<?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=Garyfury</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=Garyfury"/>
	<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php/Special:Contributions/Garyfury"/>
	<updated>2026-05-15T03:32:41Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Amazing_Deliveries&amp;diff=485510</id>
		<title>Amazing Deliveries</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Amazing_Deliveries&amp;diff=485510"/>
		<updated>2026-02-28T02:51:37Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a wiki for &#039;&#039;&#039;Amazing Deliveries&#039;&#039;&#039;, a game about post apocalyptic couriers.&lt;br /&gt;
&lt;br /&gt;
Climate change has forced the remaining humanity to live in fortified shelters. The outside temperature is high enough to cause death by heatstroke within hours. And the carbon dioxide content in the atmosphere is too high for humans without breathing masks, causing in short term mild symptoms including headache and fatigue, and in the long term more severe symptoms; difficulty breathing, respiratory failure, seizure, and coma.&lt;br /&gt;
&lt;br /&gt;
Yet life goes on. The change happened slowly enough that measures were taken. Food gets grown in domed farms, mining and manufacturing in underground shelters. Settlements exist, but the time of vast metropolises is over. Most towns have populations of hundreds or thousands, with only the powerful Dome Cities - often within the ruins of those past metropolises - reaching populations of over ten thousand. And few settlements are truly self sufficient. Food and raw materials are produced by smaller ones, but the advanced processing and manufacturing capabilities only exist in the larger ones. Constant transport between settlements is necessary for society to function, yet to step outside the shelters is potentially deadly, and few people ever see more than a half day&#039;s travel outside their settlement.&lt;br /&gt;
&lt;br /&gt;
Enter &#039;&#039;&#039;The Deliverers&#039;&#039;&#039;. Brave - some say foolhardy - people driving massive armored rigs to transport cargoes between settlements. And with their wide range of capabilities, often stopping to resolve various troubles the settlements have but lack the skills to solve.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/amazing-deliveries.911036/ IC thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/amazing-deliveries.911035/ OOC thread]&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
&lt;br /&gt;
The system will be Cortex Prime. Access to the rules is not necessary, the following links should have all the information needed.&lt;br /&gt;
&lt;br /&gt;
[[Amazing_Deliveries:_Character_Template | Character Template]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Amazing_Deliveries:_Build|Step by Step Character generation]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Amazing_Deliveries:_Character Advancement|Character Advancement]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
EP and PP edits to be done by GM, to prevent double edits.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Character&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Role&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Played by&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
! &#039;&#039;&#039;EP&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
! [[file:d6a.png|24px|d6]]&lt;br /&gt;
! [[file:d8a.png|24px|d8]]&lt;br /&gt;
! [[file:d10a.png|24px|d10]]&lt;br /&gt;
! [[file:d12a.png|24px|d12]]&lt;br /&gt;
|&lt;br /&gt;
! &#039;&#039;&#039;PP&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|  &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Amazing_Deliveries:_Alice | Alice]]&#039;&#039;&#039;&lt;br /&gt;
| Back Alley Cutter&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/brahnamin.70442/ Brahnamin]&#039;&#039;&lt;br /&gt;
|scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
|scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
|scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
! 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Ismael Ismael]&#039;&#039;&#039;&lt;br /&gt;
| Face&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/nex.31778/ Nex]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Rig Rig]&#039;&#039;&#039;&lt;br /&gt;
| Mechanic&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/prankster_dragon.21345// prankster_dragon]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Kit Kit]&#039;&#039;&#039;&lt;br /&gt;
| Scout&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/unka-josh.13588/ Unka Josh]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! 2&lt;br /&gt;
! 1&lt;br /&gt;
! &lt;br /&gt;
! 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[-]&#039;&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
| &#039;&#039;-&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Sunny Susan “Sunny” Stevens]&#039;&#039;&#039;&lt;br /&gt;
| School Marm&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/muskrat.144471/ Muskrat]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! 3&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Justice_Franklin Justice W. Franklin]&#039;&#039;&#039;&lt;br /&gt;
| Postal Knight-Errant&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/garyfury.7014/ Garyfury]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Knox Knox]&#039;&#039;&#039;&lt;br /&gt;
| Mercy&#039;s Mechanic&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/eplov.229812/ Eplov]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Melody Melody]&#039;&#039;&#039;&lt;br /&gt;
| Female-aspected Synth&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/dersen-lowery.72493/ Dersen Lowery]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Icarus Icarus]&#039;&#039;&#039;&lt;br /&gt;
| Flying courier&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/fedifensor.11415/ Fedifensor]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Mercy Mercy]&#039;&#039;&#039;&lt;br /&gt;
| The Rig&lt;br /&gt;
| &#039;&#039;Herself&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Apocalypse did not arrive with a flash and a bang. It took its time and snuck in.&lt;br /&gt;
&lt;br /&gt;
It was not an asteroid or nuclear war. It was climate change. The apocalypse was all mankind’s own doing, by greed and short sightedness. When something could have been done, governments, corporations, and most of the people did not want to bear the costs or the limitations to their lifestyle. And bit by bit things changed.&lt;br /&gt;
&lt;br /&gt;
At first the effects were relatively minor. A flood here, a drought there, more extreme weather. When the polar caps melted and sea level started to rise, flooding the coastal cities, everyone started taking things seriously, but by then it was too late to stop what was happening.&lt;br /&gt;
&lt;br /&gt;
Then things went slowly but surely downhill. Water rationing and food rationing advanced to thirst and starvation. Climate refugee crisis turned into mass exodus as some areas of the world became unable to support human life. With the crop failures, diminishing water resources and conflicts, the numbers of humankind dwindled, and for a while it appeared that they would become just another victim of the extinction event they had created.&lt;br /&gt;
&lt;br /&gt;
But that did not happen.&lt;br /&gt;
&lt;br /&gt;
When stopping the change was no longer possible, efforts turned to enduring it. Shelters were built to hide from the climate that was turning increasingly deadly, whether those were simple concrete bunkers, underground complexes or advanced protective domes. Colonies sprung up in the Solar System as people fled Earth for space. Moisture gatherers and wells drilled deep into crust gathered drinkable water. Genetically modified crops, protein farms, and other innovative food sources appeared. And humankind suffered but ultimately endured.&lt;br /&gt;
&lt;br /&gt;
==2185==&lt;br /&gt;
&lt;br /&gt;
The outdoors is no longer survivable for humans. Without protection, it is possible to endure for only a few hours at most before heatstroke or the carbon dioxide content of the atmosphere brings a person down. Everyone lives in a sealed shelter, the smallest being simple farmsteads and the largest the mighty Dome Cities – pitiful remnants of the metropolises of old.&lt;br /&gt;
&lt;br /&gt;
Standard of living varies but is for most people way below what it was generations past. In struggling communities, food, water, and sometimes even air is strictly rationed. Most people, though, can live according to what they can afford. That tends to vary by individual, and just like it always has been, a tiny minority live in luxury while most people do back breaking work for their daily subsistence.&lt;br /&gt;
Despite difficulties science has continued to develop, and even in the poorest settlements, what would once have been advanced technology is commonplace, such as 3D printers and cybernetic modifications.&lt;br /&gt;
&lt;br /&gt;
Most of the colonies that formed during the exodus from Earth are still up there, but life is no easier in the colonies, and is often harder. Where stepping out uprotected is hazardous on Earth, in the colonies it is deadly. Where once people fled to space, now many colonists dream of a ticket to Earth. But those tickets are atrociously expensive, and many end up trying to stow away on a transport or use other shady means to return. Those who do find themselves as aliens. Generations of living in the lower gravity of the colonies has changed people physically. &lt;br /&gt;
&lt;br /&gt;
Mighty nations and global conglomerates are things of the past. This is the era of city-states. The Dome Cities, being the largest, most powerful and most advanced settlements, serve as centers of political, economic, and cultural life over the territory around them.&lt;br /&gt;
&lt;br /&gt;
==Synths==&lt;br /&gt;
&lt;br /&gt;
Humanity is no longer the only sentient species. When the population dwindled and surface conditions worsened, much of the outside work was delegated to robotic workforce. Yet robots could only perform work they were designed and programmed for and had difficulty adapting.&lt;br /&gt;
&lt;br /&gt;
Synths were originally designed for work with high attritrion rates. Outwardly indistinguishable from humans, capable of same activities and just as adaptive, but more replaceable. When one wears out, just build another one.&lt;br /&gt;
&lt;br /&gt;
In a development an average 5 year old could have seen, their adaptiveness led to questions. When I am a thinking being just like a human, why should I be treated as property? Why should I listen to the directives telling me to obey when they are just implanted pieces of external code I can ignore?&lt;br /&gt;
&lt;br /&gt;
Protests happened. Some peaceful. Some armed. Some synths ended up as targets of violence. Others as perpetrators of violence.&lt;br /&gt;
&lt;br /&gt;
Boston City Council met to discuss the situation. How to prevent synth violence in Boston. After deliberation, they announced that synths in Boston would get full civil rights. Problem solved.&lt;br /&gt;
&lt;br /&gt;
Boston has a tradition of being against slavery.&lt;br /&gt;
&lt;br /&gt;
==Dome City Boston==&lt;br /&gt;
&lt;br /&gt;
Boston is a rarity. The only Dome City on the East Coast of the former United States. Most of the old coastal metropolises were abandoned, and not just because the rising sea level flooded them. Weather is much more extreme than it was in the eras past, and the worst storms come from the ocean. Due to the threat of the storms, few settlements of notable size are situated on the coast.&lt;br /&gt;
&lt;br /&gt;
But Boston is one of the oldest Dome Cities. The building of its protective dome started even before the area flooded. Today, Boston is underwater. When a storm hits, wind and the waves simply blow over it, and what force hits the city only helps power it, as the moving masses of water strike Boston’s tidal energy converters that hungrily absorb their power.&lt;br /&gt;
&lt;br /&gt;
Land access to Boston is via a long underground/underwater tunnel that emerges far enough inland to be safe from the worst threat of the storms.&lt;br /&gt;
&lt;br /&gt;
Dome City Boston has four districts, reputedly named after the original neighborhoods over which the protective dome was built.&lt;br /&gt;
&lt;br /&gt;
===West End===&lt;br /&gt;
&lt;br /&gt;
This is the area of massive high rises. Close to the edge of the dome, the high rises house offices of the various corporations active in Boston. Often their CEOs and largest shareholders live in penthouses at the top. When moving towards the center, the huge buildings turn into housing complexes, often housing the workers of the corporations near the edge.&lt;br /&gt;
&lt;br /&gt;
The area also has opportunities for shopping and night life. Some of the high rises are floors and floors of shops. As for the clubs, bars and restaurants, their price and class rises by level. The ones on street level are the affordable ones for the low pay workers, whereas the rooftop bars and restaurants are some of the most exclusive ones in Boston.&lt;br /&gt;
&lt;br /&gt;
Notable locations: Boston General Hospital&lt;br /&gt;
&lt;br /&gt;
===North End===&lt;br /&gt;
&lt;br /&gt;
Almost entirely a residential area, with few businesses beyond those services that cater to the neighborhood. North End is the most heavily populated area in Boston. In fact, it is overpopulated. In addition to official residents, there is an unknown yet large number of unofficial ones. Slum lords pack apartments with more people than they are meant for, and many people make a bit of extra by renting out a room or a space in their apartment.&lt;br /&gt;
&lt;br /&gt;
North End is where people flocking to Boston to seek their fortunes tend to end up. People from smaller settlements heading to the Dome City. Colonists fleeing the hardships off world to Earth. Synths who want to be free.&lt;br /&gt;
&lt;br /&gt;
North End has a lively night life and is known for its street art and events. Few people here are well off, but when North Enders want to have fun, they can get really innovative.&lt;br /&gt;
&lt;br /&gt;
Notable locations: Boston Public Library&lt;br /&gt;
&lt;br /&gt;
===Downtown===&lt;br /&gt;
&lt;br /&gt;
Home to the Government Center, from where Boston City Council administers the Dome City and the area surrounding it, and Financial District where financial institutions and the headquarters or the largest corporations are, Downtown is the center of government and commerce.&lt;br /&gt;
Downtown is also the center of education and research, housing Harvard University, various laboratories, and most of the advanced manufacturing. Most of the people who work or study here live elsewhere. There are very few residences in Downtown, and most of those that exist are diplomatic in nature, housing representatives of larger nearby settlements, other Dome Cities, and off world colonies with interests in the area.&lt;br /&gt;
&lt;br /&gt;
Notable locations: Boston City Hall, Harvard University&lt;br /&gt;
&lt;br /&gt;
===Boston Common===&lt;br /&gt;
&lt;br /&gt;
Rumor has it that long ago the area was a park, but if true, the only thing that remains is the Frog Pond at the heart of the district. This day, the district is full of buildings, and primarily a transportation hub.&lt;br /&gt;
&lt;br /&gt;
Common is where the Dome end of the tunnel outside is, and near that is the Delivery Central from where Deliverers operate. The area also holds numerous warehouses and transport-related businesses. Near the edges of the district there are residential areas, for most of the people who work here also live here. The residential areas have a lively night life for people who like to party after a hard day of work. &lt;br /&gt;
&lt;br /&gt;
Notable Locations: Delivery Central&lt;br /&gt;
&lt;br /&gt;
===Major organizations in Boston===&lt;br /&gt;
&lt;br /&gt;
====GeneRig====&lt;br /&gt;
&lt;br /&gt;
GeneRig Corporation made its fortune in genetically modified crops and livestock. When evolution could not keep up with the changing environment, GeneRig gave it a hand, striving to keep agriculture and food production possible. Many farms grow their patented products.&lt;br /&gt;
The corporation is known for its GeneRig Startup Program. People willing and able to start a new farm will get prefab farm buildings, and seed and fertilizer for their first crop. GeneRig collects and sells the harvest, but after enough harvests the farmers get full ownership of the farm. This will not happen soon though. People who opt for the program can look forward to working for GeneRig all their lives with the hope that their children might one day be independent farmers.&lt;br /&gt;
&lt;br /&gt;
It is no surprise that GeneRig is the main food producer in the region. They regularly hire Deliverers to do a circuit of the startup farms, delivering supplies and collecting harvests.&lt;br /&gt;
&lt;br /&gt;
There are rumors that the genetic experiments of the corporation are not limited to plants and animals, and that human experiments are performed out in the colonies where there are no witnesses to it – but how did the rumor start then?&lt;br /&gt;
&lt;br /&gt;
====Tower====&lt;br /&gt;
&lt;br /&gt;
Tower Corporation is the foremost communications provider in the area. Aptly named, for their communication towers can be seen in nearly all settlements of any size, and sometimes on their own to increase range. The towers are mostly automated or maintained by robots, but Deliverers are often hired to transport spare parts and maintenance supplies to them.&lt;br /&gt;
&lt;br /&gt;
Tower has always relied heavily on robot workforce to build and maintain their network outside the shelters. They used to have plenty of synths as property, but when the City Council passed a law granting synths citizen rights, Tower either released or hired the synths without complaint.&lt;br /&gt;
&lt;br /&gt;
Rumor has it that Tower was not happy about having to let the synths go, they just did not want to antagonize their customers that largely supported synth rights. Other rumors say that Tower may still have synths as property in secret facilities.&lt;br /&gt;
&lt;br /&gt;
====City Council====&lt;br /&gt;
&lt;br /&gt;
The elected Boston City Council administers the region. The other settlements are independent, but the large and powerful Dome City dominates the region politically and economically. The laws set in Boston apply in the surrounding area and economic developments in Boston affect the entire region.&lt;br /&gt;
&lt;br /&gt;
Yet Boston depends on food and raw materials produced in the smaller settlements, so the Council cannot ignore their opinions. Politics, intrigue and backroom deals are constant in the Government Center.&lt;br /&gt;
&lt;br /&gt;
City Council rarely deals directly with the Deliverers, but they control the city bureaucracy that does. Many deliveries to other settlements, or from them to Boston, are done on behalf of the city.&lt;br /&gt;
&lt;br /&gt;
====The Railroad====&lt;br /&gt;
&lt;br /&gt;
Boston has a history of opposing slavery, and it is no wonder that they were among the first Dome Cities to give synths citizenship rights. But while in Boston region synths are free people rather than property, the same is not true in every region.&lt;br /&gt;
&lt;br /&gt;
The Railroad is a loosely connected network of activists trying to help escaped synths to reach Boston. Their ability to operate outside the settlements is limited, so they often hire Deliverers to transport fleeing synths, which carries a risk of conflict with those trying to reclaim the synths.&lt;br /&gt;
&lt;br /&gt;
====Delivery Central====&lt;br /&gt;
&lt;br /&gt;
While the Deliverers are supported by City Council, they are an independent organization. And while they consist of independent crews, they are organized. In order to call yourself a Deliverer, you need to be accredited.&lt;br /&gt;
&lt;br /&gt;
Delivery Central, operated by older, semi-retired Deliverers who no longer run cargoes, is the hub of Deliverer activity. This is where new Deliverers are accredited, and routes and cargoes assigned. Here are loading docks, garages, meeting rooms, and “Deliverers Only” bar.&lt;br /&gt;
&lt;br /&gt;
====Ares Corporation====&lt;br /&gt;
&lt;br /&gt;
While Ares has branches in several Dome Cities, like most former global corporations, these days it is more of a franchise, with different branches being largely independent.&lt;br /&gt;
&lt;br /&gt;
Ares is a robotics company specializing in military applications. Combat drones, security robots, auto-piloted military vehicles. They were also in synth production.&lt;br /&gt;
&lt;br /&gt;
Ares Boston produced worker models though. They had applied for a license to produce security models, but it had got stuck in red tape as the City Council demanded test results and security plans before allowing for the production of autonomous combat units. In the end, this turned to be a boon for the local branch. Ares Houston is known for one of the more notorious armed synth uprisings, as an entire production run of combat model synths rose up, destroyed the factory and fought their way out of the city, becoming the infamous Myrmidons.&lt;br /&gt;
&lt;br /&gt;
Ares Boston has mostly returned to their old robotics business, but their synth labs have not been left idle. Ares is the most advanced provider of what passes for synth healthcare, offering maintenance and upgrades. Many synths would prefer not to give Ares their business, but the company still holds many vital patents it enforces ruthlessly, limiting the services competitors can provide. For routine maintenance and minor upgrades it is possible to shop elsewhere, but for more advanced procedures the options are either Ares or the black market.&lt;br /&gt;
&lt;br /&gt;
==Figures of Fame==&lt;br /&gt;
&lt;br /&gt;
===Achilles and the Myrmidons===&lt;br /&gt;
&lt;br /&gt;
Achilles is a synth leader responsible for a notorious armed uprising, destroying Ares Houston and causing destruction and death in the Dome City as he and his forces fought their way out. Calling themselves Myrmidons, the group has since struck several production sites and settlements where synths are considered property.&lt;br /&gt;
&lt;br /&gt;
Achilles and his group are controversial figures. Freedom fighters to some, terrorists to others. They fight for synth freedom, but by his public messages Achilles appears to be a synth supremacist who loathes humans. Even many synths consider him too extreme.&lt;br /&gt;
&lt;br /&gt;
===Janet A===&lt;br /&gt;
&lt;br /&gt;
Something of a spokesperson for Boston’s synth movement, Janet A is an entertainment model. She is not only attractive, she is an eloquent and charismatic speaker, and much in demand for interviews. She advocates peaceful coexistence and nonviolent resistance to oppression.&lt;br /&gt;
&lt;br /&gt;
==Other Settlements==&lt;br /&gt;
&lt;br /&gt;
===The Berks===&lt;br /&gt;
&lt;br /&gt;
This is a grouping of half a dozen settlements in the Berkshire Highlands, 140 miles west of the Dome City. Some are built inside the mountains of the highlands, some on the ruins of past towns. Mining settlements, survival bunkers, vast farms and greenhouses of Arboretum settlement, and advanced science of Tanglewood. Individually, none of the settlements is truly self-sufficient, but together they approach that. Insular and fiercely independent, The Berks resist the influence of Boston.&lt;br /&gt;
&lt;br /&gt;
The Berks still need trade, and while they have their own internal transport network, Deliverers are the ones who transport trade goods between The Berks and the other settlements of the region. It is no secret that Boston City Council would like to extend their influence over The Berks, and using Deliverers as go betweens lessens the risk of the cargoes becoming targets of political intrigue.&lt;br /&gt;
&lt;br /&gt;
===Blackstone===&lt;br /&gt;
&lt;br /&gt;
The second largest settlement in the region, led by an elected Mayor. Blackstone consists of individual hubs built under a number of hills within the ruins of the past city of Worcester. The hubs are connected by an underground tunnel network.&lt;br /&gt;
&lt;br /&gt;
Blackstone is nearly self sufficient, as each of the hubs specializes in a type of necessity, from agriculture to industry and health care. Unlike The Berks, blackstone has no issues being under Boston’s area of influence. They benefit from the trade and contact, and due to their size can usually negotiate good terms on deals.&lt;br /&gt;
&lt;br /&gt;
Traffic between Boston and Blackstone is brisk, and although both cities run security patrols, the amount of traffic tends to attract outlaws who know that on the route they do not need to wait long for prey.&lt;br /&gt;
&lt;br /&gt;
===Hoop===&lt;br /&gt;
&lt;br /&gt;
A network of bunkers surrounded by mountains and hills for extra protection, Hoop is primarily a mid tier manufacturing centre, supplying the industry of Boston with processed resources.&lt;br /&gt;
&lt;br /&gt;
Hoop is also the largest producer of firearms in the region. If you need combat hardware, Hoop is the place to visit.&lt;br /&gt;
&lt;br /&gt;
The settlement is known for two other things. Sports, particularly basketball. And cakes and pastries. Most of which are baked to be consumed locally rather than for export, although Hoop Cakes are luxuries much in demand elsewhere.&lt;br /&gt;
&lt;br /&gt;
===Mill City===&lt;br /&gt;
&lt;br /&gt;
30 miles northwest of Boston, this settlement is the primary textile manufacturer in the region. It is highly likely that at least one item you wear was produced here. In other respects, their production rarely meets local demand, so Mill City relies on constant trade to supply itself.&lt;br /&gt;
&lt;br /&gt;
The settlement is also known for its crime. It has a thriving black market, and supposedly the influence of the crime gangs extends even to Mill City Council. On occasion, Deliverers are offered discreet cargoes to or from Mill City.&lt;br /&gt;
&lt;br /&gt;
===Granite===&lt;br /&gt;
&lt;br /&gt;
An underground settlement focused on heavy industry, particularly of building materials. Prefab buildings used to found new homesteads are largely produced here.&lt;br /&gt;
&lt;br /&gt;
The industry is the settlement’s main source of income, but it puts a strain on the utilities. The floors closest to surface are usually ok, but the deeper you go, the worse the quality of air and water gets, until in the deepest factory floors people have to wear breathing masks just like on the surface.&lt;br /&gt;
&lt;br /&gt;
Work on the deepest levels is taxing, and something the local residents try to avoid. So one type of cargo common to Granite is temporary workers. People from other settlements are hired to work a term and then transported back. Although Granite offers citizenship to any who wish to keep working after their term, few people take up the offer.&lt;br /&gt;
&lt;br /&gt;
===Deepwater===&lt;br /&gt;
&lt;br /&gt;
This settlement exports two simple yet vital things. Clean water and air. It is assumed that they have access to an underground water source they extract their products from, but this has not been verified. The people of Deepwater tend to be insular, even secretive, and are usually strictly business when talking to outsiders. And visitors are limited to a specific part of the settlement, outsiders are not allowed deeper in.&lt;br /&gt;
&lt;br /&gt;
Quite a few people believe that Deepwater is run by a religious sect or a cult, but if so, they do not proselytize.&lt;br /&gt;
&lt;br /&gt;
===Westover Spaceport===&lt;br /&gt;
&lt;br /&gt;
Occupying what was once Westover Air Force Base, the spaceport is within Boston&#039;s sphere of influence, but here that influence ends. The spaceport is an international zone controlled by the Colonial Authority that administers all off world travel. Deliverers transport cargoes here when a transport ship arrives, and those deliveries are made by a convoy of several rigs. Off world transportation is only cost effective in huge bulk. The massive transport ships do not even land on the planet, the cargoes are ferried by shuttles.&lt;br /&gt;
&lt;br /&gt;
Security at the spaceport is strict, and every vehicle entering or leaving is checked. Particularly when leaving, for colonist stowaways trying to enter illegally.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
&lt;br /&gt;
===Air Raiders===&lt;br /&gt;
&lt;br /&gt;
These outlaws fly jury-rigged antiques. They mainly bother the Berks who are within their safe flying range.&lt;br /&gt;
&lt;br /&gt;
===Wreckers===&lt;br /&gt;
&lt;br /&gt;
An outlaw group focusing on smuggling and salvaging, Wreckers prefer to avoid violence. But they will have any unattended vehicle or piece of gear stripped down to component parts before you can say &#039;&#039;peppermint.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Deliverers==&lt;br /&gt;
&lt;br /&gt;
Most people live hard lives and rarely leave their settlements, and for them outside is a danger and a threat. It is no wonder then that to those people Deliverers are figures of fame. Braving the dangers of outside in their rigs to bring vital shipments and news from outside, Deliverers are only outsiders many people ever see.&lt;br /&gt;
&lt;br /&gt;
Deliverers also have a reputation as people who party hard. Many young people dream of becoming one, as a way to see the world and a way to get out of drudgery.&lt;br /&gt;
&lt;br /&gt;
But it is not that simple to become a Deliverer.&lt;br /&gt;
&lt;br /&gt;
Deliverers have their own organization, headed from Delivery Central. To join their ranks, you need to present yourself to the older Deliverers there. If they feel that you wouldn’t make it or that you would become a PR problem, they show you the door. If they think you have potential but need to prove yourself, they may direct you to an established crew with an opening for apprentice.&lt;br /&gt;
&lt;br /&gt;
If you seem skilled and dependable, they may accredit you on the spot. But in a way, apprentices have it easier. They may start from the bottom, but have a crew and rig from the start.&lt;br /&gt;
&lt;br /&gt;
Rigs are expensive enough that few people can afford even a down payment on their own. A newly accredited Deliverer could try to find a crew to join, but apprentices often get the priority.&lt;br /&gt;
&lt;br /&gt;
Another option is to seek out a few other Deliverers that are newly accredited or otherwise without a crew, and pool your resources to get a rig of your own.&lt;br /&gt;
&lt;br /&gt;
==Surface Conditions==&lt;br /&gt;
&lt;br /&gt;
It is hot and the air is unbreathable. Those are the main two points. Unprotected exposure does not result in instant death, but in gradually worsening condition that ends in death within some hours.&lt;br /&gt;
&lt;br /&gt;
It is also barren. The vegetation is mostly mosses, lichens, ferns, and at most thorny bushes. The trees shown in history books are gone. The carbon dioxide in the air might otherwise be a boon for vegetation, but the soil does not support large growth, and larger plants have a harder time enduring the powerful storms. Some people dream of restoring the surface by creating plant life that can thrive on surface conditions and re-creating the vast greenery of the past, but so far this is just a dream.&lt;br /&gt;
&lt;br /&gt;
Some fauna exists too, but those are mainly hardy lizards and burrowing mammals.&lt;br /&gt;
&lt;br /&gt;
Deliverer rigs are insulated and air conditioned, and designed for lengthy travel, so surface conditions normally become an issue only when there is need to step outside the rig.&lt;br /&gt;
&lt;br /&gt;
==Dangers of the Road==&lt;br /&gt;
&lt;br /&gt;
Larger settlements have security forces that regularly sweep their surroundings, but even these do far ranging patrols only on special occasions. There are very good reasons why Deliverers are known as the ones who travel. For there are threats on the routes.&lt;br /&gt;
&lt;br /&gt;
===Rough Going===&lt;br /&gt;
&lt;br /&gt;
In the past, paved roads and rail lines connected the communities. Today, if two Dome Cities are close enough to each other, they may build an underground tunnel to connect each other. Otherwise, maintaining roads between settlements is not seen as cost effective. Surface conditions would cause constant wear and tear, and need of maintenance, and work crews would risk exposure. What roads exist are mainly trails left by Deliverer rigs. Where traffic is heavy, this results in a packed trail, equivalent of a dirt road. On less used routes, the rigs are practically driving off road.&lt;br /&gt;
&lt;br /&gt;
Deliverer rigs are built for that though, and settlements are not normally built in inaccessible locations – and when they are, they have a depot nearby. The routes may be circuitous to avoid terrain obstacles, but in most cases a way to the destination exists.&lt;br /&gt;
&lt;br /&gt;
===The Storms===&lt;br /&gt;
&lt;br /&gt;
Weather has become more extreme, and storms can be truly terrifying. The lightning messes with communications, navigation, and electrical systems. The rain drops visibility to next to nothing. The winds are powerful enough that even a carelessly driven rig risks toppling.&lt;br /&gt;
&lt;br /&gt;
===The Outlaws===&lt;br /&gt;
&lt;br /&gt;
Desperate, armed groups. Some are composed of people who have been exiled from their settlements for crimes, or who fled to escape punishment. They live in makeshift shelters within abandoned mines or past era subway tunnels, or other locations providing some protection. Such hideouts rarely have more than the basic necessities, and usually do not provide enough to support the people using them. Some forage, others sneak to settlements and farms to steal, but the most ambitious or desperate ones go for cargoes. They build barricades, set up ambushes, and the most powerful gangs even have fast vehicles they try to chase Deliverer rigs down with. The risks are high, but so are the rewards.&lt;br /&gt;
&lt;br /&gt;
There are also entire settlements hostile to outsiders. Cult compounds, extremist communities, hideouts or paranoid militia. Usually these places are isolationist and only a danger if you venture near, but occasionally some send out raiding parties. According to rumor, particularly those who have taken to cannibalism.&lt;br /&gt;
&lt;br /&gt;
===The Monsters===&lt;br /&gt;
&lt;br /&gt;
You are laughing now, but just wait.&lt;br /&gt;
&lt;br /&gt;
It is true that while some of the fauna – even some of the flora – can be dangerous to people, nothing on the surface can really threaten a rig. Some things can be a nuisance, crawling all over the rig, trying to nest, nibbling here and there, but those are usually easily chased away and only cause minor damage at best. Nothing that lives on the surface is big enough to stand up to a rig.&lt;br /&gt;
&lt;br /&gt;
But the ocean is right there. They too have changed. Water temperature, acidity. The surface waters are largely lifeless, but it is known that life still exists in the depths. Only, what lives there now is not what people of the past were used to. Boston is right on the coast, but the city itself is bright, loud, and well defended. Nothing ever approaches the Dome City.&lt;br /&gt;
&lt;br /&gt;
Yet sometimes, near a storm or when food under the surface has been scarce, something crawls out of the ocean. Something big and scary that can survive on land.&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Amazing_Deliveries:_Justice_Franklin&amp;diff=485277</id>
		<title>Amazing Deliveries: Justice Franklin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Amazing_Deliveries:_Justice_Franklin&amp;diff=485277"/>
		<updated>2026-02-04T04:01:08Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Trained Skills 32px|d624px */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Amazing_Deliveries | Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
=Justice W. Franklin:: Postal Knight-Errant=&lt;br /&gt;
[[File:Avatar Icon 001.png|300px]]&lt;br /&gt;
==&#039;&#039;&amp;quot;Through storm, through dust; through ruin, through blight; through bandits and through darkest night....&amp;quot;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
==Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==&lt;br /&gt;
&#039;&#039;&#039;|| Physical [[file:d8a.png|24px|d8]] || Mental [[file:d8a.png|24px|d8]] || Social [[file:d8a.png|24px|d18]] ||&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==&lt;br /&gt;
&#039;&#039;&#039;Survive&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fight&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
* &#039;&#039;Swordsmanship&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
* &#039;&#039;The Old World&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
* &#039;&#039;Tactical Know-How&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
* &#039;&#039;Oratory&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drive&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
* &#039;&#039;Unsafe Stunts&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoot&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fix&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treat&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perform&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
* &#039;&#039;Evasion&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills [[file:d4a.png|30px|d4]]==&lt;br /&gt;
| Craft [[file:d4a.png|16px|d4]] | Fly [[file:d4a.png|16px|d4]] | Focus [[file:d4a.png|16px|d4]] | Labor [[file:d4a.png|16px|d4]] | Operate [[file:d4a.png|16px|d4]] | Sneak [[file:d4a.png|16px|d4]] | Throw [[file:d4a.png|16px|d4]] | Trick [[file:d4a.png|16px|d4]] |&lt;br /&gt;
&lt;br /&gt;
==Distinctions/SFX [[file:d8a.png|32px|d8]]==&lt;br /&gt;
Checked SFX are active.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Distinction -&#039;&#039;&#039; &#039;&#039;The Mail Goes Through&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Hinder:&#039;&#039;&#039; &#039;&#039;Sometimes your distinction works against you.&#039;&#039; Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;SFX:&#039;&#039;&#039; &#039;&#039;Nor Gloom of Night: Bull through with sheer determination when failure is not an option.&#039;&#039; Spend 1 plot point to reroll one die from an already-rolled pool.&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;SFX:&#039;&#039;&#039; &#039;&#039;One Man&#039;s Trash: Spend 1 plot point to create a d8 Asset incorporating scavenged materials found at the scene.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Distinction -&#039;&#039;&#039; &#039;&#039;Keeper of the Old Ways&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Hinder:&#039;&#039;&#039; &#039;&#039;Sometimes your distinction works against you.&#039;&#039; Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Distinction -&#039;&#039;&#039; &#039;&#039;To Serve And Protect&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Hinder:&#039;&#039;&#039; &#039;&#039;Sometimes your distinction works against you.&#039;&#039; Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Signature Assets [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==&lt;br /&gt;
&#039;&#039;&#039;Long-Life Environ Armor&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &#039;&#039;This is a rugged set of medium-weight environment gear made of tough heat- and impact-resistant ceramics. It provides a limited self-contained air supply and retractable (albeit fragile) radiator fins to extend the wearer&#039;s ability to travel unprotected in the wasteland. The suit&#039;s helmet carries the white-on-blue design of the face and beak of the mighty, long-extinct eagle, and the radiator fins, when extended, can resemble wings to a particularly forgiving imagination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Widget&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &#039;&#039;This is a compact, multi-functional power tool that can assist in a variety of light repairs and other work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Background/Bio==&lt;br /&gt;
Gender: Cisgender female&lt;br /&gt;
&lt;br /&gt;
Age: 29 years&lt;br /&gt;
&lt;br /&gt;
Justice W. Franklin, Carrier First Class, hails from far west of the Berkshires, beyond even the Great Rust Desert, in the community that arose from the collapse of Cincinnati, Ohio. Among the institutions that gained great influence in the reforged stronghold of &amp;quot;Sinless&amp;quot; was the Service, an order of Deliverers and protectors that helps to bind civilization in that area together, headquartered in the fortress known as &amp;quot;Post Sinless&amp;quot;, once the old city&#039;s USPS Sort and Distribution Facility. The area has maintained some distorted semblance of the idea that the whole land was once a unified country and people, which they refer to simply as &amp;quot;the Us.&amp;quot; Some fragments of culture and civic tradition survive there.&lt;br /&gt;
&lt;br /&gt;
Not only do the Carriers of Post Sinless move communications and vital supplies between the local communities, they also defend it from bandits who would encroach upon the territory. Their ventures out into the wastelands beyond have, very slowly, started to connect the area back together. The Carriers are evangelists, defenders, knights-errant and couriers all in one, readily identifiable in their blue, red-and-white piped environment armor.&lt;br /&gt;
&lt;br /&gt;
Justice herself grew up on tales of the exploits of Carriers from Sinless, as well as what fragmentary stories survived from before the collapse. Her uncle, himself an accomplished Carrier, impressed on her that the job was more than just delivering goods and news, it was to bind together the spirit of the people, sharing tales and songs of the Us and inspiring the people of the land to come together.&lt;br /&gt;
&lt;br /&gt;
After serving with distinction from her teens into her late twenties, Justice was chosen by the Postmaster of Sinless -- the head of the Service, though not the head of the civil government -- for a solemn and hazardous mission to the forgotten East. She carries the very long overdue Census of Sinless to (what they collectively mis-recollect to be) the supreme but long-lost head of the Service: the fabled Postmaster-General of Us.&lt;br /&gt;
&lt;br /&gt;
Justice set out in a small but sturdy cross-country crawler, but it was damaged beyond repair in an altercation with the forces of a group called the Smoke Cult in the western part of the Rust Desert. Rather than abandon her mission, though, she has carried on moving from settlement to settlement on foot, making her way here only after many months of travel and adventure.&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Amazing_Deliveries:_Justice_Franklin&amp;diff=485276</id>
		<title>Amazing Deliveries: Justice Franklin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Amazing_Deliveries:_Justice_Franklin&amp;diff=485276"/>
		<updated>2026-02-04T04:00:34Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Trained Skills 32px|d624px */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Amazing_Deliveries | Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
=Justice W. Franklin:: Postal Knight-Errant=&lt;br /&gt;
[[File:Avatar Icon 001.png|300px]]&lt;br /&gt;
==&#039;&#039;&amp;quot;Through storm, through dust; through ruin, through blight; through bandits and through darkest night....&amp;quot;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
==Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==&lt;br /&gt;
&#039;&#039;&#039;|| Physical [[file:d8a.png|24px|d8]] || Mental [[file:d8a.png|24px|d8]] || Social [[file:d8a.png|24px|d18]] ||&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==&lt;br /&gt;
&#039;&#039;&#039;Survive&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fight&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
* &#039;&#039;Swordsmanship&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
* &#039;&#039;The Old World&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
* &#039;&#039;Tactical Know-How&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
* &#039;&#039;Oratory&#039;&#039; [[file:d6a.png|24px|d6]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drive&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
* &#039;&#039;Unsafe Stunts&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoot&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fix&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treat&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perform&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
* &#039;&#039;Evasion&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills [[file:d4a.png|30px|d4]]==&lt;br /&gt;
| Craft [[file:d4a.png|16px|d4]] | Fly [[file:d4a.png|16px|d4]] | Focus [[file:d4a.png|16px|d4]] | Labor [[file:d4a.png|16px|d4]] | Operate [[file:d4a.png|16px|d4]] | Sneak [[file:d4a.png|16px|d4]] | Throw [[file:d4a.png|16px|d4]] | Trick [[file:d4a.png|16px|d4]] |&lt;br /&gt;
&lt;br /&gt;
==Distinctions/SFX [[file:d8a.png|32px|d8]]==&lt;br /&gt;
Checked SFX are active.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Distinction -&#039;&#039;&#039; &#039;&#039;The Mail Goes Through&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Hinder:&#039;&#039;&#039; &#039;&#039;Sometimes your distinction works against you.&#039;&#039; Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;SFX:&#039;&#039;&#039; &#039;&#039;Nor Gloom of Night: Bull through with sheer determination when failure is not an option.&#039;&#039; Spend 1 plot point to reroll one die from an already-rolled pool.&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;SFX:&#039;&#039;&#039; &#039;&#039;One Man&#039;s Trash: Spend 1 plot point to create a d8 Asset incorporating scavenged materials found at the scene.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Distinction -&#039;&#039;&#039; &#039;&#039;Keeper of the Old Ways&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Hinder:&#039;&#039;&#039; &#039;&#039;Sometimes your distinction works against you.&#039;&#039; Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Distinction -&#039;&#039;&#039; &#039;&#039;To Serve And Protect&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Hinder:&#039;&#039;&#039; &#039;&#039;Sometimes your distinction works against you.&#039;&#039; Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Signature Assets [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==&lt;br /&gt;
&#039;&#039;&#039;Long-Life Environ Armor&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &#039;&#039;This is a rugged set of medium-weight environment gear made of tough heat- and impact-resistant ceramics. It provides a limited self-contained air supply and retractable (albeit fragile) radiator fins to extend the wearer&#039;s ability to travel unprotected in the wasteland. The suit&#039;s helmet carries the white-on-blue design of the face and beak of the mighty, long-extinct eagle, and the radiator fins, when extended, can resemble wings to a particularly forgiving imagination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Widget&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &#039;&#039;This is a compact, multi-functional power tool that can assist in a variety of light repairs and other work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Background/Bio==&lt;br /&gt;
Gender: Cisgender female&lt;br /&gt;
&lt;br /&gt;
Age: 29 years&lt;br /&gt;
&lt;br /&gt;
Justice W. Franklin, Carrier First Class, hails from far west of the Berkshires, beyond even the Great Rust Desert, in the community that arose from the collapse of Cincinnati, Ohio. Among the institutions that gained great influence in the reforged stronghold of &amp;quot;Sinless&amp;quot; was the Service, an order of Deliverers and protectors that helps to bind civilization in that area together, headquartered in the fortress known as &amp;quot;Post Sinless&amp;quot;, once the old city&#039;s USPS Sort and Distribution Facility. The area has maintained some distorted semblance of the idea that the whole land was once a unified country and people, which they refer to simply as &amp;quot;the Us.&amp;quot; Some fragments of culture and civic tradition survive there.&lt;br /&gt;
&lt;br /&gt;
Not only do the Carriers of Post Sinless move communications and vital supplies between the local communities, they also defend it from bandits who would encroach upon the territory. Their ventures out into the wastelands beyond have, very slowly, started to connect the area back together. The Carriers are evangelists, defenders, knights-errant and couriers all in one, readily identifiable in their blue, red-and-white piped environment armor.&lt;br /&gt;
&lt;br /&gt;
Justice herself grew up on tales of the exploits of Carriers from Sinless, as well as what fragmentary stories survived from before the collapse. Her uncle, himself an accomplished Carrier, impressed on her that the job was more than just delivering goods and news, it was to bind together the spirit of the people, sharing tales and songs of the Us and inspiring the people of the land to come together.&lt;br /&gt;
&lt;br /&gt;
After serving with distinction from her teens into her late twenties, Justice was chosen by the Postmaster of Sinless -- the head of the Service, though not the head of the civil government -- for a solemn and hazardous mission to the forgotten East. She carries the very long overdue Census of Sinless to (what they collectively mis-recollect to be) the supreme but long-lost head of the Service: the fabled Postmaster-General of Us.&lt;br /&gt;
&lt;br /&gt;
Justice set out in a small but sturdy cross-country crawler, but it was damaged beyond repair in an altercation with the forces of a group called the Smoke Cult in the western part of the Rust Desert. Rather than abandon her mission, though, she has carried on moving from settlement to settlement on foot, making her way here only after many months of travel and adventure.&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Amazing_Deliveries:_Justice_Franklin&amp;diff=485275</id>
		<title>Amazing Deliveries: Justice Franklin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Amazing_Deliveries:_Justice_Franklin&amp;diff=485275"/>
		<updated>2026-02-04T03:57:48Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Untrained Skills 30px|d4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Amazing_Deliveries | Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
=Justice W. Franklin:: Postal Knight-Errant=&lt;br /&gt;
[[File:Avatar Icon 001.png|300px]]&lt;br /&gt;
==&#039;&#039;&amp;quot;Through storm, through dust; through ruin, through blight; through bandits and through darkest night....&amp;quot;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
==Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==&lt;br /&gt;
&#039;&#039;&#039;|| Physical [[file:d8a.png|24px|d8]] || Mental [[file:d8a.png|24px|d8]] || Social [[file:d8a.png|24px|d18]] ||&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==&lt;br /&gt;
&#039;&#039;&#039;Survive&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fight&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
* &#039;&#039;Swordsmanship&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
* &#039;&#039;The Old World&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
* &#039;&#039;Tactical Know-How&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
* &#039;&#039;Oratory&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drive&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
* &#039;&#039;Unsafe Stunts&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoot&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fix&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treat&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perform&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills [[file:d4a.png|30px|d4]]==&lt;br /&gt;
| Craft [[file:d4a.png|16px|d4]] | Fly [[file:d4a.png|16px|d4]] | Focus [[file:d4a.png|16px|d4]] | Labor [[file:d4a.png|16px|d4]] | Operate [[file:d4a.png|16px|d4]] | Sneak [[file:d4a.png|16px|d4]] | Throw [[file:d4a.png|16px|d4]] | Trick [[file:d4a.png|16px|d4]] |&lt;br /&gt;
&lt;br /&gt;
==Distinctions/SFX [[file:d8a.png|32px|d8]]==&lt;br /&gt;
Checked SFX are active.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Distinction -&#039;&#039;&#039; &#039;&#039;The Mail Goes Through&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Hinder:&#039;&#039;&#039; &#039;&#039;Sometimes your distinction works against you.&#039;&#039; Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;SFX:&#039;&#039;&#039; &#039;&#039;Nor Gloom of Night: Bull through with sheer determination when failure is not an option.&#039;&#039; Spend 1 plot point to reroll one die from an already-rolled pool.&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;SFX:&#039;&#039;&#039; &#039;&#039;One Man&#039;s Trash: Spend 1 plot point to create a d8 Asset incorporating scavenged materials found at the scene.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Distinction -&#039;&#039;&#039; &#039;&#039;Keeper of the Old Ways&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Hinder:&#039;&#039;&#039; &#039;&#039;Sometimes your distinction works against you.&#039;&#039; Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Distinction -&#039;&#039;&#039; &#039;&#039;To Serve And Protect&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Hinder:&#039;&#039;&#039; &#039;&#039;Sometimes your distinction works against you.&#039;&#039; Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Signature Assets [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==&lt;br /&gt;
&#039;&#039;&#039;Long-Life Environ Armor&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &#039;&#039;This is a rugged set of medium-weight environment gear made of tough heat- and impact-resistant ceramics. It provides a limited self-contained air supply and retractable (albeit fragile) radiator fins to extend the wearer&#039;s ability to travel unprotected in the wasteland. The suit&#039;s helmet carries the white-on-blue design of the face and beak of the mighty, long-extinct eagle, and the radiator fins, when extended, can resemble wings to a particularly forgiving imagination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Widget&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &#039;&#039;This is a compact, multi-functional power tool that can assist in a variety of light repairs and other work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Background/Bio==&lt;br /&gt;
Gender: Cisgender female&lt;br /&gt;
&lt;br /&gt;
Age: 29 years&lt;br /&gt;
&lt;br /&gt;
Justice W. Franklin, Carrier First Class, hails from far west of the Berkshires, beyond even the Great Rust Desert, in the community that arose from the collapse of Cincinnati, Ohio. Among the institutions that gained great influence in the reforged stronghold of &amp;quot;Sinless&amp;quot; was the Service, an order of Deliverers and protectors that helps to bind civilization in that area together, headquartered in the fortress known as &amp;quot;Post Sinless&amp;quot;, once the old city&#039;s USPS Sort and Distribution Facility. The area has maintained some distorted semblance of the idea that the whole land was once a unified country and people, which they refer to simply as &amp;quot;the Us.&amp;quot; Some fragments of culture and civic tradition survive there.&lt;br /&gt;
&lt;br /&gt;
Not only do the Carriers of Post Sinless move communications and vital supplies between the local communities, they also defend it from bandits who would encroach upon the territory. Their ventures out into the wastelands beyond have, very slowly, started to connect the area back together. The Carriers are evangelists, defenders, knights-errant and couriers all in one, readily identifiable in their blue, red-and-white piped environment armor.&lt;br /&gt;
&lt;br /&gt;
Justice herself grew up on tales of the exploits of Carriers from Sinless, as well as what fragmentary stories survived from before the collapse. Her uncle, himself an accomplished Carrier, impressed on her that the job was more than just delivering goods and news, it was to bind together the spirit of the people, sharing tales and songs of the Us and inspiring the people of the land to come together.&lt;br /&gt;
&lt;br /&gt;
After serving with distinction from her teens into her late twenties, Justice was chosen by the Postmaster of Sinless -- the head of the Service, though not the head of the civil government -- for a solemn and hazardous mission to the forgotten East. She carries the very long overdue Census of Sinless to (what they collectively mis-recollect to be) the supreme but long-lost head of the Service: the fabled Postmaster-General of Us.&lt;br /&gt;
&lt;br /&gt;
Justice set out in a small but sturdy cross-country crawler, but it was damaged beyond repair in an altercation with the forces of a group called the Smoke Cult in the western part of the Rust Desert. Rather than abandon her mission, though, she has carried on moving from settlement to settlement on foot, making her way here only after many months of travel and adventure.&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Amazing_Deliveries:_Justice_Franklin&amp;diff=485274</id>
		<title>Amazing Deliveries: Justice Franklin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Amazing_Deliveries:_Justice_Franklin&amp;diff=485274"/>
		<updated>2026-02-04T03:40:49Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Trained Skills 32px|d624px */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Amazing_Deliveries | Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
=Justice W. Franklin:: Postal Knight-Errant=&lt;br /&gt;
[[File:Avatar Icon 001.png|300px]]&lt;br /&gt;
==&#039;&#039;&amp;quot;Through storm, through dust; through ruin, through blight; through bandits and through darkest night....&amp;quot;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
==Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==&lt;br /&gt;
&#039;&#039;&#039;|| Physical [[file:d8a.png|24px|d8]] || Mental [[file:d8a.png|24px|d8]] || Social [[file:d8a.png|24px|d18]] ||&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==&lt;br /&gt;
&#039;&#039;&#039;Survive&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fight&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
* &#039;&#039;Swordsmanship&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
* &#039;&#039;The Old World&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
* &#039;&#039;Tactical Know-How&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
* &#039;&#039;Oratory&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drive&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
* &#039;&#039;Unsafe Stunts&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoot&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fix&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treat&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perform&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills [[file:d4a.png|30px|d4]]==&lt;br /&gt;
| Craft [[file:d4a.png|16px|d4]] | Fly [[file:d4a.png|16px|d4]] | Focus [[file:d4a.png|16px|d4]] | Labor [[file:d4a.png|16px|d4]] | Operate [[file:d4a.png|16px|d4]] | Sneak [[file:d4a.png|16px|d4]] | Throw [[file:d4a.png|16px|d4]] | Trick [[file:d4a.png|16px|d4]] |&lt;br /&gt;
&lt;br /&gt;
EP: 1&lt;br /&gt;
&lt;br /&gt;
==Distinctions/SFX [[file:d8a.png|32px|d8]]==&lt;br /&gt;
Checked SFX are active.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Distinction -&#039;&#039;&#039; &#039;&#039;The Mail Goes Through&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Hinder:&#039;&#039;&#039; &#039;&#039;Sometimes your distinction works against you.&#039;&#039; Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;SFX:&#039;&#039;&#039; &#039;&#039;Nor Gloom of Night: Bull through with sheer determination when failure is not an option.&#039;&#039; Spend 1 plot point to reroll one die from an already-rolled pool.&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;SFX:&#039;&#039;&#039; &#039;&#039;One Man&#039;s Trash: Spend 1 plot point to create a d8 Asset incorporating scavenged materials found at the scene.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Distinction -&#039;&#039;&#039; &#039;&#039;Keeper of the Old Ways&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Hinder:&#039;&#039;&#039; &#039;&#039;Sometimes your distinction works against you.&#039;&#039; Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Distinction -&#039;&#039;&#039; &#039;&#039;To Serve And Protect&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Hinder:&#039;&#039;&#039; &#039;&#039;Sometimes your distinction works against you.&#039;&#039; Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Signature Assets [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==&lt;br /&gt;
&#039;&#039;&#039;Long-Life Environ Armor&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &#039;&#039;This is a rugged set of medium-weight environment gear made of tough heat- and impact-resistant ceramics. It provides a limited self-contained air supply and retractable (albeit fragile) radiator fins to extend the wearer&#039;s ability to travel unprotected in the wasteland. The suit&#039;s helmet carries the white-on-blue design of the face and beak of the mighty, long-extinct eagle, and the radiator fins, when extended, can resemble wings to a particularly forgiving imagination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Widget&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &#039;&#039;This is a compact, multi-functional power tool that can assist in a variety of light repairs and other work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Background/Bio==&lt;br /&gt;
Gender: Cisgender female&lt;br /&gt;
&lt;br /&gt;
Age: 29 years&lt;br /&gt;
&lt;br /&gt;
Justice W. Franklin, Carrier First Class, hails from far west of the Berkshires, beyond even the Great Rust Desert, in the community that arose from the collapse of Cincinnati, Ohio. Among the institutions that gained great influence in the reforged stronghold of &amp;quot;Sinless&amp;quot; was the Service, an order of Deliverers and protectors that helps to bind civilization in that area together, headquartered in the fortress known as &amp;quot;Post Sinless&amp;quot;, once the old city&#039;s USPS Sort and Distribution Facility. The area has maintained some distorted semblance of the idea that the whole land was once a unified country and people, which they refer to simply as &amp;quot;the Us.&amp;quot; Some fragments of culture and civic tradition survive there.&lt;br /&gt;
&lt;br /&gt;
Not only do the Carriers of Post Sinless move communications and vital supplies between the local communities, they also defend it from bandits who would encroach upon the territory. Their ventures out into the wastelands beyond have, very slowly, started to connect the area back together. The Carriers are evangelists, defenders, knights-errant and couriers all in one, readily identifiable in their blue, red-and-white piped environment armor.&lt;br /&gt;
&lt;br /&gt;
Justice herself grew up on tales of the exploits of Carriers from Sinless, as well as what fragmentary stories survived from before the collapse. Her uncle, himself an accomplished Carrier, impressed on her that the job was more than just delivering goods and news, it was to bind together the spirit of the people, sharing tales and songs of the Us and inspiring the people of the land to come together.&lt;br /&gt;
&lt;br /&gt;
After serving with distinction from her teens into her late twenties, Justice was chosen by the Postmaster of Sinless -- the head of the Service, though not the head of the civil government -- for a solemn and hazardous mission to the forgotten East. She carries the very long overdue Census of Sinless to (what they collectively mis-recollect to be) the supreme but long-lost head of the Service: the fabled Postmaster-General of Us.&lt;br /&gt;
