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	<title>RPGnet - User contributions [en]</title>
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	<updated>2026-05-16T00:13:50Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Gothh.jpg&amp;diff=452471</id>
		<title>File:Gothh.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Gothh.jpg&amp;diff=452471"/>
		<updated>2024-02-10T05:22:57Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=450257</id>
		<title>Pirates of the Baltic Sea:Ylfa</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=450257"/>
		<updated>2024-01-20T05:28:39Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Ylfa Gray=&lt;br /&gt;
[[File:Ylfa II.png]]&lt;br /&gt;
==&#039;&#039;Life sucks, eh? But maybe it will suck a little less if we can take care of this business for you.&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Physical [[file:d10a.png|24px|d10]] || Mental [[file:d6a.png|24px|d6]] || Social [[file:d8a.png|24px|d8]] ||&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
[[File:Ylfa_IV.png | 350px | right]]&lt;br /&gt;
&#039;&#039;&#039;Fight&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
:&#039;&#039;Streetwise&#039;&#039; [[file:d6a.png|20px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labor&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoot&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneak&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trick&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills [[file:d4a.png|30px|d4]]==&lt;br /&gt;
Craft [[file:d4a.png|16px|d4]] | Drive [[file:d4a.png|16px|d4]] | Fly [[file:d4a.png|16px|d4]] | Focus [[file:d4a.png|16px|d4]] | Influence [[file:d4a.png|16px|d4]] | Operate [[file:d4a.png|16px|d4]] | Perform [[file:d4a.png|16px|d4]] | Treat [[file:d4a.png|16px|d4]] | Survive [[file:d4a.png|16px|d4]] | Throw [[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;Gutterpunk -&#039;&#039;&#039; &#039;&#039;You&#039;ve lived on the streets and learned how to take care of yourself. You look for weak points and exploit them.&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Dirty Fighting:&#039;&#039;&#039; &#039;&#039;Everyone has a weak point and you know how to find it.&#039;&#039; Spend 1pp to take the d8 asset Exploit Weakness. Add to any relevant skill checks for the remainder of the scene.&lt;br /&gt;
&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;
Highlighted Skills: Fight | Notice | Shoot&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;By Hook or By Crook -&#039;&#039;&#039; &#039;&#039;You are a criminal&#039;s criminal. You know what folk want/need, how to get it, and how to move it.&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Connected:&#039;&#039;&#039; &#039;&#039;No mater where you make port, you know someone who owes you.&#039;&#039; Spend 1pp to introduce a specialist who owes you a favor. Take that specialist as a d8 asset for the remainder of the scene.&lt;br /&gt;
&lt;br /&gt;
:[[File:D0a.png|24px]] &#039;&#039;&#039;Sticky Fingers:&#039;&#039;&#039; &#039;&#039;You have mastered the tradecraft of thieves.&#039;&#039; Spend 1 PP to step up or double Trick for an action.&lt;br /&gt;
&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;
Highlighted Skills: Influence | Know | Trick&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graceful as a Cat -&#039;&#039;&#039; &#039;&#039;Are you made of liquid? You have a light step and always land on your feet.&#039;&#039;&lt;br /&gt;
:[[File:D0a.png|24px]] &#039;&#039;&#039;Cat Burglar:&#039;&#039;&#039; &#039;&#039;You&#039;re silent as a ghost, your balance is impeccable and you can squeeze into places that look too small for someone twice your size.&#039;&#039; Spend 1 PP to ignore a Complication for a die roll that includes one of your highlighted Skills.&lt;br /&gt;
&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;
Highlighted Skills: Labor | Move | Sneak&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;Swiss Army Hand:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] You lost your left hand and forearm on a job gone wrong but you&#039;ve since had it replaced with a top of the line cybernetic replacement, complete with a retractable blade, taser and set of physical/electronic thieves tools all hidden inside its unassuming appearance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nerves of Chrome:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] You have a standard Neurolink with an Enhanced HUD and Quickened Reflexes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shorty:&#039;&#039;&#039; [[file:d6a.png|24px|d6]] Your &#039;best friend&#039;, Shorty is a tricked out KHMA Smart Heavy Pistol with a silencer and biolock. You don&#039;t leave home without it.&lt;br /&gt;
&lt;br /&gt;
=Background/Bio=&lt;br /&gt;
[[File:Ylfa_I.png | right]]&lt;br /&gt;
Ylfa was born and raised in Reykjavík, her mother a middle management wage slave for one of the larger megacorps operating in Iceland, while her father worked on one of Iceland&#039;s few remaining fishing boats. Her parents were never married; Ylfa was the result of a brief but intense affair. She was raised by her mother, but spent some weekends with her father when he wasn’t out on the ocean.&lt;br /&gt;
&lt;br /&gt;
Ylfa’s formative years left her feeling largely neglected by her mother, who spent the majority of her time trying to advance up the megacorp ladder. Ylfa responded by rebelling: running with the ‘wrong crowd’ and getting into trouble. She didn’t hate her mother; her hate was reserved for the megacorp culture that treated employees as nothing more than disposable goods. But Ylfa did resent her for falling into the corp trap and she was determined to never follow in her mother’s footsteps.&lt;br /&gt;
&lt;br /&gt;
Ylfa discovered her love for the sea one summer when she was able to stay with her father for a couple of weeks. At first she thought she would be bored out of her mind staying at that cottage of the shore instead of the small apartment he had in the city. But the first time he took her out onto the ocean in that little boat he had, she fell in love with the wind and the waves. She also learned a lot about her father out on the water. From the stories he told it turns out he was something of a rapscallion himself in his younger days. They bonded that summer before he set out to sea again. She still keeps in touch with him when she can to this day.&lt;br /&gt;
&lt;br /&gt;
That fall Ylfa’s mother died. Again and again she had put off going to the doctor about a problem she knew she had, but she couldn’t miss work you see. The Corp doesn’t care about your problems. If you don’t perform you can simply be replaced. As far as Ylfa was concerned, the Corp murdered her mother.&lt;br /&gt;
&lt;br /&gt;
With her father out at sea, Ylfa was left to her own devices so she turned to her gutter punk friends. She discovered she had a talent for trading; bartering items stolen by her compatriots for things they could use to survive. She did that for a number of years before finally becoming a thief herself. Drawing upon years of gymnastics and ballet lesson from her younger days, Ylfa became a successful second story woman. She was almost caught a few times but always managed to get away, though one time it cost her a hand. But a hand was easy enough to replace and Ylfa was never shy about body mods anyway. As far as she was concerned, her new hand and forearm was even better than the old one, what with that nice sharp blade hidden away in it.&lt;br /&gt;
&lt;br /&gt;
Over time Ylfa grew bored of Iceland. Sure it was home, but she wanted to see the rest of the world. She had saved up quite a bit of money so she decided why not go see it? She decided to go to Scandinavia first and spent some time exploring Norway before continuing on to Sweden. It was there that she heard about the Buccaneers of Aland. Life on the sea and causing trouble for the corps at the same time? She had to try it. She found a group of some other like-minded individuals and bought in on a ship of their own.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Ylfa_IV.png&amp;diff=450246</id>
		<title>File:Ylfa IV.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Ylfa_IV.png&amp;diff=450246"/>
		<updated>2024-01-20T04:54:30Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449869</id>
		<title>Pirates of the Baltic Sea:Ylfa</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449869"/>
		<updated>2024-01-17T21:21:08Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Ylfa Gray=&lt;br /&gt;
[[File:Ylfa II.png]]&lt;br /&gt;
==&#039;&#039;Life sucks, eh? But maybe it will suck a little less if we can take care of this business for you.&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Physical [[file:d10a.png|24px|d10]] || Mental [[file:d6a.png|24px|d6]] || Social [[file:d8a.png|24px|d8]] ||&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Fight&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
:&#039;&#039;Streetwise&#039;&#039; [[file:d6a.png|20px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labor&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoot&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneak&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trick&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills [[file:d4a.png|30px|d4]]==&lt;br /&gt;
Craft [[file:d4a.png|16px|d4]] | Drive [[file:d4a.png|16px|d4]] | Fly [[file:d4a.png|16px|d4]] | Focus [[file:d4a.png|16px|d4]] | Influence [[file:d4a.png|16px|d4]] | Operate [[file:d4a.png|16px|d4]] | Perform [[file:d4a.png|16px|d4]] | Treat [[file:d4a.png|16px|d4]] | Survive [[file:d4a.png|16px|d4]] | Throw [[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;Gutterpunk -&#039;&#039;&#039; &#039;&#039;You&#039;ve lived on the streets and learned how to take care of yourself. You look for weak points and exploit them.&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Dirty Fighting:&#039;&#039;&#039; &#039;&#039;Everyone has a weak point and you know how to find it.&#039;&#039; Spend 1pp to take the d8 asset Exploit Weakness. Add to any relevant skill checks for the remainder of the scene.&lt;br /&gt;
&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;
Highlighted Skills: Fight | Notice | Shoot&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;By Hook or By Crook -&#039;&#039;&#039; &#039;&#039;You are a criminal&#039;s criminal. You know what folk want/need, how to get it, and how to move it.&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Connected:&#039;&#039;&#039; &#039;&#039;No mater where you make port, you know someone who owes you.&#039;&#039; Spend 1pp to introduce a specialist who owes you a favor. Take that specialist as a d8 asset for the remainder of the scene.&lt;br /&gt;
&lt;br /&gt;
:[[File:D0a.png|24px]] &#039;&#039;&#039;Sticky Fingers:&#039;&#039;&#039; &#039;&#039;You have mastered the tradecraft of thieves.&#039;&#039; Spend 1 PP to step up or double Trick for an action.&lt;br /&gt;
&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;
Highlighted Skills: Influence | Know | Trick&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graceful as a Cat -&#039;&#039;&#039; &#039;&#039;Are you made of liquid? You have a light step and always land on your feet.&#039;&#039;&lt;br /&gt;
:[[File:D0a.png|24px]] &#039;&#039;&#039;Cat Burglar:&#039;&#039;&#039; &#039;&#039;You&#039;re silent as a ghost, your balance is impeccable and you can squeeze into places that look too small for someone twice your size.&#039;&#039; Spend 1 PP to ignore a Complication for a die roll that includes one of your highlighted Skills.&lt;br /&gt;
&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;
Highlighted Skills: Labor | Move | Sneak&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;Swiss Army Hand:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] You lost your left hand and forearm on a job gone wrong but you&#039;ve since had it replaced with a top of the line cybernetic replacement, complete with a retractable blade, taser and set of physical/electronic thieves tools all hidden inside its unassuming appearance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nerves of Chrome:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] You have a standard Neurolink with an Enhanced HUD and Quickened Reflexes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shorty:&#039;&#039;&#039; [[file:d6a.png|24px|d6]] Your &#039;best friend&#039;, Shorty is a tricked out KHMA Smart Heavy Pistol with a silencer and biolock. You don&#039;t leave home without it.&lt;br /&gt;
&lt;br /&gt;
=Background/Bio=&lt;br /&gt;
[[File:Ylfa_I.png | right]]&lt;br /&gt;
Ylfa was born and raised in Reykjavík, her mother a middle management wage slave for one of the larger megacorps operating in Iceland, while her father worked on one of Iceland&#039;s few remaining fishing boats. Her parents were never married; Ylfa was the result of a brief but intense affair. She was raised by her mother, but spent some weekends with her father when he wasn’t out on the ocean.&lt;br /&gt;
&lt;br /&gt;
Ylfa’s formative years left her feeling largely neglected by her mother, who spent the majority of her time trying to advance up the megacorp ladder. Ylfa responded by rebelling: running with the ‘wrong crowd’ and getting into trouble. She didn’t hate her mother; her hate was reserved for the megacorp culture that treated employees as nothing more than disposable goods. But Ylfa did resent her for falling into the corp trap and she was determined to never follow in her mother’s footsteps.&lt;br /&gt;
&lt;br /&gt;
Ylfa discovered her love for the sea one summer when she was able to stay with her father for a couple of weeks. At first she thought she would be bored out of her mind staying at that cottage of the shore instead of the small apartment he had in the city. But the first time he took her out onto the ocean in that little boat he had, she fell in love with the wind and the waves. She also learned a lot about her father out on the water. From the stories he told it turns out he was something of a rapscallion himself in his younger days. They bonded that summer before he set out to sea again. She still keeps in touch with him when she can to this day.&lt;br /&gt;
&lt;br /&gt;
That fall Ylfa’s mother died. Again and again she had put off going to the doctor about a problem she knew she had, but she couldn’t miss work you see. The Corp doesn’t care about your problems. If you don’t perform you can simply be replaced. As far as Ylfa was concerned, the Corp murdered her mother.&lt;br /&gt;
&lt;br /&gt;
With her father out at sea, Ylfa was left to her own devices so she turned to her gutter punk friends. She discovered she had a talent for trading; bartering items stolen by her compatriots for things they could use to survive. She did that for a number of years before finally becoming a thief herself. Drawing upon years of gymnastics and ballet lesson from her younger days, Ylfa became a successful second story woman. She was almost caught a few times but always managed to get away, though one time it cost her a hand. But a hand was easy enough to replace and Ylfa was never shy about body mods anyway. As far as she was concerned, her new hand and forearm was even better than the old one, what with that nice sharp blade hidden away in it.&lt;br /&gt;
&lt;br /&gt;
Over time Ylfa grew bored of Iceland. Sure it was home, but she wanted to see the rest of the world. She had saved up quite a bit of money so she decided why not go see it? She decided to go to Scandinavia first and spent some time exploring Norway before continuing on to Sweden. It was there that she heard about the Buccaneers of Aland. Life on the sea and causing trouble for the corps at the same time? She had to try it. She found a group of some other like-minded individuals and bought in on a ship of their own.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449868</id>
		<title>Pirates of the Baltic Sea:Ylfa</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449868"/>
		<updated>2024-01-17T21:20:45Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Ylfa Gray=&lt;br /&gt;
[[File:Ylfa II.png]]&lt;br /&gt;
==&#039;&#039;Life sucks, eh? But maybe it will suck a little less if we can take care of this business for you.&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Physical [[file:d10a.png|24px|d10]] || Mental [[file:d6a.png|24px|d6]] || Social [[file:d8a.png|24px|d8]] ||&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Fight&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
:&#039;&#039;Streetwise&#039;&#039; [[file:d6a.png|20px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labor&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoot&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneak&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trick&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills [[file:d4a.png|30px|d4]]==&lt;br /&gt;
Checked SFX are active.&lt;br /&gt;
----&lt;br /&gt;
Craft [[file:d4a.png|16px|d4]] | Drive [[file:d4a.png|16px|d4]] | Fly [[file:d4a.png|16px|d4]] | Focus [[file:d4a.png|16px|d4]] | Influence [[file:d4a.png|16px|d4]] | Operate [[file:d4a.png|16px|d4]] | Perform [[file:d4a.png|16px|d4]] | Treat [[file:d4a.png|16px|d4]] | Survive [[file:d4a.png|16px|d4]] | Throw [[file:d4a.png|16px|d4]]&lt;br /&gt;
&lt;br /&gt;
=Distinctions/SFX [[file:d8a.png|32px|d8]]=&lt;br /&gt;
&#039;&#039;&#039;Gutterpunk -&#039;&#039;&#039; &#039;&#039;You&#039;ve lived on the streets and learned how to take care of yourself. You look for weak points and exploit them.&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Dirty Fighting:&#039;&#039;&#039; &#039;&#039;Everyone has a weak point and you know how to find it.&#039;&#039; Spend 1pp to take the d8 asset Exploit Weakness. Add to any relevant skill checks for the remainder of the scene.&lt;br /&gt;
&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;
Highlighted Skills: Fight | Notice | Shoot&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;By Hook or By Crook -&#039;&#039;&#039; &#039;&#039;You are a criminal&#039;s criminal. You know what folk want/need, how to get it, and how to move it.&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Connected:&#039;&#039;&#039; &#039;&#039;No mater where you make port, you know someone who owes you.&#039;&#039; Spend 1pp to introduce a specialist who owes you a favor. Take that specialist as a d8 asset for the remainder of the scene.&lt;br /&gt;
&lt;br /&gt;
:[[File:D0a.png|24px]] &#039;&#039;&#039;Sticky Fingers:&#039;&#039;&#039; &#039;&#039;You have mastered the tradecraft of thieves.&#039;&#039; Spend 1 PP to step up or double Trick for an action.&lt;br /&gt;
&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;
Highlighted Skills: Influence | Know | Trick&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graceful as a Cat -&#039;&#039;&#039; &#039;&#039;Are you made of liquid? You have a light step and always land on your feet.&#039;&#039;&lt;br /&gt;
:[[File:D0a.png|24px]] &#039;&#039;&#039;Cat Burglar:&#039;&#039;&#039; &#039;&#039;You&#039;re silent as a ghost, your balance is impeccable and you can squeeze into places that look too small for someone twice your size.&#039;&#039; Spend 1 PP to ignore a Complication for a die roll that includes one of your highlighted Skills.&lt;br /&gt;
&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;
Highlighted Skills: Labor | Move | Sneak&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;Swiss Army Hand:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] You lost your left hand and forearm on a job gone wrong but you&#039;ve since had it replaced with a top of the line cybernetic replacement, complete with a retractable blade, taser and set of physical/electronic thieves tools all hidden inside its unassuming appearance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nerves of Chrome:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] You have a standard Neurolink with an Enhanced HUD and Quickened Reflexes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shorty:&#039;&#039;&#039; [[file:d6a.png|24px|d6]] Your &#039;best friend&#039;, Shorty is a tricked out KHMA Smart Heavy Pistol with a silencer and biolock. You don&#039;t leave home without it.&lt;br /&gt;
&lt;br /&gt;
=Background/Bio=&lt;br /&gt;
[[File:Ylfa_I.png | right]]&lt;br /&gt;
Ylfa was born and raised in Reykjavík, her mother a middle management wage slave for one of the larger megacorps operating in Iceland, while her father worked on one of Iceland&#039;s few remaining fishing boats. Her parents were never married; Ylfa was the result of a brief but intense affair. She was raised by her mother, but spent some weekends with her father when he wasn’t out on the ocean.&lt;br /&gt;
&lt;br /&gt;
Ylfa’s formative years left her feeling largely neglected by her mother, who spent the majority of her time trying to advance up the megacorp ladder. Ylfa responded by rebelling: running with the ‘wrong crowd’ and getting into trouble. She didn’t hate her mother; her hate was reserved for the megacorp culture that treated employees as nothing more than disposable goods. But Ylfa did resent her for falling into the corp trap and she was determined to never follow in her mother’s footsteps.&lt;br /&gt;
&lt;br /&gt;
Ylfa discovered her love for the sea one summer when she was able to stay with her father for a couple of weeks. At first she thought she would be bored out of her mind staying at that cottage of the shore instead of the small apartment he had in the city. But the first time he took her out onto the ocean in that little boat he had, she fell in love with the wind and the waves. She also learned a lot about her father out on the water. From the stories he told it turns out he was something of a rapscallion himself in his younger days. They bonded that summer before he set out to sea again. She still keeps in touch with him when she can to this day.&lt;br /&gt;
&lt;br /&gt;
That fall Ylfa’s mother died. Again and again she had put off going to the doctor about a problem she knew she had, but she couldn’t miss work you see. The Corp doesn’t care about your problems. If you don’t perform you can simply be replaced. As far as Ylfa was concerned, the Corp murdered her mother.&lt;br /&gt;
&lt;br /&gt;
With her father out at sea, Ylfa was left to her own devices so she turned to her gutter punk friends. She discovered she had a talent for trading; bartering items stolen by her compatriots for things they could use to survive. She did that for a number of years before finally becoming a thief herself. Drawing upon years of gymnastics and ballet lesson from her younger days, Ylfa became a successful second story woman. She was almost caught a few times but always managed to get away, though one time it cost her a hand. But a hand was easy enough to replace and Ylfa was never shy about body mods anyway. As far as she was concerned, her new hand and forearm was even better than the old one, what with that nice sharp blade hidden away in it.&lt;br /&gt;
&lt;br /&gt;
Over time Ylfa grew bored of Iceland. Sure it was home, but she wanted to see the rest of the world. She had saved up quite a bit of money so she decided why not go see it? She decided to go to Scandinavia first and spent some time exploring Norway before continuing on to Sweden. It was there that she heard about the Buccaneers of Aland. Life on the sea and causing trouble for the corps at the same time? She had to try it. She found a group of some other like-minded individuals and bought in on a ship of their own.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449867</id>
		<title>Pirates of the Baltic Sea:Ylfa</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449867"/>
		<updated>2024-01-17T21:19:12Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Ylfa Gray=&lt;br /&gt;
[[File:Ylfa II.png]]&lt;br /&gt;
==&#039;&#039;Life sucks, eh? But maybe it will suck a little less if we can take care of this business for you.&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Physical [[file:d10a.png|24px|d10]] || Mental [[file:d6a.png|24px|d6]] || Social [[file:d8a.png|24px|d8]] ||&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Fight&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
:&#039;&#039;Streetwise&#039;&#039; [[file:d6a.png|20px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labor&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoot&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneak&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trick&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills [[file:d4a.png|30px|d4]]==&lt;br /&gt;
Craft [[file:d4a.png|16px|d4]] | Drive [[file:d4a.png|16px|d4]] | Fly [[file:d4a.png|16px|d4]] | Focus [[file:d4a.png|16px|d4]] | Influence [[file:d4a.png|16px|d4]] | Operate [[file:d4a.png|16px|d4]] | Perform [[file:d4a.png|16px|d4]] | Treat [[file:d4a.png|16px|d4]] | Survive [[file:d4a.png|16px|d4]] | Throw [[file:d4a.png|16px|d4]]&lt;br /&gt;
&lt;br /&gt;
=Distinctions/SFX [[file:d8a.png|32px|d8]]=&lt;br /&gt;
&#039;&#039;&#039;Gutterpunk -&#039;&#039;&#039; &#039;&#039;You&#039;ve lived on the streets and learned how to take care of yourself. You look for weak points and exploit them.&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Dirty Fighting:&#039;&#039;&#039; &#039;&#039;Everyone has a weak point and you know how to find it.&#039;&#039; Spend 1pp to take the d8 asset Exploit Weakness. Add to any relevant skill checks for the remainder of the scene.&lt;br /&gt;
&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;
Highlighted Skills: Fight | Notice | Shoot&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;By Hook or By Crook -&#039;&#039;&#039; &#039;&#039;You are a criminal&#039;s criminal. You know what folk want/need, how to get it, and how to move it.&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Connected:&#039;&#039;&#039; &#039;&#039;No mater where you make port, you know someone who owes you.&#039;&#039; Spend 1pp to introduce a specialist who owes you a favor. Take that specialist as a d8 asset for the remainder of the scene.&lt;br /&gt;
&lt;br /&gt;
:[[File:D0a.png|24px]] &#039;&#039;&#039;Sticky Fingers:&#039;&#039;&#039; &#039;&#039;You have mastered the tradecraft of thieves.&#039;&#039; Spend 1 PP to step up or double Trick for an action.&lt;br /&gt;
&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;
Highlighted Skills: Influence | Know | Trick&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graceful as a Cat -&#039;&#039;&#039; &#039;&#039;Are you made of liquid? You have a light step and always land on your feet.&#039;&#039;&lt;br /&gt;
:[[File:D0a.png|24px]] &#039;&#039;&#039;Cat Burglar:&#039;&#039;&#039; &#039;&#039;You&#039;re silent as a ghost, your balance is impeccable and you can squeeze into places that look too small for someone twice your size.&#039;&#039; Spend 1 PP to ignore a Complication for a die roll that includes one of your highlighted Skills.&lt;br /&gt;
&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;
Highlighted Skills: Labor | Move | Sneak&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;Swiss Army Hand:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] You lost your left hand and forearm on a job gone wrong but you&#039;ve since had it replaced with a top of the line cybernetic replacement, complete with a retractable blade, taser and set of physical/electronic thieves tools all hidden inside its unassuming appearance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nerves of Chrome:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] You have a standard Neurolink with an Enhanced HUD and Quickened Reflexes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shorty:&#039;&#039;&#039; [[file:d6a.png|24px|d6]] Your &#039;best friend&#039;, Shorty is a tricked out KHMA Smart Heavy Pistol with a silencer and biolock. You don&#039;t leave home without it.&lt;br /&gt;
&lt;br /&gt;
=Background/Bio=&lt;br /&gt;
[[File:Ylfa_I.png | right]]&lt;br /&gt;
Ylfa was born and raised in Reykjavík, her mother a middle management wage slave for one of the larger megacorps operating in Iceland, while her father worked on one of Iceland&#039;s few remaining fishing boats. Her parents were never married; Ylfa was the result of a brief but intense affair. She was raised by her mother, but spent some weekends with her father when he wasn’t out on the ocean.&lt;br /&gt;
