 3.x, but contains very little system specific details.&lt;br /&gt;
&lt;br /&gt;
===Stardust &amp;amp; Aether Winds===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stardust&amp;amp;AetherWinds:Main_Page|Stardust &amp;amp; Aether Winds]]&lt;br /&gt;
&lt;br /&gt;
A simple little fantasy setting designed as a spin on the Swashbuckling Sailing Ships in Spaaaace!&lt;br /&gt;
&lt;br /&gt;
===Tekumel===&lt;br /&gt;
&lt;br /&gt;
Welcome to MAR Barker&#039;s gloriously baroque world of Tekumel, one of the oldest and most detailed FRP settings. This site will include some general background info, and material specific to &#039;The Shrine of Petrified Wisdom&#039; campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Tekumel]]&lt;br /&gt;
&lt;br /&gt;
===TRaiders===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Traiders]]&lt;br /&gt;
&lt;br /&gt;
Surviving and thriving after the collapse of the global economy.&lt;br /&gt;
&lt;br /&gt;
===Triptych: The Elemental Realms===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[TRIPTYCH|Triptych]]&lt;br /&gt;
&lt;br /&gt;
A new mythology for modern magic games. Original elemental creatures wanted. &amp;lt;br&amp;gt;&lt;br /&gt;
Encompasses three parallel worlds: The Great Gale, The White Waste, and the Blasted Lands.&lt;br /&gt;
&lt;br /&gt;
===The Twin Cities of Glass===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[TheTwinCitiesOfGlass:Main_Page|The Twin Cities of Glass]]&lt;br /&gt;
&lt;br /&gt;
A fantasy setting of fantastic places. &lt;br /&gt;
Encompasses three cities: Narcissus the City of Mirrors, Diaphane the Crystal City, and Iridos the Spectrum City; and the surrounding kingdoms.&lt;br /&gt;
&lt;br /&gt;
===24-Hour RPG Settings===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[24HourSettings]]&lt;br /&gt;
&lt;br /&gt;
A new GM challenge set up by Knockwood: similar to the 24-Hour RPG, but focusing on &#039;&#039;settings&#039;&#039; rather than rules. (New, Jan 2008)&lt;br /&gt;
&lt;br /&gt;
===Ubantu:  Bantu/African version of GURPS Banestorm===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Ubantu:Contents]]&lt;br /&gt;
&lt;br /&gt;
This a continent based on Bantu mythology, a kind of African setting based on serious anthropology and mythography. It is designed as an add-in content in the GURPS Banestorm world (3e), with an empire than can take on and possibly win against Megalos.&lt;br /&gt;
&lt;br /&gt;
===Wisrtum: Wiki-Based Classic Fantasy Setting===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Wisrtum:Main_Page|Wisrtum]]&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;classic fantasy&#039;&#039; setting, intended to be creativly developed by the community without care for what RPG-System might be used to play it. The community can then produce ports of the source material to whatever game system they wish, as needed.&lt;br /&gt;
&lt;br /&gt;
===The World===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[TROS in the Hammer|The World at &#039;TROS in the Hammer&#039;]]&lt;br /&gt;
&lt;br /&gt;
A post-apocalyptic, fairly dark and gritty fantasy setting with several unique cultures and shamanic magic.  Currently for use with the Riddle of Steel, but very little game specific stuff.&lt;br /&gt;
&lt;br /&gt;
==GM Resources==&lt;br /&gt;
Everything needed to make a [[GM]]&#039;s life easier&lt;br /&gt;
&lt;br /&gt;
===General Resources and Links===&lt;br /&gt;
These are generic resources covering various topics that might be of use to game masters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Adventures|Free Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_RPGs|Free RPGs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Software|Free Software]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Npcs|Npcs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Gaming_Websites|Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Non_Gaming_Websites|Non Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Cool_Fight_Locations|Cool Fight Locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stereotype_List|Stereotype List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Great_Quotes_List|Great Quotes of RPGNet]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How to Run Game X===&lt;br /&gt;
A continuation of the thread of the same name from RPOpen--game-specific advice on how to GM.  Additional contributions are welcome!  [[How_to_Run:Main_Page|The main page is here]], and [[:Category:How_to_Run|the category page is here.]]&lt;br /&gt;
&lt;br /&gt;
===XXX: GROK IT!===&lt;br /&gt;
A resource page with links to various &amp;quot;review&amp;quot; guides, formatted in a style similar to &amp;quot;[http://en.wikipedia.org/wiki/For_Dummies For Dummies]&amp;quot; books.  Topics include games and game related material.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Page:&#039;&#039;&#039; [[RESOURCES: GROK IT! Guide Reviews]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Short Adventures===&lt;br /&gt;
A resource page with short [[adventure]]s that [[GM]]s can drop into games to fill a night of play. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Short_Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Setups===&lt;br /&gt;
A resource page filled with thumbnail designs for [[campaign]]s, campaign ideas, and outlines to help jump-start a game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Campaign_Setups]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===War Stories===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[War_Stories|War Stories]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tales of things that have happened during your gaming sessions which can amuse other gamers or serve as inspiration for GMs.&lt;br /&gt;
&lt;br /&gt;
===Game Meta-Info and Logs===&lt;br /&gt;
&lt;br /&gt;
This is where GMs can put information relating to their &#039;&#039;specific&#039;&#039; games, such as character sheets, logs, plot threads, et cetera.&lt;br /&gt;
&lt;br /&gt;
[[Game Info Page]].&lt;br /&gt;
&lt;br /&gt;
===Mission Generator===&lt;br /&gt;
&lt;br /&gt;
A random generic [[Mission Generator]].&lt;br /&gt;
&lt;br /&gt;
===Open Game Systems===&lt;br /&gt;
&lt;br /&gt;
A [[Open_Game_Systems|List of Games]] available under an [http://en.wikipedia.org/wiki/Open_license Open License] and thus usable for your own published games.&lt;br /&gt;
&lt;br /&gt;
== LARP Resources ==&lt;br /&gt;
&lt;br /&gt;
=== Gender Neutral Character Names ===&lt;br /&gt;
&lt;br /&gt;
A list of [[LARP:Gender Neutral Character Names|gender neutral names]] for those times when you don&#039;t know who will be playing a character.&lt;br /&gt;
&lt;br /&gt;
=== LARP Scenarios ===&lt;br /&gt;
&lt;br /&gt;
A list of [[LARP Scenarios|LARP scenarios]] that are available for purchase or free download from various sources.&lt;br /&gt;
&lt;br /&gt;
== RPGnet Meta-resources ==&lt;br /&gt;
&lt;br /&gt;
===The &amp;quot;Create a Character&amp;quot; Challenge===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[The &amp;quot;Create a Character&amp;quot; Challenge]]&lt;br /&gt;
&lt;br /&gt;
The challenge: Create one character for each game you own! &amp;lt;br&amp;gt; View the thread created by &amp;quot;chaldfont&amp;quot; [http://forum.rpg.net/showthread.php?t=345113 HERE].&lt;br /&gt;
&lt;br /&gt;
===Overly Honest RPG Book Covers===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Overly Honest RPG Book Covers]]&lt;br /&gt;
&lt;br /&gt;
An archive of the hilarious images generated by the RPGnet thread of the same name.   &amp;lt;br&amp;gt; View the thread created by &amp;quot;Neko Ewen&amp;quot;  [http://forum.rpg.net/showthread.php?t=193489 HERE].&lt;br /&gt;
&lt;br /&gt;
===Number Lists===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Number Lists]]&lt;br /&gt;
&lt;br /&gt;
A collection of various open-ended lists that have sprung up over time and added to by various users, presented here in a more read-friendly format.&lt;br /&gt;
&lt;br /&gt;
===RPG Motivational Posters===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Motivational_Posters:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
A collection of the posters from the Ultra-Thread on Roleplaying Open, &amp;quot;[http://forum.rpg.net/showthread.php?t=264472 RPG Motivational Posters]&amp;quot;  Still being transferred--please check the Template page before contributing!&lt;br /&gt;
&lt;br /&gt;
===RPGnet Thread Archive===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Forum_Archive:Main_Page|Forums Archive]]&lt;br /&gt;
&lt;br /&gt;
A user created archive of classic threads, in the spirit of the old &amp;quot;Best Of Forums&amp;quot; page.  Organized by forum, and alphabetics.&lt;br /&gt;
&lt;br /&gt;
=== RPGnet Gatherings ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Gatherings|RPGnet_Gatherings]]&lt;br /&gt;
&lt;br /&gt;
For information regarding any official meetups, gatherings and get togethers of RPGnet members.&lt;br /&gt;
&lt;br /&gt;
=== Tangency Timeline ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Tangency_Timeline|Tangency Timeline]]&lt;br /&gt;
&lt;br /&gt;
A timeline of important dates in the history of Tangency.&lt;br /&gt;
&lt;br /&gt;
=== Let&#039;s Play Threads ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Lets_Play|Let&#039;s Play Threads]]&lt;br /&gt;
&lt;br /&gt;
An archive of Let&#039;s Play threads from Video Games Open&lt;br /&gt;
&lt;br /&gt;
==System Supplements==&lt;br /&gt;
This is a list of supplements for specific [[game system]]s. Please be sure to list which game system your [[supplement]] is for if you include something in this section. (If you prefer to search by system then look at the [[Special:Categories]] page.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For ease of use, this section has been moved to a sub-page, Please see [[Major_Projects/System_Supplements|here]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
These are guides to common rpg terminology.&lt;br /&gt;
&lt;br /&gt;
===Game title abbreviation===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Game_title_abbreviations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of abbreviations used for various games and game lines.&lt;br /&gt;
&lt;br /&gt;
===RPG Lexica===&lt;br /&gt;
&lt;br /&gt;
A collection of [[RPG_Lexica:Main_Page|Gamer Jargon]]--terms used by the &#039;&#039;players&#039;&#039; as opposed to the game&#039;s authors and designers.&lt;br /&gt;
Still very much a work in progress... please contribute!&lt;br /&gt;
&lt;br /&gt;
===What&#039;s in a (GM&#039;s) Name?===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Referee]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of various game master names for different games&lt;br /&gt;
&lt;br /&gt;
==MMORPG Guilds==&lt;br /&gt;
&lt;br /&gt;
[[Blacksky Company]] (WoW Kirin Tor Horde)&lt;br /&gt;
&lt;br /&gt;
[[Pig and Whistle Society]] (WoW Kirin Tor Alliance)&lt;br /&gt;
&lt;br /&gt;
[[Meta Forces]] (CoH/CoV)&lt;br /&gt;
&lt;br /&gt;
[[Versus Gloria Omnis]] (Eve Online)&lt;br /&gt;
&lt;br /&gt;
===Where Did I Come From?===&lt;br /&gt;
A game where an orphan kills his parents by travelling in time!&lt;br /&gt;
====BOO====&lt;/div&gt;</summary>
		<author><name>Frank Sronce</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=145865</id>
		<title>Major Projects</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=145865"/>
		<updated>2010-06-01T00:50:39Z</updated>