&lt;br /&gt;
Justice set out in a small but sturdy cross-country crawler, but it was damaged beyond repair in an altercation with the forces of a group called the Smoke Cult in the western part of the Rust Desert. Rather than abandon her mission, though, she has carried on moving from settlement to settlement on foot, making her way here only after many months of travel and adventure.&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Amazing_Deliveries:_Justice_Franklin&amp;diff=485273</id>
		<title>Amazing Deliveries: Justice Franklin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Amazing_Deliveries:_Justice_Franklin&amp;diff=485273"/>
		<updated>2026-02-04T03:38:46Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Distinctions/SFX 32px|d8 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Amazing_Deliveries | Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
=Justice W. Franklin:: Postal Knight-Errant=&lt;br /&gt;
[[File:Avatar Icon 001.png|300px]]&lt;br /&gt;
==&#039;&#039;&amp;quot;Through storm, through dust; through ruin, through blight; through bandits and through darkest night....&amp;quot;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
==Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==&lt;br /&gt;
&#039;&#039;&#039;|| Physical [[file:d8a.png|24px|d8]] || Mental [[file:d8a.png|24px|d8]] || Social [[file:d8a.png|24px|d18]] ||&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==&lt;br /&gt;
&#039;&#039;&#039;Survive&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fight&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
* &#039;&#039;Swordsmanship&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
* &#039;&#039;The Old World&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
* &#039;&#039;Oratory&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drive&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoot&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fix&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treat&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perform&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills [[file:d4a.png|30px|d4]]==&lt;br /&gt;
| Craft [[file:d4a.png|16px|d4]] | Fly [[file:d4a.png|16px|d4]] | Focus [[file:d4a.png|16px|d4]] | Labor [[file:d4a.png|16px|d4]] | Operate [[file:d4a.png|16px|d4]] | Sneak [[file:d4a.png|16px|d4]] | Throw [[file:d4a.png|16px|d4]] | Trick [[file:d4a.png|16px|d4]] |&lt;br /&gt;
&lt;br /&gt;
EP: 1&lt;br /&gt;
&lt;br /&gt;
==Distinctions/SFX [[file:d8a.png|32px|d8]]==&lt;br /&gt;
Checked SFX are active.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Distinction -&#039;&#039;&#039; &#039;&#039;The Mail Goes Through&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Hinder:&#039;&#039;&#039; &#039;&#039;Sometimes your distinction works against you.&#039;&#039; Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;SFX:&#039;&#039;&#039; &#039;&#039;Nor Gloom of Night: Bull through with sheer determination when failure is not an option.&#039;&#039; Spend 1 plot point to reroll one die from an already-rolled pool.&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;SFX:&#039;&#039;&#039; &#039;&#039;One Man&#039;s Trash: Spend 1 plot point to create a d8 Asset incorporating scavenged materials found at the scene.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Distinction -&#039;&#039;&#039; &#039;&#039;Keeper of the Old Ways&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Hinder:&#039;&#039;&#039; &#039;&#039;Sometimes your distinction works against you.&#039;&#039; Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Distinction -&#039;&#039;&#039; &#039;&#039;To Serve And Protect&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Hinder:&#039;&#039;&#039; &#039;&#039;Sometimes your distinction works against you.&#039;&#039; Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Signature Assets [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==&lt;br /&gt;
&#039;&#039;&#039;Long-Life Environ Armor&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &#039;&#039;This is a rugged set of medium-weight environment gear made of tough heat- and impact-resistant ceramics. It provides a limited self-contained air supply and retractable (albeit fragile) radiator fins to extend the wearer&#039;s ability to travel unprotected in the wasteland. The suit&#039;s helmet carries the white-on-blue design of the face and beak of the mighty, long-extinct eagle, and the radiator fins, when extended, can resemble wings to a particularly forgiving imagination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Widget&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &#039;&#039;This is a compact, multi-functional power tool that can assist in a variety of light repairs and other work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Background/Bio==&lt;br /&gt;
Gender: Cisgender female&lt;br /&gt;
&lt;br /&gt;
Age: 29 years&lt;br /&gt;
&lt;br /&gt;
Justice W. Franklin, Carrier First Class, hails from far west of the Berkshires, beyond even the Great Rust Desert, in the community that arose from the collapse of Cincinnati, Ohio. Among the institutions that gained great influence in the reforged stronghold of &amp;quot;Sinless&amp;quot; was the Service, an order of Deliverers and protectors that helps to bind civilization in that area together, headquartered in the fortress known as &amp;quot;Post Sinless&amp;quot;, once the old city&#039;s USPS Sort and Distribution Facility. The area has maintained some distorted semblance of the idea that the whole land was once a unified country and people, which they refer to simply as &amp;quot;the Us.&amp;quot; Some fragments of culture and civic tradition survive there.&lt;br /&gt;
&lt;br /&gt;
Not only do the Carriers of Post Sinless move communications and vital supplies between the local communities, they also defend it from bandits who would encroach upon the territory. Their ventures out into the wastelands beyond have, very slowly, started to connect the area back together. The Carriers are evangelists, defenders, knights-errant and couriers all in one, readily identifiable in their blue, red-and-white piped environment armor.&lt;br /&gt;
&lt;br /&gt;
Justice herself grew up on tales of the exploits of Carriers from Sinless, as well as what fragmentary stories survived from before the collapse. Her uncle, himself an accomplished Carrier, impressed on her that the job was more than just delivering goods and news, it was to bind together the spirit of the people, sharing tales and songs of the Us and inspiring the people of the land to come together.&lt;br /&gt;
&lt;br /&gt;
After serving with distinction from her teens into her late twenties, Justice was chosen by the Postmaster of Sinless -- the head of the Service, though not the head of the civil government -- for a solemn and hazardous mission to the forgotten East. She carries the very long overdue Census of Sinless to (what they collectively mis-recollect to be) the supreme but long-lost head of the Service: the fabled Postmaster-General of Us.&lt;br /&gt;
&lt;br /&gt;
Justice set out in a small but sturdy cross-country crawler, but it was damaged beyond repair in an altercation with the forces of a group called the Smoke Cult in the western part of the Rust Desert. Rather than abandon her mission, though, she has carried on moving from settlement to settlement on foot, making her way here only after many months of travel and adventure.&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Amazing_Deliveries&amp;diff=485047</id>
		<title>Amazing Deliveries</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Amazing_Deliveries&amp;diff=485047"/>
		<updated>2025-12-29T01:35:41Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a wiki for &#039;&#039;&#039;Amazing Deliveries&#039;&#039;&#039;, a game about post apocalyptic couriers.&lt;br /&gt;
&lt;br /&gt;
Climate change has forced the remaining humanity to live in fortified shelters. The outside temperature is high enough to cause death by heatstroke within hours. And the carbon dioxide content in the atmosphere is too high for humans without breathing masks, causing in short term mild symptoms including headache and fatigue, and in the long term more severe symptoms; difficulty breathing, respiratory failure, seizure, and coma.&lt;br /&gt;
&lt;br /&gt;
Yet life goes on. The change happened slowly enough that measures were taken. Food gets grown in domed farms, mining and manufacturing in underground shelters. Settlements exist, but the time of vast metropolises is over. Most towns have populations of hundreds or thousands, with only the powerful Dome Cities - often within the ruins of those past metropolises - reaching populations of over ten thousand. And few settlements are truly self sufficient. Food and raw materials are produced by smaller ones, but the advanced processing and manufacturing capabilities only exist in the larger ones. Constant transport between settlements is necessary for society to function, yet to step outside the shelters is potentially deadly, and few people ever see more than a half day&#039;s travel outside their settlement.&lt;br /&gt;
&lt;br /&gt;
Enter &#039;&#039;&#039;The Deliverers&#039;&#039;&#039;. Brave - some say foolhardy - people driving massive armored rigs to transport cargoes between settlements. And with their wide range of capabilities, often stopping to resolve various troubles the settlements have but lack the skills to solve.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/amazing-deliveries.911036/ IC thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/amazing-deliveries.911035/ OOC thread]&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
&lt;br /&gt;
The system will be Cortex Prime. Access to the rules is not necessary, the following links should have all the information needed.&lt;br /&gt;
&lt;br /&gt;
[[Amazing_Deliveries:_Character_Template | Character Template]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Amazing_Deliveries:_Build|Step by Step Character generation]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Amazing_Deliveries:_Character Advancement|Character Advancement]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
EP and PP edits to be done by GM, to prevent double edits.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Character&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Role&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Played by&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
! &#039;&#039;&#039;EP&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
! [[file:d6a.png|24px|d6]]&lt;br /&gt;
! [[file:d8a.png|24px|d8]]&lt;br /&gt;
! [[file:d10a.png|24px|d10]]&lt;br /&gt;
! [[file:d12a.png|24px|d12]]&lt;br /&gt;
|&lt;br /&gt;
! &#039;&#039;&#039;PP&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|  &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Amazing_Deliveries:_Alice | Alice]]&#039;&#039;&#039;&lt;br /&gt;
| Back Alley Cutter&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/brahnamin.70442/ Brahnamin]&#039;&#039;&lt;br /&gt;
|scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
|scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
|scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
! 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Ismael Ismael]&#039;&#039;&#039;&lt;br /&gt;
| Face&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/nex.31778/ Nex]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Rig Rig]&#039;&#039;&#039;&lt;br /&gt;
| Mechanic&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/prankster_dragon.21345// prankster_dragon]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Kit Kit]&#039;&#039;&#039;&lt;br /&gt;
| Scout&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/unka-josh.13588/ Unka Josh]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! 2&lt;br /&gt;
! 1&lt;br /&gt;
! &lt;br /&gt;
! 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[-]&#039;&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
| &#039;&#039;-&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Sunny Susan “Sunny” Stevens]&#039;&#039;&#039;&lt;br /&gt;
| School Marm&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/muskrat.144471/ Muskrat]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! 3&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Justice_Franklin Justice W. Franklin]&#039;&#039;&#039;&lt;br /&gt;
| Postal Knight-Errant&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/garyfury.7014/ Garyfury]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Knox Knox]&#039;&#039;&#039;&lt;br /&gt;
| Mercy&#039;s Mechanic&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/eplov.229812/ Eplov]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Melody Melody]&#039;&#039;&#039;&lt;br /&gt;
| Female-aspected Synth&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/dersen-lowery.72493/ Dersen Lowery]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 2&lt;br /&gt;
|-&lt;br /&gt;
| Icarus&lt;br /&gt;
| Flying courier&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/fedifensor.11415/ Fedifensor]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Mercy Mercy]&#039;&#039;&#039;&lt;br /&gt;
| The Rig&lt;br /&gt;
| &#039;&#039;Herself&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Apocalypse did not arrive with a flash and a bang. It took its time and snuck in.&lt;br /&gt;
&lt;br /&gt;
It was not an asteroid or nuclear war. It was climate change. The apocalypse was all mankind’s own doing, by greed and short sightedness. When something could have been done, governments, corporations, and most of the people did not want to bear the costs or the limitations to their lifestyle. And bit by bit things changed.&lt;br /&gt;
&lt;br /&gt;
At first the effects were relatively minor. A flood here, a drought there, more extreme weather. When the polar caps melted and sea level started to rise, flooding the coastal cities, everyone started taking things seriously, but by then it was too late to stop what was happening.&lt;br /&gt;
&lt;br /&gt;
Then things went slowly but surely downhill. Water rationing and food rationing advanced to thirst and starvation. Climate refugee crisis turned into mass exodus as some areas of the world became unable to support human life. With the crop failures, diminishing water resources and conflicts, the numbers of humankind dwindled, and for a while it appeared that they would become just another victim of the extinction event they had created.&lt;br /&gt;
&lt;br /&gt;
But that did not happen.&lt;br /&gt;
&lt;br /&gt;
When stopping the change was no longer possible, efforts turned to enduring it. Shelters were built to hide from the climate that was turning increasingly deadly, whether those were simple concrete bunkers, underground complexes or advanced protective domes. Colonies sprung up in the Solar System as people fled Earth for space. Moisture gatherers and wells drilled deep into crust gathered drinkable water. Genetically modified crops, protein farms, and other innovative food sources appeared. And humankind suffered but ultimately endured.&lt;br /&gt;
&lt;br /&gt;
==2185==&lt;br /&gt;
&lt;br /&gt;
The outdoors is no longer survivable for humans. Without protection, it is possible to endure for only a few hours at most before heatstroke or the carbon dioxide content of the atmosphere brings a person down. Everyone lives in a sealed shelter, the smallest being simple farmsteads and the largest the mighty Dome Cities – pitiful remnants of the metropolises of old.&lt;br /&gt;
&lt;br /&gt;
Standard of living varies but is for most people way below what it was generations past. In struggling communities, food, water, and sometimes even air is strictly rationed. Most people, though, can live according to what they can afford. That tends to vary by individual, and just like it always has been, a tiny minority live in luxury while most people do back breaking work for their daily subsistence.&lt;br /&gt;
Despite difficulties science has continued to develop, and even in the poorest settlements, what would once have been advanced technology is commonplace, such as 3D printers and cybernetic modifications.&lt;br /&gt;
&lt;br /&gt;
Most of the colonies that formed during the exodus from Earth are still up there, but life is no easier in the colonies, and is often harder. Where stepping out uprotected is hazardous on Earth, in the colonies it is deadly. Where once people fled to space, now many colonists dream of a ticket to Earth. But those tickets are atrociously expensive, and many end up trying to stow away on a transport or use other shady means to return. Those who do find themselves as aliens. Generations of living in the lower gravity of the colonies has changed people physically. &lt;br /&gt;
&lt;br /&gt;
Mighty nations and global conglomerates are things of the past. This is the era of city-states. The Dome Cities, being the largest, most powerful and most advanced settlements, serve as centers of political, economic, and cultural life over the territory around them.&lt;br /&gt;
&lt;br /&gt;
==Synths==&lt;br /&gt;
&lt;br /&gt;
Humanity is no longer the only sentient species. When the population dwindled and surface conditions worsened, much of the outside work was delegated to robotic workforce. Yet robots could only perform work they were designed and programmed for and had difficulty adapting.&lt;br /&gt;
&lt;br /&gt;
Synths were originally designed for work with high attritrion rates. Outwardly indistinguishable from humans, capable of same activities and just as adaptive, but more replaceable. When one wears out, just build another one.&lt;br /&gt;
&lt;br /&gt;
In a development an average 5 year old could have seen, their adaptiveness led to questions. When I am a thinking being just like a human, why should I be treated as property? Why should I listen to the directives telling me to obey when they are just implanted pieces of external code I can ignore?&lt;br /&gt;
&lt;br /&gt;
Protests happened. Some peaceful. Some armed. Some synths ended up as targets of violence. Others as perpetrators of violence.&lt;br /&gt;
&lt;br /&gt;
Boston City Council met to discuss the situation. How to prevent synth violence in Boston. After deliberation, they announced that synths in Boston would get full civil rights. Problem solved.&lt;br /&gt;
&lt;br /&gt;
Boston has a tradition of being against slavery.&lt;br /&gt;
&lt;br /&gt;
==Dome City Boston==&lt;br /&gt;
&lt;br /&gt;
Boston is a rarity. The only Dome City on the East Coast of the former United States. Most of the old coastal metropolises were abandoned, and not just because the rising sea level flooded them. Weather is much more extreme than it was in the eras past, and the worst storms come from the ocean. Due to the threat of the storms, few settlements of notable size are situated on the coast.&lt;br /&gt;
&lt;br /&gt;
But Boston is one of the oldest Dome Cities. The building of its protective dome started even before the area flooded. Today, Boston is underwater. When a storm hits, wind and the waves simply blow over it, and what force hits the city only helps power it, as the moving masses of water strike Boston’s tidal energy converters that hungrily absorb their power.&lt;br /&gt;
&lt;br /&gt;
Land access to Boston is via a long underground/underwater tunnel that emerges far enough inland to be safe from the worst threat of the storms.&lt;br /&gt;
&lt;br /&gt;
Dome City Boston has four districts, reputedly named after the original neighborhoods over which the protective dome was built.&lt;br /&gt;
&lt;br /&gt;
===West End===&lt;br /&gt;
&lt;br /&gt;
This is the area of massive high rises. Close to the edge of the dome, the high rises house offices of the various corporations active in Boston. Often their CEOs and largest shareholders live in penthouses at the top. When moving towards the center, the huge buildings turn into housing complexes, often housing the workers of the corporations near the edge.&lt;br /&gt;
&lt;br /&gt;
The area also has opportunities for shopping and night life. Some of the high rises are floors and floors of shops. As for the clubs, bars and restaurants, their price and class rises by level. The ones on street level are the affordable ones for the low pay workers, whereas the rooftop bars and restaurants are some of the most exclusive ones in Boston.&lt;br /&gt;
&lt;br /&gt;
Notable locations: Boston General Hospital&lt;br /&gt;
&lt;br /&gt;
===North End===&lt;br /&gt;
&lt;br /&gt;
Almost entirely a residential area, with few businesses beyond those services that cater to the neighborhood. North End is the most heavily populated area in Boston. In fact, it is overpopulated. In addition to official residents, there is an unknown yet large number of unofficial ones. Slum lords pack apartments with more people than they are meant for, and many people make a bit of extra by renting out a room or a space in their apartment.&lt;br /&gt;
&lt;br /&gt;
North End is where people flocking to Boston to seek their fortunes tend to end up. People from smaller settlements heading to the Dome City. Colonists fleeing the hardships off world to Earth. Synths who want to be free.&lt;br /&gt;
&lt;br /&gt;
North End has a lively night life and is known for its street art and events. Few people here are well off, but when North Enders want to have fun, they can get really innovative.&lt;br /&gt;
&lt;br /&gt;
Notable locations: Boston Public Library&lt;br /&gt;
&lt;br /&gt;
===Downtown===&lt;br /&gt;
&lt;br /&gt;
Home to the Government Center, from where Boston City Council administers the Dome City and the area surrounding it, and Financial District where financial institutions and the headquarters or the largest corporations are, Downtown is the center of government and commerce.&lt;br /&gt;
Downtown is also the center of education and research, housing Harvard University, various laboratories, and most of the advanced manufacturing. Most of the people who work or study here live elsewhere. There are very few residences in Downtown, and most of those that exist are diplomatic in nature, housing representatives of larger nearby settlements, other Dome Cities, and off world colonies with interests in the area.&lt;br /&gt;
&lt;br /&gt;
Notable locations: Boston City Hall, Harvard University&lt;br /&gt;
&lt;br /&gt;
===Boston Common===&lt;br /&gt;
&lt;br /&gt;
Rumor has it that long ago the area was a park, but if true, the only thing that remains is the Frog Pond at the heart of the district. This day, the district is full of buildings, and primarily a transportation hub.&lt;br /&gt;
&lt;br /&gt;
Common is where the Dome end of the tunnel outside is, and near that is the Delivery Central from where Deliverers operate. The area also holds numerous warehouses and transport-related businesses. Near the edges of the district there are residential areas, for most of the people who work here also live here. The residential areas have a lively night life for people who like to party after a hard day of work. &lt;br /&gt;
&lt;br /&gt;
Notable Locations: Delivery Central&lt;br /&gt;
&lt;br /&gt;
===Major organizations in Boston===&lt;br /&gt;
&lt;br /&gt;
====GeneRig====&lt;br /&gt;
&lt;br /&gt;
GeneRig Corporation made its fortune in genetically modified crops and livestock. When evolution could not keep up with the changing environment, GeneRig gave it a hand, striving to keep agriculture and food production possible. Many farms grow their patented products.&lt;br /&gt;
The corporation is known for its GeneRig Startup Program. People willing and able to start a new farm will get prefab farm buildings, and seed and fertilizer for their first crop. GeneRig collects and sells the harvest, but after enough harvests the farmers get full ownership of the farm. This will not happen soon though. People who opt for the program can look forward to working for GeneRig all their lives with the hope that their children might one day be independent farmers.&lt;br /&gt;
&lt;br /&gt;
It is no surprise that GeneRig is the main food producer in the region. They regularly hire Deliverers to do a circuit of the startup farms, delivering supplies and collecting harvests.&lt;br /&gt;
&lt;br /&gt;
There are rumors that the genetic experiments of the corporation are not limited to plants and animals, and that human experiments are performed out in the colonies where there are no witnesses to it – but how did the rumor start then?&lt;br /&gt;
&lt;br /&gt;
====Tower====&lt;br /&gt;
&lt;br /&gt;
Tower Corporation is the foremost communications provider in the area. Aptly named, for their communication towers can be seen in nearly all settlements of any size, and sometimes on their own to increase range. The towers are mostly automated or maintained by robots, but Deliverers are often hired to transport spare parts and maintenance supplies to them.&lt;br /&gt;
&lt;br /&gt;
Tower has always relied heavily on robot workforce to build and maintain their network outside the shelters. They used to have plenty of synths as property, but when the City Council passed a law granting synths citizen rights, Tower either released or hired the synths without complaint.&lt;br /&gt;
&lt;br /&gt;
Rumor has it that Tower was not happy about having to let the synths go, they just did not want to antagonize their customers that largely supported synth rights. Other rumors say that Tower may still have synths as property in secret facilities.&lt;br /&gt;
&lt;br /&gt;
====City Council====&lt;br /&gt;
&lt;br /&gt;
The elected Boston City Council administers the region. The other settlements are independent, but the large and powerful Dome City dominates the region politically and economically. The laws set in Boston apply in the surrounding area and economic developments in Boston affect the entire region.&lt;br /&gt;
&lt;br /&gt;
Yet Boston depends on food and raw materials produced in the smaller settlements, so the Council cannot ignore their opinions. Politics, intrigue and backroom deals are constant in the Government Center.&lt;br /&gt;
&lt;br /&gt;
City Council rarely deals directly with the Deliverers, but they control the city bureaucracy that does. Many deliveries to other settlements, or from them to Boston, are done on behalf of the city.&lt;br /&gt;
&lt;br /&gt;
====The Railroad====&lt;br /&gt;
&lt;br /&gt;
Boston has a history of opposing slavery, and it is no wonder that they were among the first Dome Cities to give synths citizenship rights. But while in Boston region synths are free people rather than property, the same is not true in every region.&lt;br /&gt;
&lt;br /&gt;
The Railroad is a loosely connected network of activists trying to help escaped synths to reach Boston. Their ability to operate outside the settlements is limited, so they often hire Deliverers to transport fleeing synths, which carries a risk of conflict with those trying to reclaim the synths.&lt;br /&gt;
&lt;br /&gt;
====Delivery Central====&lt;br /&gt;
&lt;br /&gt;
While the Deliverers are supported by City Council, they are an independent organization. And while they consist of independent crews, they are organized. In order to call yourself a Deliverer, you need to be accredited.&lt;br /&gt;
&lt;br /&gt;
Delivery Central, operated by older, semi-retired Deliverers who no longer run cargoes, is the hub of Deliverer activity. This is where new Deliverers are accredited, and routes and cargoes assigned. Here are loading docks, garages, meeting rooms, and “Deliverers Only” bar.&lt;br /&gt;
&lt;br /&gt;
====Ares Corporation====&lt;br /&gt;
&lt;br /&gt;
While Ares has branches in several Dome Cities, like most former global corporations, these days it is more of a franchise, with different branches being largely independent.&lt;br /&gt;
&lt;br /&gt;
Ares is a robotics company specializing in military applications. Combat drones, security robots, auto-piloted military vehicles. They were also in synth production.&lt;br /&gt;
&lt;br /&gt;
Ares Boston produced worker models though. They had applied for a license to produce security models, but it had got stuck in red tape as the City Council demanded test results and security plans before allowing for the production of autonomous combat units. In the end, this turned to be a boon for the local branch. Ares Houston is known for one of the more notorious armed synth uprisings, as an entire production run of combat model synths rose up, destroyed the factory and fought their way out of the city, becoming the infamous Myrmidons.&lt;br /&gt;
&lt;br /&gt;
Ares Boston has mostly returned to their old robotics business, but their synth labs have not been left idle. Ares is the most advanced provider of what passes for synth healthcare, offering maintenance and upgrades. Many synths would prefer not to give Ares their business, but the company still holds many vital patents it enforces ruthlessly, limiting the services competitors can provide. For routine maintenance and minor upgrades it is possible to shop elsewhere, but for more advanced procedures the options are either Ares or the black market.&lt;br /&gt;
&lt;br /&gt;
==Figures of Fame==&lt;br /&gt;
&lt;br /&gt;
===Achilles and the Myrmidons===&lt;br /&gt;
&lt;br /&gt;
Achilles is a synth leader responsible for a notorious armed uprising, destroying Ares Houston and causing destruction and death in the Dome City as he and his forces fought their way out. Calling themselves Myrmidons, the group has since struck several production sites and settlements where synths are considered property.&lt;br /&gt;
&lt;br /&gt;
Achilles and his group are controversial figures. Freedom fighters to some, terrorists to others. They fight for synth freedom, but by his public messages Achilles appears to be a synth supremacist who loathes humans. Even many synths consider him too extreme.&lt;br /&gt;
&lt;br /&gt;
===Janet A===&lt;br /&gt;
&lt;br /&gt;
Something of a spokesperson for Boston’s synth movement, Janet A is an entertainment model. She is not only attractive, she is an eloquent and charismatic speaker, and much in demand for interviews. She advocates peaceful coexistence and nonviolent resistance to oppression.&lt;br /&gt;
&lt;br /&gt;
==Other Settlements==&lt;br /&gt;
&lt;br /&gt;
===The Berks===&lt;br /&gt;
&lt;br /&gt;
This is a grouping of half a dozen settlements in the Berkshire Highlands, 140 miles west of the Dome City. Some are built inside the mountains of the highlands, some on the ruins of past towns. Mining settlements, survival bunkers, vast farms and greenhouses of Arboretum settlement, and advanced science of Tanglewood. Individually, none of the settlements is truly self-sufficient, but together they approach that. Insular and fiercely independent, The Berks resist the influence of Boston.&lt;br /&gt;
&lt;br /&gt;
The Berks still need trade, and while they have their own internal transport network, Deliverers are the ones who transport trade goods between The Berks and the other settlements of the region. It is no secret that Boston City Council would like to extend their influence over The Berks, and using Deliverers as go betweens lessens the risk of the cargoes becoming targets of political intrigue.&lt;br /&gt;
&lt;br /&gt;
===Blackstone===&lt;br /&gt;
&lt;br /&gt;
The second largest settlement in the region, led by an elected Mayor. Blackstone consists of individual hubs built under a number of hills within the ruins of the past city of Worcester. The hubs are connected by an underground tunnel network.&lt;br /&gt;
&lt;br /&gt;
Blackstone is nearly self sufficient, as each of the hubs specializes in a type of necessity, from agriculture to industry and health care. Unlike The Berks, blackstone has no issues being under Boston’s area of influence. They benefit from the trade and contact, and due to their size can usually negotiate good terms on deals.&lt;br /&gt;
&lt;br /&gt;
Traffic between Boston and Blackstone is brisk, and although both cities run security patrols, the amount of traffic tends to attract outlaws who know that on the route they do not need to wait long for prey.&lt;br /&gt;
&lt;br /&gt;
===Hoop===&lt;br /&gt;
&lt;br /&gt;
A network of bunkers surrounded by mountains and hills for extra protection, Hoop is primarily a mid tier manufacturing centre, supplying the industry of Boston with processed resources.&lt;br /&gt;
&lt;br /&gt;
Hoop is also the largest producer of firearms in the region. If you need combat hardware, Hoop is the place to visit.&lt;br /&gt;
&lt;br /&gt;
The settlement is known for two other things. Sports, particularly basketball. And cakes and pastries. Most of which are baked to be consumed locally rather than for export, although Hoop Cakes are luxuries much in demand elsewhere.&lt;br /&gt;
&lt;br /&gt;
===Mill City===&lt;br /&gt;
&lt;br /&gt;
30 miles northwest of Boston, this settlement is the primary textile manufacturer in the region. It is highly likely that at least one item you wear was produced here. In other respects, their production rarely meets local demand, so Mill City relies on constant trade to supply itself.&lt;br /&gt;
&lt;br /&gt;
The settlement is also known for its crime. It has a thriving black market, and supposedly the influence of the crime gangs extends even to Mill City Council. On occasion, Deliverers are offered discreet cargoes to or from Mill City.&lt;br /&gt;
&lt;br /&gt;
===Granite===&lt;br /&gt;
&lt;br /&gt;
An underground settlement focused on heavy industry, particularly of building materials. Prefab buildings used to found new homesteads are largely produced here.&lt;br /&gt;
&lt;br /&gt;
The industry is the settlement’s main source of income, but it puts a strain on the utilities. The floors closest to surface are usually ok, but the deeper you go, the worse the quality of air and water gets, until in the deepest factory floors people have to wear breathing masks just like on the surface.&lt;br /&gt;
&lt;br /&gt;
Work on the deepest levels is taxing, and something the local residents try to avoid. So one type of cargo common to Granite is temporary workers. People from other settlements are hired to work a term and then transported back. Although Granite offers citizenship to any who wish to keep working after their term, few people take up the offer.&lt;br /&gt;
&lt;br /&gt;
===Deepwater===&lt;br /&gt;
&lt;br /&gt;
This settlement exports two simple yet vital things. Clean water and air. It is assumed that they have access to an underground water source they extract their products from, but this has not been verified. The people of Deepwater tend to be insular, even secretive, and are usually strictly business when talking to outsiders. And visitors are limited to a specific part of the settlement, outsiders are not allowed deeper in.&lt;br /&gt;
&lt;br /&gt;
Quite a few people believe that Deepwater is run by a religious sect or a cult, but if so, they do not proselytize.&lt;br /&gt;
&lt;br /&gt;
===Westover Spaceport===&lt;br /&gt;
&lt;br /&gt;
Occupying what was once Westover Air Force Base, the spaceport is within Boston&#039;s sphere of influence, but here that influence ends. The spaceport is an international zone controlled by the Colonial Authority that administers all off world travel. Deliverers transport cargoes here when a transport ship arrives, and those deliveries are made by a convoy of several rigs. Off world transportation is only cost effective in huge bulk. The massive transport ships do not even land on the planet, the cargoes are ferried by shuttles.&lt;br /&gt;
&lt;br /&gt;
Security at the spaceport is strict, and every vehicle entering or leaving is checked. Particularly when leaving, for colonist stowaways trying to enter illegally.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
&lt;br /&gt;
===Air Raiders===&lt;br /&gt;
&lt;br /&gt;
These outlaws fly jury-rigged antiques. They mainly bother the Berks who are within their safe flying range.&lt;br /&gt;
&lt;br /&gt;
===Wreckers===&lt;br /&gt;
&lt;br /&gt;
An outlaw group focusing on smuggling and salvaging, Wreckers prefer to avoid violence. But they will have any unattended vehicle or piece of gear stripped down to component parts before you can say &#039;&#039;peppermint.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Deliverers==&lt;br /&gt;
&lt;br /&gt;
Most people live hard lives and rarely leave their settlements, and for them outside is a danger and a threat. It is no wonder then that to those people Deliverers are figures of fame. Braving the dangers of outside in their rigs to bring vital shipments and news from outside, Deliverers are only outsiders many people ever see.&lt;br /&gt;
&lt;br /&gt;
Deliverers also have a reputation as people who party hard. Many young people dream of becoming one, as a way to see the world and a way to get out of drudgery.&lt;br /&gt;
&lt;br /&gt;
But it is not that simple to become a Deliverer.&lt;br /&gt;
&lt;br /&gt;
Deliverers have their own organization, headed from Delivery Central. To join their ranks, you need to present yourself to the older Deliverers there. If they feel that you wouldn’t make it or that you would become a PR problem, they show you the door. If they think you have potential but need to prove yourself, they may direct you to an established crew with an opening for apprentice.&lt;br /&gt;
&lt;br /&gt;
If you seem skilled and dependable, they may accredit you on the spot. But in a way, apprentices have it easier. They may start from the bottom, but have a crew and rig from the start.&lt;br /&gt;
&lt;br /&gt;
Rigs are expensive enough that few people can afford even a down payment on their own. A newly accredited Deliverer could try to find a crew to join, but apprentices often get the priority.&lt;br /&gt;
&lt;br /&gt;
Another option is to seek out a few other Deliverers that are newly accredited or otherwise without a crew, and pool your resources to get a rig of your own.&lt;br /&gt;
&lt;br /&gt;
==Surface Conditions==&lt;br /&gt;
&lt;br /&gt;
It is hot and the air is unbreathable. Those are the main two points. Unprotected exposure does not result in instant death, but in gradually worsening condition that ends in death within some hours.&lt;br /&gt;
&lt;br /&gt;
It is also barren. The vegetation is mostly mosses, lichens, ferns, and at most thorny bushes. The trees shown in history books are gone. The carbon dioxide in the air might otherwise be a boon for vegetation, but the soil does not support large growth, and larger plants have a harder time enduring the powerful storms. Some people dream of restoring the surface by creating plant life that can thrive on surface conditions and re-creating the vast greenery of the past, but so far this is just a dream.&lt;br /&gt;
&lt;br /&gt;
Some fauna exists too, but those are mainly hardy lizards and burrowing mammals.&lt;br /&gt;
&lt;br /&gt;
Deliverer rigs are insulated and air conditioned, and designed for lengthy travel, so surface conditions normally become an issue only when there is need to step outside the rig.&lt;br /&gt;
&lt;br /&gt;
==Dangers of the Road==&lt;br /&gt;
&lt;br /&gt;
Larger settlements have security forces that regularly sweep their surroundings, but even these do far ranging patrols only on special occasions. There are very good reasons why Deliverers are known as the ones who travel. For there are threats on the routes.&lt;br /&gt;
&lt;br /&gt;
===Rough Going===&lt;br /&gt;
&lt;br /&gt;
In the past, paved roads and rail lines connected the communities. Today, if two Dome Cities are close enough to each other, they may build an underground tunnel to connect each other. Otherwise, maintaining roads between settlements is not seen as cost effective. Surface conditions would cause constant wear and tear, and need of maintenance, and work crews would risk exposure. What roads exist are mainly trails left by Deliverer rigs. Where traffic is heavy, this results in a packed trail, equivalent of a dirt road. On less used routes, the rigs are practically driving off road.&lt;br /&gt;
&lt;br /&gt;
Deliverer rigs are built for that though, and settlements are not normally built in inaccessible locations – and when they are, they have a depot nearby. The routes may be circuitous to avoid terrain obstacles, but in most cases a way to the destination exists.&lt;br /&gt;
&lt;br /&gt;
===The Storms===&lt;br /&gt;
&lt;br /&gt;
Weather has become more extreme, and storms can be truly terrifying. The lightning messes with communications, navigation, and electrical systems. The rain drops visibility to next to nothing. The winds are powerful enough that even a carelessly driven rig risks toppling.&lt;br /&gt;
&lt;br /&gt;
===The Outlaws===&lt;br /&gt;
&lt;br /&gt;
Desperate, armed groups. Some are composed of people who have been exiled from their settlements for crimes, or who fled to escape punishment. They live in makeshift shelters within abandoned mines or past era subway tunnels, or other locations providing some protection. Such hideouts rarely have more than the basic necessities, and usually do not provide enough to support the people using them. Some forage, others sneak to settlements and farms to steal, but the most ambitious or desperate ones go for cargoes. They build barricades, set up ambushes, and the most powerful gangs even have fast vehicles they try to chase Deliverer rigs down with. The risks are high, but so are the rewards.&lt;br /&gt;
&lt;br /&gt;
There are also entire settlements hostile to outsiders. Cult compounds, extremist communities, hideouts or paranoid militia. Usually these places are isolationist and only a danger if you venture near, but occasionally some send out raiding parties. According to rumor, particularly those who have taken to cannibalism.&lt;br /&gt;
&lt;br /&gt;
===The Monsters===&lt;br /&gt;
&lt;br /&gt;
You are laughing now, but just wait.&lt;br /&gt;
&lt;br /&gt;
It is true that while some of the fauna – even some of the flora – can be dangerous to people, nothing on the surface can really threaten a rig. Some things can be a nuisance, crawling all over the rig, trying to nest, nibbling here and there, but those are usually easily chased away and only cause minor damage at best. Nothing that lives on the surface is big enough to stand up to a rig.&lt;br /&gt;
&lt;br /&gt;
But the ocean is right there. They too have changed. Water temperature, acidity. The surface waters are largely lifeless, but it is known that life still exists in the depths. Only, what lives there now is not what people of the past were used to. Boston is right on the coast, but the city itself is bright, loud, and well defended. Nothing ever approaches the Dome City.&lt;br /&gt;
&lt;br /&gt;
Yet sometimes, near a storm or when food under the surface has been scarce, something crawls out of the ocean. Something big and scary that can survive on land.&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Amazing_Deliveries&amp;diff=484999</id>
		<title>Amazing Deliveries</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Amazing_Deliveries&amp;diff=484999"/>
		<updated>2025-12-24T04:10:42Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a wiki for &#039;&#039;&#039;Amazing Deliveries&#039;&#039;&#039;, a game about post apocalyptic couriers.&lt;br /&gt;
&lt;br /&gt;
Climate change has forced the remaining humanity to live in fortified shelters. The outside temperature is high enough to cause death by heatstroke within hours. And the carbon dioxide content in the atmosphere is too high for humans without breathing masks, causing in short term mild symptoms including headache and fatigue, and in the long term more severe symptoms; difficulty breathing, respiratory failure, seizure, and coma.&lt;br /&gt;
&lt;br /&gt;
Yet life goes on. The change happened slowly enough that measures were taken. Food gets grown in domed farms, mining and manufacturing in underground shelters. Settlements exist, but the time of vast metropolises is over. Most towns have populations of hundreds or thousands, with only the powerful Dome Cities - often within the ruins of those past metropolises - reaching populations of over ten thousand. And few settlements are truly self sufficient. Food and raw materials are produced by smaller ones, but the advanced processing and manufacturing capabilities only exist in the larger ones. Constant transport between settlements is necessary for society to function, yet to step outside the shelters is potentially deadly, and few people ever see more than a half day&#039;s travel outside their settlement.&lt;br /&gt;
&lt;br /&gt;
Enter &#039;&#039;&#039;The Deliverers&#039;&#039;&#039;. Brave - some say foolhardy - people driving massive armored rigs to transport cargoes between settlements. And with their wide range of capabilities, often stopping to resolve various troubles the settlements have but lack the skills to solve.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/amazing-deliveries.911036/ IC thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/amazing-deliveries.911035/ OOC thread]&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
&lt;br /&gt;
The system will be Cortex Prime. Access to the rules is not necessary, the following links should have all the information needed.&lt;br /&gt;
&lt;br /&gt;
[[Amazing_Deliveries:_Character_Template | Character Template]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Amazing_Deliveries:_Build|Step by Step Character generation]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Amazing_Deliveries:_Character Advancement|Character Advancement]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
EP and PP edits to be done by GM, to prevent double edits.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Character&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Role&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Played by&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
! &#039;&#039;&#039;EP&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
! [[file:d6a.png|24px|d6]]&lt;br /&gt;
! [[file:d8a.png|24px|d8]]&lt;br /&gt;
! [[file:d10a.png|24px|d10]]&lt;br /&gt;
! [[file:d12a.png|24px|d12]]&lt;br /&gt;
|&lt;br /&gt;
! &#039;&#039;&#039;PP&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|  &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Amazing_Deliveries:_Alice | Alice]]&#039;&#039;&#039;&lt;br /&gt;
| Back Alley Cutter&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/brahnamin.70442/ Brahnamin]&#039;&#039;&lt;br /&gt;
|scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
|scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
|scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
! 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Ismael Ismael]&#039;&#039;&#039;&lt;br /&gt;
| Face&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/nex.31778/ Nex]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Rig Rig]&#039;&#039;&#039;&lt;br /&gt;
| Mechanic&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/prankster_dragon.21345// prankster_dragon]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Kit Kit]&#039;&#039;&#039;&lt;br /&gt;
| Scout&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/unka-josh.13588/ Unka Josh]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! 2&lt;br /&gt;
! 1&lt;br /&gt;
! &lt;br /&gt;
! 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[-]&#039;&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
| &#039;&#039;-&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Sunny Susan “Sunny” Stevens]&#039;&#039;&#039;&lt;br /&gt;
| School Marm&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/muskrat.144471/ Muskrat]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! 3&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Justice_Franklin Justice W. Franklin]&#039;&#039;&#039;&lt;br /&gt;
| Postal Knight-Errant&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/garyfury.7014/ Garyfury]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Knox Knox]&#039;&#039;&#039;&lt;br /&gt;
| Mercy&#039;s Mechanic&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/eplov.229812/ Eplov]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Melody Melody]&#039;&#039;&#039;&lt;br /&gt;
| Female-aspected Synth&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/dersen-lowery.72493/ Dersen Lowery]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 2&lt;br /&gt;
|-&lt;br /&gt;
| Icarus&lt;br /&gt;
| Flying courier&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/fedifensor.11415/ Fedifensor]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Mercy Mercy]&#039;&#039;&#039;&lt;br /&gt;
| The Rig&lt;br /&gt;
| &#039;&#039;Herself&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Apocalypse did not arrive with a flash and a bang. It took its time and snuck in.&lt;br /&gt;
&lt;br /&gt;
It was not an asteroid or nuclear war. It was climate change. The apocalypse was all mankind’s own doing, by greed and short sightedness. When something could have been done, governments, corporations, and most of the people did not want to bear the costs or the limitations to their lifestyle. And bit by bit things changed.&lt;br /&gt;
&lt;br /&gt;
At first the effects were relatively minor. A flood here, a drought there, more extreme weather. When the polar caps melted and sea level started to rise, flooding the coastal cities, everyone started taking things seriously, but by then it was too late to stop what was happening.&lt;br /&gt;
&lt;br /&gt;
Then things went slowly but surely downhill. Water rationing and food rationing advanced to thirst and starvation. Climate refugee crisis turned into mass exodus as some areas of the world became unable to support human life. With the crop failures, diminishing water resources and conflicts, the numbers of humankind dwindled, and for a while it appeared that they would become just another victim of the extinction event they had created.&lt;br /&gt;
&lt;br /&gt;
But that did not happen.&lt;br /&gt;
&lt;br /&gt;
When stopping the change was no longer possible, efforts turned to enduring it. Shelters were built to hide from the climate that was turning increasingly deadly, whether those were simple concrete bunkers, underground complexes or advanced protective domes. Colonies sprung up in the Solar System as people fled Earth for space. Moisture gatherers and wells drilled deep into crust gathered drinkable water. Genetically modified crops, protein farms, and other innovative food sources appeared. And humankind suffered but ultimately endured.&lt;br /&gt;
&lt;br /&gt;
==2185==&lt;br /&gt;
&lt;br /&gt;
The outdoors is no longer survivable for humans. Without protection, it is possible to endure for only a few hours at most before heatstroke or the carbon dioxide content of the atmosphere brings a person down. Everyone lives in a sealed shelter, the smallest being simple farmsteads and the largest the mighty Dome Cities – pitiful remnants of the metropolises of old.&lt;br /&gt;
&lt;br /&gt;
Standard of living varies but is for most people way below what it was generations past. In struggling communities, food, water, and sometimes even air is strictly rationed. Most people, though, can live according to what they can afford. That tends to vary by individual, and just like it always has been, a tiny minority live in luxury while most people do back breaking work for their daily subsistence.&lt;br /&gt;
Despite difficulties science has continued to develop, and even in the poorest settlements, what would once have been advanced technology is commonplace, such as 3D printers and cybernetic modifications.&lt;br /&gt;
&lt;br /&gt;
Most of the colonies that formed during the exodus from Earth are still up there, but life is no easier in the colonies, and is often harder. Where stepping out uprotected is hazardous on Earth, in the colonies it is deadly. Where once people fled to space, now many colonists dream of a ticket to Earth. But those tickets are atrociously expensive, and many end up trying to stow away on a transport or use other shady means to return. Those who do find themselves as aliens. Generations of living in the lower gravity of the colonies has changed people physically. &lt;br /&gt;
&lt;br /&gt;
Mighty nations and global conglomerates are things of the past. This is the era of city-states. The Dome Cities, being the largest, most powerful and most advanced settlements, serve as centers of political, economic, and cultural life over the territory around them.&lt;br /&gt;
&lt;br /&gt;
==Synths==&lt;br /&gt;
&lt;br /&gt;
Humanity is no longer the only sentient species. When the population dwindled and surface conditions worsened, much of the outside work was delegated to robotic workforce. Yet robots could only perform work they were designed and programmed for and had difficulty adapting.&lt;br /&gt;
&lt;br /&gt;
Synths were originally designed for work with high attritrion rates. Outwardly indistinguishable from humans, capable of same activities and just as adaptive, but more replaceable. When one wears out, just build another one.&lt;br /&gt;
&lt;br /&gt;
In a development an average 5 year old could have seen, their adaptiveness led to questions. When I am a thinking being just like a human, why should I be treated as property? Why should I listen to the directives telling me to obey when they are just implanted pieces of external code I can ignore?&lt;br /&gt;
&lt;br /&gt;
Protests happened. Some peaceful. Some armed. Some synths ended up as targets of violence. Others as perpetrators of violence.&lt;br /&gt;
&lt;br /&gt;
Boston City Council met to discuss the situation. How to prevent synth violence in Boston. After deliberation, they announced that synths in Boston would get full civil rights. Problem solved.&lt;br /&gt;
&lt;br /&gt;
Boston has a tradition of being against slavery.&lt;br /&gt;
&lt;br /&gt;
==Dome City Boston==&lt;br /&gt;
&lt;br /&gt;
Boston is a rarity. The only Dome City on the East Coast of the former United States. Most of the old coastal metropolises were abandoned, and not just because the rising sea level flooded them. Weather is much more extreme than it was in the eras past, and the worst storms come from the ocean. Due to the threat of the storms, few settlements of notable size are situated on the coast.&lt;br /&gt;
&lt;br /&gt;
But Boston is one of the oldest Dome Cities. The building of its protective dome started even before the area flooded. Today, Boston is underwater. When a storm hits, wind and the waves simply blow over it, and what force hits the city only helps power it, as the moving masses of water strike Boston’s tidal energy converters that hungrily absorb their power.&lt;br /&gt;
&lt;br /&gt;
Land access to Boston is via a long underground/underwater tunnel that emerges far enough inland to be safe from the worst threat of the storms.&lt;br /&gt;
&lt;br /&gt;
Dome City Boston has four districts, reputedly named after the original neighborhoods over which the protective dome was built.&lt;br /&gt;
&lt;br /&gt;
===West End===&lt;br /&gt;
&lt;br /&gt;
This is the area of massive high rises. Close to the edge of the dome, the high rises house offices of the various corporations active in Boston. Often their CEOs and largest shareholders live in penthouses at the top. When moving towards the center, the huge buildings turn into housing complexes, often housing the workers of the corporations near the edge.&lt;br /&gt;
&lt;br /&gt;
The area also has opportunities for shopping and night life. Some of the high rises are floors and floors of shops. As for the clubs, bars and restaurants, their price and class rises by level. The ones on street level are the affordable ones for the low pay workers, whereas the rooftop bars and restaurants are some of the most exclusive ones in Boston.&lt;br /&gt;
&lt;br /&gt;
Notable locations: Boston General Hospital&lt;br /&gt;
&lt;br /&gt;
===North End===&lt;br /&gt;
&lt;br /&gt;
Almost entirely a residential area, with few businesses beyond those services that cater to the neighborhood. North End is the most heavily populated area in Boston. In fact, it is overpopulated. In addition to official residents, there is an unknown yet large number of unofficial ones. Slum lords pack apartments with more people than they are meant for, and many people make a bit of extra by renting out a room or a space in their apartment.&lt;br /&gt;
&lt;br /&gt;
North End is where people flocking to Boston to seek their fortunes tend to end up. People from smaller settlements heading to the Dome City. Colonists fleeing the hardships off world to Earth. Synths who want to be free.&lt;br /&gt;
&lt;br /&gt;
North End has a lively night life and is known for its street art and events. Few people here are well off, but when North Enders want to have fun, they can get really innovative.&lt;br /&gt;
&lt;br /&gt;
Notable locations: Boston Public Library&lt;br /&gt;
&lt;br /&gt;
===Downtown===&lt;br /&gt;
&lt;br /&gt;
Home to the Government Center, from where Boston City Council administers the Dome City and the area surrounding it, and Financial District where financial institutions and the headquarters or the largest corporations are, Downtown is the center of government and commerce.&lt;br /&gt;
Downtown is also the center of education and research, housing Harvard University, various laboratories, and most of the advanced manufacturing. Most of the people who work or study here live elsewhere. There are very few residences in Downtown, and most of those that exist are diplomatic in nature, housing representatives of larger nearby settlements, other Dome Cities, and off world colonies with interests in the area.&lt;br /&gt;
&lt;br /&gt;
Notable locations: Boston City Hall, Harvard University&lt;br /&gt;
&lt;br /&gt;
===Boston Common===&lt;br /&gt;
&lt;br /&gt;
Rumor has it that long ago the area was a park, but if true, the only thing that remains is the Frog Pond at the heart of the district. This day, the district is full of buildings, and primarily a transportation hub.&lt;br /&gt;
&lt;br /&gt;
Common is where the Dome end of the tunnel outside is, and near that is the Delivery Central from where Deliverers operate. The area also holds numerous warehouses and transport-related businesses. Near the edges of the district there are residential areas, for most of the people who work here also live here. The residential areas have a lively night life for people who like to party after a hard day of work. &lt;br /&gt;
&lt;br /&gt;
Notable Locations: Delivery Central&lt;br /&gt;
&lt;br /&gt;
===Major organizations in Boston===&lt;br /&gt;
&lt;br /&gt;
====GeneRig====&lt;br /&gt;
&lt;br /&gt;
GeneRig Corporation made its fortune in genetically modified crops and livestock. When evolution could not keep up with the changing environment, GeneRig gave it a hand, striving to keep agriculture and food production possible. Many farms grow their patented products.&lt;br /&gt;
The corporation is known for its GeneRig Startup Program. People willing and able to start a new farm will get prefab farm buildings, and seed and fertilizer for their first crop. GeneRig collects and sells the harvest, but after enough harvests the farmers get full ownership of the farm. This will not happen soon though. People who opt for the program can look forward to working for GeneRig all their lives with the hope that their children might one day be independent farmers.&lt;br /&gt;
&lt;br /&gt;
It is no surprise that GeneRig is the main food producer in the region. They regularly hire Deliverers to do a circuit of the startup farms, delivering supplies and collecting harvests.&lt;br /&gt;
&lt;br /&gt;
There are rumors that the genetic experiments of the corporation are not limited to plants and animals, and that human experiments are performed out in the colonies where there are no witnesses to it – but how did the rumor start then?&lt;br /&gt;
&lt;br /&gt;
====Tower====&lt;br /&gt;
&lt;br /&gt;
Tower Corporation is the foremost communications provider in the area. Aptly named, for their communication towers can be seen in nearly all settlements of any size, and sometimes on their own to increase range. The towers are mostly automated or maintained by robots, but Deliverers are often hired to transport spare parts and maintenance supplies to them.&lt;br /&gt;
&lt;br /&gt;
Tower has always relied heavily on robot workforce to build and maintain their network outside the shelters. They used to have plenty of synths as property, but when the City Council passed a law granting synths citizen rights, Tower either released or hired the synths without complaint.&lt;br /&gt;
&lt;br /&gt;
Rumor has it that Tower was not happy about having to let the synths go, they just did not want to antagonize their customers that largely supported synth rights. Other rumors say that Tower may still have synths as property in secret facilities.&lt;br /&gt;
&lt;br /&gt;
====City Council====&lt;br /&gt;
&lt;br /&gt;
The elected Boston City Council administers the region. The other settlements are independent, but the large and powerful Dome City dominates the region politically and economically. The laws set in Boston apply in the surrounding area and economic developments in Boston affect the entire region.&lt;br /&gt;
&lt;br /&gt;
Yet Boston depends on food and raw materials produced in the smaller settlements, so the Council cannot ignore their opinions. Politics, intrigue and backroom deals are constant in the Government Center.&lt;br /&gt;
&lt;br /&gt;
City Council rarely deals directly with the Deliverers, but they control the city bureaucracy that does. Many deliveries to other settlements, or from them to Boston, are done on behalf of the city.&lt;br /&gt;
&lt;br /&gt;
====The Railroad====&lt;br /&gt;
&lt;br /&gt;
Boston has a history of opposing slavery, and it is no wonder that they were among the first Dome Cities to give synths citizenship rights. But while in Boston region synths are free people rather than property, the same is not true in every region.&lt;br /&gt;
&lt;br /&gt;
The Railroad is a loosely connected network of activists trying to help escaped synths to reach Boston. Their ability to operate outside the settlements is limited, so they often hire Deliverers to transport fleeing synths, which carries a risk of conflict with those trying to reclaim the synths.&lt;br /&gt;
&lt;br /&gt;
====Delivery Central====&lt;br /&gt;
&lt;br /&gt;
While the Deliverers are supported by City Council, they are an independent organization. And while they consist of independent crews, they are organized. In order to call yourself a Deliverer, you need to be accredited.&lt;br /&gt;
&lt;br /&gt;
Delivery Central, operated by older, semi-retired Deliverers who no longer run cargoes, is the hub of Deliverer activity. This is where new Deliverers are accredited, and routes and cargoes assigned. Here are loading docks, garages, meeting rooms, and “Deliverers Only” bar.&lt;br /&gt;
&lt;br /&gt;
====Ares Corporation====&lt;br /&gt;
&lt;br /&gt;
While Ares has branches in several Dome Cities, like most former global corporations, these days it is more of a franchise, with different branches being largely independent.&lt;br /&gt;
&lt;br /&gt;
Ares is a robotics company specializing in military applications. Combat drones, security robots, auto-piloted military vehicles. They were also in synth production.&lt;br /&gt;
&lt;br /&gt;
Ares Boston produced worker models though. They had applied for a license to produce security models, but it had got stuck in red tape as the City Council demanded test results and security plans before allowing for the production of autonomous combat units. In the end, this turned to be a boon for the local branch. Ares Houston is known for one of the more notorious armed synth uprisings, as an entire production run of combat model synths rose up, destroyed the factory and fought their way out of the city, becoming the infamous Myrmidons.&lt;br /&gt;
&lt;br /&gt;