&lt;br /&gt;
Ylfa’s formative years left her feeling largely neglected by her mother, who spent the majority of her time trying to advance up the megacorp ladder. Ylfa responded by rebelling: running with the ‘wrong crowd’ and getting into trouble. She didn’t hate her mother; her hate was reserved for the megacorp culture that treated employees as nothing more than disposable goods. But Ylfa did resent her for falling into the corp trap and she was determined to never follow in her mother’s footsteps.&lt;br /&gt;
&lt;br /&gt;
Ylfa discovered her love for the sea one summer when she was able to stay with her father for a couple of weeks. At first she thought she would be bored out of her mind staying at that cottage of the shore instead of the small apartment he had in the city. But the first time he took her out onto the ocean in that little boat he had, she fell in love with the wind and the waves. She also learned a lot about her father out on the water. From the stories he told it turns out he was something of a rapscallion himself in his younger days. They bonded that summer before he set out to sea again. She still keeps in touch with him when she can to this day.&lt;br /&gt;
&lt;br /&gt;
That fall Ylfa’s mother died. Again and again she had put off going to the doctor about a problem she knew she had, but she couldn’t miss work you see. The Corp doesn’t care about your problems. If you don’t perform you can simply be replaced. As far as Ylfa was concerned, the Corp murdered her mother.&lt;br /&gt;
&lt;br /&gt;
With her father out at sea, Ylfa was left to her own devices so she turned to her gutter punk friends. She discovered she had a talent for trading; bartering items stolen by her compatriots for things they could use to survive. She did that for a number of years before finally becoming a thief herself. Drawing upon years of gymnastics and ballet lesson from her younger days, Ylfa became a successful second story woman. She was almost caught a few times but always managed to get away, though one time it cost her a hand. But a hand was easy enough to replace and Ylfa was never shy about body mods anyway. As far as she was concerned, her new hand and forearm was even better than the old one, what with that nice sharp blade hidden away in it.&lt;br /&gt;
&lt;br /&gt;
Over time Ylfa grew bored of Iceland. Sure it was home, but she wanted to see the rest of the world. She had saved up quite a bit of money so she decided why not go see it? She decided to go to Scandinavia first and spent some time exploring Norway before continuing on to Sweden. It was there that she heard about the Buccaneers of Aland. Life on the sea and causing trouble for the corps at the same time? She had to try it. She found a group of some other like-minded individuals and bought in on a ship of their own.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449373</id>
		<title>Pirates of the Baltic Sea:Ylfa</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449373"/>
		<updated>2024-01-15T03:12:44Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Ylfa Gray=&lt;br /&gt;
[[File:Ylfa II.png]]&lt;br /&gt;
==&#039;&#039;Life sucks, eh? But maybe it will suck a little less if we can take care of this business for you.&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Physical [[file:d10a.png|24px|d10]] || Mental [[file:d6a.png|24px|d6]] || Social [[file:d8a.png|24px|d8]] ||&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Fight&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
:&#039;&#039;Streetwise&#039;&#039; [[file:d6a.png|20px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labor&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoot&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneak&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trick&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills [[file:d4a.png|30px|d4]]==&lt;br /&gt;
Craft [[file:d4a.png|16px|d4]] | Drive [[file:d4a.png|16px|d4]] | Fly [[file:d4a.png|16px|d4]] | Focus [[file:d4a.png|16px|d4]] | Influence [[file:d4a.png|16px|d4]] | Operate [[file:d4a.png|16px|d4]] | Perform [[file:d4a.png|16px|d4]] | Treat [[file:d4a.png|16px|d4]] | Survive [[file:d4a.png|16px|d4]] | Throw [[file:d4a.png|16px|d4]]&lt;br /&gt;
&lt;br /&gt;
=Distinctions/SFX [[file:d8a.png|32px|d8]]=&lt;br /&gt;
&#039;&#039;&#039;Gutterpunk -&#039;&#039;&#039; &#039;&#039;You&#039;ve lived on the streets and learned how to take care of yourself. You look for weak points and exploit them.&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Dirty Fighting:&#039;&#039;&#039; &#039;&#039;Everyone has a weak point and you know how to find it.&#039;&#039; Spend 1pp to take the d8 asset Exploit Weakness. Add to any relevant skill checks for the remainder of the scene.&lt;br /&gt;
&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;
Highlighted Skills: Fight | Notice | Shoot&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;By Hook or By Crook -&#039;&#039;&#039; &#039;&#039;You are a criminal&#039;s criminal. You know what folk want/need, how to get it, and how to move it.&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Connected:&#039;&#039;&#039; &#039;&#039;No mater where you make port, you know someone who owes you.&#039;&#039; Spend 1pp to introduce a specialist who owes you a favor. Take that specialist as a d8 asset for the remainder of the scene.&lt;br /&gt;
&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;
Highlighted Skills: Influence | Know | Trick&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graceful as a Cat -&#039;&#039;&#039; &#039;&#039;Are you made of liquid? You have a light step and always land on your feet.&#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;
Highlighted Skills: Labor | Move | Sneak&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;Swiss Army Hand:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] You lost your left hand and forearm on a job gone wrong but you&#039;ve since had it replaced with a top of the line cybernetic replacement, complete with a retractable blade, taser and set of physical/electronic thieves tools all hidden inside its unassuming appearance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nerves of Chrome:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] You have a standard Neurolink with an Enhanced HUD and Quickened Reflexes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shorty:&#039;&#039;&#039; [[file:d6a.png|24px|d6]] Your &#039;best friend&#039;, Shorty is a tricked out KHMA Smart Heavy Pistol with a silencer and biolock. You don&#039;t leave home without it.&lt;br /&gt;
&lt;br /&gt;
=Background/Bio=&lt;br /&gt;
[[File:Ylfa_I.png | right]]&lt;br /&gt;
Ylfa was born and raised in Reykjavík, her mother a middle management wage slave for one of the larger megacorps operating in Iceland, while her father worked on one of Iceland&#039;s few remaining fishing boats. Her parents were never married; Ylfa was the result of a brief but intense affair. She was raised by her mother, but spent some weekends with her father when he wasn’t out on the ocean.&lt;br /&gt;
&lt;br /&gt;
Ylfa’s formative years left her feeling largely neglected by her mother, who spent the majority of her time trying to advance up the megacorp ladder. Ylfa responded by rebelling: running with the ‘wrong crowd’ and getting into trouble. She didn’t hate her mother; her hate was reserved for the megacorp culture that treated employees as nothing more than disposable goods. But Ylfa did resent her for falling into the corp trap and she was determined to never follow in her mother’s footsteps.&lt;br /&gt;
&lt;br /&gt;
Ylfa discovered her love for the sea one summer when she was able to stay with her father for a couple of weeks. At first she thought she would be bored out of her mind staying at that cottage of the shore instead of the small apartment he had in the city. But the first time he took her out onto the ocean in that little boat he had, she fell in love with the wind and the waves. She also learned a lot about her father out on the water. From the stories he told it turns out he was something of a rapscallion himself in his younger days. They bonded that summer before he set out to sea again. She still keeps in touch with him when she can to this day.&lt;br /&gt;
&lt;br /&gt;
That fall Ylfa’s mother died. Again and again she had put off going to the doctor about a problem she knew she had, but she couldn’t miss work you see. The Corp doesn’t care about your problems. If you don’t perform you can simply be replaced. As far as Ylfa was concerned, the Corp murdered her mother.&lt;br /&gt;
&lt;br /&gt;
With her father out at sea, Ylfa was left to her own devices so she turned to her gutter punk friends. She discovered she had a talent for trading; bartering items stolen by her compatriots for things they could use to survive. She did that for a number of years before finally becoming a thief herself. Drawing upon years of gymnastics and ballet lesson from her younger days, Ylfa became a successful second story woman. She was almost caught a few times but always managed to get away, though one time it cost her a hand. But a hand was easy enough to replace and Ylfa was never shy about body mods anyway. As far as she was concerned, her new hand and forearm was even better than the old one, what with that nice sharp blade hidden away in it.&lt;br /&gt;
&lt;br /&gt;
Over time Ylfa grew bored of Iceland. Sure it was home, but she wanted to see the rest of the world. She had saved up quite a bit of money so she decided why not go see it? She decided to go to Scandinavia first and spent some time exploring Norway before continuing on to Sweden. It was there that she heard about the Buccaneers of Aland. Life on the sea and causing trouble for the corps at the same time? She had to try it. She found a group of some other like-minded individuals and bought in on a ship of their own.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449295</id>
		<title>Pirates of the Baltic Sea:Ylfa</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449295"/>
		<updated>2024-01-14T22:16:05Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Ylfa Gray=&lt;br /&gt;
[[File:Ylfa II.png]]&lt;br /&gt;
==&#039;&#039;Put quote here.&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Physical [[file:d10a.png|24px|d10]] || Mental [[file:d6a.png|24px|d6]] || Social [[file:d8a.png|24px|d8]] ||&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Fight&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
:&#039;&#039;Streetwise&#039;&#039; [[file:d6a.png|20px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labor&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoot&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneak&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trick&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills [[file:d4a.png|30px|d4]]==&lt;br /&gt;
Craft [[file:d4a.png|16px|d4]] | Drive [[file:d4a.png|16px|d4]] | Fly [[file:d4a.png|16px|d4]] | Focus [[file:d4a.png|16px|d4]] | Influence [[file:d4a.png|16px|d4]] | Operate [[file:d4a.png|16px|d4]] | Perform [[file:d4a.png|16px|d4]] | Treat [[file:d4a.png|16px|d4]] | Survive [[file:d4a.png|16px|d4]] | Throw [[file:d4a.png|16px|d4]]&lt;br /&gt;
&lt;br /&gt;
=Distinctions/SFX [[file:d8a.png|32px|d8]]=&lt;br /&gt;
&#039;&#039;&#039;Gutterpunk -&#039;&#039;&#039; &#039;&#039;You&#039;ve lived on the streets and learned how to take care of yourself. You look for weak points and exploit them.&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Dirty Fighting:&#039;&#039;&#039; &#039;&#039;Everyone has a weak point and you know how to find it.&#039;&#039; Spend 1pp to take the d8 asset Exploit Weakness. Add to any relevant skill checks for the remainder of the scene.&lt;br /&gt;
&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;
Highlighted Skills: Fight | Notice | Shoot&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;By Hook or By Crook -&#039;&#039;&#039; &#039;&#039;You are a criminal&#039;s criminal. You know what folk want/need, how to get it, and how to move it.&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Connected:&#039;&#039;&#039; &#039;&#039;No mater where you make port, you know someone who owes you.&#039;&#039; Spend 1pp to introduce a specialist who owes you a favor. Take that specialist as a d8 asset for the remainder of the scene.&lt;br /&gt;
&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;
Highlighted Skills: Influence | Know | Trick&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graceful as a Cat -&#039;&#039;&#039; &#039;&#039;Are you made of liquid? You have a light step and always land on your feet.&#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;
Highlighted Skills: Labor | Move | Sneak&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;Swiss Army Hand:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] You lost your left hand and forearm on a job gone wrong but you&#039;ve since had it replaced with a top of the line cybernetic replacement, complete with a retractable blade, taser and set of physical/electronic thieves tools all hidden inside its unassuming appearance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nerves of Chrome:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] You have a standard Neurolink with an Enhanced HUD and Quickened Reflexes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shorty:&#039;&#039;&#039; [[file:d6a.png|24px|d6]] Your &#039;best friend&#039;, Shorty is a tricked out KHMA Smart Heavy Pistol with a silencer and biolock. You don&#039;t leave home without it.&lt;br /&gt;
&lt;br /&gt;
=Background/Bio=&lt;br /&gt;
[[File:Ylfa_I.png | right]]&lt;br /&gt;
Ylfa was born and raised in Reykjavík, her mother a middle management wage slave for one of the larger megacorps operating in Iceland, while her father worked on one of Iceland&#039;s few remaining fishing boats. Her parents were never married; Ylfa was the result of a brief but intense affair. She was raised by her mother, but spent some weekends with her father when he wasn’t out on the ocean.&lt;br /&gt;
&lt;br /&gt;
Ylfa’s formative years left her feeling largely neglected by her mother, who spent the majority of her time trying to advance up the megacorp ladder. Ylfa responded by rebelling: running with the ‘wrong crowd’ and getting into trouble. She didn’t hate her mother; her hate was reserved for the megacorp culture that treated employees as nothing more than disposable goods. But Ylfa did resent her for falling into the corp trap and she was determined to never follow in her mother’s footsteps.&lt;br /&gt;
&lt;br /&gt;
Ylfa discovered her love for the sea one summer when she was able to stay with her father for a couple of weeks. At first she thought she would be bored out of her mind staying at that cottage of the shore instead of the small apartment he had in the city. But the first time he took her out onto the ocean in that little boat he had, she fell in love with the wind and the waves. She also learned a lot about her father out on the water. From the stories he told it turns out he was something of a rapscallion himself in his younger days. They bonded that summer before he set out to sea again. She still keeps in touch with him when she can to this day.&lt;br /&gt;
&lt;br /&gt;
That fall Ylfa’s mother died. Again and again she had put off going to the doctor about a problem she knew she had, but she couldn’t miss work you see. The Corp doesn’t care about your problems. If you don’t perform you can simply be replaced. As far as Ylfa was concerned, the Corp murdered her mother.&lt;br /&gt;
&lt;br /&gt;
With her father out at sea, Ylfa was left to her own devices so she turned to her gutter punk friends. She discovered she had a talent for trading; bartering items stolen by her compatriots for things they could use to survive. She did that for a number of years before finally becoming a thief herself. Drawing upon years of gymnastics and ballet lesson from her younger days, Ylfa became a successful second story woman. She was almost caught a few times but always managed to get away, though one time it cost her a hand. But a hand was easy enough to replace and Ylfa was never shy about body mods anyway. As far as she was concerned, her new hand and forearm was even better than the old one, what with that nice sharp blade hidden away in it.&lt;br /&gt;
&lt;br /&gt;
Over time Ylfa grew bored of Iceland. Sure it was home, but she wanted to see the rest of the world. She had saved up quite a bit of money so she decided why not go see it? She decided to go to Scandinavia first and spent some time exploring Norway before continuing on to Sweden. It was there that she heard about the Buccaneers of Aland. Life on the sea and causing trouble for the corps at the same time? She had to try it. She found a group of some other like-minded individuals and bought in on a ship of their own.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449294</id>
		<title>Pirates of the Baltic Sea:Ylfa</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449294"/>
		<updated>2024-01-14T22:14:57Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Ylfa Gray=&lt;br /&gt;
[[File:Ylfa II.png]]&lt;br /&gt;
==&#039;&#039;Put quote here.&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Physical [[file:d10a.png|24px|d10]] || Mental [[file:d6a.png|24px|d6]] || Social [[file:d8a.png|24px|d8]] ||&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Fight&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
:&#039;&#039;Streetwise&#039;&#039; [[file:d6a.png|20px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labor&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoot&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneak&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trick&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills [[file:d4a.png|30px|d4]]==&lt;br /&gt;
Craft [[file:d4a.png|16px|d4]] | Drive [[file:d4a.png|16px|d4]] | Fly [[file:d4a.png|16px|d4]] | Focus [[file:d4a.png|16px|d4]] | Influence [[file:d4a.png|16px|d4]] | Operate [[file:d4a.png|16px|d4]] | Perform [[file:d4a.png|16px|d4]] | Treat [[file:d4a.png|16px|d4]] | Survive [[file:d4a.png|16px|d4]] | Throw [[file:d4a.png|16px|d4]]&lt;br /&gt;
&lt;br /&gt;
=Distinctions/SFX [[file:d8a.png|32px|d8]]=&lt;br /&gt;
&#039;&#039;&#039;Gutterpunk -&#039;&#039;&#039; &#039;&#039;You&#039;ve lived on the streets and learned how to take care of yourself. You look for weak points and exploit them.&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Dirty Fighting:&#039;&#039;&#039; &#039;&#039;Everyone has a weak point and you know how to find it.&#039;&#039; Spend 1pp to take the d8 asset Exploit Weakness. Add to any relevant skill checks for the remainder of the scene.&lt;br /&gt;
&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;
Highlighted Skills: Fight | Notice | Shoot&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;By Hook or By Crook -&#039;&#039;&#039; &#039;&#039;You are a criminal&#039;s criminal. You know what folk want/need, how to get it, and how to move it.&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Connected:&#039;&#039;&#039; &#039;&#039;No mater where you make port, you know someone who owes you.&#039;&#039; Spend 1pp to introduce a specialist who owes you a favor. Take that specialist as a d8 asset for the remainder of the scene.&lt;br /&gt;
&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;
Highlighted Skills: Influence | Know | Trick&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graceful as a Cat -&#039;&#039;&#039; &#039;&#039;Are you made of liquid? You have a light step and always land on your feet.&#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;
Highlighted Skills: Labor | Move | Sneak&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;Swiss Army Hand:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] You lost your left hand and forearm on a job gone wrong but you&#039;ve since had it replaced with a top of the line cybernetic replacement, complete with a retractable blade, taser and set of physical/electronic thieves tools all hidden inside.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nerves of Chrome:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] You have a standard Neurolink with an Enhanced HUD and Quickened Reflexes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shorty:&#039;&#039;&#039; [[file:d6a.png|24px|d6]] Your &#039;best friend&#039;, Shorty is a tricked out KHMA Smart Heavy Pistol with a silencer and biolock. You don&#039;t leave home without it.&lt;br /&gt;
&lt;br /&gt;
=Background/Bio=&lt;br /&gt;
[[File:Ylfa_I.png | right]]&lt;br /&gt;
Ylfa was born and raised in Reykjavík, her mother a middle management wage slave for one of the larger megacorps operating in Iceland, while her father worked on one of Iceland&#039;s few remaining fishing boats. Her parents were never married; Ylfa was the result of a brief but intense affair. She was raised by her mother, but spent some weekends with her father when he wasn’t out on the ocean.&lt;br /&gt;
&lt;br /&gt;
Ylfa’s formative years left her feeling largely neglected by her mother, who spent the majority of her time trying to advance up the megacorp ladder. Ylfa responded by rebelling: running with the ‘wrong crowd’ and getting into trouble. She didn’t hate her mother; her hate was reserved for the megacorp culture that treated employees as nothing more than disposable goods. But Ylfa did resent her for falling into the corp trap and she was determined to never follow in her mother’s footsteps.&lt;br /&gt;
&lt;br /&gt;
Ylfa discovered her love for the sea one summer when she was able to stay with her father for a couple of weeks. At first she thought she would be bored out of her mind staying at that cottage of the shore instead of the small apartment he had in the city. But the first time he took her out onto the ocean in that little boat he had, she fell in love with the wind and the waves. She also learned a lot about her father out on the water. From the stories he told it turns out he was something of a rapscallion himself in his younger days. They bonded that summer before he set out to sea again. She still keeps in touch with him when she can to this day.&lt;br /&gt;
&lt;br /&gt;
That fall Ylfa’s mother died. Again and again she had put off going to the doctor about a problem she knew she had, but she couldn’t miss work you see. The Corp doesn’t care about your problems. If you don’t perform you can simply be replaced. As far as Ylfa was concerned, the Corp murdered her mother.&lt;br /&gt;
&lt;br /&gt;
With her father out at sea, Ylfa was left to her own devices so she turned to her gutter punk friends. She discovered she had a talent for trading; bartering items stolen by her compatriots for things they could use to survive. She did that for a number of years before finally becoming a thief herself. Drawing upon years of gymnastics and ballet lesson from her younger days, Ylfa became a successful second story woman. She was almost caught a few times but always managed to get away, though one time it cost her a hand. But a hand was easy enough to replace and Ylfa was never shy about body mods anyway. As far as she was concerned, her new hand and forearm was even better than the old one, what with that nice sharp blade hidden away in it.&lt;br /&gt;
&lt;br /&gt;
Over time Ylfa grew bored of Iceland. Sure it was home, but she wanted to see the rest of the world. She had saved up quite a bit of money so she decided why not go see it? She decided to go to Scandinavia first and spent some time exploring Norway before continuing on to Sweden. It was there that she heard about the Buccaneers of Aland. Life on the sea and causing trouble for the corps at the same time? She had to try it. She found a group of some other like-minded individuals and bought in on a ship of their own.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449293</id>
		<title>Pirates of the Baltic Sea:Ylfa</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449293"/>
		<updated>2024-01-14T22:14:04Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Ylfa Gray=&lt;br /&gt;
[[File:Ylfa II.png]]&lt;br /&gt;
==&#039;&#039;Put quote here.&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Physical [[file:d10a.png|24px|d10]] || Mental [[file:d6a.png|24px|d6]] || Social [[file:d8a.png|24px|d8]] ||&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Fight&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
:&#039;&#039;Streetwise&#039;&#039; [[file:d6a.png|20px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labor&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoot&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneak&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trick&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills [[file:d4a.png|30px|d4]]==&lt;br /&gt;
Craft [[file:d4a.png|16px|d4]] | Drive [[file:d4a.png|16px|d4]] | Fly [[file:d4a.png|16px|d4]] | Focus [[file:d4a.png|16px|d4]] | Influence [[file:d4a.png|16px|d4]] | Operate [[file:d4a.png|16px|d4]] | Perform [[file:d4a.png|16px|d4]] | Treat [[file:d4a.png|16px|d4]] | Survive [[file:d4a.png|16px|d4]] | Throw [[file:d4a.png|16px|d4]]&lt;br /&gt;
&lt;br /&gt;
=Distinctions/SFX [[file:d8a.png|32px|d8]]=&lt;br /&gt;
&#039;&#039;&#039;Gutterpunk -&#039;&#039;&#039; &#039;&#039;You&#039;ve lived on the streets and learned how to take care of yourself. You look for weak points and exploit them.&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Dirty Fighting:&#039;&#039;&#039; &#039;&#039;Everyone has a weak point and you know how to find it.&#039;&#039; Spend 1pp to take the d8 asset Exploit Weakness. Add to any relevant skill checks for the remainder of the scene.&lt;br /&gt;
&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;
Highlighted Skills: Fight | Notice | Shoot&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;By Hook or By Crook -&#039;&#039;&#039; &#039;&#039;You are a criminal&#039;s criminal. You know what folk want/need, how to get it, and how to move it.&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Connected:&#039;&#039;&#039; &#039;&#039;No mater where you make port, you know someone who owes you.&#039;&#039; Spend 1pp to introduce a specialist who owes you a favor. Take that specialist as a d8 asset for the remainder of the scene.&lt;br /&gt;
&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;
Highlighted Skills: Influence | Know | Trick&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graceful as a Cat -&#039;&#039;&#039; &#039;&#039;Are you made of liquid? You have a light step and always land on your feet.&#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;
Highlighted Skills: Labor | Move | Sneak&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;Swiss Army Hand:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] You lost your left hand and forearm on a job gone wrong but you&#039;ve since had it replaced with a top of the line cybernetic replacement, complete with a retractable blade, taser and set of physical/electronic thieves tools all hidden inside.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nerves of Chrome:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] You have a standard Neurolink with an Enhanced HUD and Quickened Reflexes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shorty:&#039;&#039;&#039; [[file:d6a.png|24px|d6]] Your &#039;best friend&#039;, Shorty is a tricked out KHMA Smart Heavy Pistol with a silencer and biolock. You don&#039;t leave home without it.&lt;br /&gt;
&lt;br /&gt;
=Background/Bio=&lt;br /&gt;
Ylfa was born and raised in Reykjavík, her mother a middle management wage slave for one of the larger megacorps operating in Iceland, while her father worked on one of Iceland&#039;s few remaining fishing boats. Her parents were never married; Ylfa was the result of a brief but intense affair. She was raised by her mother, but spent some weekends with her father when he wasn’t out on the ocean.&lt;br /&gt;
&lt;br /&gt;