		<summary type="html">&lt;p&gt;Frank Sronce: /* Hyperborean Mice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are working on a major project which you expect to span 6+ pages, please enter it alphabetically in the appropriate section of this page. Use a level 3 header, so that you&#039;ll appear in the table of contents, include a link to your project&#039;s main page, then briefly describe your project. &lt;br /&gt;
&lt;br /&gt;
==Game Systems==&lt;br /&gt;
This is a list of original game systems being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Æther===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Æther: Main Page|Æther]]&lt;br /&gt;
&lt;br /&gt;
Did you think Earth was the only world? The world of Æther is closer than you think, a fantastic world of magic, and faeries, castles and wonder. . . and dark powers trying to conquer two worlds. Æther is a campaign setting using the &#039;&#039;&#039;GURPS&#039;&#039;&#039; rules set. Characters must leap between worlds countering threats to both worlds and facing evil spirits, dragons, and both wonderful and terrible magics.&lt;br /&gt;
&lt;br /&gt;
===Alter Aeon===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Alter_Aeon]]&lt;br /&gt;
Dare you enter the world the world of Alter Aeon. Classic text based RPG with extensive quest, communication, and game play options. Online 24/7. Broadband NOT REQUIRED!&lt;br /&gt;
&lt;br /&gt;
===Avatar Stultus===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Avatar_Stultus:Main_Page|Avatar Stultus]]&lt;br /&gt;
&lt;br /&gt;
The Universe of Avatar Stultus is home to the Fantasy RPG [[Avatar_Stultus:Kar_Fero|Kar Fero]], and the SCI-Fi setting of [[Avatar_Stultus:Apox_Void|Apox Void]]. All of which are open and in Wiki format.&lt;br /&gt;
&lt;br /&gt;
===BASH! Basic Action Super Heroes===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[BASH:Main_Page|BASH!]]&lt;br /&gt;
&lt;br /&gt;
===Basic FANGS: Fantasy Adventure Network Gaming System===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[FANGS:_Main Page|FANGS]]&lt;br /&gt;
&lt;br /&gt;
Version 1.6.1 of a classless skill-based [[RPG]] system, with some minimal compatibility with [[d20 System|d20]] modules. By Christopher Allen and Steve Perrin.&lt;br /&gt;
&lt;br /&gt;
===B-Grade===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[B-Grade]]&lt;br /&gt;
&lt;br /&gt;
B-Grade is an rpg where the players take on the role of B-Grade movie characters such as vampires, mummys, martians, leprechauns, deformed hunchbacks, and wolfmen...they fight secretly for allied forces in 1935 at the brink of what will become world war 2...adventures focus on thwarting the schemes of cthulhuan occultists, far east criminal geniuses, mad scientists, double agents and facist governments...finding themselves in locations such as prehistoric dinosaur islands, archaelogical dig-sites, and secret military installations...fighting against foes such as japanese robots, radioactive mutants, sadistic superhuman nazis and legions of ninjas. Uses a heavily customised version of the One roll Engine (ORE) system.&lt;br /&gt;
&lt;br /&gt;
===CP2020===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[CP2020:Main_Page|CP2020]]&lt;br /&gt;
&lt;br /&gt;
Miscellaneous resources for running a Cyberpunk 2020 campaign.&lt;br /&gt;
&lt;br /&gt;
===Dice &amp;amp; Glory===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Dice&amp;amp;Glory:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
First Edition of a universal game system using skeletal character classes and a &amp;quot;buy&amp;quot; based experience point system and skill based magic and psionic systems. By Robert A Neri Jr.&lt;br /&gt;
&lt;br /&gt;
===Dread===&lt;br /&gt;
&#039;&#039;&#039;Page&#039;&#039;&#039; [[Dread:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
A horror game, where the character always dies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fabuland===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Fabuland:_Main Page|Fabuland]]&lt;br /&gt;
&lt;br /&gt;
A furry rpg aimed at children with a system based on the ideas presented in the Rough Quests RPGnet column.&lt;br /&gt;
&lt;br /&gt;
===Flamepunk===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Flamepunk:Main Page|Flamepunk]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cyberpunk meets pyromancy&#039;&#039; in this detailed and complete game. &#039;&#039;Blazers&#039;&#039;, grab your obsidian deck and run the flameweb to take down the &#039;&#039;Church of Holy Flame&#039;&#039;. &#039;&#039;Burners&#039;&#039;, tool up with pyrecaster, ashblade and stonecarve armour, and take on the &#039;&#039;Guild Hellforged&#039;&#039;. &#039;&#039;Binders&#039;&#039; catch yourself an elemental, fetter in to a flesh-tattoo then go hand to hand against the &#039;&#039;Hadar Shadows&#039;&#039;. It&#039;s all here, and you can take the burn back to the Man. Hope you brough something fireproof...&lt;br /&gt;
&lt;br /&gt;
===Gangwars===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Gangwars:Main_Page|Gangwars]]&lt;br /&gt;
&lt;br /&gt;
A classless d20 based system emphasizing skills and traits, with similarities to the shadowrun setting.&lt;br /&gt;
&lt;br /&gt;
===Hyperborean Mice===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[HyperboreanMice:Main_Page|Hyperborean Mice]]&lt;br /&gt;
Gritty Swords &amp;amp; Sorcery action... as performed by talking mice and rats. Available from Lulu.&lt;br /&gt;
&lt;br /&gt;
===Irradiated Fur===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[IrradiatedFur:Main Page|Irradiated Fur]]&lt;br /&gt;
&lt;br /&gt;
A simplistic anthropomorphic apocalyptic one-shot game system.&lt;br /&gt;
===FableScape===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[FableScape|FableScape]] &lt;br /&gt;
&lt;br /&gt;
An RPG taking place in the made up world of Morasadell {More-isa-dell.}The gama is in a Mythology/Fantasy/Simi-Shonen Genre Game. The Wiki-Page is is under-constuction.&lt;br /&gt;
&lt;br /&gt;
===Fantasy Rules for Fate 3.0===&lt;br /&gt;
&#039;&#039;&#039;Page:  &#039;&#039;&#039; [[Geos:Fate-Fudge_Rules|Fantasy Fate 3.0]]&lt;br /&gt;
&lt;br /&gt;
Geos is a standalone fantasy gameworld, using a variation on the [http://www.faterpg.com/ Fate 3.0] rules.  The main magic system is based on Atlas Games&#039; [http://www.atlas-games.com/arsmagica/ Ars Magica].  The system is primarily narrativist, with secondary emphasis on gamist and simulationist perspectives.&lt;br /&gt;
&lt;br /&gt;
===Land of Xel===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Land_of_Xel|Land of Xel]]&lt;br /&gt;
&lt;br /&gt;
Under construction RPG system. The Land of Xel is a fantasy RPG with a mix of technology, magic, and metal. The land is divided into four different factions each with its own internal strife and outward aggression.&lt;br /&gt;
&lt;br /&gt;
===Lexicon, an RPG===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Original Lexicon post]]&lt;br /&gt;
&lt;br /&gt;
A copy of the page that introduced the Lexicon wiki-based RPG to the world.  Originally written by Neel Krishnaswami; taken from his blog &amp;quot;The 20 x 20 Room&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Mano a Mano===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Mano a Mano]]&lt;br /&gt;
&lt;br /&gt;
A simple, generic system. Mano a Mano is well-suited for combat-intensive games with non-humanoid characters.&lt;br /&gt;
&lt;br /&gt;
===Marvel Universe Game===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[MUG:Main Page]]&lt;br /&gt;
&lt;br /&gt;
A giant game of What If? featuring your favorite marvel characters. Eschews individual character control for a more collaborative storytelling environment.&lt;br /&gt;
&lt;br /&gt;
===Mini mam===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Mini mam]]&lt;br /&gt;
&lt;br /&gt;
An extremely simple fantasy RPG system, derived from older versions of Mano a Mano. Mini mam is designed for absolute beginners to role-playing games and gamers who have a need for a system so simple that it doesn&#039;t require a character sheet.&lt;br /&gt;
&lt;br /&gt;
===McMercenaries===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[McMercenaries:Orientation]]&lt;br /&gt;
&lt;br /&gt;
A game and setting of corporate warfare in the all-too-near future.&lt;br /&gt;
Input is encouraged!&lt;br /&gt;
&lt;br /&gt;
===nWoD Fantasy===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[NWoD_Fantasy:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
A modification of Whitewolf&#039;s nWoD system into a fantasy setting similar to that of Dungeons and Dragons.&lt;br /&gt;
&lt;br /&gt;
===Ogre===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Ogre:Main_Page|Open, Generic Roleplaying Environment]] &lt;br /&gt;
&lt;br /&gt;
A generic rpg system without classes, general levels and with continuous initiative based on the OGC content.&lt;br /&gt;
&lt;br /&gt;
===OpenD20===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Opend20:_Main_Page|OpenD20]] &lt;br /&gt;
&lt;br /&gt;
A classless skills based [[d20 System|d20]] derivative.  Designed for elegant simplicity.  The intention is to create a more universal [[RPG]] system by getting input from the online community (are you reading this? Then that means YOU!)&lt;br /&gt;
&lt;br /&gt;
===Open Game Repository===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[OGR:Main Page|Open Game Repository]]&lt;br /&gt;
&lt;br /&gt;
A repository for various rules released under the [[Open Game License]]. This is intended to include everything from the SRD, games distributed by third parties, and home-brew rules. &lt;br /&gt;
&lt;br /&gt;
===SAMSARA===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Samsara:Main Page|SAMSARA]]&lt;br /&gt;
&lt;br /&gt;
A fairly rules-lite system of mechanics based around the resolution of contests.  Designed to be modular and eminently tweakable.&lt;br /&gt;
&lt;br /&gt;
===Serenity===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Serenity:Main Page|Serenity]]&lt;br /&gt;
&lt;br /&gt;
Miscellaneous resources for running a Serenity/Firefly campaign.&lt;br /&gt;
&lt;br /&gt;
===Shattered Prism===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[ShatteredPrism:Main_Page|Shattered Prism]]&lt;br /&gt;
&lt;br /&gt;
In-Development RPG series. Shattered Prism is intended to be a series of related RPGs using a unified rules system, set within a predominately Sci-Fi galaxy.&lt;br /&gt;
&lt;br /&gt;
===Star Wars Saga===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Star Wars Saga:_Main Page|Star Wars Saga]]&lt;br /&gt;
&lt;br /&gt;
Miscellaneous resources for running a SW Saga campaign.&lt;br /&gt;
&lt;br /&gt;
===Symphony of Stars===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[SymphonyofStars]]&lt;br /&gt;
&lt;br /&gt;
An Experiment in Cooperative Game Design via Actual Play.&lt;br /&gt;
&lt;br /&gt;
===Texas===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Texas:_Main_Page|Texas]]&lt;br /&gt;
&lt;br /&gt;
A rules light poker-based game system. Designed to emulate the genre of Spaghetti Westerns, in the Sergio Leone / Clint Eastwood style.&lt;br /&gt;
&lt;br /&gt;
===24 Hour RPGs===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[List of 24 Hour RPGs by rating]]&lt;br /&gt;
&lt;br /&gt;
A listing of all the quickie RPGs created as part of the [http://www.24hourrpg.com/ 24 Hour RPG] event/contest.&lt;br /&gt;
&lt;br /&gt;
===Wiki RPG===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Wiki RPG]]&lt;br /&gt;
&lt;br /&gt;
The goal of the Wiki RPG project is to create computer based role playing games collaboratively.  &lt;br /&gt;
Games are both edited in the browser (via this Wiki) and played in the browser (the Wiki HTML pages are downloaded and the game code is interpreted by a JavaScript game engine).&lt;br /&gt;
&lt;br /&gt;
===WikiHow RPG===&lt;br /&gt;
&#039;&#039;&#039;Page&#039;&#039;&#039; [[WikiHow RPG]]&lt;br /&gt;
&lt;br /&gt;
A system of Roleplaying where you make a persona on WIkiHow.com and roleplay it.&lt;br /&gt;
&lt;br /&gt;
===Xia===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Xia: Main Page|Xia]]&lt;br /&gt;
&lt;br /&gt;
Wushu heroes kick ass in fantasy ancient China! A detailed and complete roleplaying game designed for playing wuxia style games of kung fu action.&lt;br /&gt;
&lt;br /&gt;
==Game Design Resources==&lt;br /&gt;
&lt;br /&gt;
===System design grab-bags===&lt;br /&gt;
&#039;&#039;&#039;Page&#039;&#039;&#039;: [[System_grab-bags:Main_page]]&lt;br /&gt;
&lt;br /&gt;
A collection of all kinds of game mechanics used in different systems.&lt;br /&gt;
&lt;br /&gt;
===Character Role Catalog===&lt;br /&gt;
&lt;br /&gt;
The [[Character Role Catalog]] is an attempt to list the roles characters can play in roleplaying games.  The page also contains some theory on these roles.&lt;br /&gt;
&lt;br /&gt;
==Generic Backgrounds==&lt;br /&gt;
This is a list of generic backgrounds, not tied to any game system, that are being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Across the Spiral Arms===&lt;br /&gt;
Spiral arms is a space opera setting, designed to emulate many of the common Anime tropes. As such it&#039;s got a lot of drama, a lot of scope, and very little science included.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[SpiralArms:_Main_Page|Across the Spiral Arms]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Adventure! RPG Campaigns===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Adventure!_RPG_Campaigns:Main_Page|Adventure! RPG Campaigns: Main Page]]&lt;br /&gt;
&lt;br /&gt;
A page open for game groups to provide details and resource on individual campaigns based on the Adventure! roleplaying game.&lt;br /&gt;
&lt;br /&gt;
===Alvatia: Game Setting===&lt;br /&gt;
Alvatia is a fantasy game setting originally developed for use with [[FANGS:_Main Page|FANGS]], however, is quite suitable as a generic low-magic fantasy setting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Main_Page|Alvatia]]&amp;lt;br&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Ingsby_-_Village_and_Manor|The Village and Manor of Ingsby]]&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_City_of_Wedburgh|City_of_Wedburgh]]&lt;br /&gt;
&lt;br /&gt;
===AMBER===&lt;br /&gt;
Page: [[Amber RPG:_Main Page]] &amp;lt;br&amp;gt; A page open for game groups to provide details and resource on individual campaigns based on the RPG for the Amber Setting.&lt;br /&gt;
&lt;br /&gt;
===Ars Nova===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Ars Nova]]&lt;br /&gt;
&lt;br /&gt;
14th century historical fantasy setting&lt;br /&gt;
&lt;br /&gt;
===Athanatos: A Transhumanist Fantasy Setting===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[ATHANATOS:_Main_Page|Athanatos]]&lt;br /&gt;
&lt;br /&gt;
A fantasy setting where powerful magics have allowed souls to stay connected to the material plane even after the death of the body.&lt;br /&gt;
&lt;br /&gt;
===Basilicus===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Basilicus]]&lt;br /&gt;
&lt;br /&gt;
A massive open content wiki project featuring worldbuilding in several genres, free fiction, and other invaluable resources.&lt;br /&gt;
&lt;br /&gt;
===Chaos Diceless===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Chaos_Diceless|Chaos Diceless]]&lt;br /&gt;
&lt;br /&gt;
Chaos, Rebma, The New Pattern and all these places you have never visited or re-invented a thousand times. They&#039;re here.&lt;br /&gt;
&lt;br /&gt;
A repository of Courts and places for ADRPG.&lt;br /&gt;
&lt;br /&gt;
===Conan RPG Campaigns===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Conan_RPG_Campaigns:Main_Page|Conan RPG Campaigns: Main Page]]&lt;br /&gt;
&lt;br /&gt;
A page open for game groups to provide details and resource on individual campaigns based on the sword and sorcery setting of Conan and the Hyborian world.&lt;br /&gt;
&lt;br /&gt;
===Contribute Your Eerie Event===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Eerie Event]]&lt;br /&gt;
&lt;br /&gt;
Following up on the thread from rpg.net, this is a Wiki designed to collate weird events for use in a variety of horror games.&lt;br /&gt;
&lt;br /&gt;
===Covenant, West Virginia===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Covenant]]&lt;br /&gt;
&lt;br /&gt;
A hyper-historical, modern day setting in the style of Lost. Contributions needed!&lt;br /&gt;
&lt;br /&gt;
===Diaspora Adaptations: Diaspora Does Dallas===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[DiasporaAdaptations:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
A hub page for write-ups using &#039;&#039;Diaspora&#039;&#039; to build settings and characters for shows like &#039;&#039;Cowboy Bebop&#039;&#039; and &#039;&#039;Planetes&#039;&#039;, together with webcomics like &#039;&#039;A Miracle of Science&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Dinosaurs and Prehistoric Animals===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Dinosaurs and Prehistoric Animals]]&lt;br /&gt;
&lt;br /&gt;
Information about prehistoric creatures for use in RPGs, simulations or just &amp;quot;playing dinosaurs&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Encyclopedia Galactica===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Encyclopedia_Galactica:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
A hard sci-fi collection of solar systems, planets, lifeforms and sentient societies, suitable as a GM resource or as a subtrate for any sci-fi or fantasy campaign.&lt;br /&gt;
&lt;br /&gt;
===Eternal Empire===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[EternalEmpire:Main_Page|Eternal Empire]]&lt;br /&gt;
&lt;br /&gt;
Eternal Empire is a synthesis of Dark Fantasy and Science Fiction with a lenghty background that emphasizes the roles of religion, social structures, language, and race on both individuals and societies.&lt;br /&gt;
&lt;br /&gt;
===EverQuest rpg===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[EverQuest rpg:Main Page|EQrpg Main]]&lt;br /&gt;
&lt;br /&gt;
The EverQuest Role-Playing Game system is built on the d20 Open GL rules, and based in the world of Norrath, of the online rpg EverQuest.&lt;br /&gt;
&lt;br /&gt;
===Fantasy City Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Fantasy_City_Project:Main_Page|Fantasy City Project]]&lt;br /&gt;
&lt;br /&gt;
Shared development of a generic fantasy city, its locations, NPCs, organizations and adventure seeds.&lt;br /&gt;
&lt;br /&gt;
===Federal Space===&lt;br /&gt;
&#039;&#039;&#039;Page: &#039;&#039;&#039; [[FederalSpace:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
Shadowjack&#039;s alternative-universe variation of Star Trek, lensed in the direction of harder science, more consistent worldbuilding, and uniforms with hats. &lt;br /&gt;
&lt;br /&gt;
===Geos===&lt;br /&gt;
&#039;&#039;&#039;Page: &#039;&#039;&#039; [[Geos:Main Page|Geos]] &lt;br /&gt;
&lt;br /&gt;
Geos is a fantasy gameworld, based loosely on 13th century Europe.  The current incarnation is skewed towards more realistic fantasy - while folk magic is common, actual wizards and faeries are hard to find.&lt;br /&gt;
&lt;br /&gt;
===The Gift===&lt;br /&gt;
&#039;&#039;&#039;Page&#039;&#039;&#039; [[The_Gift:Main_Page|The Gift]]&lt;br /&gt;
&lt;br /&gt;
Mages have been Earth&#039;s top predators for as long as their history records, secretly enslaving humanity to further their own ends. Their power has only ever been limited by their ability to cooperate and the little gods have been free to do with this world whatever they desired. So, throughout history, they have made war on one another.&lt;br /&gt;
&lt;br /&gt;
===HarnWorld===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[HarnWorld:Main_Page|HarnWorld]]&lt;br /&gt;
&lt;br /&gt;
A compilation for adventuring the world of Kethira and Harn island in particular.&lt;br /&gt;
&lt;br /&gt;
===Lineage===&lt;br /&gt;
&#039;&#039;&#039;Page&#039;&#039;&#039; [[Lineage:Main_Page|Lineage]]&lt;br /&gt;
&lt;br /&gt;
There is no higher purpose for mankind, laid down from above. The mages have always known that. Heaven exists, but it cares nothing for humanity, not even to rule it. Hell is more attentive. The demons like it when we suffer and a demon can make a human suffer forever. Faced with a meaningless universe, will the mages stand up to defend humanity, or will they fight for personal power and glory?&lt;br /&gt;
&lt;br /&gt;
===Meamnar===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Meamnar:Main_Page|Meamnar]]&lt;br /&gt;
&lt;br /&gt;
A classic campaign setting constructed for the d20 game system.&lt;br /&gt;
&lt;br /&gt;
===Magipunk===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Magipunk:Main_Page|Magipunk]]&lt;br /&gt;
&lt;br /&gt;
A weird fantasy game of urban dystopia and rapidly changing social conflict -- cyberpunk crossed with swords and sorcery.&lt;br /&gt;
&lt;br /&gt;
===Marvel Realtime===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Marvel_Realtime:Main_Page|Marvel Realtime]]&lt;br /&gt;
&lt;br /&gt;
Extrapolating what the Marvel Universe might look like if time advanced normally.&lt;br /&gt;
&lt;br /&gt;
===Meanwhile, Back Home...===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[MEANWHILE:_Main_Page|Meanwhile, Back Home...]]&lt;br /&gt;
&lt;br /&gt;
A (mostly) humourous Alien Contact setting focusing on Earth.&lt;br /&gt;
&lt;br /&gt;
===Midnight RPG Campaigns===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Midnight RPG Campaigns: Main Page]]&lt;br /&gt;
&lt;br /&gt;
Midnight RPG Campaigns, is a wiki open for game groups to provide details and resource on individual campaigns based on the D20 Dungeons &amp;amp; Dragons MIDNIGHT Setting published by Fantasy Flight Games.&lt;br /&gt;
&lt;br /&gt;
===Necromunda Bible===&lt;br /&gt;
&#039;&#039;&#039;page:&#039;&#039;&#039; [[Necomunda_Bible]]&lt;br /&gt;
&lt;br /&gt;
Necromunda Bible - Is an [[OpenGamingResource]] intended to create a one stop shop for everything Necromunda. Including: New gangs, Fluff, Campaign Ideas and other user generated material based around the Necromunda board game.&lt;br /&gt;
&lt;br /&gt;
===Paradise City===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Paradise_City:Main_Page|Paradise City]]&lt;br /&gt;
&lt;br /&gt;
Paradise City, Nevada, is a &amp;quot;cyberpunk&amp;quot; setting designed for use with GURPS.  The city is huge and contains a wide variety of urban environments, most of them dangerous.&lt;br /&gt;
&lt;br /&gt;
===Pokethulhu RPG Campaigns===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Pokethulhu RPG Campaigns: Main Page]] &amp;lt;br&amp;gt; Pokethulhu RPG Campaigns, is a wiki open for game groups to provide details and resource on individual campaigns based on the Pokethulhu RPG.  The game is written and designed by [http://en.wikipedia.org/wiki/S._John_Ross S. John Ross] and currently published (in its 3rd Edition) as a free game available from [http://en.wikipedia.org/wiki/Cumberland_Games_and_Diversions Cumberland Games and Diversions]. &lt;br /&gt;
&lt;br /&gt;
===Post-Future===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Post-Future:Main_Page|Post Future]]&lt;br /&gt;
&lt;br /&gt;
Your favorite setting, cast forward into a darker future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Prometheus Project ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Prometheus_Project:Main_Page|Prometheus Project]]&lt;br /&gt;
&lt;br /&gt;
A user created, non game system specific, Bronze age setting composed of numerous city states united by trade and divided by politics, religion and war.&lt;br /&gt;
&lt;br /&gt;
=== Skein of Worlds ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Skein_of_Worlds:Main_Page|Skein of Worlds]]&lt;br /&gt;
&lt;br /&gt;
A medieval fantasy setting in which the universe really is infinite, and just about anything is possible. Primarily for D&amp;amp;D 3.x, but contains very little system specific details.&lt;br /&gt;
&lt;br /&gt;
===Stardust &amp;amp; Aether Winds===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stardust&amp;amp;AetherWinds:Main_Page|Stardust &amp;amp; Aether Winds]]&lt;br /&gt;
&lt;br /&gt;
A simple little fantasy setting designed as a spin on the Swashbuckling Sailing Ships in Spaaaace!&lt;br /&gt;
&lt;br /&gt;
===Tekumel===&lt;br /&gt;
&lt;br /&gt;
Welcome to MAR Barker&#039;s gloriously baroque world of Tekumel, one of the oldest and most detailed FRP settings. This site will include some general background info, and material specific to &#039;The Shrine of Petrified Wisdom&#039; campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Tekumel]]&lt;br /&gt;
&lt;br /&gt;
===TRaiders===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Traiders]]&lt;br /&gt;
&lt;br /&gt;
Surviving and thriving after the collapse of the global economy.&lt;br /&gt;
&lt;br /&gt;
===Triptych: The Elemental Realms===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[TRIPTYCH|Triptych]]&lt;br /&gt;
&lt;br /&gt;
A new mythology for modern magic games. Original elemental creatures wanted. &amp;lt;br&amp;gt;&lt;br /&gt;
Encompasses three parallel worlds: The Great Gale, The White Waste, and the Blasted Lands.&lt;br /&gt;
&lt;br /&gt;
===The Twin Cities of Glass===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[TheTwinCitiesOfGlass:Main_Page|The Twin Cities of Glass]]&lt;br /&gt;
&lt;br /&gt;
A fantasy setting of fantastic places. &lt;br /&gt;
Encompasses three cities: Narcissus the City of Mirrors, Diaphane the Crystal City, and Iridos the Spectrum City; and the surrounding kingdoms.&lt;br /&gt;
&lt;br /&gt;
===24-Hour RPG Settings===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[24HourSettings]]&lt;br /&gt;
&lt;br /&gt;
A new GM challenge set up by Knockwood: similar to the 24-Hour RPG, but focusing on &#039;&#039;settings&#039;&#039; rather than rules. (New, Jan 2008)&lt;br /&gt;
&lt;br /&gt;
===Ubantu:  Bantu/African version of GURPS Banestorm===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Ubantu:Contents]]&lt;br /&gt;
&lt;br /&gt;
This a continent based on Bantu mythology, a kind of African setting based on serious anthropology and mythography. It is designed as an add-in content in the GURPS Banestorm world (3e), with an empire than can take on and possibly win against Megalos.&lt;br /&gt;
&lt;br /&gt;
===Wisrtum: Wiki-Based Classic Fantasy Setting===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Wisrtum:Main_Page|Wisrtum]]&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;classic fantasy&#039;&#039; setting, intended to be creativly developed by the community without care for what RPG-System might be used to play it. The community can then produce ports of the source material to whatever game system they wish, as needed.&lt;br /&gt;
&lt;br /&gt;
===The World===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[TROS in the Hammer|The World at &#039;TROS in the Hammer&#039;]]&lt;br /&gt;
&lt;br /&gt;
A post-apocalyptic, fairly dark and gritty fantasy setting with several unique cultures and shamanic magic.  Currently for use with the Riddle of Steel, but very little game specific stuff.&lt;br /&gt;
&lt;br /&gt;
==GM Resources==&lt;br /&gt;
Everything needed to make a [[GM]]&#039;s life easier&lt;br /&gt;
&lt;br /&gt;
===General Resources and Links===&lt;br /&gt;
These are generic resources covering various topics that might be of use to game masters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Adventures|Free Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_RPGs|Free RPGs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Software|Free Software]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Npcs|Npcs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Gaming_Websites|Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Non_Gaming_Websites|Non Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Cool_Fight_Locations|Cool Fight Locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stereotype_List|Stereotype List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Great_Quotes_List|Great Quotes of RPGNet]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How to Run Game X===&lt;br /&gt;
A continuation of the thread of the same name from RPOpen--game-specific advice on how to GM.  Additional contributions are welcome!  [[How_to_Run:Main_Page|The main page is here]], and [[:Category:How_to_Run|the category page is here.]]&lt;br /&gt;
&lt;br /&gt;
===XXX: GROK IT!===&lt;br /&gt;
A resource page with links to various &amp;quot;review&amp;quot; guides, formatted in a style similar to &amp;quot;[http://en.wikipedia.org/wiki/For_Dummies For Dummies]&amp;quot; books.  Topics include games and game related material.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Page:&#039;&#039;&#039; [[RESOURCES: GROK IT! Guide Reviews]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Short Adventures===&lt;br /&gt;
A resource page with short [[adventure]]s that [[GM]]s can drop into games to fill a night of play. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Short_Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Setups===&lt;br /&gt;
A resource page filled with thumbnail designs for [[campaign]]s, campaign ideas, and outlines to help jump-start a game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Campaign_Setups]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===War Stories===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[War_Stories|War Stories]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tales of things that have happened during your gaming sessions which can amuse other gamers or serve as inspiration for GMs.&lt;br /&gt;
&lt;br /&gt;
===Game Meta-Info and Logs===&lt;br /&gt;
&lt;br /&gt;
This is where GMs can put information relating to their &#039;&#039;specific&#039;&#039; games, such as character sheets, logs, plot threads, et cetera.&lt;br /&gt;
&lt;br /&gt;
[[Game Info Page]].&lt;br /&gt;
&lt;br /&gt;
===Mission Generator===&lt;br /&gt;
&lt;br /&gt;
A random generic [[Mission Generator]].&lt;br /&gt;
&lt;br /&gt;
===Open Game Systems===&lt;br /&gt;
&lt;br /&gt;
A [[Open_Game_Systems|List of Games]] available under an [http://en.wikipedia.org/wiki/Open_license Open License] and thus usable for your own published games.&lt;br /&gt;
&lt;br /&gt;
== LARP Resources ==&lt;br /&gt;
&lt;br /&gt;
=== Gender Neutral Character Names ===&lt;br /&gt;
&lt;br /&gt;
A list of [[LARP:Gender Neutral Character Names|gender neutral names]] for those times when you don&#039;t know who will be playing a character.&lt;br /&gt;
&lt;br /&gt;
=== LARP Scenarios ===&lt;br /&gt;
&lt;br /&gt;
A list of [[LARP Scenarios|LARP scenarios]] that are available for purchase or free download from various sources.&lt;br /&gt;
&lt;br /&gt;
== RPGnet Meta-resources ==&lt;br /&gt;
&lt;br /&gt;
===The &amp;quot;Create a Character&amp;quot; Challenge===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[The &amp;quot;Create a Character&amp;quot; Challenge]]&lt;br /&gt;
&lt;br /&gt;
The challenge: Create one character for each game you own! &amp;lt;br&amp;gt; View the thread created by &amp;quot;chaldfont&amp;quot; [http://forum.rpg.net/showthread.php?t=345113 HERE].&lt;br /&gt;
&lt;br /&gt;
===Overly Honest RPG Book Covers===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Overly Honest RPG Book Covers]]&lt;br /&gt;
&lt;br /&gt;
An archive of the hilarious images generated by the RPGnet thread of the same name.   &amp;lt;br&amp;gt; View the thread created by &amp;quot;Neko Ewen&amp;quot;  [http://forum.rpg.net/showthread.php?t=193489 HERE].&lt;br /&gt;
&lt;br /&gt;
===Number Lists===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Number Lists]]&lt;br /&gt;
&lt;br /&gt;
A collection of various open-ended lists that have sprung up over time and added to by various users, presented here in a more read-friendly format.&lt;br /&gt;
&lt;br /&gt;
===RPG Motivational Posters===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Motivational_Posters:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
A collection of the posters from the Ultra-Thread on Roleplaying Open, &amp;quot;[http://forum.rpg.net/showthread.php?t=264472 RPG Motivational Posters]&amp;quot;  Still being transferred--please check the Template page before contributing!&lt;br /&gt;
&lt;br /&gt;
===RPGnet Thread Archive===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Forum_Archive:Main_Page|Forums Archive]]&lt;br /&gt;
&lt;br /&gt;
A user created archive of classic threads, in the spirit of the old &amp;quot;Best Of Forums&amp;quot; page.  Organized by forum, and alphabetics.&lt;br /&gt;
&lt;br /&gt;
=== RPGnet Gatherings ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Gatherings|RPGnet_Gatherings]]&lt;br /&gt;
&lt;br /&gt;
For information regarding any official meetups, gatherings and get togethers of RPGnet members.&lt;br /&gt;
&lt;br /&gt;
=== Tangency Timeline ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Tangency_Timeline|Tangency Timeline]]&lt;br /&gt;
&lt;br /&gt;
A timeline of important dates in the history of Tangency.&lt;br /&gt;
&lt;br /&gt;
=== Let&#039;s Play Threads ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Lets_Play|Let&#039;s Play Threads]]&lt;br /&gt;
&lt;br /&gt;
An archive of Let&#039;s Play threads from Video Games Open&lt;br /&gt;
&lt;br /&gt;
==System Supplements==&lt;br /&gt;
This is a list of supplements for specific [[game system]]s. Please be sure to list which game system your [[supplement]] is for if you include something in this section. (If you prefer to search by system then look at the [[Special:Categories]] page.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For ease of use, this section has been moved to a sub-page, Please see [[Major_Projects/System_Supplements|here]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
These are guides to common rpg terminology.&lt;br /&gt;
&lt;br /&gt;
===Game title abbreviation===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Game_title_abbreviations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of abbreviations used for various games and game lines.&lt;br /&gt;
&lt;br /&gt;
===RPG Lexica===&lt;br /&gt;
&lt;br /&gt;
A collection of [[RPG_Lexica:Main_Page|Gamer Jargon]]--terms used by the &#039;&#039;players&#039;&#039; as opposed to the game&#039;s authors and designers.&lt;br /&gt;
Still very much a work in progress... please contribute!&lt;br /&gt;
&lt;br /&gt;
===What&#039;s in a (GM&#039;s) Name?===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Referee]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of various game master names for different games&lt;br /&gt;
&lt;br /&gt;
==MMORPG Guilds==&lt;br /&gt;
&lt;br /&gt;
[[Blacksky Company]] (WoW Kirin Tor Horde)&lt;br /&gt;
&lt;br /&gt;
[[Pig and Whistle Society]] (WoW Kirin Tor Alliance)&lt;br /&gt;
&lt;br /&gt;
[[Meta Forces]] (CoH/CoV)&lt;br /&gt;
&lt;br /&gt;
[[Versus Gloria Omnis]] (Eve Online)&lt;br /&gt;
&lt;br /&gt;
===Where Did I Come From?===&lt;br /&gt;
A game where an orphan kills his parents by travelling in time!&lt;br /&gt;
====BOO====&lt;/div&gt;</summary>
		<author><name>Frank Sronce</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145863</id>
		<title>Hyperborean Mice:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145863"/>
		<updated>2010-06-01T00:47:34Z</updated>