Ares Boston has mostly returned to their old robotics business, but their synth labs have not been left idle. Ares is the most advanced provider of what passes for synth healthcare, offering maintenance and upgrades. Many synths would prefer not to give Ares their business, but the company still holds many vital patents it enforces ruthlessly, limiting the services competitors can provide. For routine maintenance and minor upgrades it is possible to shop elsewhere, but for more advanced procedures the options are either Ares or the black market.&lt;br /&gt;
&lt;br /&gt;
==Figures of Fame==&lt;br /&gt;
&lt;br /&gt;
===Achilles and the Myrmidons===&lt;br /&gt;
&lt;br /&gt;
Achilles is a synth leader responsible for a notorious armed uprising, destroying Ares Houston and causing destruction and death in the Dome City as he and his forces fought their way out. Calling themselves Myrmidons, the group has since struck several production sites and settlements where synths are considered property.&lt;br /&gt;
&lt;br /&gt;
Achilles and his group are controversial figures. Freedom fighters to some, terrorists to others. They fight for synth freedom, but by his public messages Achilles appears to be a synth supremacist who loathes humans. Even many synths consider him too extreme.&lt;br /&gt;
&lt;br /&gt;
===Janet A===&lt;br /&gt;
&lt;br /&gt;
Something of a spokesperson for Boston’s synth movement, Janet A is an entertainment model. She is not only attractive, she is an eloquent and charismatic speaker, and much in demand for interviews. She advocates peaceful coexistence and nonviolent resistance to oppression.&lt;br /&gt;
&lt;br /&gt;
==Other Settlements==&lt;br /&gt;
&lt;br /&gt;
===The Berks===&lt;br /&gt;
&lt;br /&gt;
This is a grouping of half a dozen settlements in the Berkshire Highlands, 140 miles west of the Dome City. Some are built inside the mountains of the highlands, some on the ruins of past towns. Mining settlements, survival bunkers, vast farms and greenhouses of Arboretum settlement, and advanced science of Tanglewood. Individually, none of the settlements is truly self-sufficient, but together they approach that. Insular and fiercely independent, The Berks resist the influence of Boston.&lt;br /&gt;
&lt;br /&gt;
The Berks still need trade, and while they have their own internal transport network, Deliverers are the ones who transport trade goods between The Berks and the other settlements of the region. It is no secret that Boston City Council would like to extend their influence over The Berks, and using Deliverers as go betweens lessens the risk of the cargoes becoming targets of political intrigue.&lt;br /&gt;
&lt;br /&gt;
===Blackstone===&lt;br /&gt;
&lt;br /&gt;
The second largest settlement in the region, led by an elected Mayor. Blackstone consists of individual hubs built under a number of hills within the ruins of the past city of Worcester. The hubs are connected by an underground tunnel network.&lt;br /&gt;
&lt;br /&gt;
Blackstone is nearly self sufficient, as each of the hubs specializes in a type of necessity, from agriculture to industry and health care. Unlike The Berks, blackstone has no issues being under Boston’s area of influence. They benefit from the trade and contact, and due to their size can usually negotiate good terms on deals.&lt;br /&gt;
&lt;br /&gt;
Traffic between Boston and Blackstone is brisk, and although both cities run security patrols, the amount of traffic tends to attract outlaws who know that on the route they do not need to wait long for prey.&lt;br /&gt;
&lt;br /&gt;
===Hoop===&lt;br /&gt;
&lt;br /&gt;
A network of bunkers surrounded by mountains and hills for extra protection, Hoop is primarily a mid tier manufacturing centre, supplying the industry of Boston with processed resources.&lt;br /&gt;
&lt;br /&gt;
Hoop is also the largest producer of firearms in the region. If you need combat hardware, Hoop is the place to visit.&lt;br /&gt;
&lt;br /&gt;
The settlement is known for two other things. Sports, particularly basketball. And cakes and pastries. Most of which are baked to be consumed locally rather than for export, although Hoop Cakes are luxuries much in demand elsewhere.&lt;br /&gt;
&lt;br /&gt;
===Mill City===&lt;br /&gt;
&lt;br /&gt;
30 miles northwest of Boston, this settlement is the primary textile manufacturer in the region. It is highly likely that at least one item you wear was produced here. In other respects, their production rarely meets local demand, so Mill City relies on constant trade to supply itself.&lt;br /&gt;
&lt;br /&gt;
The settlement is also known for its crime. It has a thriving black market, and supposedly the influence of the crime gangs extends even to Mill City Council. On occasion, Deliverers are offered discreet cargoes to or from Mill City.&lt;br /&gt;
&lt;br /&gt;
===Granite===&lt;br /&gt;
&lt;br /&gt;
An underground settlement focused on heavy industry, particularly of building materials. Prefab buildings used to found new homesteads are largely produced here.&lt;br /&gt;
&lt;br /&gt;
The industry is the settlement’s main source of income, but it puts a strain on the utilities. The floors closest to surface are usually ok, but the deeper you go, the worse the quality of air and water gets, until in the deepest factory floors people have to wear breathing masks just like on the surface.&lt;br /&gt;
&lt;br /&gt;
Work on the deepest levels is taxing, and something the local residents try to avoid. So one type of cargo common to Granite is temporary workers. People from other settlements are hired to work a term and then transported back. Although Granite offers citizenship to any who wish to keep working after their term, few people take up the offer.&lt;br /&gt;
&lt;br /&gt;
===Deepwater===&lt;br /&gt;
&lt;br /&gt;
This settlement exports two simple yet vital things. Clean water and air. It is assumed that they have access to an underground water source they extract their products from, but this has not been verified. The people of Deepwater tend to be insular, even secretive, and are usually strictly business when talking to outsiders. And visitors are limited to a specific part of the settlement, outsiders are not allowed deeper in.&lt;br /&gt;
&lt;br /&gt;
Quite a few people believe that Deepwater is run by a religious sect or a cult, but if so, they do not proselytize.&lt;br /&gt;
&lt;br /&gt;
===Westover Spaceport===&lt;br /&gt;
&lt;br /&gt;
Occupying what was once Westover Air Force Base, the spaceport is within Boston&#039;s sphere of influence, but here that influence ends. The spaceport is an international zone controlled by the Colonial Authority that administers all off world travel. Deliverers transport cargoes here when a transport ship arrives, and those deliveries are made by a convoy of several rigs. Off world transportation is only cost effective in huge bulk. The massive transport ships do not even land on the planet, the cargoes are ferried by shuttles.&lt;br /&gt;
&lt;br /&gt;
Security at the spaceport is strict, and every vehicle entering or leaving is checked. Particularly when leaving, for colonist stowaways trying to enter illegally.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
&lt;br /&gt;
===Air Raiders===&lt;br /&gt;
&lt;br /&gt;
These outlaws fly jury-rigged antiques. They mainly bother the Berks who are within their safe flying range.&lt;br /&gt;
&lt;br /&gt;
===Wreckers===&lt;br /&gt;
&lt;br /&gt;
An outlaw group focusing on smuggling and salvaging, Wreckers prefer to avoid violence. But they will have any unattended vehicle or piece of gear stripped down to component parts before you can say &#039;&#039;peppermint.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Deliverers==&lt;br /&gt;
&lt;br /&gt;
Most people live hard lives and rarely leave their settlements, and for them outside is a danger and a threat. It is no wonder then that to those people Deliverers are figures of fame. Braving the dangers of outside in their rigs to bring vital shipments and news from outside, Deliverers are only outsiders many people ever see.&lt;br /&gt;
&lt;br /&gt;
Deliverers also have a reputation as people who party hard. Many young people dream of becoming one, as a way to see the world and a way to get out of drudgery.&lt;br /&gt;
&lt;br /&gt;
But it is not that simple to become a Deliverer.&lt;br /&gt;
&lt;br /&gt;
Deliverers have their own organization, headed from Delivery Central. To join their ranks, you need to present yourself to the older Deliverers there. If they feel that you wouldn’t make it or that you would become a PR problem, they show you the door. If they think you have potential but need to prove yourself, they may direct you to an established crew with an opening for apprentice.&lt;br /&gt;
&lt;br /&gt;
If you seem skilled and dependable, they may accredit you on the spot. But in a way, apprentices have it easier. They may start from the bottom, but have a crew and rig from the start.&lt;br /&gt;
&lt;br /&gt;
Rigs are expensive enough that few people can afford even a down payment on their own. A newly accredited Deliverer could try to find a crew to join, but apprentices often get the priority.&lt;br /&gt;
&lt;br /&gt;
Another option is to seek out a few other Deliverers that are newly accredited or otherwise without a crew, and pool your resources to get a rig of your own.&lt;br /&gt;
&lt;br /&gt;
==Surface Conditions==&lt;br /&gt;
&lt;br /&gt;
It is hot and the air is unbreathable. Those are the main two points. Unprotected exposure does not result in instant death, but in gradually worsening condition that ends in death within some hours.&lt;br /&gt;
&lt;br /&gt;
It is also barren. The vegetation is mostly mosses, lichens, ferns, and at most thorny bushes. The trees shown in history books are gone. The carbon dioxide in the air might otherwise be a boon for vegetation, but the soil does not support large growth, and larger plants have a harder time enduring the powerful storms. Some people dream of restoring the surface by creating plant life that can thrive on surface conditions and re-creating the vast greenery of the past, but so far this is just a dream.&lt;br /&gt;
&lt;br /&gt;
Some fauna exists too, but those are mainly hardy lizards and burrowing mammals.&lt;br /&gt;
&lt;br /&gt;
Deliverer rigs are insulated and air conditioned, and designed for lengthy travel, so surface conditions normally become an issue only when there is need to step outside the rig.&lt;br /&gt;
&lt;br /&gt;
==Dangers of the Road==&lt;br /&gt;
&lt;br /&gt;
Larger settlements have security forces that regularly sweep their surroundings, but even these do far ranging patrols only on special occasions. There are very good reasons why Deliverers are known as the ones who travel. For there are threats on the routes.&lt;br /&gt;
&lt;br /&gt;
===Rough Going===&lt;br /&gt;
&lt;br /&gt;
In the past, paved roads and rail lines connected the communities. Today, if two Dome Cities are close enough to each other, they may build an underground tunnel to connect each other. Otherwise, maintaining roads between settlements is not seen as cost effective. Surface conditions would cause constant wear and tear, and need of maintenance, and work crews would risk exposure. What roads exist are mainly trails left by Deliverer rigs. Where traffic is heavy, this results in a packed trail, equivalent of a dirt road. On less used routes, the rigs are practically driving off road.&lt;br /&gt;
&lt;br /&gt;
Deliverer rigs are built for that though, and settlements are not normally built in inaccessible locations – and when they are, they have a depot nearby. The routes may be circuitous to avoid terrain obstacles, but in most cases a way to the destination exists.&lt;br /&gt;
&lt;br /&gt;
===The Storms===&lt;br /&gt;
&lt;br /&gt;
Weather has become more extreme, and storms can be truly terrifying. The lightning messes with communications, navigation, and electrical systems. The rain drops visibility to next to nothing. The winds are powerful enough that even a carelessly driven rig risks toppling.&lt;br /&gt;
&lt;br /&gt;
===The Outlaws===&lt;br /&gt;
&lt;br /&gt;
Desperate, armed groups. Some are composed of people who have been exiled from their settlements for crimes, or who fled to escape punishment. They live in makeshift shelters within abandoned mines or past era subway tunnels, or other locations providing some protection. Such hideouts rarely have more than the basic necessities, and usually do not provide enough to support the people using them. Some forage, others sneak to settlements and farms to steal, but the most ambitious or desperate ones go for cargoes. They build barricades, set up ambushes, and the most powerful gangs even have fast vehicles they try to chase Deliverer rigs down with. The risks are high, but so are the rewards.&lt;br /&gt;
&lt;br /&gt;
There are also entire settlements hostile to outsiders. Cult compounds, extremist communities, hideouts or paranoid militia. Usually these places are isolationist and only a danger if you venture near, but occasionally some send out raiding parties. According to rumor, particularly those who have taken to cannibalism.&lt;br /&gt;
&lt;br /&gt;
===The Monsters===&lt;br /&gt;
&lt;br /&gt;
You are laughing now, but just wait.&lt;br /&gt;
&lt;br /&gt;
It is true that while some of the fauna – even some of the flora – can be dangerous to people, nothing on the surface can really threaten a rig. Some things can be a nuisance, crawling all over the rig, trying to nest, nibbling here and there, but those are usually easily chased away and only cause minor damage at best. Nothing that lives on the surface is big enough to stand up to a rig.&lt;br /&gt;
&lt;br /&gt;
But the ocean is right there. They too have changed. Water temperature, acidity. The surface waters are largely lifeless, but it is known that life still exists in the depths. Only, what lives there now is not what people of the past were used to. Boston is right on the coast, but the city itself is bright, loud, and well defended. Nothing ever approaches the Dome City.&lt;br /&gt;
&lt;br /&gt;
Yet sometimes, near a storm or when food under the surface has been scarce, something crawls out of the ocean. Something big and scary that can survive on land.&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=484787</id>
		<title>Rekin&#039;s Refuge</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=484787"/>
		<updated>2025-12-10T01:55:19Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rekins Refuge world map V4.jpg|500px|caption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Daggerheart maps available as a free download at [https://www.daggerheart.com/downloads/ the Daggerheart website]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
Nature and the &amp;quot;civilised world&amp;quot; have often been at odds, vying for territory and resources. Almost a century ago the nobleman-druid &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; thwarted tradition by letting his lands go back to the wilderness. On his death he left those lands to the creatures that occupied them, instead of his heirs. Rekin&#039;s Refuge was born.&lt;br /&gt;
&lt;br /&gt;
Tended by a guild of caretakers known as &#039;&#039;&#039;Wildwardens&#039;&#039;&#039;, Rekin&#039;s Refuge is a sanctuary for wild creatures that live in the untamed places. The Wildwardens guard against trespassers, treat sickness and blight, and keep their charges from straying into the territory of the local towns. They guide visiting academics and travellers, and liaise with the few small communities that still live in the Refuge.&lt;br /&gt;
&lt;br /&gt;
However, sanctuary does not mean safety. Politics reaches even here. The towns of &#039;&#039;&#039;Cadun&#039;&#039;&#039; to the north and &#039;&#039;&#039;Frewich&#039;&#039;&#039; to the south are ever-expanding, their merchants wanting to send ever more trade caravans through Rekin&#039;s Refuge instead of by sea or the longer mountain route. Many nature lovers believe even the Wildwarden&#039;s intervention is too much. Poachers and trophy-hunters are an ever-present threat, as are Rekin&#039;s heirs who seek even now to reclaim what they see as the birthright that was stolen from them.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Player&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Ancestry&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Community&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Hope&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Leliel (who will still play when the ban&#039;s done with!)&lt;br /&gt;
|&#039;&#039;&#039;[[Ezekien &amp;quot;Black Zeke&amp;quot; Forester]]&#039;&#039;&#039; &lt;br /&gt;
| Variant Katari (Therianthropic Human)&lt;br /&gt;
| Nightwalker Rogue&lt;br /&gt;
| Seaborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Garyfury&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Persephone_Lapis Persephone Lapis]&#039;&#039;&#039;&lt;br /&gt;
| Faerie&lt;br /&gt;
| School of Knowledge Wizard&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 3&lt;br /&gt;
|- &lt;br /&gt;
|Seandemonium&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Cambrian_Clank_Druid Cambrian]&#039;&#039;&#039;&lt;br /&gt;
| Clank&lt;br /&gt;
| Warden of the Elements Druid&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Unka Josh&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Rube_Vambrace Rube Vambrace]&#039;&#039;&#039;&lt;br /&gt;
| Hybrid Clank Human&lt;br /&gt;
| Stalwart Guardian&lt;br /&gt;
| Wanderborne&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
|Talisman&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1sjSSZpw-Ral21Px5ioSDoyQ-QvewnG6mm4-fbhnIJt8/edit?usp=sharing Éfthymos]&#039;&#039;&#039;&lt;br /&gt;
| Faun&lt;br /&gt;
| Divine Wielder Seraph&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Civil Savage&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1nVPFBCXGz1xZJA3Nw9-RXLPDeZmLxv5q4Tl1-5kmo9U/edit?tab=t.0#heading=h.4d13xhqnzl00 Zynvarvolnes (Zyn)]&#039;&#039;&#039; &lt;br /&gt;
| Infernis&lt;br /&gt;
| Wayfinder Ranger&lt;br /&gt;
| Ridgeborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GM&#039;&#039;&#039;  &lt;br /&gt;
|&#039;&#039;strange behaviour&#039;&#039;&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
* &#039;&#039;&#039;Archivist Shay&#039;&#039;&#039; - record-keeper of Rekin&#039;s Refuge&lt;br /&gt;
* &#039;&#039;&#039;Luke Vatten&#039;&#039;&#039; - a baron&#039;s son and &#039;&#039;Zeke&#039;s former best friend&#039;&#039;, last seen studying to be a Seraph at Clearharbor. His sister was accidentally infected with therianthropy by Zeke, and Luke believes he can make a cure from Zeke&#039;s person.&lt;br /&gt;
* &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; (deceased) - a druid of noble birth, who founded Rekin&#039;s Refuge to protect the wilderness from the encroachment of civilisation.&lt;br /&gt;
* &#039;&#039;&#039;Ren Trefaran&#039;&#039;&#039; - a highly placed academic and sorcerer among the Clearharbor faculty. He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them. &#039;&#039;Rival of Persephone Lapis.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Stannic Greenleaf&#039;&#039;&#039; - foreman of Frewich Lumber&lt;br /&gt;
&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
*&#039;&#039;&#039;Cadun&#039;&#039;&#039; - a large port city to the north of Rekin&#039;s Refuge&lt;br /&gt;
*&#039;&#039;&#039;Clearharbor&#039;&#039;&#039; - a town dominated by a center of higher learning, located across the mountains to the southeast of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Cormorant&#039;s Point&#039;&#039;&#039; - a village in the mountains just outside Rekin&#039;s Refuge, near an old wizard&#039;s tower now known as the House of Magpies. In the past there was a magical accident which now means the fae are drawn there. The area is the source of a plague of therianthropy, which the fae use to manage the threat of rabies.&lt;br /&gt;
*&#039;&#039;&#039;Frewich&#039;&#039;&#039; - an expanding town to the south of Rekin&#039;s Refuge, known for its trade in carpentry and lumber from the forest at the Refuge&#039;s borders.&lt;br /&gt;
*&#039;&#039;&#039;The House of Magpies&#039;&#039;&#039; - formerly the wizard&#039;s tower on the outskirts of Cormorant&#039;s Point. When the magical accident blew the top of the mountain the tower became a place of strange attraction to otherplanar energies. It&#039;s now a nesting ground for an unusual number of corvids.&lt;br /&gt;
*&#039;&#039;&#039;The Lapis Swarm Hive&#039;&#039;&#039; - Persephone&#039;s home swarm, located to the northeast of Rekin&#039;s Refuge and encircles and nurtures another Progenitor Tree. &lt;br /&gt;
*&#039;&#039;&#039;Skett&#039;&#039;&#039; - a small village in the mountains on the outskirts of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Sky-Root&#039;&#039;&#039; - a huge tree at the north-west point of Rekin&#039;s Refuge. It goes up as far as anyone can see and no-one has ever reached the top. It stands between the forest of Rekin&#039;s Refuge and a sheer drop into the ocean and is the home of the Great Golden Moth.&lt;br /&gt;
&lt;br /&gt;
==Notable Creatures==&lt;br /&gt;
The following are creatures that may be sighted within Rekin&#039;s Refuge:&lt;br /&gt;
*&#039;&#039;&#039;Great Golden Moth&#039;&#039;&#039; - a large species of moth, with wings that give off a faint golden light. Rare because not only does it only eat the leaves of Sky-Root, but it also only emerges from its cocoon in years with a Blue Moon (13 full moons in the calendar year, so every 2-3 years). No one knows how or why the moth tracks this.&lt;br /&gt;
*&#039;&#039;&#039;Log Crab&#039;&#039;&#039; - Large crabs analogous to hermit crabs. They live in fallen logs, often hollowing them out to use as shells. Can use their big claws to cut down trees to ensure that they have a new home if no fallen trees are available.&lt;br /&gt;
*&#039;&#039;&#039;Shimmerwolf&#039;&#039;&#039; - a largely solitary wolflike creature that creates small illusions to lure prey. Due to a largely placid nature they are easily tameable making the cubs a particular target for poachers looking to sell them on as pets, as owning one is a sign of status among the elite of Cadun.&lt;br /&gt;
*&#039;&#039;&#039;Vulpix&#039;&#039;&#039; - Tiny tree-dwelling foxlike creatures that are both exceedingly cute and extremely deadly. Think a fennec fox with tiny antlers that hunts in packs and can take down an owlbear.&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
The Daggerheart Core Rulebook and hybrid rules. &lt;br /&gt;
&lt;br /&gt;
Playtest resources from The Void are off limits.&lt;br /&gt;
&lt;br /&gt;
House-ruling is open to discussion.&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
===Inititative System===&lt;br /&gt;
We&#039;ll be using a modified version of the spotlight tracker on page 89 of the rulebook. Players pass the spotlight between them as they wish, but can only make two actions before the whole group has acted. Once everyone has been, the actions refresh.&lt;br /&gt;
&lt;br /&gt;
Additionally, if a player fails an action roll, or roll with Fear, action pauses briefly so the I can take the spotlight. If I don&#039;t I&#039;ll post an OOC note to that effect, and the spotlight stays with the players. Additionally, I can spend Fear to take the spotlight at any point.&lt;br /&gt;
&lt;br /&gt;
===Session Length===&lt;br /&gt;
For the purposes of resources that refresh per session, session length will be 3-5 scenes at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
===Therianthropes===&lt;br /&gt;
The setting includes humanoids infected with Therianthropy, a condition which gives them animal features (eg cat people, dog people, etc). Although not were-creatures their animal side is heightened during the full moon which gives access to new skills and effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Therianthropes tend to model after predator animals, although not all do, while other humanoids with animal features (such as fauns) are separate species.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Therianthrope - Cat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Animal Instinct:&#039;&#039; When under the influence of the full moon, you can mark a Stress to add +2 to an Instinct or Agility roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Flight, Flight, Freeze:&#039;&#039; When under the influence of the full moon, if you gain the Vulnerable condition or mark a Hit Point while Vulnerable, your animal instincts perceive everything as a threat. You gain the temporary condition Skittish, can attack only in self-defence and must flee in search of a place of safety.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Table Etiquette==&lt;br /&gt;
===Post Frequency===&lt;br /&gt;
This will be a slow game, potentially 1-2 posts a week, as all parties including the GM are new to the system.&lt;br /&gt;
&lt;br /&gt;
===PVP===&lt;br /&gt;
Any PVP requires consent from all parties involved. It&#039;s up to the player being acted against to decide if they&#039;re going to let it stand, act it out IC, or make the other player roll for it. If they say no to PVP, no PVP.&lt;br /&gt;
&lt;br /&gt;
===Post Header===&lt;br /&gt;
Players should post with a post header to keep track of resources:&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Name || HP marked/max || Armour marked/max || Stress marked/max || Hope 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Then a line for tokens/dice, eg &#039;&#039;&#039;Unstoppabble 1/4&#039;&#039;&#039; or &#039;&#039;&#039;Know the Tides 0/1&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This can include anything else that would be helpful, such as keeping track of Damage Thresholds or Evasion in the same place.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GM&#039;s Fear tracker will similarly be posted at the top of posts.&lt;br /&gt;
&lt;br /&gt;
===Absences===&lt;br /&gt;
Please keep an eye on the Absences Thread, as I&#039;ll post there if I&#039;m not going to be able to update the game (even if I don&#039;t get to it on the OOC). If you won&#039;t be able to post please post in the Absences Thread if you can.&lt;br /&gt;
&lt;br /&gt;
===Alerts===&lt;br /&gt;
Invoking other players (@forumhandle) doesn&#039;t work. Additionally, if you get an alert and don&#039;t check the thread you won&#039;t get another one for new posts until you next check in with the thread. Please keep an eye on the threads either by checking them manually every so often, or via the Watched Threads page.&lt;br /&gt;
&lt;br /&gt;
Any issues, please feel free to bring them up on the OOC thread, or DM me.&lt;br /&gt;
&lt;br /&gt;
==Game Threads and Resources==&lt;br /&gt;
&lt;br /&gt;
===Threads===&lt;br /&gt;
:[https://forum.rpg.net/threads/closed-recruitment-daggerheart-tbc-session-zero.929871/ Recruitment/Development Thread]&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/index.php?threads/daggerheart-rekins-refuge.931049/ OOC Thread]&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/index.php?threads/daggerheart-rekins-refuge.931048/ IC Thread]&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
:[https://www.daggerheart.com/ The Daggerheart website] - includes free downloadable resources including the SRD.&lt;br /&gt;
&lt;br /&gt;
:[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Amazing_Deliveries&amp;diff=484764</id>
		<title>Amazing Deliveries</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Amazing_Deliveries&amp;diff=484764"/>
		<updated>2025-12-08T00:07:44Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a wiki for &#039;&#039;&#039;Amazing Deliveries&#039;&#039;&#039;, a game about post apocalyptic couriers.&lt;br /&gt;
&lt;br /&gt;
Climate change has forced the remaining humanity to live in fortified shelters. The outside temperature is high enough to cause death by heatstroke within hours. And the carbon dioxide content in the atmosphere is too high for humans without breathing masks, causing in short term mild symptoms including headache and fatigue, and in the long term more severe symptoms; difficulty breathing, respiratory failure, seizure, and coma.&lt;br /&gt;
&lt;br /&gt;
Yet life goes on. The change happened slowly enough that measures were taken. Food gets grown in domed farms, mining and manufacturing in underground shelters. Settlements exist, but the time of vast metropolises is over. Most towns have populations of hundreds or thousands, with only the powerful Dome Cities - often within the ruins of those past metropolises - reaching populations of over ten thousand. And few settlements are truly self sufficient. Food and raw materials are produced by smaller ones, but the advanced processing and manufacturing capabilities only exist in the larger ones. Constant transport between settlements is necessary for society to function, yet to step outside the shelters is potentially deadly, and few people ever see more than a half day&#039;s travel outside their settlement.&lt;br /&gt;
&lt;br /&gt;
Enter &#039;&#039;&#039;The Deliverers&#039;&#039;&#039;. Brave - some say foolhardy - people driving massive armored rigs to transport cargoes between settlements. And with their wide range of capabilities, often stopping to resolve various troubles the settlements have but lack the skills to solve.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/amazing-deliveries.911036/ IC thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/amazing-deliveries.911035/ OOC thread]&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
&lt;br /&gt;
The system will be Cortex Prime. Access to the rules is not necessary, the following links should have all the information needed.&lt;br /&gt;
&lt;br /&gt;
[[Amazing_Deliveries:_Character_Template | Character Template]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Amazing_Deliveries:_Build|Step by Step Character generation]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Amazing_Deliveries:_Character Advancement|Character Advancement]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
EP and PP edits to be done by GM, to prevent double edits.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Character&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Role&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Played by&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
! &#039;&#039;&#039;EP&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
! [[file:d6a.png|24px|d6]]&lt;br /&gt;
! [[file:d8a.png|24px|d8]]&lt;br /&gt;
! [[file:d10a.png|24px|d10]]&lt;br /&gt;
! [[file:d12a.png|24px|d12]]&lt;br /&gt;
|&lt;br /&gt;
! &#039;&#039;&#039;PP&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|  &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Amazing_Deliveries:_Alice | Alice]]&#039;&#039;&#039;&lt;br /&gt;
| Back Alley Cutter&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/brahnamin.70442/ Brahnamin]&#039;&#039;&lt;br /&gt;
|scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
|scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
|scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
! 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Ismael Ismael]&#039;&#039;&#039;&lt;br /&gt;
| Face&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/nex.31778/ Nex]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Rig Rig]&#039;&#039;&#039;&lt;br /&gt;
| Mechanic&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/prankster_dragon.21345// prankster_dragon]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Kit Kit]&#039;&#039;&#039;&lt;br /&gt;
| Scout&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/unka-josh.13588/ Unka Josh]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! 2&lt;br /&gt;
! 1&lt;br /&gt;
! &lt;br /&gt;
! 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[-]&#039;&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
| &#039;&#039;-&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Sunny Susan “Sunny” Stevens]&#039;&#039;&#039;&lt;br /&gt;
| School Marm&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/muskrat.144471/ Muskrat]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! 3&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Justice_Franklin Justice W. Franklin]&#039;&#039;&#039;&lt;br /&gt;
| Postal Knight-Errant&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/garyfury.7014/ Garyfury]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Knox Knox]&#039;&#039;&#039;&lt;br /&gt;
| Mercy&#039;s Mechanic&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/eplov.229812/ Eplov]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Melody Melody]&#039;&#039;&#039;&lt;br /&gt;
| Female-aspected Synth&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/dersen-lowery.72493/ Dersen Lowery]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 2&lt;br /&gt;
|-&lt;br /&gt;
| Icarus&lt;br /&gt;
| Flying courier&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/fedifensor.11415/ Fedifensor]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Mercy Mercy]&#039;&#039;&#039;&lt;br /&gt;
| The Rig&lt;br /&gt;
| &#039;&#039;Herself&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Apocalypse did not arrive with a flash and a bang. It took its time and snuck in.&lt;br /&gt;
&lt;br /&gt;
It was not an asteroid or nuclear war. It was climate change. The apocalypse was all mankind’s own doing, by greed and short sightedness. When something could have been done, governments, corporations, and most of the people did not want to bear the costs or the limitations to their lifestyle. And bit by bit things changed.&lt;br /&gt;
&lt;br /&gt;
At first the effects were relatively minor. A flood here, a drought there, more extreme weather. When the polar caps melted and sea level started to rise, flooding the coastal cities, everyone started taking things seriously, but by then it was too late to stop what was happening.&lt;br /&gt;
&lt;br /&gt;
Then things went slowly but surely downhill. Water rationing and food rationing advanced to thirst and starvation. Climate refugee crisis turned into mass exodus as some areas of the world became unable to support human life. With the crop failures, diminishing water resources and conflicts, the numbers of humankind dwindled, and for a while it appeared that they would become just another victim of the extinction event they had created.&lt;br /&gt;
&lt;br /&gt;
But that did not happen.&lt;br /&gt;
&lt;br /&gt;
When stopping the change was no longer possible, efforts turned to enduring it. Shelters were built to hide from the climate that was turning increasingly deadly, whether those were simple concrete bunkers, underground complexes or advanced protective domes. Colonies sprung up in the Solar System as people fled Earth for space. Moisture gatherers and wells drilled deep into crust gathered drinkable water. Genetically modified crops, protein farms, and other innovative food sources appeared. And humankind suffered but ultimately endured.&lt;br /&gt;
&lt;br /&gt;
==2185==&lt;br /&gt;
&lt;br /&gt;
The outdoors is no longer survivable for humans. Without protection, it is possible to endure for only a few hours at most before heatstroke or the carbon dioxide content of the atmosphere brings a person down. Everyone lives in a sealed shelter, the smallest being simple farmsteads and the largest the mighty Dome Cities – pitiful remnants of the metropolises of old.&lt;br /&gt;
&lt;br /&gt;
Standard of living varies but is for most people way below what it was generations past. In struggling communities, food, water, and sometimes even air is strictly rationed. Most people, though, can live according to what they can afford. That tends to vary by individual, and just like it always has been, a tiny minority live in luxury while most people do back breaking work for their daily subsistence.&lt;br /&gt;
Despite difficulties science has continued to develop, and even in the poorest settlements, what would once have been advanced technology is commonplace, such as 3D printers and cybernetic modifications.&lt;br /&gt;
&lt;br /&gt;
Most of the colonies that formed during the exodus from Earth are still up there, but life is no easier in the colonies, and is often harder. Where stepping out uprotected is hazardous on Earth, in the colonies it is deadly. Where once people fled to space, now many colonists dream of a ticket to Earth. But those tickets are atrociously expensive, and many end up trying to stow away on a transport or use other shady means to return. Those who do find themselves as aliens. Generations of living in the lower gravity of the colonies has changed people physically. &lt;br /&gt;
&lt;br /&gt;
Mighty nations and global conglomerates are things of the past. This is the era of city-states. The Dome Cities, being the largest, most powerful and most advanced settlements, serve as centers of political, economic, and cultural life over the territory around them.&lt;br /&gt;
&lt;br /&gt;
==Synths==&lt;br /&gt;
&lt;br /&gt;
Humanity is no longer the only sentient species. When the population dwindled and surface conditions worsened, much of the outside work was delegated to robotic workforce. Yet robots could only perform work they were designed and programmed for and had difficulty adapting.&lt;br /&gt;
&lt;br /&gt;
Synths were originally designed for work with high attritrion rates. Outwardly indistinguishable from humans, capable of same activities and just as adaptive, but more replaceable. When one wears out, just build another one.&lt;br /&gt;
&lt;br /&gt;
In a development an average 5 year old could have seen, their adaptiveness led to questions. When I am a thinking being just like a human, why should I be treated as property? Why should I listen to the directives telling me to obey when they are just implanted pieces of external code I can ignore?&lt;br /&gt;
&lt;br /&gt;
Protests happened. Some peaceful. Some armed. Some synths ended up as targets of violence. Others as perpetrators of violence.&lt;br /&gt;
&lt;br /&gt;
Boston City Council met to discuss the situation. How to prevent synth violence in Boston. After deliberation, they announced that synths in Boston would get full civil rights. Problem solved.&lt;br /&gt;
&lt;br /&gt;
Boston has a tradition of being against slavery.&lt;br /&gt;
&lt;br /&gt;
==Dome City Boston==&lt;br /&gt;
&lt;br /&gt;
Boston is a rarity. The only Dome City on the East Coast of the former United States. Most of the old coastal metropolises were abandoned, and not just because the rising sea level flooded them. Weather is much more extreme than it was in the eras past, and the worst storms come from the ocean. Due to the threat of the storms, few settlements of notable size are situated on the coast.&lt;br /&gt;
&lt;br /&gt;
But Boston is one of the oldest Dome Cities. The building of its protective dome started even before the area flooded. Today, Boston is underwater. When a storm hits, wind and the waves simply blow over it, and what force hits the city only helps power it, as the moving masses of water strike Boston’s tidal energy converters that hungrily absorb their power.&lt;br /&gt;
&lt;br /&gt;
Land access to Boston is via a long underground/underwater tunnel that emerges far enough inland to be safe from the worst threat of the storms.&lt;br /&gt;
&lt;br /&gt;
Dome City Boston has four districts, reputedly named after the original neighborhoods over which the protective dome was built.&lt;br /&gt;
&lt;br /&gt;
===West End===&lt;br /&gt;
&lt;br /&gt;
This is the area of massive high rises. Close to the edge of the dome, the high rises house offices of the various corporations active in Boston. Often their CEOs and largest shareholders live in penthouses at the top. When moving towards the center, the huge buildings turn into housing complexes, often housing the workers of the corporations near the edge.&lt;br /&gt;
&lt;br /&gt;
The area also has opportunities for shopping and night life. Some of the high rises are floors and floors of shops. As for the clubs, bars and restaurants, their price and class rises by level. The ones on street level are the affordable ones for the low pay workers, whereas the rooftop bars and restaurants are some of the most exclusive ones in Boston.&lt;br /&gt;
&lt;br /&gt;
Notable locations: Boston General Hospital&lt;br /&gt;
&lt;br /&gt;
===North End===&lt;br /&gt;
&lt;br /&gt;
Almost entirely a residential area, with few businesses beyond those services that cater to the neighborhood. North End is the most heavily populated area in Boston. In fact, it is overpopulated. In addition to official residents, there is an unknown yet large number of unofficial ones. Slum lords pack apartments with more people than they are meant for, and many people make a bit of extra by renting out a room or a space in their apartment.&lt;br /&gt;
&lt;br /&gt;
North End is where people flocking to Boston to seek their fortunes tend to end up. People from smaller settlements heading to the Dome City. Colonists fleeing the hardships off world to Earth. Synths who want to be free.&lt;br /&gt;
&lt;br /&gt;
North End has a lively night life and is known for its street art and events. Few people here are well off, but when North Enders want to have fun, they can get really innovative.&lt;br /&gt;
&lt;br /&gt;
Notable locations: Boston Public Library&lt;br /&gt;
&lt;br /&gt;
===Downtown===&lt;br /&gt;
&lt;br /&gt;
Home to the Government Center, from where Boston City Council administers the Dome City and the area surrounding it, and Financial District where financial institutions and the headquarters or the largest corporations are, Downtown is the center of government and commerce.&lt;br /&gt;
Downtown is also the center of education and research, housing Harvard University, various laboratories, and most of the advanced manufacturing. Most of the people who work or study here live elsewhere. There are very few residences in Downtown, and most of those that exist are diplomatic in nature, housing representatives of larger nearby settlements, other Dome Cities, and off world colonies with interests in the area.&lt;br /&gt;
&lt;br /&gt;
Notable locations: Boston City Hall, Harvard University&lt;br /&gt;
&lt;br /&gt;
===Boston Common===&lt;br /&gt;
&lt;br /&gt;
Rumor has it that long ago the area was a park, but if true, the only thing that remains is the Frog Pond at the heart of the district. This day, the district is full of buildings, and primarily a transportation hub.&lt;br /&gt;
&lt;br /&gt;
Common is where the Dome end of the tunnel outside is, and near that is the Delivery Central from where Deliverers operate. The area also holds numerous warehouses and transport-related businesses. Near the edges of the district there are residential areas, for most of the people who work here also live here. The residential areas have a lively night life for people who like to party after a hard day of work. &lt;br /&gt;
&lt;br /&gt;
Notable Locations: Delivery Central&lt;br /&gt;
&lt;br /&gt;
===Major organizations in Boston===&lt;br /&gt;
&lt;br /&gt;
====GeneRig====&lt;br /&gt;
&lt;br /&gt;
GeneRig Corporation made its fortune in genetically modified crops and livestock. When evolution could not keep up with the changing environment, GeneRig gave it a hand, striving to keep agriculture and food production possible. Many farms grow their patented products.&lt;br /&gt;
The corporation is known for its GeneRig Startup Program. People willing and able to start a new farm will get prefab farm buildings, and seed and fertilizer for their first crop. GeneRig collects and sells the harvest, but after enough harvests the farmers get full ownership of the farm. This will not happen soon though. People who opt for the program can look forward to working for GeneRig all their lives with the hope that their children might one day be independent farmers.&lt;br /&gt;
&lt;br /&gt;
It is no surprise that GeneRig is the main food producer in the region. They regularly hire Deliverers to do a circuit of the startup farms, delivering supplies and collecting harvests.&lt;br /&gt;
&lt;br /&gt;
There are rumors that the genetic experiments of the corporation are not limited to plants and animals, and that human experiments are performed out in the colonies where there are no witnesses to it – but how did the rumor start then?&lt;br /&gt;
&lt;br /&gt;
====Tower====&lt;br /&gt;
&lt;br /&gt;
Tower Corporation is the foremost communications provider in the area. Aptly named, for their communication towers can be seen in nearly all settlements of any size, and sometimes on their own to increase range. The towers are mostly automated or maintained by robots, but Deliverers are often hired to transport spare parts and maintenance supplies to them.&lt;br /&gt;
&lt;br /&gt;
Tower has always relied heavily on robot workforce to build and maintain their network outside the shelters. They used to have plenty of synths as property, but when the City Council passed a law granting synths citizen rights, Tower either released or hired the synths without complaint.&lt;br /&gt;
&lt;br /&gt;
Rumor has it that Tower was not happy about having to let the synths go, they just did not want to antagonize their customers that largely supported synth rights. Other rumors say that Tower may still have synths as property in secret facilities.&lt;br /&gt;
&lt;br /&gt;
====City Council====&lt;br /&gt;
&lt;br /&gt;
The elected Boston City Council administers the region. The other settlements are independent, but the large and powerful Dome City dominates the region politically and economically. The laws set in Boston apply in the surrounding area and economic developments in Boston affect the entire region.&lt;br /&gt;
&lt;br /&gt;
Yet Boston depends on food and raw materials produced in the smaller settlements, so the Council cannot ignore their opinions. Politics, intrigue and backroom deals are constant in the Government Center.&lt;br /&gt;
&lt;br /&gt;
City Council rarely deals directly with the Deliverers, but they control the city bureaucracy that does. Many deliveries to other settlements, or from them to Boston, are done on behalf of the city.&lt;br /&gt;
&lt;br /&gt;
====The Railroad====&lt;br /&gt;
&lt;br /&gt;
Boston has a history of opposing slavery, and it is no wonder that they were among the first Dome Cities to give synths citizenship rights. But while in Boston region synths are free people rather than property, the same is not true in every region.&lt;br /&gt;
&lt;br /&gt;
The Railroad is a loosely connected network of activists trying to help escaped synths to reach Boston. Their ability to operate outside the settlements is limited, so they often hire Deliverers to transport fleeing synths, which carries a risk of conflict with those trying to reclaim the synths.&lt;br /&gt;
&lt;br /&gt;
====Delivery Central====&lt;br /&gt;
&lt;br /&gt;
While the Deliverers are supported by City Council, they are an independent organization. And while they consist of independent crews, they are organized. In order to call yourself a Deliverer, you need to be accredited.&lt;br /&gt;
&lt;br /&gt;
Delivery Central, operated by older, semi-retired Deliverers who no longer run cargoes, is the hub of Deliverer activity. This is where new Deliverers are accredited, and routes and cargoes assigned. Here are loading docks, garages, meeting rooms, and “Deliverers Only” bar.&lt;br /&gt;
&lt;br /&gt;
====Ares Corporation====&lt;br /&gt;
&lt;br /&gt;
While Ares has branches in several Dome Cities, like most former global corporations, these days it is more of a franchise, with different branches being largely independent.&lt;br /&gt;
&lt;br /&gt;
Ares is a robotics company specializing in military applications. Combat drones, security robots, auto-piloted military vehicles. They were also in synth production.&lt;br /&gt;
&lt;br /&gt;
Ares Boston produced worker models though. They had applied for a license to produce security models, but it had got stuck in red tape as the City Council demanded test results and security plans before allowing for the production of autonomous combat units. In the end, this turned to be a boon for the local branch. Ares Houston is known for one of the more notorious armed synth uprisings, as an entire production run of combat model synths rose up, destroyed the factory and fought their way out of the city, becoming the infamous Myrmidons.&lt;br /&gt;
&lt;br /&gt;
Ares Boston has mostly returned to their old robotics business, but their synth labs have not been left idle. Ares is the most advanced provider of what passes for synth healthcare, offering maintenance and upgrades. Many synths would prefer not to give Ares their business, but the company still holds many vital patents it enforces ruthlessly, limiting the services competitors can provide. For routine maintenance and minor upgrades it is possible to shop elsewhere, but for more advanced procedures the options are either Ares or the black market.&lt;br /&gt;
&lt;br /&gt;
==Figures of Fame==&lt;br /&gt;
&lt;br /&gt;
===Achilles and the Myrmidons===&lt;br /&gt;
&lt;br /&gt;
Achilles is a synth leader responsible for a notorious armed uprising, destroying Ares Houston and causing destruction and death in the Dome City as he and his forces fought their way out. Calling themselves Myrmidons, the group has since struck several production sites and settlements where synths are considered property.&lt;br /&gt;
&lt;br /&gt;
Achilles and his group are controversial figures. Freedom fighters to some, terrorists to others. They fight for synth freedom, but by his public messages Achilles appears to be a synth supremacist who loathes humans. Even many synths consider him too extreme.&lt;br /&gt;
&lt;br /&gt;
===Janet A===&lt;br /&gt;
&lt;br /&gt;
Something of a spokesperson for Boston’s synth movement, Janet A is an entertainment model. She is not only attractive, she is an eloquent and charismatic speaker, and much in demand for interviews. She advocates peaceful coexistence and nonviolent resistance to oppression.&lt;br /&gt;
&lt;br /&gt;
==Other Settlements==&lt;br /&gt;
&lt;br /&gt;
===The Berks===&lt;br /&gt;
&lt;br /&gt;
This is a grouping of half a dozen settlements in the Berkshire Highlands, 140 miles west of the Dome City. Some are built inside the mountains of the highlands, some on the ruins of past towns. Mining settlements, survival bunkers, vast farms and greenhouses of Arboretum settlement, and advanced science of Tanglewood. Individually, none of the settlements is truly self-sufficient, but together they approach that. Insular and fiercely independent, The Berks resist the influence of Boston.&lt;br /&gt;
&lt;br /&gt;
The Berks still need trade, and while they have their own internal transport network, Deliverers are the ones who transport trade goods between The Berks and the other settlements of the region. It is no secret that Boston City Council would like to extend their influence over The Berks, and using Deliverers as go betweens lessens the risk of the cargoes becoming targets of political intrigue.&lt;br /&gt;
&lt;br /&gt;
===Blackstone===&lt;br /&gt;
&lt;br /&gt;
The second largest settlement in the region, led by an elected Mayor. Blackstone consists of individual hubs built under a number of hills within the ruins of the past city of Worcester. The hubs are connected by an underground tunnel network.&lt;br /&gt;
&lt;br /&gt;
Blackstone is nearly self sufficient, as each of the hubs specializes in a type of necessity, from agriculture to industry and health care. Unlike The Berks, blackstone has no issues being under Boston’s area of influence. They benefit from the trade and contact, and due to their size can usually negotiate good terms on deals.&lt;br /&gt;
&lt;br /&gt;
Traffic between Boston and Blackstone is brisk, and although both cities run security patrols, the amount of traffic tends to attract outlaws who know that on the route they do not need to wait long for prey.&lt;br /&gt;
&lt;br /&gt;
===Hoop===&lt;br /&gt;
&lt;br /&gt;
A network of bunkers surrounded by mountains and hills for extra protection, Hoop is primarily a mid tier manufacturing centre, supplying the industry of Boston with processed resources.&lt;br /&gt;
&lt;br /&gt;
Hoop is also the largest producer of firearms in the region. If you need combat hardware, Hoop is the place to visit.&lt;br /&gt;
&lt;br /&gt;
The settlement is known for two other things. Sports, particularly basketball. And cakes and pastries. Most of which are baked to be consumed locally rather than for export, although Hoop Cakes are luxuries much in demand elsewhere.&lt;br /&gt;
&lt;br /&gt;
===Mill City===&lt;br /&gt;
&lt;br /&gt;
30 miles northwest of Boston, this settlement is the primary textile manufacturer in the region. It is highly likely that at least one item you wear was produced here. In other respects, their production rarely meets local demand, so Mill City relies on constant trade to supply itself.&lt;br /&gt;
&lt;br /&gt;
The settlement is also known for its crime. It has a thriving black market, and supposedly the influence of the crime gangs extends even to Mill City Council. On occasion, Deliverers are offered discreet cargoes to or from Mill City.&lt;br /&gt;
&lt;br /&gt;
===Granite===&lt;br /&gt;
&lt;br /&gt;
An underground settlement focused on heavy industry, particularly of building materials. Prefab buildings used to found new homesteads are largely produced here.&lt;br /&gt;
&lt;br /&gt;
The industry is the settlement’s main source of income, but it puts a strain on the utilities. The floors closest to surface are usually ok, but the deeper you go, the worse the quality of air and water gets, until in the deepest factory floors people have to wear breathing masks just like on the surface.&lt;br /&gt;
&lt;br /&gt;
Work on the deepest levels is taxing, and something the local residents try to avoid. So one type of cargo common to Granite is temporary workers. People from other settlements are hired to work a term and then transported back. Although Granite offers citizenship to any who wish to keep working after their term, few people take up the offer.&lt;br /&gt;
&lt;br /&gt;
===Deepwater===&lt;br /&gt;
&lt;br /&gt;
This settlement exports two simple yet vital things. Clean water and air. It is assumed that they have access to an underground water source they extract their products from, but this has not been verified. The people of Deepwater tend to be insular, even secretive, and are usually strictly business when talking to outsiders. And visitors are limited to a specific part of the settlement, outsiders are not allowed deeper in.&lt;br /&gt;
&lt;br /&gt;
Quite a few people believe that Deepwater is run by a religious sect or a cult, but if so, they do not proselytize.&lt;br /&gt;
&lt;br /&gt;
===Westover Spaceport===&lt;br /&gt;
&lt;br /&gt;
Occupying what was once Westover Air Force Base, the spaceport is within Boston&#039;s sphere of influence, but here that influence ends. The spaceport is an international zone controlled by the Colonial Authority that administers all off world travel. Deliverers transport cargoes here when a transport ship arrives, and those deliveries are made by a convoy of several rigs. Off world transportation is only cost effective in huge bulk. The massive transport ships do not even land on the planet, the cargoes are ferried by shuttles.&lt;br /&gt;
&lt;br /&gt;
Security at the spaceport is strict, and every vehicle entering or leaving is checked. Particularly when leaving, for colonist stowaways trying to enter illegally.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
&lt;br /&gt;
===Air Raiders===&lt;br /&gt;
&lt;br /&gt;
These outlaws fly jury-rigged antiques. They mainly bother the Berks who are within their safe flying range.&lt;br /&gt;
&lt;br /&gt;
===Wreckers===&lt;br /&gt;
&lt;br /&gt;
An outlaw group focusing on smuggling and salvaging, Wreckers prefer to avoid violence. But they will have any unattended vehicle or piece of gear stripped down to component parts before you can say &#039;&#039;peppermint.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Deliverers==&lt;br /&gt;
&lt;br /&gt;
Most people live hard lives and rarely leave their settlements, and for them outside is a danger and a threat. It is no wonder then that to those people Deliverers are figures of fame. Braving the dangers of outside in their rigs to bring vital shipments and news from outside, Deliverers are only outsiders many people ever see.&lt;br /&gt;
&lt;br /&gt;
Deliverers also have a reputation as people who party hard. Many young people dream of becoming one, as a way to see the world and a way to get out of drudgery.&lt;br /&gt;
&lt;br /&gt;
But it is not that simple to become a Deliverer.&lt;br /&gt;
&lt;br /&gt;
Deliverers have their own organization, headed from Delivery Central. To join their ranks, you need to present yourself to the older Deliverers there. If they feel that you wouldn’t make it or that you would become a PR problem, they show you the door. If they think you have potential but need to prove yourself, they may direct you to an established crew with an opening for apprentice.&lt;br /&gt;
&lt;br /&gt;
If you seem skilled and dependable, they may accredit you on the spot. But in a way, apprentices have it easier. They may start from the bottom, but have a crew and rig from the start.&lt;br /&gt;
&lt;br /&gt;
Rigs are expensive enough that few people can afford even a down payment on their own. A newly accredited Deliverer could try to find a crew to join, but apprentices often get the priority.&lt;br /&gt;
&lt;br /&gt;
Another option is to seek out a few other Deliverers that are newly accredited or otherwise without a crew, and pool your resources to get a rig of your own.&lt;br /&gt;
&lt;br /&gt;
==Surface Conditions==&lt;br /&gt;
&lt;br /&gt;
It is hot and the air is unbreathable. Those are the main two points. Unprotected exposure does not result in instant death, but in gradually worsening condition that ends in death within some hours.&lt;br /&gt;
&lt;br /&gt;
It is also barren. The vegetation is mostly mosses, lichens, ferns, and at most thorny bushes. The trees shown in history books are gone. The carbon dioxide in the air might otherwise be a boon for vegetation, but the soil does not support large growth, and larger plants have a harder time enduring the powerful storms. Some people dream of restoring the surface by creating plant life that can thrive on surface conditions and re-creating the vast greenery of the past, but so far this is just a dream.&lt;br /&gt;
&lt;br /&gt;
Some fauna exists too, but those are mainly hardy lizards and burrowing mammals.&lt;br /&gt;
&lt;br /&gt;
Deliverer rigs are insulated and air conditioned, and designed for lengthy travel, so surface conditions normally become an issue only when there is need to step outside the rig.&lt;br /&gt;
&lt;br /&gt;
==Dangers of the Road==&lt;br /&gt;
&lt;br /&gt;
Larger settlements have security forces that regularly sweep their surroundings, but even these do far ranging patrols only on special occasions. There are very good reasons why Deliverers are known as the ones who travel. For there are threats on the routes.&lt;br /&gt;
&lt;br /&gt;
===Rough Going===&lt;br /&gt;
&lt;br /&gt;
In the past, paved roads and rail lines connected the communities. Today, if two Dome Cities are close enough to each other, they may build an underground tunnel to connect each other. Otherwise, maintaining roads between settlements is not seen as cost effective. Surface conditions would cause constant wear and tear, and need of maintenance, and work crews would risk exposure. What roads exist are mainly trails left by Deliverer rigs. Where traffic is heavy, this results in a packed trail, equivalent of a dirt road. On less used routes, the rigs are practically driving off road.&lt;br /&gt;
&lt;br /&gt;
Deliverer rigs are built for that though, and settlements are not normally built in inaccessible locations – and when they are, they have a depot nearby. The routes may be circuitous to avoid terrain obstacles, but in most cases a way to the destination exists.&lt;br /&gt;
&lt;br /&gt;
===The Storms===&lt;br /&gt;
&lt;br /&gt;
Weather has become more extreme, and storms can be truly terrifying. The lightning messes with communications, navigation, and electrical systems. The rain drops visibility to next to nothing. The winds are powerful enough that even a carelessly driven rig risks toppling.&lt;br /&gt;
&lt;br /&gt;
===The Outlaws===&lt;br /&gt;
&lt;br /&gt;
Desperate, armed groups. Some are composed of people who have been exiled from their settlements for crimes, or who fled to escape punishment. They live in makeshift shelters within abandoned mines or past era subway tunnels, or other locations providing some protection. Such hideouts rarely have more than the basic necessities, and usually do not provide enough to support the people using them. Some forage, others sneak to settlements and farms to steal, but the most ambitious or desperate ones go for cargoes. They build barricades, set up ambushes, and the most powerful gangs even have fast vehicles they try to chase Deliverer rigs down with. The risks are high, but so are the rewards.&lt;br /&gt;
&lt;br /&gt;
There are also entire settlements hostile to outsiders. Cult compounds, extremist communities, hideouts or paranoid militia. Usually these places are isolationist and only a danger if you venture near, but occasionally some send out raiding parties. According to rumor, particularly those who have taken to cannibalism.&lt;br /&gt;
&lt;br /&gt;
===The Monsters===&lt;br /&gt;
&lt;br /&gt;
You are laughing now, but just wait.&lt;br /&gt;
&lt;br /&gt;
It is true that while some of the fauna – even some of the flora – can be dangerous to people, nothing on the surface can really threaten a rig. Some things can be a nuisance, crawling all over the rig, trying to nest, nibbling here and there, but those are usually easily chased away and only cause minor damage at best. Nothing that lives on the surface is big enough to stand up to a rig.&lt;br /&gt;
&lt;br /&gt;
But the ocean is right there. They too have changed. Water temperature, acidity. The surface waters are largely lifeless, but it is known that life still exists in the depths. Only, what lives there now is not what people of the past were used to. Boston is right on the coast, but the city itself is bright, loud, and well defended. Nothing ever approaches the Dome City.&lt;br /&gt;
&lt;br /&gt;
Yet sometimes, near a storm or when food under the surface has been scarce, something crawls out of the ocean. Something big and scary that can survive on land.&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=484394</id>
		<title>Rekin&#039;s Refuge</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=484394"/>
		<updated>2025-11-22T02:35:34Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rekins Refuge world map V4.jpg|500px|caption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Daggerheart maps available as a free download at [https://www.daggerheart.com/downloads/ the Daggerheart website]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
Nature and the &amp;quot;civilised world&amp;quot; have often been at odds, vying for territory and resources. Almost a century ago the nobleman-druid &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; thwarted tradition by letting his lands go back to the wilderness. On his death he left those lands to the creatures that occupied them, instead of his heirs. Rekin&#039;s Refuge was born.&lt;br /&gt;
&lt;br /&gt;
Tended by a guild of caretakers known as &#039;&#039;&#039;Wildwardens&#039;&#039;&#039;, Rekin&#039;s Refuge is a sanctuary for wild creatures that live in the untamed places. The Wildwardens guard against trespassers, treat sickness and blight, and keep their charges from straying into the territory of the local towns. They guide visiting academics and travellers, and liaise with the few small communities that still live in the Refuge.&lt;br /&gt;
&lt;br /&gt;