Ylfa’s formative years left her feeling largely neglected by her mother, who spent the majority of her time trying to advance up the megacorp ladder. Ylfa responded by rebelling: running with the ‘wrong crowd’ and getting into trouble. She didn’t hate her mother; her hate was reserved for the megacorp culture that treated employees as nothing more than disposable goods. But Ylfa did resent her for falling into the corp trap and she was determined to never follow in her mother’s footsteps.&lt;br /&gt;
&lt;br /&gt;
Ylfa discovered her love for the sea one summer when she was able to stay with her father for a couple of weeks. At first she thought she would be bored out of her mind staying at that cottage of the shore instead of the small apartment he had in the city. But the first time he took her out onto the ocean in that little boat he had, she fell in love with the wind and the waves. She also learned a lot about her father out on the water. From the stories he told it turns out he was something of a rapscallion himself in his younger days. They bonded that summer before he set out to sea again. She still keeps in touch with him when she can to this day.&lt;br /&gt;
&lt;br /&gt;
That fall Ylfa’s mother died. Again and again she had put off going to the doctor about a problem she knew she had, but she couldn’t miss work you see. The Corp doesn’t care about your problems. If you don’t perform you can simply be replaced. As far as Ylfa was concerned, the Corp murdered her mother.&lt;br /&gt;
&lt;br /&gt;
With her father out at sea, Ylfa was left to her own devices so she turned to her gutter punk friends. She discovered she had a talent for trading; bartering items stolen by her compatriots for things they could use to survive. She did that for a number of years before finally becoming a thief herself. Drawing upon years of gymnastics and ballet lesson from her younger days, Ylfa became a successful second story woman. She was almost caught a few times but always managed to get away, though one time it cost her a hand. But a hand was easy enough to replace and Ylfa was never shy about body mods anyway. As far as she was concerned, her new hand and forearm was even better than the old one, what with that nice sharp blade hidden away in it.&lt;br /&gt;
&lt;br /&gt;
Over time Ylfa grew bored of Iceland. Sure it was home, but she wanted to see the rest of the world. She had saved up quite a bit of money so she decided why not go see it? She decided to go to Scandinavia first and spent some time exploring Norway before continuing on to Sweden. It was there that she heard about the Buccaneers of Aland. Life on the sea and causing trouble for the corps at the same time? She had to try it. She found a group of some other like-minded individuals and bought in on a ship of their own.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449291</id>
		<title>Pirates of the Baltic Sea:Ylfa</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449291"/>
		<updated>2024-01-14T22:04:56Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Ylfa Gray=&lt;br /&gt;
[[File:Ylfa_I.png]]&lt;br /&gt;
==&#039;&#039;Put quote here.&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Physical [[file:d10a.png|24px|d10]] || Mental [[file:d6a.png|24px|d6]] || Social [[file:d8a.png|24px|d8]] ||&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Fight&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
:&#039;&#039;Streetwise&#039;&#039; [[file:d6a.png|20px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labor&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoot&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneak&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trick&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills [[file:d4a.png|30px|d4]]==&lt;br /&gt;
Craft [[file:d4a.png|16px|d4]] | Drive [[file:d4a.png|16px|d4]] | Fly [[file:d4a.png|16px|d4]] | Focus [[file:d4a.png|16px|d4]] | Influence [[file:d4a.png|16px|d4]] | Operate [[file:d4a.png|16px|d4]] | Perform [[file:d4a.png|16px|d4]] | Treat [[file:d4a.png|16px|d4]] | Survive [[file:d4a.png|16px|d4]] | Throw [[file:d4a.png|16px|d4]]&lt;br /&gt;
&lt;br /&gt;
=Distinctions/SFX [[file:d8a.png|32px|d8]]=&lt;br /&gt;
&#039;&#039;&#039;Gutterpunk -&#039;&#039;&#039; &#039;&#039;You&#039;ve lived on the streets and learned how to take care of yourself. You look for weak points and exploit them.&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Dirty Fighting:&#039;&#039;&#039; &#039;&#039;Everyone has a weak point and you know how to find it.&#039;&#039; Spend 1pp to take the d8 asset Exploit Weakness. Add to any relevant skill checks for the remainder of the scene.&lt;br /&gt;
&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;
Highlighted Skills: Fight | Notice | Shoot&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;By Hook or By Crook -&#039;&#039;&#039; &#039;&#039;You are a criminal&#039;s criminal. You know what folk want/need, how to get it, and how to move it.&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Connected:&#039;&#039;&#039; &#039;&#039;No mater where you make port, you know someone who owes you.&#039;&#039; Spend 1pp to introduce a specialist who owes you a favor. Take that specialist as a d8 asset for the remainder of the scene.&lt;br /&gt;
&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;
Highlighted Skills: Influence | Know | Trick&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graceful as a Cat -&#039;&#039;&#039; &#039;&#039;Are you made of liquid? You have a light step and always land on your feet.&#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;
Highlighted Skills: Labor | Move | Sneak&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;Swiss Army Hand:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] You lost your left hand and forearm on a job gone wrong but you&#039;ve since had it replaced with a top of the line cybernetic replacement, complete with a retractable blade, taser and set of physical/electronic thieves tools all hidden inside.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nerves of Chrome:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] You have a standard Neurolink with an Enhanced HUD and Quickened Reflexes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shorty:&#039;&#039;&#039; [[file:d6a.png|24px|d6]] Your &#039;best friend&#039;, Shorty is a tricked out KHMA Smart Heavy Pistol with a silencer and biolock. You don&#039;t leave home without it.&lt;br /&gt;
&lt;br /&gt;
=Background/Bio=&lt;br /&gt;
Ylfa was born and raised in Reykjavík, her mother a middle management wage slave for one of the larger megacorps operating in Iceland, while her father worked on one of Iceland&#039;s few remaining fishing boats. Her parents were never married; Ylfa was the result of a brief but intense affair. She was raised by her mother, but spent some weekends with her father when he wasn’t out on the ocean.&lt;br /&gt;
&lt;br /&gt;
Ylfa’s formative years left her feeling largely neglected by her mother, who spent the majority of her time trying to advance up the megacorp ladder. Ylfa responded by rebelling: running with the ‘wrong crowd’ and getting into trouble. She didn’t hate her mother; her hate was reserved for the megacorp culture that treated employees as nothing more than disposable goods. But Ylfa did resent her for falling into the corp trap and she was determined to never follow in her mother’s footsteps.&lt;br /&gt;
&lt;br /&gt;
Ylfa discovered her love for the sea one summer when she was able to stay with her father for a couple of weeks. At first she thought she would be bored out of her mind staying at that cottage of the shore instead of the small apartment he had in the city. But the first time he took her out onto the ocean in that little boat he had, she fell in love with the wind and the waves. She also learned a lot about her father out on the water. From the stories he told it turns out he was something of a rapscallion himself in his younger days. They bonded that summer before he set out to sea again. She still keeps in touch with him when she can to this day.&lt;br /&gt;
&lt;br /&gt;
That fall Ylfa’s mother died. Again and again she had put off going to the doctor about a problem she knew she had, but she couldn’t miss work you see. The Corp doesn’t care about your problems. If you don’t perform you can simply be replaced. As far as Ylfa was concerned, the Corp murdered her mother.&lt;br /&gt;
&lt;br /&gt;
With her father out at sea, Ylfa was left to her own devices so she turned to her gutter punk friends. She discovered she had a talent for trading; bartering items stolen by her compatriots for things they could use to survive. She did that for a number of years before finally becoming a thief herself. Drawing upon years of gymnastics and ballet lesson from her younger days, Ylfa became a successful second story woman. She was almost caught a few times but always managed to get away, though one time it cost her a hand. But a hand was easy enough to replace and Ylfa was never shy about body mods anyway. As far as she was concerned, her new hand and forearm was even better than the old one, what with that nice sharp blade hidden away in it.&lt;br /&gt;
&lt;br /&gt;
Over time Ylfa grew bored of Iceland. Sure it was home, but she wanted to see the rest of the world. She had saved up quite a bit of money so she decided why not go see it? She decided to go to Scandinavia first and spent some time exploring Norway before continuing on to Sweden. It was there that she heard about the Buccaneers of Aland. Life on the sea and causing trouble for the corps at the same time? She had to try it. She found a group of some other like-minded individuals and bought in on a ship of their own.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449290</id>
		<title>Pirates of the Baltic Sea:Ylfa</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449290"/>
		<updated>2024-01-14T21:46:52Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Ylfa Gray=&lt;br /&gt;
[[File:Ylfa_I.png]]&lt;br /&gt;
==&#039;&#039;Put quote here.&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Physical [[file:d10a.png|24px|d10]] || Mental [[file:d6a.png|24px|d6]] || Social [[file:d8a.png|24px|d8]] ||&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Fight&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
:&#039;&#039;Streetwise&#039;&#039; [[file:d6a.png|20px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labor&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoot&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneak&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trick&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills [[file:d4a.png|30px|d4]]==&lt;br /&gt;
Craft [[file:d4a.png|16px|d4]] | Drive [[file:d4a.png|16px|d4]] | Fly [[file:d4a.png|16px|d4]] | Focus [[file:d4a.png|16px|d4]] | Influence [[file:d4a.png|16px|d4]] | Operate [[file:d4a.png|16px|d4]] | Perform [[file:d4a.png|16px|d4]] | Treat [[file:d4a.png|16px|d4]] | Survive [[file:d4a.png|16px|d4]] | Throw [[file:d4a.png|16px|d4]]&lt;br /&gt;
&lt;br /&gt;
=Distinctions/SFX [[file:d8a.png|32px|d8]]=&lt;br /&gt;
&#039;&#039;&#039;Gutterpunk -&#039;&#039;&#039; &#039;&#039;You&#039;ve lived on the streets and learned how to take care of yourself. You look for weak points and exploit them.&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Dirty Fighting:&#039;&#039;&#039; &#039;&#039;Everyone has a weak point and you know how to find it.&#039;&#039; Spend 1pp to take the d8 asset Exploit Weakness. Add to any relevant skill checks for the remainder of the scene.&lt;br /&gt;
&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;
Highlighted Skills: Fight | Notice | Shoot&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;By Hook or By Crook -&#039;&#039;&#039; &#039;&#039;You are a criminal&#039;s criminal. You know what folk want/need, how to get it, and how to move it.&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Connected:&#039;&#039;&#039; &#039;&#039;No mater where you make port, you know someone who owes you.&#039;&#039; Spend 1pp to introduce a specialist who owes you a favor. Take that specialist as a d8 asset for the remainder of the scene.&lt;br /&gt;
&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;
Highlighted Skills: Influence | Know | Trick&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graceful as a Cat -&#039;&#039;&#039; &#039;&#039;Are you made of liquid? You have a light step and always land on your feet.&#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;
Highlighted Skills: Labor | Move | Sneak&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;Steady Hands:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] Despite their cybernetic nature, your hands and arms look perfectly normal, perfectly organic, perfectly . . . &#039;&#039;human&#039;&#039;. They don&#039;t flinch or shake, and they don&#039;t hesitate. No matter what is going on around you, your hands know what they are about.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Datalink Implant:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] You have a cortical implant that lets you connect to wireless systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Mechanic&#039;s Tool Kit:&#039;&#039;&#039; [[file:d6a.png|24px|d6]] You have a compact set of universally useful tools. Everything a growing girl stuck in a cramped, dark boiler room needs.&lt;br /&gt;
&lt;br /&gt;
=Background/Bio=&lt;br /&gt;
Ylfa was born and raised in Reykjavík, her mother a middle management wage slave for one of the larger megacorps operating in Iceland, while her father worked on one of Iceland&#039;s few remaining fishing boats. Her parents were never married; Ylfa was the result of a brief but intense affair. She was raised by her mother, but spent some weekends with her father when he wasn’t out on the ocean.&lt;br /&gt;
&lt;br /&gt;
Ylfa’s formative years left her feeling largely neglected by her mother, who spent the majority of her time trying to advance up the megacorp ladder. Ylfa responded by rebelling: running with the ‘wrong crowd’ and getting into trouble. She didn’t hate her mother; her hate was reserved for the megacorp culture that treated employees as nothing more than disposable goods. But Ylfa did resent her for falling into the corp trap and she was determined to never follow in her mother’s footsteps.&lt;br /&gt;
&lt;br /&gt;
Ylfa discovered her love for the sea one summer when she was able to stay with her father for a couple of weeks. At first she thought she would be bored out of her mind staying at that cottage of the shore instead of the small apartment he had in the city. But the first time he took her out onto the ocean in that little boat he had, she fell in love with the wind and the waves. She also learned a lot about her father out on the water. From the stories he told it turns out he was something of a rapscallion himself in his younger days. They bonded that summer before he set out to sea again. She still keeps in touch with him when she can to this day.&lt;br /&gt;
&lt;br /&gt;
That fall Ylfa’s mother died. Again and again she had put off going to the doctor about a problem she knew she had, but she couldn’t miss work you see. The Corp doesn’t care about your problems. If you don’t perform you can simply be replaced. As far as Ylfa was concerned, the Corp murdered her mother.&lt;br /&gt;
&lt;br /&gt;
With her father out at sea, Ylfa was left to her own devices so she turned to her gutter punk friends. She discovered she had a talent for trading; bartering items stolen by her compatriots for things they could use to survive. She did that for a number of years before finally becoming a thief herself. Drawing upon years of gymnastics and ballet lesson from her younger days, Ylfa became a successful second story woman. She was almost caught a few times but always managed to get away, though one time it cost her a hand. But a hand was easy enough to replace and Ylfa was never shy about body mods anyway. As far as she was concerned, her new hand and forearm was even better than the old one, what with that nice sharp blade hidden away in it.&lt;br /&gt;
&lt;br /&gt;
Over time Ylfa grew bored of Iceland. Sure it was home, but she wanted to see the rest of the world. She had saved up quite a bit of money so she decided why not go see it? She decided to go to Scandinavia first and spent some time exploring Norway before continuing on to Sweden. It was there that she heard about the Buccaneers of Aland. Life on the sea and causing trouble for the corps at the same time? She had to try it. She found a group of some other like-minded individuals and bought in on a ship of their own.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449289</id>
		<title>Pirates of the Baltic Sea:Ylfa</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449289"/>
		<updated>2024-01-14T21:42:15Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Ylfa Gray=&lt;br /&gt;
[[File:Ylfa_I.png]]&lt;br /&gt;
==&#039;&#039;Put quote here.&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Physical [[file:d10a.png|24px|d10]] || Mental [[file:d6a.png|24px|d6]] || Social [[file:d8a.png|24px|d8]] ||&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Fight&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
:&#039;&#039;Streetwise&#039;&#039; [[file:d6a.png|20px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labor&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoot&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneak&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trick&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills [[file:d4a.png|30px|d4]]==&lt;br /&gt;
Craft [[file:d4a.png|16px|d4]] | Drive [[file:d4a.png|16px|d4]] | Fly [[file:d4a.png|16px|d4]] | Focus [[file:d4a.png|16px|d4]] | Influence [[file:d4a.png|16px|d4]] | Operate [[file:d4a.png|16px|d4]] | Perform [[file:d4a.png|16px|d4]] | Treat [[file:d4a.png|16px|d4]] | Survive [[file:d4a.png|16px|d4]] | Throw [[file:d4a.png|16px|d4]]&lt;br /&gt;
&lt;br /&gt;
=Distinctions/SFX [[file:d8a.png|32px|d8]]=&lt;br /&gt;
&#039;&#039;&#039;Gutterpunk -&#039;&#039;&#039; &#039;&#039;You&#039;ve lived on the streets and learned how to take care of yourself. You look for weak points and exploit them.&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Dirty Fighting:&#039;&#039;&#039; &#039;&#039;Everyone has a weak point and you know how to find it.&#039;&#039; Spend 1pp to take the d8 asset Exploit Weakness. Add to any relevant skill checks for the remainder of the scene.&lt;br /&gt;
&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;
Highlighted Skills: Fight | Notice | Shoot&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;By Hook or By Crook -&#039;&#039;&#039; &#039;&#039;You are a criminal&#039;s criminal. You know what folk want/need, how to get it, and how to move it.&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Know a Guy:&#039;&#039;&#039; &#039;&#039;No mater where you make port, you know someone who owes you.&#039;&#039; Spend 1pp to introduce a specialist who owes you a favor. Take that specialist as a d8 asset for the remainder of the scene.&lt;br /&gt;
&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;
Highlighted Skills: Influence | Know | Trick&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graceful as a Cat -&#039;&#039;&#039; &#039;&#039;Are you made of liquid? You have a light step and always land on your feet.&#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;
Highlighted Skills: Labor | Move | Sneak&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;Steady Hands:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] Despite their cybernetic nature, your hands and arms look perfectly normal, perfectly organic, perfectly . . . &#039;&#039;human&#039;&#039;. They don&#039;t flinch or shake, and they don&#039;t hesitate. No matter what is going on around you, your hands know what they are about.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Datalink Implant:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] You have a cortical implant that lets you connect to wireless systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Mechanic&#039;s Tool Kit:&#039;&#039;&#039; [[file:d6a.png|24px|d6]] You have a compact set of universally useful tools. Everything a growing girl stuck in a cramped, dark boiler room needs.&lt;br /&gt;
&lt;br /&gt;
=Background/Bio=&lt;br /&gt;
Ylfa was born and raised in Reykjavík, her mother a middle management wage slave for one of the larger megacorps operating in Iceland, while her father worked on one of Iceland&#039;s few remaining fishing boats. Her parents were never married; Ylfa was the result of a brief but intense affair. She was raised by her mother, but spent some weekends with her father when he wasn’t out on the ocean.&lt;br /&gt;
&lt;br /&gt;
Ylfa’s formative years left her feeling largely neglected by her mother, who spent the majority of her time trying to advance up the megacorp ladder. Ylfa responded by rebelling: running with the ‘wrong crowd’ and getting into trouble. She didn’t hate her mother; her hate was reserved for the megacorp culture that treated employees as nothing more than disposable goods. But Ylfa did resent her for falling into the corp trap and she was determined to never follow in her mother’s footsteps.&lt;br /&gt;
&lt;br /&gt;
Ylfa discovered her love for the sea one summer when she was able to stay with her father for a couple of weeks. At first she thought she would be bored out of her mind staying at that cottage of the shore instead of the small apartment he had in the city. But the first time he took her out onto the ocean in that little boat he had, she fell in love with the wind and the waves. She also learned a lot about her father out on the water. From the stories he told it turns out he was something of a rapscallion himself in his younger days. They bonded that summer before he set out to sea again. She still keeps in touch with him when she can to this day.&lt;br /&gt;
&lt;br /&gt;
That fall Ylfa’s mother died. Again and again she had put off going to the doctor about a problem she knew she had, but she couldn’t miss work you see. The Corp doesn’t care about your problems. If you don’t perform you can simply be replaced. As far as Ylfa was concerned, the Corp murdered her mother.&lt;br /&gt;
&lt;br /&gt;
With her father out at sea, Ylfa was left to her own devices so she turned to her gutter punk friends. She discovered she had a talent for trading; bartering items stolen by her compatriots for things they could use to survive. She did that for a number of years before finally becoming a thief herself. Drawing upon years of gymnastics and ballet lesson from her younger days, Ylfa became a successful second story woman. She was almost caught a few times but always managed to get away, though one time it cost her a hand. But a hand was easy enough to replace and Ylfa was never shy about body mods anyway. As far as she was concerned, her new hand and forearm was even better than the old one, what with that nice sharp blade hidden away in it.&lt;br /&gt;
&lt;br /&gt;
Over time Ylfa grew bored of Iceland. Sure it was home, but she wanted to see the rest of the world. She had saved up quite a bit of money so she decided why not go see it? She decided to go to Scandinavia first and spent some time exploring Norway before continuing on to Sweden. It was there that she heard about the Buccaneers of Aland. Life on the sea and causing trouble for the corps at the same time? She had to try it. She found a group of some other like-minded individuals and bought in on a ship of their own.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449287</id>
		<title>Pirates of the Baltic Sea:Ylfa</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449287"/>
		<updated>2024-01-14T21:39:32Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Ylfa Gray=&lt;br /&gt;
[[File:Ylfa_I.png]]&lt;br /&gt;
==&#039;&#039;Put quote here.&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Physical [[file:d10a.png|24px|d10]] || Mental [[file:d6a.png|24px|d6]] || Social [[file:d8a.png|24px|d8]] ||&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Fight&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
:&#039;&#039;Streetwise&#039;&#039; [[file:d6a.png|20px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labor&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoot&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneak&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trick&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills [[file:d4a.png|30px|d4]]==&lt;br /&gt;
Craft [[file:d4a.png|16px|d4]] | Drive [[file:d4a.png|16px|d4]] | Fly [[file:d4a.png|16px|d4]] | Focus [[file:d4a.png|16px|d4]] | Influence [[file:d4a.png|16px|d4]] | Operate [[file:d4a.png|16px|d4]] | Perform [[file:d4a.png|16px|d4]] | Treat [[file:d4a.png|16px|d4]] | Survive [[file:d4a.png|16px|d4]] | Throw [[file:d4a.png|16px|d4]]&lt;br /&gt;
&lt;br /&gt;
=Distinctions/SFX [[file:d8a.png|32px|d8]]=&lt;br /&gt;
&#039;&#039;&#039;Gutterpunk -&#039;&#039;&#039; &#039;&#039;You&#039;ve lived on the streets and learned how to take care of yourself. You look for weak points and exploit them.&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Dirty Fighting:&#039;&#039;&#039; &#039;&#039;Ain&#039;t a perfect fix, but she&#039;ll hold! (Hear me, baby? -hold).&#039;&#039; Spend 1pp to take the d8 asset Exploit Weakness. Add to any relevant skill checks for the remainder of the scene.&lt;br /&gt;
&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;
Highlighted Skills: Fight | Notice | Shoot&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;By Hook or By Crook -&#039;&#039;&#039; &#039;&#039;You are a criminal&#039;s criminal. You know what folk want/need, how to get it, and how to move it.&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Know a Guy:&#039;&#039;&#039; &#039;&#039;No mater where you make port, you know someone who owes you.&#039;&#039; Spend 1pp to introduce a specialist who owes you a favor. Take that specialist as a d8 asset for the remainder of the scene.&lt;br /&gt;
&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;
Highlighted Skills: Influence | Know | Trick&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graceful as a Cat -&#039;&#039;&#039; &#039;&#039;Are you made of liquid? You have a light step and always land on your feet.&#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;
Highlighted Skills: Labor | Move | Sneak&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;Steady Hands:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] Despite their cybernetic nature, your hands and arms look perfectly normal, perfectly organic, perfectly . . . &#039;&#039;human&#039;&#039;. They don&#039;t flinch or shake, and they don&#039;t hesitate. No matter what is going on around you, your hands know what they are about.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Datalink Implant:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] You have a cortical implant that lets you connect to wireless systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Mechanic&#039;s Tool Kit:&#039;&#039;&#039; [[file:d6a.png|24px|d6]] You have a compact set of universally useful tools. Everything a growing girl stuck in a cramped, dark boiler room needs.&lt;br /&gt;
&lt;br /&gt;
=Background/Bio=&lt;br /&gt;
Ylfa was born and raised in Reykjavík, her mother a middle management wage slave for one of the larger megacorps operating in Iceland, while her father worked on one of Iceland&#039;s few remaining fishing boats. Her parents were never married; Ylfa was the result of a brief but intense affair. She was raised by her mother, but spent some weekends with her father when he wasn’t out on the ocean.&lt;br /&gt;
&lt;br /&gt;
Ylfa’s formative years left her feeling largely neglected by her mother, who spent the majority of her time trying to advance up the megacorp ladder. Ylfa responded by rebelling: running with the ‘wrong crowd’ and getting into trouble. She didn’t hate her mother; her hate was reserved for the megacorp culture that treated employees as nothing more than disposable goods. But Ylfa did resent her for falling into the corp trap and she was determined to never follow in her mother’s footsteps.&lt;br /&gt;
&lt;br /&gt;