		<summary type="html">&lt;p&gt;Frank Sronce: /* Welcome to Hyperborea */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Fantasy]]&lt;br /&gt;
==Welcome to Hyperborea!==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hyperborean Mice&#039;&#039;&#039;&#039;&#039; is the game of gritty Swords &amp;amp; Sorcery action... as performed by talking rodents. &lt;br /&gt;
&lt;br /&gt;
The game&#039;s home page is at http://www.kizandjenn.com/hmice/&lt;br /&gt;
&lt;br /&gt;
This wiki is intended as an area for players or the author to make new material available.&lt;br /&gt;
&lt;br /&gt;
==New Material==&lt;br /&gt;
&lt;br /&gt;
===The 7th Spell: Augment (by Frank Sronce)===&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
Hidden in the wastes around Fashar is the secret temple of the cult of Kenshai. Though the cult&#039;s membership is largely composed of Jumping Mice, they credit the founding of their order to a forgotten White Lord named Kenshai, from whom they take their name. Supposedly he sickened of the decadence of his fellows and went into the wastes alone, where he learned to survive without food or water and achieved a transcendental existence. He taught his ways to a nearby clan of Jumping Mice and the arts of Kenshai were born. &lt;br /&gt;
&lt;br /&gt;
Clan members are taught to prize inner peace, discipline, giving up worldly goods and martial skills. For most of the cult&#039;s history, it remained in hiding, fearful of the other churches, particularly the followers of Jandara, who rule most of Fashar. It has only been within the last generation that a new leader arose within the followers of Kenshai and overturned the ancient prohibitions against revealing their existence. Now acolytes are encouraged to go forth into the more civilized areas and work to spread the word of Kenshai. So far they have made little impact, but if they ever do succeed in attracting the attention of the larger churches, a pogrom is sure to follow. &lt;br /&gt;
&lt;br /&gt;
====Mousy Martial Arts====&lt;br /&gt;
&lt;br /&gt;
The most secret and prized teaching of Kenshai is the use of magic to augment their physical abilities. Their techniques are oriented around maximizing the effect of their relatively poor Magic ratings, but a Magic rating of at least +1 is required to take the Augment spell and learn the techniques associated with it. Characters may also be required by their GM to take a &#039;&#039;Duty to the Cult of Kenshai&#039;&#039; Flaw.&lt;br /&gt;
&lt;br /&gt;
====What Augment can do====&lt;br /&gt;
&lt;br /&gt;
The Augment spell is primarily a way of turning magic inwards, focusing the mind on a particular task. It can boost the caster&#039;s abilities in a narrow area, so long as they continue to maintain the spell. &lt;br /&gt;
&lt;br /&gt;
====What Augment cannot do====&lt;br /&gt;
&lt;br /&gt;
This magical art cannot enable a mouse to do anything that they could not normally attempt. It could enable the caster to hold their breath longer, but not to breathe water as though it were air. Unlike most magical arts, Augment &#039;&#039;cannot&#039;&#039; affect other characters; it is strictly an internal art used on the caster themselves. &lt;br /&gt;
&lt;br /&gt;
====Example Trivial Spells====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-DENIAL:&#039;&#039;&#039; the caster can double the length of time that they can go without something normally essential, such as air, food, water or sleep. The spell must be constantly maintained and requires concentration or the normal penalties for this lack suddenly return, often with devastating consequences. Each Critical Success adds another multiple (x3 for a single crit, x4 for a double crit, et cetera). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-CONTROL:&#039;&#039;&#039; the caster can reduce any penalties to their rolls due to fatigue, fear, poison, disease, etc. by up to 1 point. This lasts as long as the character concentrates of maintaining the spell. Each Critical Success can reduce the penalty by another point. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR FOCUS:&#039;&#039;&#039; the caster grants themselves a +1 bonus to their next roll by concentrating all of their efforts on that task. The downside is that this requires complete concentration and they cannot do anything else in the meantime. If forced to make any other rolls during this time period, they suffer a -4 penalty to them. Each Critical Success enables the caster to maintain the bonus for an additional roll without recasting it.&lt;br /&gt;
&lt;br /&gt;
====Example Small Magicks====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SUSPENDED ANIMATION:&#039;&#039;&#039; by sitting motionless in a deep trance, the character enters a death-like state. They remain aware of their surroundings, but no longer need to breathe, eat, drink or sleep. This effect can be maintained for as many days as the number rolled. There is no direct effect for Critical Successes (beyond a higher total result). They cannot take any actions without abandoning the spell. It takes a VERY HARD Medicine check to tell that they are not actually dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GREATER FOCUS:&#039;&#039;&#039; by entering a trance-like state, the caster acquires a +2 bonus to a single skill of choice, but a -2 penalty to any other rolls. This trance lasts for up to a single scene and requires light concentration to maintain. It can be abandoned at any point. Each Critical Success adds a further +1 bonus.&lt;br /&gt;
&lt;br /&gt;
====Example Large Magicks====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ETERNAL SLEEP:&#039;&#039;&#039; as per the &#039;&#039;Suspended Animation&#039;&#039; spell, but the effect can last for as many years as the number that the caster rolled. Furthermore, the character can perform very minor actions such as walking slowly or whispering without ending the spell. It takes a NIGH IMPOSSIBLE Medicine check to tell that the character is not dead if they pretend to be. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TOTAL FOCUS:&#039;&#039;&#039; as per the &#039;&#039;Greater Focus&#039;&#039; spell, but the benefit applies to a single Stat instead of a single Skill.&lt;br /&gt;
&lt;br /&gt;
====Augment High Sorceries====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SUPERNATURAL STRENGTH (1 point):&#039;&#039;&#039; you may cast a spell which grants you a +5 bonus to a single Brawn or Agility roll (which &#039;&#039;must&#039;&#039; be the next action you perform or the benefit is lost). Furthermore, if you roll a Critical Success or better, casting this spell becomes a Free Action, enabling you to start that action immediately. Due to the strain on your body, each successful use of this spell inflicts 1 point of internal damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ETERNAL MASTERY (Enchantment, 1 point):&#039;&#039;&#039; you may enchant your own flesh to remove one of your basic needs entirely, such as breathing, eating, drinking &#039;&#039;or&#039;&#039; sleeping. This unnatural state causes a -2 penalty when making friendly social checks with anyone who has the &#039;&#039;Superstitious&#039;&#039; Flaw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INSTINCTIVE AUGMENT (Advantage, 1 point):&#039;&#039;&#039; you may expend a Critical Success on any Augment casting check to perform that spell as a Free Action. Note that while you can perform more than one Free Action in the same turn, they must all be distinctly different, so you would not be able to cast another Augment spell that turn.&lt;/div&gt;</summary>
		<author><name>Frank Sronce</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145861</id>
		<title>Hyperborean Mice:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145861"/>
		<updated>2010-06-01T00:43:16Z</updated>

		<summary type="html">&lt;p&gt;Frank Sronce: /* Mousy Martial Arts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Fantasy]]&lt;br /&gt;
==Welcome to Hyperborea==&lt;br /&gt;
&lt;br /&gt;
The game of gritty Swords &amp;amp; Sorcery action... as performed by talking rodents. &lt;br /&gt;
&lt;br /&gt;
The game&#039;s home page is at http://www.kizandjenn.com/hmice/&lt;br /&gt;
&lt;br /&gt;
This wiki is intended as an area for players or the author to make new material available.&lt;br /&gt;
&lt;br /&gt;
==New Material==&lt;br /&gt;
&lt;br /&gt;
===The 7th Spell: Augment (by Frank Sronce)===&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
Hidden in the wastes around Fashar is the secret temple of the cult of Kenshai. Though the cult&#039;s membership is largely composed of Jumping Mice, they credit the founding of their order to a forgotten White Lord named Kenshai, from whom they take their name. Supposedly he sickened of the decadence of his fellows and went into the wastes alone, where he learned to survive without food or water and achieved a transcendental existence. He taught his ways to a nearby clan of Jumping Mice and the arts of Kenshai were born. &lt;br /&gt;
&lt;br /&gt;
Clan members are taught to prize inner peace, discipline, giving up worldly goods and martial skills. For most of the cult&#039;s history, it remained in hiding, fearful of the other churches, particularly the followers of Jandara, who rule most of Fashar. It has only been within the last generation that a new leader arose within the followers of Kenshai and overturned the ancient prohibitions against revealing their existence. Now acolytes are encouraged to go forth into the more civilized areas and work to spread the word of Kenshai. So far they have made little impact, but if they ever do succeed in attracting the attention of the larger churches, a pogrom is sure to follow. &lt;br /&gt;
&lt;br /&gt;
====Mousy Martial Arts====&lt;br /&gt;
&lt;br /&gt;
The most secret and prized teaching of Kenshai is the use of magic to augment their physical abilities. Their techniques are oriented around maximizing the effect of their relatively poor Magic ratings, but a Magic rating of at least +1 is required to take the Augment spell and learn the techniques associated with it. Characters may also be required by their GM to take a &#039;&#039;Duty to the Cult of Kenshai&#039;&#039; Flaw.&lt;br /&gt;
&lt;br /&gt;
====What Augment can do====&lt;br /&gt;
&lt;br /&gt;
The Augment spell is primarily a way of turning magic inwards, focusing the mind on a particular task. It can boost the caster&#039;s abilities in a narrow area, so long as they continue to maintain the spell. &lt;br /&gt;
&lt;br /&gt;
====What Augment cannot do====&lt;br /&gt;
&lt;br /&gt;
This magical art cannot enable a mouse to do anything that they could not normally attempt. It could enable the caster to hold their breath longer, but not to breathe water as though it were air. Unlike most magical arts, Augment &#039;&#039;cannot&#039;&#039; affect other characters; it is strictly an internal art used on the caster themselves. &lt;br /&gt;
&lt;br /&gt;
====Example Trivial Spells====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-DENIAL:&#039;&#039;&#039; the caster can double the length of time that they can go without something normally essential, such as air, food, water or sleep. The spell must be constantly maintained and requires concentration or the normal penalties for this lack suddenly return, often with devastating consequences. Each Critical Success adds another multiple (x3 for a single crit, x4 for a double crit, et cetera). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-CONTROL:&#039;&#039;&#039; the caster can reduce any penalties to their rolls due to fatigue, fear, poison, disease, etc. by up to 1 point. This lasts as long as the character concentrates of maintaining the spell. Each Critical Success can reduce the penalty by another point. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR FOCUS:&#039;&#039;&#039; the caster grants themselves a +1 bonus to their next roll by concentrating all of their efforts on that task. The downside is that this requires complete concentration and they cannot do anything else in the meantime. If forced to make any other rolls during this time period, they suffer a -4 penalty to them. Each Critical Success enables the caster to maintain the bonus for an additional roll without recasting it.&lt;br /&gt;
&lt;br /&gt;
====Example Small Magicks====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SUSPENDED ANIMATION:&#039;&#039;&#039; by sitting motionless in a deep trance, the character enters a death-like state. They remain aware of their surroundings, but no longer need to breathe, eat, drink or sleep. This effect can be maintained for as many days as the number rolled. There is no direct effect for Critical Successes (beyond a higher total result). They cannot take any actions without abandoning the spell. It takes a VERY HARD Medicine check to tell that they are not actually dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GREATER FOCUS:&#039;&#039;&#039; by entering a trance-like state, the caster acquires a +2 bonus to a single skill of choice, but a -2 penalty to any other rolls. This trance lasts for up to a single scene and requires light concentration to maintain. It can be abandoned at any point. Each Critical Success adds a further +1 bonus.&lt;br /&gt;
&lt;br /&gt;
====Example Large Magicks====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ETERNAL SLEEP:&#039;&#039;&#039; as per the &#039;&#039;Suspended Animation&#039;&#039; spell, but the effect can last for as many years as the number that the caster rolled. Furthermore, the character can perform very minor actions such as walking slowly or whispering without ending the spell. It takes a NIGH IMPOSSIBLE Medicine check to tell that the character is not dead if they pretend to be. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TOTAL FOCUS:&#039;&#039;&#039; as per the &#039;&#039;Greater Focus&#039;&#039; spell, but the benefit applies to a single Stat instead of a single Skill.&lt;br /&gt;
&lt;br /&gt;
====Augment High Sorceries====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SUPERNATURAL STRENGTH (1 point):&#039;&#039;&#039; you may cast a spell which grants you a +5 bonus to a single Brawn or Agility roll (which &#039;&#039;must&#039;&#039; be the next action you perform or the benefit is lost). Furthermore, if you roll a Critical Success or better, casting this spell becomes a Free Action, enabling you to start that action immediately. Due to the strain on your body, each successful use of this spell inflicts 1 point of internal damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ETERNAL MASTERY (Enchantment, 1 point):&#039;&#039;&#039; you may enchant your own flesh to remove one of your basic needs entirely, such as breathing, eating, drinking &#039;&#039;or&#039;&#039; sleeping. This unnatural state causes a -2 penalty when making friendly social checks with anyone who has the &#039;&#039;Superstitious&#039;&#039; Flaw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INSTINCTIVE AUGMENT (Advantage, 1 point):&#039;&#039;&#039; you may expend a Critical Success on any Augment casting check to perform that spell as a Free Action. Note that while you can perform more than one Free Action in the same turn, they must all be distinctly different, so you would not be able to cast another Augment spell that turn.&lt;/div&gt;</summary>
		<author><name>Frank Sronce</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145860</id>
		<title>Hyperborean Mice:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145860"/>
		<updated>2010-06-01T00:42:10Z</updated>

		<summary type="html">&lt;p&gt;Frank Sronce: /* New Material */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Fantasy]]&lt;br /&gt;
==Welcome to Hyperborea==&lt;br /&gt;
&lt;br /&gt;
The game of gritty Swords &amp;amp; Sorcery action... as performed by talking rodents. &lt;br /&gt;
&lt;br /&gt;
The game&#039;s home page is at http://www.kizandjenn.com/hmice/&lt;br /&gt;
&lt;br /&gt;
This wiki is intended as an area for players or the author to make new material available.&lt;br /&gt;
&lt;br /&gt;
==New Material==&lt;br /&gt;
&lt;br /&gt;
===The 7th Spell: Augment (by Frank Sronce)===&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
Hidden in the wastes around Fashar is the secret temple of the cult of Kenshai. Though the cult&#039;s membership is largely composed of Jumping Mice, they credit the founding of their order to a forgotten White Lord named Kenshai, from whom they take their name. Supposedly he sickened of the decadence of his fellows and went into the wastes alone, where he learned to survive without food or water and achieved a transcendental existence. He taught his ways to a nearby clan of Jumping Mice and the arts of Kenshai were born. &lt;br /&gt;
&lt;br /&gt;
Clan members are taught to prize inner peace, discipline, giving up worldly goods and martial skills. For most of the cult&#039;s history, it remained in hiding, fearful of the other churches, particularly the followers of Jandara, who rule most of Fashar. It has only been within the last generation that a new leader arose within the followers of Kenshai and overturned the ancient prohibitions against revealing their existence. Now acolytes are encouraged to go forth into the more civilized areas and work to spread the word of Kenshai. So far they have made little impact, but if they ever do succeed in attracting the attention of the larger churches, a pogrom is sure to follow. &lt;br /&gt;
&lt;br /&gt;
====Mousy Martial Arts====&lt;br /&gt;
&lt;br /&gt;
The most secret and prized teaching of Kenshai is the use of magic to augment their physical abilities. Their techniques are oriented around maximizing the effect of their relatively poor Magic ratings, but a Magic rating of at least +1 is required to take the Augment spell and learn the techniques associated with it. &lt;br /&gt;
&lt;br /&gt;
====What Augment can do====&lt;br /&gt;
&lt;br /&gt;
The Augment spell is primarily a way of turning magic inwards, focusing the mind on a particular task. It can boost the caster&#039;s abilities in a narrow area, so long as they continue to maintain the spell. &lt;br /&gt;
&lt;br /&gt;
====What Augment cannot do====&lt;br /&gt;
&lt;br /&gt;
This magical art cannot enable a mouse to do anything that they could not normally attempt. It could enable the caster to hold their breath longer, but not to breathe water as though it were air. Unlike most magical arts, Augment &#039;&#039;cannot&#039;&#039; affect other characters; it is strictly an internal art used on the caster themselves. &lt;br /&gt;
&lt;br /&gt;
====Example Trivial Spells====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-DENIAL:&#039;&#039;&#039; the caster can double the length of time that they can go without something normally essential, such as air, food, water or sleep. The spell must be constantly maintained and requires concentration or the normal penalties for this lack suddenly return, often with devastating consequences. Each Critical Success adds another multiple (x3 for a single crit, x4 for a double crit, et cetera). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-CONTROL:&#039;&#039;&#039; the caster can reduce any penalties to their rolls due to fatigue, fear, poison, disease, etc. by up to 1 point. This lasts as long as the character concentrates of maintaining the spell. Each Critical Success can reduce the penalty by another point. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR FOCUS:&#039;&#039;&#039; the caster grants themselves a +1 bonus to their next roll by concentrating all of their efforts on that task. The downside is that this requires complete concentration and they cannot do anything else in the meantime. If forced to make any other rolls during this time period, they suffer a -4 penalty to them. Each Critical Success enables the caster to maintain the bonus for an additional roll without recasting it.&lt;br /&gt;
&lt;br /&gt;
====Example Small Magicks====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SUSPENDED ANIMATION:&#039;&#039;&#039; by sitting motionless in a deep trance, the character enters a death-like state. They remain aware of their surroundings, but no longer need to breathe, eat, drink or sleep. This effect can be maintained for as many days as the number rolled. There is no direct effect for Critical Successes (beyond a higher total result). They cannot take any actions without abandoning the spell. It takes a VERY HARD Medicine check to tell that they are not actually dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GREATER FOCUS:&#039;&#039;&#039; by entering a trance-like state, the caster acquires a +2 bonus to a single skill of choice, but a -2 penalty to any other rolls. This trance lasts for up to a single scene and requires light concentration to maintain. It can be abandoned at any point. Each Critical Success adds a further +1 bonus.&lt;br /&gt;
&lt;br /&gt;
====Example Large Magicks====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ETERNAL SLEEP:&#039;&#039;&#039; as per the &#039;&#039;Suspended Animation&#039;&#039; spell, but the effect can last for as many years as the number that the caster rolled. Furthermore, the character can perform very minor actions such as walking slowly or whispering without ending the spell. It takes a NIGH IMPOSSIBLE Medicine check to tell that the character is not dead if they pretend to be. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TOTAL FOCUS:&#039;&#039;&#039; as per the &#039;&#039;Greater Focus&#039;&#039; spell, but the benefit applies to a single Stat instead of a single Skill.&lt;br /&gt;
&lt;br /&gt;
====Augment High Sorceries====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SUPERNATURAL STRENGTH (1 point):&#039;&#039;&#039; you may cast a spell which grants you a +5 bonus to a single Brawn or Agility roll (which &#039;&#039;must&#039;&#039; be the next action you perform or the benefit is lost). Furthermore, if you roll a Critical Success or better, casting this spell becomes a Free Action, enabling you to start that action immediately. Due to the strain on your body, each successful use of this spell inflicts 1 point of internal damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ETERNAL MASTERY (Enchantment, 1 point):&#039;&#039;&#039; you may enchant your own flesh to remove one of your basic needs entirely, such as breathing, eating, drinking &#039;&#039;or&#039;&#039; sleeping. This unnatural state causes a -2 penalty when making friendly social checks with anyone who has the &#039;&#039;Superstitious&#039;&#039; Flaw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INSTINCTIVE AUGMENT (Advantage, 1 point):&#039;&#039;&#039; you may expend a Critical Success on any Augment casting check to perform that spell as a Free Action. Note that while you can perform more than one Free Action in the same turn, they must all be distinctly different, so you would not be able to cast another Augment spell that turn.&lt;/div&gt;</summary>
		<author><name>Frank Sronce</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145859</id>
		<title>Hyperborean Mice:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145859"/>
		<updated>2010-06-01T00:39:46Z</updated>

		<summary type="html">&lt;p&gt;Frank Sronce: /* Augment High Sorceries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Fantasy]]&lt;br /&gt;
==Welcome to Hyperborea==&lt;br /&gt;
&lt;br /&gt;
The game of gritty Swords &amp;amp; Sorcery action... as performed by talking rodents. &lt;br /&gt;
&lt;br /&gt;
The game&#039;s home page is at http://www.kizandjenn.com/hmice/&lt;br /&gt;
&lt;br /&gt;
This wiki is intended as an area for players or the author to make new material available.&lt;br /&gt;
&lt;br /&gt;
==New Material==&lt;br /&gt;
&lt;br /&gt;
===The 7th Spell: Augment===&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
Hidden in the wastes around Fashar is the secret temple of the cult of Kenshai. Though the cult&#039;s membership is largely composed of Jumping Mice, they credit the founding of their order to a forgotten White Lord named Kenshai, from whom they take their name. Supposedly he sickened of the decadence of his fellows and went into the wastes alone, where he learned to survive without food or water and achieved a transcendental existence. He taught his ways to a nearby clan of Jumping Mice and the arts of Kenshai were born. &lt;br /&gt;
&lt;br /&gt;
Clan members are taught to prize inner peace, discipline, giving up worldly goods and martial skills. For most of the cult&#039;s history, it remained in hiding, fearful of the other churches, particularly the followers of Jandara, who rule most of Fashar. It has only been within the last generation that a new leader arose within the followers of Kenshai and overturned the ancient prohibitions against revealing their existence. Now acolytes are encouraged to go forth into the more civilized areas and work to spread the word of Kenshai. So far they have made little impact, but if they ever do succeed in attracting the attention of the larger churches, a pogrom is sure to follow. &lt;br /&gt;
&lt;br /&gt;
====Mousy Martial Arts====&lt;br /&gt;
&lt;br /&gt;
The most secret and prized teaching of Kenshai is the use of magic to augment their physical abilities. Their techniques are oriented around maximizing the effect of their relatively poor Magic ratings, but a Magic rating of at least +1 is required to take the Augment spell and learn the techniques associated with it. &lt;br /&gt;
&lt;br /&gt;
====What Augment can do====&lt;br /&gt;
&lt;br /&gt;
The Augment spell is primarily a way of turning magic inwards, focusing the mind on a particular task. It can boost the caster&#039;s abilities in a narrow area, so long as they continue to maintain the spell. &lt;br /&gt;
&lt;br /&gt;
====What Augment cannot do====&lt;br /&gt;
&lt;br /&gt;
This magical art cannot enable a mouse to do anything that they could not normally attempt. It could enable the caster to hold their breath longer, but not to breathe water as though it were air. Unlike most magical arts, Augment &#039;&#039;cannot&#039;&#039; affect other characters; it is strictly an internal art used on the caster themselves. &lt;br /&gt;
&lt;br /&gt;
====Example Trivial Spells====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-DENIAL:&#039;&#039;&#039; the caster can double the length of time that they can go without something normally essential, such as air, food, water or sleep. The spell must be constantly maintained and requires concentration or the normal penalties for this lack suddenly return, often with devastating consequences. Each Critical Success adds another multiple (x3 for a single crit, x4 for a double crit, et cetera). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-CONTROL:&#039;&#039;&#039; the caster can reduce any penalties to their rolls due to fatigue, fear, poison, disease, etc. by up to 1 point. This lasts as long as the character concentrates of maintaining the spell. Each Critical Success can reduce the penalty by another point. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR FOCUS:&#039;&#039;&#039; the caster grants themselves a +1 bonus to their next roll by concentrating all of their efforts on that task. The downside is that this requires complete concentration and they cannot do anything else in the meantime. If forced to make any other rolls during this time period, they suffer a -4 penalty to them. Each Critical Success enables the caster to maintain the bonus for an additional roll without recasting it.&lt;br /&gt;
&lt;br /&gt;
====Example Small Magicks====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SUSPENDED ANIMATION:&#039;&#039;&#039; by sitting motionless in a deep trance, the character enters a death-like state. They remain aware of their surroundings, but no longer need to breathe, eat, drink or sleep. This effect can be maintained for as many days as the number rolled. There is no direct effect for Critical Successes (beyond a higher total result). They cannot take any actions without abandoning the spell. It takes a VERY HARD Medicine check to tell that they are not actually dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GREATER FOCUS:&#039;&#039;&#039; by entering a trance-like state, the caster acquires a +2 bonus to a single skill of choice, but a -2 penalty to any other rolls. This trance lasts for up to a single scene and requires light concentration to maintain. It can be abandoned at any point. Each Critical Success adds a further +1 bonus.&lt;br /&gt;
&lt;br /&gt;
====Example Large Magicks====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ETERNAL SLEEP:&#039;&#039;&#039; as per the &#039;&#039;Suspended Animation&#039;&#039; spell, but the effect can last for as many years as the number that the caster rolled. Furthermore, the character can perform very minor actions such as walking slowly or whispering without ending the spell. It takes a NIGH IMPOSSIBLE Medicine check to tell that the character is not dead if they pretend to be. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TOTAL FOCUS:&#039;&#039;&#039; as per the &#039;&#039;Greater Focus&#039;&#039; spell, but the benefit applies to a single Stat instead of a single Skill.&lt;br /&gt;
&lt;br /&gt;
====Augment High Sorceries====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SUPERNATURAL STRENGTH (1 point):&#039;&#039;&#039; you may cast a spell which grants you a +5 bonus to a single Brawn or Agility roll (which &#039;&#039;must&#039;&#039; be the next action you perform or the benefit is lost). Furthermore, if you roll a Critical Success or better, casting this spell becomes a Free Action, enabling you to start that action immediately. Due to the strain on your body, each successful use of this spell inflicts 1 point of internal damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ETERNAL MASTERY (Enchantment, 1 point):&#039;&#039;&#039; you may enchant your own flesh to remove one of your basic needs entirely, such as breathing, eating, drinking &#039;&#039;or&#039;&#039; sleeping. This unnatural state causes a -2 penalty when making friendly social checks with anyone who has the &#039;&#039;Superstitious&#039;&#039; Flaw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INSTINCTIVE AUGMENT (Advantage, 1 point):&#039;&#039;&#039; you may expend a Critical Success on any Augment casting check to perform that spell as a Free Action. Note that while you can perform more than one Free Action in the same turn, they must all be distinctly different, so you would not be able to cast another Augment spell that turn.&lt;/div&gt;</summary>
		<author><name>Frank Sronce</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145858</id>
		<title>Hyperborean Mice:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145858"/>
		<updated>2010-06-01T00:36:10Z</updated>