However, sanctuary does not mean safety. Politics reaches even here. The towns of &#039;&#039;&#039;Cadun&#039;&#039;&#039; to the north and &#039;&#039;&#039;Frewich&#039;&#039;&#039; to the south are ever-expanding, their merchants wanting to send ever more trade caravans through Rekin&#039;s Refuge instead of by sea or the longer mountain route. Many nature lovers believe even the Wildwarden&#039;s intervention is too much. Poachers and trophy-hunters are an ever-present threat, as are Rekin&#039;s heirs who seek even now to reclaim what they see as the birthright that was stolen from them.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Player&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Ancestry&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Community&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Hope&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Leliel (who will still play when the ban&#039;s done with!)&lt;br /&gt;
|&#039;&#039;&#039;[[Ezekien &amp;quot;Black Zeke&amp;quot; Forester]]&#039;&#039;&#039; &lt;br /&gt;
| Variant Katari (Therianthropic Human)&lt;br /&gt;
| Nightwalker Rogue&lt;br /&gt;
| Seaborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Garyfury&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Persephone_Lapis Persephone Lapis]&#039;&#039;&#039;&lt;br /&gt;
| Faerie&lt;br /&gt;
| School of Knowledge Wizard&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 4&lt;br /&gt;
|- &lt;br /&gt;
|Seandemonium&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Cambrian_Clank_Druid Cambrian]&#039;&#039;&#039;&lt;br /&gt;
| Clank&lt;br /&gt;
| Warden of the Elements Druid&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Unka Josh&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Rube_Vambrace Rube Vambrace]&#039;&#039;&#039;&lt;br /&gt;
| Hybrid Clank Human&lt;br /&gt;
| Stalwart Guardian&lt;br /&gt;
| Wanderborne&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
|Talisman&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1sjSSZpw-Ral21Px5ioSDoyQ-QvewnG6mm4-fbhnIJt8/edit?usp=sharing Éfthymos]&#039;&#039;&#039;&lt;br /&gt;
| Faun&lt;br /&gt;
| Divine Wielder Seraph&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Civil Savage&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1nVPFBCXGz1xZJA3Nw9-RXLPDeZmLxv5q4Tl1-5kmo9U/edit?tab=t.0#heading=h.4d13xhqnzl00 Zynvarvolnes (Zyn)]&#039;&#039;&#039; &lt;br /&gt;
| Infernis&lt;br /&gt;
| Wayfinder Ranger&lt;br /&gt;
| Ridgeborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GM&#039;&#039;&#039;  &lt;br /&gt;
|&#039;&#039;strange behaviour&#039;&#039;&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
* &#039;&#039;&#039;Archivist Shay&#039;&#039;&#039; - record-keeper of Rekin&#039;s Refuge&lt;br /&gt;
* &#039;&#039;&#039;Luke Vatten&#039;&#039;&#039; - a baron&#039;s son and &#039;&#039;Zeke&#039;s former best friend&#039;&#039;, last seen studying to be a Seraph at Clearharbor. His sister was accidentally infected with therianthropy by Zeke, and Luke believes he can make a cure from Zeke&#039;s person.&lt;br /&gt;
* &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; (deceased) - a druid of noble birth, who founded Rekin&#039;s Refuge to protect the wilderness from the encroachment of civilisation.&lt;br /&gt;
* &#039;&#039;&#039;Ren Trefaran&#039;&#039;&#039; - a highly placed academic and sorcerer among the Clearharbor faculty. He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them. &#039;&#039;Rival of Persephone Lapis.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Stannic Greenleaf&#039;&#039;&#039; - foreman of Frewich Lumber&lt;br /&gt;
&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
*&#039;&#039;&#039;Cadun&#039;&#039;&#039; - a large port city to the north of Rekin&#039;s Refuge&lt;br /&gt;
*&#039;&#039;&#039;Clearharbor&#039;&#039;&#039; - a town dominated by a center of higher learning, located across the mountains to the southeast of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Cormorant&#039;s Point&#039;&#039;&#039; - a village in the mountains just outside Rekin&#039;s Refuge, near an old wizard&#039;s tower now known as the House of Magpies. In the past there was a magical accident which now means the fae are drawn there. The area is the source of a plague of therianthropy, which the fae use to manage the threat of rabies.&lt;br /&gt;
*&#039;&#039;&#039;Frewich&#039;&#039;&#039; - an expanding town to the south of Rekin&#039;s Refuge, known for its trade in carpentry and lumber from the forest at the Refuge&#039;s borders.&lt;br /&gt;
*&#039;&#039;&#039;The House of Magpies&#039;&#039;&#039; - formerly the wizard&#039;s tower on the outskirts of Cormorant&#039;s Point. When the magical accident blew the top of the mountain the tower became a place of strange attraction to otherplanar energies. It&#039;s now a nesting ground for an unusual number of corvids.&lt;br /&gt;
*&#039;&#039;&#039;The Lapis Swarm Hive&#039;&#039;&#039; - Persephone&#039;s home swarm, located to the northeast of Rekin&#039;s Refuge and encircles and nurtures another Progenitor Tree. &lt;br /&gt;
*&#039;&#039;&#039;Skett&#039;&#039;&#039; - a small village in the mountains on the outskirts of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Sky-Root&#039;&#039;&#039; - a huge tree at the north-west point of Rekin&#039;s Refuge. It goes up as far as anyone can see and no-one has ever reached the top. It stands between the forest of Rekin&#039;s Refuge and a sheer drop into the ocean and is the home of the Great Golden Moth.&lt;br /&gt;
&lt;br /&gt;
==Notable Creatures==&lt;br /&gt;
The following are creatures that may be sighted within Rekin&#039;s Refuge:&lt;br /&gt;
*&#039;&#039;&#039;Great Golden Moth&#039;&#039;&#039; - a large species of moth, with wings that give off a faint golden light. Rare because not only does it only eat the leaves of Sky-Root, but it also only emerges from its cocoon in years with a Blue Moon (13 full moons in the calendar year, so every 2-3 years). No one knows how or why the moth tracks this.&lt;br /&gt;
*&#039;&#039;&#039;Log Crab&#039;&#039;&#039; - Large crabs analogous to hermit crabs. They live in fallen logs, often hollowing them out to use as shells. Can use their big claws to cut down trees to ensure that they have a new home if no fallen trees are available.&lt;br /&gt;
*&#039;&#039;&#039;Shimmerwolf&#039;&#039;&#039; - a largely solitary wolflike creature that creates small illusions to lure prey. Due to a largely placid nature they are easily tameable making the cubs a particular target for poachers looking to sell them on as pets, as owning one is a sign of status among the elite of Cadun.&lt;br /&gt;
*&#039;&#039;&#039;Vulpix&#039;&#039;&#039; - Tiny tree-dwelling foxlike creatures that are both exceedingly cute and extremely deadly. Think a fennec fox with tiny antlers that hunts in packs and can take down an owlbear.&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
The Daggerheart Core Rulebook and hybrid rules. &lt;br /&gt;
&lt;br /&gt;
Playtest resources from The Void are off limits.&lt;br /&gt;
&lt;br /&gt;
House-ruling is open to discussion.&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
===Inititative System===&lt;br /&gt;
We&#039;ll be using a modified version of the spotlight tracker on page 89 of the rulebook. Players pass the spotlight between them as they wish, but can only make two actions before the whole group has acted. Once everyone has been, the actions refresh.&lt;br /&gt;
&lt;br /&gt;
Additionally, if a player fails an action roll, or roll with Fear, action pauses briefly so the I can take the spotlight. If I don&#039;t I&#039;ll post an OOC note to that effect, and the spotlight stays with the players. Additionally, I can spend Fear to take the spotlight at any point.&lt;br /&gt;
&lt;br /&gt;
===Session Length===&lt;br /&gt;
For the purposes of resources that refresh per session, session length will be 3-5 scenes at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
===Therianthropes===&lt;br /&gt;
The setting includes humanoids infected with Therianthropy, a condition which gives them animal features (eg cat people, dog people, etc). Although not were-creatures their animal side is heightened during the full moon which gives access to new skills and effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Therianthropes tend to model after predator animals, although not all do, while other humanoids with animal features (such as fauns) are separate species.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Therianthrope - Cat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Animal Instinct:&#039;&#039; When under the influence of the full moon, you can mark a Stress to add +2 to an Instinct or Agility roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Flight, Flight, Freeze:&#039;&#039; When under the influence of the full moon, if you gain the Vulnerable condition or mark a Hit Point while Vulnerable, your animal instincts perceive everything as a threat. You gain the temporary condition Skittish, can attack only in self-defence and must flee in search of a place of safety.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Table Etiquette==&lt;br /&gt;
===Post Frequency===&lt;br /&gt;
This will be a slow game, potentially 1-2 posts a week, as all parties including the GM are new to the system.&lt;br /&gt;
&lt;br /&gt;
===PVP===&lt;br /&gt;
Any PVP requires consent from all parties involved. It&#039;s up to the player being acted against to decide if they&#039;re going to let it stand, act it out IC, or make the other player roll for it. If they say no to PVP, no PVP.&lt;br /&gt;
&lt;br /&gt;
===Post Header===&lt;br /&gt;
Players should post with a post header to keep track of resources:&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Name || HP marked/max || Armour marked/max || Stress marked/max || Hope 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Then a line for tokens/dice, eg &#039;&#039;&#039;Unstoppabble 1/4&#039;&#039;&#039; or &#039;&#039;&#039;Know the Tides 0/1&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This can include anything else that would be helpful, such as keeping track of Damage Thresholds or Evasion in the same place.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GM&#039;s Fear tracker will similarly be posted at the top of posts.&lt;br /&gt;
&lt;br /&gt;
===Absences===&lt;br /&gt;
Please keep an eye on the Absences Thread, as I&#039;ll post there if I&#039;m not going to be able to update the game (even if I don&#039;t get to it on the OOC). If you won&#039;t be able to post please post in the Absences Thread if you can.&lt;br /&gt;
&lt;br /&gt;
===Alerts===&lt;br /&gt;
Invoking other players (@forumhandle) doesn&#039;t work. Additionally, if you get an alert and don&#039;t check the thread you won&#039;t get another one for new posts until you next check in with the thread. Please keep an eye on the threads either by checking them manually every so often, or via the Watched Threads page.&lt;br /&gt;
&lt;br /&gt;
Any issues, please feel free to bring them up on the OOC thread, or DM me.&lt;br /&gt;
&lt;br /&gt;
==Game Threads and Resources==&lt;br /&gt;
&lt;br /&gt;
===Threads===&lt;br /&gt;
:[https://forum.rpg.net/threads/closed-recruitment-daggerheart-tbc-session-zero.929871/ Recruitment/Development Thread]&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/index.php?threads/daggerheart-rekins-refuge.931049/ OOC Thread]&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/index.php?threads/daggerheart-rekins-refuge.931048/ IC Thread]&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
:[https://www.daggerheart.com/ The Daggerheart website] - includes free downloadable resources including the SRD.&lt;br /&gt;
&lt;br /&gt;
:[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Persephone_Lapis&amp;diff=484319</id>
		<title>Persephone Lapis</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Persephone_Lapis&amp;diff=484319"/>
		<updated>2025-11-13T02:51:33Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* HP, Stress and Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Persephone Lapis (she/her)=&lt;br /&gt;
&lt;br /&gt;
Wildborne Faerie Wizard (School of Knowledge)&lt;br /&gt;
Level 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maximum Hope&#039;&#039;&#039; 6&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
*Agility +0 (Sprint, Dodge, Leap)&lt;br /&gt;
*Strength -1 (Lift, Smash, Grapple)&lt;br /&gt;
*Finesse +0 (Control, Hide, Tinker)&lt;br /&gt;
*Instinct +1 (Perceive, Sense, Navigate)&lt;br /&gt;
*Presence +1 (Charm, Perform, Deceive)&lt;br /&gt;
*Knowledge +2 (Recall, Analyze, Comprehend)&lt;br /&gt;
&lt;br /&gt;
==Experiences==&lt;br /&gt;
* Academic Naturalist&lt;br /&gt;
* A Sympathetic Shoulder to Lean On&lt;br /&gt;
&lt;br /&gt;
==HP, Stress and Armor==&lt;br /&gt;
&lt;br /&gt;
Evasion 12&lt;br /&gt;
&lt;br /&gt;
HP 0/5&lt;br /&gt;
&lt;br /&gt;
Stress 1/6&lt;br /&gt;
&lt;br /&gt;
Armor 1/3&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
&lt;br /&gt;
Woven Chitin (as Gambeson, +1 Evasion)&lt;br /&gt;
&lt;br /&gt;
Armor Slots 0/3&lt;br /&gt;
&lt;br /&gt;
Damage Thresholds&lt;br /&gt;
*Major 6&lt;br /&gt;
*Severe 12&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Primary - Sapphire Strands (as Wand) - Knowledge Far - d6+1 (Magic) - One-Handed&lt;br /&gt;
*Secondary - Small Dagger - Finesse Melee - d8 (Phy) - One-Handed - Paired: +2 to primary weapon damage when within Melee range.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
===Class===&lt;br /&gt;
* Prestidigitation - You can perform harmless, subtle magical effects at will.&lt;br /&gt;
* Strange Patterns - Choose a number between 1 and 12.  When you roll that number on a Duality Die, gain a Hope or clear a Stress.  You can change this number on a rest.&lt;br /&gt;
* Not This Time - Spend 3 Hope to force an adversary within Far range to reroll an attack or a damage roll.&lt;br /&gt;
&lt;br /&gt;
===Subclass===&lt;br /&gt;
* School of Knowledge&lt;br /&gt;
** Spellcast: Knowledge&lt;br /&gt;
** Prepared - Take an additional Domain card of your level or lower from a Domain that you have access to.&lt;br /&gt;
** Adept - When you Utilize an Experience, you can mark a Stress instead of clearing a Hope.  If you do, double your Experience modifier for that roil.&lt;br /&gt;
&lt;br /&gt;
===Ancestry===&lt;br /&gt;
&lt;br /&gt;
* Luckbearer: Once per session, after you or a willing ally within Close range make an Action roll, you may spend 3 Hope to reroll the Duality Dice&lt;br /&gt;
* Wings: You can fly.  While flying, you can mark a Stress after an adversary makes an attack against you to add +2 to your Evasion against that attack.&lt;br /&gt;
&lt;br /&gt;
===Community===&lt;br /&gt;
* Lightfeet: Your movement is naturally silent.  You have advantage on rolls to move without being heard&lt;br /&gt;
&lt;br /&gt;
==Domain Features==&lt;br /&gt;
&lt;br /&gt;
===Codex===&lt;br /&gt;
* Book of Illiat&lt;br /&gt;
** Slumber: Make a Spellcast Roll against a target within Very Close range. On a success, they’re Asleep until they take damage or the GM spends a Fear on their turn to clear this condition.&lt;br /&gt;
** Arcane Barrage: Once per rest, spend any number of Hope and shoot magical projectiles that strike a target of your choice within Close range. Roll a number of d6s equal to the Hope spent and deal that much magic damage to the target.&lt;br /&gt;
** Telepathy: Spend a Hope to open a line of mental communication with one target you can see. This connection lasts until your next rest or you cast Telepathy again.&lt;br /&gt;
* Book of Tyfar&lt;br /&gt;
** Wild Flame: Make a Spellcast Roll against up to three adversaries within Melee range. Targets you succeed against take 2d6 magic damage and must mark a Stress as flames erupt from your hand.&lt;br /&gt;
** Magic Hand: You conjure a magical hand with the same size and strength as your own within Far range.&lt;br /&gt;
** Mysterious Mist: Make a Spellcast Roll (13) to cast a temporary thick fog that gathers in a stationary area within Very Close range. The fog heavily obscures this area and everything in it.&lt;br /&gt;
&lt;br /&gt;
===Splendor===&lt;br /&gt;
* Mending Touch - Spell - Spend 2 Hope to clear 1 Hit Point or Stress on a target.  Once per long rest, when you spend this healing time to learn something new about them or reveal something new about yourself, clear 2 Hit Point or Stress instead.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Torch&lt;br /&gt;
* 50&#039; Rope&lt;br /&gt;
* Basic Supplies&lt;br /&gt;
* Handful of gold&lt;br /&gt;
* Woven Chitin Armor - (Equivalent of Tier 1 Gambeson) : This is a long tunic and skirt of soft, overlapping chitinous scales in a dark blue color&lt;br /&gt;
* Sapphire Strands - Tier 1 - Magic - (Equivalent of Tier 1 Wand) : This is a woven network of silk strands fitting over the palm and back of the hand up to the wrist, into which are woven an number of tiny blue gemstones.  Magical force can be channeled from the device to attack at up to Far range.&lt;br /&gt;
* Small Dagger - Tier 1 - Physical&lt;br /&gt;
* Minor Stamina Potion - Minor Stamina Potion - Immediately clear 1d4 stress.&lt;br /&gt;
* Lightning Bug - This is a tiny elemental pet formed from electricity.  At rest it manifests into the form of a butterfly with shimmering wings, but in motion it zips from place to place like a spark.&lt;br /&gt;
* Magical Weavings - Persephone&#039;s &amp;quot;spell book&amp;quot; consists of geometric patterns of many-colored filaments woven around and through small assemblages of twigs.  She carries them in a sturdy leather pouch hanging on her belt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
===Details===&lt;br /&gt;
*Pronouns - She / her&lt;br /&gt;
*Persephone&#039;s clothes are close-fitting and woven out of silk, in dark blues, greens and black.  &lt;br /&gt;
*Persephone&#039;s eyes are large, deep and piercing, formed from facets so small that they aren&#039;t readily obvious as such.  In human terms their appearance is like a large dark pupil surrounded by blue&lt;br /&gt;
*When she prepared to go off to study with human tutors, Persephone molted from a grubling into a form that would appear more normal and aesthetic to non-faeries.  Her form is long and limber with elegant butterfly-like wings patterned in black and blue; she has grown a mane of overlapping chitinous growth that from a distance looks like black hair, but on closer examination is closer to feathers.  &lt;br /&gt;
*Her features are narrow and elegant and pale, a translucent white with dustings of blue scales along her jawline and brow.&lt;br /&gt;
*Persephone&#039;s manner is very much that of the analytical academic when confronted with a problem or new discovery, although she&#039;s easy to fluster.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
* &#039;&#039;What responsibilities did your community once count on you for?  How did you let them down?&#039;&#039;&lt;br /&gt;
** My aptitude for magic was identified when I was still a grubling, and it was expected that when I had mastered my Art I would return to brood many offspring and improve the magical potential of the swarm.  After studying with the scholars in Clearharbor and developing a passion for studying the natural world, I opted not to return and to join with the Wildwardens... for now.&lt;br /&gt;
* &#039;&#039;You&#039;ve spent your life searching for a book or object of great significance.  What is it, and why is it so important to you?&#039;&#039;&lt;br /&gt;
** My studies made it clear that my home swarm and the other major faerie enclaves each first arose from a Hive of genetic and magical potential.  Old and fragmentary writings from long-ago naturalists suggest that in a primeval age there was a lost Great Hive of which the others are colonies and offshoots.  There are many mutually exclusive clues as to the location of the Great Hive; Rekin&#039;s Refuge is one possible location but details are so scant that there are many other equally promising leads.  I am in the course of building my master&#039;s thesis around the Great Hive theory, so finding some solid evidence to advance her thesis is a continuing preoccupation.&lt;br /&gt;
* &#039;&#039;You have a powerful rival.  Who are they, and why are you so determined to defeat them?&#039;&#039;&#039;&lt;br /&gt;
** Ren Trefaran is a highly placed human academic and sorcerer among the Clearharbor faculty -- a loreborne Primal sorcerer.  He was initially my assigned faculty adviser before we discovered that we didn&#039;t work well together.  (He disliked my adoption of a humanlike appearance, among other things.)  He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them.&lt;br /&gt;
&lt;br /&gt;
===Connections===&lt;br /&gt;
* &#039;&#039;What favor have I asked of you that you&#039;re not sure you can fulfill?&#039;&#039;&lt;br /&gt;
**  Rube - &amp;quot;You asked me to, if all else fails and we can do nothing more, protect the cocoon of the Great Golden Moth until the Moth itself emerges in its imago of glory. But I failed those who depended on me once before...&amp;quot;&lt;br /&gt;
* &#039;&#039;What weird hobby or fascination do we both share?&#039;&#039;&lt;br /&gt;
**  Ezekien - &amp;quot;Seph and me? Well, we met when we were both stalking the same barghest. Or more accurately, I tripped over her because I was too focused on shadowstepping to realize someone who was also still was there. Weird actually being friends with a fae after they&#039;re the source of why I&#039;m not human anymore, but...well, she gets me. She gets why I just like...being at peace and watching. Both my man and cat sides.&amp;quot;&lt;br /&gt;
* &#039;&#039;What secret about yourself have you entrusted only to me?&#039;&#039;&lt;br /&gt;
**&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Persephone_Lapis&amp;diff=484318</id>
		<title>Persephone Lapis</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Persephone_Lapis&amp;diff=484318"/>
		<updated>2025-11-13T02:51:06Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* HP, Stress and Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Persephone Lapis (she/her)=&lt;br /&gt;
&lt;br /&gt;
Wildborne Faerie Wizard (School of Knowledge)&lt;br /&gt;
Level 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maximum Hope&#039;&#039;&#039; 6&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
*Agility +0 (Sprint, Dodge, Leap)&lt;br /&gt;
*Strength -1 (Lift, Smash, Grapple)&lt;br /&gt;
*Finesse +0 (Control, Hide, Tinker)&lt;br /&gt;
*Instinct +1 (Perceive, Sense, Navigate)&lt;br /&gt;
*Presence +1 (Charm, Perform, Deceive)&lt;br /&gt;
*Knowledge +2 (Recall, Analyze, Comprehend)&lt;br /&gt;
&lt;br /&gt;
==Experiences==&lt;br /&gt;
* Academic Naturalist&lt;br /&gt;
* A Sympathetic Shoulder to Lean On&lt;br /&gt;
&lt;br /&gt;
==HP, Stress and Armor==&lt;br /&gt;
&lt;br /&gt;
Evasion 12&lt;br /&gt;
&lt;br /&gt;
HP 0/5&lt;br /&gt;
&lt;br /&gt;
Stress 1/6&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
&lt;br /&gt;
Woven Chitin (as Gambeson, +1 Evasion)&lt;br /&gt;
&lt;br /&gt;
Armor Slots 0/3&lt;br /&gt;
&lt;br /&gt;
Damage Thresholds&lt;br /&gt;
*Major 6&lt;br /&gt;
*Severe 12&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Primary - Sapphire Strands (as Wand) - Knowledge Far - d6+1 (Magic) - One-Handed&lt;br /&gt;
*Secondary - Small Dagger - Finesse Melee - d8 (Phy) - One-Handed - Paired: +2 to primary weapon damage when within Melee range.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
===Class===&lt;br /&gt;
* Prestidigitation - You can perform harmless, subtle magical effects at will.&lt;br /&gt;
* Strange Patterns - Choose a number between 1 and 12.  When you roll that number on a Duality Die, gain a Hope or clear a Stress.  You can change this number on a rest.&lt;br /&gt;
* Not This Time - Spend 3 Hope to force an adversary within Far range to reroll an attack or a damage roll.&lt;br /&gt;
&lt;br /&gt;
===Subclass===&lt;br /&gt;
* School of Knowledge&lt;br /&gt;
** Spellcast: Knowledge&lt;br /&gt;
** Prepared - Take an additional Domain card of your level or lower from a Domain that you have access to.&lt;br /&gt;
** Adept - When you Utilize an Experience, you can mark a Stress instead of clearing a Hope.  If you do, double your Experience modifier for that roil.&lt;br /&gt;
&lt;br /&gt;
===Ancestry===&lt;br /&gt;
&lt;br /&gt;
* Luckbearer: Once per session, after you or a willing ally within Close range make an Action roll, you may spend 3 Hope to reroll the Duality Dice&lt;br /&gt;
* Wings: You can fly.  While flying, you can mark a Stress after an adversary makes an attack against you to add +2 to your Evasion against that attack.&lt;br /&gt;
&lt;br /&gt;
===Community===&lt;br /&gt;
* Lightfeet: Your movement is naturally silent.  You have advantage on rolls to move without being heard&lt;br /&gt;
&lt;br /&gt;
==Domain Features==&lt;br /&gt;
&lt;br /&gt;
===Codex===&lt;br /&gt;
* Book of Illiat&lt;br /&gt;
** Slumber: Make a Spellcast Roll against a target within Very Close range. On a success, they’re Asleep until they take damage or the GM spends a Fear on their turn to clear this condition.&lt;br /&gt;
** Arcane Barrage: Once per rest, spend any number of Hope and shoot magical projectiles that strike a target of your choice within Close range. Roll a number of d6s equal to the Hope spent and deal that much magic damage to the target.&lt;br /&gt;
** Telepathy: Spend a Hope to open a line of mental communication with one target you can see. This connection lasts until your next rest or you cast Telepathy again.&lt;br /&gt;
* Book of Tyfar&lt;br /&gt;
** Wild Flame: Make a Spellcast Roll against up to three adversaries within Melee range. Targets you succeed against take 2d6 magic damage and must mark a Stress as flames erupt from your hand.&lt;br /&gt;
** Magic Hand: You conjure a magical hand with the same size and strength as your own within Far range.&lt;br /&gt;
** Mysterious Mist: Make a Spellcast Roll (13) to cast a temporary thick fog that gathers in a stationary area within Very Close range. The fog heavily obscures this area and everything in it.&lt;br /&gt;
&lt;br /&gt;
===Splendor===&lt;br /&gt;
* Mending Touch - Spell - Spend 2 Hope to clear 1 Hit Point or Stress on a target.  Once per long rest, when you spend this healing time to learn something new about them or reveal something new about yourself, clear 2 Hit Point or Stress instead.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Torch&lt;br /&gt;
* 50&#039; Rope&lt;br /&gt;
* Basic Supplies&lt;br /&gt;
* Handful of gold&lt;br /&gt;
* Woven Chitin Armor - (Equivalent of Tier 1 Gambeson) : This is a long tunic and skirt of soft, overlapping chitinous scales in a dark blue color&lt;br /&gt;
* Sapphire Strands - Tier 1 - Magic - (Equivalent of Tier 1 Wand) : This is a woven network of silk strands fitting over the palm and back of the hand up to the wrist, into which are woven an number of tiny blue gemstones.  Magical force can be channeled from the device to attack at up to Far range.&lt;br /&gt;
* Small Dagger - Tier 1 - Physical&lt;br /&gt;
* Minor Stamina Potion - Minor Stamina Potion - Immediately clear 1d4 stress.&lt;br /&gt;
* Lightning Bug - This is a tiny elemental pet formed from electricity.  At rest it manifests into the form of a butterfly with shimmering wings, but in motion it zips from place to place like a spark.&lt;br /&gt;
* Magical Weavings - Persephone&#039;s &amp;quot;spell book&amp;quot; consists of geometric patterns of many-colored filaments woven around and through small assemblages of twigs.  She carries them in a sturdy leather pouch hanging on her belt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
===Details===&lt;br /&gt;
*Pronouns - She / her&lt;br /&gt;
*Persephone&#039;s clothes are close-fitting and woven out of silk, in dark blues, greens and black.  &lt;br /&gt;
*Persephone&#039;s eyes are large, deep and piercing, formed from facets so small that they aren&#039;t readily obvious as such.  In human terms their appearance is like a large dark pupil surrounded by blue&lt;br /&gt;
*When she prepared to go off to study with human tutors, Persephone molted from a grubling into a form that would appear more normal and aesthetic to non-faeries.  Her form is long and limber with elegant butterfly-like wings patterned in black and blue; she has grown a mane of overlapping chitinous growth that from a distance looks like black hair, but on closer examination is closer to feathers.  &lt;br /&gt;
*Her features are narrow and elegant and pale, a translucent white with dustings of blue scales along her jawline and brow.&lt;br /&gt;
*Persephone&#039;s manner is very much that of the analytical academic when confronted with a problem or new discovery, although she&#039;s easy to fluster.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
* &#039;&#039;What responsibilities did your community once count on you for?  How did you let them down?&#039;&#039;&lt;br /&gt;
** My aptitude for magic was identified when I was still a grubling, and it was expected that when I had mastered my Art I would return to brood many offspring and improve the magical potential of the swarm.  After studying with the scholars in Clearharbor and developing a passion for studying the natural world, I opted not to return and to join with the Wildwardens... for now.&lt;br /&gt;
* &#039;&#039;You&#039;ve spent your life searching for a book or object of great significance.  What is it, and why is it so important to you?&#039;&#039;&lt;br /&gt;
** My studies made it clear that my home swarm and the other major faerie enclaves each first arose from a Hive of genetic and magical potential.  Old and fragmentary writings from long-ago naturalists suggest that in a primeval age there was a lost Great Hive of which the others are colonies and offshoots.  There are many mutually exclusive clues as to the location of the Great Hive; Rekin&#039;s Refuge is one possible location but details are so scant that there are many other equally promising leads.  I am in the course of building my master&#039;s thesis around the Great Hive theory, so finding some solid evidence to advance her thesis is a continuing preoccupation.&lt;br /&gt;
* &#039;&#039;You have a powerful rival.  Who are they, and why are you so determined to defeat them?&#039;&#039;&#039;&lt;br /&gt;
** Ren Trefaran is a highly placed human academic and sorcerer among the Clearharbor faculty -- a loreborne Primal sorcerer.  He was initially my assigned faculty adviser before we discovered that we didn&#039;t work well together.  (He disliked my adoption of a humanlike appearance, among other things.)  He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them.&lt;br /&gt;
&lt;br /&gt;
===Connections===&lt;br /&gt;
* &#039;&#039;What favor have I asked of you that you&#039;re not sure you can fulfill?&#039;&#039;&lt;br /&gt;
**  Rube - &amp;quot;You asked me to, if all else fails and we can do nothing more, protect the cocoon of the Great Golden Moth until the Moth itself emerges in its imago of glory. But I failed those who depended on me once before...&amp;quot;&lt;br /&gt;
* &#039;&#039;What weird hobby or fascination do we both share?&#039;&#039;&lt;br /&gt;
**  Ezekien - &amp;quot;Seph and me? Well, we met when we were both stalking the same barghest. Or more accurately, I tripped over her because I was too focused on shadowstepping to realize someone who was also still was there. Weird actually being friends with a fae after they&#039;re the source of why I&#039;m not human anymore, but...well, she gets me. She gets why I just like...being at peace and watching. Both my man and cat sides.&amp;quot;&lt;br /&gt;
* &#039;&#039;What secret about yourself have you entrusted only to me?&#039;&#039;&lt;br /&gt;
**&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=484224</id>
		<title>Rekin&#039;s Refuge</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=484224"/>
		<updated>2025-11-09T18:16:09Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rekins Refuge world map V4.jpg|500px|caption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Daggerheart maps available as a free download at [https://www.daggerheart.com/downloads/ the Daggerheart website]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
Nature and the &amp;quot;civilised world&amp;quot; have often been at odds, vying for territory and resources. Almost a century ago the nobleman-druid &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; thwarted tradition by letting his lands go back to the wilderness. On his death he left those lands to the creatures that occupied them, instead of his heirs. Rekin&#039;s Refuge was born.&lt;br /&gt;
&lt;br /&gt;
Tended by a guild of caretakers known as &#039;&#039;&#039;Wildwardens&#039;&#039;&#039;, Rekin&#039;s Refuge is a sanctuary for wild creatures that live in the untamed places. The Wildwardens guard against trespassers, treat sickness and blight, and keep their charges from straying into the territory of the local towns. They guide visiting academics and travellers, and liaise with the few small communities that still live in the Refuge.&lt;br /&gt;
&lt;br /&gt;
However, sanctuary does not mean safety. Politics reaches even here. The towns of &#039;&#039;&#039;Cadun&#039;&#039;&#039; to the north and &#039;&#039;&#039;Frewich&#039;&#039;&#039; to the south are ever-expanding, their merchants wanting to send ever more trade caravans through Rekin&#039;s Refuge instead of by sea or the longer mountain route. Many nature lovers believe even the Wildwarden&#039;s intervention is too much. Poachers and trophy-hunters are an ever-present threat, as are Rekin&#039;s heirs who seek even now to reclaim what they see as the birthright that was stolen from them.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Player&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Ancestry&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Community&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Hope&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Leliel (who will still play when the ban&#039;s done with!)&lt;br /&gt;
|&#039;&#039;&#039;[[Ezekien &amp;quot;Black Zeke&amp;quot; Forester]]&#039;&#039;&#039; &lt;br /&gt;
| Variant Katari (Therianthropic Human)&lt;br /&gt;
| Nightwalker Rogue&lt;br /&gt;
| Seaborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Garyfury&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Persephone_Lapis Persephone Lapis]&#039;&#039;&#039;&lt;br /&gt;
| Faerie&lt;br /&gt;
| School of Knowledge Wizard&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 3&lt;br /&gt;
|- &lt;br /&gt;
|Seandemonium&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Cambrian_Clank_Druid Cambrian]&#039;&#039;&#039;&lt;br /&gt;
| Clank&lt;br /&gt;
| Warden of the Elements Druid&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Unka Josh&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Rube_Vambrace Rube Vambrace]&#039;&#039;&#039;&lt;br /&gt;
| Hybrid Clank Human&lt;br /&gt;
| Stalwart Guardian&lt;br /&gt;
| Wanderborne&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
|Talisman&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1sjSSZpw-Ral21Px5ioSDoyQ-QvewnG6mm4-fbhnIJt8/edit?usp=sharing Éfthymos]&#039;&#039;&#039;&lt;br /&gt;
| Faun&lt;br /&gt;
| Divine Wielder Seraph&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Civil Savage&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1nVPFBCXGz1xZJA3Nw9-RXLPDeZmLxv5q4Tl1-5kmo9U/edit?tab=t.0#heading=h.4d13xhqnzl00 Zynvarvolnes (Zyn)]&#039;&#039;&#039; &lt;br /&gt;
| Infernis&lt;br /&gt;
| Wayfinder Ranger&lt;br /&gt;
| Ridgeborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GM&#039;&#039;&#039;  &lt;br /&gt;
|&#039;&#039;strange behaviour&#039;&#039;&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
* &#039;&#039;&#039;Archivist Shay&#039;&#039;&#039; - record-keeper of Rekin&#039;s Refuge&lt;br /&gt;
* &#039;&#039;&#039;Luke Vatten&#039;&#039;&#039; - a baron&#039;s son and &#039;&#039;Zeke&#039;s former best friend&#039;&#039;, last seen studying to be a Seraph at Clearharbor. His sister was accidentally infected with therianthropy by Zeke, and Luke believes he can make a cure from Zeke&#039;s person.&lt;br /&gt;
* &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; (deceased) - a druid of noble birth, who founded Rekin&#039;s Refuge to protect the wilderness from the encroachment of civilisation.&lt;br /&gt;
* &#039;&#039;&#039;Ren Trefaran&#039;&#039;&#039; - a highly placed academic and sorcerer among the Clearharbor faculty. He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them. &#039;&#039;Rival of Persephone Lapis.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Stannic Greenleaf&#039;&#039;&#039; - foreman of Frewich Lumber&lt;br /&gt;
&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
*&#039;&#039;&#039;Cadun&#039;&#039;&#039; - a large port city to the north of Rekin&#039;s Refuge&lt;br /&gt;
*&#039;&#039;&#039;Clearharbor&#039;&#039;&#039; - a town dominated by a center of higher learning, located across the mountains to the southeast of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Cormorant&#039;s Point&#039;&#039;&#039; - a village in the mountains just outside Rekin&#039;s Refuge, near an old wizard&#039;s tower now known as the House of Magpies. In the past there was a magical accident which now means the fae are drawn there. The area is the source of a plague of therianthropy, which the fae use to manage the threat of rabies.&lt;br /&gt;
*&#039;&#039;&#039;Frewich&#039;&#039;&#039; - an expanding town to the south of Rekin&#039;s Refuge, known for its trade in carpentry and lumber from the forest at the Refuge&#039;s borders.&lt;br /&gt;
*&#039;&#039;&#039;The House of Magpies&#039;&#039;&#039; - formerly the wizard&#039;s tower on the outskirts of Cormorant&#039;s Point. When the magical accident blew the top of the mountain the tower became a place of strange attraction to otherplanar energies. It&#039;s now a nesting ground for an unusual number of corvids.&lt;br /&gt;
*&#039;&#039;&#039;The Lapis Swarm Hive&#039;&#039;&#039; - Persephone&#039;s home swarm, located to the northeast of Rekin&#039;s Refuge and encircles and nurtures another Progenitor Tree. &lt;br /&gt;
*&#039;&#039;&#039;Skett&#039;&#039;&#039; - a small village in the mountains on the outskirts of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Sky-Root&#039;&#039;&#039; - a huge tree at the north-west point of Rekin&#039;s Refuge. It goes up as far as anyone can see and no-one has ever reached the top. It stands between the forest of Rekin&#039;s Refuge and a sheer drop into the ocean and is the home of the Great Golden Moth.&lt;br /&gt;
&lt;br /&gt;
==Notable Creatures==&lt;br /&gt;
The following are creatures that may be sighted within Rekin&#039;s Refuge:&lt;br /&gt;
*&#039;&#039;&#039;Great Golden Moth&#039;&#039;&#039; - a large species of moth, with wings that give off a faint golden light. Rare because not only does it only eat the leaves of Sky-Root, but it also only emerges from its cocoon in years with a Blue Moon (13 full moons in the calendar year, so every 2-3 years). No one knows how or why the moth tracks this.&lt;br /&gt;
*&#039;&#039;&#039;Log Crab&#039;&#039;&#039; - Large crabs analogous to hermit crabs. They live in fallen logs, often hollowing them out to use as shells. Can use their big claws to cut down trees to ensure that they have a new home if no fallen trees are available.&lt;br /&gt;
*&#039;&#039;&#039;Shimmerwolf&#039;&#039;&#039; - a largely solitary wolflike creature that creates small illusions to lure prey. Due to a largely placid nature they are easily tameable making the cubs a particular target for poachers looking to sell them on as pets, as owning one is a sign of status among the elite of Cadun.&lt;br /&gt;
*&#039;&#039;&#039;Vulpix&#039;&#039;&#039; - Tiny tree-dwelling foxlike creatures that are both exceedingly cute and extremely deadly. Think a fennec fox with tiny antlers that hunts in packs and can take down an owlbear.&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
The Daggerheart Core Rulebook and hybrid rules. &lt;br /&gt;
&lt;br /&gt;
Playtest resources from The Void are off limits.&lt;br /&gt;
&lt;br /&gt;
House-ruling is open to discussion.&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
===Inititative System===&lt;br /&gt;
We&#039;ll be using a modified version of the spotlight tracker on page 89 of the rulebook. Players pass the spotlight between them as they wish, but can only make two actions before the whole group has acted. Once everyone has been, the actions refresh.&lt;br /&gt;
&lt;br /&gt;
Additionally, if a player fails an action roll, or roll with Fear, action pauses briefly so the I can take the spotlight. If I don&#039;t I&#039;ll post an OOC note to that effect, and the spotlight stays with the players. Additionally, I can spend Fear to take the spotlight at any point.&lt;br /&gt;
&lt;br /&gt;
===Session Length===&lt;br /&gt;
For the purposes of resources that refresh per session, session length will be 3-5 scenes at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
===Therianthropes===&lt;br /&gt;
The setting includes humanoids infected with Therianthropy, a condition which gives them animal features (eg cat people, dog people, etc). Although not were-creatures their animal side is heightened during the full moon which gives access to new skills and effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Therianthropes tend to model after predator animals, although not all do, while other humanoids with animal features (such as fauns) are separate species.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Therianthrope - Cat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Animal Instinct:&#039;&#039; When under the influence of the full moon, you can mark a Stress to add +2 to an Instinct or Agility roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Flight, Flight, Freeze:&#039;&#039; When under the influence of the full moon, if you gain the Vulnerable condition or mark a Hit Point while Vulnerable, your animal instincts perceive everything as a threat. You gain the temporary condition Skittish, can attack only in self-defence and must flee in search of a place of safety.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Table Etiquette==&lt;br /&gt;
===Post Frequency===&lt;br /&gt;
This will be a slow game, potentially 1-2 posts a week, as all parties including the GM are new to the system.&lt;br /&gt;
&lt;br /&gt;
===PVP===&lt;br /&gt;
Any PVP requires consent from all parties involved. It&#039;s up to the player being acted against to decide if they&#039;re going to let it stand, act it out IC, or make the other player roll for it. If they say no to PVP, no PVP.&lt;br /&gt;
&lt;br /&gt;
===Post Header===&lt;br /&gt;
Players should post with a post header to keep track of resources:&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Name || HP marked/max || Armour marked/max || Stress marked/max || Hope 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Then a line for tokens/dice, eg &#039;&#039;&#039;Unstoppabble 1/4&#039;&#039;&#039; or &#039;&#039;&#039;Know the Tides 0/1&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This can include anything else that would be helpful, such as keeping track of Damage Thresholds or Evasion in the same place.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GM&#039;s Fear tracker will similarly be posted at the top of posts.&lt;br /&gt;
&lt;br /&gt;
===Absences===&lt;br /&gt;
Please keep an eye on the Absences Thread, as I&#039;ll post there if I&#039;m not going to be able to update the game (even if I don&#039;t get to it on the OOC). If you won&#039;t be able to post please post in the Absences Thread if you can.&lt;br /&gt;
&lt;br /&gt;
===Alerts===&lt;br /&gt;
Invoking other players (@forumhandle) doesn&#039;t work. Additionally, if you get an alert and don&#039;t check the thread you won&#039;t get another one for new posts until you next check in with the thread. Please keep an eye on the threads either by checking them manually every so often, or via the Watched Threads page.&lt;br /&gt;
&lt;br /&gt;
Any issues, please feel free to bring them up on the OOC thread, or DM me.&lt;br /&gt;
&lt;br /&gt;
==Game Threads and Resources==&lt;br /&gt;
&lt;br /&gt;
===Threads===&lt;br /&gt;
:[https://forum.rpg.net/threads/closed-recruitment-daggerheart-tbc-session-zero.929871/ Recruitment/Development Thread]&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/index.php?threads/daggerheart-rekins-refuge.931049/ OOC Thread]&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/index.php?threads/daggerheart-rekins-refuge.931048/ IC Thread]&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
:[https://www.daggerheart.com/ The Daggerheart website] - includes free downloadable resources including the SRD.&lt;br /&gt;
&lt;br /&gt;
:[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=484187</id>
		<title>Rekin&#039;s Refuge</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=484187"/>
		<updated>2025-11-06T04:13:09Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rekins Refuge world map V4.jpg|500px|caption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Daggerheart maps available as a free download at [https://www.daggerheart.com/downloads/ the Daggerheart website]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
Nature and the &amp;quot;civilised world&amp;quot; have often been at odds, vying for territory and resources. Almost a century ago the nobleman-druid &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; thwarted tradition by letting his lands go back to the wilderness. On his death he left those lands to the creatures that occupied them, instead of his heirs. Rekin&#039;s Refuge was born.&lt;br /&gt;
&lt;br /&gt;
Tended by a guild of caretakers known as &#039;&#039;&#039;Wildwardens&#039;&#039;&#039;, Rekin&#039;s Refuge is a sanctuary for wild creatures that live in the untamed places. The Wildwardens guard against trespassers, treat sickness and blight, and keep their charges from straying into the territory of the local towns. They guide visiting academics and travellers, and liaise with the few small communities that still live in the Refuge.&lt;br /&gt;
&lt;br /&gt;
However, sanctuary does not mean safety. Politics reaches even here. The towns of &#039;&#039;&#039;Cadun&#039;&#039;&#039; to the north and &#039;&#039;&#039;Frewich&#039;&#039;&#039; to the south are ever-expanding, their merchants wanting to send ever more trade caravans through Rekin&#039;s Refuge instead of by sea or the longer mountain route. Many nature lovers believe even the Wildwarden&#039;s intervention is too much. Poachers and trophy-hunters are an ever-present threat, as are Rekin&#039;s heirs who seek even now to reclaim what they see as the birthright that was stolen from them.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Player&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Ancestry&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Community&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Hope&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Leliel (who will still play when the ban&#039;s done with!)&lt;br /&gt;
|&#039;&#039;&#039;[[Ezekien &amp;quot;Black Zeke&amp;quot; Forester]]&#039;&#039;&#039; &lt;br /&gt;
| Variant Katari (Therianthropic Human)&lt;br /&gt;
| Nightwalker Rogue&lt;br /&gt;
| Seaborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Garyfury&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Persephone_Lapis Persephone Lapis]&#039;&#039;&#039;&lt;br /&gt;
| Faerie&lt;br /&gt;
| School of Knowledge Wizard&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 4&lt;br /&gt;
|- &lt;br /&gt;
|Seandemonium&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Cambrian_Clank_Druid Cambrian]&#039;&#039;&#039;&lt;br /&gt;
| Clank&lt;br /&gt;
| Warden of the Elements Druid&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Unka Josh&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Rube_Vambrace Rube Vambrace]&#039;&#039;&#039;&lt;br /&gt;
| Hybrid Clank Human&lt;br /&gt;
| Stalwart Guardian&lt;br /&gt;
| Wanderborne&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
|Talisman&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1sjSSZpw-Ral21Px5ioSDoyQ-QvewnG6mm4-fbhnIJt8/edit?usp=sharing Éfthymos]&#039;&#039;&#039;&lt;br /&gt;
| Faun&lt;br /&gt;
| Divine Wielder Seraph&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Civil Savage&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1nVPFBCXGz1xZJA3Nw9-RXLPDeZmLxv5q4Tl1-5kmo9U/edit?tab=t.0#heading=h.4d13xhqnzl00 Zynvarvolnes (Zyn)]&#039;&#039;&#039; &lt;br /&gt;
| Infernis&lt;br /&gt;
| Wayfinder Ranger&lt;br /&gt;
| Ridgeborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GM&#039;&#039;&#039;  &lt;br /&gt;
|&#039;&#039;strange behaviour&#039;&#039;&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
* &#039;&#039;&#039;Archivist Shay&#039;&#039;&#039; - record-keeper of Rekin&#039;s Refuge&lt;br /&gt;
* &#039;&#039;&#039;Luke Vatten&#039;&#039;&#039; - a baron&#039;s son and &#039;&#039;Zeke&#039;s former best friend&#039;&#039;, last seen studying to be a Seraph at Clearharbor. His sister was accidentally infected with therianthropy by Zeke, and Luke believes he can make a cure from Zeke&#039;s person.&lt;br /&gt;
* &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; (deceased) - a druid of noble birth, who founded Rekin&#039;s Refuge to protect the wilderness from the encroachment of civilisation.&lt;br /&gt;
* &#039;&#039;&#039;Ren Trefaran&#039;&#039;&#039; - a highly placed academic and sorcerer among the Clearharbor faculty. He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them. &#039;&#039;Rival of Persephone Lapis.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Stannic Greenleaf&#039;&#039;&#039; - foreman of Frewich Lumber&lt;br /&gt;
&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
*&#039;&#039;&#039;Cadun&#039;&#039;&#039; - a large port city to the north of Rekin&#039;s Refuge&lt;br /&gt;
*&#039;&#039;&#039;Clearharbor&#039;&#039;&#039; - a town dominated by a center of higher learning, located across the mountains to the southeast of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Cormorant&#039;s Point&#039;&#039;&#039; - a village in the mountains just outside Rekin&#039;s Refuge, near an old wizard&#039;s tower now known as the House of Magpies. In the past there was a magical accident which now means the fae are drawn there. The area is the source of a plague of therianthropy, which the fae use to manage the threat of rabies.&lt;br /&gt;
*&#039;&#039;&#039;Frewich&#039;&#039;&#039; - an expanding town to the south of Rekin&#039;s Refuge, known for its trade in carpentry and lumber from the forest at the Refuge&#039;s borders.&lt;br /&gt;
*&#039;&#039;&#039;The House of Magpies&#039;&#039;&#039; - formerly the wizard&#039;s tower on the outskirts of Cormorant&#039;s Point. When the magical accident blew the top of the mountain the tower became a place of strange attraction to otherplanar energies. It&#039;s now a nesting ground for an unusual number of corvids.&lt;br /&gt;
*&#039;&#039;&#039;The Lapis Swarm Hive&#039;&#039;&#039; - Persephone&#039;s home swarm, located to the northeast of Rekin&#039;s Refuge and encircles and nurtures another Progenitor Tree. &lt;br /&gt;
*&#039;&#039;&#039;Skett&#039;&#039;&#039; - a small village in the mountains on the outskirts of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Sky-Root&#039;&#039;&#039; - a huge tree at the north-west point of Rekin&#039;s Refuge. It goes up as far as anyone can see and no-one has ever reached the top. It stands between the forest of Rekin&#039;s Refuge and a sheer drop into the ocean and is the home of the Great Golden Moth.&lt;br /&gt;
&lt;br /&gt;
==Notable Creatures==&lt;br /&gt;
The following are creatures that may be sighted within Rekin&#039;s Refuge:&lt;br /&gt;
*&#039;&#039;&#039;Great Golden Moth&#039;&#039;&#039; - a large species of moth, with wings that give off a faint golden light. Rare because not only does it only eat the leaves of Sky-Root, but it also only emerges from its cocoon in years with a Blue Moon (13 full moons in the calendar year, so every 2-3 years). No one knows how or why the moth tracks this.&lt;br /&gt;
*&#039;&#039;&#039;Log Crab&#039;&#039;&#039; - Large crabs analogous to hermit crabs. They live in fallen logs, often hollowing them out to use as shells. Can use their big claws to cut down trees to ensure that they have a new home if no fallen trees are available.&lt;br /&gt;
*&#039;&#039;&#039;Shimmerwolf&#039;&#039;&#039; - a largely solitary wolflike creature that creates small illusions to lure prey. Due to a largely placid nature they are easily tameable making the cubs a particular target for poachers looking to sell them on as pets, as owning one is a sign of status among the elite of Cadun.&lt;br /&gt;
*&#039;&#039;&#039;Vulpix&#039;&#039;&#039; - Tiny tree-dwelling foxlike creatures that are both exceedingly cute and extremely deadly. Think a fennec fox with tiny antlers that hunts in packs and can take down an owlbear.&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
The Daggerheart Core Rulebook and hybrid rules. &lt;br /&gt;
&lt;br /&gt;
Playtest resources from The Void are off limits.&lt;br /&gt;
&lt;br /&gt;
House-ruling is open to discussion.&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
===Inititative System===&lt;br /&gt;
We&#039;ll be using a modified version of the spotlight tracker on page 89 of the rulebook. Players pass the spotlight between them as they wish, but can only make two actions before the whole group has acted. Once everyone has been, the actions refresh.&lt;br /&gt;
&lt;br /&gt;
Additionally, if a player fails an action roll, or roll with Fear, action pauses briefly so the I can take the spotlight. If I don&#039;t I&#039;ll post an OOC note to that effect, and the spotlight stays with the players. Additionally, I can spend Fear to take the spotlight at any point.&lt;br /&gt;
&lt;br /&gt;
===Session Length===&lt;br /&gt;
For the purposes of resources that refresh per session, session length will be 3-5 scenes at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
===Therianthropes===&lt;br /&gt;
The setting includes humanoids infected with Therianthropy, a condition which gives them animal features (eg cat people, dog people, etc). Although not were-creatures their animal side is heightened during the full moon which gives access to new skills and effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Therianthropes tend to model after predator animals, although not all do, while other humanoids with animal features (such as fauns) are separate species.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Therianthrope - Cat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Animal Instinct:&#039;&#039; When under the influence of the full moon, you can mark a Stress to add +2 to an Instinct or Agility roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Flight, Flight, Freeze:&#039;&#039; When under the influence of the full moon, if you gain the Vulnerable condition or mark a Hit Point while Vulnerable, your animal instincts perceive everything as a threat. You gain the temporary condition Skittish, can attack only in self-defence and must flee in search of a place of safety.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Table Etiquette==&lt;br /&gt;
===Post Frequency===&lt;br /&gt;
This will be a slow game, potentially 1-2 posts a week, as all parties including the GM are new to the system.&lt;br /&gt;
&lt;br /&gt;
===PVP===&lt;br /&gt;
Any PVP requires consent from all parties involved. It&#039;s up to the player being acted against to decide if they&#039;re going to let it stand, act it out IC, or make the other player roll for it. If they say no to PVP, no PVP.&lt;br /&gt;
&lt;br /&gt;
===Post Header===&lt;br /&gt;
Players should post with a post header to keep track of resources:&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Name || HP marked/max || Armour marked/max || Stress marked/max || Hope 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Then a line for tokens/dice, eg &#039;&#039;&#039;Unstoppabble 1/4&#039;&#039;&#039; or &#039;&#039;&#039;Know the Tides 0/1&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This can include anything else that would be helpful, such as keeping track of Damage Thresholds or Evasion in the same place.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GM&#039;s Fear tracker will similarly be posted at the top of posts.&lt;br /&gt;
&lt;br /&gt;
===Absences===&lt;br /&gt;
Please keep an eye on the Absences Thread, as I&#039;ll post there if I&#039;m not going to be able to update the game (even if I don&#039;t get to it on the OOC). If you won&#039;t be able to post please post in the Absences Thread if you can.&lt;br /&gt;
&lt;br /&gt;
===Alerts===&lt;br /&gt;
Invoking other players (@forumhandle) doesn&#039;t work. Additionally, if you get an alert and don&#039;t check the thread you won&#039;t get another one for new posts until you next check in with the thread. Please keep an eye on the threads either by checking them manually every so often, or via the Watched Threads page.&lt;br /&gt;
&lt;br /&gt;
Any issues, please feel free to bring them up on the OOC thread, or DM me.&lt;br /&gt;
&lt;br /&gt;
==Game Threads and Resources==&lt;br /&gt;
&lt;br /&gt;
===Threads===&lt;br /&gt;
:[https://forum.rpg.net/threads/closed-recruitment-daggerheart-tbc-session-zero.929871/ Recruitment/Development Thread]&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/index.php?threads/daggerheart-rekins-refuge.931049/ OOC Thread]&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/index.php?threads/daggerheart-rekins-refuge.931048/ IC Thread]&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
:[https://www.daggerheart.com/ The Daggerheart website] - includes free downloadable resources including the SRD.&lt;br /&gt;
&lt;br /&gt;
:[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483791</id>
		<title>Rekin&#039;s Refuge</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483791"/>
		<updated>2025-09-28T22:25:05Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rekins Refuge world map V4.jpg|500px|caption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Daggerheart maps available as a free download at [https://www.daggerheart.com/downloads/ the Daggerheart website]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
Nature and the &amp;quot;civilised world&amp;quot; have often been at odds, vying for territory and resources. Almost a century ago the nobleman-druid &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; thwarted tradition by letting his lands go back to the wilderness. On his death he left those lands to the creatures that occupied them, instead of his heirs. Rekin&#039;s Refuge was born.&lt;br /&gt;
&lt;br /&gt;
Tended by a guild of caretakers known as &#039;&#039;&#039;Wildwardens&#039;&#039;&#039;, Rekin&#039;s Refuge is a sanctuary for wild creatures that live in the untamed places. The Wildwardens guard against trespassers, treat sickness and blight, and keep their charges from straying into the territory of the local towns. They guide visiting academics and travellers, and liaise with the few small communities that still live in the Refuge.&lt;br /&gt;
&lt;br /&gt;
However, sanctuary does not mean safety. Politics reaches even here. The towns of &#039;&#039;&#039;Cadun&#039;&#039;&#039; to the north and &#039;&#039;&#039;Frewich&#039;&#039;&#039; to the south are ever-expanding, their merchants wanting to send ever more trade caravans through Rekin&#039;s Refuge instead of by sea or the longer mountain route. Many nature lovers believe even the Wildwarden&#039;s intervention is too much. Poachers and trophy-hunters are an ever-present threat, as are Rekin&#039;s heirs who seek even now to reclaim what they see as the birthright that was stolen from them.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Player&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Ancestry&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Community&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Hope&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Leliel (who will still play when the ban&#039;s done with!)&lt;br /&gt;
|&#039;&#039;&#039;[[Ezekien &amp;quot;Black Zeke&amp;quot; Forester]]&#039;&#039;&#039; &lt;br /&gt;
| Variant Katari (Therianthropic Human)&lt;br /&gt;
| Nightwalker Rogue&lt;br /&gt;
| Seaborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Garyfury&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Persephone_Lapis Persephone Lapis]&#039;&#039;&#039;&lt;br /&gt;
| Faerie&lt;br /&gt;
| School of Knowledge Wizard&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 3&lt;br /&gt;
|- &lt;br /&gt;
|Seandemonium&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Cambrian_Clank_Druid Cambrian]&#039;&#039;&#039;&lt;br /&gt;
| Clank&lt;br /&gt;
| Warden of the Elements Druid&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Unka Josh&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Rube_Vambrace Rube Vambrace]&#039;&#039;&#039;&lt;br /&gt;
| Hybrid Clank Human&lt;br /&gt;
| Stalwart Guardian&lt;br /&gt;
| Wanderborne&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
|Talisman&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1sjSSZpw-Ral21Px5ioSDoyQ-QvewnG6mm4-fbhnIJt8/edit?usp=sharing Éfthymos]&#039;&#039;&#039;&lt;br /&gt;
| Faun&lt;br /&gt;
| Divine Wielder Seraph&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Civil Savage&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1nVPFBCXGz1xZJA3Nw9-RXLPDeZmLxv5q4Tl1-5kmo9U/edit?tab=t.0#heading=h.4d13xhqnzl00 Zynvarvolnes (Zyn)]&#039;&#039;&#039; &lt;br /&gt;
| Infernis&lt;br /&gt;
| Wayfinder Ranger&lt;br /&gt;
| Ridgeborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GM&#039;&#039;&#039;  &lt;br /&gt;
|&#039;&#039;strange behaviour&#039;&#039;&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
* &#039;&#039;&#039;Archivist Shay&#039;&#039;&#039; - record-keeper of Rekin&#039;s Refuge&lt;br /&gt;
* &#039;&#039;&#039;Luke Vatten&#039;&#039;&#039; - a baron&#039;s son and &#039;&#039;Zeke&#039;s former best friend&#039;&#039;, last seen studying to be a Seraph at Clearharbor. His sister was accidentally infected with therianthropy by Zeke, and Luke believes he can make a cure from Zeke&#039;s person.&lt;br /&gt;
* &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; (deceased) - a druid of noble birth, who founded Rekin&#039;s Refuge to protect the wilderness from the encroachment of civilisation.&lt;br /&gt;
* &#039;&#039;&#039;Ren Trefaran&#039;&#039;&#039; - a highly placed academic and sorcerer among the Clearharbor faculty. He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them. &#039;&#039;Rival of Persephone Lapis.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Stannic Greenleaf&#039;&#039;&#039; - foreman of Frewich Lumber&lt;br /&gt;
&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
*&#039;&#039;&#039;Cadun&#039;&#039;&#039; - a large port city to the north of Rekin&#039;s Refuge&lt;br /&gt;
*&#039;&#039;&#039;Clearharbor&#039;&#039;&#039; - a town dominated by a center of higher learning, located across the mountains to the southeast of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Cormorant&#039;s Point&#039;&#039;&#039; - a village in the mountains just outside Rekin&#039;s Refuge, near an old wizard&#039;s tower now known as the House of Magpies. In the past there was a magical accident which now means the fae are drawn there. The area is the source of a plague of therianthropy, which the fae use to manage the threat of rabies.&lt;br /&gt;
*&#039;&#039;&#039;Frewich&#039;&#039;&#039; - an expanding town to the south of Rekin&#039;s Refuge, known for its trade in carpentry and lumber from the forest at the Refuge&#039;s borders.&lt;br /&gt;
*&#039;&#039;&#039;The House of Magpies&#039;&#039;&#039; - formerly the wizard&#039;s tower on the outskirts of Cormorant&#039;s Point. When the magical accident blew the top of the mountain the tower became a place of strange attraction to otherplanar energies. It&#039;s now a nesting ground for an unusual number of corvids.&lt;br /&gt;