Ylfa discovered her love for the sea one summer when she was able to stay with her father for a couple of weeks. At first she thought she would be bored out of her mind staying at that cottage of the shore instead of the small apartment he had in the city. But the first time he took her out onto the ocean in that little boat he had, she fell in love with the wind and the waves. She also learned a lot about her father out on the water. From the stories he told it turns out he was something of a rapscallion himself in his younger days. They bonded that summer before he set out to sea again. She still keeps in touch with him when she can to this day.&lt;br /&gt;
&lt;br /&gt;
That fall Ylfa’s mother died. Again and again she had put off going to the doctor about a problem she knew she had, but she couldn’t miss work you see. The Corp doesn’t care about your problems. If you don’t perform you can simply be replaced. As far as Ylfa was concerned, the Corp murdered her mother.&lt;br /&gt;
&lt;br /&gt;
With her father out at sea, Ylfa was left to her own devices so she turned to her gutter punk friends. She discovered she had a talent for trading; bartering items stolen by her compatriots for things they could use to survive. She did that for a number of years before finally becoming a thief herself. Drawing upon years of gymnastics and ballet lesson from her younger days, Ylfa became a successful second story woman. She was almost caught a few times but always managed to get away, though one time it cost her a hand. But a hand was easy enough to replace and Ylfa was never shy about body mods anyway. As far as she was concerned, her new hand and forearm was even better than the old one, what with that nice sharp blade hidden away in it.&lt;br /&gt;
&lt;br /&gt;
Over time Ylfa grew bored of Iceland. Sure it was home, but she wanted to see the rest of the world. She had saved up quite a bit of money so she decided why not go see it? She decided to go to Scandinavia first and spent some time exploring Norway before continuing on to Sweden. It was there that she heard about the Buccaneers of Aland. Life on the sea and causing trouble for the corps at the same time? She had to try it. She found a group of some other like-minded individuals and bought in on a ship of their own.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449286</id>
		<title>Pirates of the Baltic Sea:Ylfa</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449286"/>
		<updated>2024-01-14T20:47:29Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Ylfa Gray=&lt;br /&gt;
[[File:Ylfa_I.png]]&lt;br /&gt;
==&#039;&#039;Put quote here.&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Physical [[file:d10a.png|24px|d10]] || Mental [[file:d6a.png|24px|d6]] || Social [[file:d8a.png|24px|d8]] ||&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Fight&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
:&#039;&#039;Streetwise&#039;&#039; [[file:d6a.png|20px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labor&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoot&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneak&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trick&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills [[file:d4a.png|30px|d4]]==&lt;br /&gt;
Craft [[file:d4a.png|16px|d4]] | Drive [[file:d4a.png|16px|d4]] | Fly [[file:d4a.png|16px|d4]] | Focus [[file:d4a.png|16px|d4]] | Influence [[file:d4a.png|16px|d4]] | Operate [[file:d4a.png|16px|d4]] | Perform [[file:d4a.png|16px|d4]] | Treat [[file:d4a.png|16px|d4]] | Survive [[file:d4a.png|16px|d4]] | Throw [[file:d4a.png|16px|d4]]&lt;br /&gt;
&lt;br /&gt;
=Distinctions/SFX [[file:d8a.png|32px|d8]]=&lt;br /&gt;
&#039;&#039;&#039;Gutterpunk -&#039;&#039;&#039; &#039;&#039;You&#039;ve lived on the streets and learned how to take care of yourself. Fighting dirty is second nature.&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Duct Tape and Bubble Gum:&#039;&#039;&#039; &#039;&#039;Ain&#039;t a perfect fix, but she&#039;ll hold! (Hear me, baby? -hold).&#039;&#039; When you slap on a jury-rig patch, spend 1pp to step back a mechanical or system based complication.&lt;br /&gt;
&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;
Highlighted Skills: Fight | Notice | Shoot&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;By Hook or By Crook -&#039;&#039;&#039; &#039;&#039;You are a criminal&#039;s criminal. You know what folk want/need, how to get it, and how to move it.&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Know a Guy:&#039;&#039;&#039; &#039;&#039;No mater where you make port, you know someone who owes you.&#039;&#039; Spend 1pp to introduce a specialist who owes you a favor. Take that specialist as a d8 asset for the remainder of the scene.&lt;br /&gt;
&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;
Highlighted Skills: Influence | Know | Trick&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graceful as a Cat -&#039;&#039;&#039; &#039;&#039;Are you made of liquid? You have a light step and always land on your feet.&#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;
Highlighted Skills: Labor | Move | Sneak&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;Steady Hands:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] Despite their cybernetic nature, your hands and arms look perfectly normal, perfectly organic, perfectly . . . &#039;&#039;human&#039;&#039;. They don&#039;t flinch or shake, and they don&#039;t hesitate. No matter what is going on around you, your hands know what they are about.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Datalink Implant:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] You have a cortical implant that lets you connect to wireless systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Mechanic&#039;s Tool Kit:&#039;&#039;&#039; [[file:d6a.png|24px|d6]] You have a compact set of universally useful tools. Everything a growing girl stuck in a cramped, dark boiler room needs.&lt;br /&gt;
&lt;br /&gt;
=Background/Bio=&lt;br /&gt;
Ylfa was born and raised in Reykjavík, her mother a middle management wage slave for one of the larger megacorps operating in Iceland, while her father worked on one of Iceland&#039;s few remaining fishing boats. Her parents were never married; Ylfa was the result of a brief but intense affair. She was raised by her mother, but spent some weekends with her father when he wasn’t out on the ocean.&lt;br /&gt;
&lt;br /&gt;
Ylfa’s formative years left her feeling largely neglected by her mother, who spent the majority of her time trying to advance up the megacorp ladder. Ylfa responded by rebelling: running with the ‘wrong crowd’ and getting into trouble. She didn’t hate her mother; her hate was reserved for the megacorp culture that treated employees as nothing more than disposable goods. But Ylfa did resent her for falling into the corp trap and she was determined to never follow in her mother’s footsteps.&lt;br /&gt;
&lt;br /&gt;
Ylfa discovered her love for the sea one summer when she was able to stay with her father for a couple of weeks. At first she thought she would be bored out of her mind staying at that cottage of the shore instead of the small apartment he had in the city. But the first time he took her out onto the ocean in that little boat he had, she fell in love with the wind and the waves. She also learned a lot about her father out on the water. From the stories he told it turns out he was something of a rapscallion himself in his younger days. They bonded that summer before he set out to sea again. She still keeps in touch with him when she can to this day.&lt;br /&gt;
&lt;br /&gt;
That fall Ylfa’s mother died. Again and again she had put off going to the doctor about a problem she knew she had, but she couldn’t miss work you see. The Corp doesn’t care about your problems. If you don’t perform you can simply be replaced. As far as Ylfa was concerned, the Corp murdered her mother.&lt;br /&gt;
&lt;br /&gt;
With her father out at sea, Ylfa was left to her own devices so she turned to her gutter punk friends. She discovered she had a talent for trading; bartering items stolen by her compatriots for things they could use to survive. She did that for a number of years before finally becoming a thief herself. Drawing upon years of gymnastics and ballet lesson from her younger days, Ylfa became a successful second story woman. She was almost caught a few times but always managed to get away, though one time it cost her a hand. But a hand was easy enough to replace and Ylfa was never shy about body mods anyway. As far as she was concerned, her new hand and forearm was even better than the old one, what with that nice sharp blade hidden away in it.&lt;br /&gt;
&lt;br /&gt;
Over time Ylfa grew bored of Iceland. Sure it was home, but she wanted to see the rest of the world. She had saved up quite a bit of money so she decided why not go see it? She decided to go to Scandinavia first and spent some time exploring Norway before continuing on to Sweden. It was there that she heard about the Buccaneers of Aland. Life on the sea and causing trouble for the corps at the same time? She had to try it. She found a group of some other like-minded individuals and bought in on a ship of their own.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449285</id>
		<title>Pirates of the Baltic Sea:Ylfa</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449285"/>
		<updated>2024-01-14T20:44:27Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Ylfa Gray=&lt;br /&gt;
[[File:Ylfa_I.png]]&lt;br /&gt;
==&#039;&#039;Put quote here.&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Physical [[file:d10a.png|24px|d10]] || Mental [[file:d6a.png|24px|d6]] || Social [[file:d8a.png|24px|d8]] ||&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Fight&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
:&#039;&#039;Streetwise&#039;&#039; [[file:d6a.png|20px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labor&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoot&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneak&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trick&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills [[file:d4a.png|30px|d4]]==&lt;br /&gt;
Craft [[file:d4a.png|16px|d4]] | Drive [[file:d4a.png|16px|d4]] | Fly [[file:d4a.png|16px|d4]] | Focus [[file:d4a.png|16px|d4]] | Influence [[file:d4a.png|16px|d4]] | Operate [[file:d4a.png|16px|d4]] | Perform [[file:d4a.png|16px|d4]] | Treat [[file:d4a.png|16px|d4]] | Survive [[file:d4a.png|16px|d4]] | Throw [[file:d4a.png|16px|d4]]&lt;br /&gt;
&lt;br /&gt;
=Distinctions/SFX [[file:d8a.png|32px|d8]]=&lt;br /&gt;
&#039;&#039;&#039;Gutterpunk -&#039;&#039;&#039; &#039;&#039;You&#039;ve lived on the streets and learned how to take care of yourself. Fighting dirty is second nature.&#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;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Duct Tape and Bubble Gum:&#039;&#039;&#039; &#039;&#039;Ain&#039;t a perfect fix, but she&#039;ll hold! (Hear me, baby? -hold).&#039;&#039; When you slap on a jury-rig patch, spend 1pp to step back a mechanical or system based complication.&lt;br /&gt;
----&lt;br /&gt;
Highlighted Skills: Fight | Notice | Shoot&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;By Hook or By Crook -&#039;&#039;&#039; &#039;&#039;You are a criminal&#039;s criminal. You know what folk want/need, how to get it, and how to move it.&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Know a Guy:&#039;&#039;&#039; &#039;&#039;No mater where you make port, you know someone who owes you.&#039;&#039; Spend 1pp to introduce a specialist who owes you a favor. Take that specialist as a d8 asset for the remainder of the scene.&lt;br /&gt;
&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;
Highlighted Skills: Influence | Know | Trick&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graceful as a Cat -&#039;&#039;&#039; &#039;&#039;Are you made of liquid? You have a light step and always land on your feet.&#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;
Highlighted Skills: Labor | Move | Sneak&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;Steady Hands:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] Despite their cybernetic nature, your hands and arms look perfectly normal, perfectly organic, perfectly . . . &#039;&#039;human&#039;&#039;. They don&#039;t flinch or shake, and they don&#039;t hesitate. No matter what is going on around you, your hands know what they are about.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Datalink Implant:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] You have a cortical implant that lets you connect to wireless systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Mechanic&#039;s Tool Kit:&#039;&#039;&#039; [[file:d6a.png|24px|d6]] You have a compact set of universally useful tools. Everything a growing girl stuck in a cramped, dark boiler room needs.&lt;br /&gt;
&lt;br /&gt;
=Background/Bio=&lt;br /&gt;
Ylfa was born and raised in Reykjavík, her mother a middle management wage slave for one of the larger megacorps operating in Iceland, while her father worked on one of Iceland&#039;s few remaining fishing boats. Her parents were never married; Ylfa was the result of a brief but intense affair. She was raised by her mother, but spent some weekends with her father when he wasn’t out on the ocean.&lt;br /&gt;
&lt;br /&gt;
Ylfa’s formative years left her feeling largely neglected by her mother, who spent the majority of her time trying to advance up the megacorp ladder. Ylfa responded by rebelling: running with the ‘wrong crowd’ and getting into trouble. She didn’t hate her mother; her hate was reserved for the megacorp culture that treated employees as nothing more than disposable goods. But Ylfa did resent her for falling into the corp trap and she was determined to never follow in her mother’s footsteps.&lt;br /&gt;
&lt;br /&gt;
Ylfa discovered her love for the sea one summer when she was able to stay with her father for a couple of weeks. At first she thought she would be bored out of her mind staying at that cottage of the shore instead of the small apartment he had in the city. But the first time he took her out onto the ocean in that little boat he had, she fell in love with the wind and the waves. She also learned a lot about her father out on the water. From the stories he told it turns out he was something of a rapscallion himself in his younger days. They bonded that summer before he set out to sea again. She still keeps in touch with him when she can to this day.&lt;br /&gt;
&lt;br /&gt;
That fall Ylfa’s mother died. Again and again she had put off going to the doctor about a problem she knew she had, but she couldn’t miss work you see. The Corp doesn’t care about your problems. If you don’t perform you can simply be replaced. As far as Ylfa was concerned, the Corp murdered her mother.&lt;br /&gt;
&lt;br /&gt;
With her father out at sea, Ylfa was left to her own devices so she turned to her gutter punk friends. She discovered she had a talent for trading; bartering items stolen by her compatriots for things they could use to survive. She did that for a number of years before finally becoming a thief herself. Drawing upon years of gymnastics and ballet lesson from her younger days, Ylfa became a successful second story woman. She was almost caught a few times but always managed to get away, though one time it cost her a hand. But a hand was easy enough to replace and Ylfa was never shy about body mods anyway. As far as she was concerned, her new hand and forearm was even better than the old one, what with that nice sharp blade hidden away in it.&lt;br /&gt;
&lt;br /&gt;
Over time Ylfa grew bored of Iceland. Sure it was home, but she wanted to see the rest of the world. She had saved up quite a bit of money so she decided why not go see it? She decided to go to Scandinavia first and spent some time exploring Norway before continuing on to Sweden. It was there that she heard about the Buccaneers of Aland. Life on the sea and causing trouble for the corps at the same time? She had to try it. She found a group of some other like-minded individuals and bought in on a ship of their own.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449272</id>
		<title>Pirates of the Baltic Sea:Ylfa</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449272"/>
		<updated>2024-01-14T06:11:12Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Ylfa Gray=&lt;br /&gt;
[[File:Ylfa_I.png]]&lt;br /&gt;
==&#039;&#039;Put quote here.&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Physical [[file:d10a.png|24px|d10]] || Mental [[file:d6a.png|24px|d6]] || Social [[file:d8a.png|24px|d8]] ||&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Fight&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
:&#039;&#039;Streetwise&#039;&#039; [[file:d6a.png|20px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labor&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoot&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneak&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trick&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills [[file:d4a.png|30px|d4]]==&lt;br /&gt;
Craft [[file:d4a.png|16px|d4]] | Drive [[file:d4a.png|16px|d4]] | Fly [[file:d4a.png|16px|d4]] | Focus [[file:d4a.png|16px|d4]] | Influence [[file:d4a.png|16px|d4]] | Operate [[file:d4a.png|16px|d4]] | Perform [[file:d4a.png|16px|d4]] | Treat [[file:d4a.png|16px|d4]] | Survive [[file:d4a.png|16px|d4]] | Throw [[file:d4a.png|16px|d4]]&lt;br /&gt;
&lt;br /&gt;
=Distinctions/SFX [[file:d8a.png|32px|d8]]=&lt;br /&gt;
&#039;&#039;&#039;Gutterpunk -&#039;&#039;&#039; &#039;&#039;You&#039;ve lived on the streets and learned how to take care of yourself. Fighting dirty is second nature.&#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;
Highlighted Skills: Fight | Notice | Shoot&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;By Hook or By Crook -&#039;&#039;&#039; &#039;&#039;You are a criminal&#039;s criminal. You know what folk want/need, how to get it, and how to move it.&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Know a Guy:&#039;&#039;&#039; &#039;&#039;No mater where you make port, you know someone who owes you.&#039;&#039; Spend 1pp to introduce a specialist who owes you a favor. Take that specialist as a d8 asset for the remainder of the scene.&lt;br /&gt;
&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;
Highlighted Skills: Influence | Know | Trick&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graceful as a Cat -&#039;&#039;&#039; &#039;&#039;Are you made of liquid? You have a light step and always land on your feet.&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Duct Tape and Bubble Gum:&#039;&#039;&#039; &#039;&#039;Ain&#039;t a perfect fix, but she&#039;ll hold! (Hear me, baby? -hold).&#039;&#039; When you slap on a jury-rig patch, spend 1pp to step back a mechanical or system based complication.&lt;br /&gt;
&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;
Highlighted Skills: Labor | Move | Sneak&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;Steady Hands:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] Despite their cybernetic nature, your hands and arms look perfectly normal, perfectly organic, perfectly . . . &#039;&#039;human&#039;&#039;. They don&#039;t flinch or shake, and they don&#039;t hesitate. No matter what is going on around you, your hands know what they are about.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Datalink Implant:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] You have a cortical implant that lets you connect to wireless systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Mechanic&#039;s Tool Kit:&#039;&#039;&#039; [[file:d6a.png|24px|d6]] You have a compact set of universally useful tools. Everything a growing girl stuck in a cramped, dark boiler room needs.&lt;br /&gt;
&lt;br /&gt;
=Background/Bio=&lt;br /&gt;
Ylfa was born and raised in Reykjavík, her mother a middle management wage slave for one of the larger megacorps operating in Iceland, while her father worked on one of Iceland&#039;s few remaining fishing boats. Her parents were never married; Ylfa was the result of a brief but intense affair. She was raised by her mother, but spent some weekends with her father when he wasn’t out on the ocean.&lt;br /&gt;
&lt;br /&gt;
Ylfa’s formative years left her feeling largely neglected by her mother, who spent the majority of her time trying to advance up the megacorp ladder. Ylfa responded by rebelling: running with the ‘wrong crowd’ and getting into trouble. She didn’t hate her mother; her hate was reserved for the megacorp culture that treated employees as nothing more than disposable goods. But Ylfa did resent her for falling into the corp trap and she was determined to never follow in her mother’s footsteps.&lt;br /&gt;
&lt;br /&gt;
Ylfa discovered her love for the sea one summer when she was able to stay with her father for a couple of weeks. At first she thought she would be bored out of her mind staying at that cottage of the shore instead of the small apartment he had in the city. But the first time he took her out onto the ocean in that little boat he had, she fell in love with the wind and the waves. She also learned a lot about her father out on the water. From the stories he told it turns out he was something of a rapscallion himself in his younger days. They bonded that summer before he set out to sea again. She still keeps in touch with him when she can to this day.&lt;br /&gt;
&lt;br /&gt;
That fall Ylfa’s mother died. Again and again she had put off going to the doctor about a problem she knew she had, but she couldn’t miss work you see. The Corp doesn’t care about your problems. If you don’t perform you can simply be replaced. As far as Ylfa was concerned, the Corp murdered her mother.&lt;br /&gt;
&lt;br /&gt;
With her father out at sea, Ylfa was left to her own devices so she turned to her gutter punk friends. She discovered she had a talent for trading; bartering items stolen by her compatriots for things they could use to survive. She did that for a number of years before finally becoming a thief herself. Drawing upon years of gymnastics and ballet lesson from her younger days, Ylfa became a successful second story woman. She was almost caught a few times but always managed to get away, though one time it cost her a hand. But a hand was easy enough to replace and Ylfa was never shy about body mods anyway. As far as she was concerned, her new hand and forearm was even better than the old one, what with that nice sharp blade hidden away in it.&lt;br /&gt;
&lt;br /&gt;
Over time Ylfa grew bored of Iceland. Sure it was home, but she wanted to see the rest of the world. She had saved up quite a bit of money so she decided why not go see it? She decided to go to Scandinavia first and spent some time exploring Norway before continuing on to Sweden. It was there that she heard about the Buccaneers of Aland. Life on the sea and causing trouble for the corps at the same time? She had to try it. She found a group of some other like-minded individuals and bought in on a ship of their own.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449269</id>
		<title>Pirates of the Baltic Sea:Ylfa</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449269"/>
		<updated>2024-01-14T06:01:17Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Ylfa Gray=&lt;br /&gt;
[[File:Ylfa_I.png]]&lt;br /&gt;
==&#039;&#039;Put quote here.&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Physical [[file:d10a.png|24px|d10]] || Mental [[file:d6a.png|24px|d6]] || Social [[file:d8a.png|24px|d8]] ||&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Fight&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
:&#039;&#039;Streetwise&#039;&#039; [[file:d6a.png|20px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labor&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoot&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneak&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trick&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills [[file:d4a.png|30px|d4]]==&lt;br /&gt;
Craft [[file:d4a.png|16px|d4]] | Drive [[file:d4a.png|16px|d4]] | Fly [[file:d4a.png|16px|d4]] | Focus [[file:d4a.png|16px|d4]] | Influence [[file:d4a.png|16px|d4]] | Operate [[file:d4a.png|16px|d4]] | Perform [[file:d4a.png|16px|d4]] | Treat [[file:d4a.png|16px|d4]] | Survive [[file:d4a.png|16px|d4]] | Throw [[file:d4a.png|16px|d4]]&lt;br /&gt;
&lt;br /&gt;
=Distinctions/SFX [[file:d8a.png|32px|d8]]=&lt;br /&gt;
&#039;&#039;&#039;Gutterpunk -&#039;&#039;&#039; &#039;&#039;You&#039;ve lived on the streets and learned how to take care of yourself. Fighting dirty is second nature.&#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;
Highlighted Skills: Fight | Notice | Shoot&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;By Hook or By Crook -&#039;&#039;&#039; &#039;&#039;You are a criminal&#039;s criminal. You know what folk want/need, how to get it, and how to move it.&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Ghost in the Machine:&#039;&#039;&#039; &#039;&#039;Sometimes &#039;&#039;Fixing&#039;&#039; a thing means teaching it to do something it was never meant to do.&#039;&#039; When subverting the original purpose of a system or device, spend 1pp to roll your &#039;&#039;&#039;Trick&#039;&#039;&#039; die and add it to your total on any &#039;&#039;Craft, Fix&#039;&#039;, or &#039;&#039;Operate&#039;&#039; action.&lt;br /&gt;
&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;
Highlighted Skills: Influence | Know | Trick&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graceful as a Cat -&#039;&#039;&#039; &#039;&#039;Are you made of liquid? You have a light step and always land on your feet.&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Duct Tape and Bubble Gum:&#039;&#039;&#039; &#039;&#039;Ain&#039;t a perfect fix, but she&#039;ll hold! (Hear me, baby? -hold).&#039;&#039; When you slap on a jury-rig patch, spend 1pp to step back a mechanical or system based complication.&lt;br /&gt;
&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;
Highlighted Skills: Labor | Move | Sneak&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;Steady Hands:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] Despite their cybernetic nature, your hands and arms look perfectly normal, perfectly organic, perfectly . . . &#039;&#039;human&#039;&#039;. They don&#039;t flinch or shake, and they don&#039;t hesitate. No matter what is going on around you, your hands know what they are about.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Datalink Implant:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] You have a cortical implant that lets you connect to wireless systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Mechanic&#039;s Tool Kit:&#039;&#039;&#039; [[file:d6a.png|24px|d6]] You have a compact set of universally useful tools. Everything a growing girl stuck in a cramped, dark boiler room needs.&lt;br /&gt;
&lt;br /&gt;
=Background/Bio=&lt;br /&gt;
Ylfa was born and raised in Reykjavík, her mother a middle management wage slave for one of the larger megacorps operating in Iceland, while her father worked on one of Iceland&#039;s few remaining fishing boats. Her parents were never married; Ylfa was the result of a brief but intense affair. She was raised by her mother, but spent some weekends with her father when he wasn’t out on the ocean.&lt;br /&gt;
&lt;br /&gt;
Ylfa’s formative years left her feeling largely neglected by her mother, who spent the majority of her time trying to advance up the megacorp ladder. Ylfa responded by rebelling: running with the ‘wrong crowd’ and getting into trouble. She didn’t hate her mother; her hate was reserved for the megacorp culture that treated employees as nothing more than disposable goods. But Ylfa did resent her for falling into the corp trap and she was determined to never follow in her mother’s footsteps.&lt;br /&gt;
&lt;br /&gt;
Ylfa discovered her love for the sea one summer when she was able to stay with her father for a couple of weeks. At first she thought she would be bored out of her mind staying at that cottage of the shore instead of the small apartment he had in the city. But the first time he took her out onto the ocean in that little boat he had, she fell in love with the wind and the waves. She also learned a lot about her father out on the water. From the stories he told it turns out he was something of a rapscallion himself in his younger days. They bonded that summer before he set out to sea again. She still keeps in touch with him when she can to this day.&lt;br /&gt;