		<summary type="html">&lt;p&gt;Frank Sronce: /* Example Large Magicks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Fantasy]]&lt;br /&gt;
==Welcome to Hyperborea==&lt;br /&gt;
&lt;br /&gt;
The game of gritty Swords &amp;amp; Sorcery action... as performed by talking rodents. &lt;br /&gt;
&lt;br /&gt;
The game&#039;s home page is at http://www.kizandjenn.com/hmice/&lt;br /&gt;
&lt;br /&gt;
This wiki is intended as an area for players or the author to make new material available.&lt;br /&gt;
&lt;br /&gt;
==New Material==&lt;br /&gt;
&lt;br /&gt;
===The 7th Spell: Augment===&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
Hidden in the wastes around Fashar is the secret temple of the cult of Kenshai. Though the cult&#039;s membership is largely composed of Jumping Mice, they credit the founding of their order to a forgotten White Lord named Kenshai, from whom they take their name. Supposedly he sickened of the decadence of his fellows and went into the wastes alone, where he learned to survive without food or water and achieved a transcendental existence. He taught his ways to a nearby clan of Jumping Mice and the arts of Kenshai were born. &lt;br /&gt;
&lt;br /&gt;
Clan members are taught to prize inner peace, discipline, giving up worldly goods and martial skills. For most of the cult&#039;s history, it remained in hiding, fearful of the other churches, particularly the followers of Jandara, who rule most of Fashar. It has only been within the last generation that a new leader arose within the followers of Kenshai and overturned the ancient prohibitions against revealing their existence. Now acolytes are encouraged to go forth into the more civilized areas and work to spread the word of Kenshai. So far they have made little impact, but if they ever do succeed in attracting the attention of the larger churches, a pogrom is sure to follow. &lt;br /&gt;
&lt;br /&gt;
====Mousy Martial Arts====&lt;br /&gt;
&lt;br /&gt;
The most secret and prized teaching of Kenshai is the use of magic to augment their physical abilities. Their techniques are oriented around maximizing the effect of their relatively poor Magic ratings, but a Magic rating of at least +1 is required to take the Augment spell and learn the techniques associated with it. &lt;br /&gt;
&lt;br /&gt;
====What Augment can do====&lt;br /&gt;
&lt;br /&gt;
The Augment spell is primarily a way of turning magic inwards, focusing the mind on a particular task. It can boost the caster&#039;s abilities in a narrow area, so long as they continue to maintain the spell. &lt;br /&gt;
&lt;br /&gt;
====What Augment cannot do====&lt;br /&gt;
&lt;br /&gt;
This magical art cannot enable a mouse to do anything that they could not normally attempt. It could enable the caster to hold their breath longer, but not to breathe water as though it were air. Unlike most magical arts, Augment &#039;&#039;cannot&#039;&#039; affect other characters; it is strictly an internal art used on the caster themselves. &lt;br /&gt;
&lt;br /&gt;
====Example Trivial Spells====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-DENIAL:&#039;&#039;&#039; the caster can double the length of time that they can go without something normally essential, such as air, food, water or sleep. The spell must be constantly maintained and requires concentration or the normal penalties for this lack suddenly return, often with devastating consequences. Each Critical Success adds another multiple (x3 for a single crit, x4 for a double crit, et cetera). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-CONTROL:&#039;&#039;&#039; the caster can reduce any penalties to their rolls due to fatigue, fear, poison, disease, etc. by up to 1 point. This lasts as long as the character concentrates of maintaining the spell. Each Critical Success can reduce the penalty by another point. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR FOCUS:&#039;&#039;&#039; the caster grants themselves a +1 bonus to their next roll by concentrating all of their efforts on that task. The downside is that this requires complete concentration and they cannot do anything else in the meantime. If forced to make any other rolls during this time period, they suffer a -4 penalty to them. Each Critical Success enables the caster to maintain the bonus for an additional roll without recasting it.&lt;br /&gt;
&lt;br /&gt;
====Example Small Magicks====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SUSPENDED ANIMATION:&#039;&#039;&#039; by sitting motionless in a deep trance, the character enters a death-like state. They remain aware of their surroundings, but no longer need to breathe, eat, drink or sleep. This effect can be maintained for as many days as the number rolled. There is no direct effect for Critical Successes (beyond a higher total result). They cannot take any actions without abandoning the spell. It takes a VERY HARD Medicine check to tell that they are not actually dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GREATER FOCUS:&#039;&#039;&#039; by entering a trance-like state, the caster acquires a +2 bonus to a single skill of choice, but a -2 penalty to any other rolls. This trance lasts for up to a single scene and requires light concentration to maintain. It can be abandoned at any point. Each Critical Success adds a further +1 bonus.&lt;br /&gt;
&lt;br /&gt;
====Example Large Magicks====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ETERNAL SLEEP:&#039;&#039;&#039; as per the &#039;&#039;Suspended Animation&#039;&#039; spell, but the effect can last for as many years as the number that the caster rolled. Furthermore, the character can perform very minor actions such as walking slowly or whispering without ending the spell. It takes a NIGH IMPOSSIBLE Medicine check to tell that the character is not dead if they pretend to be. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TOTAL FOCUS:&#039;&#039;&#039; as per the &#039;&#039;Greater Focus&#039;&#039; spell, but the benefit applies to a single Stat instead of a single Skill.&lt;br /&gt;
&lt;br /&gt;
====Augment High Sorceries====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SUPERNATURAL STRENGTH (1 point):&#039;&#039;&#039; you may cast a spell which grants you a +5 bonus to a single Brawn or Agility roll (which &#039;&#039;must&#039;&#039; be the next action you perform or the benefit is lost). Furthermore, if you roll a Critical Success or better, casting this spell becomes a Free Action, enabling you to start that action immediately. Due to the strain on your body, each successful use of this spell inflicts 1 point of internal damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ETERNAL MASTERY (Enchantment, 1 point):&#039;&#039;&#039; you may enchant your own flesh to remove one of your basic needs entirely, such as breathing, eating, drinking &#039;&#039;or&#039;&#039; sleeping. This unnatural state causes a -2 penalty when making friendly social checks with anyone who has the &#039;&#039;Superstitious&#039;&#039; Flaw.&lt;/div&gt;</summary>
		<author><name>Frank Sronce</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145857</id>
		<title>Hyperborean Mice:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145857"/>
		<updated>2010-06-01T00:35:49Z</updated>

		<summary type="html">&lt;p&gt;Frank Sronce: /* Example Small Magicks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Fantasy]]&lt;br /&gt;
==Welcome to Hyperborea==&lt;br /&gt;
&lt;br /&gt;
The game of gritty Swords &amp;amp; Sorcery action... as performed by talking rodents. &lt;br /&gt;
&lt;br /&gt;
The game&#039;s home page is at http://www.kizandjenn.com/hmice/&lt;br /&gt;
&lt;br /&gt;
This wiki is intended as an area for players or the author to make new material available.&lt;br /&gt;
&lt;br /&gt;
==New Material==&lt;br /&gt;
&lt;br /&gt;
===The 7th Spell: Augment===&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
Hidden in the wastes around Fashar is the secret temple of the cult of Kenshai. Though the cult&#039;s membership is largely composed of Jumping Mice, they credit the founding of their order to a forgotten White Lord named Kenshai, from whom they take their name. Supposedly he sickened of the decadence of his fellows and went into the wastes alone, where he learned to survive without food or water and achieved a transcendental existence. He taught his ways to a nearby clan of Jumping Mice and the arts of Kenshai were born. &lt;br /&gt;
&lt;br /&gt;
Clan members are taught to prize inner peace, discipline, giving up worldly goods and martial skills. For most of the cult&#039;s history, it remained in hiding, fearful of the other churches, particularly the followers of Jandara, who rule most of Fashar. It has only been within the last generation that a new leader arose within the followers of Kenshai and overturned the ancient prohibitions against revealing their existence. Now acolytes are encouraged to go forth into the more civilized areas and work to spread the word of Kenshai. So far they have made little impact, but if they ever do succeed in attracting the attention of the larger churches, a pogrom is sure to follow. &lt;br /&gt;
&lt;br /&gt;
====Mousy Martial Arts====&lt;br /&gt;
&lt;br /&gt;
The most secret and prized teaching of Kenshai is the use of magic to augment their physical abilities. Their techniques are oriented around maximizing the effect of their relatively poor Magic ratings, but a Magic rating of at least +1 is required to take the Augment spell and learn the techniques associated with it. &lt;br /&gt;
&lt;br /&gt;
====What Augment can do====&lt;br /&gt;
&lt;br /&gt;
The Augment spell is primarily a way of turning magic inwards, focusing the mind on a particular task. It can boost the caster&#039;s abilities in a narrow area, so long as they continue to maintain the spell. &lt;br /&gt;
&lt;br /&gt;
====What Augment cannot do====&lt;br /&gt;
&lt;br /&gt;
This magical art cannot enable a mouse to do anything that they could not normally attempt. It could enable the caster to hold their breath longer, but not to breathe water as though it were air. Unlike most magical arts, Augment &#039;&#039;cannot&#039;&#039; affect other characters; it is strictly an internal art used on the caster themselves. &lt;br /&gt;
&lt;br /&gt;
====Example Trivial Spells====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-DENIAL:&#039;&#039;&#039; the caster can double the length of time that they can go without something normally essential, such as air, food, water or sleep. The spell must be constantly maintained and requires concentration or the normal penalties for this lack suddenly return, often with devastating consequences. Each Critical Success adds another multiple (x3 for a single crit, x4 for a double crit, et cetera). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-CONTROL:&#039;&#039;&#039; the caster can reduce any penalties to their rolls due to fatigue, fear, poison, disease, etc. by up to 1 point. This lasts as long as the character concentrates of maintaining the spell. Each Critical Success can reduce the penalty by another point. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR FOCUS:&#039;&#039;&#039; the caster grants themselves a +1 bonus to their next roll by concentrating all of their efforts on that task. The downside is that this requires complete concentration and they cannot do anything else in the meantime. If forced to make any other rolls during this time period, they suffer a -4 penalty to them. Each Critical Success enables the caster to maintain the bonus for an additional roll without recasting it.&lt;br /&gt;
&lt;br /&gt;
====Example Small Magicks====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SUSPENDED ANIMATION:&#039;&#039;&#039; by sitting motionless in a deep trance, the character enters a death-like state. They remain aware of their surroundings, but no longer need to breathe, eat, drink or sleep. This effect can be maintained for as many days as the number rolled. There is no direct effect for Critical Successes (beyond a higher total result). They cannot take any actions without abandoning the spell. It takes a VERY HARD Medicine check to tell that they are not actually dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GREATER FOCUS:&#039;&#039;&#039; by entering a trance-like state, the caster acquires a +2 bonus to a single skill of choice, but a -2 penalty to any other rolls. This trance lasts for up to a single scene and requires light concentration to maintain. It can be abandoned at any point. Each Critical Success adds a further +1 bonus.&lt;br /&gt;
&lt;br /&gt;
====Example Large Magicks====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ETERNAL SLEEP:&#039;&#039;&#039; as per the &#039;&#039;Suspended Animation&#039;&#039; spell, but the effect can last for as many years as the number that the caster rolled. Furthermore, the character can perform very minor actions such as walking slowly or whispering without ending the spell. It takes a NIGH IMPOSSIBLE Medicine check to tell that the character is not dead if they pretend to be. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TOTAL FOCUS:&#039;&#039;&#039; as per the &#039;&#039;Greater Focus&#039;&#039; spell, but the penalty for other actions is only -1.&lt;br /&gt;
&lt;br /&gt;
====Augment High Sorceries====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SUPERNATURAL STRENGTH (1 point):&#039;&#039;&#039; you may cast a spell which grants you a +5 bonus to a single Brawn or Agility roll (which &#039;&#039;must&#039;&#039; be the next action you perform or the benefit is lost). Furthermore, if you roll a Critical Success or better, casting this spell becomes a Free Action, enabling you to start that action immediately. Due to the strain on your body, each successful use of this spell inflicts 1 point of internal damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ETERNAL MASTERY (Enchantment, 1 point):&#039;&#039;&#039; you may enchant your own flesh to remove one of your basic needs entirely, such as breathing, eating, drinking &#039;&#039;or&#039;&#039; sleeping. This unnatural state causes a -2 penalty when making friendly social checks with anyone who has the &#039;&#039;Superstitious&#039;&#039; Flaw.&lt;/div&gt;</summary>
		<author><name>Frank Sronce</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145856</id>
		<title>Hyperborean Mice:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145856"/>
		<updated>2010-06-01T00:35:18Z</updated>

		<summary type="html">&lt;p&gt;Frank Sronce: /* Example Small Magicks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Fantasy]]&lt;br /&gt;
==Welcome to Hyperborea==&lt;br /&gt;
&lt;br /&gt;
The game of gritty Swords &amp;amp; Sorcery action... as performed by talking rodents. &lt;br /&gt;
&lt;br /&gt;
The game&#039;s home page is at http://www.kizandjenn.com/hmice/&lt;br /&gt;
&lt;br /&gt;
This wiki is intended as an area for players or the author to make new material available.&lt;br /&gt;
&lt;br /&gt;
==New Material==&lt;br /&gt;
&lt;br /&gt;
===The 7th Spell: Augment===&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
Hidden in the wastes around Fashar is the secret temple of the cult of Kenshai. Though the cult&#039;s membership is largely composed of Jumping Mice, they credit the founding of their order to a forgotten White Lord named Kenshai, from whom they take their name. Supposedly he sickened of the decadence of his fellows and went into the wastes alone, where he learned to survive without food or water and achieved a transcendental existence. He taught his ways to a nearby clan of Jumping Mice and the arts of Kenshai were born. &lt;br /&gt;
&lt;br /&gt;
Clan members are taught to prize inner peace, discipline, giving up worldly goods and martial skills. For most of the cult&#039;s history, it remained in hiding, fearful of the other churches, particularly the followers of Jandara, who rule most of Fashar. It has only been within the last generation that a new leader arose within the followers of Kenshai and overturned the ancient prohibitions against revealing their existence. Now acolytes are encouraged to go forth into the more civilized areas and work to spread the word of Kenshai. So far they have made little impact, but if they ever do succeed in attracting the attention of the larger churches, a pogrom is sure to follow. &lt;br /&gt;
&lt;br /&gt;
====Mousy Martial Arts====&lt;br /&gt;
&lt;br /&gt;
The most secret and prized teaching of Kenshai is the use of magic to augment their physical abilities. Their techniques are oriented around maximizing the effect of their relatively poor Magic ratings, but a Magic rating of at least +1 is required to take the Augment spell and learn the techniques associated with it. &lt;br /&gt;
&lt;br /&gt;
====What Augment can do====&lt;br /&gt;
&lt;br /&gt;
The Augment spell is primarily a way of turning magic inwards, focusing the mind on a particular task. It can boost the caster&#039;s abilities in a narrow area, so long as they continue to maintain the spell. &lt;br /&gt;
&lt;br /&gt;
====What Augment cannot do====&lt;br /&gt;
&lt;br /&gt;
This magical art cannot enable a mouse to do anything that they could not normally attempt. It could enable the caster to hold their breath longer, but not to breathe water as though it were air. Unlike most magical arts, Augment &#039;&#039;cannot&#039;&#039; affect other characters; it is strictly an internal art used on the caster themselves. &lt;br /&gt;
&lt;br /&gt;
====Example Trivial Spells====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-DENIAL:&#039;&#039;&#039; the caster can double the length of time that they can go without something normally essential, such as air, food, water or sleep. The spell must be constantly maintained and requires concentration or the normal penalties for this lack suddenly return, often with devastating consequences. Each Critical Success adds another multiple (x3 for a single crit, x4 for a double crit, et cetera). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-CONTROL:&#039;&#039;&#039; the caster can reduce any penalties to their rolls due to fatigue, fear, poison, disease, etc. by up to 1 point. This lasts as long as the character concentrates of maintaining the spell. Each Critical Success can reduce the penalty by another point. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR FOCUS:&#039;&#039;&#039; the caster grants themselves a +1 bonus to their next roll by concentrating all of their efforts on that task. The downside is that this requires complete concentration and they cannot do anything else in the meantime. If forced to make any other rolls during this time period, they suffer a -4 penalty to them. Each Critical Success enables the caster to maintain the bonus for an additional roll without recasting it.&lt;br /&gt;
&lt;br /&gt;
====Example Small Magicks====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SUSPENDED ANIMATION:&#039;&#039;&#039; by sitting motionless in a deep trance, the character enters a death-like state. They remain aware of their surroundings, but no longer need to breathe, eat, drink or sleep. This effect can be maintained for as many days as the number rolled. There is no direct effect for Critical Successes (beyond a higher total result). They cannot take any actions without abandoning the spell. It takes a VERY HARD Medicine check to tell that they are not actually dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GREATER FOCUS:&#039;&#039;&#039; by entering a trance-like state, the caster acquires a +1 bonus to a single stat of choice, but a -2 penalty to any other rolls. This trance lasts for up to a single scene and requires light concentration to maintain. It can be abandoned at any point. Each Critical Success adds a further +1 bonus.&lt;br /&gt;
&lt;br /&gt;
====Example Large Magicks====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ETERNAL SLEEP:&#039;&#039;&#039; as per the &#039;&#039;Suspended Animation&#039;&#039; spell, but the effect can last for as many years as the number that the caster rolled. Furthermore, the character can perform very minor actions such as walking slowly or whispering without ending the spell. It takes a NIGH IMPOSSIBLE Medicine check to tell that the character is not dead if they pretend to be. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TOTAL FOCUS:&#039;&#039;&#039; as per the &#039;&#039;Greater Focus&#039;&#039; spell, but the penalty for other actions is only -1.&lt;br /&gt;
&lt;br /&gt;
====Augment High Sorceries====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SUPERNATURAL STRENGTH (1 point):&#039;&#039;&#039; you may cast a spell which grants you a +5 bonus to a single Brawn or Agility roll (which &#039;&#039;must&#039;&#039; be the next action you perform or the benefit is lost). Furthermore, if you roll a Critical Success or better, casting this spell becomes a Free Action, enabling you to start that action immediately. Due to the strain on your body, each successful use of this spell inflicts 1 point of internal damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ETERNAL MASTERY (Enchantment, 1 point):&#039;&#039;&#039; you may enchant your own flesh to remove one of your basic needs entirely, such as breathing, eating, drinking &#039;&#039;or&#039;&#039; sleeping. This unnatural state causes a -2 penalty when making friendly social checks with anyone who has the &#039;&#039;Superstitious&#039;&#039; Flaw.&lt;/div&gt;</summary>
		<author><name>Frank Sronce</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145855</id>
		<title>Hyperborean Mice:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145855"/>
		<updated>2010-06-01T00:34:44Z</updated>

		<summary type="html">&lt;p&gt;Frank Sronce: /* Example Small Magicks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Fantasy]]&lt;br /&gt;
==Welcome to Hyperborea==&lt;br /&gt;
&lt;br /&gt;
The game of gritty Swords &amp;amp; Sorcery action... as performed by talking rodents. &lt;br /&gt;
&lt;br /&gt;
The game&#039;s home page is at http://www.kizandjenn.com/hmice/&lt;br /&gt;
&lt;br /&gt;
This wiki is intended as an area for players or the author to make new material available.&lt;br /&gt;
&lt;br /&gt;
==New Material==&lt;br /&gt;
&lt;br /&gt;
===The 7th Spell: Augment===&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
Hidden in the wastes around Fashar is the secret temple of the cult of Kenshai. Though the cult&#039;s membership is largely composed of Jumping Mice, they credit the founding of their order to a forgotten White Lord named Kenshai, from whom they take their name. Supposedly he sickened of the decadence of his fellows and went into the wastes alone, where he learned to survive without food or water and achieved a transcendental existence. He taught his ways to a nearby clan of Jumping Mice and the arts of Kenshai were born. &lt;br /&gt;
&lt;br /&gt;
Clan members are taught to prize inner peace, discipline, giving up worldly goods and martial skills. For most of the cult&#039;s history, it remained in hiding, fearful of the other churches, particularly the followers of Jandara, who rule most of Fashar. It has only been within the last generation that a new leader arose within the followers of Kenshai and overturned the ancient prohibitions against revealing their existence. Now acolytes are encouraged to go forth into the more civilized areas and work to spread the word of Kenshai. So far they have made little impact, but if they ever do succeed in attracting the attention of the larger churches, a pogrom is sure to follow. &lt;br /&gt;
&lt;br /&gt;
====Mousy Martial Arts====&lt;br /&gt;
&lt;br /&gt;
The most secret and prized teaching of Kenshai is the use of magic to augment their physical abilities. Their techniques are oriented around maximizing the effect of their relatively poor Magic ratings, but a Magic rating of at least +1 is required to take the Augment spell and learn the techniques associated with it. &lt;br /&gt;
&lt;br /&gt;
====What Augment can do====&lt;br /&gt;
&lt;br /&gt;
The Augment spell is primarily a way of turning magic inwards, focusing the mind on a particular task. It can boost the caster&#039;s abilities in a narrow area, so long as they continue to maintain the spell. &lt;br /&gt;
&lt;br /&gt;
====What Augment cannot do====&lt;br /&gt;
&lt;br /&gt;
This magical art cannot enable a mouse to do anything that they could not normally attempt. It could enable the caster to hold their breath longer, but not to breathe water as though it were air. Unlike most magical arts, Augment &#039;&#039;cannot&#039;&#039; affect other characters; it is strictly an internal art used on the caster themselves. &lt;br /&gt;
&lt;br /&gt;
====Example Trivial Spells====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-DENIAL:&#039;&#039;&#039; the caster can double the length of time that they can go without something normally essential, such as air, food, water or sleep. The spell must be constantly maintained and requires concentration or the normal penalties for this lack suddenly return, often with devastating consequences. Each Critical Success adds another multiple (x3 for a single crit, x4 for a double crit, et cetera). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-CONTROL:&#039;&#039;&#039; the caster can reduce any penalties to their rolls due to fatigue, fear, poison, disease, etc. by up to 1 point. This lasts as long as the character concentrates of maintaining the spell. Each Critical Success can reduce the penalty by another point. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR FOCUS:&#039;&#039;&#039; the caster grants themselves a +1 bonus to their next roll by concentrating all of their efforts on that task. The downside is that this requires complete concentration and they cannot do anything else in the meantime. If forced to make any other rolls during this time period, they suffer a -4 penalty to them. Each Critical Success enables the caster to maintain the bonus for an additional roll without recasting it.&lt;br /&gt;
&lt;br /&gt;
====Example Small Magicks====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SUSPENDED ANIMATION:&#039;&#039;&#039; by sitting motionless in a deep trance, the character enters a death-like state. They remain aware of their surroundings, but no longer need to breathe, eat, drink or sleep. This effect can be maintained for as many days as the number rolled. There is no direct effect for Critical Successes (beyond a higher total result). They cannot take any actions without abandoning the spell. It takes a VERY HARD Medicine check to tell that they are not actually dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GREATER FOCUS:&#039;&#039;&#039; by entering a trance-like state, the caster acquires a +2 bonus to a single stat of choice, but a -2 penalty to any other rolls. This trance lasts for up to a single scene and requires light concentration to maintain. It can be abandoned at any point. Each Critical Success adds a further +1 bonus.&lt;br /&gt;
&lt;br /&gt;
====Example Large Magicks====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ETERNAL SLEEP:&#039;&#039;&#039; as per the &#039;&#039;Suspended Animation&#039;&#039; spell, but the effect can last for as many years as the number that the caster rolled. Furthermore, the character can perform very minor actions such as walking slowly or whispering without ending the spell. It takes a NIGH IMPOSSIBLE Medicine check to tell that the character is not dead if they pretend to be. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TOTAL FOCUS:&#039;&#039;&#039; as per the &#039;&#039;Greater Focus&#039;&#039; spell, but the penalty for other actions is only -1.&lt;br /&gt;
&lt;br /&gt;
====Augment High Sorceries====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SUPERNATURAL STRENGTH (1 point):&#039;&#039;&#039; you may cast a spell which grants you a +5 bonus to a single Brawn or Agility roll (which &#039;&#039;must&#039;&#039; be the next action you perform or the benefit is lost). Furthermore, if you roll a Critical Success or better, casting this spell becomes a Free Action, enabling you to start that action immediately. Due to the strain on your body, each successful use of this spell inflicts 1 point of internal damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ETERNAL MASTERY (Enchantment, 1 point):&#039;&#039;&#039; you may enchant your own flesh to remove one of your basic needs entirely, such as breathing, eating, drinking &#039;&#039;or&#039;&#039; sleeping. This unnatural state causes a -2 penalty when making friendly social checks with anyone who has the &#039;&#039;Superstitious&#039;&#039; Flaw.&lt;/div&gt;</summary>
		<author><name>Frank Sronce</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145853</id>
		<title>Hyperborean Mice:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145853"/>
		<updated>2010-06-01T00:34:20Z</updated>