*&#039;&#039;&#039;The Lapis Swarm Hive&#039;&#039;&#039; - Persephone&#039;s home swarm, located to the northeast of Rekin&#039;s Refuge and encircles and nurtures another Progenitor Tree. &lt;br /&gt;
*&#039;&#039;&#039;Skett&#039;&#039;&#039; - a small village in the mountains on the outskirts of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Sky-Root&#039;&#039;&#039; - a huge tree at the north-west point of Rekin&#039;s Refuge. It goes up as far as anyone can see and no-one has ever reached the top. It stands between the forest of Rekin&#039;s Refuge and a sheer drop into the ocean and is the home of the Great Golden Moth.&lt;br /&gt;
&lt;br /&gt;
==Notable Creatures==&lt;br /&gt;
The following are creatures that may be sighted within Rekin&#039;s Refuge:&lt;br /&gt;
*&#039;&#039;&#039;Great Golden Moth&#039;&#039;&#039; - a large species of moth, with wings that give off a faint golden light. Rare because not only does it only eat the leaves of Sky-Root, but it also only emerges from its cocoon in years with a Blue Moon (13 full moons in the calendar year, so every 2-3 years). No one knows how or why the moth tracks this.&lt;br /&gt;
*&#039;&#039;&#039;Log Crab&#039;&#039;&#039; - Large crabs analogous to hermit crabs. They live in fallen logs, often hollowing them out to use as shells. Can use their big claws to cut down trees to ensure that they have a new home if no fallen trees are available.&lt;br /&gt;
*&#039;&#039;&#039;Shimmerwolf&#039;&#039;&#039; - a largely solitary wolflike creature that creates small illusions to lure prey. Due to a largely placid nature they are easily tameable making the cubs a particular target for poachers looking to sell them on as pets, as owning one is a sign of status among the elite of Cadun.&lt;br /&gt;
*&#039;&#039;&#039;Vulpix&#039;&#039;&#039; - Tiny tree-dwelling foxlike creatures that are both exceedingly cute and extremely deadly. Think a fennec fox with tiny antlers that hunts in packs and can take down an owlbear.&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
The Daggerheart Core Rulebook and hybrid rules. &lt;br /&gt;
&lt;br /&gt;
Playtest resources from The Void are off limits.&lt;br /&gt;
&lt;br /&gt;
House-ruling is open to discussion.&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
===Inititative System===&lt;br /&gt;
We&#039;ll be using a modified version of the spotlight tracker on page 89 of the rulebook. Players pass the spotlight between them as they wish, but can only make two actions before the whole group has acted. Once everyone has been, the actions refresh.&lt;br /&gt;
&lt;br /&gt;
Additionally, if a player fails an action roll, or roll with Fear, action pauses briefly so the I can take the spotlight. If I don&#039;t I&#039;ll post an OOC note to that effect, and the spotlight stays with the players. Additionally, I can spend Fear to take the spotlight at any point.&lt;br /&gt;
&lt;br /&gt;
===Session Length===&lt;br /&gt;
For the purposes of resources that refresh per session, session length will be 3-5 scenes at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
===Therianthropes===&lt;br /&gt;
The setting includes humanoids infected with Therianthropy, a condition which gives them animal features (eg cat people, dog people, etc). Although not were-creatures their animal side is heightened during the full moon which gives access to new skills and effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Therianthropes tend to model after predator animals, although not all do, while other humanoids with animal features (such as fauns) are separate species.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Therianthrope - Cat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Animal Instinct:&#039;&#039; When under the influence of the full moon, you can mark a Stress to add +2 to an Instinct or Agility roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Flight, Flight, Freeze:&#039;&#039; When under the influence of the full moon, if you gain the Vulnerable condition or mark a Hit Point while Vulnerable, your animal instincts perceive everything as a threat. You gain the temporary condition Skittish, can attack only in self-defence and must flee in search of a place of safety.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Table Etiquette==&lt;br /&gt;
===Post Frequency===&lt;br /&gt;
This will be a slow game, potentially 1-2 posts a week, as all parties including the GM are new to the system.&lt;br /&gt;
&lt;br /&gt;
===PVP===&lt;br /&gt;
Any PVP requires consent from all parties involved. It&#039;s up to the player being acted against to decide if they&#039;re going to let it stand, act it out IC, or make the other player roll for it. If they say no to PVP, no PVP.&lt;br /&gt;
&lt;br /&gt;
===Post Header===&lt;br /&gt;
Players should post with a post header to keep track of resources:&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Name || HP marked/max || Armour marked/max || Stress marked/max || Hope 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Then a line for tokens/dice, eg &#039;&#039;&#039;Unstoppabble 1/4&#039;&#039;&#039; or &#039;&#039;&#039;Know the Tides 0/1&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This can include anything else that would be helpful, such as keeping track of Damage Thresholds or Evasion in the same place.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GM&#039;s Fear tracker will similarly be posted at the top of posts.&lt;br /&gt;
&lt;br /&gt;
===Absences===&lt;br /&gt;
Please keep an eye on the Absences Thread, as I&#039;ll post there if I&#039;m not going to be able to update the game (even if I don&#039;t get to it on the OOC). If you won&#039;t be able to post please post in the Absences Thread if you can.&lt;br /&gt;
&lt;br /&gt;
===Alerts===&lt;br /&gt;
Invoking other players (@forumhandle) doesn&#039;t work. Additionally, if you get an alert and don&#039;t check the thread you won&#039;t get another one for new posts until you next check in with the thread. Please keep an eye on the threads either by checking them manually every so often, or via the Watched Threads page.&lt;br /&gt;
&lt;br /&gt;
Any issues, please feel free to bring them up on the OOC thread, or DM me.&lt;br /&gt;
&lt;br /&gt;
==Game Threads and Resources==&lt;br /&gt;
&lt;br /&gt;
===Threads===&lt;br /&gt;
:[https://forum.rpg.net/threads/closed-recruitment-daggerheart-tbc-session-zero.929871/ Recruitment/Development Thread]&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/index.php?threads/daggerheart-rekins-refuge.931049/ OOC Thread]&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/index.php?threads/daggerheart-rekins-refuge.931048/ IC Thread]&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
:[https://www.daggerheart.com/ The Daggerheart website] - includes free downloadable resources including the SRD.&lt;br /&gt;
&lt;br /&gt;
:[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Persephone_Lapis&amp;diff=483344</id>
		<title>Persephone Lapis</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Persephone_Lapis&amp;diff=483344"/>
		<updated>2025-08-24T16:14:53Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Persephone Lapis (she/her)=&lt;br /&gt;
&lt;br /&gt;
Wildborne Faerie Wizard (School of Knowledge)&lt;br /&gt;
Level 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maximum Hope&#039;&#039;&#039; 6&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
*Agility +0 (Sprint, Dodge, Leap)&lt;br /&gt;
*Strength -1 (Lift, Smash, Grapple)&lt;br /&gt;
*Finesse +0 (Control, Hide, Tinker)&lt;br /&gt;
*Instinct +1 (Perceive, Sense, Navigate)&lt;br /&gt;
*Presence +1 (Charm, Perform, Deceive)&lt;br /&gt;
*Knowledge +2 (Recall, Analyze, Comprehend)&lt;br /&gt;
&lt;br /&gt;
==Experiences==&lt;br /&gt;
* Academic Naturalist&lt;br /&gt;
* A Sympathetic Shoulder to Lean On&lt;br /&gt;
&lt;br /&gt;
==HP, Stress and Armor==&lt;br /&gt;
&lt;br /&gt;
Evasion 12&lt;br /&gt;
&lt;br /&gt;
HP 0/5&lt;br /&gt;
&lt;br /&gt;
Stress 0/6&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
&lt;br /&gt;
Woven Chitin (as Gambeson, +1 Evasion)&lt;br /&gt;
&lt;br /&gt;
Armor Slots 0/3&lt;br /&gt;
&lt;br /&gt;
Damage Thresholds&lt;br /&gt;
*Major 6&lt;br /&gt;
*Severe 12&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Primary - Sapphire Strands (as Wand) - Knowledge Far - d6+1 (Magic) - One-Handed&lt;br /&gt;
*Secondary - Small Dagger - Finesse Melee - d8 (Phy) - One-Handed - Paired: +2 to primary weapon damage when within Melee range.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
===Class===&lt;br /&gt;
* Prestidigitation - You can perform harmless, subtle magical effects at will.&lt;br /&gt;
* Strange Patterns - Choose a number between 1 and 12.  When you roll that number on a Duality Die, gain a Hope or clear a Stress.  You can change this number on a rest.&lt;br /&gt;
* Not This Time - Spend 3 Hope to force an adversary within Far range to reroll an attack or a damage roll.&lt;br /&gt;
&lt;br /&gt;
===Subclass===&lt;br /&gt;
* School of Knowledge&lt;br /&gt;
** Spellcast: Knowledge&lt;br /&gt;
** Prepared - Take an additional Domain card of your level or lower from a Domain that you have access to.&lt;br /&gt;
** Adept - When you Utilize an Experience, you can mark a Stress instead of clearing a Hope.  If you do, double your Experience modifier for that roil.&lt;br /&gt;
&lt;br /&gt;
===Ancestry===&lt;br /&gt;
&lt;br /&gt;
* Luckbearer: Once per session, after you or a willing ally within Close range make an Action roll, you may spend 3 Hope to reroll the Duality Dice&lt;br /&gt;
* Wings: You can fly.  While flying, you can mark a Stress after an adversary makes an attack against you to add +2 to your Evasion against that attack.&lt;br /&gt;
&lt;br /&gt;
===Community===&lt;br /&gt;
* Lightfeet: Your movement is naturally silent.  You have advantage on rolls to move without being heard&lt;br /&gt;
&lt;br /&gt;
==Domain Features==&lt;br /&gt;
&lt;br /&gt;
===Codex===&lt;br /&gt;
* Book of Illiat&lt;br /&gt;
** Slumber: Make a Spellcast Roll against a target within Very Close range. On a success, they’re Asleep until they take damage or the GM spends a Fear on their turn to clear this condition.&lt;br /&gt;
** Arcane Barrage: Once per rest, spend any number of Hope and shoot magical projectiles that strike a target of your choice within Close range. Roll a number of d6s equal to the Hope spent and deal that much magic damage to the target.&lt;br /&gt;
** Telepathy: Spend a Hope to open a line of mental communication with one target you can see. This connection lasts until your next rest or you cast Telepathy again.&lt;br /&gt;
* Book of Tyfar&lt;br /&gt;
** Wild Flame: Make a Spellcast Roll against up to three adversaries within Melee range. Targets you succeed against take 2d6 magic damage and must mark a Stress as flames erupt from your hand.&lt;br /&gt;
** Magic Hand: You conjure a magical hand with the same size and strength as your own within Far range.&lt;br /&gt;
** Mysterious Mist: Make a Spellcast Roll (13) to cast a temporary thick fog that gathers in a stationary area within Very Close range. The fog heavily obscures this area and everything in it.&lt;br /&gt;
&lt;br /&gt;
===Splendor===&lt;br /&gt;
* Mending Touch - Spell - Spend 2 Hope to clear 1 Hit Point or Stress on a target.  Once per long rest, when you spend this healing time to learn something new about them or reveal something new about yourself, clear 2 Hit Point or Stress instead.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Torch&lt;br /&gt;
* 50&#039; Rope&lt;br /&gt;
* Basic Supplies&lt;br /&gt;
* Handful of gold&lt;br /&gt;
* Woven Chitin Armor - (Equivalent of Tier 1 Gambeson) : This is a long tunic and skirt of soft, overlapping chitinous scales in a dark blue color&lt;br /&gt;
* Sapphire Strands - Tier 1 - Magic - (Equivalent of Tier 1 Wand) : This is a woven network of silk strands fitting over the palm and back of the hand up to the wrist, into which are woven an number of tiny blue gemstones.  Magical force can be channeled from the device to attack at up to Far range.&lt;br /&gt;
* Small Dagger - Tier 1 - Physical&lt;br /&gt;
* Minor Stamina Potion - Minor Stamina Potion - Immediately clear 1d4 stress.&lt;br /&gt;
* Lightning Bug - This is a tiny elemental pet formed from electricity.  At rest it manifests into the form of a butterfly with shimmering wings, but in motion it zips from place to place like a spark.&lt;br /&gt;
* Magical Weavings - Persephone&#039;s &amp;quot;spell book&amp;quot; consists of geometric patterns of many-colored filaments woven around and through small assemblages of twigs.  She carries them in a sturdy leather pouch hanging on her belt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
===Details===&lt;br /&gt;
*Pronouns - She / her&lt;br /&gt;
*Persephone&#039;s clothes are close-fitting and woven out of silk, in dark blues, greens and black.  &lt;br /&gt;
*Persephone&#039;s eyes are large, deep and piercing, formed from facets so small that they aren&#039;t readily obvious as such.  In human terms their appearance is like a large dark pupil surrounded by blue&lt;br /&gt;
*When she prepared to go off to study with human tutors, Persephone molted from a grubling into a form that would appear more normal and aesthetic to non-faeries.  Her form is long and limber with elegant butterfly-like wings patterned in black and blue; she has grown a mane of overlapping chitinous growth that from a distance looks like black hair, but on closer examination is closer to feathers.  &lt;br /&gt;
*Her features are narrow and elegant and pale, a translucent white with dustings of blue scales along her jawline and brow.&lt;br /&gt;
*Persephone&#039;s manner is very much that of the analytical academic when confronted with a problem or new discovery, although she&#039;s easy to fluster.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
* &#039;&#039;What responsibilities did your community once count on you for?  How did you let them down?&#039;&#039;&lt;br /&gt;
** My aptitude for magic was identified when I was still a grubling, and it was expected that when I had mastered my Art I would return to brood many offspring and improve the magical potential of the swarm.  After studying with the scholars in Clearharbor and developing a passion for studying the natural world, I opted not to return and to join with the Wildwardens... for now.&lt;br /&gt;
* &#039;&#039;You&#039;ve spent your life searching for a book or object of great significance.  What is it, and why is it so important to you?&#039;&#039;&lt;br /&gt;
** My studies made it clear that my home swarm and the other major faerie enclaves each first arose from a Hive of genetic and magical potential.  Old and fragmentary writings from long-ago naturalists suggest that in a primeval age there was a lost Great Hive of which the others are colonies and offshoots.  There are many mutually exclusive clues as to the location of the Great Hive; Rekin&#039;s Refuge is one possible location but details are so scant that there are many other equally promising leads.  I am in the course of building my master&#039;s thesis around the Great Hive theory, so finding some solid evidence to advance her thesis is a continuing preoccupation.&lt;br /&gt;
* &#039;&#039;You have a powerful rival.  Who are they, and why are you so determined to defeat them?&#039;&#039;&#039;&lt;br /&gt;
** Ren Trefaran is a highly placed human academic and sorcerer among the Clearharbor faculty -- a loreborne Primal sorcerer.  He was initially my assigned faculty adviser before we discovered that we didn&#039;t work well together.  (He disliked my adoption of a humanlike appearance, among other things.)  He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them.&lt;br /&gt;
&lt;br /&gt;
===Connections===&lt;br /&gt;
* &#039;&#039;What favor have I asked of you that you&#039;re not sure you can fulfill?&#039;&#039;&lt;br /&gt;
**  Rube - &amp;quot;You asked me to, if all else fails and we can do nothing more, protect the cocoon of the Great Golden Moth until the Moth itself emerges in its imago of glory. But I failed those who depended on me once before...&amp;quot;&lt;br /&gt;
* &#039;&#039;What weird hobby or fascination do we both share?&#039;&#039;&lt;br /&gt;
**  Ezekien - &amp;quot;Seph and me? Well, we met when we were both stalking the same barghest. Or more accurately, I tripped over her because I was too focused on shadowstepping to realize someone who was also still was there. Weird actually being friends with a fae after they&#039;re the source of why I&#039;m not human anymore, but...well, she gets me. She gets why I just like...being at peace and watching. Both my man and cat sides.&amp;quot;&lt;br /&gt;
* &#039;&#039;What secret about yourself have you entrusted only to me?&#039;&#039;&lt;br /&gt;
**&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Persephone_Lapis&amp;diff=483343</id>
		<title>Persephone Lapis</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Persephone_Lapis&amp;diff=483343"/>
		<updated>2025-08-24T16:05:14Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Persephone Lapis (she/her)=&lt;br /&gt;
&lt;br /&gt;
Wildborne Faerie Wizard (School of Knowledge)&lt;br /&gt;
Level 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maximum Hope&#039;&#039;&#039; 6&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
*Agility +0 (Sprint, Dodge, Leap)&lt;br /&gt;
*Strength -1 (Lift, Smash, Grapple)&lt;br /&gt;
*Finesse +0 (Control, Hide, Tinker)&lt;br /&gt;
*Instinct +1 (Perceive, Sense, Navigate)&lt;br /&gt;
*Presence +1 (Charm, Perform, Deceive)&lt;br /&gt;
*Knowledge +2 (Recall, Analyze, Comprehend)&lt;br /&gt;
&lt;br /&gt;
==Experiences==&lt;br /&gt;
* Academic Naturalist&lt;br /&gt;
* A Sympathetic Shoulder to Lean On&lt;br /&gt;
&lt;br /&gt;
==HP, Stress and Armor==&lt;br /&gt;
&lt;br /&gt;
Evasion 12&lt;br /&gt;
&lt;br /&gt;
HP 0/5&lt;br /&gt;
&lt;br /&gt;
Stress 0/6&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
&lt;br /&gt;
Woven Chitin (as Gambeson, +1 Evasion)&lt;br /&gt;
&lt;br /&gt;
Armor Slots 0/3&lt;br /&gt;
&lt;br /&gt;
Damage Thresholds&lt;br /&gt;
*Major 6&lt;br /&gt;
*Severe 12&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Primary - Sapphire Strands (as Wand) - Knowledge Far - d6+1 (Magic) - One-Handed&lt;br /&gt;
*Secondary - Small Dagger - Finesse Melee - d8 (Phy) - One-Handed - Paired: +2 to primary weapon damage when within Melee range.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
===Class===&lt;br /&gt;
* Prestidigitation - You can perform harmless, subtle magical effects at will.&lt;br /&gt;
* Strange Patterns - Choose a number between 1 and 12.  When you roll that number on a Duality Die, gain a Hope or clear a Stress.  You can change this number on a rest.&lt;br /&gt;
* Not This Time - Spend 3 Hope to force an adversary within Far range to reroll an attack or a damage roll.&lt;br /&gt;
&lt;br /&gt;
===Subclass===&lt;br /&gt;
* School of Knowledge&lt;br /&gt;
** Spellcast: Knowledge&lt;br /&gt;
** Prepared - Take an additional Domain card of your level or lower from a Domain that you have access to.&lt;br /&gt;
** Adept - When you Utilize an Experience, you can mark a Stress instead of clearing a Hope.  If you do, double your Experience modifier for that roil.&lt;br /&gt;
&lt;br /&gt;
===Ancestry===&lt;br /&gt;
&lt;br /&gt;
* Luckbearer: Once per session, after you or a willing ally within Close range make an Action roll, you may spend 3 Hope to reroll the Duality Dice&lt;br /&gt;
* Wings: You can fly.  While flying, you can mark a Stress after an adversary makes an attack against you to add +2 to your Evasion against that attack.&lt;br /&gt;
&lt;br /&gt;
===Community===&lt;br /&gt;
* Lightfeet: Your movement is naturally silent.  You have advantage on rolls to move without being heard&lt;br /&gt;
&lt;br /&gt;
==Domain Features==&lt;br /&gt;
&lt;br /&gt;
===Codex===&lt;br /&gt;
* Book of Illiat&lt;br /&gt;
** Slumber: Make a Spellcast Roll against a target within Very Close range. On a success, they’re Asleep until they take damage or the GM spends a Fear on their turn to clear this condition.&lt;br /&gt;
** Arcane Barrage: Once per rest, spend any number of Hope and shoot magical projectiles that strike a target of your choice within Close range. Roll a number of d6s equal to the Hope spent and deal that much magic damage to the target.&lt;br /&gt;
** Telepathy: Spend a Hope to open a line of mental communication with one target you can see. This connection lasts until your next rest or you cast Telepathy again.&lt;br /&gt;
* Book of Tyfar&lt;br /&gt;
** Wild Flame: Make a Spellcast Roll against up to three adversaries within Melee range. Targets you succeed against take 2d6 magic damage and must mark a Stress as flames erupt from your hand.&lt;br /&gt;
** Magic Hand: You conjure a magical hand with the same size and strength as your own within Far range.&lt;br /&gt;
** Mysterious Mist: Make a Spellcast Roll (13) to cast a temporary thick fog that gathers in a stationary area within Very Close range. The fog heavily obscures this area and everything in it.&lt;br /&gt;
&lt;br /&gt;
===Splendor===&lt;br /&gt;
* Mending Touch - Spell - Spend 2 Hope to clear 1 Hit Point or Stress on a target.  Once per long rest, when you spend this healing time to learn something new about them or reveal something new about yourself, clear 2 Hit Point or Stress instead.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Torch&lt;br /&gt;
* 50&#039; Rope&lt;br /&gt;
* Basic Supplies&lt;br /&gt;
* Handful of gold&lt;br /&gt;
* Woven Chitin Armor - (Equivalent of Tier 1 Gambeson) : This is a long tunic and skirt of soft, overlapping chitinous scales in a dark blue color&lt;br /&gt;
* Sapphire Strands - Tier 1 - Magic - (Equivalent of Tier 1 Wand) : This is a woven network of silk strands fitting over the palm and back of the hand up to the wrist, into which are woven an number of tiny blue gemstones.  Magical force can be channeled from the device to attack at up to Far range.&lt;br /&gt;
* Small Dagger - Tier 1 - Physical&lt;br /&gt;
* Minor Stamina Potion - Minor Stamina Potion - Immediately clear 1d4 stress.&lt;br /&gt;
* Lightning Bug - This is a tiny elemental pet formed from electricity.  At rest it manifests into the form of a butterfly with shimmering wings, but in motion it zips from place to place like a spark.&lt;br /&gt;
* Magical Weavings - Persephone&#039;s &amp;quot;spell book&amp;quot; consists of geometric patterns of many-colored filaments woven around and through small assemblages of twigs.  She carries them in a sturdy leather pouch hanging on her belt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
===Details===&lt;br /&gt;
*Pronouns - She / her&lt;br /&gt;
*Persephone&#039;s clothes are close-fitting and woven out of silk, in dark blues, greens and black.  &lt;br /&gt;
*Persephone&#039;s eyes are large, deep and piercing, formed from facets so small that they aren&#039;t readily obvious as such.  In human terms their appearance is like a large dark pupil surrounded by blue&lt;br /&gt;
*When she prepared to go off to study with human tutors, Persephone molted from a grubling into a form that would appear more normal and aesthetic to non-faeries.  Her form is long and limber with elegant butterfly-like wings patterned in black and blue; she has grown a mane of overlapping chitinous growth that from a distance looks like black hair, but on closer examination is closer to feathers.  &lt;br /&gt;
*Her features are narrow and elegant and pale, a translucent white with dustings of blue scales along her jawline and brow.&lt;br /&gt;
*Persephone&#039;s manner is very much that of the analytical academic when confronted with a problem or new discovery, although she&#039;s easy to fluster.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
* &#039;&#039;What responsibilities did your community once count on you for?  How did you let them down?&#039;&#039;&lt;br /&gt;
** My aptitude for magic was identified when I was still a grubling, and it was expected that when I had mastered my Art I would return to brood many offspring and improve the magical potential of the swarm.  After studying with the scholars in Clearharbor and developing a passion for studying the natural world, I opted not to return and to join with the Wildwardens... for now.&lt;br /&gt;
* &#039;&#039;You&#039;ve spent your life searching for a book or object of great significance.  What is it, and why is it so important to you?&#039;&#039;&lt;br /&gt;
** Persephone&#039;s studies made it clear that her home swarm and the other major faerie enclaves each first arose from a Hive of genetic and magical potential.  Old and fragmentary writings from long-ago naturalists suggest that in a primeval age there was a lost Great Hive of which the others are colonies and offshoots.  There are many mutually exclusive clues as to the location of the Great Hive; Rekin&#039;s Refuge is one possible location but details are so scant that there are many other equally promising leads.  Persephone is in the course of building her master&#039;s thesis around the Great Hive theory, so finding some solid evidence to advance her thesis is a continuing preoccupation.&lt;br /&gt;
* &#039;&#039;You have a powerful rival.  Who are they, and why are you so determined to defeat them?&#039;&#039;&#039;&lt;br /&gt;
** Ren Trefaran is a highly placed human academic and sorcerer among the Clearharbor faculty, and was initially Persephone&#039;s assigned faculty adviser before they discovered that they didn&#039;t work well together.  He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them.&lt;br /&gt;
&lt;br /&gt;
===Connections===&lt;br /&gt;
* &#039;&#039;What favor have I asked of you that you&#039;re not sure you can fulfill?&#039;&#039;&lt;br /&gt;
**  &lt;br /&gt;
* &#039;&#039;What weird hobby or fascination do we both share?&#039;&#039;&lt;br /&gt;
**  &lt;br /&gt;
* &#039;&#039;What secret about yourself have you entrusted only to me?&#039;&#039;&lt;br /&gt;
**&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Persephone_Lapis&amp;diff=483342</id>
		<title>Persephone Lapis</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Persephone_Lapis&amp;diff=483342"/>
		<updated>2025-08-24T16:01:15Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Persephone Lapis (she/her)=&lt;br /&gt;
&lt;br /&gt;
Wildborne Faerie Wizard (School of Knowledge)&lt;br /&gt;
Level 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maximum Hope&#039;&#039;&#039; 6&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
*Agility +0 (Sprint, Dodge, Leap)&lt;br /&gt;
*Strength -1 (Lift, Smash, Grapple)&lt;br /&gt;
*Finesse +0 (Control, Hide, Tinker)&lt;br /&gt;
*Instinct +1 (Perceive, Sense, Navigate)&lt;br /&gt;
*Presence +1 (Charm, Perform, Deceive)&lt;br /&gt;
*Knowledge +2 (Recall, Analyze, Comprehend)&lt;br /&gt;
&lt;br /&gt;
==Experiences==&lt;br /&gt;
* Academic Naturalist&lt;br /&gt;
* A Sympathetic Shoulder to Lean On&lt;br /&gt;
&lt;br /&gt;
==HP, Stress and Armor==&lt;br /&gt;
&lt;br /&gt;
Evasion 12&lt;br /&gt;
&lt;br /&gt;
HP 0/5&lt;br /&gt;
&lt;br /&gt;
Stress 0/6&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
&lt;br /&gt;
Woven Chitin (as Gambeson, +1 Evasion)&lt;br /&gt;
&lt;br /&gt;
Armor Slots 0/3&lt;br /&gt;
&lt;br /&gt;
Damage Thresholds&lt;br /&gt;
*Major 6&lt;br /&gt;
*Severe 12&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Primary - Sapphire Strands (as Wand) - Knowledge Far - d6+1 (Magic) - One-Handed&lt;br /&gt;
*Secondary - Small Dagger - Finesse Melee - d8 (Phy) - One-Handed - Paired: +2 to primary weapon damage when within Melee range.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
===Class===&lt;br /&gt;
* Prestidigitation - You can perform harmless, subtle magical effects at will.&lt;br /&gt;
* Strange Patterns - Choose a number between 1 and 12.  When you roll that number on a Duality Die, gain a Hope or clear a Stress.  You can change this number on a rest.&lt;br /&gt;
* Not This Time - Spend 3 Hope to force an adversary within Far range to reroll an attack or a damage roll.&lt;br /&gt;
&lt;br /&gt;
===Subclass===&lt;br /&gt;
* School of Knowledge&lt;br /&gt;
** Spellcast: Knowledge&lt;br /&gt;
** Prepared - Take an additional Domain card of your level or lower from a Domain that you have access to.&lt;br /&gt;
** Adept - When you Utilize an Experience, you can mark a Stress instead of clearing a Hope.  If you do, double your Experience modifier for that roil.&lt;br /&gt;
&lt;br /&gt;
===Ancestry===&lt;br /&gt;
&lt;br /&gt;
* Luckbearer: Once per session, after you or a willing ally within Close range make an Action roll, you may spend 3 Hope to reroll the Duality Dice&lt;br /&gt;
* Wings: You can fly.  While flying, you can mark a Stress after an adversary makes an attack against you to add +2 to your Evasion against that attack.&lt;br /&gt;
&lt;br /&gt;
===Community===&lt;br /&gt;
* Lightfeet: Your movement is naturally silent.  You have advantage on rolls to move without being heard&lt;br /&gt;
&lt;br /&gt;
==Domain Features==&lt;br /&gt;
&lt;br /&gt;
===Codex===&lt;br /&gt;
* Book of Illiat&lt;br /&gt;
** Slumber: Make a Spellcast Roll against a target within Very Close range. On a success, they’re Asleep until they take damage or the GM spends a Fear on their turn to clear this condition.&lt;br /&gt;
** Arcane Barrage: Once per rest, spend any number of Hope and shoot magical projectiles that strike a target of your choice within Close range. Roll a number of d6s equal to the Hope spent and deal that much magic damage to the target.&lt;br /&gt;
** Telepathy: Spend a Hope to open a line of mental communication with one target you can see. This connection lasts until your next rest or you cast Telepathy again.&lt;br /&gt;
* Book of Tyfar&lt;br /&gt;
** Wild Flame: Make a Spellcast Roll against up to three adversaries within Melee range. Targets you succeed against take 2d6 magic damage and must mark a Stress as flames erupt from your hand.&lt;br /&gt;
** Magic Hand: You conjure a magical hand with the same size and strength as your own within Far range.&lt;br /&gt;
** Mysterious Mist: Make a Spellcast Roll (13) to cast a temporary thick fog that gathers in a stationary area within Very Close range. The fog heavily obscures this area and everything in it.&lt;br /&gt;
&lt;br /&gt;
===Splendor===&lt;br /&gt;
* Mending Touch - Spell - Spend 2 Hope to clear 1 Hit Point or Stress on a target.  Once per long rest, when you spend this healing time to learn something new about them or reveal something new about yourself, clear 2 Hit Point or Stress instead.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Torch&lt;br /&gt;
* 50&#039; Rope&lt;br /&gt;
* Basic Supplies&lt;br /&gt;
* Handful of gold&lt;br /&gt;
* Woven Chitin Armor - (Equivalent of Tier 1 Gambeson) : This is a long tunic and skirt of soft, overlapping chitinous scales in a dark blue color&lt;br /&gt;
* Sapphire Strands - Tier 1 - Magic - (Equivalent of Tier 1 Wand) : This is a woven network of silk strands fitting over the palm and back of the hand up to the wrist, into which are woven an number of tiny blue gemstones.  Magical force can be channeled from the device to attack at up to Far range.&lt;br /&gt;
* Small Dagger - Tier 1 - Physical&lt;br /&gt;
* Minor Stamina Potion - Minor Stamina Potion - Immediately clear 1d4 stress.&lt;br /&gt;
* Lightning Bug - This is a tiny elemental pet formed from electricity.  At rest it manifests into the form of a butterfly with shimmering wings, but in motion it zips from place to place like a spark.&lt;br /&gt;
* Magical Weavings - Persephone&#039;s &amp;quot;spell book&amp;quot; consists of geometric patterns of many-colored filaments woven around and through small assemblages of twigs.  She carries them in a sturdy leather pouch hanging on her belt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
===Details===&lt;br /&gt;
*Pronouns - She / her&lt;br /&gt;
*Persephone&#039;s clothes are close-fitting and woven out of silk, in dark blues, greens and black.  &lt;br /&gt;
*Persephone&#039;s eyes are large, deep and piercing, formed from facets so small that they aren&#039;t readily obvious as such.  In human terms their appearance is like a large dark pupil surrounded by blue&lt;br /&gt;
*When she prepared to go off to study with human tutors, Persephone molted from a grubling into a form that would appear more normal and aesthetic to non-faeries.  Her form is long and limber with elegant butterfly-like wings patterned in black and blue; she has grown a mane of overlapping chitinous growth that from a distance looks like black hair, but on closer examination is closer to feathers.  &lt;br /&gt;
*Her features are narrow and elegant and pale, a translucent white with dustings of blue scales along her jawline and brow.&lt;br /&gt;
*Persephone&#039;s manner is very much that of the analytical academic when confronted with a problem or new discovery, although she&#039;s easy to fluster.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
* &#039;&#039;What responsibilities did your community once count on you for?  How did you let them down?&#039;&#039;&lt;br /&gt;
** My aptitude for magic was identified when I was still a grubling, and it was expected that when I had mastered my Art I would return to brood many offspring and improve the magical potential of the swarm.  After studying with the scholars in Clearharbor and developing a passion for studying the natural world, I opted not to return and to join with the Wildwardens... for now.&lt;br /&gt;
* &#039;&#039;You&#039;ve spent your life searching for a book or object of great significance.  What is it, and why is it so important to you?&#039;&#039;&lt;br /&gt;
** Persephone&#039;s studies made it clear that her home swarm and the other major faerie enclaves each first arose from a Hive of genetic and magical potential.  Old and fragmentary writings from long-ago naturalists suggest that in a primeval age there was a lost Great Hive of which the others are colonies and offshoots.  There are many mutually exclusive clues as to the location of the Great Hive; Rekin&#039;s Refuge is one possible location but details are so scant that there are many other equally promising leads.  Persephone is in the course of building her master&#039;s thesis around the Great Hive theory, so finding some solid evidence to advance her thesis is a continuing preoccupation.&lt;br /&gt;
* &#039;&#039;You have a powerful rival.  Who are they, and why are you so determined to defeat them?&#039;&#039;&#039;&lt;br /&gt;
** Ren Trefaran is a highly placed academic and sorcerer among the Clearharbor faculty.  He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them.&lt;br /&gt;
&lt;br /&gt;
===Connections===&lt;br /&gt;
* &#039;&#039;What favor have I asked of you that you&#039;re not sure you can fulfill?&#039;&#039;&lt;br /&gt;
**  &lt;br /&gt;
* &#039;&#039;What weird hobby or fascination do we both share?&#039;&#039;&lt;br /&gt;
**  &lt;br /&gt;
* &#039;&#039;What secret about yourself have you entrusted only to me?&#039;&#039;&lt;br /&gt;
**&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Persephone_Lapis&amp;diff=483341</id>
		<title>Persephone Lapis</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Persephone_Lapis&amp;diff=483341"/>
		<updated>2025-08-24T15:54:59Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* HP, Stress and Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Persephone Lapis (she/her)=&lt;br /&gt;
&lt;br /&gt;
Wildborne Faerie Wizard (School of Knowledge)&lt;br /&gt;
Level 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maximum Hope&#039;&#039;&#039; 6&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
*Agility +0 (Sprint, Dodge, Leap)&lt;br /&gt;
*Strength -1 (Lift, Smash, Grapple)&lt;br /&gt;
*Finesse +0 (Control, Hide, Tinker)&lt;br /&gt;
*Instinct +1 (Perceive, Sense, Navigate)&lt;br /&gt;
*Presence +1 (Charm, Perform, Deceive)&lt;br /&gt;
*Knowledge +2 (Recall, Analyze, Comprehend)&lt;br /&gt;
&lt;br /&gt;
==Experiences==&lt;br /&gt;
* Academic Naturalist&lt;br /&gt;
* A Sympathetic Shoulder to Lean On&lt;br /&gt;
&lt;br /&gt;
==HP, Stress and Armor==&lt;br /&gt;
&lt;br /&gt;
Evasion 12&lt;br /&gt;
&lt;br /&gt;
HP 0/5&lt;br /&gt;
&lt;br /&gt;
Stress 0/6&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
&lt;br /&gt;
Woven Chitin (as Gambeson, +1 Evasion)&lt;br /&gt;
&lt;br /&gt;
Armor Slots 0/3&lt;br /&gt;
&lt;br /&gt;
Damage Thresholds&lt;br /&gt;
*Major 6&lt;br /&gt;
*Severe 12&lt;br /&gt;
&lt;br /&gt;
HP 0/5&lt;br /&gt;
&lt;br /&gt;
Stress 0/5&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Primary - Sapphire Strands (as Wand) - Knowledge Far - d6+1 (Magic) - One-Handed&lt;br /&gt;
*Secondary - Small Dagger - Finesse Melee - d8 (Phy) - One-Handed - Paired: +2 to primary weapon damage when within Melee range.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
===Class===&lt;br /&gt;
* Prestidigitation - You can perform harmless, subtle magical effects at will.&lt;br /&gt;
* Strange Patterns - Choose a number between 1 and 12.  When you roll that number on a Duality Die, gain a Hope or clear a Stress.  You can change this number on a rest.&lt;br /&gt;
* Not This Time - Spend 3 Hope to force an adversary within Far range to reroll an attack or a damage roll.&lt;br /&gt;
&lt;br /&gt;
===Subclass===&lt;br /&gt;
* School of Knowledge&lt;br /&gt;
** Spellcast: Knowledge&lt;br /&gt;
** Prepared - Take an additional Domain card of your level or lower from a Domain that you have access to.&lt;br /&gt;
** Adept - When you Utilize an Experience, you can mark a Stress instead of clearing a Hope.  If you do, double your Experience modifier for that roil.&lt;br /&gt;
&lt;br /&gt;
===Ancestry===&lt;br /&gt;
&lt;br /&gt;
* Luckbearer: Once per session, after you or a willing ally within Close range make an Action roll, you may spend 3 Hope to reroll the Duality Dice&lt;br /&gt;
* Wings: You can fly.  While flying, you can mark a Stress after an adversary makes an attack against you to add +2 to your Evasion against that attack.&lt;br /&gt;
&lt;br /&gt;
===Community===&lt;br /&gt;
* Lightfeet: Your movement is naturally silent.  You have advantage on rolls to move without being heard&lt;br /&gt;
&lt;br /&gt;
==Domain Features==&lt;br /&gt;
&lt;br /&gt;
===Codex===&lt;br /&gt;
* Book of Illiat&lt;br /&gt;
** Slumber: Make a Spellcast Roll against a target within Very Close range. On a success, they’re Asleep until they take damage or the GM spends a Fear on their turn to clear this condition.&lt;br /&gt;
** Arcane Barrage: Once per rest, spend any number of Hope and shoot magical projectiles that strike a target of your choice within Close range. Roll a number of d6s equal to the Hope spent and deal that much magic damage to the target.&lt;br /&gt;
** Telepathy: Spend a Hope to open a line of mental communication with one target you can see. This connection lasts until your next rest or you cast Telepathy again.&lt;br /&gt;
* Book of Tyfar&lt;br /&gt;
** Wild Flame: Make a Spellcast Roll against up to three adversaries within Melee range. Targets you succeed against take 2d6 magic damage and must mark a Stress as flames erupt from your hand.&lt;br /&gt;
** Magic Hand: You conjure a magical hand with the same size and strength as your own within Far range.&lt;br /&gt;
** Mysterious Mist: Make a Spellcast Roll (13) to cast a temporary thick fog that gathers in a stationary area within Very Close range. The fog heavily obscures this area and everything in it.&lt;br /&gt;
&lt;br /&gt;
===Splendor===&lt;br /&gt;
* Mending Touch - Spell - Spend 2 Hope to clear 1 Hit Point or Stress on a target.  Once per long rest, when you spend this healing time to learn something new about them or reveal something new about yourself, clear 2 Hit Point or Stress instead.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Torch&lt;br /&gt;
* 50&#039; Rope&lt;br /&gt;
* Basic Supplies&lt;br /&gt;
* Handful of gold&lt;br /&gt;
* Woven Chitin Armor - (Equivalent of Tier 1 Gambeson) : This is a long tunic and skirt of soft, overlapping chitinous scales in a dark blue color&lt;br /&gt;
* Sapphire Strands - Tier 1 - Magic - (Equivalent of Tier 1 Wand) : This is a woven network of silk strands fitting over the palm and back of the hand up to the wrist, into which are woven an number of tiny blue gemstones.  Magical force can be channeled from the device to attack at up to Far range.&lt;br /&gt;
* Small Dagger - Tier 1 - Physical&lt;br /&gt;
* Minor Stamina Potion - Minor Stamina Potion - Immediately clear 1d4 stress.&lt;br /&gt;
* Lightning Bug - This is a tiny elemental pet formed from electricity.  At rest it manifests into the form of a butterfly with shimmering wings, but in motion it zips from place to place like a spark.&lt;br /&gt;
* Magical Weavings - Persephone&#039;s &amp;quot;spell book&amp;quot; consists of geometric patterns of many-colored filaments woven around and through small assemblages of twigs.  She carries them in a sturdy leather pouch hanging on her belt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
===Details===&lt;br /&gt;
*Pronouns - She / her&lt;br /&gt;
*Persephone&#039;s clothes are close-fitting and woven out of silk, in dark blues, greens and black.  &lt;br /&gt;
*Persephone&#039;s eyes are large, deep and piercing, formed from facets so small that they aren&#039;t readily obvious as such.  In human terms their appearance is like a large dark pupil surrounded by blue&lt;br /&gt;
*When she prepared to go off to study with human tutors, Persephone molted from a grubling into a form that would appear more normal and aesthetic to non-faeries.  Her form is long and limber with elegant butterfly-like wings patterned in black and blue; she has grown a mane of overlapping chitinous growth that from a distance looks like black hair, but on closer examination is closer to feathers.  &lt;br /&gt;
*Her features are narrow and elegant and pale, a translucent white with dustings of blue scales along her jawline and brow.&lt;br /&gt;
*Persephone&#039;s manner is very much that of the analytical academic when confronted with a problem or new discovery, although she&#039;s easy to fluster.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
* &#039;&#039;What responsibilities did your community once count on you for?  How did you let them down?&#039;&#039;&lt;br /&gt;
** My aptitude for magic was identified when I was still a grubling, and it was expected that when I had mastered my Art I would return to brood many offspring and improve the magical potential of the swarm.  After studying with the scholars in Clearharbor and developing a passion for studying the natural world, I opted not to return and to join with the Wildwardens... for now.&lt;br /&gt;
* &#039;&#039;You&#039;ve spent your life searching for a book or object of great significance.  What is it, and why is it so important to you?&#039;&#039;&lt;br /&gt;
** Persephone&#039;s studies made it clear that her home swarm and the other major faerie enclaves each first arose from a Hive of genetic and magical potential.  Old and fragmentary writings from long-ago naturalists suggest that in a primeval age there was a lost Great Hive of which the others are colonies and offshoots.  There are many mutually exclusive clues as to the location of the Great Hive; Rekin&#039;s Refuge is one possible location but details are so scant that there are many other equally promising leads.  Persephone is in the course of building her master&#039;s thesis around the Great Hive theory, so finding some solid evidence to advance her thesis is a continuing preoccupation.&lt;br /&gt;
* &#039;&#039;You have a powerful rival.  Who are they, and why are you so determined to defeat them?&#039;&#039;&#039;&lt;br /&gt;
** Ren Trefaran is a highly placed academic and sorcerer among the Clearharbor faculty.  He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them.&lt;br /&gt;
&lt;br /&gt;
===Connections===&lt;br /&gt;
* &#039;&#039;What favor have I asked of you that you&#039;re not sure you can fulfill?&#039;&#039;&lt;br /&gt;
**  &lt;br /&gt;
* &#039;&#039;What weird hobby or fascination do we both share?&#039;&#039;&lt;br /&gt;
**  &lt;br /&gt;
* &#039;&#039;What secret about yourself have you entrusted only to me?&#039;&#039;&lt;br /&gt;
**&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483334</id>
		<title>Rekin&#039;s Refuge</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483334"/>
		<updated>2025-08-24T04:48:27Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rekins Refuge world map.png|500px|caption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Daggerheart maps available as a free download at [https://www.daggerheart.com/downloads/ the Daggerheart website]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
Nature and the &amp;quot;civilised world&amp;quot; have often been at odds, vying for territory and resources. Almost a century ago the nobleman-druid &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; thwarted tradition by letting his lands go back to the wilderness. On his death he left those lands to the creatures that occupied them, instead of his heirs. Rekin&#039;s Refuge was born.&lt;br /&gt;
&lt;br /&gt;
Tended by a guild of caretakers known as &#039;&#039;&#039;Wildwardens&#039;&#039;&#039;, Rekin&#039;s Refuge is a sanctuary for wild creatures that live in the untamed places. The Wildwardens guard against trespassers, treat sickness and blight, and keep their charges from straying into the territory of the local towns. They guide visiting academics and travellers, and liaise with the few small communities that still live in the Refuge.&lt;br /&gt;
&lt;br /&gt;
However, sanctuary does not mean safety. Politics reaches even here. The towns of &#039;&#039;&#039;Cadun&#039;&#039;&#039; to the north and &#039;&#039;&#039;Frewich&#039;&#039;&#039; to the south are ever-expanding, their merchants wanting to send ever more trade caravans through Rekin&#039;s Refuge instead of by sea or the longer mountain route. Many nature lovers believe even the Wildwarden&#039;s intervention is too much. Poachers and trophy-hunters are an ever-present threat, as are Rekin&#039;s heirs who seek even now to reclaim what they see as the birthright that was stolen from them.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Player&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Heritage&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;TBC&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;TBC&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;TBC&#039;&#039;&#039;  &lt;br /&gt;
|&#039;&#039;&#039;TBC&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;TBC&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Leliel&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|Garyfury&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Persephone_Lapis Persephone Lapis]&#039;&#039;&#039;&lt;br /&gt;
| Faerie&lt;br /&gt;
|School of Knowledge Wizard&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|Seandemonium&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|Unka Josh&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Rube_Vambrace Rube Vambrace]&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Talisman&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;DM&#039;&#039;&#039;  || || colspan=&amp;quot;8&amp;quot;| &#039;&#039;strange behaviour&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
* Rekin Rainwalker (deceased) - a druid of noble birth, who founded Rekin&#039;s Refuge to protect the wilderness from the encroachment of civilisation.&lt;br /&gt;
&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
*Cadun - a port city to the north of Rekin&#039;s Refuge&lt;br /&gt;
*Frewich - an expanding town to the south of Rekin&#039;s Refuge, known for its trade in carpentry and lumber from the forest at the Refuge&#039;s borders.&lt;br /&gt;
*Clearharbor - a town dominated by a center of higher learning, located across the mountains to the southeast of Rekin&#039;d Refuge.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
The Daggerheart Core Rulebook and hybrid rules. &lt;br /&gt;
&lt;br /&gt;
Playtest resources from The Void are off limits.&lt;br /&gt;
&lt;br /&gt;
==Table Etiquette and House Rules==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Post Frequency&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This will be a slow game, potentially 1-2 posts a week, as all parties including the GM are new to the system.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Inititative System&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
TBC&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;PVP&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Any PVP requires consent from all parties involved. It&#039;s up to the player being acted against to decide if they&#039;re going to let it stand, act it out IC, or make the other player roll for it. If they say no to PVP, no PVP.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Absences&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Please keep an eye on the Absences Thread, as I&#039;ll post there if I&#039;m not going to be able to update the game (even if I don&#039;t get to it on the OOC). If you won&#039;t be able to post please post in the Absences Thread if you can.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alerts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Invoking other players (@forumhandle) doesn&#039;t work. Additionally, if you get an alert and don&#039;t check the thread you won&#039;t get another one for new posts until you next check in with the thread. Please keep an eye on the threads either by checking them manually every so often, or via the Watched Threads page.&lt;br /&gt;
&lt;br /&gt;
Any issues, please feel free to bring them up on the OOC thread, or DM me.&lt;br /&gt;
&lt;br /&gt;
==Game Threads and Resources==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Threads&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
:[https://forum.rpg.net/threads/closed-recruitment-daggerheart-tbc-session-zero.929871/ Recruitment/Development Thread]&lt;br /&gt;
&lt;br /&gt;
:OOC Thread&lt;br /&gt;
&lt;br /&gt;
:IC Thread&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Resources&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:[https://www.daggerheart.com/ The Daggerheart website] - includes free downloadable resources including the SRD.&lt;br /&gt;
&lt;br /&gt;
:[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Persephone_Lapis&amp;diff=483332</id>
		<title>Persephone Lapis</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Persephone_Lapis&amp;diff=483332"/>
		<updated>2025-08-24T02:36:58Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Experiences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Persephone Lapis (she/her)=&lt;br /&gt;
&lt;br /&gt;
Wildborne Faerie Wizard (School of Knowledge)&lt;br /&gt;
Level 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maximum Hope&#039;&#039;&#039; 6&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
*Agility +0 (Sprint, Dodge, Leap)&lt;br /&gt;
*Strength -1 (Lift, Smash, Grapple)&lt;br /&gt;
*Finesse +0 (Control, Hide, Tinker)&lt;br /&gt;
*Instinct +1 (Perceive, Sense, Navigate)&lt;br /&gt;
*Presence +1 (Charm, Perform, Deceive)&lt;br /&gt;
*Knowledge +2 (Recall, Analyze, Comprehend)&lt;br /&gt;
&lt;br /&gt;
==Experiences==&lt;br /&gt;
* Academic Naturalist&lt;br /&gt;
* A Sympathetic Shoulder to Lean On&lt;br /&gt;
&lt;br /&gt;
==HP, Stress and Armor==&lt;br /&gt;
&lt;br /&gt;
Evasion 12&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
&lt;br /&gt;
Woven Chitin (as Gambeson, +1 Evasion)&lt;br /&gt;
&lt;br /&gt;
Armor Slots 0/3&lt;br /&gt;
&lt;br /&gt;
Damage Thresholds&lt;br /&gt;
*Major 6&lt;br /&gt;
*Severe 12&lt;br /&gt;
&lt;br /&gt;
HP 0/5&lt;br /&gt;
&lt;br /&gt;
Stress 0/5&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Primary - Sapphire Strands (as Wand) - Knowledge Far - d6+1 (Magic) - One-Handed&lt;br /&gt;
*Secondary - Small Dagger - Finesse Melee - d8 (Phy) - One-Handed - Paired: +2 to primary weapon damage when within Melee range.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
===Class===&lt;br /&gt;
* Prestidigitation - You can perform harmless, subtle magical effects at will.&lt;br /&gt;
* Strange Patterns - Choose a number between 1 and 12.  When you roll that number on a Duality Die, gain a Hope or clear a Stress.  You can change this number on a rest.&lt;br /&gt;
* Not This Time - Spend 3 Hope to force an adversary within Far range to reroll an attack or a damage roll.&lt;br /&gt;
&lt;br /&gt;
===Subclass===&lt;br /&gt;
* School of Knowledge&lt;br /&gt;
** Spellcast: Knowledge&lt;br /&gt;
** Prepared - Take an additional Domain card of your level or lower from a Domain that you have access to.&lt;br /&gt;
** Adept - When you Utilize an Experience, you can mark a Stress instead of clearing a Hope.  If you do, double your Experience modifier for that roil.&lt;br /&gt;
&lt;br /&gt;
===Ancestry===&lt;br /&gt;
&lt;br /&gt;
* Luckbearer: Once per session, after you or a willing ally within Close range make an Action roll, you may spend 3 Hope to reroll the Duality Dice&lt;br /&gt;
* Wings: You can fly.  While flying, you can mark a Stress after an adversary makes an attack against you to add +2 to your Evasion against that attack.&lt;br /&gt;
&lt;br /&gt;
===Community===&lt;br /&gt;
* Lightfeet: Your movement is naturally silent.  You have advantage on rolls to move without being heard&lt;br /&gt;
&lt;br /&gt;
==Domain Features==&lt;br /&gt;
&lt;br /&gt;
===Codex===&lt;br /&gt;
* Book of Illiat&lt;br /&gt;
** Slumber: Make a Spellcast Roll against a target within Very Close range. On a success, they’re Asleep until they take damage or the GM spends a Fear on their turn to clear this condition.&lt;br /&gt;
** Arcane Barrage: Once per rest, spend any number of Hope and shoot magical projectiles that strike a target of your choice within Close range. Roll a number of d6s equal to the Hope spent and deal that much magic damage to the target.&lt;br /&gt;
** Telepathy: Spend a Hope to open a line of mental communication with one target you can see. This connection lasts until your next rest or you cast Telepathy again.&lt;br /&gt;
* Book of Tyfar&lt;br /&gt;
** Wild Flame: Make a Spellcast Roll against up to three adversaries within Melee range. Targets you succeed against take 2d6 magic damage and must mark a Stress as flames erupt from your hand.&lt;br /&gt;
** Magic Hand: You conjure a magical hand with the same size and strength as your own within Far range.&lt;br /&gt;
** Mysterious Mist: Make a Spellcast Roll (13) to cast a temporary thick fog that gathers in a stationary area within Very Close range. The fog heavily obscures this area and everything in it.&lt;br /&gt;
&lt;br /&gt;
===Splendor===&lt;br /&gt;
* Mending Touch - Spell - Spend 2 Hope to clear 1 Hit Point or Stress on a target.  Once per long rest, when you spend this healing time to learn something new about them or reveal something new about yourself, clear 2 Hit Point or Stress instead.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Torch&lt;br /&gt;
* 50&#039; Rope&lt;br /&gt;
* Basic Supplies&lt;br /&gt;
* Handful of gold&lt;br /&gt;
* Woven Chitin Armor - (Equivalent of Tier 1 Gambeson) : This is a long tunic and skirt of soft, overlapping chitinous scales in a dark blue color&lt;br /&gt;
* Sapphire Strands - Tier 1 - Magic - (Equivalent of Tier 1 Wand) : This is a woven network of silk strands fitting over the palm and back of the hand up to the wrist, into which are woven an number of tiny blue gemstones.  Magical force can be channeled from the device to attack at up to Far range.&lt;br /&gt;
* Small Dagger - Tier 1 - Physical&lt;br /&gt;
* Minor Stamina Potion - Minor Stamina Potion - Immediately clear 1d4 stress.&lt;br /&gt;
* Lightning Bug - This is a tiny elemental pet formed from electricity.  At rest it manifests into the form of a butterfly with shimmering wings, but in motion it zips from place to place like a spark.&lt;br /&gt;
* Magical Weavings - Persephone&#039;s &amp;quot;spell book&amp;quot; consists of geometric patterns of many-colored filaments woven around and through small assemblages of twigs.  She carries them in a sturdy leather pouch hanging on her belt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
===Details===&lt;br /&gt;
*Pronouns - She / her&lt;br /&gt;
*Persephone&#039;s clothes are close-fitting and woven out of silk, in dark blues, greens and black.  &lt;br /&gt;
*Persephone&#039;s eyes are large, deep and piercing, formed from facets so small that they aren&#039;t readily obvious as such.  In human terms their appearance is like a large dark pupil surrounded by blue&lt;br /&gt;
*When she prepared to go off to study with human tutors, Persephone molted from a grubling into a form that would appear more normal and aesthetic to non-faeries.  Her form is long and limber with elegant butterfly-like wings patterned in black and blue; she has grown a mane of overlapping chitinous growth that from a distance looks like black hair, but on closer examination is closer to feathers.  &lt;br /&gt;
*Her features are narrow and elegant and pale, a translucent white with dustings of blue scales along her jawline and brow.&lt;br /&gt;
*Persephone&#039;s manner is very much that of the analytical academic when confronted with a problem or new discovery, although she&#039;s easy to fluster.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
* &#039;&#039;What responsibilities did your community once count on you for?  How did you let them down?&#039;&#039;&lt;br /&gt;
** My aptitude for magic was identified when I was still a grubling, and it was expected that when I had mastered my Art I would return to brood many offspring and improve the magical potential of the swarm.  After studying with the scholars in Clearharbor and developing a passion for studying the natural world, I opted not to return and to join with the Wildwardens... for now.&lt;br /&gt;
* &#039;&#039;You&#039;ve spent your life searching for a book or object of great significance.  What is it, and why is it so important to you?&#039;&#039;&lt;br /&gt;
** Persephone&#039;s studies made it clear that her home swarm and the other major faerie enclaves each first arose from a Hive of genetic and magical potential.  Old and fragmentary writings from long-ago naturalists suggest that in a primeval age there was a lost Great Hive of which the others are colonies and offshoots.  There are many mutually exclusive clues as to the location of the Great Hive; Rekin&#039;s Refuge is one possible location but details are so scant that there are many other equally promising leads.  Persephone is in the course of building her master&#039;s thesis around the Great Hive theory, so finding some solid evidence to advance her thesis is a continuing preoccupation.&lt;br /&gt;
* &#039;&#039;You have a powerful rival.  Who are they, and why are you so determined to defeat them?&#039;&#039;&#039;&lt;br /&gt;
** Ren Trefaran is a highly placed academic and sorcerer among the Clearharbor faculty.  He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them.&lt;br /&gt;
&lt;br /&gt;
===Connections===&lt;br /&gt;
* &#039;&#039;What favor have I asked of you that you&#039;re not sure you can fulfill?&#039;&#039;&lt;br /&gt;
**  &lt;br /&gt;
* &#039;&#039;What weird hobby or fascination do we both share?&#039;&#039;&lt;br /&gt;
**  &lt;br /&gt;
* &#039;&#039;What secret about yourself have you entrusted only to me?&#039;&#039;&lt;br /&gt;
**&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483331</id>
		<title>Rekin&#039;s Refuge</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483331"/>
		<updated>2025-08-24T02:24:50Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Notable Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rekins Refuge world map.png|500px|caption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Daggerheart maps available as a free download at [https://www.daggerheart.com/downloads/ the Daggerheart website]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
Nature and the &amp;quot;civilised world&amp;quot; have often been at odds, vying for territory and resources. Almost a century ago the nobleman-druid &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; thwarted tradition by letting his lands go back to the wilderness. On his death he left those lands to the creatures that occupied them, instead of his heirs. Rekin&#039;s Refuge was born.&lt;br /&gt;
&lt;br /&gt;
Tended by a guild of caretakers known as &#039;&#039;&#039;Wildwardens&#039;&#039;&#039;, Rekin&#039;s Refuge is a sanctuary for wild creatures that live in the untamed places. The Wildwardens guard against trespassers, treat sickness and blight, and keep their charges from straying into the territory of the local towns. They guide visiting academics and travellers, and liaise with the few small communities that still live in the Refuge.&lt;br /&gt;
&lt;br /&gt;
However, sanctuary does not mean safety. Politics reaches even here. The towns of &#039;&#039;&#039;Cadun&#039;&#039;&#039; to the north and &#039;&#039;&#039;Frewich&#039;&#039;&#039; to the south are ever-expanding, their merchants wanting to send ever more trade caravans through Rekin&#039;s Refuge instead of by sea or the longer mountain route. Many nature lovers believe even the Wildwarden&#039;s intervention is too much. Poachers and trophy-hunters are an ever-present threat, as are Rekin&#039;s heirs who seek even now to reclaim what they see as the birthright that was stolen from them.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Player&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Heritage&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;TBC&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;TBC&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;TBC&#039;&#039;&#039;  &lt;br /&gt;
|&#039;&#039;&#039;TBC&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;TBC&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Leliel&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|Garyfury&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Persephone_Lapis Persephone Lapis]&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|Seandemonium&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|Unka Josh&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Talisman&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;DM&#039;&#039;&#039;  || || colspan=&amp;quot;8&amp;quot;| &#039;&#039;strange behaviour&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
* Rekin Rainwalker (deceased) - a druid of noble birth, who founded Rekin&#039;s Refuge to protect the wilderness from the encroachment of civilisation.&lt;br /&gt;
&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
*Cadun - a port city to the north of Rekin&#039;s Refuge&lt;br /&gt;
*Frewich - an expanding town to the south of Rekin&#039;s Refuge, known for its trade in carpentry and lumber from the forest at the Refuge&#039;s borders.&lt;br /&gt;
*Clearharbor - a town dominated by a center of higher learning, located across the mountains to the southeast of Rekin&#039;d Refuge.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
The Daggerheart Core Rulebook and hybrid rules. &lt;br /&gt;
&lt;br /&gt;
Playtest resources from The Void are off limits.&lt;br /&gt;
&lt;br /&gt;
==Table Etiquette and House Rules==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Post Frequency&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This will be a slow game, potentially 1-2 posts a week, as all parties including the GM are new to the system.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Inititative System&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