&lt;br /&gt;
That fall Ylfa’s mother died. Again and again she had put off going to the doctor about a problem she knew she had, but she couldn’t miss work you see. The Corp doesn’t care about your problems. If you don’t perform you can simply be replaced. As far as Ylfa was concerned, the Corp murdered her mother.&lt;br /&gt;
&lt;br /&gt;
With her father out at sea, Ylfa was left to her own devices so she turned to her gutter punk friends. She discovered she had a talent for trading; bartering items stolen by her compatriots for things they could use to survive. She did that for a number of years before finally becoming a thief herself. Drawing upon years of gymnastics and ballet lesson from her younger days, Ylfa became a successful second story woman. She was almost caught a few times but always managed to get away, though one time it cost her a hand. But a hand was easy enough to replace and Ylfa was never shy about body mods anyway. As far as she was concerned, her new hand and forearm was even better than the old one, what with that nice sharp blade hidden away in it.&lt;br /&gt;
&lt;br /&gt;
Over time Ylfa grew bored of Iceland. Sure it was home, but she wanted to see the rest of the world. She had saved up quite a bit of money so she decided why not go see it? She decided to go to Scandinavia first and spent some time exploring Norway before continuing on to Sweden. It was there that she heard about the Buccaneers of Aland. Life on the sea and causing trouble for the corps at the same time? She had to try it. She found a group of some other like-minded individuals and bought in on a ship of their own.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449268</id>
		<title>Pirates of the Baltic Sea:Ylfa</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449268"/>
		<updated>2024-01-14T05:59:22Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Ylfa Gray=&lt;br /&gt;
[[File:Ylfa_I.png|300px]]&lt;br /&gt;
==&#039;&#039;Put quote here.&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Physical [[file:d10a.png|24px|d10]] || Mental [[file:d6a.png|24px|d6]] || Social [[file:d8a.png|24px|d8]] ||&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Fight&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
:&#039;&#039;Streetwise&#039;&#039; [[file:d6a.png|20px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labor&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoot&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneak&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trick&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills [[file:d4a.png|30px|d4]]==&lt;br /&gt;
Craft [[file:d4a.png|16px|d4]] | Drive [[file:d4a.png|16px|d4]] | Fly [[file:d4a.png|16px|d4]] | Focus [[file:d4a.png|16px|d4]] | Influence [[file:d4a.png|16px|d4]] | Operate [[file:d4a.png|16px|d4]] | Perform [[file:d4a.png|16px|d4]] | Treat [[file:d4a.png|16px|d4]] | Survive [[file:d4a.png|16px|d4]] | Throw [[file:d4a.png|16px|d4]]&lt;br /&gt;
&lt;br /&gt;
=Distinctions/SFX [[file:d8a.png|32px|d8]]=&lt;br /&gt;
&#039;&#039;&#039;Gutterpunk -&#039;&#039;&#039; &#039;&#039;You&#039;ve lived on the streets and learned how to take care of yourself. Fighting dirty is second nature.&#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;
Highlighted Skills: Fight | Notice | Shoot&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;By Hook or By Crook -&#039;&#039;&#039; &#039;&#039;You are a criminal&#039;s criminal. You know what folk want/need, how to get it, and how to move it.&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Ghost in the Machine:&#039;&#039;&#039; &#039;&#039;Sometimes &#039;&#039;Fixing&#039;&#039; a thing means teaching it to do something it was never meant to do.&#039;&#039; When subverting the original purpose of a system or device, spend 1pp to roll your &#039;&#039;&#039;Trick&#039;&#039;&#039; die and add it to your total on any &#039;&#039;Craft, Fix&#039;&#039;, or &#039;&#039;Operate&#039;&#039; action.&lt;br /&gt;
&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;
Highlighted Skills: Influence | Know | Trick&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graceful as a Cat -&#039;&#039;&#039; &#039;&#039;Are you made of liquid? You have a light step and always land on your feet.&#039;&#039;&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Duct Tape and Bubble Gum:&#039;&#039;&#039; &#039;&#039;Ain&#039;t a perfect fix, but she&#039;ll hold! (Hear me, baby? -hold).&#039;&#039; When you slap on a jury-rig patch, spend 1pp to step back a mechanical or system based complication.&lt;br /&gt;
&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;
Highlighted Skills: Labor | Move | Sneak&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;Steady Hands:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] Despite their cybernetic nature, your hands and arms look perfectly normal, perfectly organic, perfectly . . . &#039;&#039;human&#039;&#039;. They don&#039;t flinch or shake, and they don&#039;t hesitate. No matter what is going on around you, your hands know what they are about.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Datalink Implant:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] You have a cortical implant that lets you connect to wireless systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Mechanic&#039;s Tool Kit:&#039;&#039;&#039; [[file:d6a.png|24px|d6]] You have a compact set of universally useful tools. Everything a growing girl stuck in a cramped, dark boiler room needs.&lt;br /&gt;
&lt;br /&gt;
=Background/Bio=&lt;br /&gt;
Ylfa was born and raised in Reykjavík, her mother a middle management wage slave for one of the larger megacorps operating in Iceland, while her father worked on one of Iceland&#039;s few remaining fishing boats. Her parents were never married; Ylfa was the result of a brief but intense affair. She was raised by her mother, but spent some weekends with her father when he wasn’t out on the ocean.&lt;br /&gt;
&lt;br /&gt;
Ylfa’s formative years left her feeling largely neglected by her mother, who spent the majority of her time trying to advance up the megacorp ladder. Ylfa responded by rebelling: running with the ‘wrong crowd’ and getting into trouble. She didn’t hate her mother; her hate was reserved for the megacorp culture that treated employees as nothing more than disposable goods. But Ylfa did resent her for falling into the corp trap and she was determined to never follow in her mother’s footsteps.&lt;br /&gt;
&lt;br /&gt;
Ylfa discovered her love for the sea one summer when she was able to stay with her father for a couple of weeks. At first she thought she would be bored out of her mind staying at that cottage of the shore instead of the small apartment he had in the city. But the first time he took her out onto the ocean in that little boat he had, she fell in love with the wind and the waves. She also learned a lot about her father out on the water. From the stories he told it turns out he was something of a rapscallion himself in his younger days. They bonded that summer before he set out to sea again. She still keeps in touch with him when she can to this day.&lt;br /&gt;
&lt;br /&gt;
That fall Ylfa’s mother died. Again and again she had put off going to the doctor about a problem she knew she had, but she couldn’t miss work you see. The Corp doesn’t care about your problems. If you don’t perform you can simply be replaced. As far as Ylfa was concerned, the Corp murdered her mother.&lt;br /&gt;
&lt;br /&gt;
With her father out at sea, Ylfa was left to her own devices so she turned to her gutter punk friends. She discovered she had a talent for trading; bartering items stolen by her compatriots for things they could use to survive. She did that for a number of years before finally becoming a thief herself. Drawing upon years of gymnastics and ballet lesson from her younger days, Ylfa became a successful second story woman. She was almost caught a few times but always managed to get away, though one time it cost her a hand. But a hand was easy enough to replace and Ylfa was never shy about body mods anyway. As far as she was concerned, her new hand and forearm was even better than the old one, what with that nice sharp blade hidden away in it.&lt;br /&gt;
&lt;br /&gt;
Over time Ylfa grew bored of Iceland. Sure it was home, but she wanted to see the rest of the world. She had saved up quite a bit of money so she decided why not go see it? She decided to go to Scandinavia first and spent some time exploring Norway before continuing on to Sweden. It was there that she heard about the Buccaneers of Aland. Life on the sea and causing trouble for the corps at the same time? She had to try it. She found a group of some other like-minded individuals and bought in on a ship of their own.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449267</id>
		<title>Pirates of the Baltic Sea:Ylfa</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449267"/>
		<updated>2024-01-14T05:56:44Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Ylfa Gray=&lt;br /&gt;
[[File:Ylfa_I.png|300px]]&lt;br /&gt;
==&#039;&#039;Put quote here.&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Physical [[file:d10a.png|24px|d10]] || Mental [[file:d6a.png|24px|d6]] || Social [[file:d8a.png|24px|d8]] ||&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Fight&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
:&#039;&#039;Streetwise&#039;&#039; [[file:d6a.png|20px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labor&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoot&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneak&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trick&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills [[file:d4a.png|30px|d4]]==&lt;br /&gt;
Craft [[file:d4a.png|16px|d4]] | Drive [[file:d4a.png|16px|d4]] | Fly [[file:d4a.png|16px|d4]] | Focus [[file:d4a.png|16px|d4]] | Influence [[file:d4a.png|16px|d4]] | Operate [[file:d4a.png|16px|d4]] | Perform [[file:d4a.png|16px|d4]] | Treat [[file:d4a.png|16px|d4]] | Survive [[file:d4a.png|16px|d4]] | Throw [[file:d4a.png|16px|d4]]&lt;br /&gt;
&lt;br /&gt;
=Distinctions/SFX [[file:d8a.png|32px|d8]]=&lt;br /&gt;
&#039;&#039;&#039;Gutterpunk -&#039;&#039;&#039; &#039;&#039;You&#039;ve lived on the streets and learned how to take care of yourself. Fighting dirty is second nature.&#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;
Highlighted Skills: Fight | Notice | Shoot&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;By Hook or By Crook -&#039;&#039;&#039; &#039;&#039;You are a criminal&#039;s criminal. You know what folk want/need, how to get it, and how to move it.&#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;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Ghost in the Machine:&#039;&#039;&#039; &#039;&#039;Sometimes &#039;&#039;Fixing&#039;&#039; a thing means teaching it to do something it was never meant to do.&#039;&#039; When subverting the original purpose of a system or device, spend 1pp to roll your &#039;&#039;&#039;Trick&#039;&#039;&#039; die and add it to your total on any &#039;&#039;Craft, Fix&#039;&#039;, or &#039;&#039;Operate&#039;&#039; action.&lt;br /&gt;
----&lt;br /&gt;
Highlighted Skills: Influence | Know | Trick&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graceful as a Cat -&#039;&#039;&#039; &#039;&#039;Are you made of liquid? You have a light step and always land on your feet.&#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;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Duct Tape and Bubble Gum:&#039;&#039;&#039; &#039;&#039;Ain&#039;t a perfect fix, but she&#039;ll hold! (Hear me, baby? -hold).&#039;&#039; When you slap on a jury-rig patch, spend 1pp to step back a mechanical or system based complication.&lt;br /&gt;
----&lt;br /&gt;
Highlighted Skills: Labor | Move | Sneak&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;Steady Hands:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] Despite their cybernetic nature, your hands and arms look perfectly normal, perfectly organic, perfectly . . . &#039;&#039;human&#039;&#039;. They don&#039;t flinch or shake, and they don&#039;t hesitate. No matter what is going on around you, your hands know what they are about.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Datalink Implant:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] You have a cortical implant that lets you connect to wireless systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Mechanic&#039;s Tool Kit:&#039;&#039;&#039; [[file:d6a.png|24px|d6]] You have a compact set of universally useful tools. Everything a growing girl stuck in a cramped, dark boiler room needs.&lt;br /&gt;
&lt;br /&gt;
=Background/Bio=&lt;br /&gt;
Ylfa was born and raised in Reykjavík, her mother a middle management wage slave for one of the larger megacorps operating in Iceland, while her father worked on one of Iceland&#039;s few remaining fishing boats. Her parents were never married; Ylfa was the result of a brief but intense affair. She was raised by her mother, but spent some weekends with her father when he wasn’t out on the ocean.&lt;br /&gt;
&lt;br /&gt;
Ylfa’s formative years left her feeling largely neglected by her mother, who spent the majority of her time trying to advance up the megacorp ladder. Ylfa responded by rebelling: running with the ‘wrong crowd’ and getting into trouble. She didn’t hate her mother; her hate was reserved for the megacorp culture that treated employees as nothing more than disposable goods. But Ylfa did resent her for falling into the corp trap and she was determined to never follow in her mother’s footsteps.&lt;br /&gt;
&lt;br /&gt;
Ylfa discovered her love for the sea one summer when she was able to stay with her father for a couple of weeks. At first she thought she would be bored out of her mind staying at that cottage of the shore instead of the small apartment he had in the city. But the first time he took her out onto the ocean in that little boat he had, she fell in love with the wind and the waves. She also learned a lot about her father out on the water. From the stories he told it turns out he was something of a rapscallion himself in his younger days. They bonded that summer before he set out to sea again. She still keeps in touch with him when she can to this day.&lt;br /&gt;
&lt;br /&gt;
That fall Ylfa’s mother died. Again and again she had put off going to the doctor about a problem she knew she had, but she couldn’t miss work you see. The Corp doesn’t care about your problems. If you don’t perform you can simply be replaced. As far as Ylfa was concerned, the Corp murdered her mother.&lt;br /&gt;
&lt;br /&gt;
With her father out at sea, Ylfa was left to her own devices so she turned to her gutter punk friends. She discovered she had a talent for trading; bartering items stolen by her compatriots for things they could use to survive. She did that for a number of years before finally becoming a thief herself. Drawing upon years of gymnastics and ballet lesson from her younger days, Ylfa became a successful second story woman. She was almost caught a few times but always managed to get away, though one time it cost her a hand. But a hand was easy enough to replace and Ylfa was never shy about body mods anyway. As far as she was concerned, her new hand and forearm was even better than the old one, what with that nice sharp blade hidden away in it.&lt;br /&gt;
&lt;br /&gt;
Over time Ylfa grew bored of Iceland. Sure it was home, but she wanted to see the rest of the world. She had saved up quite a bit of money so she decided why not go see it? She decided to go to Scandinavia first and spent some time exploring Norway before continuing on to Sweden. It was there that she heard about the Buccaneers of Aland. Life on the sea and causing trouble for the corps at the same time? She had to try it. She found a group of some other like-minded individuals and bought in on a ship of their own.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449266</id>
		<title>Pirates of the Baltic Sea:Ylfa</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449266"/>
		<updated>2024-01-14T05:36:12Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Ylfa Gray=&lt;br /&gt;
[[File:Ylfa_I.png|300px]]&lt;br /&gt;
==&#039;&#039;Put quote here.&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Physical [[file:d10a.png|24px|d10]] || Mental [[file:d6a.png|24px|d6]] || Social [[file:d8a.png|24px|d8]] ||&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Fight&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039; [[file:d6a.png|24px|d6]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
:&#039;&#039;Streetwise&#039;&#039; [[file:d6a.png|20px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labor&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoot&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneak&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trick&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills [[file:d4a.png|30px|d4]]==&lt;br /&gt;
Craft [[file:d4a.png|16px|d4]] | Drive [[file:d4a.png|16px|d4]] | Fly [[file:d4a.png|16px|d4]] | Focus [[file:d4a.png|16px|d4]] | Influence [[file:d4a.png|16px|d4]] | Operate [[file:d4a.png|16px|d4]] | Perform [[file:d4a.png|16px|d4]] | Treat [[file:d4a.png|16px|d4]] | Survive [[file:d4a.png|16px|d4]] | Throw [[file:d4a.png|16px|d4]]&lt;br /&gt;
&lt;br /&gt;
=Distinctions/SFX [[file:d8a.png|32px|d8]]=&lt;br /&gt;
&#039;&#039;&#039;Mechani-Tech -&#039;&#039;&#039; &#039;&#039;You can fix damned near anything, or you can use your skills to fuck shit up.&#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;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Ghost in the Machine:&#039;&#039;&#039; &#039;&#039;Sometimes &#039;&#039;Fixing&#039;&#039; a thing means teaching it to do something it was never meant to do.&#039;&#039; When subverting the original purpose of a system or device, spend 1pp to roll your &#039;&#039;&#039;Trick&#039;&#039;&#039; die and add it to your total on any &#039;&#039;Craft, Fix&#039;&#039;, or &#039;&#039;Operate&#039;&#039; action.&lt;br /&gt;
&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Duct Tape and Bubble Gum:&#039;&#039;&#039; &#039;&#039;Ain&#039;t a perfect fix, but she&#039;ll hold! (Hear me, baby? -hold).&#039;&#039; When you slap on a jury-rig patch, spend 1pp to step back a mechanical or system based complication.&lt;br /&gt;
----&lt;br /&gt;
Highlighted Skills: Craft | Fix | Operate&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Orphan -&#039;&#039;&#039; &#039;&#039;You lost your hands and your family on the same day. Eventually you got new hands.&#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;
Highlighted Skills: Know | Notice | Treat&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slip of a Girl -&#039;&#039;&#039; &#039;&#039;You&#039;re good at getting into and fitting into places and situations you maybe shouldn&#039;t.&#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;
Highlighted Skills: Move | Sneak | Trick&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;Steady Hands:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] Despite their cybernetic nature, your hands and arms look perfectly normal, perfectly organic, perfectly . . . &#039;&#039;human&#039;&#039;. They don&#039;t flinch or shake, and they don&#039;t hesitate. No matter what is going on around you, your hands know what they are about.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Datalink Implant:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] You have a cortical implant that lets you connect to wireless systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Mechanic&#039;s Tool Kit:&#039;&#039;&#039; [[file:d6a.png|24px|d6]] You have a compact set of universally useful tools. Everything a growing girl stuck in a cramped, dark boiler room needs.&lt;br /&gt;
&lt;br /&gt;
=Background/Bio=&lt;br /&gt;
Ylfa was born and raised in Reykjavík, her mother a middle management wage slave for one of the larger megacorps operating in Iceland, while her father worked on one of Iceland&#039;s few remaining fishing boats. Her parents were never married; Ylfa was the result of a brief but intense affair. She was raised by her mother, but spent some weekends with her father when he wasn’t out on the ocean.&lt;br /&gt;
&lt;br /&gt;
Ylfa’s formative years left her feeling largely neglected by her mother, who spent the majority of her time trying to advance up the megacorp ladder. Ylfa responded by rebelling: running with the ‘wrong crowd’ and getting into trouble. She didn’t hate her mother; her hate was reserved for the megacorp culture that treated employees as nothing more than disposable goods. But Ylfa did resent her for falling into the corp trap and she was determined to never follow in her mother’s footsteps.&lt;br /&gt;
&lt;br /&gt;
Ylfa discovered her love for the sea one summer when she was able to stay with her father for a couple of weeks. At first she thought she would be bored out of her mind staying at that cottage of the shore instead of the small apartment he had in the city. But the first time he took her out onto the ocean in that little boat he had, she fell in love with the wind and the waves. She also learned a lot about her father out on the water. From the stories he told it turns out he was something of a rapscallion himself in his younger days. They bonded that summer before he set out to sea again. She still keeps in touch with him when she can to this day.&lt;br /&gt;
&lt;br /&gt;
That fall Ylfa’s mother died. Again and again she had put off going to the doctor about a problem she knew she had, but she couldn’t miss work you see. The Corp doesn’t care about your problems. If you don’t perform you can simply be replaced. As far as Ylfa was concerned, the Corp murdered her mother.&lt;br /&gt;
&lt;br /&gt;
With her father out at sea, Ylfa was left to her own devices so she turned to her gutter punk friends. She discovered she had a talent for trading; bartering items stolen by her compatriots for things they could use to survive. She did that for a number of years before finally becoming a thief herself. Drawing upon years of gymnastics and ballet lesson from her younger days, Ylfa became a successful second story woman. She was almost caught a few times but always managed to get away, though one time it cost her a hand. But a hand was easy enough to replace and Ylfa was never shy about body mods anyway. As far as she was concerned, her new hand and forearm was even better than the old one, what with that nice sharp blade hidden away in it.&lt;br /&gt;
&lt;br /&gt;
Over time Ylfa grew bored of Iceland. Sure it was home, but she wanted to see the rest of the world. She had saved up quite a bit of money so she decided why not go see it? She decided to go to Scandinavia first and spent some time exploring Norway before continuing on to Sweden. It was there that she heard about the Buccaneers of Aland. Life on the sea and causing trouble for the corps at the same time? She had to try it. She found a group of some other like-minded individuals and bought in on a ship of their own.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449265</id>
		<title>Pirates of the Baltic Sea:Ylfa</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449265"/>
		<updated>2024-01-14T05:33:00Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Ylfa Gray=&lt;br /&gt;
[[File:Ylfa_I.png|300px]]&lt;br /&gt;
==&#039;&#039;Put quote here.&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Physical [[file:d10a.png|24px|d10]] || Mental [[file:d6a.png|24px|d6]] || Social [[file:d8a.png|24px|d8]] ||&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Fight&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
:&#039;&#039;Streetwise&#039;&#039; [[file:d6a.png|20px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labor&#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;
&#039;&#039;&#039;Notice&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &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;Sneak&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trick&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills [[file:d4a.png|30px|d4]]==&lt;br /&gt;
Craft [[file:d4a.png|16px|d4]] | Drive [[file:d4a.png|16px|d4]] | Fly [[file:d4a.png|16px|d4]] | Focus [[file:d4a.png|16px|d4]] | Influence [[file:d4a.png|16px|d4]] | Operate [[file:d4a.png|16px|d4]] | Perform [[file:d4a.png|16px|d4]] | Treat [[file:d4a.png|16px|d4]] | Survive [[file:d4a.png|16px|d4]] | Throw [[file:d4a.png|16px|d4]]&lt;br /&gt;
&lt;br /&gt;
=Distinctions/SFX [[file:d8a.png|32px|d8]]=&lt;br /&gt;
&#039;&#039;&#039;Mechani-Tech -&#039;&#039;&#039; &#039;&#039;You can fix damned near anything, or you can use your skills to fuck shit up.&#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;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Ghost in the Machine:&#039;&#039;&#039; &#039;&#039;Sometimes &#039;&#039;Fixing&#039;&#039; a thing means teaching it to do something it was never meant to do.&#039;&#039; When subverting the original purpose of a system or device, spend 1pp to roll your &#039;&#039;&#039;Trick&#039;&#039;&#039; die and add it to your total on any &#039;&#039;Craft, Fix&#039;&#039;, or &#039;&#039;Operate&#039;&#039; action.&lt;br /&gt;
&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Duct Tape and Bubble Gum:&#039;&#039;&#039; &#039;&#039;Ain&#039;t a perfect fix, but she&#039;ll hold! (Hear me, baby? -hold).&#039;&#039; When you slap on a jury-rig patch, spend 1pp to step back a mechanical or system based complication.&lt;br /&gt;
----&lt;br /&gt;
Highlighted Skills: Craft | Fix | Operate&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Orphan -&#039;&#039;&#039; &#039;&#039;You lost your hands and your family on the same day. Eventually you got new hands.&#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;
Highlighted Skills: Know | Notice | Treat&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slip of a Girl -&#039;&#039;&#039; &#039;&#039;You&#039;re good at getting into and fitting into places and situations you maybe shouldn&#039;t.&#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;
Highlighted Skills: Move | Sneak | Trick&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;Steady Hands:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] Despite their cybernetic nature, your hands and arms look perfectly normal, perfectly organic, perfectly . . . &#039;&#039;human&#039;&#039;. They don&#039;t flinch or shake, and they don&#039;t hesitate. No matter what is going on around you, your hands know what they are about.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Datalink Implant:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] You have a cortical implant that lets you connect to wireless systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Mechanic&#039;s Tool Kit:&#039;&#039;&#039; [[file:d6a.png|24px|d6]] You have a compact set of universally useful tools. Everything a growing girl stuck in a cramped, dark boiler room needs.&lt;br /&gt;
&lt;br /&gt;
=Background/Bio=&lt;br /&gt;
Ylfa was born and raised in Reykjavík, her mother a middle management wage slave for one of the larger megacorps operating in Iceland, while her father worked on one of Iceland&#039;s few remaining fishing boats. Her parents were never married; Ylfa was the result of a brief but intense affair. She was raised by her mother, but spent some weekends with her father when he wasn’t out on the ocean.&lt;br /&gt;
&lt;br /&gt;
Ylfa’s formative years left her feeling largely neglected by her mother, who spent the majority of her time trying to advance up the megacorp ladder. Ylfa responded by rebelling: running with the ‘wrong crowd’ and getting into trouble. She didn’t hate her mother; her hate was reserved for the megacorp culture that treated employees as nothing more than disposable goods. But Ylfa did resent her for falling into the corp trap and she was determined to never follow in her mother’s footsteps.&lt;br /&gt;
&lt;br /&gt;