		<summary type="html">&lt;p&gt;Frank Sronce: /* Example Large Magicks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Fantasy]]&lt;br /&gt;
==Welcome to Hyperborea==&lt;br /&gt;
&lt;br /&gt;
The game of gritty Swords &amp;amp; Sorcery action... as performed by talking rodents. &lt;br /&gt;
&lt;br /&gt;
The game&#039;s home page is at http://www.kizandjenn.com/hmice/&lt;br /&gt;
&lt;br /&gt;
This wiki is intended as an area for players or the author to make new material available.&lt;br /&gt;
&lt;br /&gt;
==New Material==&lt;br /&gt;
&lt;br /&gt;
===The 7th Spell: Augment===&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
Hidden in the wastes around Fashar is the secret temple of the cult of Kenshai. Though the cult&#039;s membership is largely composed of Jumping Mice, they credit the founding of their order to a forgotten White Lord named Kenshai, from whom they take their name. Supposedly he sickened of the decadence of his fellows and went into the wastes alone, where he learned to survive without food or water and achieved a transcendental existence. He taught his ways to a nearby clan of Jumping Mice and the arts of Kenshai were born. &lt;br /&gt;
&lt;br /&gt;
Clan members are taught to prize inner peace, discipline, giving up worldly goods and martial skills. For most of the cult&#039;s history, it remained in hiding, fearful of the other churches, particularly the followers of Jandara, who rule most of Fashar. It has only been within the last generation that a new leader arose within the followers of Kenshai and overturned the ancient prohibitions against revealing their existence. Now acolytes are encouraged to go forth into the more civilized areas and work to spread the word of Kenshai. So far they have made little impact, but if they ever do succeed in attracting the attention of the larger churches, a pogrom is sure to follow. &lt;br /&gt;
&lt;br /&gt;
====Mousy Martial Arts====&lt;br /&gt;
&lt;br /&gt;
The most secret and prized teaching of Kenshai is the use of magic to augment their physical abilities. Their techniques are oriented around maximizing the effect of their relatively poor Magic ratings, but a Magic rating of at least +1 is required to take the Augment spell and learn the techniques associated with it. &lt;br /&gt;
&lt;br /&gt;
====What Augment can do====&lt;br /&gt;
&lt;br /&gt;
The Augment spell is primarily a way of turning magic inwards, focusing the mind on a particular task. It can boost the caster&#039;s abilities in a narrow area, so long as they continue to maintain the spell. &lt;br /&gt;
&lt;br /&gt;
====What Augment cannot do====&lt;br /&gt;
&lt;br /&gt;
This magical art cannot enable a mouse to do anything that they could not normally attempt. It could enable the caster to hold their breath longer, but not to breathe water as though it were air. Unlike most magical arts, Augment &#039;&#039;cannot&#039;&#039; affect other characters; it is strictly an internal art used on the caster themselves. &lt;br /&gt;
&lt;br /&gt;
====Example Trivial Spells====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-DENIAL:&#039;&#039;&#039; the caster can double the length of time that they can go without something normally essential, such as air, food, water or sleep. The spell must be constantly maintained and requires concentration or the normal penalties for this lack suddenly return, often with devastating consequences. Each Critical Success adds another multiple (x3 for a single crit, x4 for a double crit, et cetera). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-CONTROL:&#039;&#039;&#039; the caster can reduce any penalties to their rolls due to fatigue, fear, poison, disease, etc. by up to 1 point. This lasts as long as the character concentrates of maintaining the spell. Each Critical Success can reduce the penalty by another point. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR FOCUS:&#039;&#039;&#039; the caster grants themselves a +1 bonus to their next roll by concentrating all of their efforts on that task. The downside is that this requires complete concentration and they cannot do anything else in the meantime. If forced to make any other rolls during this time period, they suffer a -4 penalty to them. Each Critical Success enables the caster to maintain the bonus for an additional roll without recasting it.&lt;br /&gt;
&lt;br /&gt;
====Example Small Magicks====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SUSPENDED ANIMATION:&#039;&#039;&#039; by sitting motionless in a deep trance, the character enters a death-like state. They remain aware of their surroundings, but no longer need to breathe, eat, drink or sleep. This effect can be maintained for as many days as the number rolled. There is no direct effect for Critical Successes (beyond a higher total result). They cannot take any actions without abandoning the spell. It takes a VERY HARD Medicine check to tell that they are not actually dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GREATER FOCUS:&#039;&#039;&#039; by entering a trance-like state, the caster acquires a +2 bonus to a single stat of choice, but a -2 penalty to any other rolls. This trance lasts for up to a single scene and requires light concentration to maintain. It can be abandoned at any point. Each Critical Success adds a further +2 bonus.&lt;br /&gt;
&lt;br /&gt;
====Example Large Magicks====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ETERNAL SLEEP:&#039;&#039;&#039; as per the &#039;&#039;Suspended Animation&#039;&#039; spell, but the effect can last for as many years as the number that the caster rolled. Furthermore, the character can perform very minor actions such as walking slowly or whispering without ending the spell. It takes a NIGH IMPOSSIBLE Medicine check to tell that the character is not dead if they pretend to be. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TOTAL FOCUS:&#039;&#039;&#039; as per the &#039;&#039;Greater Focus&#039;&#039; spell, but the penalty for other actions is only -1.&lt;br /&gt;
&lt;br /&gt;
====Augment High Sorceries====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SUPERNATURAL STRENGTH (1 point):&#039;&#039;&#039; you may cast a spell which grants you a +5 bonus to a single Brawn or Agility roll (which &#039;&#039;must&#039;&#039; be the next action you perform or the benefit is lost). Furthermore, if you roll a Critical Success or better, casting this spell becomes a Free Action, enabling you to start that action immediately. Due to the strain on your body, each successful use of this spell inflicts 1 point of internal damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ETERNAL MASTERY (Enchantment, 1 point):&#039;&#039;&#039; you may enchant your own flesh to remove one of your basic needs entirely, such as breathing, eating, drinking &#039;&#039;or&#039;&#039; sleeping. This unnatural state causes a -2 penalty when making friendly social checks with anyone who has the &#039;&#039;Superstitious&#039;&#039; Flaw.&lt;/div&gt;</summary>
		<author><name>Frank Sronce</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145852</id>
		<title>Hyperborean Mice:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145852"/>
		<updated>2010-06-01T00:32:40Z</updated>

		<summary type="html">&lt;p&gt;Frank Sronce: /* Augment High Sorceries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Fantasy]]&lt;br /&gt;
==Welcome to Hyperborea==&lt;br /&gt;
&lt;br /&gt;
The game of gritty Swords &amp;amp; Sorcery action... as performed by talking rodents. &lt;br /&gt;
&lt;br /&gt;
The game&#039;s home page is at http://www.kizandjenn.com/hmice/&lt;br /&gt;
&lt;br /&gt;
This wiki is intended as an area for players or the author to make new material available.&lt;br /&gt;
&lt;br /&gt;
==New Material==&lt;br /&gt;
&lt;br /&gt;
===The 7th Spell: Augment===&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
Hidden in the wastes around Fashar is the secret temple of the cult of Kenshai. Though the cult&#039;s membership is largely composed of Jumping Mice, they credit the founding of their order to a forgotten White Lord named Kenshai, from whom they take their name. Supposedly he sickened of the decadence of his fellows and went into the wastes alone, where he learned to survive without food or water and achieved a transcendental existence. He taught his ways to a nearby clan of Jumping Mice and the arts of Kenshai were born. &lt;br /&gt;
&lt;br /&gt;
Clan members are taught to prize inner peace, discipline, giving up worldly goods and martial skills. For most of the cult&#039;s history, it remained in hiding, fearful of the other churches, particularly the followers of Jandara, who rule most of Fashar. It has only been within the last generation that a new leader arose within the followers of Kenshai and overturned the ancient prohibitions against revealing their existence. Now acolytes are encouraged to go forth into the more civilized areas and work to spread the word of Kenshai. So far they have made little impact, but if they ever do succeed in attracting the attention of the larger churches, a pogrom is sure to follow. &lt;br /&gt;
&lt;br /&gt;
====Mousy Martial Arts====&lt;br /&gt;
&lt;br /&gt;
The most secret and prized teaching of Kenshai is the use of magic to augment their physical abilities. Their techniques are oriented around maximizing the effect of their relatively poor Magic ratings, but a Magic rating of at least +1 is required to take the Augment spell and learn the techniques associated with it. &lt;br /&gt;
&lt;br /&gt;
====What Augment can do====&lt;br /&gt;
&lt;br /&gt;
The Augment spell is primarily a way of turning magic inwards, focusing the mind on a particular task. It can boost the caster&#039;s abilities in a narrow area, so long as they continue to maintain the spell. &lt;br /&gt;
&lt;br /&gt;
====What Augment cannot do====&lt;br /&gt;
&lt;br /&gt;
This magical art cannot enable a mouse to do anything that they could not normally attempt. It could enable the caster to hold their breath longer, but not to breathe water as though it were air. Unlike most magical arts, Augment &#039;&#039;cannot&#039;&#039; affect other characters; it is strictly an internal art used on the caster themselves. &lt;br /&gt;
&lt;br /&gt;
====Example Trivial Spells====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-DENIAL:&#039;&#039;&#039; the caster can double the length of time that they can go without something normally essential, such as air, food, water or sleep. The spell must be constantly maintained and requires concentration or the normal penalties for this lack suddenly return, often with devastating consequences. Each Critical Success adds another multiple (x3 for a single crit, x4 for a double crit, et cetera). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-CONTROL:&#039;&#039;&#039; the caster can reduce any penalties to their rolls due to fatigue, fear, poison, disease, etc. by up to 1 point. This lasts as long as the character concentrates of maintaining the spell. Each Critical Success can reduce the penalty by another point. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR FOCUS:&#039;&#039;&#039; the caster grants themselves a +1 bonus to their next roll by concentrating all of their efforts on that task. The downside is that this requires complete concentration and they cannot do anything else in the meantime. If forced to make any other rolls during this time period, they suffer a -4 penalty to them. Each Critical Success enables the caster to maintain the bonus for an additional roll without recasting it.&lt;br /&gt;
&lt;br /&gt;
====Example Small Magicks====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SUSPENDED ANIMATION:&#039;&#039;&#039; by sitting motionless in a deep trance, the character enters a death-like state. They remain aware of their surroundings, but no longer need to breathe, eat, drink or sleep. This effect can be maintained for as many days as the number rolled. There is no direct effect for Critical Successes (beyond a higher total result). They cannot take any actions without abandoning the spell. It takes a VERY HARD Medicine check to tell that they are not actually dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GREATER FOCUS:&#039;&#039;&#039; by entering a trance-like state, the caster acquires a +2 bonus to a single stat of choice, but a -2 penalty to any other rolls. This trance lasts for up to a single scene and requires light concentration to maintain. It can be abandoned at any point. Each Critical Success adds a further +2 bonus.&lt;br /&gt;
&lt;br /&gt;
====Example Large Magicks====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ETERNAL SLEEP:&#039;&#039;&#039; as per the &#039;&#039;Suspended Animation&#039;&#039; spell, but the effect can last for as many years as the number that the caster rolled. Furthermore, the character can perform very minor actions such as walking slowly or whispering without ending the spell. It takes a NIGH IMPOSSIBLE Medicine check to tell that the character is not dead if they pretend to be. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TOTAL FOCUS:&#039;&#039;&#039; as per the &#039;&#039;Greater Focus&#039;&#039; spell, but the penalty for other actions is only -1. The spell lasts for several minutes (generally the rest of the current scene) even after the character stops maintaining it.&lt;br /&gt;
&lt;br /&gt;
====Augment High Sorceries====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SUPERNATURAL STRENGTH (1 point):&#039;&#039;&#039; you may cast a spell which grants you a +5 bonus to a single Brawn or Agility roll (which &#039;&#039;must&#039;&#039; be the next action you perform or the benefit is lost). Furthermore, if you roll a Critical Success or better, casting this spell becomes a Free Action, enabling you to start that action immediately. Due to the strain on your body, each successful use of this spell inflicts 1 point of internal damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ETERNAL MASTERY (Enchantment, 1 point):&#039;&#039;&#039; you may enchant your own flesh to remove one of your basic needs entirely, such as breathing, eating, drinking &#039;&#039;or&#039;&#039; sleeping. This unnatural state causes a -2 penalty when making friendly social checks with anyone who has the &#039;&#039;Superstitious&#039;&#039; Flaw.&lt;/div&gt;</summary>
		<author><name>Frank Sronce</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145851</id>
		<title>Hyperborean Mice:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145851"/>
		<updated>2010-06-01T00:32:13Z</updated>

		<summary type="html">&lt;p&gt;Frank Sronce: /* Augment High Sorceries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Fantasy]]&lt;br /&gt;
==Welcome to Hyperborea==&lt;br /&gt;
&lt;br /&gt;
The game of gritty Swords &amp;amp; Sorcery action... as performed by talking rodents. &lt;br /&gt;
&lt;br /&gt;
The game&#039;s home page is at http://www.kizandjenn.com/hmice/&lt;br /&gt;
&lt;br /&gt;
This wiki is intended as an area for players or the author to make new material available.&lt;br /&gt;
&lt;br /&gt;
==New Material==&lt;br /&gt;
&lt;br /&gt;
===The 7th Spell: Augment===&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
Hidden in the wastes around Fashar is the secret temple of the cult of Kenshai. Though the cult&#039;s membership is largely composed of Jumping Mice, they credit the founding of their order to a forgotten White Lord named Kenshai, from whom they take their name. Supposedly he sickened of the decadence of his fellows and went into the wastes alone, where he learned to survive without food or water and achieved a transcendental existence. He taught his ways to a nearby clan of Jumping Mice and the arts of Kenshai were born. &lt;br /&gt;
&lt;br /&gt;
Clan members are taught to prize inner peace, discipline, giving up worldly goods and martial skills. For most of the cult&#039;s history, it remained in hiding, fearful of the other churches, particularly the followers of Jandara, who rule most of Fashar. It has only been within the last generation that a new leader arose within the followers of Kenshai and overturned the ancient prohibitions against revealing their existence. Now acolytes are encouraged to go forth into the more civilized areas and work to spread the word of Kenshai. So far they have made little impact, but if they ever do succeed in attracting the attention of the larger churches, a pogrom is sure to follow. &lt;br /&gt;
&lt;br /&gt;
====Mousy Martial Arts====&lt;br /&gt;
&lt;br /&gt;
The most secret and prized teaching of Kenshai is the use of magic to augment their physical abilities. Their techniques are oriented around maximizing the effect of their relatively poor Magic ratings, but a Magic rating of at least +1 is required to take the Augment spell and learn the techniques associated with it. &lt;br /&gt;
&lt;br /&gt;
====What Augment can do====&lt;br /&gt;
&lt;br /&gt;
The Augment spell is primarily a way of turning magic inwards, focusing the mind on a particular task. It can boost the caster&#039;s abilities in a narrow area, so long as they continue to maintain the spell. &lt;br /&gt;
&lt;br /&gt;
====What Augment cannot do====&lt;br /&gt;
&lt;br /&gt;
This magical art cannot enable a mouse to do anything that they could not normally attempt. It could enable the caster to hold their breath longer, but not to breathe water as though it were air. Unlike most magical arts, Augment &#039;&#039;cannot&#039;&#039; affect other characters; it is strictly an internal art used on the caster themselves. &lt;br /&gt;
&lt;br /&gt;
====Example Trivial Spells====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-DENIAL:&#039;&#039;&#039; the caster can double the length of time that they can go without something normally essential, such as air, food, water or sleep. The spell must be constantly maintained and requires concentration or the normal penalties for this lack suddenly return, often with devastating consequences. Each Critical Success adds another multiple (x3 for a single crit, x4 for a double crit, et cetera). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-CONTROL:&#039;&#039;&#039; the caster can reduce any penalties to their rolls due to fatigue, fear, poison, disease, etc. by up to 1 point. This lasts as long as the character concentrates of maintaining the spell. Each Critical Success can reduce the penalty by another point. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR FOCUS:&#039;&#039;&#039; the caster grants themselves a +1 bonus to their next roll by concentrating all of their efforts on that task. The downside is that this requires complete concentration and they cannot do anything else in the meantime. If forced to make any other rolls during this time period, they suffer a -4 penalty to them. Each Critical Success enables the caster to maintain the bonus for an additional roll without recasting it.&lt;br /&gt;
&lt;br /&gt;
====Example Small Magicks====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SUSPENDED ANIMATION:&#039;&#039;&#039; by sitting motionless in a deep trance, the character enters a death-like state. They remain aware of their surroundings, but no longer need to breathe, eat, drink or sleep. This effect can be maintained for as many days as the number rolled. There is no direct effect for Critical Successes (beyond a higher total result). They cannot take any actions without abandoning the spell. It takes a VERY HARD Medicine check to tell that they are not actually dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GREATER FOCUS:&#039;&#039;&#039; by entering a trance-like state, the caster acquires a +2 bonus to a single stat of choice, but a -2 penalty to any other rolls. This trance lasts for up to a single scene and requires light concentration to maintain. It can be abandoned at any point. Each Critical Success adds a further +2 bonus.&lt;br /&gt;
&lt;br /&gt;
====Example Large Magicks====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ETERNAL SLEEP:&#039;&#039;&#039; as per the &#039;&#039;Suspended Animation&#039;&#039; spell, but the effect can last for as many years as the number that the caster rolled. Furthermore, the character can perform very minor actions such as walking slowly or whispering without ending the spell. It takes a NIGH IMPOSSIBLE Medicine check to tell that the character is not dead if they pretend to be. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TOTAL FOCUS:&#039;&#039;&#039; as per the &#039;&#039;Greater Focus&#039;&#039; spell, but the penalty for other actions is only -1. The spell lasts for several minutes (generally the rest of the current scene) even after the character stops maintaining it.&lt;br /&gt;
&lt;br /&gt;
====Augment High Sorceries====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supernatural Strength (1 point):&#039;&#039;&#039; you may cast a spell which grants you a +5 bonus to a single Brawn or Agility roll (which &#039;&#039;must&#039;&#039; be the next action you perform or the benefit is lost). Furthermore, if you roll a Critical Success or better, casting this spell becomes a Free Action, enabling you to start that action immediately. Due to the strain on your body, each successful use of this spell inflicts 1 point of internal damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eternal Mastery (Enchantment, 1 point):&#039;&#039;&#039; you may enchant your own flesh to remove one of your basic needs entirely, such as breathing, eating, drinking &#039;&#039;or&#039;&#039; sleeping. This unnatural state causes a -2 penalty when making friendly social checks with anyone who has the &#039;&#039;Superstitious&#039;&#039; Flaw.&lt;/div&gt;</summary>
		<author><name>Frank Sronce</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145847</id>
		<title>Hyperborean Mice:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145847"/>
		<updated>2010-06-01T00:25:39Z</updated>