TBC&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;PVP&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Any PVP requires consent from all parties involved. It&#039;s up to the player being acted against to decide if they&#039;re going to let it stand, act it out IC, or make the other player roll for it. If they say no to PVP, no PVP.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Absences&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Please keep an eye on the Absences Thread, as I&#039;ll post there if I&#039;m not going to be able to update the game (even if I don&#039;t get to it on the OOC). If you won&#039;t be able to post please post in the Absences Thread if you can.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alerts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Invoking other players (@forumhandle) doesn&#039;t work. Additionally, if you get an alert and don&#039;t check the thread you won&#039;t get another one for new posts until you next check in with the thread. Please keep an eye on the threads either by checking them manually every so often, or via the Watched Threads page.&lt;br /&gt;
&lt;br /&gt;
Any issues, please feel free to bring them up on the OOC thread, or DM me.&lt;br /&gt;
&lt;br /&gt;
==Game Threads and Resources==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Threads&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
:[https://forum.rpg.net/threads/closed-recruitment-daggerheart-tbc-session-zero.929871/ Recruitment/Development Thread]&lt;br /&gt;
&lt;br /&gt;
:OOC Thread&lt;br /&gt;
&lt;br /&gt;
:IC Thread&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Resources&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:[https://www.daggerheart.com/ The Daggerheart website] - includes free downloadable resources including the SRD.&lt;br /&gt;
&lt;br /&gt;
:[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483330</id>
		<title>Rekin&#039;s Refuge</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483330"/>
		<updated>2025-08-24T02:23:13Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rekins Refuge world map.png|500px|caption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Daggerheart maps available as a free download at [https://www.daggerheart.com/downloads/ the Daggerheart website]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
Nature and the &amp;quot;civilised world&amp;quot; have often been at odds, vying for territory and resources. Almost a century ago the nobleman-druid &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; thwarted tradition by letting his lands go back to the wilderness. On his death he left those lands to the creatures that occupied them, instead of his heirs. Rekin&#039;s Refuge was born.&lt;br /&gt;
&lt;br /&gt;
Tended by a guild of caretakers known as &#039;&#039;&#039;Wildwardens&#039;&#039;&#039;, Rekin&#039;s Refuge is a sanctuary for wild creatures that live in the untamed places. The Wildwardens guard against trespassers, treat sickness and blight, and keep their charges from straying into the territory of the local towns. They guide visiting academics and travellers, and liaise with the few small communities that still live in the Refuge.&lt;br /&gt;
&lt;br /&gt;
However, sanctuary does not mean safety. Politics reaches even here. The towns of &#039;&#039;&#039;Cadun&#039;&#039;&#039; to the north and &#039;&#039;&#039;Frewich&#039;&#039;&#039; to the south are ever-expanding, their merchants wanting to send ever more trade caravans through Rekin&#039;s Refuge instead of by sea or the longer mountain route. Many nature lovers believe even the Wildwarden&#039;s intervention is too much. Poachers and trophy-hunters are an ever-present threat, as are Rekin&#039;s heirs who seek even now to reclaim what they see as the birthright that was stolen from them.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Player&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Heritage&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;TBC&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;TBC&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;TBC&#039;&#039;&#039;  &lt;br /&gt;
|&#039;&#039;&#039;TBC&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;TBC&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Leliel&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|Garyfury&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Persephone_Lapis Persephone Lapis]&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|Seandemonium&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|Unka Josh&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Talisman&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;DM&#039;&#039;&#039;  || || colspan=&amp;quot;8&amp;quot;| &#039;&#039;strange behaviour&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
* Rekin Rainwalker (deceased) - a druid of noble birth, who founded Rekin&#039;s Refuge to protect the wilderness from the encroachment of civilisation.&lt;br /&gt;
&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
*Cadun - a port city to the north of Rekin&#039;s Refuge&lt;br /&gt;
*Frewich - an expanding town to the south of Rekin&#039;s Refuge, known for its trade in carpentry and lumber from the forest at the Refuge&#039;s borders.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
The Daggerheart Core Rulebook and hybrid rules. &lt;br /&gt;
&lt;br /&gt;
Playtest resources from The Void are off limits.&lt;br /&gt;
&lt;br /&gt;
==Table Etiquette and House Rules==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Post Frequency&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This will be a slow game, potentially 1-2 posts a week, as all parties including the GM are new to the system.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Inititative System&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
TBC&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;PVP&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Any PVP requires consent from all parties involved. It&#039;s up to the player being acted against to decide if they&#039;re going to let it stand, act it out IC, or make the other player roll for it. If they say no to PVP, no PVP.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Absences&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Please keep an eye on the Absences Thread, as I&#039;ll post there if I&#039;m not going to be able to update the game (even if I don&#039;t get to it on the OOC). If you won&#039;t be able to post please post in the Absences Thread if you can.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alerts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Invoking other players (@forumhandle) doesn&#039;t work. Additionally, if you get an alert and don&#039;t check the thread you won&#039;t get another one for new posts until you next check in with the thread. Please keep an eye on the threads either by checking them manually every so often, or via the Watched Threads page.&lt;br /&gt;
&lt;br /&gt;
Any issues, please feel free to bring them up on the OOC thread, or DM me.&lt;br /&gt;
&lt;br /&gt;
==Game Threads and Resources==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Threads&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
:[https://forum.rpg.net/threads/closed-recruitment-daggerheart-tbc-session-zero.929871/ Recruitment/Development Thread]&lt;br /&gt;
&lt;br /&gt;
:OOC Thread&lt;br /&gt;
&lt;br /&gt;
:IC Thread&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Resources&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:[https://www.daggerheart.com/ The Daggerheart website] - includes free downloadable resources including the SRD.&lt;br /&gt;
&lt;br /&gt;
:[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Persephone_Lapis&amp;diff=483329</id>
		<title>Persephone Lapis</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Persephone_Lapis&amp;diff=483329"/>
		<updated>2025-08-24T02:13:10Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: Created page with &amp;quot;=Persephone Lapis (she/her)=  Wildborne Faerie Wizard (School of Knowledge) Level 1  &amp;#039;&amp;#039;&amp;#039;Maximum Hope&amp;#039;&amp;#039;&amp;#039; 6  ==Traits== *Agility +0 (Sprint, Dodge, Leap) *Strength -1 (Lift, Smash, Grapple) *Finesse +0 (Control, Hide, Tinker) *Instinct +1 (Perceive, Sense, Navigate) *Presence +1 (Charm, Perform, Deceive) *Knowledge +2 (Recall, Analyze, Comprehend)  ==Experiences== * Natural Philosopher *   ==HP, Stress and Armor==  Evasion 12  ==Armor==  Woven Chitin (as Gambeson, +1 Evasi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Persephone Lapis (she/her)=&lt;br /&gt;
&lt;br /&gt;
Wildborne Faerie Wizard (School of Knowledge)&lt;br /&gt;
Level 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maximum Hope&#039;&#039;&#039; 6&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
*Agility +0 (Sprint, Dodge, Leap)&lt;br /&gt;
*Strength -1 (Lift, Smash, Grapple)&lt;br /&gt;
*Finesse +0 (Control, Hide, Tinker)&lt;br /&gt;
*Instinct +1 (Perceive, Sense, Navigate)&lt;br /&gt;
*Presence +1 (Charm, Perform, Deceive)&lt;br /&gt;
*Knowledge +2 (Recall, Analyze, Comprehend)&lt;br /&gt;
&lt;br /&gt;
==Experiences==&lt;br /&gt;
* Natural Philosopher&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==HP, Stress and Armor==&lt;br /&gt;
&lt;br /&gt;
Evasion 12&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
&lt;br /&gt;
Woven Chitin (as Gambeson, +1 Evasion)&lt;br /&gt;
&lt;br /&gt;
Armor Slots 0/3&lt;br /&gt;
&lt;br /&gt;
Damage Thresholds&lt;br /&gt;
*Major 6&lt;br /&gt;
*Severe 12&lt;br /&gt;
&lt;br /&gt;
HP 0/5&lt;br /&gt;
&lt;br /&gt;
Stress 0/5&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Primary - Sapphire Strands (as Wand) - Knowledge Far - d6+1 (Magic) - One-Handed&lt;br /&gt;
*Secondary - Small Dagger - Finesse Melee - d8 (Phy) - One-Handed - Paired: +2 to primary weapon damage when within Melee range.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
===Class===&lt;br /&gt;
* Prestidigitation - You can perform harmless, subtle magical effects at will.&lt;br /&gt;
* Strange Patterns - Choose a number between 1 and 12.  When you roll that number on a Duality Die, gain a Hope or clear a Stress.  You can change this number on a rest.&lt;br /&gt;
* Not This Time - Spend 3 Hope to force an adversary within Far range to reroll an attack or a damage roll.&lt;br /&gt;
&lt;br /&gt;
===Subclass===&lt;br /&gt;
* School of Knowledge&lt;br /&gt;
** Spellcast: Knowledge&lt;br /&gt;
** Prepared - Take an additional Domain card of your level or lower from a Domain that you have access to.&lt;br /&gt;
** Adept - When you Utilize an Experience, you can mark a Stress instead of clearing a Hope.  If you do, double your Experience modifier for that roil.&lt;br /&gt;
&lt;br /&gt;
===Ancestry===&lt;br /&gt;
&lt;br /&gt;
* Luckbearer: Once per session, after you or a willing ally within Close range make an Action roll, you may spend 3 Hope to reroll the Duality Dice&lt;br /&gt;
* Wings: You can fly.  While flying, you can mark a Stress after an adversary makes an attack against you to add +2 to your Evasion against that attack.&lt;br /&gt;
&lt;br /&gt;
===Community===&lt;br /&gt;
* Lightfeet: Your movement is naturally silent.  You have advantage on rolls to move without being heard&lt;br /&gt;
&lt;br /&gt;
==Domain Features==&lt;br /&gt;
&lt;br /&gt;
===Codex===&lt;br /&gt;
* Book of Illiat&lt;br /&gt;
** Slumber: Make a Spellcast Roll against a target within Very Close range. On a success, they’re Asleep until they take damage or the GM spends a Fear on their turn to clear this condition.&lt;br /&gt;
** Arcane Barrage: Once per rest, spend any number of Hope and shoot magical projectiles that strike a target of your choice within Close range. Roll a number of d6s equal to the Hope spent and deal that much magic damage to the target.&lt;br /&gt;
** Telepathy: Spend a Hope to open a line of mental communication with one target you can see. This connection lasts until your next rest or you cast Telepathy again.&lt;br /&gt;
* Book of Tyfar&lt;br /&gt;
** Wild Flame: Make a Spellcast Roll against up to three adversaries within Melee range. Targets you succeed against take 2d6 magic damage and must mark a Stress as flames erupt from your hand.&lt;br /&gt;
** Magic Hand: You conjure a magical hand with the same size and strength as your own within Far range.&lt;br /&gt;
** Mysterious Mist: Make a Spellcast Roll (13) to cast a temporary thick fog that gathers in a stationary area within Very Close range. The fog heavily obscures this area and everything in it.&lt;br /&gt;
&lt;br /&gt;
===Splendor===&lt;br /&gt;
* Mending Touch - Spell - Spend 2 Hope to clear 1 Hit Point or Stress on a target.  Once per long rest, when you spend this healing time to learn something new about them or reveal something new about yourself, clear 2 Hit Point or Stress instead.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Torch&lt;br /&gt;
* 50&#039; Rope&lt;br /&gt;
* Basic Supplies&lt;br /&gt;
* Handful of gold&lt;br /&gt;
* Woven Chitin Armor - (Equivalent of Tier 1 Gambeson) : This is a long tunic and skirt of soft, overlapping chitinous scales in a dark blue color&lt;br /&gt;
* Sapphire Strands - Tier 1 - Magic - (Equivalent of Tier 1 Wand) : This is a woven network of silk strands fitting over the palm and back of the hand up to the wrist, into which are woven an number of tiny blue gemstones.  Magical force can be channeled from the device to attack at up to Far range.&lt;br /&gt;
* Small Dagger - Tier 1 - Physical&lt;br /&gt;
* Minor Stamina Potion - Minor Stamina Potion - Immediately clear 1d4 stress.&lt;br /&gt;
* Lightning Bug - This is a tiny elemental pet formed from electricity.  At rest it manifests into the form of a butterfly with shimmering wings, but in motion it zips from place to place like a spark.&lt;br /&gt;
* Magical Weavings - Persephone&#039;s &amp;quot;spell book&amp;quot; consists of geometric patterns of many-colored filaments woven around and through small assemblages of twigs.  She carries them in a sturdy leather pouch hanging on her belt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
===Details===&lt;br /&gt;
*Pronouns - She / her&lt;br /&gt;
*Persephone&#039;s clothes are close-fitting and woven out of silk, in dark blues, greens and black.  &lt;br /&gt;
*Persephone&#039;s eyes are large, deep and piercing, formed from facets so small that they aren&#039;t readily obvious as such.  In human terms their appearance is like a large dark pupil surrounded by blue&lt;br /&gt;
*When she prepared to go off to study with human tutors, Persephone molted from a grubling into a form that would appear more normal and aesthetic to non-faeries.  Her form is long and limber with elegant butterfly-like wings patterned in black and blue; she has grown a mane of overlapping chitinous growth that from a distance looks like black hair, but on closer examination is closer to feathers.  &lt;br /&gt;
*Her features are narrow and elegant and pale, a translucent white with dustings of blue scales along her jawline and brow.&lt;br /&gt;
*Persephone&#039;s manner is very much that of the analytical academic when confronted with a problem or new discovery, although she&#039;s easy to fluster.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
* &#039;&#039;What responsibilities did your community once count on you for?  How did you let them down?&#039;&#039;&lt;br /&gt;
** My aptitude for magic was identified when I was still a grubling, and it was expected that when I had mastered my Art I would return to brood many offspring and improve the magical potential of the swarm.  After studying with the scholars in Clearharbor and developing a passion for studying the natural world, I opted not to return and to join with the Wildwardens... for now.&lt;br /&gt;
* &#039;&#039;You&#039;ve spent your life searching for a book or object of great significance.  What is it, and why is it so important to you?&#039;&#039;&lt;br /&gt;
** Persephone&#039;s studies made it clear that her home swarm and the other major faerie enclaves each first arose from a Hive of genetic and magical potential.  Old and fragmentary writings from long-ago naturalists suggest that in a primeval age there was a lost Great Hive of which the others are colonies and offshoots.  There are many mutually exclusive clues as to the location of the Great Hive; Rekin&#039;s Refuge is one possible location but details are so scant that there are many other equally promising leads.  Persephone is in the course of building her master&#039;s thesis around the Great Hive theory, so finding some solid evidence to advance her thesis is a continuing preoccupation.&lt;br /&gt;
* &#039;&#039;You have a powerful rival.  Who are they, and why are you so determined to defeat them?&#039;&#039;&#039;&lt;br /&gt;
** Ren Trefaran is a highly placed academic and sorcerer among the Clearharbor faculty.  He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them.&lt;br /&gt;
&lt;br /&gt;
===Connections===&lt;br /&gt;
* &#039;&#039;What favor have I asked of you that you&#039;re not sure you can fulfill?&#039;&#039;&lt;br /&gt;
**  &lt;br /&gt;
* &#039;&#039;What weird hobby or fascination do we both share?&#039;&#039;&lt;br /&gt;
**  &lt;br /&gt;
* &#039;&#039;What secret about yourself have you entrusted only to me?&#039;&#039;&lt;br /&gt;
**&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Amazing_Deliveries:_Justice_Franklin&amp;diff=479349</id>
		<title>Amazing Deliveries: Justice Franklin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Amazing_Deliveries:_Justice_Franklin&amp;diff=479349"/>
		<updated>2025-04-14T02:03:01Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Justice W. Franklin:: Postal Knight-Errant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Amazing_Deliveries | Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
=Justice W. Franklin:: Postal Knight-Errant=&lt;br /&gt;
[[File:Avatar Icon 001.png|300px]]&lt;br /&gt;
==&#039;&#039;&amp;quot;Through storm, through dust; through ruin, through blight; through bandits and through darkest night....&amp;quot;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
==Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==&lt;br /&gt;
&#039;&#039;&#039;|| Physical [[file:d8a.png|24px|d8]] || Mental [[file:d8a.png|24px|d8]] || Social [[file:d8a.png|24px|d18]] ||&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==&lt;br /&gt;
&#039;&#039;&#039;Survive&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fight&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
* &#039;&#039;Swordsmanship&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
* &#039;&#039;The Old World&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
* &#039;&#039;Oratory&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drive&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoot&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fix&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treat&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perform&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills [[file:d4a.png|30px|d4]]==&lt;br /&gt;
| Craft [[file:d4a.png|16px|d4]] | Fly [[file:d4a.png|16px|d4]] | Focus [[file:d4a.png|16px|d4]] | Labor [[file:d4a.png|16px|d4]] | Operate [[file:d4a.png|16px|d4]] | Sneak [[file:d4a.png|16px|d4]] | Throw [[file:d4a.png|16px|d4]] | Trick [[file:d4a.png|16px|d4]] |&lt;br /&gt;
&lt;br /&gt;
EP: 1&lt;br /&gt;
&lt;br /&gt;
==Distinctions/SFX [[file:d8a.png|32px|d8]]==&lt;br /&gt;
Checked SFX are active.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Distinction -&#039;&#039;&#039; &#039;&#039;The Mail Goes Through&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Hinder:&#039;&#039;&#039; &#039;&#039;Sometimes your distinction works against you.&#039;&#039; Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;SFX:&#039;&#039;&#039; &#039;&#039;Nor Gloom of Night: Bull through with sheer determination when failure is not an option.&#039;&#039; Spend 1 plot point to reroll one die from an already-rolled pool.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Distinction -&#039;&#039;&#039; &#039;&#039;Keeper of the Old Ways&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Hinder:&#039;&#039;&#039; &#039;&#039;Sometimes your distinction works against you.&#039;&#039; Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;SFX:&#039;&#039;&#039; &#039;&#039;We Hold These Truths: Stand in defense of life, liberty, and the pursuit of happiness..&#039;&#039; Gain 1 plot point when you openly defy oppression or exploitation on behalf of common people.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Distinction -&#039;&#039;&#039; &#039;&#039;To Serve And Protect&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Hinder:&#039;&#039;&#039; &#039;&#039;Sometimes your distinction works against you.&#039;&#039; Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Signature Assets [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==&lt;br /&gt;
&#039;&#039;&#039;Long-Life Environ Armor&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &#039;&#039;This is a rugged set of medium-weight environment gear made of tough heat- and impact-resistant ceramics. It provides a limited self-contained air supply and retractable (albeit fragile) radiator fins to extend the wearer&#039;s ability to travel unprotected in the wasteland. The suit&#039;s helmet carries the white-on-blue design of the face and beak of the mighty, long-extinct eagle, and the radiator fins, when extended, can resemble wings to a particularly forgiving imagination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Widget&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &#039;&#039;This is a compact, multi-functional power tool that can assist in a variety of light repairs and other work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Background/Bio==&lt;br /&gt;
Gender: Cisgender female&lt;br /&gt;
&lt;br /&gt;
Age: 29 years&lt;br /&gt;
&lt;br /&gt;
Justice W. Franklin, Carrier First Class, hails from far west of the Berkshires, beyond even the Great Rust Desert, in the community that arose from the collapse of Cincinnati, Ohio. Among the institutions that gained great influence in the reforged stronghold of &amp;quot;Sinless&amp;quot; was the Service, an order of Deliverers and protectors that helps to bind civilization in that area together, headquartered in the fortress known as &amp;quot;Post Sinless&amp;quot;, once the old city&#039;s USPS Sort and Distribution Facility. The area has maintained some distorted semblance of the idea that the whole land was once a unified country and people, which they refer to simply as &amp;quot;the Us.&amp;quot; Some fragments of culture and civic tradition survive there.&lt;br /&gt;
&lt;br /&gt;
Not only do the Carriers of Post Sinless move communications and vital supplies between the local communities, they also defend it from bandits who would encroach upon the territory. Their ventures out into the wastelands beyond have, very slowly, started to connect the area back together. The Carriers are evangelists, defenders, knights-errant and couriers all in one, readily identifiable in their blue, red-and-white piped environment armor.&lt;br /&gt;
&lt;br /&gt;
Justice herself grew up on tales of the exploits of Carriers from Sinless, as well as what fragmentary stories survived from before the collapse. Her uncle, himself an accomplished Carrier, impressed on her that the job was more than just delivering goods and news, it was to bind together the spirit of the people, sharing tales and songs of the Us and inspiring the people of the land to come together.&lt;br /&gt;
&lt;br /&gt;
After serving with distinction from her teens into her late twenties, Justice was chosen by the Postmaster of Sinless -- the head of the Service, though not the head of the civil government -- for a solemn and hazardous mission to the forgotten East. She carries the very long overdue Census of Sinless to (what they collectively mis-recollect to be) the supreme but long-lost head of the Service: the fabled Postmaster-General of Us.&lt;br /&gt;
&lt;br /&gt;
Justice set out in a small but sturdy cross-country crawler, but it was damaged beyond repair in an altercation with the forces of a group called the Smoke Cult in the western part of the Rust Desert. Rather than abandon her mission, though, she has carried on moving from settlement to settlement on foot, making her way here only after many months of travel and adventure.&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Bandits_Of_Clockton&amp;diff=472153</id>
		<title>Bandits Of Clockton</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Bandits_Of_Clockton&amp;diff=472153"/>
		<updated>2024-10-28T00:17:36Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Bandits_Of_Clockton.jpg|500px]]&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|Name&lt;br /&gt;
|&lt;br /&gt;
|Depletion&lt;br /&gt;
|Exhaustion&lt;br /&gt;
|Injury&lt;br /&gt;
|Wear&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vix&#039;&#039;&#039; the Thief &lt;br /&gt;
|[[Victory_&amp;quot;Vix&amp;quot;_Fields]]&lt;br /&gt;
| 0/4&lt;br /&gt;
| 0/4&lt;br /&gt;
| 0/4&lt;br /&gt;
| &#039;&#039;Dueling Dagger&#039;&#039; 0/2, &#039;&#039;Bangle Tool&#039;&#039; 0/2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pippa&#039;&#039;&#039; the Chronicler &lt;br /&gt;
|[[Pippa_the_Chronicler]]&lt;br /&gt;
| 0/4&lt;br /&gt;
| 0/4&lt;br /&gt;
| 0/4&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skipper Levy&#039;&#039;&#039; the Pirare&lt;br /&gt;
|[[Skipper_Levy_the_Pirate]]&lt;br /&gt;
| 0/4&lt;br /&gt;
| 0/4&lt;br /&gt;
| 0/4&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Qawiah&#039;&#039;&#039; the Arbiter&lt;br /&gt;
|[[Qawiah_the_Arbiter]]&lt;br /&gt;
| 0/4&lt;br /&gt;
| 0/4&lt;br /&gt;
| 0/4&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Bandits_Of_Clockton.jpg&amp;diff=472152</id>
		<title>File:Bandits Of Clockton.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Bandits_Of_Clockton.jpg&amp;diff=472152"/>
		<updated>2024-10-27T23:56:09Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Victory_%22Vix%22_Fields&amp;diff=472151</id>
		<title>Victory &quot;Vix&quot; Fields</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Victory_%22Vix%22_Fields&amp;diff=472151"/>
		<updated>2024-10-27T23:52:37Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Vix.jpg|200px|right]]&lt;br /&gt;
== Character Details == &lt;br /&gt;
{| class=:wikitable&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Playbook&#039;&#039;&#039;: &#039;&#039;The Thief&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: &#039;&#039;Fox&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demeanor&#039;&#039;&#039;: &#039;&#039;Fast-talking, Flirtatious&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details&#039;&#039;&#039;: &#039;&#039;Blue-and-green stripy scarf&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charm&#039;&#039;&#039;: +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cunning&#039;&#039;&#039;: +0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Finesse&#039;&#039;&#039;: +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Luck&#039;&#039;&#039;: +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Might&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
== Nature ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebellious&#039;&#039;&#039;: &#039;&#039;Clear your exhaustion track when you grievously insult, defy, or anger figures of authority.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Drives ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Freedom&#039;&#039;&#039;: &#039;&#039;Advance when you free a group of denizens from oppression.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thrills&#039;&#039;&#039;: &#039;&#039;Advance when you escape from certain death or incarceration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&#039;&#039;Where do you call home?&#039;&#039; The Reaches&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Why are you a vagabond?&#039;&#039; I am being hunted by Captain Malthus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Whom have you left behind?&#039;&#039; Luna, my partner-in-crime&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Which faction have you served the most&#039;&#039;? The Woodland Alliance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;With which faction have you earned a special enmity?&#039;&#039; The Marquisate&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: Qawiah: &#039;&#039;Share the +1 going forward for acting on reading a tense situation with them if info shared. Get the 2 exhaustion version of help for them using one exhaustion on their using a roguish feat&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Friend&#039;&#039;&#039;: Pippa: &#039;&#039;Can spend 2 exhaustion to give them +2 with a help action (not only +1 for 1 exhaustion)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Basic Moves ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Moves&#039;&#039;&#039;: &#039;&#039;Parry&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roguish Feats&#039;&#039;&#039;: &#039;&#039;Acrobatics, Pick Lock, Sleight of Hand, Sneak&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playbook Moves&#039;&#039;&#039;: &#039;&#039;Breaking and Entering, Rope-a-Dope, Master Thief&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marquisate Dueling Dagger&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Wear&#039;&#039;: 0/2&lt;br /&gt;
&#039;&#039;Value&#039;&#039;: 5&lt;br /&gt;
&#039;&#039;Load&#039;&#039;: 0&lt;br /&gt;
&#039;&#039;Ranges&#039;&#039;: Intimate, Close&lt;br /&gt;
&#039;&#039;Weapon Skill Tags&#039;&#039;: Disarm, Parry&lt;br /&gt;
&#039;&#039;Special&#039;&#039;: +Quick -Incriminating&lt;br /&gt;
&lt;br /&gt;
This is a high-quality curved, single-edged dagger. The back edge of the blade is thick and solid for parrying, with a notched cut-out for catching an opponent&#039;s weapon. The designs and markings on the hilt and pommel make it clear that it is a Marquisate officer&#039;s weapon: this was stolen from Captain Malthus and given as a gift to Vix by her old thieving partner, Luna.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multitool Bangle&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Wear&#039;&#039;: 0/2&lt;br /&gt;
&#039;&#039;Value&#039;&#039;: 3&lt;br /&gt;
&#039;&#039;Load&#039;&#039;: 1&lt;br /&gt;
&#039;&#039;Special&#039;&#039;: +Hidden +Thief&#039;s Kit -Weighty&lt;br /&gt;
&lt;br /&gt;
To casual eyes this appears to be nothing but an ornamental bangle or bracer -- made from steel with a shaped pattern and a few pretty inlaid stones, but nothing particularly fancy or expensive. It&#039;s actually a sophisticated gadget which can be manipulated to extrude different small picks and tools, and unlocked to extract and use others.&lt;br /&gt;
&lt;br /&gt;
== Reputations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Faction&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reputation&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Prestige&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Notoriety&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Marquisate&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Eyrie Dynasties&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Woodland Alliance&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Lizard Cults&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Riverfolk Company&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Grand Underground Duchy&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Corvid Conspiracy&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Denizens&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Victory, by preference known as &amp;quot;Vix&amp;quot;, is a &#039;&#039;fast-talking&#039;&#039; and &#039;&#039;flirtatious&#039;&#039; &#039;&#039;Fox&#039;&#039; &#039;&#039;Thief&#039;&#039;. When she is not actively engaged in infiltrating a secure position -- that is to say, once she&#039;s been rumbled, or when she is interacting with people at her ease -- she dresses &#039;&#039;flamboyantly&#039;&#039; in colorful clothes, although in her current circumstances her wardrobe is long past its best state of repair. Her most prized accessory is a &#039;&#039;blue-and-green stripy scarf&#039;&#039;, rather newer than the rest because it was stolen from a humorless Eyrie magistrate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a young kit Vix grew up in Clockton until her adolescence, when she fell in with a group of young ne&#039;er-do-wells, some of which were sons and daughters of privileged citizens and Marquisate officers. Dearest to Vix was the feline thief &#039;&#039;Luna&#039;&#039;, the daughter of a prominent Marquisate Captain named &#039;&#039;Malthus&#039;&#039;. Vix and Luna staged a series of ever more daring crimes in &#039;&#039;Clockton&#039;&#039; until Malthus himself became obsessed with tracking down the daring mystery thieves. When a patrol under Malthus&#039; command finally cornered them during an inevitably botched job, Luna seemingly attempted to betray Vix to save herself -- Vix barely managed to slip the trap, but she has never been able to forgive Luna in the few times since that their paths have crossed. Malthus, on the other hand, has never truly given up his pursuit of Vix, as he blames her for &amp;quot;corrupting&amp;quot; his daughter. Vix&#039;s father &#039;&#039;Renard&#039;&#039; is a widower and a foreman in the workshop of a prominent Clockton engineer. Authorities occasionally keep tabs on Renny, watching out for any contact from Vix.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since then, while Vix has not stinted at many jobs that could keep her fed, if not comfortable, she always feels a little extra motivated to strike at the Marquisate. She&#039;s not hugely inclined to any of the major factions, but is a lot of ways is more inclined to those that aim to overthrow the more authoritarian groups. Some of her feats have gained the notice and approval of sympathizers and operatives of the Woodland Alliance, and the place that she now feels most confortable calling home is the Reaches where Vix&#039;s aunt &#039;&#039;Sunny&#039;&#039; has a small farm.&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Victory_%22Vix%22_Fields&amp;diff=472150</id>
		<title>Victory &quot;Vix&quot; Fields</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Victory_%22Vix%22_Fields&amp;diff=472150"/>
		<updated>2024-10-27T23:51:23Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Character Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== Character Details == &lt;br /&gt;
[[File:Vix.jpg|200px|right]]&lt;br /&gt;
{| class=:wikitable&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Playbook&#039;&#039;&#039;: &#039;&#039;The Thief&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: &#039;&#039;Fox&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demeanor&#039;&#039;&#039;: &#039;&#039;Fast-talking, Flirtatious&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details&#039;&#039;&#039;: &#039;&#039;Blue-and-green stripy scarf&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charm&#039;&#039;&#039;: +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cunning&#039;&#039;&#039;: +0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Finesse&#039;&#039;&#039;: +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Luck&#039;&#039;&#039;: +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Might&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
== Nature ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebellious&#039;&#039;&#039;: &#039;&#039;Clear your exhaustion track when you grievously insult, defy, or anger figures of authority.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Drives ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Freedom&#039;&#039;&#039;: &#039;&#039;Advance when you free a group of denizens from oppression.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thrills&#039;&#039;&#039;: &#039;&#039;Advance when you escape from certain death or incarceration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&#039;&#039;Where do you call home?&#039;&#039; The Reaches&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Why are you a vagabond?&#039;&#039; I am being hunted by Captain Malthus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Whom have you left behind?&#039;&#039; Luna, my partner-in-crime&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Which faction have you served the most&#039;&#039;? The Woodland Alliance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;With which faction have you earned a special enmity?&#039;&#039; The Marquisate&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: Qawiah: &#039;&#039;Share the +1 going forward for acting on reading a tense situation with them if info shared. Get the 2 exhaustion version of help for them using one exhaustion on their using a roguish feat&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Friend&#039;&#039;&#039;: Pippa: &#039;&#039;Can spend 2 exhaustion to give them +2 with a help action (not only +1 for 1 exhaustion)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Basic Moves ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Moves&#039;&#039;&#039;: &#039;&#039;Parry&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roguish Feats&#039;&#039;&#039;: &#039;&#039;Acrobatics, Pick Lock, Sleight of Hand, Sneak&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playbook Moves&#039;&#039;&#039;: &#039;&#039;Breaking and Entering, Rope-a-Dope, Master Thief&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marquisate Dueling Dagger&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Wear&#039;&#039;: 0/2&lt;br /&gt;
&#039;&#039;Value&#039;&#039;: 5&lt;br /&gt;
&#039;&#039;Load&#039;&#039;: 0&lt;br /&gt;
&#039;&#039;Ranges&#039;&#039;: Intimate, Close&lt;br /&gt;
&#039;&#039;Weapon Skill Tags&#039;&#039;: Disarm, Parry&lt;br /&gt;
&#039;&#039;Special&#039;&#039;: +Quick -Incriminating&lt;br /&gt;
&lt;br /&gt;
This is a high-quality curved, single-edged dagger. The back edge of the blade is thick and solid for parrying, with a notched cut-out for catching an opponent&#039;s weapon. The designs and markings on the hilt and pommel make it clear that it is a Marquisate officer&#039;s weapon: this was stolen from Captain Malthus and given as a gift to Vix by her old thieving partner, Luna.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multitool Bangle&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Wear&#039;&#039;: 0/2&lt;br /&gt;
&#039;&#039;Value&#039;&#039;: 3&lt;br /&gt;
&#039;&#039;Load&#039;&#039;: 1&lt;br /&gt;
&#039;&#039;Special&#039;&#039;: +Hidden +Thief&#039;s Kit -Weighty&lt;br /&gt;
&lt;br /&gt;
To casual eyes this appears to be nothing but an ornamental bangle or bracer -- made from steel with a shaped pattern and a few pretty inlaid stones, but nothing particularly fancy or expensive. It&#039;s actually a sophisticated gadget which can be manipulated to extrude different small picks and tools, and unlocked to extract and use others.&lt;br /&gt;
&lt;br /&gt;
== Reputations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Faction&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reputation&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Prestige&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Notoriety&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Marquisate&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Eyrie Dynasties&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Woodland Alliance&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Lizard Cults&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Riverfolk Company&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Grand Underground Duchy&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Corvid Conspiracy&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Denizens&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Victory, by preference known as &amp;quot;Vix&amp;quot;, is a &#039;&#039;fast-talking&#039;&#039; and &#039;&#039;flirtatious&#039;&#039; &#039;&#039;Fox&#039;&#039; &#039;&#039;Thief&#039;&#039;. When she is not actively engaged in infiltrating a secure position -- that is to say, once she&#039;s been rumbled, or when she is interacting with people at her ease -- she dresses &#039;&#039;flamboyantly&#039;&#039; in colorful clothes, although in her current circumstances her wardrobe is long past its best state of repair. Her most prized accessory is a &#039;&#039;blue-and-green stripy scarf&#039;&#039;, rather newer than the rest because it was stolen from a humorless Eyrie magistrate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a young kit Vix grew up in Clockton until her adolescence, when she fell in with a group of young ne&#039;er-do-wells, some of which were sons and daughters of privileged citizens and Marquisate officers. Dearest to Vix was the feline thief &#039;&#039;Luna&#039;&#039;, the daughter of a prominent Marquisate Captain named &#039;&#039;Malthus&#039;&#039;. Vix and Luna staged a series of ever more daring crimes in &#039;&#039;Clockton&#039;&#039; until Malthus himself became obsessed with tracking down the daring mystery thieves. When a patrol under Malthus&#039; command finally cornered them during an inevitably botched job, Luna seemingly attempted to betray Vix to save herself -- Vix barely managed to slip the trap, but she has never been able to forgive Luna in the few times since that their paths have crossed. Malthus, on the other hand, has never truly given up his pursuit of Vix, as he blames her for &amp;quot;corrupting&amp;quot; his daughter. Vix&#039;s father &#039;&#039;Renard&#039;&#039; is a widower and a foreman in the workshop of a prominent Clockton engineer. Authorities occasionally keep tabs on Renny, watching out for any contact from Vix.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since then, while Vix has not stinted at many jobs that could keep her fed, if not comfortable, she always feels a little extra motivated to strike at the Marquisate. She&#039;s not hugely inclined to any of the major factions, but is a lot of ways is more inclined to those that aim to overthrow the more authoritarian groups. Some of her feats have gained the notice and approval of sympathizers and operatives of the Woodland Alliance, and the place that she now feels most confortable calling home is the Reaches where Vix&#039;s aunt &#039;&#039;Sunny&#039;&#039; has a small farm.&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Victory_%22Vix%22_Fields&amp;diff=472131</id>
		<title>Victory &quot;Vix&quot; Fields</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Victory_%22Vix%22_Fields&amp;diff=472131"/>
		<updated>2024-10-27T03:42:27Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== Character Details == &lt;br /&gt;
{| class=:wikitable&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Playbook&#039;&#039;&#039;: &#039;&#039;The Thief&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: &#039;&#039;Fox&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demeanor&#039;&#039;&#039;: &#039;&#039;Fast-talking, Flirtatious&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details&#039;&#039;&#039;: &#039;&#039;Blue-and-green stripy scarf&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
[[File:Vix.jpg|200px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charm&#039;&#039;&#039;: +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cunning&#039;&#039;&#039;: +0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Finesse&#039;&#039;&#039;: +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Luck&#039;&#039;&#039;: +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Might&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
== Nature ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebellious&#039;&#039;&#039;: &#039;&#039;Clear your exhaustion track when you grievously insult, defy, or anger figures of authority.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Drives ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Freedom&#039;&#039;&#039;: &#039;&#039;Advance when you free a group of denizens from oppression.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thrills&#039;&#039;&#039;: &#039;&#039;Advance when you escape from certain death or incarceration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&#039;&#039;Where do you call home?&#039;&#039; The Reaches&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Why are you a vagabond?&#039;&#039; I am being hunted by Captain Malthus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Whom have you left behind?&#039;&#039; Luna, my partner-in-crime&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Which faction have you served the most&#039;&#039;? The Woodland Alliance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;With which faction have you earned a special enmity?&#039;&#039; The Marquisate&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: Qawiah: &#039;&#039;Share the +1 going forward for acting on reading a tense situation with them if info shared. Get the 2 exhaustion version of help for them using one exhaustion on their using a roguish feat&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Friend&#039;&#039;&#039;: Pippa: &#039;&#039;Can spend 2 exhaustion to give them +2 with a help action (not only +1 for 1 exhaustion)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Basic Moves ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Moves&#039;&#039;&#039;: &#039;&#039;Parry&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roguish Feats&#039;&#039;&#039;: &#039;&#039;Acrobatics, Pick Lock, Sleight of Hand, Sneak&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playbook Moves&#039;&#039;&#039;: &#039;&#039;Breaking and Entering, Rope-a-Dope, Master Thief&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marquisate Dueling Dagger&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Wear&#039;&#039;: 0/2&lt;br /&gt;
&#039;&#039;Value&#039;&#039;: 5&lt;br /&gt;
&#039;&#039;Load&#039;&#039;: 0&lt;br /&gt;
&#039;&#039;Ranges&#039;&#039;: Intimate, Close&lt;br /&gt;
&#039;&#039;Weapon Skill Tags&#039;&#039;: Disarm, Parry&lt;br /&gt;
&#039;&#039;Special&#039;&#039;: +Quick -Incriminating&lt;br /&gt;
&lt;br /&gt;
This is a high-quality curved, single-edged dagger. The back edge of the blade is thick and solid for parrying, with a notched cut-out for catching an opponent&#039;s weapon. The designs and markings on the hilt and pommel make it clear that it is a Marquisate officer&#039;s weapon: this was stolen from Captain Malthus and given as a gift to Vix by her old thieving partner, Luna.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multitool Bangle&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Wear&#039;&#039;: 0/2&lt;br /&gt;
&#039;&#039;Value&#039;&#039;: 3&lt;br /&gt;
&#039;&#039;Load&#039;&#039;: 1&lt;br /&gt;
&#039;&#039;Special&#039;&#039;: +Hidden +Thief&#039;s Kit -Weighty&lt;br /&gt;
&lt;br /&gt;
To casual eyes this appears to be nothing but an ornamental bangle or bracer -- made from steel with a shaped pattern and a few pretty inlaid stones, but nothing particularly fancy or expensive. It&#039;s actually a sophisticated gadget which can be manipulated to extrude different small picks and tools, and unlocked to extract and use others.&lt;br /&gt;
&lt;br /&gt;
== Reputations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Faction&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reputation&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Prestige&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Notoriety&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Marquisate&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Eyrie Dynasties&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Woodland Alliance&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Lizard Cults&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Riverfolk Company&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Grand Underground Duchy&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Corvid Conspiracy&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Denizens&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Victory, by preference known as &amp;quot;Vix&amp;quot;, is a &#039;&#039;fast-talking&#039;&#039; and &#039;&#039;flirtatious&#039;&#039; &#039;&#039;Fox&#039;&#039; &#039;&#039;Thief&#039;&#039;. When she is not actively engaged in infiltrating a secure position -- that is to say, once she&#039;s been rumbled, or when she is interacting with people at her ease -- she dresses &#039;&#039;flamboyantly&#039;&#039; in colorful clothes, although in her current circumstances her wardrobe is long past its best state of repair. Her most prized accessory is a &#039;&#039;blue-and-green stripy scarf&#039;&#039;, rather newer than the rest because it was stolen from a humorless Eyrie magistrate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a young kit Vix grew up in Clockton until her adolescence, when she fell in with a group of young ne&#039;er-do-wells, some of which were sons and daughters of privileged citizens and Marquisate officers. Dearest to Vix was the feline thief &#039;&#039;Luna&#039;&#039;, the daughter of a prominent Marquisate Captain named &#039;&#039;Malthus&#039;&#039;. Vix and Luna staged a series of ever more daring crimes in &#039;&#039;Clockton&#039;&#039; until Malthus himself became obsessed with tracking down the daring mystery thieves. When a patrol under Malthus&#039; command finally cornered them during an inevitably botched job, Luna seemingly attempted to betray Vix to save herself -- Vix barely managed to slip the trap, but she has never been able to forgive Luna in the few times since that their paths have crossed. Malthus, on the other hand, has never truly given up his pursuit of Vix, as he blames her for &amp;quot;corrupting&amp;quot; his daughter. Vix&#039;s father &#039;&#039;Renard&#039;&#039; is a widower and a foreman in the workshop of a prominent Clockton engineer. Authorities occasionally keep tabs on Renny, watching out for any contact from Vix.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since then, while Vix has not stinted at many jobs that could keep her fed, if not comfortable, she always feels a little extra motivated to strike at the Marquisate. She&#039;s not hugely inclined to any of the major factions, but is a lot of ways is more inclined to those that aim to overthrow the more authoritarian groups. Some of her feats have gained the notice and approval of sympathizers and operatives of the Woodland Alliance, and the place that she now feels most confortable calling home is the Reaches where Vix&#039;s aunt &#039;&#039;Sunny&#039;&#039; has a small farm.&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Vix.jpg&amp;diff=472130</id>
		<title>File:Vix.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Vix.jpg&amp;diff=472130"/>
		<updated>2024-10-27T03:34:45Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Victory_%22Vix%22_Fields&amp;diff=472129</id>
		<title>Victory &quot;Vix&quot; Fields</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Victory_%22Vix%22_Fields&amp;diff=472129"/>
		<updated>2024-10-27T03:33:51Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: Victory &amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== Character Details ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playbook&#039;&#039;&#039;: &#039;&#039;The Thief&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: &#039;&#039;Fox&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demeanor&#039;&#039;&#039;: &#039;&#039;Fast-talking, Flirtatious&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details&#039;&#039;&#039;: &#039;&#039;Blue-and-green stripy scarf&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charm&#039;&#039;&#039;: +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cunning&#039;&#039;&#039;: +0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Finesse&#039;&#039;&#039;: +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Luck&#039;&#039;&#039;: +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Might&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
== Nature ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebellious&#039;&#039;&#039;: &#039;&#039;Clear your exhaustion track when you grievously insult, defy, or anger figures of authority.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Drives ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Freedom&#039;&#039;&#039;: &#039;&#039;Advance when you free a group of denizens from oppression.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thrills&#039;&#039;&#039;: &#039;&#039;Advance when you escape from certain death or incarceration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&#039;&#039;Where do you call home?&#039;&#039; The Reaches&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Why are you a vagabond?&#039;&#039; I am being hunted by Captain Malthus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Whom have you left behind?&#039;&#039; Luna, my partner-in-crime&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Which faction have you served the most&#039;&#039;? The Woodland Alliance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;With which faction have you earned a special enmity?&#039;&#039; The Marquisate&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: Qawiah: &#039;&#039;Share the +1 going forward for acting on reading a tense situation with them if info shared. Get the 2 exhaustion version of help for them using one exhaustion on their using a roguish feat&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Friend&#039;&#039;&#039;: Pippa: &#039;&#039;Can spend 2 exhaustion to give them +2 with a help action (not only +1 for 1 exhaustion)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Basic Moves ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Moves&#039;&#039;&#039;: &#039;&#039;Parry&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roguish Feats&#039;&#039;&#039;: &#039;&#039;Acrobatics, Pick Lock, Sleight of Hand, Sneak&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playbook Moves&#039;&#039;&#039;: &#039;&#039;Breaking and Entering, Rope-a-Dope, Master Thief&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marquisate Dueling Dagger&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Wear&#039;&#039;: 0/2&lt;br /&gt;
&#039;&#039;Value&#039;&#039;: 5&lt;br /&gt;
&#039;&#039;Load&#039;&#039;: 0&lt;br /&gt;
&#039;&#039;Ranges&#039;&#039;: Intimate, Close&lt;br /&gt;
&#039;&#039;Weapon Skill Tags&#039;&#039;: Disarm, Parry&lt;br /&gt;
&#039;&#039;Special&#039;&#039;: +Quick -Incriminating&lt;br /&gt;
&lt;br /&gt;
This is a high-quality curved, single-edged dagger. The back edge of the blade is thick and solid for parrying, with a notched cut-out for catching an opponent&#039;s weapon. The designs and markings on the hilt and pommel make it clear that it is a Marquisate officer&#039;s weapon: this was stolen from Captain Malthus and given as a gift to Vix by her old thieving partner, Luna.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multitool Bangle&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Wear&#039;&#039;: 0/2&lt;br /&gt;
&#039;&#039;Value&#039;&#039;: 3&lt;br /&gt;
&#039;&#039;Load&#039;&#039;: 1&lt;br /&gt;
&#039;&#039;Special&#039;&#039;: +Hidden +Thief&#039;s Kit -Weighty&lt;br /&gt;
&lt;br /&gt;
To casual eyes this appears to be nothing but an ornamental bangle or bracer -- made from steel with a shaped pattern and a few pretty inlaid stones, but nothing particularly fancy or expensive. It&#039;s actually a sophisticated gadget which can be manipulated to extrude different small picks and tools, and unlocked to extract and use others.&lt;br /&gt;
&lt;br /&gt;
== Reputations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Faction&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reputation&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Prestige&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Notoriety&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Marquisate&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Eyrie Dynasties&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Woodland Alliance&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Lizard Cults&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Riverfolk Company&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Grand Underground Duchy&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Corvid Conspiracy&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Denizens&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Victory, by preference known as &amp;quot;Vix&amp;quot;, is a &#039;&#039;fast-talking&#039;&#039; and &#039;&#039;flirtatious&#039;&#039; &#039;&#039;Fox&#039;&#039; &#039;&#039;Thief&#039;&#039;. When she is not actively engaged in infiltrating a secure position -- that is to say, once she&#039;s been rumbled, or when she is interacting with people at her ease -- she dresses &#039;&#039;flamboyantly&#039;&#039; in colorful clothes, although in her current circumstances her wardrobe is long past its best state of repair. Her most prized accessory is a &#039;&#039;blue-and-green stripy scarf&#039;&#039;, rather newer than the rest because it was stolen from a humorless Eyrie magistrate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a young kit Vix grew up in Clockton until her adolescence, when she fell in with a group of young ne&#039;er-do-wells, some of which were sons and daughters of privileged citizens and Marquisate officers. Dearest to Vix was the feline thief &#039;&#039;Luna&#039;&#039;, the daughter of a prominent Marquisate Captain named &#039;&#039;Malthus&#039;&#039;. Vix and Luna staged a series of ever more daring crimes in &#039;&#039;Clockton&#039;&#039; until Malthus himself became obsessed with tracking down the daring mystery thieves. When a patrol under Malthus&#039; command finally cornered them during an inevitably botched job, Luna seemingly attempted to betray Vix to save herself -- Vix barely managed to slip the trap, but she has never been able to forgive Luna in the few times since that their paths have crossed. Malthus, on the other hand, has never truly given up his pursuit of Vix, as he blames her for &amp;quot;corrupting&amp;quot; his daughter. Vix&#039;s father &#039;&#039;Renard&#039;&#039; is a widower and a foreman in the workshop of a prominent Clockton engineer. Authorities occasionally keep tabs on Renny, watching out for any contact from Vix.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since then, while Vix has not stinted at many jobs that could keep her fed, if not comfortable, she always feels a little extra motivated to strike at the Marquisate. She&#039;s not hugely inclined to any of the major factions, but is a lot of ways is more inclined to those that aim to overthrow the more authoritarian groups. Some of her feats have gained the notice and approval of sympathizers and operatives of the Woodland Alliance, and the place that she now feels most confortable calling home is the Reaches where Vix&#039;s aunt &#039;&#039;Sunny&#039;&#039; has a small farm.&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Bandits_Of_Clockton&amp;diff=472128</id>
		<title>Bandits Of Clockton</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Bandits_Of_Clockton&amp;diff=472128"/>
		<updated>2024-10-27T01:25:53Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: Created page with &amp;quot;Victory &amp;quot;Vix&amp;quot; Fields&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Victory &amp;quot;Vix&amp;quot; Fields&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Amazing_Deliveries:_Justice_Franklin&amp;diff=471803</id>
		<title>Amazing Deliveries: Justice Franklin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Amazing_Deliveries:_Justice_Franklin&amp;diff=471803"/>
		<updated>2024-10-18T01:49:02Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* &amp;quot;Through sun, through dust; through ruin, through blight; through bandits and through darkest night....&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Amazing_Deliveries | Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
=Justice W. Franklin:: Postal Knight-Errant=&lt;br /&gt;
[[File:Avatar Icon 001.png|300px]]&lt;br /&gt;
==&#039;&#039;&amp;quot;Through storm, through dust; through ruin, through blight; through bandits and through darkest night....&amp;quot;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
==Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==&lt;br /&gt;
&#039;&#039;&#039;|| Physical [[file:d8a.png|24px|d8]] || Mental [[file:d8a.png|24px|d8]] || Social [[file:d8a.png|24px|d18]] ||&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==&lt;br /&gt;
&#039;&#039;&#039;Survive&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fight&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
* &#039;&#039;Swordsmanship&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
* &#039;&#039;The Old World&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
* &#039;&#039;Oratory&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drive&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoot&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fix&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treat&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perform&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills [[file:d4a.png|30px|d4]]==&lt;br /&gt;
| Craft [[file:d4a.png|16px|d4]] | Fly [[file:d4a.png|16px|d4]] | Focus [[file:d4a.png|16px|d4]] | Labor [[file:d4a.png|16px|d4]] | Move [[file:d4a.png|16px|d4]] | Operate [[file:d4a.png|16px|d4]] | Sneak [[file:d4a.png|16px|d4]] | Throw [[file:d4a.png|16px|d4]] | Trick [[file:d4a.png|16px|d4]] |&lt;br /&gt;
&lt;br /&gt;
==Distinctions/SFX [[file:d8a.png|32px|d8]]==&lt;br /&gt;
Checked SFX are active.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Distinction -&#039;&#039;&#039; &#039;&#039;The Mail Goes Through&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Hinder:&#039;&#039;&#039; &#039;&#039;Sometimes your distinction works against you.&#039;&#039; Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;SFX:&#039;&#039;&#039; &#039;&#039;Nor Gloom of Night: Bull through with sheer determination when failure is not an option.&#039;&#039; Spend 1 plot point to reroll one die from an already-rolled pool.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Distinction -&#039;&#039;&#039; &#039;&#039;Keeper of the Old Ways&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Hinder:&#039;&#039;&#039; &#039;&#039;Sometimes your distinction works against you.&#039;&#039; Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;SFX:&#039;&#039;&#039; &#039;&#039;We Hold These Truths: Stand in defense of life, liberty, and the pursuit of happiness..&#039;&#039; Gain 1 plot point when you openly defy oppression or exploitation on behalf of common people.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Distinction -&#039;&#039;&#039; &#039;&#039;To Serve And Protect&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Hinder:&#039;&#039;&#039; &#039;&#039;Sometimes your distinction works against you.&#039;&#039; Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Signature Assets [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==&lt;br /&gt;
&#039;&#039;&#039;Long-Life Environ Armor&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &#039;&#039;This is a rugged set of medium-weight environment gear made of tough heat- and impact-resistant ceramics. It provides a limited self-contained air supply and retractable (albeit fragile) radiator fins to extend the wearer&#039;s ability to travel unprotected in the wasteland. The suit&#039;s helmet carries the white-on-blue design of the face and beak of the mighty, long-extinct eagle, and the radiator fins, when extended, can resemble wings to a particularly forgiving imagination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Widget&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &#039;&#039;This is a compact, multi-functional power tool that can assist in a variety of light repairs and other work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Background/Bio==&lt;br /&gt;
Gender: Cisgender female&lt;br /&gt;
&lt;br /&gt;