Ylfa discovered her love for the sea one summer when she was able to stay with her father for a couple of weeks. At first she thought she would be bored out of her mind staying at that cottage of the shore instead of the small apartment he had in the city. But the first time he took her out onto the ocean in that little boat he had, she fell in love with the wind and the waves. She also learned a lot about her father out on the water. From the stories he told it turns out he was something of a rapscallion himself in his younger days. They bonded that summer before he set out to sea again. She still keeps in touch with him when she can to this day.&lt;br /&gt;
&lt;br /&gt;
That fall Ylfa’s mother died. Again and again she had put off going to the doctor about a problem she knew she had, but she couldn’t miss work you see. The Corp doesn’t care about your problems. If you don’t perform you can simply be replaced. As far as Ylfa was concerned, the Corp murdered her mother.&lt;br /&gt;
&lt;br /&gt;
With her father out at sea, Ylfa was left to her own devices so she turned to her gutter punk friends. She discovered she had a talent for trading; bartering items stolen by her compatriots for things they could use to survive. She did that for a number of years before finally becoming a thief herself. Drawing upon years of gymnastics and ballet lesson from her younger days, Ylfa became a successful second story woman. She was almost caught a few times but always managed to get away, though one time it cost her a hand. But a hand was easy enough to replace and Ylfa was never shy about body mods anyway. As far as she was concerned, her new hand and forearm was even better than the old one, what with that nice sharp blade hidden away in it.&lt;br /&gt;
&lt;br /&gt;
Over time Ylfa grew bored of Iceland. Sure it was home, but she wanted to see the rest of the world. She had saved up quite a bit of money so she decided why not go see it? She decided to go to Scandinavia first and spent some time exploring Norway before continuing on to Sweden. It was there that she heard about the Buccaneers of Aland. Life on the sea and causing trouble for the corps at the same time? She had to try it. She found a group of some other like-minded individuals and bought in on a ship of their own.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449264</id>
		<title>Pirates of the Baltic Sea:Ylfa</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449264"/>
		<updated>2024-01-14T05:26:46Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Ylfa Gray=&lt;br /&gt;
[[File:Ylfa_I.png|300px]]&lt;br /&gt;
==&#039;&#039;Put quote here.&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Physical [[file:d10a.png|24px|d10]] || Mental [[file:d6a.png|24px|d6]] || Social [[file:d8a.png|24px|d8]] ||&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Craft&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fix&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
:&#039;&#039;Rumors&#039;&#039; [[file:d6a.png|20px|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;
&#039;&#039;&#039;Notice&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operate&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneak&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treat&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trick&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills [[file:d4a.png|30px|d4]]==&lt;br /&gt;
Drive [[file:d4a.png|16px|d4]] | Fight [[file:d4a.png|16px|d4]] | Fly [[file:d4a.png|16px|d4]] | Focus [[file:d4a.png|16px|d4]] | Influence [[file:d4a.png|16px|d4]] | Labor [[file:d4a.png|16px|d4]] | Perform [[file:d4a.png|16px|d4]] | Shoot [[file:d4a.png|16px|d4]] | Survive [[file:d4a.png|16px|d4]] | Throw [[file:d4a.png|16px|d4]]&lt;br /&gt;
&lt;br /&gt;
=Distinctions/SFX [[file:d8a.png|32px|d8]]=&lt;br /&gt;
&#039;&#039;&#039;Mechani-Tech -&#039;&#039;&#039; &#039;&#039;You can fix damned near anything, or you can use your skills to fuck shit up.&#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;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Ghost in the Machine:&#039;&#039;&#039; &#039;&#039;Sometimes &#039;&#039;Fixing&#039;&#039; a thing means teaching it to do something it was never meant to do.&#039;&#039; When subverting the original purpose of a system or device, spend 1pp to roll your &#039;&#039;&#039;Trick&#039;&#039;&#039; die and add it to your total on any &#039;&#039;Craft, Fix&#039;&#039;, or &#039;&#039;Operate&#039;&#039; action.&lt;br /&gt;
&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Duct Tape and Bubble Gum:&#039;&#039;&#039; &#039;&#039;Ain&#039;t a perfect fix, but she&#039;ll hold! (Hear me, baby? -hold).&#039;&#039; When you slap on a jury-rig patch, spend 1pp to step back a mechanical or system based complication.&lt;br /&gt;
----&lt;br /&gt;
Highlighted Skills: Craft | Fix | Operate&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Orphan -&#039;&#039;&#039; &#039;&#039;You lost your hands and your family on the same day. Eventually you got new hands.&#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;
Highlighted Skills: Know | Notice | Treat&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slip of a Girl -&#039;&#039;&#039; &#039;&#039;You&#039;re good at getting into and fitting into places and situations you maybe shouldn&#039;t.&#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;
Highlighted Skills: Move | Sneak | Trick&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;Steady Hands:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] Despite their cybernetic nature, your hands and arms look perfectly normal, perfectly organic, perfectly . . . &#039;&#039;human&#039;&#039;. They don&#039;t flinch or shake, and they don&#039;t hesitate. No matter what is going on around you, your hands know what they are about.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Datalink Implant:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] You have a cortical implant that lets you connect to wireless systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Mechanic&#039;s Tool Kit:&#039;&#039;&#039; [[file:d6a.png|24px|d6]] You have a compact set of universally useful tools. Everything a growing girl stuck in a cramped, dark boiler room needs.&lt;br /&gt;
&lt;br /&gt;
=Background/Bio=&lt;br /&gt;
Ylfa was born and raised in Reykjavík, her mother a middle management wage slave for one of the larger megacorps operating in Iceland, while her father worked on one of Iceland&#039;s few remaining fishing boats. Her parents were never married; Ylfa was the result of a brief but intense affair. She was raised by her mother, but spent some weekends with her father when he wasn’t out on the ocean.&lt;br /&gt;
&lt;br /&gt;
Ylfa’s formative years left her feeling largely neglected by her mother, who spent the majority of her time trying to advance up the megacorp ladder. Ylfa responded by rebelling: running with the ‘wrong crowd’ and getting into trouble. She didn’t hate her mother; her hate was reserved for the megacorp culture that treated employees as nothing more than disposable goods. But Ylfa did resent her for falling into the corp trap and she was determined to never follow in her mother’s footsteps.&lt;br /&gt;
&lt;br /&gt;
Ylfa discovered her love for the sea one summer when she was able to stay with her father for a couple of weeks. At first she thought she would be bored out of her mind staying at that cottage of the shore instead of the small apartment he had in the city. But the first time he took her out onto the ocean in that little boat he had, she fell in love with the wind and the waves. She also learned a lot about her father out on the water. From the stories he told it turns out he was something of a rapscallion himself in his younger days. They bonded that summer before he set out to sea again. She still keeps in touch with him when she can to this day.&lt;br /&gt;
&lt;br /&gt;
That fall Ylfa’s mother died. Again and again she had put off going to the doctor about a problem she knew she had, but she couldn’t miss work you see. The Corp doesn’t care about your problems. If you don’t perform you can simply be replaced. As far as Ylfa was concerned, the Corp murdered her mother.&lt;br /&gt;
&lt;br /&gt;
With her father out at sea, Ylfa was left to her own devices so she turned to her gutter punk friends. She discovered she had a talent for trading; bartering items stolen by her compatriots for things they could use to survive. She did that for a number of years before finally becoming a thief herself. Drawing upon years of gymnastics and ballet lesson from her younger days, Ylfa became a successful second story woman. She was almost caught a few times but always managed to get away, though one time it cost her a hand. But a hand was easy enough to replace and Ylfa was never shy about body mods anyway. As far as she was concerned, her new hand and forearm was even better than the old one, what with that nice sharp blade hidden away in it.&lt;br /&gt;
&lt;br /&gt;
Over time Ylfa grew bored of Iceland. Sure it was home, but she wanted to see the rest of the world. She had saved up quite a bit of money so she decided why not go see it? She decided to go to Scandinavia first and spent some time exploring Norway before continuing on to Sweden. It was there that she heard about the Buccaneers of Aland. Life on the sea and causing trouble for the corps at the same time? She had to try it. She found a group of some other like-minded individuals and bought in on a ship of their own.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449263</id>
		<title>Pirates of the Baltic Sea:Ylfa</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa&amp;diff=449263"/>
		<updated>2024-01-14T05:25:15Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: Created page with &amp;quot;__NOTOC__ =Ylfa Gray= 300px ==&amp;#039;&amp;#039;Put quote here.&amp;#039;&amp;#039;==   =Attributes d624px= &amp;#039;&amp;#039;&amp;#039;Physical d10...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Ylfa Gray=&lt;br /&gt;
[[File:Ylfa_I.png|300px]]&lt;br /&gt;
==&#039;&#039;Put quote here.&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Physical [[file:d10a.png|24px|d10]] || Mental [[file:d8a.png|24px|d8]] || Social [[file:d6a.png|24px|d6]] ||&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]=&lt;br /&gt;
&#039;&#039;&#039;Craft&#039;&#039;&#039; [[file:d8a.png|24px|d8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fix&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
:&#039;&#039;Rumors&#039;&#039; [[file:d6a.png|20px|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;
&#039;&#039;&#039;Notice&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operate&#039;&#039;&#039; [[file:d10a.png|24px|d10]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneak&#039;&#039;&#039; [[file:d6a.png|24px|d6]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treat&#039;&#039;&#039; [[file:d8a.png|24px|d8]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trick&#039;&#039;&#039; [[file:d10a.png|24px|d10]]&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills [[file:d4a.png|30px|d4]]==&lt;br /&gt;
Drive [[file:d4a.png|16px|d4]] | Fight [[file:d4a.png|16px|d4]] | Fly [[file:d4a.png|16px|d4]] | Focus [[file:d4a.png|16px|d4]] | Influence [[file:d4a.png|16px|d4]] | Labor [[file:d4a.png|16px|d4]] | Perform [[file:d4a.png|16px|d4]] | Shoot [[file:d4a.png|16px|d4]] | Survive [[file:d4a.png|16px|d4]] | Throw [[file:d4a.png|16px|d4]]&lt;br /&gt;
&lt;br /&gt;
=Distinctions/SFX [[file:d8a.png|32px|d8]]=&lt;br /&gt;
&#039;&#039;&#039;Mechani-Tech -&#039;&#039;&#039; &#039;&#039;You can fix damned near anything, or you can use your skills to fuck shit up.&#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;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Ghost in the Machine:&#039;&#039;&#039; &#039;&#039;Sometimes &#039;&#039;Fixing&#039;&#039; a thing means teaching it to do something it was never meant to do.&#039;&#039; When subverting the original purpose of a system or device, spend 1pp to roll your &#039;&#039;&#039;Trick&#039;&#039;&#039; die and add it to your total on any &#039;&#039;Craft, Fix&#039;&#039;, or &#039;&#039;Operate&#039;&#039; action.&lt;br /&gt;
&lt;br /&gt;
:[[File:Check002.png|24px]] &#039;&#039;&#039;Duct Tape and Bubble Gum:&#039;&#039;&#039; &#039;&#039;Ain&#039;t a perfect fix, but she&#039;ll hold! (Hear me, baby? -hold).&#039;&#039; When you slap on a jury-rig patch, spend 1pp to step back a mechanical or system based complication.&lt;br /&gt;
----&lt;br /&gt;
Highlighted Skills: Craft | Fix | Operate&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Orphan -&#039;&#039;&#039; &#039;&#039;You lost your hands and your family on the same day. Eventually you got new hands.&#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;
Highlighted Skills: Know | Notice | Treat&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slip of a Girl -&#039;&#039;&#039; &#039;&#039;You&#039;re good at getting into and fitting into places and situations you maybe shouldn&#039;t.&#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;
Highlighted Skills: Move | Sneak | Trick&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;Steady Hands:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] Despite their cybernetic nature, your hands and arms look perfectly normal, perfectly organic, perfectly . . . &#039;&#039;human&#039;&#039;. They don&#039;t flinch or shake, and they don&#039;t hesitate. No matter what is going on around you, your hands know what they are about.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Datalink Implant:&#039;&#039;&#039; [[file:d8a.png|24px|d8]] You have a cortical implant that lets you connect to wireless systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Mechanic&#039;s Tool Kit:&#039;&#039;&#039; [[file:d6a.png|24px|d6]] You have a compact set of universally useful tools. Everything a growing girl stuck in a cramped, dark boiler room needs.&lt;br /&gt;
&lt;br /&gt;
=Background/Bio=&lt;br /&gt;
Ylfa was born and raised in Reykjavík, her mother a middle management wage slave for one of the larger megacorps operating in Iceland, while her father worked on one of Iceland&#039;s few remaining fishing boats. Her parents were never married; Ylfa was the result of a brief but intense affair. She was raised by her mother, but spent some weekends with her father when he wasn’t out on the ocean.&lt;br /&gt;
&lt;br /&gt;
Ylfa’s formative years left her feeling largely neglected by her mother, who spent the majority of her time trying to advance up the megacorp ladder. Ylfa responded by rebelling: running with the ‘wrong crowd’ and getting into trouble. She didn’t hate her mother; her hate was reserved for the megacorp culture that treated employees as nothing more than disposable goods. But Ylfa did resent her for falling into the corp trap and she was determined to never follow in her mother’s footsteps.&lt;br /&gt;
&lt;br /&gt;
Ylfa discovered her love for the sea one summer when she was able to stay with her father for a couple of weeks. At first she thought she would be bored out of her mind staying at that cottage of the shore instead of the small apartment he had in the city. But the first time he took her out onto the ocean in that little boat he had, she fell in love with the wind and the waves. She also learned a lot about her father out on the water. From the stories he told it turns out he was something of a rapscallion himself in his younger days. They bonded that summer before he set out to sea again. She still keeps in touch with him when she can to this day.&lt;br /&gt;
&lt;br /&gt;
That fall Ylfa’s mother died. Again and again she had put off going to the doctor about a problem she knew she had, but she couldn’t miss work you see. The Corp doesn’t care about your problems. If you don’t perform you can simply be replaced. As far as Ylfa was concerned, the Corp murdered her mother.&lt;br /&gt;
&lt;br /&gt;
With her father out at sea, Ylfa was left to her own devices so she turned to her gutter punk friends. She discovered she had a talent for trading; bartering items stolen by her compatriots for things they could use to survive. She did that for a number of years before finally becoming a thief herself. Drawing upon years of gymnastics and ballet lesson from her younger days, Ylfa became a successful second story woman. She was almost caught a few times but always managed to get away, though one time it cost her a hand. But a hand was easy enough to replace and Ylfa was never shy about body mods anyway. As far as she was concerned, her new hand and forearm was even better than the old one, what with that nice sharp blade hidden away in it.&lt;br /&gt;
&lt;br /&gt;
Over time Ylfa grew bored of Iceland. Sure it was home, but she wanted to see the rest of the world. She had saved up quite a bit of money so she decided why not go see it? She decided to go to Scandinavia first and spent some time exploring Norway before continuing on to Sweden. It was there that she heard about the Buccaneers of Aland. Life on the sea and causing trouble for the corps at the same time? She had to try it. She found a group of some other like-minded individuals and bought in on a ship of their own.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Amethyst_XXIV.png&amp;diff=441390</id>
		<title>File:Amethyst XXIV.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Amethyst_XXIV.png&amp;diff=441390"/>
		<updated>2023-07-13T02:15:18Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trouble_-Elf_Shaman&amp;diff=420460</id>
		<title>Trouble -Elf Shaman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trouble_-Elf_Shaman&amp;diff=420460"/>
		<updated>2022-04-27T19:44:28Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;back to Savage Shadowrun PBP [https://wiki.rpg.net/index.php/SavageAE_Shadowrun_PBP]&lt;br /&gt;
&lt;br /&gt;
==Trouble==&lt;br /&gt;
[[File:Trouble.jpg | 480px | right]]&lt;br /&gt;
&#039;&#039;Female Elf Street Shaman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
:Agility: d8&lt;br /&gt;
:Smarts: d8&lt;br /&gt;
:Spirit: d10&lt;br /&gt;
:Strength: d4&lt;br /&gt;
:Vigor: d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Derived Attributes&#039;&#039;&#039;&lt;br /&gt;
:Rank: Novice&lt;br /&gt;
:Bennies: 3&lt;br /&gt;
:Parry: 4&lt;br /&gt;
:Toughness: 8 (3)&lt;br /&gt;
:Pace: 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metahuman Type&#039;&#039;&#039;&lt;br /&gt;
:Elf&lt;br /&gt;
:*Allure: +1 to Persuasion checks&lt;br /&gt;
:*Grace: d6 base Agility and Smarts&lt;br /&gt;
:*Low Light Vision: Ignore Darkness penalties&lt;br /&gt;
:*Impudent (minor): Minor elitist attitude&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iconic Framework&#039;&#039;&#039;&lt;br /&gt;
:Shaman&lt;br /&gt;
:*Arcane Background: Shaman&lt;br /&gt;
:*Power Edges: Mentor Spirit (Raven), New Powers&lt;br /&gt;
:*Training: d6 base Faith&lt;br /&gt;
:*Willful: +1 step to Spirit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hindrances&#039;&#039;&#039;&lt;br /&gt;
:Curious (major)&lt;br /&gt;
:Loyal (minor)&lt;br /&gt;
:Vengeful (minor)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges&#039;&#039;&#039;&lt;br /&gt;
:New Powers&lt;br /&gt;
:Power Points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
:Athletics: d4&lt;br /&gt;
:C. Knowledge d4&lt;br /&gt;
:Driving: d4&lt;br /&gt;
:Faith: d8&lt;br /&gt;
:Fighting: d4&lt;br /&gt;
:Notice: d8+1&lt;br /&gt;
:Occult: d6&lt;br /&gt;
:Persuasion: d8+1&lt;br /&gt;
:Shooting: d6&lt;br /&gt;
:Stealth: d8&lt;br /&gt;
:Thievery: d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
:English d8, Sperethiel d6, Salish d6, Cascade Crow d6, Cityspeak d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
:PP: 15&lt;br /&gt;
:Mentor Spirit: Raven&lt;br /&gt;
:*+1 Notice skill&lt;br /&gt;
:*+2 Illusion spell&lt;br /&gt;
:*Quirk (Minor): a Raven must make a Spirit -1 test to avoid exploiting someone else’s misfortune or making an obvious insult at an inappropriate time.&lt;br /&gt;
&lt;br /&gt;
:Spells&lt;br /&gt;
:*Astral Projection&lt;br /&gt;
:*Disguise&lt;br /&gt;
:*Fly&lt;br /&gt;
:*Illusion&lt;br /&gt;
:*Intangibility&lt;br /&gt;
:*Invisibility&lt;br /&gt;
:*Suggestion&lt;br /&gt;
:*Summon Spirits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
:Ares Viper Slivergun – Range 12/24/48, Damage 2d6+1, AP2, ROF 3, Shots 20; 3RB, Restricted&lt;br /&gt;
:*Integral Laser Sight (eliminates 2 points of penalties to Shooting due to range penalties, lighting/obscure-penalties, cover penalties or called shots)&lt;br /&gt;
:*Integral Sound Suppression (-4 to Notice at semi-automatic and -2 with full auto-fire hearing. Same penalty to visuals to see muzzle flash of the firing weapon)&lt;br /&gt;
:*Concealed Holster (hip/IWB)&lt;br /&gt;
:*Extra Ammo Clips x2&lt;br /&gt;
:*100 rounds ammo (5 boxes of 20)&lt;br /&gt;
:Ceramic Knife – Fighting skill (d4), Damage +d4 (d4+d4); +2 to hide on self, +4 vs. MAD detectors)&lt;br /&gt;
:Comlink – Broadcast 50&amp;quot;, Firewall 1, Hardness 6&lt;br /&gt;
:*AR Contacts and skintight AR gloves included&lt;br /&gt;
:*Subvocal Microphone&lt;br /&gt;
:Eye Contacts – Flash Compensation 1&lt;br /&gt;
:Earplugs – Audio Damper 1&lt;br /&gt;
:Fake SIN – Basic (d6)&lt;br /&gt;
:*Fake License – Ares Viper Slivergun&lt;br /&gt;
:Fetish x2&lt;br /&gt;
:Flashlight&lt;br /&gt;
:Glue Sprayer&lt;br /&gt;
:Lined Coat – Armor 3, Ballistic Protection (-4 ballistic damage); Torso, Arms, Legs&lt;br /&gt;
:Lockpick Set&lt;br /&gt;
:Maglock Passkey&lt;br /&gt;
:Street Clothes x1&lt;br /&gt;
:Trauma Patch x1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transportation&#039;&#039;&#039;&lt;br /&gt;
:Dodge Scooter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle&#039;&#039;&#039;&lt;br /&gt;
:Low: 3 months&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money&#039;&#039;&#039;&lt;br /&gt;
:Starting Money: 5,000¥  Spent: 4,760¥&lt;br /&gt;
:Earned Money: 1,500¥  Spent: 1,350¥&lt;br /&gt;
:Cash on Hand: 390¥&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contacts&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;u&amp;gt;Remilia Auburn&amp;lt;/u&amp;gt; - Talismonger (Friendly, low-level): An older Salish elf, Remilia is a shaman who owns and runs a talismonger shop &amp;amp; dispensary called The Giving Tree, which specializes in plants, herbs, &#039;herbs&#039; and Shamanic magic items. She has a gruff demeanor but genuinely tries to make the world, or at least the local community, a better place.&lt;br /&gt;
*&amp;lt;u&amp;gt;Diane Spencer&amp;lt;/u&amp;gt; - Street Doc (Friendly, low-level): Dr. Spencer is an ex Lonestar medical examiner who quit the corp to give back to the community.  She&#039;s a no-nonsense doctor who runs a pay-what-you-can clinic.&lt;br /&gt;
*&amp;lt;u&amp;gt;Z Score&amp;lt;/u&amp;gt; - Fence (Friendly, low-level): Trouble&#039;s human Salish cousin, Z Score is her go-to for fencing whatever she steals and procuring what she needs for her jobs. They are also each other&#039;s only family left in Seattle and are fairly close.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trouble_-Elf_Shaman&amp;diff=420459</id>
		<title>Trouble -Elf Shaman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trouble_-Elf_Shaman&amp;diff=420459"/>
		<updated>2022-04-27T19:43:48Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;back to Savage Shadowrun PBP [https://wiki.rpg.net/index.php/SavageAE_Shadowrun_PBP]&lt;br /&gt;
&lt;br /&gt;
==Trouble==&lt;br /&gt;
[[File:Trouble.jpg | 480px | right]]&lt;br /&gt;
&#039;&#039;Female Elf Street Shaman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
:Agility: d8&lt;br /&gt;
:Smarts: d8&lt;br /&gt;
:Spirit: d10&lt;br /&gt;
:Strength: d4&lt;br /&gt;
:Vigor: d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Derived Attributes&#039;&#039;&#039;&lt;br /&gt;
:Rank: Novice&lt;br /&gt;
:Bennies: 3&lt;br /&gt;
:Parry: 4&lt;br /&gt;
:Toughness: 8 (3)&lt;br /&gt;
:Pace: 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metahuman Type&#039;&#039;&#039;&lt;br /&gt;
:Elf&lt;br /&gt;
:*Allure: +1 to Persuasion checks&lt;br /&gt;
:*Grace: d6 base Agility and Smarts&lt;br /&gt;
:*Low Light Vision: Ignore Darkness penalties&lt;br /&gt;
:*Impudent (minor): Minor elitist attitude&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iconic Framework&#039;&#039;&#039;&lt;br /&gt;
:Shaman&lt;br /&gt;
:*Arcane Background: Shaman&lt;br /&gt;
:*Power Edges: Mentor Spirit (Raven), New Powers&lt;br /&gt;
:*Training: d6 base Faith&lt;br /&gt;
:*Willful: +1 step to Spirit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hindrances&#039;&#039;&#039;&lt;br /&gt;
:Curious (major)&lt;br /&gt;
:Loyal (minor)&lt;br /&gt;
:Vengeful (minor)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges&#039;&#039;&#039;&lt;br /&gt;
:New Powers&lt;br /&gt;
:Power Points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
:Athletics: d4&lt;br /&gt;
:C. Knowledge d4&lt;br /&gt;
:Driving: d4&lt;br /&gt;
:Faith: d8&lt;br /&gt;
:Fighting: d4&lt;br /&gt;
:Notice: d8+1&lt;br /&gt;
:Occult: d6&lt;br /&gt;
:Persuasion: d8+1&lt;br /&gt;
:Shooting: d6&lt;br /&gt;
:Stealth: d8&lt;br /&gt;
:Thievery: d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
:English d8, Sperethiel d6, Salish d6, Cascade Crow d6, Cityspeak d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
:PP: 15&lt;br /&gt;
:Mentor Spirit: Raven&lt;br /&gt;
:*+1 Notice skill&lt;br /&gt;
:*+2 Illusion spell&lt;br /&gt;
:*Quirk (Minor): a Raven must make a Spirit -1 test to avoid exploiting someone else’s misfortune or making an obvious insult at an inappropriate time.&lt;br /&gt;
&lt;br /&gt;
:Spells&lt;br /&gt;
:*Astral Projection&lt;br /&gt;
:*Disguise&lt;br /&gt;
:*Fly&lt;br /&gt;
:*Illusion&lt;br /&gt;
:*Intangibility&lt;br /&gt;
:*Invisibility&lt;br /&gt;
:*Suggestion&lt;br /&gt;
:*Summon Spirits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
:Ares Viper Slivergun – Range 12/24/48, Damage 2d6+1, AP2, ROF 3, Shots 20; 3RB, Restricted&lt;br /&gt;
:*Integral Laser Sight (eliminates 2 points of penalties to Shooting due to range penalties, lighting/obscure-penalties, cover penalties or called shots)&lt;br /&gt;
:*Integral Sound Suppression (-4 to Notice at semi-automatic and -2 with full auto-fire hearing. Same penalty to visuals to see muzzle flash of the firing weapon)&lt;br /&gt;
:*Concealed Holster (hip/IWB)&lt;br /&gt;
:*Extra Ammo Clips x2&lt;br /&gt;
:*100 rounds ammo (5 boxes of 20)&lt;br /&gt;
:Ceramic Knife – Fighting skill (d4), Damage +d4 (d4+d4); +2 to hide on self, +4 vs. MAD detectors)&lt;br /&gt;
:Comlink – Broadcast 50&amp;quot;, Firewall 1, Hardness 6&lt;br /&gt;
:*AR Contacts and skintight AR gloves included&lt;br /&gt;
:*Subvocal Microphone&lt;br /&gt;
:Eye Contacts – Flash Compensation 1&lt;br /&gt;
:Earplugs – Audio Damper 1&lt;br /&gt;
:Fake SIN – Basic (d6)&lt;br /&gt;
:*Fake License – Ares Viper Slivergun&lt;br /&gt;
:Fetish x2&lt;br /&gt;
:Flashlight&lt;br /&gt;
:Glue Sprayer&lt;br /&gt;
:Lined Coat – Armor 3, Ballistic Protection (-4 ballistic damage); Torso, Arms, Legs&lt;br /&gt;
:Lockpick Set&lt;br /&gt;
:Maglock Passkey&lt;br /&gt;
:Street Clothes x1&lt;br /&gt;
:Trauma Patch x1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transportation&#039;&#039;&#039;&lt;br /&gt;
:Dodge Scooter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle&#039;&#039;&#039;&lt;br /&gt;
:Low: 3 months&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money&#039;&#039;&#039;&lt;br /&gt;
:Starting Money: 5,000¥  Spent: 4,760¥&lt;br /&gt;
:Earned Money: 1,500¥  Spent: 1,350¥&lt;br /&gt;
:Cash on Hand: 390¥&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contacts&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;u&amp;gt;Remilia Auburn&amp;lt;/u&amp;gt; - Talismonger (Friendly, low-level): An older Salish elf, Remilia is a shaman who owns and runs a talismonger shop &amp;amp; dispensary called The Giving Tree, which specializes in plants, herbs, &#039;herbs&#039; and Shamanic magic items. She has a gruff demeanor but genuinely tries to make the world, or at least the local community, a better place.&lt;br /&gt;
*&amp;lt;u&amp;gt;Diane Spencer&amp;lt;/u&amp;gt; - Street Doc (Friendly, low-level): Dr. Spencer is an ex Lonestar medical examiner who quit the corp to give back to the community.  She&#039;s a no-nonsense doctor who runs a pay-what-you-can clinic.&lt;br /&gt;