		<summary type="html">&lt;p&gt;Frank Sronce: /* Example Small Magicks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Fantasy]]&lt;br /&gt;
==Welcome to Hyperborea==&lt;br /&gt;
&lt;br /&gt;
The game of gritty Swords &amp;amp; Sorcery action... as performed by talking rodents. &lt;br /&gt;
&lt;br /&gt;
The game&#039;s home page is at http://www.kizandjenn.com/hmice/&lt;br /&gt;
&lt;br /&gt;
This wiki is intended as an area for players or the author to make new material available.&lt;br /&gt;
&lt;br /&gt;
==New Material==&lt;br /&gt;
&lt;br /&gt;
===The 7th Spell: Augment===&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
Hidden in the wastes around Fashar is the secret temple of the cult of Kenshai. Though the cult&#039;s membership is largely composed of Jumping Mice, they credit the founding of their order to a forgotten White Lord named Kenshai, from whom they take their name. Supposedly he sickened of the decadence of his fellows and went into the wastes alone, where he learned to survive without food or water and achieved a transcendental existence. He taught his ways to a nearby clan of Jumping Mice and the arts of Kenshai were born. &lt;br /&gt;
&lt;br /&gt;
Clan members are taught to prize inner peace, discipline, giving up worldly goods and martial skills. For most of the cult&#039;s history, it remained in hiding, fearful of the other churches, particularly the followers of Jandara, who rule most of Fashar. It has only been within the last generation that a new leader arose within the followers of Kenshai and overturned the ancient prohibitions against revealing their existence. Now acolytes are encouraged to go forth into the more civilized areas and work to spread the word of Kenshai. So far they have made little impact, but if they ever do succeed in attracting the attention of the larger churches, a pogrom is sure to follow. &lt;br /&gt;
&lt;br /&gt;
====Mousy Martial Arts====&lt;br /&gt;
&lt;br /&gt;
The most secret and prized teaching of Kenshai is the use of magic to augment their physical abilities. Their techniques are oriented around maximizing the effect of their relatively poor Magic ratings, but a Magic rating of at least +1 is required to take the Augment spell and learn the techniques associated with it. &lt;br /&gt;
&lt;br /&gt;
====What Augment can do====&lt;br /&gt;
&lt;br /&gt;
The Augment spell is primarily a way of turning magic inwards, focusing the mind on a particular task. It can boost the caster&#039;s abilities in a narrow area, so long as they continue to maintain the spell. &lt;br /&gt;
&lt;br /&gt;
====What Augment cannot do====&lt;br /&gt;
&lt;br /&gt;
This magical art cannot enable a mouse to do anything that they could not normally attempt. It could enable the caster to hold their breath longer, but not to breathe water as though it were air. Unlike most magical arts, Augment &#039;&#039;cannot&#039;&#039; affect other characters; it is strictly an internal art used on the caster themselves. &lt;br /&gt;
&lt;br /&gt;
====Example Trivial Spells====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-DENIAL:&#039;&#039;&#039; the caster can double the length of time that they can go without something normally essential, such as air, food, water or sleep. The spell must be constantly maintained and requires concentration or the normal penalties for this lack suddenly return, often with devastating consequences. Each Critical Success adds another multiple (x3 for a single crit, x4 for a double crit, et cetera). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-CONTROL:&#039;&#039;&#039; the caster can reduce any penalties to their rolls due to fatigue, fear, poison, disease, etc. by up to 1 point. This lasts as long as the character concentrates of maintaining the spell. Each Critical Success can reduce the penalty by another point. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR FOCUS:&#039;&#039;&#039; the caster grants themselves a +1 bonus to their next roll by concentrating all of their efforts on that task. The downside is that this requires complete concentration and they cannot do anything else in the meantime. If forced to make any other rolls during this time period, they suffer a -4 penalty to them. Each Critical Success enables the caster to maintain the bonus for an additional roll without recasting it.&lt;br /&gt;
&lt;br /&gt;
====Example Small Magicks====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SUSPENDED ANIMATION:&#039;&#039;&#039; by sitting motionless in a deep trance, the character enters a death-like state. They remain aware of their surroundings, but no longer need to breathe, eat, drink or sleep. This effect can be maintained for as many days as the number rolled. There is no direct effect for Critical Successes (beyond a higher total result). They cannot take any actions without abandoning the spell. It takes a VERY HARD Medicine check to tell that they are not actually dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GREATER FOCUS:&#039;&#039;&#039; by entering a trance-like state, the caster acquires a +2 bonus to a single stat of choice, but a -2 penalty to any other rolls. This trance lasts for up to a single scene and requires light concentration to maintain. It can be abandoned at any point. Each Critical Success adds a further +2 bonus.&lt;br /&gt;
&lt;br /&gt;
====Example Large Magicks====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ETERNAL SLEEP:&#039;&#039;&#039; as per the &#039;&#039;Suspended Animation&#039;&#039; spell, but the effect can last for as many years as the number that the caster rolled. Furthermore, the character can perform very minor actions such as walking slowly or whispering without ending the spell. It takes a NIGH IMPOSSIBLE Medicine check to tell that the character is not dead if they pretend to be. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TOTAL FOCUS:&#039;&#039;&#039; as per the &#039;&#039;Greater Focus&#039;&#039; spell, but the penalty for other actions is only -1. The spell lasts for several minutes (generally the rest of the current scene) even after the character stops maintaining it.&lt;br /&gt;
&lt;br /&gt;
====Augment High Sorceries====&lt;/div&gt;</summary>
		<author><name>Frank Sronce</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145846</id>
		<title>Hyperborean Mice:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145846"/>
		<updated>2010-06-01T00:24:56Z</updated>

		<summary type="html">&lt;p&gt;Frank Sronce: /* Example Large Magicks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Fantasy]]&lt;br /&gt;
==Welcome to Hyperborea==&lt;br /&gt;
&lt;br /&gt;
The game of gritty Swords &amp;amp; Sorcery action... as performed by talking rodents. &lt;br /&gt;
&lt;br /&gt;
The game&#039;s home page is at http://www.kizandjenn.com/hmice/&lt;br /&gt;
&lt;br /&gt;
This wiki is intended as an area for players or the author to make new material available.&lt;br /&gt;
&lt;br /&gt;
==New Material==&lt;br /&gt;
&lt;br /&gt;
===The 7th Spell: Augment===&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
Hidden in the wastes around Fashar is the secret temple of the cult of Kenshai. Though the cult&#039;s membership is largely composed of Jumping Mice, they credit the founding of their order to a forgotten White Lord named Kenshai, from whom they take their name. Supposedly he sickened of the decadence of his fellows and went into the wastes alone, where he learned to survive without food or water and achieved a transcendental existence. He taught his ways to a nearby clan of Jumping Mice and the arts of Kenshai were born. &lt;br /&gt;
&lt;br /&gt;
Clan members are taught to prize inner peace, discipline, giving up worldly goods and martial skills. For most of the cult&#039;s history, it remained in hiding, fearful of the other churches, particularly the followers of Jandara, who rule most of Fashar. It has only been within the last generation that a new leader arose within the followers of Kenshai and overturned the ancient prohibitions against revealing their existence. Now acolytes are encouraged to go forth into the more civilized areas and work to spread the word of Kenshai. So far they have made little impact, but if they ever do succeed in attracting the attention of the larger churches, a pogrom is sure to follow. &lt;br /&gt;
&lt;br /&gt;
====Mousy Martial Arts====&lt;br /&gt;
&lt;br /&gt;
The most secret and prized teaching of Kenshai is the use of magic to augment their physical abilities. Their techniques are oriented around maximizing the effect of their relatively poor Magic ratings, but a Magic rating of at least +1 is required to take the Augment spell and learn the techniques associated with it. &lt;br /&gt;
&lt;br /&gt;
====What Augment can do====&lt;br /&gt;
&lt;br /&gt;
The Augment spell is primarily a way of turning magic inwards, focusing the mind on a particular task. It can boost the caster&#039;s abilities in a narrow area, so long as they continue to maintain the spell. &lt;br /&gt;
&lt;br /&gt;
====What Augment cannot do====&lt;br /&gt;
&lt;br /&gt;
This magical art cannot enable a mouse to do anything that they could not normally attempt. It could enable the caster to hold their breath longer, but not to breathe water as though it were air. Unlike most magical arts, Augment &#039;&#039;cannot&#039;&#039; affect other characters; it is strictly an internal art used on the caster themselves. &lt;br /&gt;
&lt;br /&gt;
====Example Trivial Spells====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-DENIAL:&#039;&#039;&#039; the caster can double the length of time that they can go without something normally essential, such as air, food, water or sleep. The spell must be constantly maintained and requires concentration or the normal penalties for this lack suddenly return, often with devastating consequences. Each Critical Success adds another multiple (x3 for a single crit, x4 for a double crit, et cetera). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-CONTROL:&#039;&#039;&#039; the caster can reduce any penalties to their rolls due to fatigue, fear, poison, disease, etc. by up to 1 point. This lasts as long as the character concentrates of maintaining the spell. Each Critical Success can reduce the penalty by another point. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR FOCUS:&#039;&#039;&#039; the caster grants themselves a +1 bonus to their next roll by concentrating all of their efforts on that task. The downside is that this requires complete concentration and they cannot do anything else in the meantime. If forced to make any other rolls during this time period, they suffer a -4 penalty to them. Each Critical Success enables the caster to maintain the bonus for an additional roll without recasting it.&lt;br /&gt;
&lt;br /&gt;
====Example Small Magicks====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suspended Animation:&#039;&#039;&#039; by sitting motionless in a deep trance, the character enters a death-like state. They remain aware of their surroundings, but no longer need to breathe, eat, drink or sleep. This effect can be maintained for as many days as the number rolled. There is no direct effect for Critical Successes (beyond a higher total result). They cannot take any actions without abandoning the spell. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Focus:&#039;&#039;&#039; by entering a trance-like state, the caster acquires a +2 bonus to a single stat of choice, but a -2 penalty to any other rolls. This trance lasts for up to a single scene and requires light concentration to maintain. It can be abandoned at any point. Each Critical Success adds a further +2 bonus.&lt;br /&gt;
&lt;br /&gt;
====Example Large Magicks====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ETERNAL SLEEP:&#039;&#039;&#039; as per the &#039;&#039;Suspended Animation&#039;&#039; spell, but the effect can last for as many years as the number that the caster rolled. Furthermore, the character can perform very minor actions such as walking slowly or whispering without ending the spell. It takes a NIGH IMPOSSIBLE Medicine check to tell that the character is not dead if they pretend to be. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TOTAL FOCUS:&#039;&#039;&#039; as per the &#039;&#039;Greater Focus&#039;&#039; spell, but the penalty for other actions is only -1. The spell lasts for several minutes (generally the rest of the current scene) even after the character stops maintaining it.&lt;br /&gt;
&lt;br /&gt;
====Augment High Sorceries====&lt;/div&gt;</summary>
		<author><name>Frank Sronce</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145844</id>
		<title>Hyperborean Mice:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145844"/>
		<updated>2010-06-01T00:20:06Z</updated>

		<summary type="html">&lt;p&gt;Frank Sronce: /* Example Small Magicks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Fantasy]]&lt;br /&gt;
==Welcome to Hyperborea==&lt;br /&gt;
&lt;br /&gt;
The game of gritty Swords &amp;amp; Sorcery action... as performed by talking rodents. &lt;br /&gt;
&lt;br /&gt;
The game&#039;s home page is at http://www.kizandjenn.com/hmice/&lt;br /&gt;
&lt;br /&gt;
This wiki is intended as an area for players or the author to make new material available.&lt;br /&gt;
&lt;br /&gt;
==New Material==&lt;br /&gt;
&lt;br /&gt;
===The 7th Spell: Augment===&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
Hidden in the wastes around Fashar is the secret temple of the cult of Kenshai. Though the cult&#039;s membership is largely composed of Jumping Mice, they credit the founding of their order to a forgotten White Lord named Kenshai, from whom they take their name. Supposedly he sickened of the decadence of his fellows and went into the wastes alone, where he learned to survive without food or water and achieved a transcendental existence. He taught his ways to a nearby clan of Jumping Mice and the arts of Kenshai were born. &lt;br /&gt;
&lt;br /&gt;
Clan members are taught to prize inner peace, discipline, giving up worldly goods and martial skills. For most of the cult&#039;s history, it remained in hiding, fearful of the other churches, particularly the followers of Jandara, who rule most of Fashar. It has only been within the last generation that a new leader arose within the followers of Kenshai and overturned the ancient prohibitions against revealing their existence. Now acolytes are encouraged to go forth into the more civilized areas and work to spread the word of Kenshai. So far they have made little impact, but if they ever do succeed in attracting the attention of the larger churches, a pogrom is sure to follow. &lt;br /&gt;
&lt;br /&gt;
====Mousy Martial Arts====&lt;br /&gt;
&lt;br /&gt;
The most secret and prized teaching of Kenshai is the use of magic to augment their physical abilities. Their techniques are oriented around maximizing the effect of their relatively poor Magic ratings, but a Magic rating of at least +1 is required to take the Augment spell and learn the techniques associated with it. &lt;br /&gt;
&lt;br /&gt;
====What Augment can do====&lt;br /&gt;
&lt;br /&gt;
The Augment spell is primarily a way of turning magic inwards, focusing the mind on a particular task. It can boost the caster&#039;s abilities in a narrow area, so long as they continue to maintain the spell. &lt;br /&gt;
&lt;br /&gt;
====What Augment cannot do====&lt;br /&gt;
&lt;br /&gt;
This magical art cannot enable a mouse to do anything that they could not normally attempt. It could enable the caster to hold their breath longer, but not to breathe water as though it were air. Unlike most magical arts, Augment &#039;&#039;cannot&#039;&#039; affect other characters; it is strictly an internal art used on the caster themselves. &lt;br /&gt;
&lt;br /&gt;
====Example Trivial Spells====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-DENIAL:&#039;&#039;&#039; the caster can double the length of time that they can go without something normally essential, such as air, food, water or sleep. The spell must be constantly maintained and requires concentration or the normal penalties for this lack suddenly return, often with devastating consequences. Each Critical Success adds another multiple (x3 for a single crit, x4 for a double crit, et cetera). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-CONTROL:&#039;&#039;&#039; the caster can reduce any penalties to their rolls due to fatigue, fear, poison, disease, etc. by up to 1 point. This lasts as long as the character concentrates of maintaining the spell. Each Critical Success can reduce the penalty by another point. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR FOCUS:&#039;&#039;&#039; the caster grants themselves a +1 bonus to their next roll by concentrating all of their efforts on that task. The downside is that this requires complete concentration and they cannot do anything else in the meantime. If forced to make any other rolls during this time period, they suffer a -4 penalty to them. Each Critical Success enables the caster to maintain the bonus for an additional roll without recasting it.&lt;br /&gt;
&lt;br /&gt;
====Example Small Magicks====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suspended Animation:&#039;&#039;&#039; by sitting motionless in a deep trance, the character enters a death-like state. They remain aware of their surroundings, but no longer need to breathe, eat, drink or sleep. This effect can be maintained for as many days as the number rolled. There is no direct effect for Critical Successes (beyond a higher total result). They cannot take any actions without abandoning the spell. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Focus:&#039;&#039;&#039; by entering a trance-like state, the caster acquires a +2 bonus to a single stat of choice, but a -2 penalty to any other rolls. This trance lasts for up to a single scene and requires light concentration to maintain. It can be abandoned at any point. Each Critical Success adds a further +2 bonus.&lt;br /&gt;
&lt;br /&gt;
====Example Large Magicks====&lt;br /&gt;
&lt;br /&gt;
====Augment High Sorceries====&lt;/div&gt;</summary>
		<author><name>Frank Sronce</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145843</id>
		<title>Hyperborean Mice:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145843"/>
		<updated>2010-06-01T00:14:51Z</updated>

		<summary type="html">&lt;p&gt;Frank Sronce: /* Example Trivial Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Fantasy]]&lt;br /&gt;
==Welcome to Hyperborea==&lt;br /&gt;
&lt;br /&gt;
The game of gritty Swords &amp;amp; Sorcery action... as performed by talking rodents. &lt;br /&gt;
&lt;br /&gt;
The game&#039;s home page is at http://www.kizandjenn.com/hmice/&lt;br /&gt;
&lt;br /&gt;
This wiki is intended as an area for players or the author to make new material available.&lt;br /&gt;
&lt;br /&gt;
==New Material==&lt;br /&gt;
&lt;br /&gt;
===The 7th Spell: Augment===&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
Hidden in the wastes around Fashar is the secret temple of the cult of Kenshai. Though the cult&#039;s membership is largely composed of Jumping Mice, they credit the founding of their order to a forgotten White Lord named Kenshai, from whom they take their name. Supposedly he sickened of the decadence of his fellows and went into the wastes alone, where he learned to survive without food or water and achieved a transcendental existence. He taught his ways to a nearby clan of Jumping Mice and the arts of Kenshai were born. &lt;br /&gt;
&lt;br /&gt;
Clan members are taught to prize inner peace, discipline, giving up worldly goods and martial skills. For most of the cult&#039;s history, it remained in hiding, fearful of the other churches, particularly the followers of Jandara, who rule most of Fashar. It has only been within the last generation that a new leader arose within the followers of Kenshai and overturned the ancient prohibitions against revealing their existence. Now acolytes are encouraged to go forth into the more civilized areas and work to spread the word of Kenshai. So far they have made little impact, but if they ever do succeed in attracting the attention of the larger churches, a pogrom is sure to follow. &lt;br /&gt;
&lt;br /&gt;
====Mousy Martial Arts====&lt;br /&gt;
&lt;br /&gt;
The most secret and prized teaching of Kenshai is the use of magic to augment their physical abilities. Their techniques are oriented around maximizing the effect of their relatively poor Magic ratings, but a Magic rating of at least +1 is required to take the Augment spell and learn the techniques associated with it. &lt;br /&gt;
&lt;br /&gt;
====What Augment can do====&lt;br /&gt;
&lt;br /&gt;
The Augment spell is primarily a way of turning magic inwards, focusing the mind on a particular task. It can boost the caster&#039;s abilities in a narrow area, so long as they continue to maintain the spell. &lt;br /&gt;
&lt;br /&gt;
====What Augment cannot do====&lt;br /&gt;
&lt;br /&gt;
This magical art cannot enable a mouse to do anything that they could not normally attempt. It could enable the caster to hold their breath longer, but not to breathe water as though it were air. Unlike most magical arts, Augment &#039;&#039;cannot&#039;&#039; affect other characters; it is strictly an internal art used on the caster themselves. &lt;br /&gt;
&lt;br /&gt;
====Example Trivial Spells====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-DENIAL:&#039;&#039;&#039; the caster can double the length of time that they can go without something normally essential, such as air, food, water or sleep. The spell must be constantly maintained and requires concentration or the normal penalties for this lack suddenly return, often with devastating consequences. Each Critical Success adds another multiple (x3 for a single crit, x4 for a double crit, et cetera). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-CONTROL:&#039;&#039;&#039; the caster can reduce any penalties to their rolls due to fatigue, fear, poison, disease, etc. by up to 1 point. This lasts as long as the character concentrates of maintaining the spell. Each Critical Success can reduce the penalty by another point. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR FOCUS:&#039;&#039;&#039; the caster grants themselves a +1 bonus to their next roll by concentrating all of their efforts on that task. The downside is that this requires complete concentration and they cannot do anything else in the meantime. If forced to make any other rolls during this time period, they suffer a -4 penalty to them. Each Critical Success enables the caster to maintain the bonus for an additional roll without recasting it.&lt;br /&gt;
&lt;br /&gt;
====Example Small Magicks====&lt;br /&gt;
&lt;br /&gt;
====Example Large Magicks====&lt;br /&gt;
&lt;br /&gt;
====Augment High Sorceries====&lt;/div&gt;</summary>
		<author><name>Frank Sronce</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145842</id>
		<title>Hyperborean Mice:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145842"/>
		<updated>2010-06-01T00:14:02Z</updated>

		<summary type="html">&lt;p&gt;Frank Sronce: /* Example Trivial Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Fantasy]]&lt;br /&gt;
==Welcome to Hyperborea==&lt;br /&gt;
&lt;br /&gt;
The game of gritty Swords &amp;amp; Sorcery action... as performed by talking rodents. &lt;br /&gt;
&lt;br /&gt;
The game&#039;s home page is at http://www.kizandjenn.com/hmice/&lt;br /&gt;
&lt;br /&gt;
This wiki is intended as an area for players or the author to make new material available.&lt;br /&gt;
&lt;br /&gt;
==New Material==&lt;br /&gt;
&lt;br /&gt;
===The 7th Spell: Augment===&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
Hidden in the wastes around Fashar is the secret temple of the cult of Kenshai. Though the cult&#039;s membership is largely composed of Jumping Mice, they credit the founding of their order to a forgotten White Lord named Kenshai, from whom they take their name. Supposedly he sickened of the decadence of his fellows and went into the wastes alone, where he learned to survive without food or water and achieved a transcendental existence. He taught his ways to a nearby clan of Jumping Mice and the arts of Kenshai were born. &lt;br /&gt;
&lt;br /&gt;
Clan members are taught to prize inner peace, discipline, giving up worldly goods and martial skills. For most of the cult&#039;s history, it remained in hiding, fearful of the other churches, particularly the followers of Jandara, who rule most of Fashar. It has only been within the last generation that a new leader arose within the followers of Kenshai and overturned the ancient prohibitions against revealing their existence. Now acolytes are encouraged to go forth into the more civilized areas and work to spread the word of Kenshai. So far they have made little impact, but if they ever do succeed in attracting the attention of the larger churches, a pogrom is sure to follow. &lt;br /&gt;
&lt;br /&gt;
====Mousy Martial Arts====&lt;br /&gt;
&lt;br /&gt;
The most secret and prized teaching of Kenshai is the use of magic to augment their physical abilities. Their techniques are oriented around maximizing the effect of their relatively poor Magic ratings, but a Magic rating of at least +1 is required to take the Augment spell and learn the techniques associated with it. &lt;br /&gt;
&lt;br /&gt;
====What Augment can do====&lt;br /&gt;
&lt;br /&gt;
The Augment spell is primarily a way of turning magic inwards, focusing the mind on a particular task. It can boost the caster&#039;s abilities in a narrow area, so long as they continue to maintain the spell. &lt;br /&gt;
&lt;br /&gt;
====What Augment cannot do====&lt;br /&gt;
&lt;br /&gt;
This magical art cannot enable a mouse to do anything that they could not normally attempt. It could enable the caster to hold their breath longer, but not to breathe water as though it were air. Unlike most magical arts, Augment &#039;&#039;cannot&#039;&#039; affect other characters; it is strictly an internal art used on the caster themselves. &lt;br /&gt;
&lt;br /&gt;
====Example Trivial Spells====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-DENIAL:&#039;&#039;&#039; the caster can double the length of time that they can go without something normally essential, such as air, food, water or sleep. The spell must be constantly maintained or the normal penalties for this lack suddenly return, often with devastating consequences. Each Critical Success adds another multiple (x3 for a single crit, x4 for a double crit, et cetera). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-CONTROL:&#039;&#039;&#039; the caster can reduce any penalties to their rolls due to fatigue, fear, poison, disease, etc. by up to 1 point. This lasts as long as the character concentrates of maintaining the spell. Each Critical Success can reduce the penalty by another point. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR FOCUS:&#039;&#039;&#039; the caster grants themselves a +1 bonus to their next roll by concentrating all of their efforts on that task. The downside is that this requires complete concentration and they cannot do anything else in the meantime. If forced to make any other rolls during this time period, they suffer a -4 penalty to them. Each Critical Success enables the caster to maintain the bonus for an additional roll without recasting it.&lt;br /&gt;
&lt;br /&gt;
====Example Small Magicks====&lt;br /&gt;
&lt;br /&gt;
====Example Large Magicks====&lt;br /&gt;
&lt;br /&gt;
====Augment High Sorceries====&lt;/div&gt;</summary>
		<author><name>Frank Sronce</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145841</id>
		<title>Hyperborean Mice:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145841"/>
		<updated>2010-06-01T00:10:46Z</updated>