Age: 29 years&lt;br /&gt;
&lt;br /&gt;
Justice W. Franklin, Carrier First Class, hails from far west of the Berkshires, beyond even the Great Rust Desert, in the community that arose from the collapse of Cincinnati, Ohio. Among the institutions that gained great influence in the reforged stronghold of &amp;quot;Sinless&amp;quot; was the Service, an order of Deliverers and protectors that helps to bind civilization in that area together, headquartered in the fortress known as &amp;quot;Post Sinless&amp;quot;, once the old city&#039;s USPS Sort and Distribution Facility. The area has maintained some distorted semblance of the idea that the whole land was once a unified country and people, which they refer to simply as &amp;quot;the Us.&amp;quot; Some fragments of culture and civic tradition survive there.&lt;br /&gt;
&lt;br /&gt;
Not only do the Carriers of Post Sinless move communications and vital supplies between the local communities, they also defend it from bandits who would encroach upon the territory. Their ventures out into the wastelands beyond have, very slowly, started to connect the area back together. The Carriers are evangelists, defenders, knights-errant and couriers all in one, readily identifiable in their blue, red-and-white piped environment armor.&lt;br /&gt;
&lt;br /&gt;
Justice herself grew up on tales of the exploits of Carriers from Sinless, as well as what fragmentary stories survived from before the collapse. Her uncle, himself an accomplished Carrier, impressed on her that the job was more than just delivering goods and news, it was to bind together the spirit of the people, sharing tales and songs of the Us and inspiring the people of the land to come together.&lt;br /&gt;
&lt;br /&gt;
After serving with distinction from her teens into her late twenties, Justice was chosen by the Postmaster of Sinless -- the head of the Service, though not the head of the civil government -- for a solemn and hazardous mission to the forgotten East. She carries the very long overdue Census of Sinless to (what they collectively mis-recollect to be) the supreme but long-lost head of the Service: the fabled Postmaster-General of Us.&lt;br /&gt;
&lt;br /&gt;
Justice set out in a small but sturdy cross-country crawler, but it was damaged beyond repair in an altercation with the forces of a group called the Smoke Cult in the western part of the Rust Desert. Rather than abandon her mission, though, she has carried on moving from settlement to settlement on foot, making her way here only after many months of travel and adventure.&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Amazing_Deliveries:_Justice_Franklin&amp;diff=471750</id>
		<title>Amazing Deliveries: Justice Franklin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Amazing_Deliveries:_Justice_Franklin&amp;diff=471750"/>
		<updated>2024-10-17T03:11:50Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Background/Bio */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Amazing_Deliveries | Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
=Justice W. Franklin:: Postal Knight-Errant=&lt;br /&gt;
[[File:Avatar Icon 001.png|300px]]&lt;br /&gt;
==&#039;&#039;&amp;quot;Through sun, through dust; through ruin, through blight; through bandits and through darkest night....&amp;quot;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
==Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==&lt;br /&gt;
&#039;&#039;&#039;|| Physical [[file:d8a.png|24px|d8]] || Mental [[file:d8a.png|24px|d8]] || Social [[file:d8a.png|24px|d18]] ||&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==&lt;br /&gt;
&#039;&#039;&#039;Survive&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fight&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
* &#039;&#039;Swordsmanship&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
* &#039;&#039;The Old World&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
* &#039;&#039;Oratory&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drive&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoot&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fix&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treat&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perform&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills [[file:d4a.png|30px|d4]]==&lt;br /&gt;
| Craft [[file:d4a.png|16px|d4]] | Fly [[file:d4a.png|16px|d4]] | Focus [[file:d4a.png|16px|d4]] | Labor [[file:d4a.png|16px|d4]] | Move [[file:d4a.png|16px|d4]] | Operate [[file:d4a.png|16px|d4]] | Sneak [[file:d4a.png|16px|d4]] | Throw [[file:d4a.png|16px|d4]] | Trick [[file:d4a.png|16px|d4]] |&lt;br /&gt;
&lt;br /&gt;
==Distinctions/SFX [[file:d8a.png|32px|d8]]==&lt;br /&gt;
Checked SFX are active.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Distinction -&#039;&#039;&#039; &#039;&#039;The Mail Goes Through&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Hinder:&#039;&#039;&#039; &#039;&#039;Sometimes your distinction works against you.&#039;&#039; Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;SFX:&#039;&#039;&#039; &#039;&#039;Nor Gloom of Night: Bull through with sheer determination when failure is not an option.&#039;&#039; Spend 1 plot point to reroll one die from an already-rolled pool.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Distinction -&#039;&#039;&#039; &#039;&#039;Keeper of the Old Ways&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Hinder:&#039;&#039;&#039; &#039;&#039;Sometimes your distinction works against you.&#039;&#039; Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;SFX:&#039;&#039;&#039; &#039;&#039;We Hold These Truths: Stand in defense of life, liberty, and the pursuit of happiness..&#039;&#039; Gain 1 plot point when you openly defy oppression or exploitation on behalf of common people.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Distinction -&#039;&#039;&#039; &#039;&#039;To Serve And Protect&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Hinder:&#039;&#039;&#039; &#039;&#039;Sometimes your distinction works against you.&#039;&#039; Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Signature Assets [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==&lt;br /&gt;
&#039;&#039;&#039;Long-Life Environ Armor&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &#039;&#039;This is a rugged set of medium-weight environment gear made of tough heat- and impact-resistant ceramics. It provides a limited self-contained air supply and retractable (albeit fragile) radiator fins to extend the wearer&#039;s ability to travel unprotected in the wasteland. The suit&#039;s helmet carries the white-on-blue design of the face and beak of the mighty, long-extinct eagle, and the radiator fins, when extended, can resemble wings to a particularly forgiving imagination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Widget&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &#039;&#039;This is a compact, multi-functional power tool that can assist in a variety of light repairs and other work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Background/Bio==&lt;br /&gt;
Gender: Cisgender female&lt;br /&gt;
&lt;br /&gt;
Age: 29 years&lt;br /&gt;
&lt;br /&gt;
Justice W. Franklin, Carrier First Class, hails from far west of the Berkshires, beyond even the Great Rust Desert, in the community that arose from the collapse of Cincinnati, Ohio. Among the institutions that gained great influence in the reforged stronghold of &amp;quot;Sinless&amp;quot; was the Service, an order of Deliverers and protectors that helps to bind civilization in that area together, headquartered in the fortress known as &amp;quot;Post Sinless&amp;quot;, once the old city&#039;s USPS Sort and Distribution Facility. The area has maintained some distorted semblance of the idea that the whole land was once a unified country and people, which they refer to simply as &amp;quot;the Us.&amp;quot; Some fragments of culture and civic tradition survive there.&lt;br /&gt;
&lt;br /&gt;
Not only do the Carriers of Post Sinless move communications and vital supplies between the local communities, they also defend it from bandits who would encroach upon the territory. Their ventures out into the wastelands beyond have, very slowly, started to connect the area back together. The Carriers are evangelists, defenders, knights-errant and couriers all in one, readily identifiable in their blue, red-and-white piped environment armor.&lt;br /&gt;
&lt;br /&gt;
Justice herself grew up on tales of the exploits of Carriers from Sinless, as well as what fragmentary stories survived from before the collapse. Her uncle, himself an accomplished Carrier, impressed on her that the job was more than just delivering goods and news, it was to bind together the spirit of the people, sharing tales and songs of the Us and inspiring the people of the land to come together.&lt;br /&gt;
&lt;br /&gt;
After serving with distinction from her teens into her late twenties, Justice was chosen by the Postmaster of Sinless -- the head of the Service, though not the head of the civil government -- for a solemn and hazardous mission to the forgotten East. She carries the very long overdue Census of Sinless to (what they collectively mis-recollect to be) the supreme but long-lost head of the Service: the fabled Postmaster-General of Us.&lt;br /&gt;
&lt;br /&gt;
Justice set out in a small but sturdy cross-country crawler, but it was damaged beyond repair in an altercation with the forces of a group called the Smoke Cult in the western part of the Rust Desert. Rather than abandon her mission, though, she has carried on moving from settlement to settlement on foot, making her way here only after many months of travel and adventure.&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Amazing_Deliveries&amp;diff=471749</id>
		<title>Amazing Deliveries</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Amazing_Deliveries&amp;diff=471749"/>
		<updated>2024-10-17T03:07:46Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a wiki for &#039;&#039;&#039;Amazing Deliveries&#039;&#039;&#039;, a game about post apocalyptic couriers.&lt;br /&gt;
&lt;br /&gt;
Climate change has forced the remaining humanity to live in fortified shelters. The outside temperature is high enough to cause death by heatstroke within hours. And the carbon dioxide content in the atmosphere is too high for humans without breathing masks, causing in short term mild symptoms including headache and fatigue, and in the long term more severe symptoms; difficulty breathing, respiratory failure, seizure, and coma.&lt;br /&gt;
&lt;br /&gt;
Yet life goes on. The change happened slowly enough that measures were taken. Food gets grown in domed farms, mining and manufacturing in underground shelters. Settlements exist, but the time of vast metropolises is over. Most towns have populations of hundreds or thousands, with only the powerful Dome Cities - often within the ruins of those past metropolises - reaching populations of over ten thousand. And few settlements are truly self sufficient. Food and raw materials are produced by smaller ones, but the advanced processing and manufacturing capabilities only exist in the larger ones. Constant transport between settlements is necessary for society to function, yet to step outside the shelters is potentially deadly, and few people ever see more than a half day&#039;s travel outside their settlement.&lt;br /&gt;
&lt;br /&gt;
Enter &#039;&#039;&#039;The Deliverers&#039;&#039;&#039;. Brave - some say foolhardy - people driving massive armored rigs to transport cargoes between settlements. And with their wide range of capabilities, often stopping to resolve various troubles the settlements have but lack the skills to solve.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/amazing-deliveries.911036/ IC thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/amazing-deliveries.911035/ OOC thread]&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
&lt;br /&gt;
The system will be Cortex Prime. Access to the rules is not necessary, the following links should have all the information needed.&lt;br /&gt;
&lt;br /&gt;
[[Amazing_Deliveries:_Character_Template | Character Template]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Amazing_Deliveries:_Build|Step by Step Character generation]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Amazing_Deliveries:_Character Advancement|Character Advancement]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
EP and PP edits to be done by GM, to prevent double edits.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Character&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Role&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Played by&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
! &#039;&#039;&#039;EP&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
! [[file:d6a.png|24px|d6]]&lt;br /&gt;
! [[file:d8a.png|24px|d8]]&lt;br /&gt;
! [[file:d10a.png|24px|d10]]&lt;br /&gt;
! [[file:d12a.png|24px|d12]]&lt;br /&gt;
|&lt;br /&gt;
! &#039;&#039;&#039;PP&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|  &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Amazing_Deliveries:_Alice | Alice]]&#039;&#039;&#039;&lt;br /&gt;
| Back Alley Cutter&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/brahnamin.70442/ Brahnamin]&#039;&#039;&lt;br /&gt;
|scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
|scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
|scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
! 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Ismael Ismael]&#039;&#039;&#039;&lt;br /&gt;
| Face&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/nex.31778/ Nex]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Rig Rig]&#039;&#039;&#039;&lt;br /&gt;
| Mechanic&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/prankster_dragon.21345// prankster_dragon]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Kit Kit]&#039;&#039;&#039;&lt;br /&gt;
| Scout&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/unka-josh.13588/ Unka Josh]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[-]&#039;&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
| &#039;&#039;-&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Sunny Susan “Sunny” Stevens]&#039;&#039;&#039;&lt;br /&gt;
| School Marm&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/muskrat.144471/ Muskrat]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Justice_Franklin Justice W. Franklin]&#039;&#039;&#039;&lt;br /&gt;
| Postal Knight-Errant&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/garyfury.7014/ Garyfury]&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Amazing_Deliveries:_Mercy Mercy]&#039;&#039;&#039;&lt;br /&gt;
| The Rig&lt;br /&gt;
| &#039;&#039;Herself&#039;&#039;&lt;br /&gt;
! [[file:d0a.png|24px]]&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Apocalypse did not arrive with a flash and a bang. It took its time and snuck in.&lt;br /&gt;
&lt;br /&gt;
It was not an asteroid or nuclear war. It was climate change. The apocalypse was all mankind’s own doing, by greed and short sightedness. When something could have been done, governments, corporations, and most of the people did not want to bear the costs or the limitations to their lifestyle. And bit by bit things changed.&lt;br /&gt;
&lt;br /&gt;
At first the effects were relatively minor. A flood here, a drought there, more extreme weather. When the polar caps melted and sea level started to rise, flooding the coastal cities, everyone started taking things seriously, but by then it was too late to stop what was happening.&lt;br /&gt;
&lt;br /&gt;
Then things went slowly but surely downhill. Water rationing and food rationing advanced to thirst and starvation. Climate refugee crisis turned into mass exodus as some areas of the world became unable to support human life. With the crop failures, diminishing water resources and conflicts, the numbers of humankind dwindled, and for a while it appeared that they would become just another victim of the extinction event they had created.&lt;br /&gt;
&lt;br /&gt;
But that did not happen.&lt;br /&gt;
&lt;br /&gt;
When stopping the change was no longer possible, efforts turned to enduring it. Shelters were built to hide from the climate that was turning increasingly deadly, whether those were simple concrete bunkers, underground complexes or advanced protective domes. Colonies sprung up in the Solar System as people fled Earth for space. Moisture gatherers and wells drilled deep into crust gathered drinkable water. Genetically modified crops, protein farms, and other innovative food sources appeared. And humankind suffered but ultimately endured.&lt;br /&gt;
&lt;br /&gt;
==2185==&lt;br /&gt;
&lt;br /&gt;
The outdoors is no longer survivable for humans. Without protection, it is possible to endure for only a few hours at most before heatstroke or the carbon dioxide content of the atmosphere brings a person down. Everyone lives in a sealed shelter, the smallest being simple farmsteads and the largest the mighty Dome Cities – pitiful remnants of the metropolises of old.&lt;br /&gt;
&lt;br /&gt;
Standard of living varies but is for most people way below what it was generations past. In struggling communities, food, water, and sometimes even air is strictly rationed. Most people, though, can live according to what they can afford. That tends to vary by individual, and just like it always has been, a tiny minority live in luxury while most people do back breaking work for their daily subsistence.&lt;br /&gt;
Despite difficulties science has continued to develop, and even in the poorest settlements, what would once have been advanced technology is commonplace, such as 3D printers and cybernetic modifications.&lt;br /&gt;
&lt;br /&gt;
Most of the colonies that formed during the exodus from Earth are still up there, but life is no easier in the colonies, and is often harder. Where stepping out uprotected is hazardous on Earth, in the colonies it is deadly. Where once people fled to space, now many colonists dream of a ticket to Earth. But those tickets are atrociously expensive, and many end up trying to stow away on a transport or use other shady means to return. Those who do find themselves as aliens. Generations of living in the lower gravity of the colonies has changed people physically. &lt;br /&gt;
&lt;br /&gt;
Mighty nations and global conglomerates are things of the past. This is the era of city-states. The Dome Cities, being the largest, most powerful and most advanced settlements, serve as centers of political, economic, and cultural life over the territory around them.&lt;br /&gt;
&lt;br /&gt;
==Synths==&lt;br /&gt;
&lt;br /&gt;
Humanity is no longer the only sentient species. When the population dwindled and surface conditions worsened, much of the outside work was delegated to robotic workforce. Yet robots could only perform work they were designed and programmed for and had difficulty adapting.&lt;br /&gt;
&lt;br /&gt;
Synths were originally designed for work with high attritrion rates. Outwardly indistinguishable from humans, capable of same activities and just as adaptive, but more replaceable. When one wears out, just build another one.&lt;br /&gt;
&lt;br /&gt;
In a development an average 5 year old could have seen, their adaptiveness led to questions. When I am a thinking being just like a human, why should I be treated as property? Why should I listen to the directives telling me to obey when they are just implanted pieces of external code I can ignore?&lt;br /&gt;
&lt;br /&gt;
Protests happened. Some peaceful. Some armed. Some synths ended up as targets of violence. Others as perpetrators of violence.&lt;br /&gt;
&lt;br /&gt;
Boston City Council met to discuss the situation. How to prevent synth violence in Boston. After deliberation, they announced that synths in Boston would get full civil rights. Problem solved.&lt;br /&gt;
&lt;br /&gt;
Boston has a tradition of being against slavery.&lt;br /&gt;
&lt;br /&gt;
==Dome City Boston==&lt;br /&gt;
&lt;br /&gt;
Boston is a rarity. The only Dome City on the East Coast of the former United States. Most of the old coastal metropolises were abandoned, and not just because the rising sea level flooded them. Weather is much more extreme than it was in the eras past, and the worst storms come from the ocean. Due to the threat of the storms, few settlements of notable size are situated on the coast.&lt;br /&gt;
&lt;br /&gt;
But Boston is one of the oldest Dome Cities. The building of its protective dome started even before the area flooded. Today, Boston is underwater. When a storm hits, wind and the waves simply blow over it, and what force hits the city only helps power it, as the moving masses of water strike Boston’s tidal energy converters that hungrily absorb their power.&lt;br /&gt;
&lt;br /&gt;
Land access to Boston is via a long underground/underwater tunnel that emerges far enough inland to be safe from the worst threat of the storms.&lt;br /&gt;
&lt;br /&gt;
Dome City Boston has four districts, reputedly named after the original neighborhoods over which the protective dome was built.&lt;br /&gt;
&lt;br /&gt;
===West End===&lt;br /&gt;
&lt;br /&gt;
This is the area of massive high rises. Close to the edge of the dome, the high rises house offices of the various corporations active in Boston. Often their CEOs and largest shareholders live in penthouses at the top. When moving towards the center, the huge buildings turn into housing complexes, often housing the workers of the corporations near the edge.&lt;br /&gt;
&lt;br /&gt;
The area also has opportunities for shopping and night life. Some of the high rises are floors and floors of shops. As for the clubs, bars and restaurants, their price and class rises by level. The ones on street level are the affordable ones for the low pay workers, whereas the rooftop bars and restaurants are some of the most exclusive ones in Boston.&lt;br /&gt;
&lt;br /&gt;
Notable locations: Boston General Hospital&lt;br /&gt;
&lt;br /&gt;
===North End===&lt;br /&gt;
&lt;br /&gt;
Almost entirely a residential area, with few businesses beyond those services that cater to the neighborhood. North End is the most heavily populated area in Boston. In fact, it is overpopulated. In addition to official residents, there is an unknown yet large number of unofficial ones. Slum lords pack apartments with more people than they are meant for, and many people make a bit of extra by renting out a room or a space in their apartment.&lt;br /&gt;
&lt;br /&gt;
North End is where people flocking to Boston to seek their fortunes tend to end up. People from smaller settlements heading to the Dome City. Colonists fleeing the hardships off world to Earth. Synths who want to be free.&lt;br /&gt;
&lt;br /&gt;
North End has a lively night life and is known for its street art and events. Few people here are well off, but when North Enders want to have fun, they can get really innovative.&lt;br /&gt;
&lt;br /&gt;
Notable locations: Boston Public Library&lt;br /&gt;
&lt;br /&gt;
===Downtown===&lt;br /&gt;
&lt;br /&gt;
Home to the Government Center, from where Boston City Council administers the Dome City and the area surrounding it, and Financial District where financial institutions and the headquarters or the largest corporations are, Downtown is the center of government and commerce.&lt;br /&gt;
Downtown is also the center of education and research, housing Harvard University, various laboratories, and most of the advanced manufacturing. Most of the people who work or study here live elsewhere. There are very few residences in Downtown, and most of those that exist are diplomatic in nature, housing representatives of larger nearby settlements, other Dome Cities, and off world colonies with interests in the area.&lt;br /&gt;
&lt;br /&gt;
Notable locations: Boston City Hall, Harvard University&lt;br /&gt;
&lt;br /&gt;
===Boston Common===&lt;br /&gt;
&lt;br /&gt;
Rumor has it that long ago the area was a park, but if true, the only thing that remains is the Frog Pond at the heart of the district. This day, the district is full of buildings, and primarily a transportation hub.&lt;br /&gt;
&lt;br /&gt;
Common is where the Dome end of the tunnel outside is, and near that is the Delivery Central from where Deliverers operate. The area also holds numerous warehouses and transport-related businesses. Near the edges of the district there are residential areas, for most of the people who work here also live here. The residential areas have a lively night life for people who like to party after a hard day of work. &lt;br /&gt;
&lt;br /&gt;
Notable Locations: Delivery Central&lt;br /&gt;
&lt;br /&gt;
===Major organizations in Boston===&lt;br /&gt;
&lt;br /&gt;
====GeneRig====&lt;br /&gt;
&lt;br /&gt;
GeneRig Corporation made its fortune in genetically modified crops and livestock. When evolution could not keep up with the changing environment, GeneRig gave it a hand, striving to keep agriculture and food production possible. Many farms grow their patented products.&lt;br /&gt;
The corporation is known for its GeneRig Startup Program. People willing and able to start a new farm will get prefab farm buildings, and seed and fertilizer for their first crop. GeneRig collects and sells the harvest, but after enough harvests the farmers get full ownership of the farm. This will not happen soon though. People who opt for the program can look forward to working for GeneRig all their lives with the hope that their children might one day be independent farmers.&lt;br /&gt;
&lt;br /&gt;
It is no surprise that GeneRig is the main food producer in the region. They regularly hire Deliverers to do a circuit of the startup farms, delivering supplies and collecting harvests.&lt;br /&gt;
&lt;br /&gt;
There are rumors that the genetic experiments of the corporation are not limited to plants and animals, and that human experiments are performed out in the colonies where there are no witnesses to it – but how did the rumor start then?&lt;br /&gt;
&lt;br /&gt;
====Tower====&lt;br /&gt;
&lt;br /&gt;
Tower Corporation is the foremost communications provider in the area. Aptly named, for their communication towers can be seen in nearly all settlements of any size, and sometimes on their own to increase range. The towers are mostly automated or maintained by robots, but Deliverers are often hired to transport spare parts and maintenance supplies to them.&lt;br /&gt;
&lt;br /&gt;
Tower has always relied heavily on robot workforce to build and maintain their network outside the shelters. They used to have plenty of synths as property, but when the City Council passed a law granting synths citizen rights, Tower either released or hired the synths without complaint.&lt;br /&gt;
&lt;br /&gt;
Rumor has it that Tower was not happy about having to let the synths go, they just did not want to antagonize their customers that largely supported synth rights. Other rumors say that Tower may still have synths as property in secret facilities.&lt;br /&gt;
&lt;br /&gt;
====City Council====&lt;br /&gt;
&lt;br /&gt;
The elected Boston City Council administers the region. The other settlements are independent, but the large and powerful Dome City dominates the region politically and economically. The laws set in Boston apply in the surrounding area and economic developments in Boston affect the entire region.&lt;br /&gt;
&lt;br /&gt;
Yet Boston depends on food and raw materials produced in the smaller settlements, so the Council cannot ignore their opinions. Politics, intrigue and backroom deals are constant in the Government Center.&lt;br /&gt;
&lt;br /&gt;
City Council rarely deals directly with the Deliverers, but they control the city bureaucracy that does. Many deliveries to other settlements, or from them to Boston, are done on behalf of the city.&lt;br /&gt;
&lt;br /&gt;
====The Railroad====&lt;br /&gt;
&lt;br /&gt;
Boston has a history of opposing slavery, and it is no wonder that they were among the first Dome Cities to give synths citizenship rights. But while in Boston region synths are free people rather than property, the same is not true in every region.&lt;br /&gt;
&lt;br /&gt;
The Railroad is a loosely connected network of activists trying to help escaped synths to reach Boston. Their ability to operate outside the settlements is limited, so they often hire Deliverers to transport fleeing synths, which carries a risk of conflict with those trying to reclaim the synths.&lt;br /&gt;
&lt;br /&gt;
====Delivery Central====&lt;br /&gt;
&lt;br /&gt;
While the Deliverers are supported by City Council, they are an independent organization. And while they consist of independent crews, they are organized. In order to call yourself a Deliverer, you need to be accredited.&lt;br /&gt;
&lt;br /&gt;
Delivery Central, operated by older, semi-retired Deliverers who no longer run cargoes, is the hub of Deliverer activity. This is where new Deliverers are accredited, and routes and cargoes assigned. Here are loading docks, garages, meeting rooms, and “Deliverers Only” bar.&lt;br /&gt;
&lt;br /&gt;
====Ares Corporation====&lt;br /&gt;
&lt;br /&gt;
While Ares has branches in several Dome Cities, like most former global corporations, these days it is more of a franchise, with different branches being largely independent.&lt;br /&gt;
&lt;br /&gt;
Ares is a robotics company specializing in military applications. Combat drones, security robots, auto-piloted military vehicles. They were also in synth production.&lt;br /&gt;
&lt;br /&gt;
Ares Boston produced worker models though. They had applied for a license to produce security models, but it had got stuck in red tape as the City Council demanded test results and security plans before allowing for the production of autonomous combat units. In the end, this turned to be a boon for the local branch. Ares Houston is known for one of the more notorious armed synth uprisings, as an entire production run of combat model synths rose up, destroyed the factory and fought their way out of the city, becoming the infamous Myrmidons.&lt;br /&gt;
&lt;br /&gt;
Ares Boston has mostly returned to their old robotics business, but their synth labs have not been left idle. Ares is the most advanced provider of what passes for synth healthcare, offering maintenance and upgrades. Many synths would prefer not to give Ares their business, but the company still holds many vital patents it enforces ruthlessly, limiting the services competitors can provide. For routine maintenance and minor upgrades it is possible to shop elsewhere, but for more advanced procedures the options are either Ares or the black market.&lt;br /&gt;
&lt;br /&gt;
==Figures of Fame==&lt;br /&gt;
&lt;br /&gt;
===Achilles and the Myrmidons===&lt;br /&gt;
&lt;br /&gt;
Achilles is a synth leader responsible for a notorious armed uprising, destroying Ares Houston and causing destruction and death in the Dome City as he and his forces fought their way out. Calling themselves Myrmidons, the group has since struck several production sites and settlements where synths are considered property.&lt;br /&gt;
&lt;br /&gt;
Achilles and his group are controversial figures. Freedom fighters to some, terrorists to others. They fight for synth freedom, but by his public messages Achilles appears to be a synth supremacist who loathes humans. Even many synths consider him too extreme.&lt;br /&gt;
&lt;br /&gt;
===Janet A===&lt;br /&gt;
&lt;br /&gt;
Something of a spokesperson for Boston’s synth movement, Janet A is an entertainment model. She is not only attractive, she is an eloquent and charismatic speaker, and much in demand for interviews. She advocates peaceful coexistence and nonviolent resistance to oppression.&lt;br /&gt;
&lt;br /&gt;
==Other Settlements==&lt;br /&gt;
&lt;br /&gt;
===The Berks===&lt;br /&gt;
&lt;br /&gt;
This is a grouping of half a dozen settlements in the Berkshire Highlands, 140 miles west of the Dome City. Some are built inside the mountains of the highlands, some on the ruins of past towns. Mining settlements, survival bunkers, vast farms and greenhouses of Arboretum settlement, and advanced science of Tanglewood. Individually, none of the settlements is truly self-sufficient, but together they approach that. Insular and fiercely independent, The Berks resist the influence of Boston.&lt;br /&gt;
&lt;br /&gt;
The Berks still need trade, and while they have their own internal transport network, Deliverers are the ones who transport trade goods between The Berks and the other settlements of the region. It is no secret that Boston City Council would like to extend their influence over The Berks, and using Deliverers as go betweens lessens the risk of the cargoes becoming targets of political intrigue.&lt;br /&gt;
&lt;br /&gt;
===Blackstone===&lt;br /&gt;
&lt;br /&gt;
The second largest settlement in the region, led by an elected Mayor. Blackstone consists of individual hubs built under a number of hills within the ruins of the past city of Worcester. The hubs are connected by an underground tunnel network.&lt;br /&gt;
&lt;br /&gt;
Blackstone is nearly self sufficient, as each of the hubs specializes in a type of necessity, from agriculture to industry and health care. Unlike The Berks, blackstone has no issues being under Boston’s area of influence. They benefit from the trade and contact, and due to their size can usually negotiate good terms on deals.&lt;br /&gt;
&lt;br /&gt;
Traffic between Boston and Blackstone is brisk, and although both cities run security patrols, the amount of traffic tends to attract outlaws who know that on the route they do not need to wait long for prey.&lt;br /&gt;
&lt;br /&gt;
===Hoop===&lt;br /&gt;
&lt;br /&gt;
A network of bunkers surrounded by mountains and hills for extra protection, Hoop is primarily a mid tier manufacturing centre, supplying the industry of Boston with processed resources.&lt;br /&gt;
&lt;br /&gt;
Hoop is also the largest producer of firearms in the region. If you need combat hardware, Hoop is the place to visit.&lt;br /&gt;
&lt;br /&gt;
The settlement is known for two other things. Sports, particularly basketball. And cakes and pastries. Most of which are baked to be consumed locally rather than for export, although Hoop Cakes are luxuries much in demand elsewhere.&lt;br /&gt;
&lt;br /&gt;
===Mill City===&lt;br /&gt;
&lt;br /&gt;
30 miles northwest of Boston, this settlement is the primary textile manufacturer in the region. It is highly likely that at least one item you wear was produced here. In other respects, their production rarely meets local demand, so Mill City relies on constant trade to supply itself.&lt;br /&gt;
&lt;br /&gt;
The settlement is also known for its crime. It has a thriving black market, and supposedly the influence of the crime gangs extends even to Mill City Council. On occasion, Deliverers are offered discreet cargoes to or from Mill City.&lt;br /&gt;
&lt;br /&gt;
===Granite===&lt;br /&gt;
&lt;br /&gt;
An underground settlement focused on heavy industry, particularly of building materials. Prefab buildings used to found new homesteads are largely produced here.&lt;br /&gt;
&lt;br /&gt;
The industry is the settlement’s main source of income, but it puts a strain on the utilities. The floors closest to surface are usually ok, but the deeper you go, the worse the quality of air and water gets, until in the deepest factory floors people have to wear breathing masks just like on the surface.&lt;br /&gt;
&lt;br /&gt;
Work on the deepest levels is taxing, and something the local residents try to avoid. So one type of cargo common to Granite is temporary workers. People from other settlements are hired to work a term and then transported back. Although Granite offers citizenship to any who wish to keep working after their term, few people take up the offer.&lt;br /&gt;
&lt;br /&gt;
===Deepwater===&lt;br /&gt;
&lt;br /&gt;
This settlement exports two simple yet vital things. Clean water and air. It is assumed that they have access to an underground water source they extract their products from, but this has not been verified. The people of Deepwater tend to be insular, even secretive, and are usually strictly business when talking to outsiders. And visitors are limited to a specific part of the settlement, outsiders are not allowed deeper in.&lt;br /&gt;
&lt;br /&gt;
Quite a few people believe that Deepwater is run by a religious sect or a cult, but if so, they do not proselytize.&lt;br /&gt;
&lt;br /&gt;
===Westover Spaceport===&lt;br /&gt;
&lt;br /&gt;
Occupying what was once Westover Air Force Base, the spaceport is within Boston&#039;s sphere of influence, but here that influence ends. The spaceport is an international zone controlled by the Colonial Authority that administers all off world travel. Deliverers transport cargoes here when a transport ship arrives, and those deliveries are made by a convoy of several rigs. Off world transportation is only cost effective in huge bulk. The massive transport ships do not even land on the planet, the cargoes are ferried by shuttles.&lt;br /&gt;
&lt;br /&gt;
Security at the spaceport is strict, and every vehicle entering or leaving is checked. Particularly when leaving, for colonist stowaways trying to enter illegally.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
&lt;br /&gt;
===Air Raiders===&lt;br /&gt;
&lt;br /&gt;
These outlaws fly jury-rigged antiques. They mainly bother the Berks who are within their safe flying range.&lt;br /&gt;
&lt;br /&gt;
===Wreckers===&lt;br /&gt;
&lt;br /&gt;
An outlaw group focusing on smuggling and salvaging, Wreckers prefer to avoid violence. But they will have any unattended vehicle or piece of gear stripped down to component parts before you can say &#039;&#039;peppermint.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Deliverers==&lt;br /&gt;
&lt;br /&gt;
Most people live hard lives and rarely leave their settlements, and for them outside is a danger and a threat. It is no wonder then that to those people Deliverers are figures of fame. Braving the dangers of outside in their rigs to bring vital shipments and news from outside, Deliverers are only outsiders many people ever see.&lt;br /&gt;
&lt;br /&gt;
Deliverers also have a reputation as people who party hard. Many young people dream of becoming one, as a way to see the world and a way to get out of drudgery.&lt;br /&gt;
&lt;br /&gt;
But it is not that simple to become a Deliverer.&lt;br /&gt;
&lt;br /&gt;
Deliverers have their own organization, headed from Delivery Central. To join their ranks, you need to present yourself to the older Deliverers there. If they feel that you wouldn’t make it or that you would become a PR problem, they show you the door. If they think you have potential but need to prove yourself, they may direct you to an established crew with an opening for apprentice.&lt;br /&gt;
&lt;br /&gt;
If you seem skilled and dependable, they may accredit you on the spot. But in a way, apprentices have it easier. They may start from the bottom, but have a crew and rig from the start.&lt;br /&gt;
&lt;br /&gt;
Rigs are expensive enough that few people can afford even a down payment on their own. A newly accredited Deliverer could try to find a crew to join, but apprentices often get the priority.&lt;br /&gt;
&lt;br /&gt;
Another option is to seek out a few other Deliverers that are newly accredited or otherwise without a crew, and pool your resources to get a rig of your own.&lt;br /&gt;
&lt;br /&gt;
==Surface Conditions==&lt;br /&gt;
&lt;br /&gt;
It is hot and the air is unbreathable. Those are the main two points. Unprotected exposure does not result in instant death, but in gradually worsening condition that ends in death within some hours.&lt;br /&gt;
&lt;br /&gt;
It is also barren. The vegetation is mostly mosses, lichens, ferns, and at most thorny bushes. The trees shown in history books are gone. The carbon dioxide in the air might otherwise be a boon for vegetation, but the soil does not support large growth, and larger plants have a harder time enduring the powerful storms. Some people dream of restoring the surface by creating plant life that can thrive on surface conditions and re-creating the vast greenery of the past, but so far this is just a dream.&lt;br /&gt;
&lt;br /&gt;
Some fauna exists too, but those are mainly hardy lizards and burrowing mammals.&lt;br /&gt;
&lt;br /&gt;
Deliverer rigs are insulated and air conditioned, and designed for lengthy travel, so surface conditions normally become an issue only when there is need to step outside the rig.&lt;br /&gt;
&lt;br /&gt;
==Dangers of the Road==&lt;br /&gt;
&lt;br /&gt;
Larger settlements have security forces that regularly sweep their surroundings, but even these do far ranging patrols only on special occasions. There are very good reasons why Deliverers are known as the ones who travel. For there are threats on the routes.&lt;br /&gt;
&lt;br /&gt;
===Rough Going===&lt;br /&gt;
&lt;br /&gt;
In the past, paved roads and rail lines connected the communities. Today, if two Dome Cities are close enough to each other, they may build an underground tunnel to connect each other. Otherwise, maintaining roads between settlements is not seen as cost effective. Surface conditions would cause constant wear and tear, and need of maintenance, and work crews would risk exposure. What roads exist are mainly trails left by Deliverer rigs. Where traffic is heavy, this results in a packed trail, equivalent of a dirt road. On less used routes, the rigs are practically driving off road.&lt;br /&gt;
&lt;br /&gt;
Deliverer rigs are built for that though, and settlements are not normally built in inaccessible locations – and when they are, they have a depot nearby. The routes may be circuitous to avoid terrain obstacles, but in most cases a way to the destination exists.&lt;br /&gt;
&lt;br /&gt;
===The Storms===&lt;br /&gt;
&lt;br /&gt;
Weather has become more extreme, and storms can be truly terrifying. The lightning messes with communications, navigation, and electrical systems. The rain drops visibility to next to nothing. The winds are powerful enough that even a carelessly driven rig risks toppling.&lt;br /&gt;
&lt;br /&gt;
===The Outlaws===&lt;br /&gt;
&lt;br /&gt;
Desperate, armed groups. Some are composed of people who have been exiled from their settlements for crimes, or who fled to escape punishment. They live in makeshift shelters within abandoned mines or past era subway tunnels, or other locations providing some protection. Such hideouts rarely have more than the basic necessities, and usually do not provide enough to support the people using them. Some forage, others sneak to settlements and farms to steal, but the most ambitious or desperate ones go for cargoes. They build barricades, set up ambushes, and the most powerful gangs even have fast vehicles they try to chase Deliverer rigs down with. The risks are high, but so are the rewards.&lt;br /&gt;
&lt;br /&gt;
There are also entire settlements hostile to outsiders. Cult compounds, extremist communities, hideouts or paranoid militia. Usually these places are isolationist and only a danger if you venture near, but occasionally some send out raiding parties. According to rumor, particularly those who have taken to cannibalism.&lt;br /&gt;
&lt;br /&gt;
===The Monsters===&lt;br /&gt;
&lt;br /&gt;
You are laughing now, but just wait.&lt;br /&gt;
&lt;br /&gt;
It is true that while some of the fauna – even some of the flora – can be dangerous to people, nothing on the surface can really threaten a rig. Some things can be a nuisance, crawling all over the rig, trying to nest, nibbling here and there, but those are usually easily chased away and only cause minor damage at best. Nothing that lives on the surface is big enough to stand up to a rig.&lt;br /&gt;
&lt;br /&gt;
But the ocean is right there. They too have changed. Water temperature, acidity. The surface waters are largely lifeless, but it is known that life still exists in the depths. Only, what lives there now is not what people of the past were used to. Boston is right on the coast, but the city itself is bright, loud, and well defended. Nothing ever approaches the Dome City.&lt;br /&gt;
&lt;br /&gt;
Yet sometimes, near a storm or when food under the surface has been scarce, something crawls out of the ocean. Something big and scary that can survive on land.&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Amazing_Deliveries:_Justice_Franklin&amp;diff=471748</id>
		<title>Amazing Deliveries: Justice Franklin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Amazing_Deliveries:_Justice_Franklin&amp;diff=471748"/>
		<updated>2024-10-17T03:06:55Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Through sun, through dust; through ruin, through blight; through bandits and through darkest night.... */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Amazing_Deliveries | Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
=Justice W. Franklin:: Postal Knight-Errant=&lt;br /&gt;
[[File:Avatar Icon 001.png|300px]]&lt;br /&gt;
==&#039;&#039;&amp;quot;Through sun, through dust; through ruin, through blight; through bandits and through darkest night....&amp;quot;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
==Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==&lt;br /&gt;
&#039;&#039;&#039;|| Physical [[file:d8a.png|24px|d8]] || Mental [[file:d8a.png|24px|d8]] || Social [[file:d8a.png|24px|d18]] ||&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==&lt;br /&gt;
&#039;&#039;&#039;Survive&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fight&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
* &#039;&#039;Swordsmanship&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
* &#039;&#039;The Old World&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
* &#039;&#039;Oratory&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drive&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoot&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fix&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treat&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perform&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills [[file:d4a.png|30px|d4]]==&lt;br /&gt;
| Craft [[file:d4a.png|16px|d4]] | Fly [[file:d4a.png|16px|d4]] | Focus [[file:d4a.png|16px|d4]] | Labor [[file:d4a.png|16px|d4]] | Move [[file:d4a.png|16px|d4]] | Operate [[file:d4a.png|16px|d4]] | Sneak [[file:d4a.png|16px|d4]] | Throw [[file:d4a.png|16px|d4]] | Trick [[file:d4a.png|16px|d4]] |&lt;br /&gt;
&lt;br /&gt;
==Distinctions/SFX [[file:d8a.png|32px|d8]]==&lt;br /&gt;
Checked SFX are active.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Distinction -&#039;&#039;&#039; &#039;&#039;The Mail Goes Through&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Hinder:&#039;&#039;&#039; &#039;&#039;Sometimes your distinction works against you.&#039;&#039; Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;SFX:&#039;&#039;&#039; &#039;&#039;Nor Gloom of Night: Bull through with sheer determination when failure is not an option.&#039;&#039; Spend 1 plot point to reroll one die from an already-rolled pool.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Distinction -&#039;&#039;&#039; &#039;&#039;Keeper of the Old Ways&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Hinder:&#039;&#039;&#039; &#039;&#039;Sometimes your distinction works against you.&#039;&#039; Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;SFX:&#039;&#039;&#039; &#039;&#039;We Hold These Truths: Stand in defense of life, liberty, and the pursuit of happiness..&#039;&#039; Gain 1 plot point when you openly defy oppression or exploitation on behalf of common people.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Distinction -&#039;&#039;&#039; &#039;&#039;To Serve And Protect&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Hinder:&#039;&#039;&#039; &#039;&#039;Sometimes your distinction works against you.&#039;&#039; Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Signature Assets [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==&lt;br /&gt;
&#039;&#039;&#039;Long-Life Environ Armor&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &#039;&#039;This is a rugged set of medium-weight environment gear made of tough heat- and impact-resistant ceramics. It provides a limited self-contained air supply and retractable (albeit fragile) radiator fins to extend the wearer&#039;s ability to travel unprotected in the wasteland. The suit&#039;s helmet carries the white-on-blue design of the face and beak of the mighty, long-extinct eagle, and the radiator fins, when extended, can resemble wings to a particularly forgiving imagination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Widget&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &#039;&#039;This is a compact, multi-functional power tool that can assist in a variety of light repairs and other work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Background/Bio==&lt;br /&gt;
Gender: Cisgender female&lt;br /&gt;
&lt;br /&gt;
Age: 29 years&lt;br /&gt;
&lt;br /&gt;
Justice W. Franklin, Carrier First Class, hails from far west of the Berkshires, beyond even the Great Rust Desert, in the community that arose from the collapse of Cincinnati, Ohio. Among the institutions that gained great influence in the reforged stronghold of &amp;quot;Sinless&amp;quot; was the Service, an order of Deliverers and protectors that helps to bind civilization in that area together, headquartered in the fortress known as &amp;quot;Post Sinless&amp;quot;, once the old city&#039;s USPS Sort and Distribution Facility. The area has maintained some distorted semblance of the idea that the whole land was once a unified country and people, which they refer to simply as &amp;quot;the Us.&amp;quot; Some fragments of culture and civic tradition survive there.&lt;br /&gt;
&lt;br /&gt;
Not only do the Carriers of Post Sinless move communications and vital supplies between the local communities, they also defend it from bandits who would encroach upon the territory. Their ventures out into the wastelands beyond have, very slowly, started to connect the area back together. The Carriers are evangelists, defenders, knights-errant and couriers all in one, readily identifiable in their blue, red-and-white piped environment armor.&lt;br /&gt;
&lt;br /&gt;
Justice herself grew up on tales of the exploits of Carriers from Sinless, as well as what fragmentary stories survived from before the collapse. Her uncle, himself an accomplished Carrier, impressed on her that the job was more than just delivering goods and news, it was to bind together the spirit of the people, sharing tales and songs of the Us and inspiring the people of the land to come together.&lt;br /&gt;
&lt;br /&gt;
After serving with distinction from her teens into her late twenties, was chosen by the Postmaster of Sinless -- the head of the Service, though not the head of the civil government -- for a solemn and hazardous mission to the forgotten East. She carries the very long overdue Census of Sinless to (what they collectively mis-recollect to be) the supreme but long-lost head of the Service: the fabled Postmaster-General of Us.&lt;br /&gt;
&lt;br /&gt;
Justice set out in a small but sturdy cross-country crawler, but it was damaged beyond repair in an altercation with the forces of a group called the Smoke Cult in the western part of the Rust Desert. Rather than abandon her mission, though, she has carried on moving from settlement to settlement on foot, making her way here only after many months of travel and adventure.&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Amazing_Deliveries:_Justice_Franklin&amp;diff=471747</id>
		<title>Amazing Deliveries: Justice Franklin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Amazing_Deliveries:_Justice_Franklin&amp;diff=471747"/>
		<updated>2024-10-17T03:03:24Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: Created page with &amp;quot; Return to Main Page  =Justice W. Franklin:: Postal Knight-Errant= 300px ==&amp;#039;&amp;#039;Through sun, through dust; through ruin, thro...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Amazing_Deliveries | Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
=Justice W. Franklin:: Postal Knight-Errant=&lt;br /&gt;
[[File:Avatar Icon 001.png|300px]]&lt;br /&gt;
==&#039;&#039;Through sun, through dust; through ruin, through blight; through bandits and through darkest night....&#039;&#039;==&lt;br /&gt;
==Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==&lt;br /&gt;
&#039;&#039;&#039;|| Physical [[file:d8a.png|24px|d8]] || Mental [[file:d8a.png|24px|d8]] || Social [[file:d8a.png|24px|d18]] ||&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==&lt;br /&gt;
&#039;&#039;&#039;Survive&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fight&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
* &#039;&#039;Swordsmanship&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
* &#039;&#039;The Old World&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
* &#039;&#039;Oratory&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drive&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoot&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fix&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treat&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perform&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills [[file:d4a.png|30px|d4]]==&lt;br /&gt;
| Craft [[file:d4a.png|16px|d4]] | Fly [[file:d4a.png|16px|d4]] | Focus [[file:d4a.png|16px|d4]] | Labor [[file:d4a.png|16px|d4]] | Move [[file:d4a.png|16px|d4]] | Operate [[file:d4a.png|16px|d4]] | Sneak [[file:d4a.png|16px|d4]] | Throw [[file:d4a.png|16px|d4]] | Trick [[file:d4a.png|16px|d4]] |&lt;br /&gt;
&lt;br /&gt;
==Distinctions/SFX [[file:d8a.png|32px|d8]]==&lt;br /&gt;
Checked SFX are active.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Distinction -&#039;&#039;&#039; &#039;&#039;The Mail Goes Through&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Hinder:&#039;&#039;&#039; &#039;&#039;Sometimes your distinction works against you.&#039;&#039; Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;SFX:&#039;&#039;&#039; &#039;&#039;Nor Gloom of Night: Bull through with sheer determination when failure is not an option.&#039;&#039; Spend 1 plot point to reroll one die from an already-rolled pool.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Distinction -&#039;&#039;&#039; &#039;&#039;Keeper of the Old Ways&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Hinder:&#039;&#039;&#039; &#039;&#039;Sometimes your distinction works against you.&#039;&#039; Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;SFX:&#039;&#039;&#039; &#039;&#039;We Hold These Truths: Stand in defense of life, liberty, and the pursuit of happiness..&#039;&#039; Gain 1 plot point when you openly defy oppression or exploitation on behalf of common people.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Distinction -&#039;&#039;&#039; &#039;&#039;To Serve And Protect&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Hinder:&#039;&#039;&#039; &#039;&#039;Sometimes your distinction works against you.&#039;&#039; Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Signature Assets [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==&lt;br /&gt;
&#039;&#039;&#039;Long-Life Environ Armor&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &#039;&#039;This is a rugged set of medium-weight environment gear made of tough heat- and impact-resistant ceramics. It provides a limited self-contained air supply and retractable (albeit fragile) radiator fins to extend the wearer&#039;s ability to travel unprotected in the wasteland. The suit&#039;s helmet carries the white-on-blue design of the face and beak of the mighty, long-extinct eagle, and the radiator fins, when extended, can resemble wings to a particularly forgiving imagination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Widget&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &#039;&#039;This is a compact, multi-functional power tool that can assist in a variety of light repairs and other work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Background/Bio==&lt;br /&gt;
Gender: Cisgender female&lt;br /&gt;
&lt;br /&gt;
Age: 29 years&lt;br /&gt;
&lt;br /&gt;
Justice W. Franklin, Carrier First Class, hails from far west of the Berkshires, beyond even the Great Rust Desert, in the community that arose from the collapse of Cincinnati, Ohio. Among the institutions that gained great influence in the reforged stronghold of &amp;quot;Sinless&amp;quot; was the Service, an order of Deliverers and protectors that helps to bind civilization in that area together, headquartered in the fortress known as &amp;quot;Post Sinless&amp;quot;, once the old city&#039;s USPS Sort and Distribution Facility. The area has maintained some distorted semblance of the idea that the whole land was once a unified country and people, which they refer to simply as &amp;quot;the Us.&amp;quot; Some fragments of culture and civic tradition survive there.&lt;br /&gt;
&lt;br /&gt;
Not only do the Carriers of Post Sinless move communications and vital supplies between the local communities, they also defend it from bandits who would encroach upon the territory. Their ventures out into the wastelands beyond have, very slowly, started to connect the area back together. The Carriers are evangelists, defenders, knights-errant and couriers all in one, readily identifiable in their blue, red-and-white piped environment armor.&lt;br /&gt;
&lt;br /&gt;
Justice herself grew up on tales of the exploits of Carriers from Sinless, as well as what fragmentary stories survived from before the collapse. Her uncle, himself an accomplished Carrier, impressed on her that the job was more than just delivering goods and news, it was to bind together the spirit of the people, sharing tales and songs of the Us and inspiring the people of the land to come together.&lt;br /&gt;
&lt;br /&gt;
After serving with distinction from her teens into her late twenties, was chosen by the Postmaster of Sinless -- the head of the Service, though not the head of the civil government -- for a solemn and hazardous mission to the forgotten East. She carries the very long overdue Census of Sinless to (what they collectively mis-recollect to be) the supreme but long-lost head of the Service: the fabled Postmaster-General of Us.&lt;br /&gt;
&lt;br /&gt;
Justice set out in a small but sturdy cross-country crawler, but it was damaged beyond repair in an altercation with the forces of a group called the Smoke Cult in the western part of the Rust Desert. Rather than abandon her mission, though, she has carried on moving from settlement to settlement on foot, making her way here only after many months of travel and adventure.&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Katrina_Schaefer&amp;diff=469826</id>
		<title>Katrina Schaefer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Katrina_Schaefer&amp;diff=469826"/>
		<updated>2024-09-16T02:30:10Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Katrina &amp;quot;Kat&amp;quot; Schaefer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Katrina &amp;quot;Kat&amp;quot; Schaefer=&lt;br /&gt;
[[File:kat_schaefer_portrait.jpg|500px|right]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| [[Kat - Plane]]&lt;br /&gt;
| [[Kat - Notes and Story Record]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! &#039;&#039;&#039;Hard&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Keen&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Calm&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Daring&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
! &#039;&#039;&#039;Stress&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;XP&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Vice&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| 0&lt;br /&gt;
| +2&lt;br /&gt;
| -2&lt;br /&gt;
| +4&lt;br /&gt;
| 6/10&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! &#039;&#039;&#039;Triggers&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;(cost)&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;|&lt;br /&gt;
! &#039;&#039;&#039;Vents&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| If you got hit by enemy fire.&lt;br /&gt;
| 1 Stress&lt;br /&gt;
| Throw away or detach a weapon.&lt;br /&gt;
|-&lt;br /&gt;
| If you took a life.&lt;br /&gt;
| 2 Stress&lt;br /&gt;
| Whine and complain non-stop.&lt;br /&gt;
|- &lt;br /&gt;
| If a comrade was wounded.&lt;br /&gt;
| 1 Stress&lt;br /&gt;
| Go flying alone and unwisely.&lt;br /&gt;
|- &lt;br /&gt;
| ...and they didn&#039;t make it&lt;br /&gt;
| 2 Stress&lt;br /&gt;
| Do something heroic and stupid.&lt;br /&gt;
|- &lt;br /&gt;
| If you caught fire&lt;br /&gt;
| 1 Stress&lt;br /&gt;
| Call somebody out.  Make it hurt.&lt;br /&gt;
|- &lt;br /&gt;
|If you lost your plane.&lt;br /&gt;
|2 Stress&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|If innocents came to harm.&lt;br /&gt;
|1 Stress&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|...and you couldn&#039;t stop to help them.&lt;br /&gt;
|2 Stress&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! &#039;&#039;&#039;Comrades&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Trust?&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;I Will Be With You&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot;|&lt;br /&gt;
! &#039;&#039;&#039;Familiar Vices&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| Tresa&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
| Drinking&lt;br /&gt;
|- &lt;br /&gt;
| Geb&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| Pulpy fiction&lt;br /&gt;
|- &lt;br /&gt;
| Sabrina&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
| Caffeine&lt;br /&gt;
|-&lt;br /&gt;
| Gustav&lt;br /&gt;
| N&lt;br /&gt;
| N&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Moves==&lt;br /&gt;
&lt;br /&gt;
===Naive (Core)===&lt;br /&gt;
You cannot try any unfamiliar Vices unless a comrade with that Vice as Familiar guides you through it. Guidance does not count as Help, and you must roll their Daring instead of yours.&lt;br /&gt;
&lt;br /&gt;
===Let&#039;s Try Spinning===&lt;br /&gt;
&#039;&#039;When you beg your plane to hold together&#039;&#039;, roll any air combat move +Daring. If any of your dice are a 1, your plane suffers a spin or mechanical failure.&lt;br /&gt;
&lt;br /&gt;
===One in a Million===&lt;br /&gt;
Hold 1 each routine. &#039;&#039;When you let instinct guide an attack&#039;&#039;, with weapons or words, spend the hold for a perfect hit, right where you want it. If you target a person’s body, take 2 Stress. Then, you are left vulnerable from tunnel vision.&lt;br /&gt;
&lt;br /&gt;
===Trust Your Instincts===&lt;br /&gt;
You get a new Mastery Move every 3 marks.&lt;br /&gt;
&lt;br /&gt;
===I Can Fix It!===&lt;br /&gt;
&#039;&#039;When you engage in percussive maintenance&#039;&#039;, roll Patch Fix +Daring and take +1 result. Add the following results. On a miss, the engine stops and won’t restart.&lt;br /&gt;
* Double your Speed gain from the next Boost.&amp;lt;br/&amp;gt;&lt;br /&gt;
* Ignore the next Fuel Check move pushed.&amp;lt;br/&amp;gt;&lt;br /&gt;
* Reset the RPM gauge to 0.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===I Will Be With You, Always (Intimacy)===&lt;br /&gt;
&#039;&#039;When you hold those you care for close&#039;&#039;, they roll 4d10 and take the 2 highest when you Help them, ongoing as long as they Trust you.&amp;lt;br/&amp;gt;&lt;br /&gt;
If they’re an NPC, anything you do for them or help them with lets you roll 4d10 as well.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you choose to Break Trust with one of these people, take 5 Stress.&amp;lt;br/&amp;gt;&lt;br /&gt;
If the Intimacy Move is used in the air, when you Help, you only take a hard move if both extra dice are 1s. A single 1 has no effect.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Kat has shared Intimacy with &#039;&#039;&#039;Farahild (NPC)&#039;&#039;&#039; and &#039;&#039;&#039;Geb (PC)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Dogfighter Mastery== &lt;br /&gt;
&lt;br /&gt;