*&amp;lt;u&amp;gt;Z Score&amp;lt;/u&amp;gt; - Fence (Friendly, low-level): Trouble&#039;s human Salish cousin, Books is her go-to for fencing whatever she steals and procuring what she needs for her jobs. They are also each other&#039;s only family left in Seattle and are fairly close.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trouble_-Elf_Shaman&amp;diff=420427</id>
		<title>Trouble -Elf Shaman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trouble_-Elf_Shaman&amp;diff=420427"/>
		<updated>2022-04-27T07:20:04Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;back to Savage Shadowrun PBP [https://wiki.rpg.net/index.php/SavageAE_Shadowrun_PBP]&lt;br /&gt;
&lt;br /&gt;
==Trouble==&lt;br /&gt;
[[File:Trouble.jpg | 480px | right]]&lt;br /&gt;
&#039;&#039;Female Elf Street Shaman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
:Agility: d8&lt;br /&gt;
:Smarts: d8&lt;br /&gt;
:Spirit: d10&lt;br /&gt;
:Strength: d4&lt;br /&gt;
:Vigor: d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Derived Attributes&#039;&#039;&#039;&lt;br /&gt;
:Rank: Novice&lt;br /&gt;
:Bennies: 3&lt;br /&gt;
:Parry: 4&lt;br /&gt;
:Toughness: 8 (3)&lt;br /&gt;
:Pace: 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metahuman Type&#039;&#039;&#039;&lt;br /&gt;
:Elf&lt;br /&gt;
:*Allure: +1 to Persuasion checks&lt;br /&gt;
:*Grace: d6 base Agility and Smarts&lt;br /&gt;
:*Low Light Vision: Ignore Darkness penalties&lt;br /&gt;
:*Impudent (minor): Minor elitist attitude&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iconic Framework&#039;&#039;&#039;&lt;br /&gt;
:Shaman&lt;br /&gt;
:*Arcane Background: Shaman&lt;br /&gt;
:*Power Edges: Mentor Spirit (Raven), New Powers&lt;br /&gt;
:*Training: d6 base Faith&lt;br /&gt;
:*Willful: +1 step to Spirit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hindrances&#039;&#039;&#039;&lt;br /&gt;
:Curious (major)&lt;br /&gt;
:Loyal (minor)&lt;br /&gt;
:Vengeful (minor)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges&#039;&#039;&#039;&lt;br /&gt;
:New Powers&lt;br /&gt;
:Power Points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
:Athletics: d4&lt;br /&gt;
:C. Knowledge d4&lt;br /&gt;
:Driving: d4&lt;br /&gt;
:Faith: d8&lt;br /&gt;
:Fighting: d4&lt;br /&gt;
:Notice: d8+1&lt;br /&gt;
:Occult: d6&lt;br /&gt;
:Persuasion: d8+1&lt;br /&gt;
:Shooting: d6&lt;br /&gt;
:Stealth: d8&lt;br /&gt;
:Thievery: d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
:English d8, Sperethiel d6, Salish d6, Cascade Crow d6, Cityspeak d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
:PP: 15&lt;br /&gt;
:Mentor Spirit: Raven&lt;br /&gt;
:*+1 Notice skill&lt;br /&gt;
:*+2 Illusion spell&lt;br /&gt;
:*Quirk (Minor): a Raven must make a Spirit -1 test to avoid exploiting someone else’s misfortune or making an obvious insult at an inappropriate time.&lt;br /&gt;
&lt;br /&gt;
:Spells&lt;br /&gt;
:*Astral Projection&lt;br /&gt;
:*Disguise&lt;br /&gt;
:*Fly&lt;br /&gt;
:*Illusion&lt;br /&gt;
:*Intangibility&lt;br /&gt;
:*Invisibility&lt;br /&gt;
:*Suggestion&lt;br /&gt;
:*Summon Spirits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
:Ares Viper Slivergun – Range 12/24/48, Damage 2d6+1, AP2, ROF 3, Shots 20; 3RB, Restricted&lt;br /&gt;
:*Integral Laser Sight (eliminates 2 points of penalties to Shooting due to range penalties, lighting/obscure-penalties, cover penalties or called shots)&lt;br /&gt;
:*Integral Sound Suppression (-4 to Notice at semi-automatic and -2 with full auto-fire hearing. Same penalty to visuals to see muzzle flash of the firing weapon)&lt;br /&gt;
:*Concealed Holster (hip/IWB)&lt;br /&gt;
:*Extra Ammo Clips x2&lt;br /&gt;
:*100 rounds ammo (5 boxes of 20)&lt;br /&gt;
:Ceramic Knife – Fighting skill (d4), Damage +d4 (d4+d4); +2 to hide on self, +4 vs. MAD detectors)&lt;br /&gt;
:Comlink – Broadcast 50&amp;quot;, Firewall 1, Hardness 6&lt;br /&gt;
:*AR Contacts and skintight AR gloves included&lt;br /&gt;
:*Subvocal Microphone&lt;br /&gt;
:Eye Contacts – Flash Compensation 1&lt;br /&gt;
:Earplugs – Audio Damper 1&lt;br /&gt;
:Fake SIN – Basic (d6)&lt;br /&gt;
:*Fake License – Ares Viper Slivergun&lt;br /&gt;
:Fetish x2&lt;br /&gt;
:Flashlight&lt;br /&gt;
:Glue Sprayer&lt;br /&gt;
:Lined Coat – Armor 3, Ballistic Protection (-4 ballistic damage); Torso, Arms, Legs&lt;br /&gt;
:Lockpick Set&lt;br /&gt;
:Street Clothes x1&lt;br /&gt;
:Trauma Patch x1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transportation&#039;&#039;&#039;&lt;br /&gt;
:Dodge Scooter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle&#039;&#039;&#039;&lt;br /&gt;
:Low: 3 months&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money&#039;&#039;&#039;&lt;br /&gt;
:Starting Money: 5,000¥  Spent: 4,760¥&lt;br /&gt;
:Earned Money: 1,500¥  Spent: 0&lt;br /&gt;
:Cash on Hand: 1,740¥&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contacts&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;u&amp;gt;Remilia Auburn&amp;lt;/u&amp;gt; - Talismonger (Friendly, low-level): An older Salish elf, Remilia is a shaman who owns and runs a talismonger shop &amp;amp; dispensary called The Giving Tree, which specializes in plants, herbs, &#039;herbs&#039; and Shamanic magic items. She has a gruff demeanor but genuinely tries to make the world, or at least the local community, a better place.&lt;br /&gt;
*&amp;lt;u&amp;gt;Diane Spencer&amp;lt;/u&amp;gt; - Street Doc (Friendly, low-level): Dr. Spencer is an ex Lonestar medical examiner who quit the corp to give back to the community.  She&#039;s a no-nonsense doctor who runs a pay-what-you-can clinic.&lt;br /&gt;
*&amp;lt;u&amp;gt;Z Score&amp;lt;/u&amp;gt; - Fence (Friendly, low-level): Trouble&#039;s human Salish cousin, Books is her go-to for fencing whatever she steals and procuring what she needs for her jobs. They are also each other&#039;s only family left in Seattle and are fairly close.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trouble_-Elf_Shaman&amp;diff=420426</id>
		<title>Trouble -Elf Shaman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trouble_-Elf_Shaman&amp;diff=420426"/>
		<updated>2022-04-27T07:19:14Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;back to Savage Shadowrun PBP [https://wiki.rpg.net/index.php/SavageAE_Shadowrun_PBP]&lt;br /&gt;
&lt;br /&gt;
==Trouble==&lt;br /&gt;
[[File:Trouble.jpg | 480px | right]]&lt;br /&gt;
&#039;&#039;Female Elf Street Shaman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
:Agility: d8&lt;br /&gt;
:Smarts: d8&lt;br /&gt;
:Spirit: d10&lt;br /&gt;
:Strength: d4&lt;br /&gt;
:Vigor: d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Derived Attributes&#039;&#039;&#039;&lt;br /&gt;
:Rank: Novice&lt;br /&gt;
:Bennies: 3&lt;br /&gt;
:Parry: 4&lt;br /&gt;
:Toughness: 8 (3)&lt;br /&gt;
:Pace: 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metahuman Type&#039;&#039;&#039;&lt;br /&gt;
:Elf&lt;br /&gt;
:*Allure: +1 to Persuasion checks&lt;br /&gt;
:*Grace: d6 base Agility and Smarts&lt;br /&gt;
:*Low Light Vision: Ignore Darkness penalties&lt;br /&gt;
:*Impudent (minor): Minor elitist attitude&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iconic Framework&#039;&#039;&#039;&lt;br /&gt;
:Shaman&lt;br /&gt;
:*Arcane Background: Shaman&lt;br /&gt;
:*Power Edges: Mentor Spirit (Raven), New Powers&lt;br /&gt;
:*Training: d6 base Faith&lt;br /&gt;
:*Willful: +1 step to Spirit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hindrances&#039;&#039;&#039;&lt;br /&gt;
:Curious (major)&lt;br /&gt;
:Loyal (minor)&lt;br /&gt;
:Vengeful (minor)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges&#039;&#039;&#039;&lt;br /&gt;
:New Powers&lt;br /&gt;
:Power Points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
:Athletics: d4&lt;br /&gt;
:C. Knowledge d4&lt;br /&gt;
:Driving: d4&lt;br /&gt;
:Faith: d8&lt;br /&gt;
:Fighting: d4&lt;br /&gt;
:Notice: d8+1&lt;br /&gt;
:Occult: d6&lt;br /&gt;
:Persuasion: d8+1&lt;br /&gt;
:Shooting: d6&lt;br /&gt;
:Stealth: d8&lt;br /&gt;
:Thievery: d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
:English d8, Sperethiel d6, Salish d6, Cascade Crow d6, Cityspeak d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
:PP: 15&lt;br /&gt;
:Mentor Spirit: Raven&lt;br /&gt;
:*+1 Notice skill&lt;br /&gt;
:*+2 Illusion spell&lt;br /&gt;
:*Quirk (Minor): a Raven must make a Spirit -1 test to avoid exploiting someone else’s misfortune or making an obvious insult at an inappropriate time.&lt;br /&gt;
&lt;br /&gt;
:Spells&lt;br /&gt;
:*Astral Projection&lt;br /&gt;
:*Disguise&lt;br /&gt;
:*Fly&lt;br /&gt;
:*Illusion&lt;br /&gt;
:*Intangibility&lt;br /&gt;
:*Invisibility&lt;br /&gt;
:*Suggestion&lt;br /&gt;
:*Summon Spirits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
:Ares Viper Slivergun – Range 12/24/48, Damage 2d6+1, AP2, ROF 3, Shots 20; 3RB, Restricted&lt;br /&gt;
:*Integral Laser Sight (eliminates 2 points of penalties to Shooting due to range penalties, lighting/obscure-penalties, cover penalties or called shots)&lt;br /&gt;
:*Integral Sound Suppression (-4 to Notice at semi-automatic and -2 with full auto-fire hearing. Same penalty to visuals to see muzzle flash of the firing weapon)&lt;br /&gt;
:*Concealed Holster (hip/IWB)&lt;br /&gt;
:*Extra Ammo Clips x2&lt;br /&gt;
:*100 rounds ammo (5 boxes of 20)&lt;br /&gt;
:Ceramic Knife – Fighting skill (d4), Damage +d4 (d4+d4); +2 to hide on self, +4 vs. MAD detectors)&lt;br /&gt;
:Comlink – Broadcast 50&amp;quot;, Firewall 1, Hardness 6&lt;br /&gt;
:*AR Contacts and skintight AR gloves included&lt;br /&gt;
:*Subvocal Microphone&lt;br /&gt;
:Eye Contacts – Flash Compensation 1&lt;br /&gt;
:Earplugs – Audio Damper 1&lt;br /&gt;
:Fake SIN – Basic (d6)&lt;br /&gt;
:*Fake License – Ares Viper Slivergun&lt;br /&gt;
:Fetish x2&lt;br /&gt;
:Flashlight&lt;br /&gt;
:Glue Sprayer&lt;br /&gt;
:Lined Coat – Armor 3, Ballistic Protection (-4 ballistic damage); Torso, Arms, Legs&lt;br /&gt;
:Lockpick Set&lt;br /&gt;
:Street Clothes x1&lt;br /&gt;
:Trauma Patch x1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transportation&#039;&#039;&#039;&lt;br /&gt;
:Dodge Scooter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle&#039;&#039;&#039;&lt;br /&gt;
:Low: 3 months&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money&#039;&#039;&#039;&lt;br /&gt;
:Starting Money: 5,000¥  Spent: 4,760¥&lt;br /&gt;
:Money Earned: 1,500¥  Spent: 0&lt;br /&gt;
:Cash on Hand: 1,740¥&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contacts&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;u&amp;gt;Remilia Auburn&amp;lt;/u&amp;gt; - Talismonger (Friendly, low-level): An older Salish elf, Remilia is a shaman who owns and runs a talismonger shop &amp;amp; dispensary called The Giving Tree, which specializes in plants, herbs, &#039;herbs&#039; and Shamanic magic items. She has a gruff demeanor but genuinely tries to make the world, or at least the local community, a better place.&lt;br /&gt;
*&amp;lt;u&amp;gt;Diane Spencer&amp;lt;/u&amp;gt; - Street Doc (Friendly, low-level): Dr. Spencer is an ex Lonestar medical examiner who quit the corp to give back to the community.  She&#039;s a no-nonsense doctor who runs a pay-what-you-can clinic.&lt;br /&gt;
*&amp;lt;u&amp;gt;Z Score&amp;lt;/u&amp;gt; - Fence (Friendly, low-level): Trouble&#039;s human Salish cousin, Books is her go-to for fencing whatever she steals and procuring what she needs for her jobs. They are also each other&#039;s only family left in Seattle and are fairly close.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trouble_-Elf_Shaman&amp;diff=420425</id>
		<title>Trouble -Elf Shaman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trouble_-Elf_Shaman&amp;diff=420425"/>
		<updated>2022-04-27T07:05:41Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;back to Savage Shadowrun PBP [https://wiki.rpg.net/index.php/SavageAE_Shadowrun_PBP]&lt;br /&gt;
&lt;br /&gt;
==Trouble==&lt;br /&gt;
[[File:Trouble.jpg | 480px | right]]&lt;br /&gt;
&#039;&#039;Female Elf Street Shaman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
:Agility: d8&lt;br /&gt;
:Smarts: d8&lt;br /&gt;
:Spirit: d10&lt;br /&gt;
:Strength: d4&lt;br /&gt;
:Vigor: d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Derived Attributes&#039;&#039;&#039;&lt;br /&gt;
:Rank: Novice&lt;br /&gt;
:Bennies: 3&lt;br /&gt;
:Parry: 4&lt;br /&gt;
:Toughness: 8 (3)&lt;br /&gt;
:Pace: 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metahuman Type&#039;&#039;&#039;&lt;br /&gt;
:Elf&lt;br /&gt;
:*Allure: +1 to Persuasion checks&lt;br /&gt;
:*Grace: d6 base Agility and Smarts&lt;br /&gt;
:*Low Light Vision: Ignore Darkness penalties&lt;br /&gt;
:*Impudent (minor): Minor elitist attitude&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iconic Framework&#039;&#039;&#039;&lt;br /&gt;
:Shaman&lt;br /&gt;
:*Arcane Background: Shaman&lt;br /&gt;
:*Power Edges: Mentor Spirit (Raven), New Powers&lt;br /&gt;
:*Training: d6 base Faith&lt;br /&gt;
:*Willful: +1 step to Spirit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hindrances&#039;&#039;&#039;&lt;br /&gt;
:Curious (major)&lt;br /&gt;
:Loyal (minor)&lt;br /&gt;
:Vengeful (minor)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges&#039;&#039;&#039;&lt;br /&gt;
:New Powers&lt;br /&gt;
:Power Points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
:Athletics: d4&lt;br /&gt;
:C. Knowledge d4&lt;br /&gt;
:Driving: d4&lt;br /&gt;
:Faith: d8&lt;br /&gt;
:Fighting: d4&lt;br /&gt;
:Notice: d8+1&lt;br /&gt;
:Occult: d6&lt;br /&gt;
:Persuasion: d8+1&lt;br /&gt;
:Shooting: d6&lt;br /&gt;
:Stealth: d8&lt;br /&gt;
:Thievery: d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
:English d8, Sperethiel d6, Salish d6, Cascade Crow d6, Cityspeak d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
:PP: 15&lt;br /&gt;
:Mentor Spirit: Raven&lt;br /&gt;
:*+1 Notice skill&lt;br /&gt;
:*+2 Illusion spell&lt;br /&gt;
:*Quirk (Minor): a Raven must make a Spirit -1 test to avoid exploiting someone else’s misfortune or making an obvious insult at an inappropriate time.&lt;br /&gt;
&lt;br /&gt;
:Spells&lt;br /&gt;
:*Astral Projection&lt;br /&gt;
:*Disguise&lt;br /&gt;
:*Fly&lt;br /&gt;
:*Illusion&lt;br /&gt;
:*Intangibility&lt;br /&gt;
:*Invisibility&lt;br /&gt;
:*Suggestion&lt;br /&gt;
:*Summon Spirits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
:Ares Viper Slivergun – Range 12/24/48, Damage 2d6+1, AP2, ROF 3, Shots 20; 3RB, Restricted&lt;br /&gt;
:*Integral Laser Sight (eliminates 2 points of penalties to Shooting due to range penalties, lighting/obscure-penalties, cover penalties or called shots)&lt;br /&gt;
:*Integral Sound Suppression (-4 to Notice at semi-automatic and -2 with full auto-fire hearing. Same penalty to visuals to see muzzle flash of the firing weapon)&lt;br /&gt;
:*Concealed Holster (hip/IWB)&lt;br /&gt;
:*Extra Ammo Clips x2&lt;br /&gt;
:*100 rounds ammo (5 boxes of 20)&lt;br /&gt;
:Ceramic Knife – Fighting skill (d4), Damage +d4 (d4+d4); +2 to hide on self, +4 vs. MAD detectors)&lt;br /&gt;
:Comlink – Broadcast 50&amp;quot;, Firewall 1, Hardness 6&lt;br /&gt;
:*AR Contacts and skintight AR gloves included&lt;br /&gt;
:*Subvocal Microphone&lt;br /&gt;
:Eye Contacts – Flash Compensation 1&lt;br /&gt;
:Earplugs – Audio Damper 1&lt;br /&gt;
:Fake SIN – Basic (d6)&lt;br /&gt;
:*Fake License – Ares Viper Slivergun&lt;br /&gt;
:Fetish x2&lt;br /&gt;
:Flashlight&lt;br /&gt;
:Glue Sprayer&lt;br /&gt;
:Lined Coat – Armor 3, Ballistic Protection (-4 ballistic damage); Torso, Arms, Legs&lt;br /&gt;
:Lockpick Set&lt;br /&gt;
:Street Clothes x1&lt;br /&gt;
:Trauma Patch x1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transportation&#039;&#039;&#039;&lt;br /&gt;
:Dodge Scooter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle&#039;&#039;&#039;&lt;br /&gt;
:Low: 3 months&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money&#039;&#039;&#039;&lt;br /&gt;
:Starting Money: 5,000¥  Spent: 4,760¥&lt;br /&gt;
:Money Earned: 1,500¥  Spent: 0&lt;br /&gt;
:Cash on Hand: 1,740¥&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contacts&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;u&amp;gt;Remilia Auburn&amp;lt;/u&amp;gt; - Talismonger (Friendly, low-level): An older Salish elf, Remilia is a shaman who owns and runs a talismonger shop &amp;amp; dispensary called The Giving Tree, which specializes in plants, herbs, &#039;herbs&#039; and Shamanic magic items. She has a gruff demeanor but genuinely tries to make the world, or at least the local community, a better place.&lt;br /&gt;
*&amp;lt;u&amp;gt;Diane Spencer&amp;lt;/u&amp;gt; - Street Doc (Friendly, low-level): Dr. Spencer is an ex Lonestar medical examiner who quit the corp to give back to the community.  She&#039;s a no-nonsense doctor who runs a pay-what-you-can clinic.&lt;br /&gt;
*&amp;lt;u&amp;gt;Books&amp;lt;/u&amp;gt; - Fence (Friendly, low-level): Trouble&#039;s human Salish cousin, Books is her go-to for fencing whatever she steals and procuring what she needs for her jobs. They are also each other&#039;s only family left in Seattle and are fairly close.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trouble_-Elf_Shaman&amp;diff=420424</id>
		<title>Trouble -Elf Shaman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trouble_-Elf_Shaman&amp;diff=420424"/>
		<updated>2022-04-27T06:59:56Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;back to Savage Shadowrun PBP [https://wiki.rpg.net/index.php/SavageAE_Shadowrun_PBP]&lt;br /&gt;
&lt;br /&gt;
==Trouble==&lt;br /&gt;
[[File:Trouble.jpg | 480px | right]]&lt;br /&gt;
&#039;&#039;Female Elf Street Shaman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
:Agility: d8&lt;br /&gt;
:Smarts: d8&lt;br /&gt;
:Spirit: d10&lt;br /&gt;
:Strength: d4&lt;br /&gt;
:Vigor: d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Derived Attributes&#039;&#039;&#039;&lt;br /&gt;
:Rank: Novice&lt;br /&gt;
:Bennies: 3&lt;br /&gt;
:Parry: 4&lt;br /&gt;
:Toughness: 8 (3)&lt;br /&gt;
:Pace: 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metahuman Type&#039;&#039;&#039;&lt;br /&gt;
:Elf&lt;br /&gt;
:*Allure: +1 to Persuasion checks&lt;br /&gt;
:*Grace: d6 base Agility and Smarts&lt;br /&gt;
:*Low Light Vision: Ignore Darkness penalties&lt;br /&gt;
:*Impudent (minor): Minor elitist attitude&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iconic Framework&#039;&#039;&#039;&lt;br /&gt;
:Shaman&lt;br /&gt;
:*Arcane Background: Shaman&lt;br /&gt;
:*Power Edges: Mentor Spirit (Raven), New Powers&lt;br /&gt;
:*Training: d6 base Faith&lt;br /&gt;
:*Willful: +1 step to Spirit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hindrances&#039;&#039;&#039;&lt;br /&gt;
:Curious (major)&lt;br /&gt;
:Loyal (minor)&lt;br /&gt;
:Vengeful (minor)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges&#039;&#039;&#039;&lt;br /&gt;
:New Powers&lt;br /&gt;
:Power Points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
:Athletics: d4&lt;br /&gt;
:C. Knowledge d4&lt;br /&gt;
:Driving: d4&lt;br /&gt;
:Faith: d8&lt;br /&gt;
:Fighting: d4&lt;br /&gt;
:Notice: d8+1&lt;br /&gt;
:Occult: d6&lt;br /&gt;
:Persuasion: d8+1&lt;br /&gt;
:Shooting: d6&lt;br /&gt;
:Stealth: d8&lt;br /&gt;
:Thievery: d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
:English d8, Sperethiel d6, Salish d6, Cascade Crow d6, Cityspeak d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
:PP: 15&lt;br /&gt;
:Mentor Spirit: Raven&lt;br /&gt;
:*+1 Notice skill&lt;br /&gt;
:*+2 Illusion spell&lt;br /&gt;
:*Quirk (Minor): a Raven must make a Spirit -1 test to avoid exploiting someone else’s misfortune or making an obvious insult at an inappropriate time.&lt;br /&gt;
&lt;br /&gt;
:Spells&lt;br /&gt;
:*Astral Projection&lt;br /&gt;
:*Disguise&lt;br /&gt;
:*Fly&lt;br /&gt;
:*Illusion&lt;br /&gt;
:*Intangibility&lt;br /&gt;
:*Invisibility&lt;br /&gt;
:*Suggestion&lt;br /&gt;
:*Summon Spirits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
:Ares Viper Slivergun – Range 12/24/48, Damage 2d6+1, AP2, ROF 3, Shots 20; 3RB, Restricted&lt;br /&gt;
:*Integral Laser Sight (eliminates 2 points of penalties to Shooting due to range penalties, lighting/obscure-penalties, cover penalties or called shots)&lt;br /&gt;
:*Integral Sound Suppression (-4 to Notice at semi-automatic and -2 with full auto-fire hearing. Same penalty to visuals to see muzzle flash of the firing weapon)&lt;br /&gt;
:*Concealed Holster (hip/IWB)&lt;br /&gt;
:*Extra Ammo Clips x2&lt;br /&gt;
:*100 rounds ammo (5 boxes of 20)&lt;br /&gt;
:Ceramic Knife – Fighting skill (d4), Damage +d4 (d4+d4); +2 to hide on self, +4 vs. MAD detectors)&lt;br /&gt;
:Comlink – Broadcast 50&amp;quot;, Firewall 1, Hardness 6&lt;br /&gt;
:*AR Contacts and skintight AR gloves included&lt;br /&gt;
:*Subvocal Microphone&lt;br /&gt;
:Eye Contacts – Flash Compensation 1&lt;br /&gt;
:Earplugs – Audio Damper 1&lt;br /&gt;
:Fake SIN – Basic (d6)&lt;br /&gt;
:*Fake License – Ares Viper Slivergun&lt;br /&gt;
:Fetish x2&lt;br /&gt;
:Flashlight&lt;br /&gt;
:Glue Sprayer&lt;br /&gt;
:Lined Coat – Armor 3, Ballistic Protection (-4 ballistic damage); Torso, Arms, Legs&lt;br /&gt;
:Lockpick Set&lt;br /&gt;
:Street Clothes x1&lt;br /&gt;
:Trauma Patch x1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transportation&#039;&#039;&#039;&lt;br /&gt;
:Dodge Scooter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle&#039;&#039;&#039;&lt;br /&gt;
:Low: 3 months&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money&#039;&#039;&#039;&lt;br /&gt;
:Starting Money: 5,000¥  Spent: 4,760¥&lt;br /&gt;
:Money Earned: 1,500¥  Spent: 0&lt;br /&gt;
:Cash on Hand: 1,740¥&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contacts&#039;&#039;&#039;&lt;br /&gt;
*Remilia Auburn - Talismonger (Friendly, low-level): An older Salish elf, Remilia is a shaman who owns and runs a talismonger shop &amp;amp; dispensary called The Giving Tree, which specializes in plants, herbs, &#039;herbs&#039; and Shamanic magic items. She has a gruff demeanor but genuinely tries to make the world, or at least the local community, a better place.&lt;br /&gt;
*Diane Spencer - Street Doc (Friendly, low-level): Dr. Spencer is an ex Lonestar medical examiner who quit the corp to give back to the community.  She&#039;s a no-nonsense doctor who runs a pay-what-you-can clinic.&lt;br /&gt;
*Books - Fence (Friendly, low-level): Trouble&#039;s human Salish cousin, Books is her go-to for fencing whatever she steals and procuring what she needs for her jobs. They are also each other&#039;s only family left in Seattle and are fairly close.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trouble_-Elf_Shaman&amp;diff=420423</id>
		<title>Trouble -Elf Shaman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trouble_-Elf_Shaman&amp;diff=420423"/>
		<updated>2022-04-27T06:53:21Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;back to Savage Shadowrun PBP [https://wiki.rpg.net/index.php/SavageAE_Shadowrun_PBP]&lt;br /&gt;
&lt;br /&gt;
==Trouble==&lt;br /&gt;
[[File:Trouble.jpg | 480px | right]]&lt;br /&gt;
&#039;&#039;Female Elf Street Shaman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
:Agility: d8&lt;br /&gt;
:Smarts: d8&lt;br /&gt;
:Spirit: d10&lt;br /&gt;
:Strength: d4&lt;br /&gt;
:Vigor: d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Derived Attributes&#039;&#039;&#039;&lt;br /&gt;
:Rank: Novice&lt;br /&gt;
:Bennies: 3&lt;br /&gt;
:Parry: 4&lt;br /&gt;
:Toughness: 8 (3)&lt;br /&gt;
:Pace: 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metahuman Type&#039;&#039;&#039;&lt;br /&gt;
:Elf&lt;br /&gt;
:*Allure: +1 to Persuasion checks&lt;br /&gt;
:*Grace: d6 base Agility and Smarts&lt;br /&gt;
:*Low Light Vision: Ignore Darkness penalties&lt;br /&gt;
:*Impudent (minor): Minor elitist attitude&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iconic Framework&#039;&#039;&#039;&lt;br /&gt;
:Shaman&lt;br /&gt;
:*Arcane Background: Shaman&lt;br /&gt;
:*Power Edges: Mentor Spirit (Raven), New Powers&lt;br /&gt;
:*Training: d6 base Faith&lt;br /&gt;
:*Willful: +1 step to Spirit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hindrances&#039;&#039;&#039;&lt;br /&gt;
:Curious (major)&lt;br /&gt;
:Loyal (minor)&lt;br /&gt;
:Vengeful (minor)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges&#039;&#039;&#039;&lt;br /&gt;
:New Powers&lt;br /&gt;
:Power Points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
:Athletics: d4&lt;br /&gt;
:C. Knowledge d4&lt;br /&gt;
:Driving: d4&lt;br /&gt;
:Faith: d8&lt;br /&gt;
:Fighting: d4&lt;br /&gt;
:Notice: d8+1&lt;br /&gt;
:Occult: d6&lt;br /&gt;
:Persuasion: d8+1&lt;br /&gt;
:Shooting: d6&lt;br /&gt;
:Stealth: d8&lt;br /&gt;
:Thievery: d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
:English d8, Sperethiel d6, Salish d6, Cascade Crow d6, Cityspeak d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
:PP: 15&lt;br /&gt;
:Mentor Spirit: Raven&lt;br /&gt;
:*+1 Notice skill&lt;br /&gt;
:*+2 Illusion spell&lt;br /&gt;
:*Quirk (Minor): a Raven must make a Spirit -1 test to avoid exploiting someone else’s misfortune or making an obvious insult at an inappropriate time.&lt;br /&gt;
&lt;br /&gt;
:Spells&lt;br /&gt;
:*Astral Projection&lt;br /&gt;
:*Disguise&lt;br /&gt;
:*Fly&lt;br /&gt;
:*Illusion&lt;br /&gt;
:*Intangibility&lt;br /&gt;
:*Invisibility&lt;br /&gt;
:*Suggestion&lt;br /&gt;
:*Summon Spirits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
:Cash: 1740¥&lt;br /&gt;
:Ares Viper Slivergun – Range 12/24/48, Damage 2d6+1, AP2, ROF 3, Shots 20; 3RB, Restricted&lt;br /&gt;
:*Integral Laser Sight (eliminates 2 points of penalties to Shooting due to range penalties, lighting/obscure-penalties, cover penalties or called shots)&lt;br /&gt;
:*Integral Sound Suppression (-4 to Notice at semi-automatic and -2 with full auto-fire hearing. Same penalty to visuals to see muzzle flash of the firing weapon)&lt;br /&gt;
:*Concealed Holster (hip/IWB)&lt;br /&gt;
:*Extra Ammo Clips x2&lt;br /&gt;
:*100 rounds ammo (5 boxes of 20)&lt;br /&gt;
:Ceramic Knife – Fighting skill (d4), Damage +d4 (d4+d4); +2 to hide on self, +4 vs. MAD detectors)&lt;br /&gt;
:Comlink – Broadcast 50&amp;quot;, Firewall 1, Hardness 6&lt;br /&gt;
:*AR Contacts and skintight AR gloves included&lt;br /&gt;
:*Subvocal Microphone&lt;br /&gt;
:Eye Contacts – Flash Compensation 1&lt;br /&gt;
:Earplugs – Audio Damper 1&lt;br /&gt;
:Fake SIN – Basic (d6)&lt;br /&gt;
:*Fake License – Ares Viper Slivergun&lt;br /&gt;
:Fetish x2&lt;br /&gt;
:Flashlight&lt;br /&gt;
:Glue Sprayer&lt;br /&gt;
:Lined Coat – Armor 3, Ballistic Protection (-4 ballistic damage); Torso, Arms, Legs&lt;br /&gt;
:Lockpick Set&lt;br /&gt;
:Street Clothes x1&lt;br /&gt;
:Trauma Patch x1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transportation&#039;&#039;&#039;&lt;br /&gt;
:Dodge Scooter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle&#039;&#039;&#039;&lt;br /&gt;
:Low: 3 months&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contacts&#039;&#039;&#039;&lt;br /&gt;
*Remilia Auburn - Talismonger (Friendly, low-level): An older Salish elf, Remilia is a shaman who owns and runs a talismonger shop &amp;amp; dispensary called The Giving Tree, which specializes in plants, herbs, &#039;herbs&#039; and Shamanic magic items. She has a gruff demeanor but genuinely tries to make the world, or at least the local community, a better place.&lt;br /&gt;
*Diane Spencer - Street Doc (Friendly, low-level): Dr. Spencer is an ex Lonestar medical examiner who quit the corp to give back to the community.  She&#039;s a no-nonsense doctor who runs a pay-what-you-can clinic.&lt;br /&gt;
*Books - Fence (Friendly, low-level): Trouble&#039;s human Salish cousin, Books is her go-to for fencing whatever she steals and procuring what she needs for her jobs. They are also each other&#039;s only family left in Seattle and are fairly close.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trouble_-Elf_Shaman&amp;diff=420418</id>
		<title>Trouble -Elf Shaman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trouble_-Elf_Shaman&amp;diff=420418"/>
		<updated>2022-04-27T05:44:14Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;back to Savage Shadowrun PBP [https://wiki.rpg.net/index.php/SavageAE_Shadowrun_PBP]&lt;br /&gt;
&lt;br /&gt;
==Trouble==&lt;br /&gt;
[[File:Trouble.jpg | 480px | right]]&lt;br /&gt;
&#039;&#039;Female Elf Street Shaman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
:Agility: d8&lt;br /&gt;
:Smarts: d8&lt;br /&gt;
:Spirit: d10&lt;br /&gt;
:Strength: d4&lt;br /&gt;
:Vigor: d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Derived Attributes&#039;&#039;&#039;&lt;br /&gt;