		<summary type="html">&lt;p&gt;Frank Sronce: /* Example Trivial Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Fantasy]]&lt;br /&gt;
==Welcome to Hyperborea==&lt;br /&gt;
&lt;br /&gt;
The game of gritty Swords &amp;amp; Sorcery action... as performed by talking rodents. &lt;br /&gt;
&lt;br /&gt;
The game&#039;s home page is at http://www.kizandjenn.com/hmice/&lt;br /&gt;
&lt;br /&gt;
This wiki is intended as an area for players or the author to make new material available.&lt;br /&gt;
&lt;br /&gt;
==New Material==&lt;br /&gt;
&lt;br /&gt;
===The 7th Spell: Augment===&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
Hidden in the wastes around Fashar is the secret temple of the cult of Kenshai. Though the cult&#039;s membership is largely composed of Jumping Mice, they credit the founding of their order to a forgotten White Lord named Kenshai, from whom they take their name. Supposedly he sickened of the decadence of his fellows and went into the wastes alone, where he learned to survive without food or water and achieved a transcendental existence. He taught his ways to a nearby clan of Jumping Mice and the arts of Kenshai were born. &lt;br /&gt;
&lt;br /&gt;
Clan members are taught to prize inner peace, discipline, giving up worldly goods and martial skills. For most of the cult&#039;s history, it remained in hiding, fearful of the other churches, particularly the followers of Jandara, who rule most of Fashar. It has only been within the last generation that a new leader arose within the followers of Kenshai and overturned the ancient prohibitions against revealing their existence. Now acolytes are encouraged to go forth into the more civilized areas and work to spread the word of Kenshai. So far they have made little impact, but if they ever do succeed in attracting the attention of the larger churches, a pogrom is sure to follow. &lt;br /&gt;
&lt;br /&gt;
====Mousy Martial Arts====&lt;br /&gt;
&lt;br /&gt;
The most secret and prized teaching of Kenshai is the use of magic to augment their physical abilities. Their techniques are oriented around maximizing the effect of their relatively poor Magic ratings, but a Magic rating of at least +1 is required to take the Augment spell and learn the techniques associated with it. &lt;br /&gt;
&lt;br /&gt;
====What Augment can do====&lt;br /&gt;
&lt;br /&gt;
The Augment spell is primarily a way of turning magic inwards, focusing the mind on a particular task. It can boost the caster&#039;s abilities in a narrow area, so long as they continue to maintain the spell. &lt;br /&gt;
&lt;br /&gt;
====What Augment cannot do====&lt;br /&gt;
&lt;br /&gt;
This magical art cannot enable a mouse to do anything that they could not normally attempt. It could enable the caster to hold their breath longer, but not to breathe water as though it were air. Unlike most magical arts, Augment &#039;&#039;cannot&#039;&#039; affect other characters; it is strictly an internal art used on the caster themselves. &lt;br /&gt;
&lt;br /&gt;
====Example Trivial Spells====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-DENIAL:&#039;&#039;&#039; the caster can double the length of time that they can go without something normally essential, such as air, food, water or sleep. The spell must be constantly maintained or the normal penalties for this lack suddenly return, often with devastating consequences. Each Critical Success adds another multiple (x3 for a single crit, x4 for a double crit, et cetera). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELF-CONTROL:&#039;&#039;&#039; the caster can reduce any penalties to their rolls due to fatigue, fear, poison, disease, etc. by up to 1 point. This lasts as long as the character concentrates of maintaining the spell. Each Critical Success can reduce the penalty by another point. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR FOCUS:&#039;&#039;&#039; the caster grants themselves a +1 bonus to their next roll by concentrating all of their efforts on that task. The downside is that they suffer a -2 to any other rolls that must be made within that time period. Each Critical Success enables the caster to maintain the bonus for an additional roll without recasting it.&lt;br /&gt;
&lt;br /&gt;
====Example Small Magicks====&lt;br /&gt;
&lt;br /&gt;
====Example Large Magicks====&lt;br /&gt;
&lt;br /&gt;
====Augment High Sorceries====&lt;/div&gt;</summary>
		<author><name>Frank Sronce</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145840</id>
		<title>Hyperborean Mice:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145840"/>
		<updated>2010-06-01T00:02:14Z</updated>

		<summary type="html">&lt;p&gt;Frank Sronce: /* What Augment can do */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Fantasy]]&lt;br /&gt;
==Welcome to Hyperborea==&lt;br /&gt;
&lt;br /&gt;
The game of gritty Swords &amp;amp; Sorcery action... as performed by talking rodents. &lt;br /&gt;
&lt;br /&gt;
The game&#039;s home page is at http://www.kizandjenn.com/hmice/&lt;br /&gt;
&lt;br /&gt;
This wiki is intended as an area for players or the author to make new material available.&lt;br /&gt;
&lt;br /&gt;
==New Material==&lt;br /&gt;
&lt;br /&gt;
===The 7th Spell: Augment===&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
Hidden in the wastes around Fashar is the secret temple of the cult of Kenshai. Though the cult&#039;s membership is largely composed of Jumping Mice, they credit the founding of their order to a forgotten White Lord named Kenshai, from whom they take their name. Supposedly he sickened of the decadence of his fellows and went into the wastes alone, where he learned to survive without food or water and achieved a transcendental existence. He taught his ways to a nearby clan of Jumping Mice and the arts of Kenshai were born. &lt;br /&gt;
&lt;br /&gt;
Clan members are taught to prize inner peace, discipline, giving up worldly goods and martial skills. For most of the cult&#039;s history, it remained in hiding, fearful of the other churches, particularly the followers of Jandara, who rule most of Fashar. It has only been within the last generation that a new leader arose within the followers of Kenshai and overturned the ancient prohibitions against revealing their existence. Now acolytes are encouraged to go forth into the more civilized areas and work to spread the word of Kenshai. So far they have made little impact, but if they ever do succeed in attracting the attention of the larger churches, a pogrom is sure to follow. &lt;br /&gt;
&lt;br /&gt;
====Mousy Martial Arts====&lt;br /&gt;
&lt;br /&gt;
The most secret and prized teaching of Kenshai is the use of magic to augment their physical abilities. Their techniques are oriented around maximizing the effect of their relatively poor Magic ratings, but a Magic rating of at least +1 is required to take the Augment spell and learn the techniques associated with it. &lt;br /&gt;
&lt;br /&gt;
====What Augment can do====&lt;br /&gt;
&lt;br /&gt;
The Augment spell is primarily a way of turning magic inwards, focusing the mind on a particular task. It can boost the caster&#039;s abilities in a narrow area, so long as they continue to maintain the spell. &lt;br /&gt;
&lt;br /&gt;
====What Augment cannot do====&lt;br /&gt;
&lt;br /&gt;
This magical art cannot enable a mouse to do anything that they could not normally attempt. It could enable the caster to hold their breath longer, but not to breathe water as though it were air. Unlike most magical arts, Augment &#039;&#039;cannot&#039;&#039; affect other characters; it is strictly an internal art used on the caster themselves. &lt;br /&gt;
&lt;br /&gt;
====Example Trivial Spells====&lt;br /&gt;
&lt;br /&gt;
====Example Small Magicks====&lt;br /&gt;
&lt;br /&gt;
====Example Large Magicks====&lt;br /&gt;
&lt;br /&gt;
====Augment High Sorceries====&lt;/div&gt;</summary>
		<author><name>Frank Sronce</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145839</id>
		<title>Hyperborean Mice:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145839"/>
		<updated>2010-05-31T23:53:16Z</updated>

		<summary type="html">&lt;p&gt;Frank Sronce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Fantasy]]&lt;br /&gt;
==Welcome to Hyperborea==&lt;br /&gt;
&lt;br /&gt;
The game of gritty Swords &amp;amp; Sorcery action... as performed by talking rodents. &lt;br /&gt;
&lt;br /&gt;
The game&#039;s home page is at http://www.kizandjenn.com/hmice/&lt;br /&gt;
&lt;br /&gt;
This wiki is intended as an area for players or the author to make new material available.&lt;br /&gt;
&lt;br /&gt;
==New Material==&lt;br /&gt;
&lt;br /&gt;
===The 7th Spell: Augment===&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
Hidden in the wastes around Fashar is the secret temple of the cult of Kenshai. Though the cult&#039;s membership is largely composed of Jumping Mice, they credit the founding of their order to a forgotten White Lord named Kenshai, from whom they take their name. Supposedly he sickened of the decadence of his fellows and went into the wastes alone, where he learned to survive without food or water and achieved a transcendental existence. He taught his ways to a nearby clan of Jumping Mice and the arts of Kenshai were born. &lt;br /&gt;
&lt;br /&gt;
Clan members are taught to prize inner peace, discipline, giving up worldly goods and martial skills. For most of the cult&#039;s history, it remained in hiding, fearful of the other churches, particularly the followers of Jandara, who rule most of Fashar. It has only been within the last generation that a new leader arose within the followers of Kenshai and overturned the ancient prohibitions against revealing their existence. Now acolytes are encouraged to go forth into the more civilized areas and work to spread the word of Kenshai. So far they have made little impact, but if they ever do succeed in attracting the attention of the larger churches, a pogrom is sure to follow. &lt;br /&gt;
&lt;br /&gt;
====Mousy Martial Arts====&lt;br /&gt;
&lt;br /&gt;
The most secret and prized teaching of Kenshai is the use of magic to augment their physical abilities. Their techniques are oriented around maximizing the effect of their relatively poor Magic ratings, but a Magic rating of at least +1 is required to take the Augment spell and learn the techniques associated with it. &lt;br /&gt;
&lt;br /&gt;
====What Augment can do====&lt;/div&gt;</summary>
		<author><name>Frank Sronce</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=HyperboreanMice:Main_Page&amp;diff=145838</id>
		<title>HyperboreanMice:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=HyperboreanMice:Main_Page&amp;diff=145838"/>
		<updated>2010-05-31T23:25:31Z</updated>

		<summary type="html">&lt;p&gt;Frank Sronce: moved HyperboreanMice:Main Page to Hyperborean Mice:Main Page:&amp;amp;#32;Underscore seems to be preferred.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Hyperborean Mice:Main Page]]&lt;/div&gt;</summary>
		<author><name>Frank Sronce</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145837</id>
		<title>Hyperborean Mice:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145837"/>
		<updated>2010-05-31T23:25:31Z</updated>

		<summary type="html">&lt;p&gt;Frank Sronce: moved HyperboreanMice:Main Page to Hyperborean Mice:Main Page:&amp;amp;#32;Underscore seems to be preferred.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Fantasy]]&lt;br /&gt;
==Welcome to Hyperborea==&lt;br /&gt;
&lt;br /&gt;
The game of gritty Swords &amp;amp; Sorcery action... as performed by talking rodents. &lt;br /&gt;
&lt;br /&gt;
The game&#039;s home page is at http://www.kizandjenn.com/hmice/&lt;br /&gt;
&lt;br /&gt;
This wiki is intended as an area for players or the author to make new material available.&lt;/div&gt;</summary>
		<author><name>Frank Sronce</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145836</id>
		<title>Hyperborean Mice:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145836"/>
		<updated>2010-05-31T23:21:52Z</updated>

		<summary type="html">&lt;p&gt;Frank Sronce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Fantasy]]&lt;br /&gt;
==Welcome to Hyperborea==&lt;br /&gt;
&lt;br /&gt;
The game of gritty Swords &amp;amp; Sorcery action... as performed by talking rodents. &lt;br /&gt;
&lt;br /&gt;
The game&#039;s home page is at http://www.kizandjenn.com/hmice/&lt;br /&gt;
&lt;br /&gt;
This wiki is intended as an area for players or the author to make new material available.&lt;/div&gt;</summary>
		<author><name>Frank Sronce</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145835</id>
		<title>Hyperborean Mice:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145835"/>
		<updated>2010-05-31T23:21:16Z</updated>

		<summary type="html">&lt;p&gt;Frank Sronce: /* Hyperborean Mice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Welcome to Hyperborea==&lt;br /&gt;
&lt;br /&gt;
The game of gritty Swords &amp;amp; Sorcery action... as performed by talking rodents. &lt;br /&gt;
&lt;br /&gt;
The game&#039;s home page is at http://www.kizandjenn.com/hmice/&lt;br /&gt;
&lt;br /&gt;
This wiki is intended as an area for players or the author to make new material available.&lt;/div&gt;</summary>
		<author><name>Frank Sronce</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145834</id>
		<title>Hyperborean Mice:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hyperborean_Mice:Main_Page&amp;diff=145834"/>
		<updated>2010-05-31T23:20:46Z</updated>

		<summary type="html">&lt;p&gt;Frank Sronce: Created page with &amp;#039;=Hyperborean Mice=  The game of gritty Swords &amp;amp; Sorcery action... as performed by talking rodents.   The game&amp;#039;s home page is at http://www.kizandjenn.com/hmice/  This wiki is int…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Hyperborean Mice=&lt;br /&gt;
&lt;br /&gt;
The game of gritty Swords &amp;amp; Sorcery action... as performed by talking rodents. &lt;br /&gt;
&lt;br /&gt;
The game&#039;s home page is at http://www.kizandjenn.com/hmice/&lt;br /&gt;
&lt;br /&gt;
This wiki is intended as an area for players or the author to make new material available.&lt;/div&gt;</summary>
		<author><name>Frank Sronce</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=145833</id>
		<title>Major Projects</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=145833"/>
		<updated>2010-05-31T23:14:42Z</updated>