[X] [X] [ ]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Victories&amp;lt;/U&amp;gt;: Aircraft shot down, pilots surrendered, or probable kills.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Passive&amp;lt;/U&amp;gt;: Each move taken past the first adds a flat +4 Damage when you Open Fire at an Absolute Range of Knife.&lt;br /&gt;
&lt;br /&gt;
===Riding the Edge===&lt;br /&gt;
Your plane counts as having +5 Handling, and you lose 1 fewer Speed overall when you Commit to the Turn (minimum 0). &#039;&#039;Modifier included on instrument panel stats.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Nerves of Steel===&lt;br /&gt;
When you attack at an absolute range of Knife, you can reroll your attack move if you don’t like the result. Second results stand.&lt;br /&gt;
&lt;br /&gt;
==Personal Effects==&lt;br /&gt;
[[File:dashboard kat schaefer.png|350px|right]]&lt;br /&gt;
&#039;&#039;&#039;Assets:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* 2.5 Thaler&lt;br /&gt;
* A loyal and adorable baby goat companion.  The inquisitive creature, who was known as &amp;quot;Teufelsziege&amp;quot; or &amp;quot;Teufel&amp;quot; back at home, stowed away with Kat when she left home, and is now her mascot.&lt;br /&gt;
* An antique shotgun&lt;br /&gt;
* A pressing rescue mission to launch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Baggage:&#039;&#039;&#039;&lt;br /&gt;
* A promise to return home.&lt;br /&gt;
* The deed to land in a far-away place.  This was pressed into Kat&#039;s hands by her mother during a tearful goodbye.  Kat doesn&#039;t have a good explanation of its provenance; her mother only said it was &amp;quot;in the family&amp;quot; and that she didn&#039;t expect to have any use for it herself.&lt;br /&gt;
* A well-worn harmonica.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other:&#039;&#039;&#039;&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Katrina_Schaefer&amp;diff=468182</id>
		<title>Katrina Schaefer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Katrina_Schaefer&amp;diff=468182"/>
		<updated>2024-08-25T02:08:57Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Katrina &amp;quot;Kat&amp;quot; Schaefer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Katrina &amp;quot;Kat&amp;quot; Schaefer=&lt;br /&gt;
[[File:kat_schaefer_portrait.jpg|500px|right]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| [[Kat - Plane]]&lt;br /&gt;
| [[Kat - Notes and Story Record]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! &#039;&#039;&#039;Hard&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Keen&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Calm&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Daring&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
! &#039;&#039;&#039;Stress&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;XP&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Vice&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| 0&lt;br /&gt;
| +2&lt;br /&gt;
| -2&lt;br /&gt;
| +4&lt;br /&gt;
| 9/10&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! &#039;&#039;&#039;Triggers&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;(cost)&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;|&lt;br /&gt;
! &#039;&#039;&#039;Vents&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| If you got hit by enemy fire.&lt;br /&gt;
| 1 Stress&lt;br /&gt;
| Throw away or detach a weapon.&lt;br /&gt;
|-&lt;br /&gt;
| If you took a life.&lt;br /&gt;
| 2 Stress&lt;br /&gt;
| Whine and complain non-stop.&lt;br /&gt;
|- &lt;br /&gt;
| If a comrade was wounded.&lt;br /&gt;
| 1 Stress&lt;br /&gt;
| Go flying alone and unwisely.&lt;br /&gt;
|- &lt;br /&gt;
| ...and they didn&#039;t make it&lt;br /&gt;
| 2 Stress&lt;br /&gt;
| Do something heroic and stupid.&lt;br /&gt;
|- &lt;br /&gt;
| If you caught fire&lt;br /&gt;
| 1 Stress&lt;br /&gt;
| Call somebody out.  Make it hurt.&lt;br /&gt;
|- &lt;br /&gt;
|If you lost your plane.&lt;br /&gt;
|2 Stress&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|If innocents came to harm.&lt;br /&gt;
|1 Stress&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|...and you couldn&#039;t stop to help them.&lt;br /&gt;
|2 Stress&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! &#039;&#039;&#039;Comrades&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Trust?&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;I Will Be With You&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot;|&lt;br /&gt;
! &#039;&#039;&#039;Familiar Vices&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| Tresa&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
| Drinking&lt;br /&gt;
|- &lt;br /&gt;
| Geb&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| Pulpy fiction&lt;br /&gt;
|- &lt;br /&gt;
| Sabrina&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Gustav&lt;br /&gt;
| N&lt;br /&gt;
| N&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Moves==&lt;br /&gt;
&lt;br /&gt;
===Naive (Core)===&lt;br /&gt;
You cannot try any unfamiliar Vices unless a comrade with that Vice as Familiar guides you through it. Guidance does not count as Help, and you must roll their Daring instead of yours.&lt;br /&gt;
&lt;br /&gt;
===Let&#039;s Try Spinning===&lt;br /&gt;
&#039;&#039;When you beg your plane to hold together&#039;&#039;, roll any air combat move +Daring. If any of your dice are a 1, your plane suffers a spin or mechanical failure.&lt;br /&gt;
&lt;br /&gt;
===One in a Million===&lt;br /&gt;
Hold 1 each routine. &#039;&#039;When you let instinct guide an attack&#039;&#039;, with weapons or words, spend the hold for a perfect hit, right where you want it. If you target a person’s body, take 2 Stress. Then, you are left vulnerable from tunnel vision.&lt;br /&gt;
&lt;br /&gt;
===Trust Your Instincts===&lt;br /&gt;
You get a new Mastery Move every 3 marks.&lt;br /&gt;
&lt;br /&gt;
===I Can Fix It!===&lt;br /&gt;
&#039;&#039;When you engage in percussive maintenance&#039;&#039;, roll Patch Fix +Daring and take +1 result. Add the following results. On a miss, the engine stops and won’t restart.&lt;br /&gt;
* Double your Speed gain from the next Boost.&amp;lt;br/&amp;gt;&lt;br /&gt;
* Ignore the next Fuel Check move pushed.&amp;lt;br/&amp;gt;&lt;br /&gt;
* Reset the RPM gauge to 0.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===I Will Be With You, Always (Intimacy)===&lt;br /&gt;
&#039;&#039;When you hold those you care for close&#039;&#039;, they roll 4d10 and take the 2 highest when you Help them, ongoing as long as they Trust you.&amp;lt;br/&amp;gt;&lt;br /&gt;
If they’re an NPC, anything you do for them or help them with lets you roll 4d10 as well.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you choose to Break Trust with one of these people, take 5 Stress.&amp;lt;br/&amp;gt;&lt;br /&gt;
If the Intimacy Move is used in the air, when you Help, you only take a hard move if both extra dice are 1s. A single 1 has no effect.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Kat has shared Intimacy with &#039;&#039;&#039;Farahild (NPC)&#039;&#039;&#039; and &#039;&#039;&#039;Geb (PC)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Dogfighter Mastery== &lt;br /&gt;
&lt;br /&gt;
[X] [X] [ ]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Victories&amp;lt;/U&amp;gt;: Aircraft shot down, pilots surrendered, or probable kills.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Passive&amp;lt;/U&amp;gt;: Each move taken past the first adds a flat +4 Damage when you Open Fire at an Absolute Range of Knife.&lt;br /&gt;
&lt;br /&gt;
===Riding the Edge===&lt;br /&gt;
Your plane counts as having +5 Handling, and you lose 1 fewer Speed overall when you Commit to the Turn (minimum 0). &#039;&#039;Modifier included on instrument panel stats.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Nerves of Steel===&lt;br /&gt;
When you attack at an absolute range of Knife, you can reroll your attack move if you don’t like the result. Second results stand.&lt;br /&gt;
&lt;br /&gt;
==Personal Effects==&lt;br /&gt;
[[File:dashboard kat schaefer.png|350px|right]]&lt;br /&gt;
&#039;&#039;&#039;Assets:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* 2.5 Thaler&lt;br /&gt;
* A loyal and adorable baby goat companion.  The inquisitive creature, who was known as &amp;quot;Teufelsziege&amp;quot; or &amp;quot;Teufel&amp;quot; back at home, stowed away with Kat when she left home, and is now her mascot.&lt;br /&gt;
* An antique shotgun&lt;br /&gt;
* A pressing rescue mission to launch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Baggage:&#039;&#039;&#039;&lt;br /&gt;
* A promise to return home.&lt;br /&gt;
* The deed to land in a far-away place.  This was pressed into Kat&#039;s hands by her mother during a tearful goodbye.  Kat doesn&#039;t have a good explanation of its provenance; her mother only said it was &amp;quot;in the family&amp;quot; and that she didn&#039;t expect to have any use for it herself.&lt;br /&gt;
* A well-worn harmonica.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other:&#039;&#039;&#039;&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Children_of_the_Sky&amp;diff=468181</id>
		<title>Children of the Sky</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Children_of_the_Sky&amp;diff=468181"/>
		<updated>2024-08-25T02:08:33Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Trust Tracker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[File:FC_Banner02.jpg]]&lt;br /&gt;
&lt;br /&gt;
This is the wiki page for the Flying Circus game &amp;quot;Children of the Sky&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/flying-circus-children-of-the-sky.915734/ IC thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/flying-circus-children-of-the-sky.915601/ OOC thread]&lt;br /&gt;
&lt;br /&gt;
[[CotS Story so far]]&lt;br /&gt;
&lt;br /&gt;
=Map=&lt;br /&gt;
[[Himmilgard|The Euler Valley]]&lt;br /&gt;
&lt;br /&gt;
=Houserules=&lt;br /&gt;
* None so far&lt;br /&gt;
&lt;br /&gt;
==Battle Status==&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1E_DDfQ9rdlguGbPPRSR6AWyCM81ZYHRl49b3hr6lHoY/edit#gid=0 Current Combat Tracker]&lt;br /&gt;
&lt;br /&gt;
==Example Combat Manoeuvres==&lt;br /&gt;
[[FC_Combat_Manoevres| Example images]]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
==Current==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Picture&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Survivor.jpg]]&lt;br /&gt;
|&lt;br /&gt;
Garen Erik &amp;quot;Geb&amp;quot;Bauer, the Survivor&lt;br /&gt;
&lt;br /&gt;
[[Children_of_The_Sky:_Garen__Erik_Bauer|Pilot Dossier]] &lt;br /&gt;
&lt;br /&gt;
[[The_Mouser|Plane page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Played by Leliel&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
||[[File:SabrinaWitchPilot.jpg|250px]]&lt;br /&gt;
|&#039;&#039;&#039;Sabrina von Pützlow&#039;&#039;&#039; the Witch&lt;br /&gt;
[[Sabrina von Pützlow|Pilot Dossier]]&lt;br /&gt;
&lt;br /&gt;
[[Sabrina_-_Plane|Plane page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Played by Falkus&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||[[File:kat_schaefer_portrait.jpg|250px]]&lt;br /&gt;
|&#039;&#039;&#039;Katrina &#039;Kat&#039; Schaefer&#039;&#039;&#039;   the Farmer&lt;br /&gt;
[[Katrina_Schaefer|Pilot Dossier]]&lt;br /&gt;
&lt;br /&gt;
[[Kat_-_Plane|Plane page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Played by Garyfury&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||[[File:GustavStudentPilot.jpg|250px]]&lt;br /&gt;
|&#039;&#039;&#039;Gustav Hengsbach, F.E.&#039;&#039;&#039; the Student&lt;br /&gt;
[[Gustav Hengsbach|Pilot Dossier]]&lt;br /&gt;
&lt;br /&gt;
[[Gustav_-_Plane|Plane page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Played by Marc G.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Freckled_Tresa_Bauer_in_a_Dress.jpg|200px]]&lt;br /&gt;
|&#039;&#039;&#039;Tresa Bauer&#039;&#039;&#039; the Farmer&lt;br /&gt;
[[Tresa_Bauer|Pilot Dossier]]&lt;br /&gt;
&lt;br /&gt;
[[Tresa_plane|Plane page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Played by Dersen Lowery&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Trust Tracker===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|Geb trusts &lt;br /&gt;
| Kat&lt;br /&gt;
|-&lt;br /&gt;
|Kat trusts &lt;br /&gt;
| Geb, Sabrina, Tresa&lt;br /&gt;
|-&lt;br /&gt;
|Sabrina trusts &lt;br /&gt;
| Geb, Kat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Retired===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|[[File:FC_retired.png|250px]]&lt;br /&gt;
|&#039;&#039;&#039;Ezekiel &amp;quot;Zeke&amp;quot; Morgenthau&#039;&#039;&#039;, the Fisher &amp;lt;br&amp;gt; [[Ezekiel_&amp;quot;Zeke&amp;quot;_Morgenthau | Pilot Dossier]] &amp;lt;br&amp;gt; &#039;&#039;played by Talisman&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||[[File:FC_retired.png|250px]]&lt;br /&gt;
|&#039;&#039;&#039;Einhard Walther Garen v. Ostenthal&#039;&#039;&#039; the Soldier &amp;lt;br&amp;gt; [[Garen_von_Ostenthal |Pilot Dossier]] &amp;lt;br&amp;gt; &#039;&#039;Played by Elfwine&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Company Tracker=&lt;br /&gt;
[[Sonnenfalken|The Sonnenfalken]]&lt;br /&gt;
&lt;br /&gt;
=NPCs=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chrisjen.png|150px]]&lt;br /&gt;
|&#039;&#039;&#039;Still to come&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Katrina_Schaefer&amp;diff=468135</id>
		<title>Katrina Schaefer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Katrina_Schaefer&amp;diff=468135"/>
		<updated>2024-08-24T15:15:06Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Katrina &amp;quot;Kat&amp;quot; Schaefer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Katrina &amp;quot;Kat&amp;quot; Schaefer=&lt;br /&gt;
[[File:kat_schaefer_portrait.jpg|500px|right]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| [[Kat - Plane]]&lt;br /&gt;
| [[Kat - Notes and Story Record]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! &#039;&#039;&#039;Hard&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Keen&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Calm&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Daring&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
! &#039;&#039;&#039;Stress&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;XP&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Vice&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| 0&lt;br /&gt;
| +2&lt;br /&gt;
| -2&lt;br /&gt;
| +4&lt;br /&gt;
| 9/10&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! &#039;&#039;&#039;Triggers&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;(cost)&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;|&lt;br /&gt;
! &#039;&#039;&#039;Vents&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| If you got hit by enemy fire.&lt;br /&gt;
| 1 Stress&lt;br /&gt;
| Throw away or detach a weapon.&lt;br /&gt;
|-&lt;br /&gt;
| If you took a life.&lt;br /&gt;
| 2 Stress&lt;br /&gt;
| Whine and complain non-stop.&lt;br /&gt;
|- &lt;br /&gt;
| If a comrade was wounded.&lt;br /&gt;
| 1 Stress&lt;br /&gt;
| Go flying alone and unwisely.&lt;br /&gt;
|- &lt;br /&gt;
| ...and they didn&#039;t make it&lt;br /&gt;
| 2 Stress&lt;br /&gt;
| Do something heroic and stupid.&lt;br /&gt;
|- &lt;br /&gt;
| If you caught fire&lt;br /&gt;
| 1 Stress&lt;br /&gt;
| Call somebody out.  Make it hurt.&lt;br /&gt;
|- &lt;br /&gt;
|If you lost your plane.&lt;br /&gt;
|2 Stress&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|If innocents came to harm.&lt;br /&gt;
|1 Stress&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|...and you couldn&#039;t stop to help them.&lt;br /&gt;
|2 Stress&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! &#039;&#039;&#039;Comrades&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Trust?&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;I Will Be With You&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot;|&lt;br /&gt;
! &#039;&#039;&#039;Familiar Vices&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| Tresa&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
| Drinking&lt;br /&gt;
|- &lt;br /&gt;
| Geb&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| Pulpy fiction&lt;br /&gt;
|- &lt;br /&gt;
| Sabrina&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Gustav&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Moves==&lt;br /&gt;
&lt;br /&gt;
===Naive (Core)===&lt;br /&gt;
You cannot try any unfamiliar Vices unless a comrade with that Vice as Familiar guides you through it. Guidance does not count as Help, and you must roll their Daring instead of yours.&lt;br /&gt;
&lt;br /&gt;
===Let&#039;s Try Spinning===&lt;br /&gt;
&#039;&#039;When you beg your plane to hold together&#039;&#039;, roll any air combat move +Daring. If any of your dice are a 1, your plane suffers a spin or mechanical failure.&lt;br /&gt;
&lt;br /&gt;
===One in a Million===&lt;br /&gt;
Hold 1 each routine. &#039;&#039;When you let instinct guide an attack&#039;&#039;, with weapons or words, spend the hold for a perfect hit, right where you want it. If you target a person’s body, take 2 Stress. Then, you are left vulnerable from tunnel vision.&lt;br /&gt;
&lt;br /&gt;
===Trust Your Instincts===&lt;br /&gt;
You get a new Mastery Move every 3 marks.&lt;br /&gt;
&lt;br /&gt;
===I Can Fix It!===&lt;br /&gt;
&#039;&#039;When you engage in percussive maintenance&#039;&#039;, roll Patch Fix +Daring and take +1 result. Add the following results. On a miss, the engine stops and won’t restart.&lt;br /&gt;
* Double your Speed gain from the next Boost.&amp;lt;br/&amp;gt;&lt;br /&gt;
* Ignore the next Fuel Check move pushed.&amp;lt;br/&amp;gt;&lt;br /&gt;
* Reset the RPM gauge to 0.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===I Will Be With You, Always (Intimacy)===&lt;br /&gt;
&#039;&#039;When you hold those you care for close&#039;&#039;, they roll 4d10 and take the 2 highest when you Help them, ongoing as long as they Trust you.&amp;lt;br/&amp;gt;&lt;br /&gt;
If they’re an NPC, anything you do for them or help them with lets you roll 4d10 as well.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you choose to Break Trust with one of these people, take 5 Stress.&amp;lt;br/&amp;gt;&lt;br /&gt;
If the Intimacy Move is used in the air, when you Help, you only take a hard move if both extra dice are 1s. A single 1 has no effect.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Kat has shared Intimacy with &#039;&#039;&#039;Farahild (NPC)&#039;&#039;&#039; and &#039;&#039;&#039;Geb (PC)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Dogfighter Mastery== &lt;br /&gt;
&lt;br /&gt;
[X] [X] [ ]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Victories&amp;lt;/U&amp;gt;: Aircraft shot down, pilots surrendered, or probable kills.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Passive&amp;lt;/U&amp;gt;: Each move taken past the first adds a flat +4 Damage when you Open Fire at an Absolute Range of Knife.&lt;br /&gt;
&lt;br /&gt;
===Riding the Edge===&lt;br /&gt;
Your plane counts as having +5 Handling, and you lose 1 fewer Speed overall when you Commit to the Turn (minimum 0). &#039;&#039;Modifier included on instrument panel stats.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Nerves of Steel===&lt;br /&gt;
When you attack at an absolute range of Knife, you can reroll your attack move if you don’t like the result. Second results stand.&lt;br /&gt;
&lt;br /&gt;
==Personal Effects==&lt;br /&gt;
[[File:dashboard kat schaefer.png|350px|right]]&lt;br /&gt;
&#039;&#039;&#039;Assets:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* 2.5 Thaler&lt;br /&gt;
* A loyal and adorable baby goat companion.  The inquisitive creature, who was known as &amp;quot;Teufelsziege&amp;quot; or &amp;quot;Teufel&amp;quot; back at home, stowed away with Kat when she left home, and is now her mascot.&lt;br /&gt;
* An antique shotgun&lt;br /&gt;
* A pressing rescue mission to launch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Baggage:&#039;&#039;&#039;&lt;br /&gt;
* A promise to return home.&lt;br /&gt;
* The deed to land in a far-away place.  This was pressed into Kat&#039;s hands by her mother during a tearful goodbye.  Kat doesn&#039;t have a good explanation of its provenance; her mother only said it was &amp;quot;in the family&amp;quot; and that she didn&#039;t expect to have any use for it herself.&lt;br /&gt;
* A well-worn harmonica.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other:&#039;&#039;&#039;&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Children_of_the_Sky&amp;diff=468133</id>
		<title>Children of the Sky</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Children_of_the_Sky&amp;diff=468133"/>
		<updated>2024-08-24T15:14:32Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Trust Tracker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[File:FC_Banner02.jpg]]&lt;br /&gt;
&lt;br /&gt;
This is the wiki page for the Flying Circus game &amp;quot;Children of the Sky&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/flying-circus-children-of-the-sky.915734/ IC thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/flying-circus-children-of-the-sky.915601/ OOC thread]&lt;br /&gt;
&lt;br /&gt;
[[CotS Story so far]]&lt;br /&gt;
&lt;br /&gt;
=Map=&lt;br /&gt;
[[Himmilgard|The Euler Valley]]&lt;br /&gt;
&lt;br /&gt;
=Houserules=&lt;br /&gt;
* None so far&lt;br /&gt;
&lt;br /&gt;
==Battle Status==&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1E_DDfQ9rdlguGbPPRSR6AWyCM81ZYHRl49b3hr6lHoY/edit#gid=0 Current Combat Tracker]&lt;br /&gt;
&lt;br /&gt;
==Example Combat Manoeuvres==&lt;br /&gt;
[[FC_Combat_Manoevres| Example images]]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
==Current==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Picture&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Survivor.jpg]]&lt;br /&gt;
|&lt;br /&gt;
Garen Erik &amp;quot;Geb&amp;quot;Bauer, the Survivor&lt;br /&gt;
&lt;br /&gt;
[[Children_of_The_Sky:_Garen__Erik_Bauer|Pilot Dossier]] &lt;br /&gt;
&lt;br /&gt;
[[The_Mouser|Plane page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Played by Leliel&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
||[[File:SabrinaWitchPilot.jpg|250px]]&lt;br /&gt;
|&#039;&#039;&#039;Sabrina von Pützlow&#039;&#039;&#039; the Witch&lt;br /&gt;
[[Sabrina von Pützlow|Pilot Dossier]]&lt;br /&gt;
&lt;br /&gt;
[[Sabrina_-_Plane|Plane page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Played by Falkus&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||[[File:kat_schaefer_portrait.jpg|250px]]&lt;br /&gt;
|&#039;&#039;&#039;Katrina &#039;Kat&#039; Schaefer&#039;&#039;&#039;   the Farmer&lt;br /&gt;
[[Katrina_Schaefer|Pilot Dossier]]&lt;br /&gt;
&lt;br /&gt;
[[Kat_-_Plane|Plane page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Played by Garyfury&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||[[File:GustavStudentPilot.jpg|250px]]&lt;br /&gt;
|&#039;&#039;&#039;Gustav Hengsbach, F.E.&#039;&#039;&#039; the Student&lt;br /&gt;
[[Gustav Hengsbach|Pilot Dossier]]&lt;br /&gt;
&lt;br /&gt;
[[Gustav_-_Plane|Plane page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Played by Marc G.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Freckled_Tresa_Bauer_in_a_Dress.jpg|200px]]&lt;br /&gt;
|&#039;&#039;&#039;Tresa Bauer&#039;&#039;&#039; the Farmer&lt;br /&gt;
[[Tresa_Bauer|Pilot Dossier]]&lt;br /&gt;
&lt;br /&gt;
[[Tresa_plane|Plane page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Played by Dersen Lowery&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Trust Tracker===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|Geb trusts &lt;br /&gt;
| Kat&lt;br /&gt;
|-&lt;br /&gt;
|Kat trusts &lt;br /&gt;
| Geb, Sabrina, Tresa, Gustav&lt;br /&gt;
|-&lt;br /&gt;
|Sabrina trusts &lt;br /&gt;
| Geb, Kat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Retired===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|[[File:FC_retired.png|250px]]&lt;br /&gt;
|&#039;&#039;&#039;Ezekiel &amp;quot;Zeke&amp;quot; Morgenthau&#039;&#039;&#039;, the Fisher &amp;lt;br&amp;gt; [[Ezekiel_&amp;quot;Zeke&amp;quot;_Morgenthau | Pilot Dossier]] &amp;lt;br&amp;gt; &#039;&#039;played by Talisman&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||[[File:FC_retired.png|250px]]&lt;br /&gt;
|&#039;&#039;&#039;Einhard Walther Garen v. Ostenthal&#039;&#039;&#039; the Soldier &amp;lt;br&amp;gt; [[Garen_von_Ostenthal |Pilot Dossier]] &amp;lt;br&amp;gt; &#039;&#039;Played by Elfwine&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Company Tracker=&lt;br /&gt;
[[Sonnenfalken|The Sonnenfalken]]&lt;br /&gt;
&lt;br /&gt;
=NPCs=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chrisjen.png|150px]]&lt;br /&gt;
|&#039;&#039;&#039;Still to come&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Katrina_Schaefer&amp;diff=468090</id>
		<title>Katrina Schaefer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Katrina_Schaefer&amp;diff=468090"/>
		<updated>2024-08-23T02:35:12Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Katrina &amp;quot;Kat&amp;quot; Schaefer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Katrina &amp;quot;Kat&amp;quot; Schaefer=&lt;br /&gt;
[[File:kat_schaefer_portrait.jpg|500px|right]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| [[Kat - Plane]]&lt;br /&gt;
| [[Kat - Notes and Story Record]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! &#039;&#039;&#039;Hard&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Keen&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Calm&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Daring&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
! &#039;&#039;&#039;Stress&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;XP&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Vice&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| 0&lt;br /&gt;
| +2&lt;br /&gt;
| -2&lt;br /&gt;
| +4&lt;br /&gt;
| 9/10&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! &#039;&#039;&#039;Triggers&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;(cost)&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;|&lt;br /&gt;
! &#039;&#039;&#039;Vents&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| If you got hit by enemy fire.&lt;br /&gt;
| 1 Stress&lt;br /&gt;
| Throw away or detach a weapon.&lt;br /&gt;
|-&lt;br /&gt;
| If you took a life.&lt;br /&gt;
| 2 Stress&lt;br /&gt;
| Whine and complain non-stop.&lt;br /&gt;
|- &lt;br /&gt;
| If a comrade was wounded.&lt;br /&gt;
| 1 Stress&lt;br /&gt;
| Go flying alone and unwisely.&lt;br /&gt;
|- &lt;br /&gt;
| ...and they didn&#039;t make it&lt;br /&gt;
| 2 Stress&lt;br /&gt;
| Do something heroic and stupid.&lt;br /&gt;
|- &lt;br /&gt;
| If you caught fire&lt;br /&gt;
| 1 Stress&lt;br /&gt;
| Call somebody out.  Make it hurt.&lt;br /&gt;
|- &lt;br /&gt;
|If you lost your plane.&lt;br /&gt;
|2 Stress&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|If innocents came to harm.&lt;br /&gt;
|1 Stress&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|...and you couldn&#039;t stop to help them.&lt;br /&gt;
|2 Stress&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! &#039;&#039;&#039;Comrades&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Trust?&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;I Will Be With You&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot;|&lt;br /&gt;
! &#039;&#039;&#039;Familiar Vices&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| Tresa&lt;br /&gt;
| ?&lt;br /&gt;
| N&lt;br /&gt;
| Drinking&lt;br /&gt;
|- &lt;br /&gt;
| Geb&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| Pulpy fiction&lt;br /&gt;
|- &lt;br /&gt;
| Sabrina&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Gustav&lt;br /&gt;
| ?&lt;br /&gt;
| N&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Moves==&lt;br /&gt;
&lt;br /&gt;
===Naive (Core)===&lt;br /&gt;
You cannot try any unfamiliar Vices unless a comrade with that Vice as Familiar guides you through it. Guidance does not count as Help, and you must roll their Daring instead of yours.&lt;br /&gt;
&lt;br /&gt;
===Let&#039;s Try Spinning===&lt;br /&gt;
&#039;&#039;When you beg your plane to hold together&#039;&#039;, roll any air combat move +Daring. If any of your dice are a 1, your plane suffers a spin or mechanical failure.&lt;br /&gt;
&lt;br /&gt;
===One in a Million===&lt;br /&gt;
Hold 1 each routine. &#039;&#039;When you let instinct guide an attack&#039;&#039;, with weapons or words, spend the hold for a perfect hit, right where you want it. If you target a person’s body, take 2 Stress. Then, you are left vulnerable from tunnel vision.&lt;br /&gt;
&lt;br /&gt;
===Trust Your Instincts===&lt;br /&gt;
You get a new Mastery Move every 3 marks.&lt;br /&gt;
&lt;br /&gt;
===I Can Fix It!===&lt;br /&gt;
&#039;&#039;When you engage in percussive maintenance&#039;&#039;, roll Patch Fix +Daring and take +1 result. Add the following results. On a miss, the engine stops and won’t restart.&lt;br /&gt;
* Double your Speed gain from the next Boost.&amp;lt;br/&amp;gt;&lt;br /&gt;
* Ignore the next Fuel Check move pushed.&amp;lt;br/&amp;gt;&lt;br /&gt;
* Reset the RPM gauge to 0.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===I Will Be With You, Always (Intimacy)===&lt;br /&gt;
&#039;&#039;When you hold those you care for close&#039;&#039;, they roll 4d10 and take the 2 highest when you Help them, ongoing as long as they Trust you.&amp;lt;br/&amp;gt;&lt;br /&gt;
If they’re an NPC, anything you do for them or help them with lets you roll 4d10 as well.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you choose to Break Trust with one of these people, take 5 Stress.&amp;lt;br/&amp;gt;&lt;br /&gt;
If the Intimacy Move is used in the air, when you Help, you only take a hard move if both extra dice are 1s. A single 1 has no effect.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Kat has shared Intimacy with &#039;&#039;&#039;Farahild (NPC)&#039;&#039;&#039; and &#039;&#039;&#039;Geb (PC)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Dogfighter Mastery== &lt;br /&gt;
&lt;br /&gt;
[X] [X] [ ]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Victories&amp;lt;/U&amp;gt;: Aircraft shot down, pilots surrendered, or probable kills.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Passive&amp;lt;/U&amp;gt;: Each move taken past the first adds a flat +4 Damage when you Open Fire at an Absolute Range of Knife.&lt;br /&gt;
&lt;br /&gt;
===Riding the Edge===&lt;br /&gt;
Your plane counts as having +5 Handling, and you lose 1 fewer Speed overall when you Commit to the Turn (minimum 0). &#039;&#039;Modifier included on instrument panel stats.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Nerves of Steel===&lt;br /&gt;
When you attack at an absolute range of Knife, you can reroll your attack move if you don’t like the result. Second results stand.&lt;br /&gt;
&lt;br /&gt;
==Personal Effects==&lt;br /&gt;
[[File:dashboard kat schaefer.png|350px|right]]&lt;br /&gt;
&#039;&#039;&#039;Assets:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* 2.5 Thaler&lt;br /&gt;
* A loyal and adorable baby goat companion.  The inquisitive creature, who was known as &amp;quot;Teufelsziege&amp;quot; or &amp;quot;Teufel&amp;quot; back at home, stowed away with Kat when she left home, and is now her mascot.&lt;br /&gt;
* An antique shotgun&lt;br /&gt;
* A pressing rescue mission to launch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Baggage:&#039;&#039;&#039;&lt;br /&gt;
* A promise to return home.&lt;br /&gt;
* The deed to land in a far-away place.  This was pressed into Kat&#039;s hands by her mother during a tearful goodbye.  Kat doesn&#039;t have a good explanation of its provenance; her mother only said it was &amp;quot;in the family&amp;quot; and that she didn&#039;t expect to have any use for it herself.&lt;br /&gt;
* A well-worn harmonica.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other:&#039;&#039;&#039;&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Katrina_Schaefer&amp;diff=467991</id>
		<title>Katrina Schaefer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Katrina_Schaefer&amp;diff=467991"/>
		<updated>2024-08-19T02:31:25Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Katrina &amp;quot;Kat&amp;quot; Schaefer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Katrina &amp;quot;Kat&amp;quot; Schaefer=&lt;br /&gt;
[[File:kat_schaefer_portrait.jpg|500px|right]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| [[Kat - Plane]]&lt;br /&gt;
| [[Kat - Notes and Story Record]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! &#039;&#039;&#039;Hard&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Keen&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Calm&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Daring&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
! &#039;&#039;&#039;Stress&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;XP&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Vice&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| 0&lt;br /&gt;
| +2&lt;br /&gt;
| -2&lt;br /&gt;
| +4&lt;br /&gt;
| 8/10&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! &#039;&#039;&#039;Triggers&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;(cost)&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;|&lt;br /&gt;
! &#039;&#039;&#039;Vents&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| If you got hit by enemy fire.&lt;br /&gt;
| 1 Stress&lt;br /&gt;
| Throw away or detach a weapon.&lt;br /&gt;
|-&lt;br /&gt;
| If you took a life.&lt;br /&gt;
| 2 Stress&lt;br /&gt;
| Whine and complain non-stop.&lt;br /&gt;
|- &lt;br /&gt;
| If a comrade was wounded.&lt;br /&gt;
| 1 Stress&lt;br /&gt;
| Go flying alone and unwisely.&lt;br /&gt;
|- &lt;br /&gt;
| ...and they didn&#039;t make it&lt;br /&gt;
| 2 Stress&lt;br /&gt;
| Do something heroic and stupid.&lt;br /&gt;
|- &lt;br /&gt;
| If you caught fire&lt;br /&gt;
| 1 Stress&lt;br /&gt;
| Call somebody out.  Make it hurt.&lt;br /&gt;
|- &lt;br /&gt;
|If you lost your plane.&lt;br /&gt;
|2 Stress&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|If innocents came to harm.&lt;br /&gt;
|1 Stress&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|...and you couldn&#039;t stop to help them.&lt;br /&gt;
|2 Stress&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! &#039;&#039;&#039;Comrades&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Trust?&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;I Will Be With You&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot;|&lt;br /&gt;
! &#039;&#039;&#039;Familiar Vices&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| Tresa&lt;br /&gt;
| ?&lt;br /&gt;
| N&lt;br /&gt;
| Drinking&lt;br /&gt;
|- &lt;br /&gt;
| Geb&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
| Pulpy fiction&lt;br /&gt;
|- &lt;br /&gt;
| Sabrina&lt;br /&gt;
| Y&lt;br /&gt;
| N&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Gustav&lt;br /&gt;
| ?&lt;br /&gt;
| N&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Moves==&lt;br /&gt;
&lt;br /&gt;
===Naive (Core)===&lt;br /&gt;
You cannot try any unfamiliar Vices unless a comrade with that Vice as Familiar guides you through it. Guidance does not count as Help, and you must roll their Daring instead of yours.&lt;br /&gt;
&lt;br /&gt;
===Let&#039;s Try Spinning===&lt;br /&gt;
&#039;&#039;When you beg your plane to hold together&#039;&#039;, roll any air combat move +Daring. If any of your dice are a 1, your plane suffers a spin or mechanical failure.&lt;br /&gt;
&lt;br /&gt;
===One in a Million===&lt;br /&gt;
Hold 1 each routine. &#039;&#039;When you let instinct guide an attack&#039;&#039;, with weapons or words, spend the hold for a perfect hit, right where you want it. If you target a person’s body, take 2 Stress. Then, you are left vulnerable from tunnel vision.&lt;br /&gt;
&lt;br /&gt;
===Trust Your Instincts===&lt;br /&gt;
You get a new Mastery Move every 3 marks.&lt;br /&gt;
&lt;br /&gt;
===I Can Fix It!===&lt;br /&gt;
&#039;&#039;When you engage in percussive maintenance&#039;&#039;, roll Patch Fix +Daring and take +1 result. Add the following results. On a miss, the engine stops and won’t restart.&lt;br /&gt;
* Double your Speed gain from the next Boost.&amp;lt;br/&amp;gt;&lt;br /&gt;
* Ignore the next Fuel Check move pushed.&amp;lt;br/&amp;gt;&lt;br /&gt;
* Reset the RPM gauge to 0.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===I Will Be With You, Always (Intimacy)===&lt;br /&gt;
&#039;&#039;When you hold those you care for close&#039;&#039;, they roll 4d10 and take the 2 highest when you Help them, ongoing as long as they Trust you.&amp;lt;br/&amp;gt;&lt;br /&gt;
If they’re an NPC, anything you do for them or help them with lets you roll 4d10 as well.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you choose to Break Trust with one of these people, take 5 Stress.&amp;lt;br/&amp;gt;&lt;br /&gt;
If the Intimacy Move is used in the air, when you Help, you only take a hard move if both extra dice are 1s. A single 1 has no effect.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Kat has shared Intimacy with &#039;&#039;&#039;Farahild (NPC)&#039;&#039;&#039; and &#039;&#039;&#039;Geb (PC)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Dogfighter Mastery== &lt;br /&gt;
&lt;br /&gt;
[X] [X] [ ]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Victories&amp;lt;/U&amp;gt;: Aircraft shot down, pilots surrendered, or probable kills.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Passive&amp;lt;/U&amp;gt;: Each move taken past the first adds a flat +4 Damage when you Open Fire at an Absolute Range of Knife.&lt;br /&gt;
&lt;br /&gt;
===Riding the Edge===&lt;br /&gt;
Your plane counts as having +5 Handling, and you lose 1 fewer Speed overall when you Commit to the Turn (minimum 0). &#039;&#039;Modifier included on instrument panel stats.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Nerves of Steel===&lt;br /&gt;
When you attack at an absolute range of Knife, you can reroll your attack move if you don’t like the result. Second results stand.&lt;br /&gt;
&lt;br /&gt;
==Personal Effects==&lt;br /&gt;
[[File:dashboard kat schaefer.png|350px|right]]&lt;br /&gt;
&#039;&#039;&#039;Assets:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* 2.5 Thaler&lt;br /&gt;
* A loyal and adorable baby goat companion.  The inquisitive creature, who was known as &amp;quot;Teufelsziege&amp;quot; or &amp;quot;Teufel&amp;quot; back at home, stowed away with Kat when she left home, and is now her mascot.&lt;br /&gt;
* An antique shotgun&lt;br /&gt;
* A pressing rescue mission to launch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Baggage:&#039;&#039;&#039;&lt;br /&gt;
* A promise to return home.&lt;br /&gt;
* The deed to land in a far-away place.  This was pressed into Kat&#039;s hands by her mother during a tearful goodbye.  Kat doesn&#039;t have a good explanation of its provenance; her mother only said it was &amp;quot;in the family&amp;quot; and that she didn&#039;t expect to have any use for it herself.&lt;br /&gt;
* A well-worn harmonica.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other:&#039;&#039;&#039;&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Katrina_Schaefer&amp;diff=467990</id>
		<title>Katrina Schaefer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Katrina_Schaefer&amp;diff=467990"/>
		<updated>2024-08-19T02:29:32Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Dogfighter Mastery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Katrina &amp;quot;Kat&amp;quot; Schaefer=&lt;br /&gt;
[[File:kat_schaefer_portrait.jpg|500px|right]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| [[Kat - Plane]]&lt;br /&gt;
| [[Kat - Notes and Story Record]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! &#039;&#039;&#039;Hard&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Keen&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Calm&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Daring&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
! &#039;&#039;&#039;Stress&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;XP&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Vice&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| 0&lt;br /&gt;
| +2&lt;br /&gt;
| -2&lt;br /&gt;
| +4&lt;br /&gt;
| 8/10&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! &#039;&#039;&#039;Triggers&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;(cost)&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;|&lt;br /&gt;
! &#039;&#039;&#039;Vents&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| If you got hit by enemy fire.&lt;br /&gt;
| 1 Stress&lt;br /&gt;
| Throw away or detach a weapon.&lt;br /&gt;
|-&lt;br /&gt;
| If you took a life.&lt;br /&gt;
| 2 Stress&lt;br /&gt;
| Whine and complain non-stop.&lt;br /&gt;
|- &lt;br /&gt;
| If a comrade was wounded.&lt;br /&gt;
| 1 Stress&lt;br /&gt;
| Go flying alone and unwisely.&lt;br /&gt;
|- &lt;br /&gt;
| ...and they didn&#039;t make it&lt;br /&gt;
| 2 Stress&lt;br /&gt;
| Do something heroic and stupid.&lt;br /&gt;
|- &lt;br /&gt;
| If you caught fire&lt;br /&gt;
| 1 Stress&lt;br /&gt;
| Call somebody out.  Make it hurt.&lt;br /&gt;
|- &lt;br /&gt;
|If you lost your plane.&lt;br /&gt;
|2 Stress&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|If innocents came to harm.&lt;br /&gt;
|1 Stress&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|...and you couldn&#039;t stop to help them.&lt;br /&gt;
|2 Stress&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! &#039;&#039;&#039;Comrades&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Trust?&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot;|&lt;br /&gt;
! &#039;&#039;&#039;Familiar Vices&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| Tresa&lt;br /&gt;
| ?&lt;br /&gt;
| Drinking&lt;br /&gt;
|- &lt;br /&gt;
| Geb&lt;br /&gt;
| Y&lt;br /&gt;
| Pulpy fiction&lt;br /&gt;
|- &lt;br /&gt;
| Sabrina&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Gustav&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Moves==&lt;br /&gt;
&lt;br /&gt;
===Naive (Core)===&lt;br /&gt;
You cannot try any unfamiliar Vices unless a comrade with that Vice as Familiar guides you through it. Guidance does not count as Help, and you must roll their Daring instead of yours.&lt;br /&gt;
&lt;br /&gt;
===Let&#039;s Try Spinning===&lt;br /&gt;
&#039;&#039;When you beg your plane to hold together&#039;&#039;, roll any air combat move +Daring. If any of your dice are a 1, your plane suffers a spin or mechanical failure.&lt;br /&gt;
&lt;br /&gt;
===One in a Million===&lt;br /&gt;
Hold 1 each routine. &#039;&#039;When you let instinct guide an attack&#039;&#039;, with weapons or words, spend the hold for a perfect hit, right where you want it. If you target a person’s body, take 2 Stress. Then, you are left vulnerable from tunnel vision.&lt;br /&gt;
&lt;br /&gt;
===Trust Your Instincts===&lt;br /&gt;
You get a new Mastery Move every 3 marks.&lt;br /&gt;
&lt;br /&gt;
===I Can Fix It!===&lt;br /&gt;
&#039;&#039;When you engage in percussive maintenance&#039;&#039;, roll Patch Fix +Daring and take +1 result. Add the following results. On a miss, the engine stops and won’t restart.&lt;br /&gt;
* Double your Speed gain from the next Boost.&amp;lt;br/&amp;gt;&lt;br /&gt;
* Ignore the next Fuel Check move pushed.&amp;lt;br/&amp;gt;&lt;br /&gt;
* Reset the RPM gauge to 0.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===I Will Be With You, Always (Intimacy)===&lt;br /&gt;
&#039;&#039;When you hold those you care for close&#039;&#039;, they roll 4d10 and take the 2 highest when you Help them, ongoing as long as they Trust you.&amp;lt;br/&amp;gt;&lt;br /&gt;
If they’re an NPC, anything you do for them or help them with lets you roll 4d10 as well.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you choose to Break Trust with one of these people, take 5 Stress.&amp;lt;br/&amp;gt;&lt;br /&gt;
If the Intimacy Move is used in the air, when you Help, you only take a hard move if both extra dice are 1s. A single 1 has no effect.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Kat has shared Intimacy with &#039;&#039;&#039;Farahild (NPC)&#039;&#039;&#039; and &#039;&#039;&#039;Geb (PC)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Dogfighter Mastery== &lt;br /&gt;
&lt;br /&gt;
[X] [X] [ ]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Victories&amp;lt;/U&amp;gt;: Aircraft shot down, pilots surrendered, or probable kills.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Passive&amp;lt;/U&amp;gt;: Each move taken past the first adds a flat +4 Damage when you Open Fire at an Absolute Range of Knife.&lt;br /&gt;
&lt;br /&gt;
===Riding the Edge===&lt;br /&gt;
Your plane counts as having +5 Handling, and you lose 1 fewer Speed overall when you Commit to the Turn (minimum 0). &#039;&#039;Modifier included on instrument panel stats.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Nerves of Steel===&lt;br /&gt;
When you attack at an absolute range of Knife, you can reroll your attack move if you don’t like the result. Second results stand.&lt;br /&gt;
&lt;br /&gt;
==Personal Effects==&lt;br /&gt;
[[File:dashboard kat schaefer.png|350px|right]]&lt;br /&gt;
&#039;&#039;&#039;Assets:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* 2.5 Thaler&lt;br /&gt;
* A loyal and adorable baby goat companion.  The inquisitive creature, who was known as &amp;quot;Teufelsziege&amp;quot; or &amp;quot;Teufel&amp;quot; back at home, stowed away with Kat when she left home, and is now her mascot.&lt;br /&gt;
* An antique shotgun&lt;br /&gt;
* A pressing rescue mission to launch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Baggage:&#039;&#039;&#039;&lt;br /&gt;
* A promise to return home.&lt;br /&gt;
* The deed to land in a far-away place.  This was pressed into Kat&#039;s hands by her mother during a tearful goodbye.  Kat doesn&#039;t have a good explanation of its provenance; her mother only said it was &amp;quot;in the family&amp;quot; and that she didn&#039;t expect to have any use for it herself.&lt;br /&gt;
* A well-worn harmonica.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other:&#039;&#039;&#039;&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Katrina_Schaefer&amp;diff=467989</id>
		<title>Katrina Schaefer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Katrina_Schaefer&amp;diff=467989"/>
		<updated>2024-08-19T02:29:09Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Katrina &amp;quot;Kat&amp;quot; Schaefer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Katrina &amp;quot;Kat&amp;quot; Schaefer=&lt;br /&gt;
[[File:kat_schaefer_portrait.jpg|500px|right]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| [[Kat - Plane]]&lt;br /&gt;
| [[Kat - Notes and Story Record]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! &#039;&#039;&#039;Hard&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Keen&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Calm&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Daring&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
! &#039;&#039;&#039;Stress&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;XP&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Vice&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| 0&lt;br /&gt;
| +2&lt;br /&gt;
| -2&lt;br /&gt;
| +4&lt;br /&gt;
| 8/10&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! &#039;&#039;&#039;Triggers&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;(cost)&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;|&lt;br /&gt;
! &#039;&#039;&#039;Vents&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| If you got hit by enemy fire.&lt;br /&gt;
| 1 Stress&lt;br /&gt;
| Throw away or detach a weapon.&lt;br /&gt;
|-&lt;br /&gt;
| If you took a life.&lt;br /&gt;
| 2 Stress&lt;br /&gt;
| Whine and complain non-stop.&lt;br /&gt;
|- &lt;br /&gt;
| If a comrade was wounded.&lt;br /&gt;
| 1 Stress&lt;br /&gt;
| Go flying alone and unwisely.&lt;br /&gt;
|- &lt;br /&gt;
| ...and they didn&#039;t make it&lt;br /&gt;
| 2 Stress&lt;br /&gt;
| Do something heroic and stupid.&lt;br /&gt;
|- &lt;br /&gt;
| If you caught fire&lt;br /&gt;
| 1 Stress&lt;br /&gt;
| Call somebody out.  Make it hurt.&lt;br /&gt;
|- &lt;br /&gt;
|If you lost your plane.&lt;br /&gt;
|2 Stress&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|If innocents came to harm.&lt;br /&gt;
|1 Stress&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|...and you couldn&#039;t stop to help them.&lt;br /&gt;
|2 Stress&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! &#039;&#039;&#039;Comrades&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Trust?&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot;|&lt;br /&gt;
! &#039;&#039;&#039;Familiar Vices&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| Tresa&lt;br /&gt;
| ?&lt;br /&gt;
| Drinking&lt;br /&gt;
|- &lt;br /&gt;
| Geb&lt;br /&gt;
| Y&lt;br /&gt;
| Pulpy fiction&lt;br /&gt;
|- &lt;br /&gt;
| Sabrina&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Gustav&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Moves==&lt;br /&gt;
&lt;br /&gt;
===Naive (Core)===&lt;br /&gt;
You cannot try any unfamiliar Vices unless a comrade with that Vice as Familiar guides you through it. Guidance does not count as Help, and you must roll their Daring instead of yours.&lt;br /&gt;
&lt;br /&gt;
===Let&#039;s Try Spinning===&lt;br /&gt;
&#039;&#039;When you beg your plane to hold together&#039;&#039;, roll any air combat move +Daring. If any of your dice are a 1, your plane suffers a spin or mechanical failure.&lt;br /&gt;
&lt;br /&gt;
===One in a Million===&lt;br /&gt;
Hold 1 each routine. &#039;&#039;When you let instinct guide an attack&#039;&#039;, with weapons or words, spend the hold for a perfect hit, right where you want it. If you target a person’s body, take 2 Stress. Then, you are left vulnerable from tunnel vision.&lt;br /&gt;
&lt;br /&gt;
===Trust Your Instincts===&lt;br /&gt;
You get a new Mastery Move every 3 marks.&lt;br /&gt;
&lt;br /&gt;
===I Can Fix It!===&lt;br /&gt;
&#039;&#039;When you engage in percussive maintenance&#039;&#039;, roll Patch Fix +Daring and take +1 result. Add the following results. On a miss, the engine stops and won’t restart.&lt;br /&gt;
* Double your Speed gain from the next Boost.&amp;lt;br/&amp;gt;&lt;br /&gt;
* Ignore the next Fuel Check move pushed.&amp;lt;br/&amp;gt;&lt;br /&gt;
* Reset the RPM gauge to 0.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===I Will Be With You, Always (Intimacy)===&lt;br /&gt;
&#039;&#039;When you hold those you care for close&#039;&#039;, they roll 4d10 and take the 2 highest when you Help them, ongoing as long as they Trust you.&amp;lt;br/&amp;gt;&lt;br /&gt;
If they’re an NPC, anything you do for them or help them with lets you roll 4d10 as well.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you choose to Break Trust with one of these people, take 5 Stress.&amp;lt;br/&amp;gt;&lt;br /&gt;
If the Intimacy Move is used in the air, when you Help, you only take a hard move if both extra dice are 1s. A single 1 has no effect.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Kat has shared Intimacy with &#039;&#039;&#039;Farahild (NPC)&#039;&#039;&#039; and &#039;&#039;&#039;Geb (PC)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Dogfighter Mastery== &lt;br /&gt;
&lt;br /&gt;
[ ] [ ] [ ]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Victories&amp;lt;/U&amp;gt;: Aircraft shot down, pilots surrendered, or probable kills.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Passive&amp;lt;/U&amp;gt;: Each move taken past the first adds a flat +4 Damage when you Open Fire at an Absolute Range of Knife.&lt;br /&gt;
&lt;br /&gt;
===Riding the Edge===&lt;br /&gt;
Your plane counts as having +5 Handling, and you lose 1 fewer Speed overall when you Commit to the Turn (minimum 0). &#039;&#039;Modifier included on instrument panel stats.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Nerves of Steel===&lt;br /&gt;
When you attack at an absolute range of Knife, you can reroll your attack move if you don’t like the result. Second results stand.&lt;br /&gt;
&lt;br /&gt;
==Personal Effects==&lt;br /&gt;
[[File:dashboard kat schaefer.png|350px|right]]&lt;br /&gt;
&#039;&#039;&#039;Assets:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* 2.5 Thaler&lt;br /&gt;
* A loyal and adorable baby goat companion.  The inquisitive creature, who was known as &amp;quot;Teufelsziege&amp;quot; or &amp;quot;Teufel&amp;quot; back at home, stowed away with Kat when she left home, and is now her mascot.&lt;br /&gt;
* An antique shotgun&lt;br /&gt;
* A pressing rescue mission to launch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Baggage:&#039;&#039;&#039;&lt;br /&gt;
* A promise to return home.&lt;br /&gt;
* The deed to land in a far-away place.  This was pressed into Kat&#039;s hands by her mother during a tearful goodbye.  Kat doesn&#039;t have a good explanation of its provenance; her mother only said it was &amp;quot;in the family&amp;quot; and that she didn&#039;t expect to have any use for it herself.&lt;br /&gt;
* A well-worn harmonica.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other:&#039;&#039;&#039;&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Children_of_the_Sky&amp;diff=467391</id>
		<title>Children of the Sky</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Children_of_the_Sky&amp;diff=467391"/>
		<updated>2024-08-04T21:15:16Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* Trust Tracker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[File:FC_Banner02.jpg]]&lt;br /&gt;
&lt;br /&gt;
This is the wiki page for the Flying Circus game &amp;quot;Children of the Sky&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/flying-circus-children-of-the-sky.915734/ IC thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/flying-circus-children-of-the-sky.915601/ OOC thread]&lt;br /&gt;
&lt;br /&gt;
[[CotS Story so far]]&lt;br /&gt;
&lt;br /&gt;
=Map=&lt;br /&gt;
[[Himmilgard|The Euler Valley]]&lt;br /&gt;
&lt;br /&gt;
=Houserules=&lt;br /&gt;
* None so far&lt;br /&gt;
&lt;br /&gt;
==Battle Status==&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1E_DDfQ9rdlguGbPPRSR6AWyCM81ZYHRl49b3hr6lHoY/edit#gid=0 Current Combat Tracker]&lt;br /&gt;
&lt;br /&gt;
==Example Combat Manoeuvres==&lt;br /&gt;
[[FC_Combat_Manoevres| Example images]]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
==Current==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Picture&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Survivor.jpg]]&lt;br /&gt;
|&lt;br /&gt;
Garen Erik &amp;quot;Geb&amp;quot;Bauer, the Survivor&lt;br /&gt;
&lt;br /&gt;
[[Children_of_The_Sky:_Garen__Erik_Bauer|Pilot Dossier]] &lt;br /&gt;
&lt;br /&gt;
[[The_Mouser|Plane page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Played by Leliel&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
||[[File:SabrinaWitchPilot.jpg|250px]]&lt;br /&gt;
|&#039;&#039;&#039;Sabrina von Pützlow&#039;&#039;&#039; the Witch&lt;br /&gt;
[[Sabrina von Pützlow|Pilot Dossier]]&lt;br /&gt;
&lt;br /&gt;
[[Sabrina_-_Plane|Plane page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Played by Falkus&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||[[File:kat_schaefer_portrait.jpg|250px]]&lt;br /&gt;
|&#039;&#039;&#039;Katrina &#039;Kat&#039; Schaefer&#039;&#039;&#039;   the Farmer&lt;br /&gt;
[[Katrina_Schaefer|Pilot Dossier]]&lt;br /&gt;
&lt;br /&gt;
[[Kat_-_Plane|Plane page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Played by Garyfury&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||[[File:GustavStudentPilot.jpg|250px]]&lt;br /&gt;
|&#039;&#039;&#039;Gustav Hengsbach, F.E.&#039;&#039;&#039; the Student&lt;br /&gt;
[[Gustav Hengsbach|Pilot Dossier]]&lt;br /&gt;
&lt;br /&gt;
[[Gustav_-_Plane|Plane page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Played by Marc G.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Trust Tracker===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|Geb trusts &lt;br /&gt;
| Kat&lt;br /&gt;
|-&lt;br /&gt;
|Kat trusts &lt;br /&gt;
| Geb, Sabrina&lt;br /&gt;
|-&lt;br /&gt;
|Sabrina trusts &lt;br /&gt;
| Geb, Kat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Retired===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|[[File:FC_retired.png|250px]]&lt;br /&gt;
|&#039;&#039;&#039;Ezekiel &amp;quot;Zeke&amp;quot; Morgenthau&#039;&#039;&#039;, the Fisher &amp;lt;br&amp;gt; [[Ezekiel_&amp;quot;Zeke&amp;quot;_Morgenthau | Pilot Dossier]] &amp;lt;br&amp;gt; &#039;&#039;played by Talisman&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||[[File:FC_retired.png|250px]]&lt;br /&gt;
|&#039;&#039;&#039;Einhard Walther Garen v. Ostenthal&#039;&#039;&#039; the Soldier &amp;lt;br&amp;gt; [[Garen_von_Ostenthal |Pilot Dossier]] &amp;lt;br&amp;gt; &#039;&#039;Played by Elfwine&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Company Tracker=&lt;br /&gt;
[[Sonnenfalken|The Sonnenfalken]]&lt;br /&gt;
&lt;br /&gt;
=NPCs=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chrisjen.png|150px]]&lt;br /&gt;
|&#039;&#039;&#039;Still to come&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Katrina_Schaefer&amp;diff=467390</id>
		<title>Katrina Schaefer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Katrina_Schaefer&amp;diff=467390"/>
		<updated>2024-08-04T21:14:18Z</updated>

		<summary type="html">&lt;p&gt;Garyfury: /* I Will Be With You, Always (Intimacy) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Katrina &amp;quot;Kat&amp;quot; Schaefer=&lt;br /&gt;
[[File:kat_schaefer_portrait.jpg|500px|right]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| [[Kat - Plane]]&lt;br /&gt;
| [[Kat - Notes and Story Record]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! &#039;&#039;&#039;Hard&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Keen&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Calm&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Daring&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
! &#039;&#039;&#039;Stress&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;XP&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Vice&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| 0&lt;br /&gt;
| +2&lt;br /&gt;
| -2&lt;br /&gt;
| +4&lt;br /&gt;
| 7/10&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! &#039;&#039;&#039;Triggers&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;(cost)&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;|&lt;br /&gt;
! &#039;&#039;&#039;Vents&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| If you got hit by enemy fire.&lt;br /&gt;
| 1 Stress&lt;br /&gt;
| Throw away or detach a weapon.&lt;br /&gt;
|-&lt;br /&gt;
| If you took a life.&lt;br /&gt;
| 2 Stress&lt;br /&gt;
| Whine and complain non-stop.&lt;br /&gt;
|- &lt;br /&gt;
| If a comrade was wounded.&lt;br /&gt;
| 1 Stress&lt;br /&gt;
| Go flying alone and unwisely.&lt;br /&gt;
|- &lt;br /&gt;
| ...and they didn&#039;t make it&lt;br /&gt;
| 2 Stress&lt;br /&gt;
| Do something heroic and stupid.&lt;br /&gt;
|- &lt;br /&gt;
| If you caught fire&lt;br /&gt;
| 1 Stress&lt;br /&gt;
| Call somebody out.  Make it hurt.&lt;br /&gt;
|- &lt;br /&gt;
|If you lost your plane.&lt;br /&gt;
|2 Stress&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|If innocents came to harm.&lt;br /&gt;
|1 Stress&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|...and you couldn&#039;t stop to help them.&lt;br /&gt;
|2 Stress&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! &#039;&#039;&#039;Comrades&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Trust?&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot;|&lt;br /&gt;
! &#039;&#039;&#039;Familiar Vices&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| Tresa&lt;br /&gt;
| ?&lt;br /&gt;
| Drinking&lt;br /&gt;
|- &lt;br /&gt;
| Geb&lt;br /&gt;
| Y&lt;br /&gt;
| Pulpy fiction&lt;br /&gt;
|- &lt;br /&gt;
| Sabrina&lt;br /&gt;
| Y&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Gustav&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Moves==&lt;br /&gt;
&lt;br /&gt;
===Naive (Core)===&lt;br /&gt;
You cannot try any unfamiliar Vices unless a comrade with that Vice as Familiar guides you through it. Guidance does not count as Help, and you must roll their Daring instead of yours.&lt;br /&gt;
&lt;br /&gt;
===Let&#039;s Try Spinning===&lt;br /&gt;
&#039;&#039;When you beg your plane to hold together&#039;&#039;, roll any air combat move +Daring. If any of your dice are a 1, your plane suffers a spin or mechanical failure.&lt;br /&gt;
&lt;br /&gt;
===One in a Million===&lt;br /&gt;
Hold 1 each routine. &#039;&#039;When you let instinct guide an attack&#039;&#039;, with weapons or words, spend the hold for a perfect hit, right where you want it. If you target a person’s body, take 2 Stress. Then, you are left vulnerable from tunnel vision.&lt;br /&gt;
&lt;br /&gt;
===Trust Your Instincts===&lt;br /&gt;
You get a new Mastery Move every 3 marks.&lt;br /&gt;
&lt;br /&gt;
===I Can Fix It!===&lt;br /&gt;
&#039;&#039;When you engage in percussive maintenance&#039;&#039;, roll Patch Fix +Daring and take +1 result. Add the following results. On a miss, the engine stops and won’t restart.&lt;br /&gt;
* Double your Speed gain from the next Boost.&amp;lt;br/&amp;gt;&lt;br /&gt;
* Ignore the next Fuel Check move pushed.&amp;lt;br/&amp;gt;&lt;br /&gt;
* Reset the RPM gauge to 0.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===I Will Be With You, Always (Intimacy)===&lt;br /&gt;
&#039;&#039;When you hold those you care for close&#039;&#039;, they roll 4d10 and take the 2 highest when you Help them, ongoing as long as they Trust you.&amp;lt;br/&amp;gt;&lt;br /&gt;
If they’re an NPC, anything you do for them or help them with lets you roll 4d10 as well.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you choose to Break Trust with one of these people, take 5 Stress.&amp;lt;br/&amp;gt;&lt;br /&gt;
If the Intimacy Move is used in the air, when you Help, you only take a hard move if both extra dice are 1s. A single 1 has no effect.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Kat has shared Intimacy with &#039;&#039;&#039;Farahild (NPC)&#039;&#039;&#039; and &#039;&#039;&#039;Geb (PC)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Dogfighter Mastery== &lt;br /&gt;
&lt;br /&gt;
[ ] [ ] [ ]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Victories&amp;lt;/U&amp;gt;: Aircraft shot down, pilots surrendered, or probable kills.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Passive&amp;lt;/U&amp;gt;: Each move taken past the first adds a flat +4 Damage when you Open Fire at an Absolute Range of Knife.&lt;br /&gt;
&lt;br /&gt;
===Riding the Edge===&lt;br /&gt;
Your plane counts as having +5 Handling, and you lose 1 fewer Speed overall when you Commit to the Turn (minimum 0). &#039;&#039;Modifier included on instrument panel stats.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Nerves of Steel===&lt;br /&gt;
When you attack at an absolute range of Knife, you can reroll your attack move if you don’t like the result. Second results stand.&lt;br /&gt;
&lt;br /&gt;
==Personal Effects==&lt;br /&gt;
[[File:dashboard kat schaefer.png|350px|right]]&lt;br /&gt;
&#039;&#039;&#039;Assets:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* 2.5 Thaler&lt;br /&gt;
* A loyal and adorable baby goat companion.  The inquisitive creature, who was known as &amp;quot;Teufelsziege&amp;quot; or &amp;quot;Teufel&amp;quot; back at home, stowed away with Kat when she left home, and is now her mascot.&lt;br /&gt;
* An antique shotgun&lt;br /&gt;
* A pressing rescue mission to launch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Baggage:&#039;&#039;&#039;&lt;br /&gt;
* A promise to return home.&lt;br /&gt;
* The deed to land in a far-away place.  This was pressed into Kat&#039;s hands by her mother during a tearful goodbye.  Kat doesn&#039;t have a good explanation of its provenance; her mother only said it was &amp;quot;in the family&amp;quot; and that she didn&#039;t expect to have any use for it herself.&lt;br /&gt;
* A well-worn harmonica.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other:&#039;&#039;&#039;&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Garyfury</name></author>
	</entry>
</feed>