		<summary type="html">&lt;p&gt;Frank Sronce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are working on a major project which you expect to span 6+ pages, please enter it alphabetically in the appropriate section of this page. Use a level 3 header, so that you&#039;ll appear in the table of contents, include a link to your project&#039;s main page, then briefly describe your project. &lt;br /&gt;
&lt;br /&gt;
==Game Systems==&lt;br /&gt;
This is a list of original game systems being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Æther===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Æther: Main Page|Æther]]&lt;br /&gt;
&lt;br /&gt;
Did you think Earth was the only world? The world of Æther is closer than you think, a fantastic world of magic, and faeries, castles and wonder. . . and dark powers trying to conquer two worlds. Æther is a campaign setting using the &#039;&#039;&#039;GURPS&#039;&#039;&#039; rules set. Characters must leap between worlds countering threats to both worlds and facing evil spirits, dragons, and both wonderful and terrible magics.&lt;br /&gt;
&lt;br /&gt;
===Alter Aeon===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Alter_Aeon]]&lt;br /&gt;
Dare you enter the world the world of Alter Aeon. Classic text based RPG with extensive quest, communication, and game play options. Online 24/7. Broadband NOT REQUIRED!&lt;br /&gt;
&lt;br /&gt;
===Avatar Stultus===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Avatar_Stultus:Main_Page|Avatar Stultus]]&lt;br /&gt;
&lt;br /&gt;
The Universe of Avatar Stultus is home to the Fantasy RPG [[Avatar_Stultus:Kar_Fero|Kar Fero]], and the SCI-Fi setting of [[Avatar_Stultus:Apox_Void|Apox Void]]. All of which are open and in Wiki format.&lt;br /&gt;
&lt;br /&gt;
===BASH! Basic Action Super Heroes===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[BASH:Main_Page|BASH!]]&lt;br /&gt;
&lt;br /&gt;
===Basic FANGS: Fantasy Adventure Network Gaming System===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[FANGS:_Main Page|FANGS]]&lt;br /&gt;
&lt;br /&gt;
Version 1.6.1 of a classless skill-based [[RPG]] system, with some minimal compatibility with [[d20 System|d20]] modules. By Christopher Allen and Steve Perrin.&lt;br /&gt;
&lt;br /&gt;
===B-Grade===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[B-Grade]]&lt;br /&gt;
&lt;br /&gt;
B-Grade is an rpg where the players take on the role of B-Grade movie characters such as vampires, mummys, martians, leprechauns, deformed hunchbacks, and wolfmen...they fight secretly for allied forces in 1935 at the brink of what will become world war 2...adventures focus on thwarting the schemes of cthulhuan occultists, far east criminal geniuses, mad scientists, double agents and facist governments...finding themselves in locations such as prehistoric dinosaur islands, archaelogical dig-sites, and secret military installations...fighting against foes such as japanese robots, radioactive mutants, sadistic superhuman nazis and legions of ninjas. Uses a heavily customised version of the One roll Engine (ORE) system.&lt;br /&gt;
&lt;br /&gt;
===CP2020===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[CP2020:Main_Page|CP2020]]&lt;br /&gt;
&lt;br /&gt;
Miscellaneous resources for running a Cyberpunk 2020 campaign.&lt;br /&gt;
&lt;br /&gt;
===Dice &amp;amp; Glory===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Dice&amp;amp;Glory:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
First Edition of a universal game system using skeletal character classes and a &amp;quot;buy&amp;quot; based experience point system and skill based magic and psionic systems. By Robert A Neri Jr.&lt;br /&gt;
&lt;br /&gt;
===Dread===&lt;br /&gt;
&#039;&#039;&#039;Page&#039;&#039;&#039; [[Dread:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
A horror game, where the character always dies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fabuland===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Fabuland:_Main Page|Fabuland]]&lt;br /&gt;
&lt;br /&gt;
A furry rpg aimed at children with a system based on the ideas presented in the Rough Quests RPGnet column.&lt;br /&gt;
&lt;br /&gt;
===Flamepunk===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Flamepunk:Main Page|Flamepunk]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cyberpunk meets pyromancy&#039;&#039; in this detailed and complete game. &#039;&#039;Blazers&#039;&#039;, grab your obsidian deck and run the flameweb to take down the &#039;&#039;Church of Holy Flame&#039;&#039;. &#039;&#039;Burners&#039;&#039;, tool up with pyrecaster, ashblade and stonecarve armour, and take on the &#039;&#039;Guild Hellforged&#039;&#039;. &#039;&#039;Binders&#039;&#039; catch yourself an elemental, fetter in to a flesh-tattoo then go hand to hand against the &#039;&#039;Hadar Shadows&#039;&#039;. It&#039;s all here, and you can take the burn back to the Man. Hope you brough something fireproof...&lt;br /&gt;
&lt;br /&gt;
===Gangwars===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Gangwars:Main_Page|Gangwars]]&lt;br /&gt;
&lt;br /&gt;
A classless d20 based system emphasizing skills and traits, with similarities to the shadowrun setting.&lt;br /&gt;
&lt;br /&gt;
===Hyperborean Mice===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[HyperboreanMice:Main_Page|Hyperborean Mice]]&lt;br /&gt;
&lt;br /&gt;
===Irradiated Fur===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[IrradiatedFur:Main Page|Irradiated Fur]]&lt;br /&gt;
&lt;br /&gt;
A simplistic anthropomorphic apocalyptic one-shot game system.&lt;br /&gt;
===FableScape===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[FableScape|FableScape]] &lt;br /&gt;
&lt;br /&gt;
An RPG taking place in the made up world of Morasadell {More-isa-dell.}The gama is in a Mythology/Fantasy/Simi-Shonen Genre Game. The Wiki-Page is is under-constuction.&lt;br /&gt;
&lt;br /&gt;
===Fantasy Rules for Fate 3.0===&lt;br /&gt;
&#039;&#039;&#039;Page:  &#039;&#039;&#039; [[Geos:Fate-Fudge_Rules|Fantasy Fate 3.0]]&lt;br /&gt;
&lt;br /&gt;
Geos is a standalone fantasy gameworld, using a variation on the [http://www.faterpg.com/ Fate 3.0] rules.  The main magic system is based on Atlas Games&#039; [http://www.atlas-games.com/arsmagica/ Ars Magica].  The system is primarily narrativist, with secondary emphasis on gamist and simulationist perspectives.&lt;br /&gt;
&lt;br /&gt;
===Land of Xel===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Land_of_Xel|Land of Xel]]&lt;br /&gt;
&lt;br /&gt;
Under construction RPG system. The Land of Xel is a fantasy RPG with a mix of technology, magic, and metal. The land is divided into four different factions each with its own internal strife and outward aggression.&lt;br /&gt;
&lt;br /&gt;
===Lexicon, an RPG===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Original Lexicon post]]&lt;br /&gt;
&lt;br /&gt;
A copy of the page that introduced the Lexicon wiki-based RPG to the world.  Originally written by Neel Krishnaswami; taken from his blog &amp;quot;The 20 x 20 Room&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Mano a Mano===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Mano a Mano]]&lt;br /&gt;
&lt;br /&gt;
A simple, generic system. Mano a Mano is well-suited for combat-intensive games with non-humanoid characters.&lt;br /&gt;
&lt;br /&gt;
===Marvel Universe Game===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[MUG:Main Page]]&lt;br /&gt;
&lt;br /&gt;
A giant game of What If? featuring your favorite marvel characters. Eschews individual character control for a more collaborative storytelling environment.&lt;br /&gt;
&lt;br /&gt;
===Mini mam===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Mini mam]]&lt;br /&gt;
&lt;br /&gt;
An extremely simple fantasy RPG system, derived from older versions of Mano a Mano. Mini mam is designed for absolute beginners to role-playing games and gamers who have a need for a system so simple that it doesn&#039;t require a character sheet.&lt;br /&gt;
&lt;br /&gt;
===McMercenaries===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[McMercenaries:Orientation]]&lt;br /&gt;
&lt;br /&gt;
A game and setting of corporate warfare in the all-too-near future.&lt;br /&gt;
Input is encouraged!&lt;br /&gt;
&lt;br /&gt;
===nWoD Fantasy===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[NWoD_Fantasy:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
A modification of Whitewolf&#039;s nWoD system into a fantasy setting similar to that of Dungeons and Dragons.&lt;br /&gt;
&lt;br /&gt;
===Ogre===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Ogre:Main_Page|Open, Generic Roleplaying Environment]] &lt;br /&gt;
&lt;br /&gt;
A generic rpg system without classes, general levels and with continuous initiative based on the OGC content.&lt;br /&gt;
&lt;br /&gt;
===OpenD20===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Opend20:_Main_Page|OpenD20]] &lt;br /&gt;
&lt;br /&gt;
A classless skills based [[d20 System|d20]] derivative.  Designed for elegant simplicity.  The intention is to create a more universal [[RPG]] system by getting input from the online community (are you reading this? Then that means YOU!)&lt;br /&gt;
&lt;br /&gt;
===Open Game Repository===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[OGR:Main Page|Open Game Repository]]&lt;br /&gt;
&lt;br /&gt;
A repository for various rules released under the [[Open Game License]]. This is intended to include everything from the SRD, games distributed by third parties, and home-brew rules. &lt;br /&gt;
&lt;br /&gt;
===SAMSARA===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Samsara:Main Page|SAMSARA]]&lt;br /&gt;
&lt;br /&gt;
A fairly rules-lite system of mechanics based around the resolution of contests.  Designed to be modular and eminently tweakable.&lt;br /&gt;
&lt;br /&gt;
===Serenity===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Serenity:Main Page|Serenity]]&lt;br /&gt;
&lt;br /&gt;
Miscellaneous resources for running a Serenity/Firefly campaign.&lt;br /&gt;
&lt;br /&gt;
===Shattered Prism===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[ShatteredPrism:Main_Page|Shattered Prism]]&lt;br /&gt;
&lt;br /&gt;
In-Development RPG series. Shattered Prism is intended to be a series of related RPGs using a unified rules system, set within a predominately Sci-Fi galaxy.&lt;br /&gt;
&lt;br /&gt;
===Star Wars Saga===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Star Wars Saga:_Main Page|Star Wars Saga]]&lt;br /&gt;
&lt;br /&gt;
Miscellaneous resources for running a SW Saga campaign.&lt;br /&gt;
&lt;br /&gt;
===Symphony of Stars===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[SymphonyofStars]]&lt;br /&gt;
&lt;br /&gt;
An Experiment in Cooperative Game Design via Actual Play.&lt;br /&gt;
&lt;br /&gt;
===Texas===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Texas:_Main_Page|Texas]]&lt;br /&gt;
&lt;br /&gt;
A rules light poker-based game system. Designed to emulate the genre of Spaghetti Westerns, in the Sergio Leone / Clint Eastwood style.&lt;br /&gt;
&lt;br /&gt;
===24 Hour RPGs===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[List of 24 Hour RPGs by rating]]&lt;br /&gt;
&lt;br /&gt;
A listing of all the quickie RPGs created as part of the [http://www.24hourrpg.com/ 24 Hour RPG] event/contest.&lt;br /&gt;
&lt;br /&gt;
===Wiki RPG===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Wiki RPG]]&lt;br /&gt;
&lt;br /&gt;
The goal of the Wiki RPG project is to create computer based role playing games collaboratively.  &lt;br /&gt;
Games are both edited in the browser (via this Wiki) and played in the browser (the Wiki HTML pages are downloaded and the game code is interpreted by a JavaScript game engine).&lt;br /&gt;
&lt;br /&gt;
===WikiHow RPG===&lt;br /&gt;
&#039;&#039;&#039;Page&#039;&#039;&#039; [[WikiHow RPG]]&lt;br /&gt;
&lt;br /&gt;
A system of Roleplaying where you make a persona on WIkiHow.com and roleplay it.&lt;br /&gt;
&lt;br /&gt;
===Xia===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Xia: Main Page|Xia]]&lt;br /&gt;
&lt;br /&gt;
Wushu heroes kick ass in fantasy ancient China! A detailed and complete roleplaying game designed for playing wuxia style games of kung fu action.&lt;br /&gt;
&lt;br /&gt;
==Game Design Resources==&lt;br /&gt;
&lt;br /&gt;
===System design grab-bags===&lt;br /&gt;
&#039;&#039;&#039;Page&#039;&#039;&#039;: [[System_grab-bags:Main_page]]&lt;br /&gt;
&lt;br /&gt;
A collection of all kinds of game mechanics used in different systems.&lt;br /&gt;
&lt;br /&gt;
===Character Role Catalog===&lt;br /&gt;
&lt;br /&gt;
The [[Character Role Catalog]] is an attempt to list the roles characters can play in roleplaying games.  The page also contains some theory on these roles.&lt;br /&gt;
&lt;br /&gt;
==Generic Backgrounds==&lt;br /&gt;
This is a list of generic backgrounds, not tied to any game system, that are being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Across the Spiral Arms===&lt;br /&gt;
Spiral arms is a space opera setting, designed to emulate many of the common Anime tropes. As such it&#039;s got a lot of drama, a lot of scope, and very little science included.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[SpiralArms:_Main_Page|Across the Spiral Arms]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Adventure! RPG Campaigns===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Adventure!_RPG_Campaigns:Main_Page|Adventure! RPG Campaigns: Main Page]]&lt;br /&gt;
&lt;br /&gt;
A page open for game groups to provide details and resource on individual campaigns based on the Adventure! roleplaying game.&lt;br /&gt;
&lt;br /&gt;
===Alvatia: Game Setting===&lt;br /&gt;
Alvatia is a fantasy game setting originally developed for use with [[FANGS:_Main Page|FANGS]], however, is quite suitable as a generic low-magic fantasy setting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Main_Page|Alvatia]]&amp;lt;br&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Ingsby_-_Village_and_Manor|The Village and Manor of Ingsby]]&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_City_of_Wedburgh|City_of_Wedburgh]]&lt;br /&gt;
&lt;br /&gt;
===AMBER===&lt;br /&gt;
Page: [[Amber RPG:_Main Page]] &amp;lt;br&amp;gt; A page open for game groups to provide details and resource on individual campaigns based on the RPG for the Amber Setting.&lt;br /&gt;
&lt;br /&gt;
===Ars Nova===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Ars Nova]]&lt;br /&gt;
&lt;br /&gt;
14th century historical fantasy setting&lt;br /&gt;
&lt;br /&gt;
===Athanatos: A Transhumanist Fantasy Setting===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[ATHANATOS:_Main_Page|Athanatos]]&lt;br /&gt;
&lt;br /&gt;
A fantasy setting where powerful magics have allowed souls to stay connected to the material plane even after the death of the body.&lt;br /&gt;
&lt;br /&gt;
===Basilicus===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Basilicus]]&lt;br /&gt;
&lt;br /&gt;
A massive open content wiki project featuring worldbuilding in several genres, free fiction, and other invaluable resources.&lt;br /&gt;
&lt;br /&gt;
===Chaos Diceless===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Chaos_Diceless|Chaos Diceless]]&lt;br /&gt;
&lt;br /&gt;
Chaos, Rebma, The New Pattern and all these places you have never visited or re-invented a thousand times. They&#039;re here.&lt;br /&gt;
&lt;br /&gt;
A repository of Courts and places for ADRPG.&lt;br /&gt;
&lt;br /&gt;
===Conan RPG Campaigns===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Conan_RPG_Campaigns:Main_Page|Conan RPG Campaigns: Main Page]]&lt;br /&gt;
&lt;br /&gt;
A page open for game groups to provide details and resource on individual campaigns based on the sword and sorcery setting of Conan and the Hyborian world.&lt;br /&gt;
&lt;br /&gt;
===Contribute Your Eerie Event===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Eerie Event]]&lt;br /&gt;
&lt;br /&gt;
Following up on the thread from rpg.net, this is a Wiki designed to collate weird events for use in a variety of horror games.&lt;br /&gt;
&lt;br /&gt;
===Covenant, West Virginia===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Covenant]]&lt;br /&gt;
&lt;br /&gt;
A hyper-historical, modern day setting in the style of Lost. Contributions needed!&lt;br /&gt;
&lt;br /&gt;
===Diaspora Adaptations: Diaspora Does Dallas===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[DiasporaAdaptations:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
A hub page for write-ups using &#039;&#039;Diaspora&#039;&#039; to build settings and characters for shows like &#039;&#039;Cowboy Bebop&#039;&#039; and &#039;&#039;Planetes&#039;&#039;, together with webcomics like &#039;&#039;A Miracle of Science&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Dinosaurs and Prehistoric Animals===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Dinosaurs and Prehistoric Animals]]&lt;br /&gt;
&lt;br /&gt;
Information about prehistoric creatures for use in RPGs, simulations or just &amp;quot;playing dinosaurs&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Encyclopedia Galactica===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Encyclopedia_Galactica:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
A hard sci-fi collection of solar systems, planets, lifeforms and sentient societies, suitable as a GM resource or as a subtrate for any sci-fi or fantasy campaign.&lt;br /&gt;
&lt;br /&gt;
===Eternal Empire===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[EternalEmpire:Main_Page|Eternal Empire]]&lt;br /&gt;
&lt;br /&gt;
Eternal Empire is a synthesis of Dark Fantasy and Science Fiction with a lenghty background that emphasizes the roles of religion, social structures, language, and race on both individuals and societies.&lt;br /&gt;
&lt;br /&gt;
===EverQuest rpg===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[EverQuest rpg:Main Page|EQrpg Main]]&lt;br /&gt;
&lt;br /&gt;
The EverQuest Role-Playing Game system is built on the d20 Open GL rules, and based in the world of Norrath, of the online rpg EverQuest.&lt;br /&gt;
&lt;br /&gt;
===Fantasy City Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Fantasy_City_Project:Main_Page|Fantasy City Project]]&lt;br /&gt;
&lt;br /&gt;
Shared development of a generic fantasy city, its locations, NPCs, organizations and adventure seeds.&lt;br /&gt;
&lt;br /&gt;
===Federal Space===&lt;br /&gt;
&#039;&#039;&#039;Page: &#039;&#039;&#039; [[FederalSpace:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
Shadowjack&#039;s alternative-universe variation of Star Trek, lensed in the direction of harder science, more consistent worldbuilding, and uniforms with hats. &lt;br /&gt;
&lt;br /&gt;
===Geos===&lt;br /&gt;
&#039;&#039;&#039;Page: &#039;&#039;&#039; [[Geos:Main Page|Geos]] &lt;br /&gt;
&lt;br /&gt;
Geos is a fantasy gameworld, based loosely on 13th century Europe.  The current incarnation is skewed towards more realistic fantasy - while folk magic is common, actual wizards and faeries are hard to find.&lt;br /&gt;
&lt;br /&gt;
===The Gift===&lt;br /&gt;
&#039;&#039;&#039;Page&#039;&#039;&#039; [[The_Gift:Main_Page|The Gift]]&lt;br /&gt;
&lt;br /&gt;
Mages have been Earth&#039;s top predators for as long as their history records, secretly enslaving humanity to further their own ends. Their power has only ever been limited by their ability to cooperate and the little gods have been free to do with this world whatever they desired. So, throughout history, they have made war on one another.&lt;br /&gt;
&lt;br /&gt;
===HarnWorld===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[HarnWorld:Main_Page|HarnWorld]]&lt;br /&gt;
&lt;br /&gt;
A compilation for adventuring the world of Kethira and Harn island in particular.&lt;br /&gt;
&lt;br /&gt;
===Lineage===&lt;br /&gt;
&#039;&#039;&#039;Page&#039;&#039;&#039; [[Lineage:Main_Page|Lineage]]&lt;br /&gt;
&lt;br /&gt;
There is no higher purpose for mankind, laid down from above. The mages have always known that. Heaven exists, but it cares nothing for humanity, not even to rule it. Hell is more attentive. The demons like it when we suffer and a demon can make a human suffer forever. Faced with a meaningless universe, will the mages stand up to defend humanity, or will they fight for personal power and glory?&lt;br /&gt;
&lt;br /&gt;
===Meamnar===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Meamnar:Main_Page|Meamnar]]&lt;br /&gt;
&lt;br /&gt;
A classic campaign setting constructed for the d20 game system.&lt;br /&gt;
&lt;br /&gt;
===Magipunk===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Magipunk:Main_Page|Magipunk]]&lt;br /&gt;
&lt;br /&gt;
A weird fantasy game of urban dystopia and rapidly changing social conflict -- cyberpunk crossed with swords and sorcery.&lt;br /&gt;
&lt;br /&gt;
===Marvel Realtime===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Marvel_Realtime:Main_Page|Marvel Realtime]]&lt;br /&gt;
&lt;br /&gt;
Extrapolating what the Marvel Universe might look like if time advanced normally.&lt;br /&gt;
&lt;br /&gt;
===Meanwhile, Back Home...===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[MEANWHILE:_Main_Page|Meanwhile, Back Home...]]&lt;br /&gt;
&lt;br /&gt;
A (mostly) humourous Alien Contact setting focusing on Earth.&lt;br /&gt;
&lt;br /&gt;
===Midnight RPG Campaigns===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Midnight RPG Campaigns: Main Page]]&lt;br /&gt;
&lt;br /&gt;
Midnight RPG Campaigns, is a wiki open for game groups to provide details and resource on individual campaigns based on the D20 Dungeons &amp;amp; Dragons MIDNIGHT Setting published by Fantasy Flight Games.&lt;br /&gt;
&lt;br /&gt;
===Necromunda Bible===&lt;br /&gt;
&#039;&#039;&#039;page:&#039;&#039;&#039; [[Necomunda_Bible]]&lt;br /&gt;
&lt;br /&gt;
Necromunda Bible - Is an [[OpenGamingResource]] intended to create a one stop shop for everything Necromunda. Including: New gangs, Fluff, Campaign Ideas and other user generated material based around the Necromunda board game.&lt;br /&gt;
&lt;br /&gt;
===Paradise City===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Paradise_City:Main_Page|Paradise City]]&lt;br /&gt;
&lt;br /&gt;
Paradise City, Nevada, is a &amp;quot;cyberpunk&amp;quot; setting designed for use with GURPS.  The city is huge and contains a wide variety of urban environments, most of them dangerous.&lt;br /&gt;
&lt;br /&gt;
===Pokethulhu RPG Campaigns===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Pokethulhu RPG Campaigns: Main Page]] &amp;lt;br&amp;gt; Pokethulhu RPG Campaigns, is a wiki open for game groups to provide details and resource on individual campaigns based on the Pokethulhu RPG.  The game is written and designed by [http://en.wikipedia.org/wiki/S._John_Ross S. John Ross] and currently published (in its 3rd Edition) as a free game available from [http://en.wikipedia.org/wiki/Cumberland_Games_and_Diversions Cumberland Games and Diversions]. &lt;br /&gt;
&lt;br /&gt;
===Post-Future===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Post-Future:Main_Page|Post Future]]&lt;br /&gt;
&lt;br /&gt;
Your favorite setting, cast forward into a darker future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Prometheus Project ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Prometheus_Project:Main_Page|Prometheus Project]]&lt;br /&gt;
&lt;br /&gt;
A user created, non game system specific, Bronze age setting composed of numerous city states united by trade and divided by politics, religion and war.&lt;br /&gt;
&lt;br /&gt;
=== Skein of Worlds ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Skein_of_Worlds:Main_Page|Skein of Worlds]]&lt;br /&gt;
&lt;br /&gt;
A medieval fantasy setting in which the universe really is infinite, and just about anything is possible. Primarily for D&amp;amp;D 3.x, but contains very little system specific details.&lt;br /&gt;
&lt;br /&gt;
===Stardust &amp;amp; Aether Winds===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stardust&amp;amp;AetherWinds:Main_Page|Stardust &amp;amp; Aether Winds]]&lt;br /&gt;
&lt;br /&gt;
A simple little fantasy setting designed as a spin on the Swashbuckling Sailing Ships in Spaaaace!&lt;br /&gt;
&lt;br /&gt;
===Tekumel===&lt;br /&gt;
&lt;br /&gt;
Welcome to MAR Barker&#039;s gloriously baroque world of Tekumel, one of the oldest and most detailed FRP settings. This site will include some general background info, and material specific to &#039;The Shrine of Petrified Wisdom&#039; campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Tekumel]]&lt;br /&gt;
&lt;br /&gt;
===TRaiders===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Traiders]]&lt;br /&gt;
&lt;br /&gt;
Surviving and thriving after the collapse of the global economy.&lt;br /&gt;
&lt;br /&gt;
===Triptych: The Elemental Realms===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[TRIPTYCH|Triptych]]&lt;br /&gt;
&lt;br /&gt;
A new mythology for modern magic games. Original elemental creatures wanted. &amp;lt;br&amp;gt;&lt;br /&gt;
Encompasses three parallel worlds: The Great Gale, The White Waste, and the Blasted Lands.&lt;br /&gt;
&lt;br /&gt;
===The Twin Cities of Glass===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[TheTwinCitiesOfGlass:Main_Page|The Twin Cities of Glass]]&lt;br /&gt;
&lt;br /&gt;
A fantasy setting of fantastic places. &lt;br /&gt;
Encompasses three cities: Narcissus the City of Mirrors, Diaphane the Crystal City, and Iridos the Spectrum City; and the surrounding kingdoms.&lt;br /&gt;
&lt;br /&gt;
===24-Hour RPG Settings===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[24HourSettings]]&lt;br /&gt;
&lt;br /&gt;
A new GM challenge set up by Knockwood: similar to the 24-Hour RPG, but focusing on &#039;&#039;settings&#039;&#039; rather than rules. (New, Jan 2008)&lt;br /&gt;
&lt;br /&gt;
===Ubantu:  Bantu/African version of GURPS Banestorm===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Ubantu:Contents]]&lt;br /&gt;
&lt;br /&gt;
This a continent based on Bantu mythology, a kind of African setting based on serious anthropology and mythography. It is designed as an add-in content in the GURPS Banestorm world (3e), with an empire than can take on and possibly win against Megalos.&lt;br /&gt;
&lt;br /&gt;
===Wisrtum: Wiki-Based Classic Fantasy Setting===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Wisrtum:Main_Page|Wisrtum]]&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;classic fantasy&#039;&#039; setting, intended to be creativly developed by the community without care for what RPG-System might be used to play it. The community can then produce ports of the source material to whatever game system they wish, as needed.&lt;br /&gt;
&lt;br /&gt;
===The World===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[TROS in the Hammer|The World at &#039;TROS in the Hammer&#039;]]&lt;br /&gt;
&lt;br /&gt;
A post-apocalyptic, fairly dark and gritty fantasy setting with several unique cultures and shamanic magic.  Currently for use with the Riddle of Steel, but very little game specific stuff.&lt;br /&gt;
&lt;br /&gt;
==GM Resources==&lt;br /&gt;
Everything needed to make a [[GM]]&#039;s life easier&lt;br /&gt;
&lt;br /&gt;
===General Resources and Links===&lt;br /&gt;
These are generic resources covering various topics that might be of use to game masters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Adventures|Free Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_RPGs|Free RPGs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Software|Free Software]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Npcs|Npcs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Gaming_Websites|Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Non_Gaming_Websites|Non Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Cool_Fight_Locations|Cool Fight Locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stereotype_List|Stereotype List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Great_Quotes_List|Great Quotes of RPGNet]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How to Run Game X===&lt;br /&gt;
A continuation of the thread of the same name from RPOpen--game-specific advice on how to GM.  Additional contributions are welcome!  [[How_to_Run:Main_Page|The main page is here]], and [[:Category:How_to_Run|the category page is here.]]&lt;br /&gt;
&lt;br /&gt;
===XXX: GROK IT!===&lt;br /&gt;
A resource page with links to various &amp;quot;review&amp;quot; guides, formatted in a style similar to &amp;quot;[http://en.wikipedia.org/wiki/For_Dummies For Dummies]&amp;quot; books.  Topics include games and game related material.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Page:&#039;&#039;&#039; [[RESOURCES: GROK IT! Guide Reviews]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Short Adventures===&lt;br /&gt;
A resource page with short [[adventure]]s that [[GM]]s can drop into games to fill a night of play. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Short_Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Setups===&lt;br /&gt;
A resource page filled with thumbnail designs for [[campaign]]s, campaign ideas, and outlines to help jump-start a game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Campaign_Setups]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===War Stories===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[War_Stories|War Stories]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tales of things that have happened during your gaming sessions which can amuse other gamers or serve as inspiration for GMs.&lt;br /&gt;
&lt;br /&gt;
===Game Meta-Info and Logs===&lt;br /&gt;
&lt;br /&gt;
This is where GMs can put information relating to their &#039;&#039;specific&#039;&#039; games, such as character sheets, logs, plot threads, et cetera.&lt;br /&gt;
&lt;br /&gt;
[[Game Info Page]].&lt;br /&gt;
&lt;br /&gt;
===Mission Generator===&lt;br /&gt;
&lt;br /&gt;
A random generic [[Mission Generator]].&lt;br /&gt;
&lt;br /&gt;
===Open Game Systems===&lt;br /&gt;
&lt;br /&gt;
A [[Open_Game_Systems|List of Games]] available under an [http://en.wikipedia.org/wiki/Open_license Open License] and thus usable for your own published games.&lt;br /&gt;
&lt;br /&gt;
== LARP Resources ==&lt;br /&gt;
&lt;br /&gt;
=== Gender Neutral Character Names ===&lt;br /&gt;
&lt;br /&gt;
A list of [[LARP:Gender Neutral Character Names|gender neutral names]] for those times when you don&#039;t know who will be playing a character.&lt;br /&gt;
&lt;br /&gt;
=== LARP Scenarios ===&lt;br /&gt;
&lt;br /&gt;
A list of [[LARP Scenarios|LARP scenarios]] that are available for purchase or free download from various sources.&lt;br /&gt;
&lt;br /&gt;
== RPGnet Meta-resources ==&lt;br /&gt;
&lt;br /&gt;
===The &amp;quot;Create a Character&amp;quot; Challenge===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[The &amp;quot;Create a Character&amp;quot; Challenge]]&lt;br /&gt;
&lt;br /&gt;
The challenge: Create one character for each game you own! &amp;lt;br&amp;gt; View the thread created by &amp;quot;chaldfont&amp;quot; [http://forum.rpg.net/showthread.php?t=345113 HERE].&lt;br /&gt;
&lt;br /&gt;
===Overly Honest RPG Book Covers===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Overly Honest RPG Book Covers]]&lt;br /&gt;
&lt;br /&gt;
An archive of the hilarious images generated by the RPGnet thread of the same name.   &amp;lt;br&amp;gt; View the thread created by &amp;quot;Neko Ewen&amp;quot;  [http://forum.rpg.net/showthread.php?t=193489 HERE].&lt;br /&gt;
&lt;br /&gt;
===Number Lists===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Number Lists]]&lt;br /&gt;
&lt;br /&gt;
A collection of various open-ended lists that have sprung up over time and added to by various users, presented here in a more read-friendly format.&lt;br /&gt;
&lt;br /&gt;
===RPG Motivational Posters===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Motivational_Posters:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
A collection of the posters from the Ultra-Thread on Roleplaying Open, &amp;quot;[http://forum.rpg.net/showthread.php?t=264472 RPG Motivational Posters]&amp;quot;  Still being transferred--please check the Template page before contributing!&lt;br /&gt;
&lt;br /&gt;
===RPGnet Thread Archive===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Forum_Archive:Main_Page|Forums Archive]]&lt;br /&gt;
&lt;br /&gt;
A user created archive of classic threads, in the spirit of the old &amp;quot;Best Of Forums&amp;quot; page.  Organized by forum, and alphabetics.&lt;br /&gt;
&lt;br /&gt;
=== RPGnet Gatherings ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Gatherings|RPGnet_Gatherings]]&lt;br /&gt;
&lt;br /&gt;
For information regarding any official meetups, gatherings and get togethers of RPGnet members.&lt;br /&gt;
&lt;br /&gt;
=== Tangency Timeline ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Tangency_Timeline|Tangency Timeline]]&lt;br /&gt;
&lt;br /&gt;
A timeline of important dates in the history of Tangency.&lt;br /&gt;
&lt;br /&gt;
=== Let&#039;s Play Threads ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Lets_Play|Let&#039;s Play Threads]]&lt;br /&gt;
&lt;br /&gt;
An archive of Let&#039;s Play threads from Video Games Open&lt;br /&gt;
&lt;br /&gt;
==System Supplements==&lt;br /&gt;
This is a list of supplements for specific [[game system]]s. Please be sure to list which game system your [[supplement]] is for if you include something in this section. (If you prefer to search by system then look at the [[Special:Categories]] page.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For ease of use, this section has been moved to a sub-page, Please see [[Major_Projects/System_Supplements|here]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
These are guides to common rpg terminology.&lt;br /&gt;
&lt;br /&gt;
===Game title abbreviation===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Game_title_abbreviations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of abbreviations used for various games and game lines.&lt;br /&gt;
&lt;br /&gt;
===RPG Lexica===&lt;br /&gt;
&lt;br /&gt;
A collection of [[RPG_Lexica:Main_Page|Gamer Jargon]]--terms used by the &#039;&#039;players&#039;&#039; as opposed to the game&#039;s authors and designers.&lt;br /&gt;
Still very much a work in progress... please contribute!&lt;br /&gt;
&lt;br /&gt;
===What&#039;s in a (GM&#039;s) Name?===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Referee]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of various game master names for different games&lt;br /&gt;
&lt;br /&gt;
==MMORPG Guilds==&lt;br /&gt;
&lt;br /&gt;
[[Blacksky Company]] (WoW Kirin Tor Horde)&lt;br /&gt;
&lt;br /&gt;
[[Pig and Whistle Society]] (WoW Kirin Tor Alliance)&lt;br /&gt;
&lt;br /&gt;
[[Meta Forces]] (CoH/CoV)&lt;br /&gt;
&lt;br /&gt;
[[Versus Gloria Omnis]] (Eve Online)&lt;br /&gt;
&lt;br /&gt;
===Where Did I Come From?===&lt;br /&gt;
A game where an orphan kills his parents by travelling in time!&lt;br /&gt;
====BOO====&lt;/div&gt;</summary>
		<author><name>Frank Sronce</name></author>
	</entry>
</feed>