:Rank: Novice&lt;br /&gt;
:Bennies: 3&lt;br /&gt;
:Parry: 4&lt;br /&gt;
:Toughness: 8 (3)&lt;br /&gt;
:Pace: 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metahuman Type&#039;&#039;&#039;&lt;br /&gt;
:Elf&lt;br /&gt;
:*Allure: +1 to Persuasion checks&lt;br /&gt;
:*Grace: d6 base Agility and Smarts&lt;br /&gt;
:*Low Light Vision: Ignore Darkness penalties&lt;br /&gt;
:*Impudent (minor): Minor elitist attitude&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iconic Framework&#039;&#039;&#039;&lt;br /&gt;
:Shaman&lt;br /&gt;
:*Arcane Background: Shaman&lt;br /&gt;
:*Power Edges: Mentor Spirit (Raven), New Powers&lt;br /&gt;
:*Training: d6 base Faith&lt;br /&gt;
:*Willful: +1 step to Spirit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hindrances&#039;&#039;&#039;&lt;br /&gt;
:Curious (major)&lt;br /&gt;
:Loyal (minor)&lt;br /&gt;
:Vengeful (minor)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges&#039;&#039;&#039;&lt;br /&gt;
:New Powers&lt;br /&gt;
:Power Points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
:Athletics: d4&lt;br /&gt;
:C. Knowledge d4&lt;br /&gt;
:Driving: d4&lt;br /&gt;
:Faith: d8&lt;br /&gt;
:Fighting: d4&lt;br /&gt;
:Notice: d8+1&lt;br /&gt;
:Occult: d6&lt;br /&gt;
:Persuasion: d8+1&lt;br /&gt;
:Shooting: d6&lt;br /&gt;
:Stealth: d8&lt;br /&gt;
:Thievery: d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
:English d8, Sperethiel d6, Salish d6, Cascade Crow d6, Cityspeak d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
:PP: 15&lt;br /&gt;
:Mentor Spirit: Raven&lt;br /&gt;
:*+1 Notice skill&lt;br /&gt;
:*+2 Illusion spell&lt;br /&gt;
:*Quirk (Minor): a Raven must make a Spirit -1 test to avoid exploiting someone else’s misfortune or making an obvious insult at an inappropriate time.&lt;br /&gt;
&lt;br /&gt;
:Spells&lt;br /&gt;
:*Astral Projection&lt;br /&gt;
:*Disguise&lt;br /&gt;
:*Fly&lt;br /&gt;
:*Illusion&lt;br /&gt;
:*Intangibility&lt;br /&gt;
:*Invisibility&lt;br /&gt;
:*Suggestion&lt;br /&gt;
:*Summon Spirits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
:Cash: 240¥&lt;br /&gt;
:Ares Viper Slivergun – Range 12/24/48, Damage 2d6+1, AP2, ROF 3, Shots 20; 3RB, Restricted&lt;br /&gt;
:*Integral Laser Sight (eliminates 2 points of penalties to Shooting due to range penalties, lighting/obscure-penalties, cover penalties or called shots)&lt;br /&gt;
:*Integral Sound Suppression (-4 to Notice at semi-automatic and -2 with full auto-fire hearing. Same penalty to visuals to see muzzle flash of the firing weapon)&lt;br /&gt;
:*Concealed Holster (hip/IWB)&lt;br /&gt;
:*Extra Ammo Clips x2&lt;br /&gt;
:*100 rounds ammo (5 boxes of 20)&lt;br /&gt;
:Ceramic Knife – Fighting skill (d4), Damage +d4 (d4+d4); +2 to hide on self, +4 vs. MAD detectors)&lt;br /&gt;
:Comlink – Broadcast 50&amp;quot;, Firewall 1, Hardness 6&lt;br /&gt;
:*AR Contacts and skintight AR gloves included&lt;br /&gt;
:*Subvocal Microphone&lt;br /&gt;
:Eye Contacts – Flash Compensation 1&lt;br /&gt;
:Earplugs – Audio Damper 1&lt;br /&gt;
:Fake SIN – Basic (d6)&lt;br /&gt;
:*Fake License – Ares Viper Slivergun&lt;br /&gt;
:Fetish x2&lt;br /&gt;
:Flashlight&lt;br /&gt;
:Glue Sprayer&lt;br /&gt;
:Lined Coat – Armor 3, Ballistic Protection (-4 ballistic damage); Torso, Arms, Legs&lt;br /&gt;
:Lockpick Set&lt;br /&gt;
:Street Clothes x1&lt;br /&gt;
:Trauma Patch x1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transportation&#039;&#039;&#039;&lt;br /&gt;
:Dodge Scooter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle&#039;&#039;&#039;&lt;br /&gt;
:Low: 3 months&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contacts&#039;&#039;&#039;&lt;br /&gt;
*Remilia Auburn - Talismonger (Friendly, low-level): An older Salish elf, Remilia is a shaman who owns and runs a talismonger shop &amp;amp; dispensary called The Giving Tree, which specializes in plants, herbs, &#039;herbs&#039; and Shamanic magic items. She has a gruff demeanor but genuinely tries to make the world, or at least the local community, a better place.&lt;br /&gt;
*Diane Spencer - Street Doc (Friendly, low-level): Dr. Spencer is an ex Lonestar medical examiner who quit the corp to give back to the community.  She&#039;s a no-nonsense doctor who runs a pay-what-you-can clinic.&lt;br /&gt;
*Books - Fence (Friendly, low-level): Trouble&#039;s human Salish cousin, Books is her go-to for fencing whatever she steals and procuring what she needs for her jobs. They are also each other&#039;s only family left in Seattle and are fairly close.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trouble_-Elf_Shaman&amp;diff=420284</id>
		<title>Trouble -Elf Shaman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trouble_-Elf_Shaman&amp;diff=420284"/>
		<updated>2022-04-26T01:02:05Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;back to Savage Shadowrun PBP [https://wiki.rpg.net/index.php/SavageAE_Shadowrun_PBP]&lt;br /&gt;
&lt;br /&gt;
==Trouble==&lt;br /&gt;
[[File:Trouble.jpg | right]]&lt;br /&gt;
&#039;&#039;Female Elf Street Shaman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
:Agility: d8&lt;br /&gt;
:Smarts: d8&lt;br /&gt;
:Spirit: d10&lt;br /&gt;
:Strength: d4&lt;br /&gt;
:Vigor: d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Derived Attributes&#039;&#039;&#039;&lt;br /&gt;
:Rank: Novice&lt;br /&gt;
:Bennies: 3&lt;br /&gt;
:Parry: 4&lt;br /&gt;
:Toughness: 8 (3)&lt;br /&gt;
:Pace: 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metahuman Type&#039;&#039;&#039;&lt;br /&gt;
:Elf&lt;br /&gt;
:*Allure: +1 to Persuasion checks&lt;br /&gt;
:*Grace: d6 base Agility and Smarts&lt;br /&gt;
:*Low Light Vision: Ignore Darkness penalties&lt;br /&gt;
:*Impudent (minor): Minor elitist attitude&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iconic Framework&#039;&#039;&#039;&lt;br /&gt;
:Shaman&lt;br /&gt;
:*Arcane Background: Shaman&lt;br /&gt;
:*Power Edges: Mentor Spirit (Raven), New Powers&lt;br /&gt;
:*Training: d6 base Faith&lt;br /&gt;
:*Willful: +1 step to Spirit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hindrances&#039;&#039;&#039;&lt;br /&gt;
:Curious (major)&lt;br /&gt;
:Loyal (minor)&lt;br /&gt;
:Vengeful (minor)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges&#039;&#039;&#039;&lt;br /&gt;
:New Powers&lt;br /&gt;
:Power Points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
:Athletics: d4&lt;br /&gt;
:C. Knowledge d4&lt;br /&gt;
:Driving: d4&lt;br /&gt;
:Faith: d8&lt;br /&gt;
:Fighting: d4&lt;br /&gt;
:Notice: d8+1&lt;br /&gt;
:Occult: d6&lt;br /&gt;
:Persuasion: d8+1&lt;br /&gt;
:Shooting: d6&lt;br /&gt;
:Stealth: d8&lt;br /&gt;
:Thievery: d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
:English d8, Sperethiel d6, Salish d6, Cascade Crow d6, Cityspeak d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
:PP: 15&lt;br /&gt;
:Mentor Spirit: Raven&lt;br /&gt;
:*+1 Notice skill&lt;br /&gt;
:*+2 Illusion spell&lt;br /&gt;
:*Quirk (Minor): a Raven must make a Spirit -1 test to avoid exploiting someone else’s misfortune or making an obvious insult at an inappropriate time.&lt;br /&gt;
&lt;br /&gt;
:Spells&lt;br /&gt;
:*Astral Projection&lt;br /&gt;
:*Disguise&lt;br /&gt;
:*Fly&lt;br /&gt;
:*Illusion&lt;br /&gt;
:*Intangibility&lt;br /&gt;
:*Invisibility&lt;br /&gt;
:*Suggestion&lt;br /&gt;
:*Summon Spirits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
:Cash: 240¥&lt;br /&gt;
:Ares Viper Slivergun – Range 12/24/48, Damage 2d6+1, AP2, ROF 3, Shots 20; 3RB, Restricted&lt;br /&gt;
:*Integral Laser Sight (eliminates 2 points of penalties to Shooting due to range penalties, lighting/obscure-penalties, cover penalties or called shots)&lt;br /&gt;
:*Integral Sound Suppression (-4 to Notice at semi-automatic and -2 with full auto-fire hearing. Same penalty to visuals to see muzzle flash of the firing weapon)&lt;br /&gt;
:*Concealed Holster (hip/IWB)&lt;br /&gt;
:*Extra Ammo Clips x2&lt;br /&gt;
:*100 rounds ammo (5 boxes of 20)&lt;br /&gt;
:Ceramic Knife – Fighting skill (d4), Damage +d4 (d4+d4); +2 to hide on self, +4 vs. MAD detectors)&lt;br /&gt;
:Comlink – Broadcast 50&amp;quot;, Firewall 1, Hardness 6&lt;br /&gt;
:*AR Contacts and skintight AR gloves included&lt;br /&gt;
:*Subvocal Microphone&lt;br /&gt;
:Eye Contacts – Flash Compensation 1&lt;br /&gt;
:Earplugs – Audio Damper 1&lt;br /&gt;
:Fake SIN – Basic (d6)&lt;br /&gt;
:*Fake License – Ares Viper Slivergun&lt;br /&gt;
:Fetish x2&lt;br /&gt;
:Flashlight&lt;br /&gt;
:Glue Sprayer&lt;br /&gt;
:Lined Coat – Armor 3, Ballistic Protection (-4 ballistic damage); Torso, Arms, Legs&lt;br /&gt;
:Lockpick Set&lt;br /&gt;
:Street Clothes x1&lt;br /&gt;
:Trauma Patch x1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transportation&#039;&#039;&#039;&lt;br /&gt;
:Dodge Scooter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle&#039;&#039;&#039;&lt;br /&gt;
:Low: 3 months&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contacts&#039;&#039;&#039;&lt;br /&gt;
:Talismonger (Friendly, low-level): Remilia Auburn&lt;br /&gt;
:Street Doc (Friendly, low-level): Diane Spencer&lt;br /&gt;
:Native (Friendly, low-level): Her Salish cousin&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trouble_-Elf_Shaman&amp;diff=420243</id>
		<title>Trouble -Elf Shaman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trouble_-Elf_Shaman&amp;diff=420243"/>
		<updated>2022-04-25T08:50:38Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;back to Savage Shadowrun PBP [https://wiki.rpg.net/index.php/SavageAE_Shadowrun_PBP]&lt;br /&gt;
&lt;br /&gt;
==Trouble==&lt;br /&gt;
[[File:Trouble.jpg | right]]&lt;br /&gt;
&#039;&#039;Female Elf Street Shaman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
:Agility: d8&lt;br /&gt;
:Smarts: d8&lt;br /&gt;
:Spirit: d10&lt;br /&gt;
:Strength: d4&lt;br /&gt;
:Vigor: d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Derived Attributes&#039;&#039;&#039;&lt;br /&gt;
:Rank: Novice&lt;br /&gt;
:Bennies: 3&lt;br /&gt;
:Parry: 4&lt;br /&gt;
:Toughness: 8 (3)&lt;br /&gt;
:Pace: 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metahuman Type&#039;&#039;&#039;&lt;br /&gt;
:Elf&lt;br /&gt;
:*Allure: +1 to Persuasion checks&lt;br /&gt;
:*Grace: d6 base Agility and Smarts&lt;br /&gt;
:*Low Light Vision: Ignore Darkness penalties&lt;br /&gt;
:*Impudent (minor): Minor elitist attitude&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iconic Framework&#039;&#039;&#039;&lt;br /&gt;
:Shaman&lt;br /&gt;
:*Arcane Background: Shaman&lt;br /&gt;
:*Power Edges: Mentor Spirit (Raven), New Powers&lt;br /&gt;
:*Training: d6 base Faith&lt;br /&gt;
:*Willful: +1 step to Spirit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hindrances&#039;&#039;&#039;&lt;br /&gt;
:Curious (major)&lt;br /&gt;
:Loyal (minor)&lt;br /&gt;
:Vengeful (minor)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges&#039;&#039;&#039;&lt;br /&gt;
:New Powers&lt;br /&gt;
:Street Shaman&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
:Athletics: d4&lt;br /&gt;
:C. Knowledge d4&lt;br /&gt;
:Driving: d4&lt;br /&gt;
:Faith: d8&lt;br /&gt;
:Fighting: d4&lt;br /&gt;
:Notice: d8+1&lt;br /&gt;
:Occult: d6&lt;br /&gt;
:Persuasion: d8+1&lt;br /&gt;
:Shooting: d6&lt;br /&gt;
:Stealth: d8&lt;br /&gt;
:Thievery: d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
:English d8, Sperethiel d6, Salish d6, Cascade Crow d6, Cityspeak d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
:PP: 10&lt;br /&gt;
:Mentor Spirit: Raven&lt;br /&gt;
:*+1 Notice skill&lt;br /&gt;
:*+2 Illusion spell&lt;br /&gt;
:*Quirk (Minor): a Raven must make a Spirit -1 test to avoid exploiting someone else’s misfortune or making an obvious insult at an inappropriate time.&lt;br /&gt;
&lt;br /&gt;
:Spells&lt;br /&gt;
:*Astral Projection&lt;br /&gt;
:*Disguise&lt;br /&gt;
:*Fly&lt;br /&gt;
:*Illusion&lt;br /&gt;
:*Intangibility&lt;br /&gt;
:*Invisibility&lt;br /&gt;
:*Suggestion&lt;br /&gt;
:*Summon Spirits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
:Cash: 240¥&lt;br /&gt;
:Ares Viper Slivergun – Range 12/24/48, Damage 2d6+1, AP2, ROF 3, Shots 20; 3RB, Restricted&lt;br /&gt;
:*Integral Laser Sight (eliminates 2 points of penalties to Shooting due to range penalties, lighting/obscure-penalties, cover penalties or called shots)&lt;br /&gt;
:*Integral Sound Suppression (-4 to Notice at semi-automatic and -2 with full auto-fire hearing. Same penalty to visuals to see muzzle flash of the firing weapon)&lt;br /&gt;
:*Concealed Holster (hip/IWB)&lt;br /&gt;
:*Extra Ammo Clips x2&lt;br /&gt;
:*100 rounds ammo (5 boxes of 20)&lt;br /&gt;
:Ceramic Knife – Fighting skill (d4), Damage +d4 (d4+d4); +2 to hide on self, +4 vs. MAD detectors)&lt;br /&gt;
:Comlink – Broadcast 50&amp;quot;, Firewall 1, Hardness 6&lt;br /&gt;
:*AR Contacts and skintight AR gloves included&lt;br /&gt;
:*Subvocal Microphone&lt;br /&gt;
:Eye Contacts – Flash Compensation 1&lt;br /&gt;
:Earplugs – Audio Damper 1&lt;br /&gt;
:Fake SIN – Basic (d6)&lt;br /&gt;
:*Fake License – Ares Viper Slivergun&lt;br /&gt;
:Fetish x2&lt;br /&gt;
:Flashlight&lt;br /&gt;
:Glue Sprayer&lt;br /&gt;
:Lined Coat – Armor 3, Ballistic Protection (-4 ballistic damage); Torso, Arms, Legs&lt;br /&gt;
:Lockpick Set&lt;br /&gt;
:Street Clothes x1&lt;br /&gt;
:Trauma Patch x1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transportation&#039;&#039;&#039;&lt;br /&gt;
:Dodge Scooter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle&#039;&#039;&#039;&lt;br /&gt;
:Low: 3 months&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contacts&#039;&#039;&#039;&lt;br /&gt;
:Talismonger (Friendly, low-level): Remilia Auburn&lt;br /&gt;
:Street Doc (Friendly, low-level): Diane Spencer&lt;br /&gt;
:Native (Friendly, low-level): Her Salish cousin&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trouble_-Elf_Shaman&amp;diff=420242</id>
		<title>Trouble -Elf Shaman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trouble_-Elf_Shaman&amp;diff=420242"/>
		<updated>2022-04-25T08:49:18Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;back to Savage Shadowrun PBP [https://wiki.rpg.net/index.php/SavageAE_Shadowrun_PBP]&lt;br /&gt;
&lt;br /&gt;
==Trouble==&lt;br /&gt;
[[File:Trouble.jpg | right]]&lt;br /&gt;
&#039;&#039;Female Elf Street Shaman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
:Agility: d8&lt;br /&gt;
:Smarts: d8&lt;br /&gt;
:Spirit: d10&lt;br /&gt;
:Strength: d4&lt;br /&gt;
:Vigor: d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Derived Attributes&#039;&#039;&#039;&lt;br /&gt;
:Rank: Novice&lt;br /&gt;
:Bennies: 3&lt;br /&gt;
:Parry: 4&lt;br /&gt;
:Toughness: 8 (3)&lt;br /&gt;
:Pace: 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metahuman Type&#039;&#039;&#039;&lt;br /&gt;
:Elf&lt;br /&gt;
:*Allure: +1 to Persuasion checks&lt;br /&gt;
:*Grace: d6 base Agility and Smarts&lt;br /&gt;
:*Low Light Vision: Ignore Darkness penalties&lt;br /&gt;
:*Impudent (minor): Minor elitist attitude&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iconic Framework&#039;&#039;&#039;&lt;br /&gt;
:Shaman&lt;br /&gt;
:*Arcane Background: Shaman&lt;br /&gt;
:*Power Edges: Mentor Spirit (Raven), New Powers&lt;br /&gt;
:*Training: d6 base Faith&lt;br /&gt;
:*Willful: +1 step to Spirit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hindrances&#039;&#039;&#039;&lt;br /&gt;
:Curious (major)&lt;br /&gt;
:Loyal (minor)&lt;br /&gt;
:Vengeful (minor)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges&#039;&#039;&#039;&lt;br /&gt;
:New Powers&lt;br /&gt;
:Street Shaman&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
:Athletics: d4&lt;br /&gt;
:C. Knowledge d4&lt;br /&gt;
:Driving: d4&lt;br /&gt;
:Faith: d8&lt;br /&gt;
:Fighting: d4&lt;br /&gt;
:Notice: d8+1&lt;br /&gt;
:Occult: d6&lt;br /&gt;
:Persuasion: d8+1&lt;br /&gt;
:Shooting: d6&lt;br /&gt;
:Stealth: d8&lt;br /&gt;
:Thievery: d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
:English d8, Sperethiel d6, Salish d6, Cascade Crow d6, Cityspeak d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
:PP: 10&lt;br /&gt;
:Mentor Spirit: Raven&lt;br /&gt;
:*+1 Notice skill&lt;br /&gt;
:*+2 Illusion spell&lt;br /&gt;
:*Quirk (Minor) - a Raven must make a Spirit -1 test to avoid exploiting someone else’s misfortune or making an obvious insult at an inappropriate time.&lt;br /&gt;
&lt;br /&gt;
:Spells&lt;br /&gt;
:*Astral Projection&lt;br /&gt;
:*Disguise&lt;br /&gt;
:*Fly&lt;br /&gt;
:*Illusion&lt;br /&gt;
:*Intangibility&lt;br /&gt;
:*Invisibility&lt;br /&gt;
:*Suggestion&lt;br /&gt;
:*Summon Spirits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
:Cash: 240¥&lt;br /&gt;
:Ares Viper Slivergun – Range 12/24/48, Damage 2d6+1, AP2, ROF 3, Shots 20; 3RB, Restricted&lt;br /&gt;
:*Integral Laser Sight (eliminates 2 points of penalties to Shooting due to range penalties, lighting/obscure-penalties, cover penalties or called shots)&lt;br /&gt;
:*Integral Sound Suppression (-4 to Notice at semi-automatic and -2 with full auto-fire hearing. Same penalty to visuals to see muzzle flash of the firing weapon)&lt;br /&gt;
:*Concealed Holster (hip/IWB)&lt;br /&gt;
:*Extra Ammo Clips x2&lt;br /&gt;
:*100 rounds ammo (5 boxes of 20)&lt;br /&gt;
:Ceramic Knife – Fighting skill (d4), Damage +d4 (d4+d4); +2 to hide on self, +4 vs. MAD detectors)&lt;br /&gt;
:Comlink – Broadcast 50&amp;quot;, Firewall 1, Hardness 6&lt;br /&gt;
:*AR Contacts and skintight AR gloves included&lt;br /&gt;
:*Subvocal Microphone&lt;br /&gt;
:Eye Contacts – Flash Compensation 1&lt;br /&gt;
:Earplugs – Audio Damper 1&lt;br /&gt;
:Fake SIN – Basic (d6)&lt;br /&gt;
:*Fake License – Ares Viper Slivergun&lt;br /&gt;
:Fetish x2&lt;br /&gt;
:Flashlight&lt;br /&gt;
:Glue Sprayer&lt;br /&gt;
:Lined Coat – Armor 3, Ballistic Protection (-4 ballistic damage); Torso, Arms, Legs&lt;br /&gt;
:Lockpick Set&lt;br /&gt;
:Street Clothes x1&lt;br /&gt;
:Trauma Patch x1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transportation&#039;&#039;&#039;&lt;br /&gt;
:Dodge Scooter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle&#039;&#039;&#039;&lt;br /&gt;
:Low: 3 months&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contacts&#039;&#039;&#039;&lt;br /&gt;
:Talismonger (Friendly, low-level): Remilia Auburn&lt;br /&gt;
:Street Doc (Friendly, low-level): Diane Spencer&lt;br /&gt;
:Native (Friendly, low-level): Her Salish cousin&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Trouble.jpg&amp;diff=420241</id>
		<title>File:Trouble.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Trouble.jpg&amp;diff=420241"/>
		<updated>2022-04-25T08:48:01Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trouble_-Elf_Shaman&amp;diff=420240</id>
		<title>Trouble -Elf Shaman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trouble_-Elf_Shaman&amp;diff=420240"/>
		<updated>2022-04-25T08:42:05Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;back to Savage Shadowrun PBP [https://wiki.rpg.net/index.php/SavageAE_Shadowrun_PBP]&lt;br /&gt;
&lt;br /&gt;
==Trouble==&lt;br /&gt;
&#039;&#039;Female Elf Street Shaman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
:Agility: d8&lt;br /&gt;
:Smarts: d8&lt;br /&gt;
:Spirit: d10&lt;br /&gt;
:Strength: d4&lt;br /&gt;
:Vigor: d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Derived Attributes&#039;&#039;&#039;&lt;br /&gt;
:Rank: Novice&lt;br /&gt;
:Bennies: 3&lt;br /&gt;
:Parry: 4&lt;br /&gt;
:Toughness: 8 (3)&lt;br /&gt;
:Pace: 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metahuman Type&#039;&#039;&#039;&lt;br /&gt;
:Elf&lt;br /&gt;
:*Allure: +1 to Persuasion checks&lt;br /&gt;
:*Grace: d6 base Agility and Smarts&lt;br /&gt;
:*Low Light Vision: Ignore Darkness penalties&lt;br /&gt;
:*Impudent (minor): Minor elitist attitude&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iconic Framework&#039;&#039;&#039;&lt;br /&gt;
:Shaman&lt;br /&gt;
:*Arcane Background: Shaman&lt;br /&gt;
:*Power Edges: Mentor Spirit (Raven), New Powers&lt;br /&gt;
:*Training: d6 base Faith&lt;br /&gt;
:*Willful: +1 step to Spirit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hindrances&#039;&#039;&#039;&lt;br /&gt;
:Curious (major)&lt;br /&gt;
:Loyal (minor)&lt;br /&gt;
:Vengeful (minor)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges&#039;&#039;&#039;&lt;br /&gt;
:New Powers&lt;br /&gt;
:Street Shaman&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
:Athletics: d4&lt;br /&gt;
:C. Knowledge d4&lt;br /&gt;
:Driving: d4&lt;br /&gt;
:Faith: d8&lt;br /&gt;
:Fighting: d4&lt;br /&gt;
:Notice: d8+1&lt;br /&gt;
:Occult: d6&lt;br /&gt;
:Persuasion: d8+1&lt;br /&gt;
:Shooting: d6&lt;br /&gt;
:Stealth: d8&lt;br /&gt;
:Thievery: d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
:English d8, Sperethiel d6, Salish d6, Cascade Crow d6, Cityspeak d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
:PP: 10&lt;br /&gt;
:Mentor Spirit: Raven&lt;br /&gt;
:*+1 Notice skill&lt;br /&gt;
:*+2 Illusion spell&lt;br /&gt;
:*Quirk (Minor) - a Raven must make a Spirit -1 test to avoid exploiting someone else’s misfortune or making an obvious insult at an inappropriate time.&lt;br /&gt;
&lt;br /&gt;
:Spells&lt;br /&gt;
:*Astral Projection&lt;br /&gt;
:*Disguise&lt;br /&gt;
:*Fly&lt;br /&gt;
:*Illusion&lt;br /&gt;
:*Intangibility&lt;br /&gt;
:*Invisibility&lt;br /&gt;
:*Suggestion&lt;br /&gt;
:*Summon Spirits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
:Cash: 240¥&lt;br /&gt;
:Ares Viper Slivergun – Range 12/24/48, Damage 2d6+1, AP2, ROF 3, Shots 20; 3RB, Restricted&lt;br /&gt;
:*Integral Laser Sight (eliminates 2 points of penalties to Shooting due to range penalties, lighting/obscure-penalties, cover penalties or called shots)&lt;br /&gt;
:*Integral Sound Suppression (-4 to Notice at semi-automatic and -2 with full auto-fire hearing. Same penalty to visuals to see muzzle flash of the firing weapon)&lt;br /&gt;
:*Concealed Holster (hip/IWB)&lt;br /&gt;
:*Extra Ammo Clips x2&lt;br /&gt;
:*100 rounds ammo (5 boxes of 20)&lt;br /&gt;
:Ceramic Knife – Fighting skill (d4), Damage +d4 (d4+d4); +2 to hide on self, +4 vs. MAD detectors)&lt;br /&gt;
:Comlink – Broadcast 50&amp;quot;, Firewall 1, Hardness 6&lt;br /&gt;
:*AR Contacts and skintight AR gloves included&lt;br /&gt;
:*Subvocal Microphone&lt;br /&gt;
:Eye Contacts – Flash Compensation 1&lt;br /&gt;
:Earplugs – Audio Damper 1&lt;br /&gt;
:Fake SIN – Basic (d6)&lt;br /&gt;
:*Fake License – Ares Viper Slivergun&lt;br /&gt;
:Fetish x2&lt;br /&gt;
:Flashlight&lt;br /&gt;
:Glue Sprayer&lt;br /&gt;
:Lined Coat – Armor 3, Ballistic Protection (-4 ballistic damage); Torso, Arms, Legs&lt;br /&gt;
:Lockpick Set&lt;br /&gt;
:Street Clothes x1&lt;br /&gt;
:Trauma Patch x1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transportation&#039;&#039;&#039;&lt;br /&gt;
:Dodge Scooter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle&#039;&#039;&#039;&lt;br /&gt;
:Low: 3 months&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contacts&#039;&#039;&#039;&lt;br /&gt;
:Talismonger (Friendly, low-level): Remilia Auburn&lt;br /&gt;
:Street Doc (Friendly, low-level): Diane Spencer&lt;br /&gt;
:Native (Friendly, low-level): Her Salish cousin&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa_Gray&amp;diff=420211</id>
		<title>Pirates of the Baltic Sea:Ylfa Gray</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa_Gray&amp;diff=420211"/>
		<updated>2022-04-24T06:12:10Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://wiki.rpg.net/index.php/Pirates_of_the_Baltic_Sea | Back to main page]&lt;br /&gt;
&lt;br /&gt;
== Ylfa Gray ==&lt;br /&gt;
[[File:Ylfa_I.png | right]]&lt;br /&gt;
&#039;&#039;3rd level Scoundrel, Gutter Punk &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;Female Icelander, 28 years old &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ABILITY SCORES===&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; 10 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 18 (+4) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (+2) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 14 (+2) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Technology:&#039;&#039;&#039; 10 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;People:&#039;&#039;&#039; 12 (+1) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===STATS===&lt;br /&gt;
&#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 24 (3d8 +6) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Class:&#039;&#039;&#039; 15 (ZA Korp kevlar jacket; DR/2 Ballistic) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative:&#039;&#039;&#039; +11 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 35 feet &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throws:&#039;&#039;&#039; Fort +2, Reflex +8, Mind +2 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies:&#039;&#039;&#039; Acrobatics (+6), Perception (expert: +6), Persuasion (+3), Sleight of Hand (+6), Stealth (expert: +8), Streetwise (+4) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies:&#039;&#039;&#039; Disarming Kit +4, Lock Pick +4 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor &amp;amp; Weapon Proficiencies:&#039;&#039;&#039; Melee Weapons, Pistols, Submachine Guns, Shotguns, Combat Shotguns, Light Armor, Helmets &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Language:&#039;&#039;&#039; Icelandic, Swedish, English, German &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vice:&#039;&#039;&#039; I have a real sweet tooth and will often waste money on candy. &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ATTACK ACTIONS&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Heavy Pistol:&#039;&#039;&#039;&#039;&#039; ranged attack +6 to hit, range 50/150; damage: 2d6 ballistic damage &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hidden Blade:&#039;&#039;&#039;&#039;&#039; melee attack +6 to hit; damage: 1d8+4 slashing damage, finesse &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Origin: Gutter Punk===&lt;br /&gt;
* &#039;&#039;&#039;Ability score increase:&#039;&#039;&#039; +2 to Dex, +1 to Tech and Con &amp;lt;Br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Base Move:&#039;&#039;&#039; 35ft &amp;lt;Br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Shotgunner:&#039;&#039;&#039; weapon proficiency with combat shotguns &amp;lt;Br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Adaptive:&#039;&#039;&#039; pick proficiency with any one skill (Perception) &amp;lt;Br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Misspent Youth:&#039;&#039;&#039; Influence - Street 3 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Class: Scoundrel===&lt;br /&gt;
* &#039;&#039;&#039;Hit Dice:&#039;&#039;&#039; 1d8 &amp;lt;Br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Starting Proficiencies&#039;&#039;&#039; - Armor (light, helm), Weapons (melee, pistols, submachine guns, shotguns), Save (Reflex), Skills (3 of Acrobatics, Sleight of Hand, Stealth) &amp;lt;Br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Cunning Action:&#039;&#039;&#039; bonus action to take the Dash, Disengage or Hide action &amp;lt;Br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Sneak Attack:&#039;&#039;&#039; +2d6 damage once per turn with an attack that has advantage. Must be a finesse or a ranged weapon. You don&#039;t need advantage on the attack roll if an enemy of the target is within 5ft and isn&#039;t incapacitated, and you don&#039;t have disadvantage on the attack. &amp;lt;Br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Expertise:&#039;&#039;&#039; two skills or tools (Perception and Stealth) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Archetype:&#039;&#039;&#039; Smuggler &amp;lt;Br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Shoot First:&#039;&#039;&#039; add proficiency bonus to Initiative (total) &amp;lt;Br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Run and Gun:&#039;&#039;&#039; if you move at least 10ft in any direction during your turn you gain +1 to damage rolls until the start of your next turn. &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&#039;&#039;&#039;1st Contract Term: Merchant (Trader)&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
Skill: Persuasion &amp;lt;Br/&amp;gt;&lt;br /&gt;
Language or Tool: Lockpicks &amp;lt;Br/&amp;gt;&lt;br /&gt;
Wage (x15,000₩): 2d4 5 (75,000₩) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Parting Gift: 1d6 1, (20,000₩) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2nd Contract Term: Criminal (Thief)&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
Skill: Streetwise &amp;lt;Br/&amp;gt;&lt;br /&gt;
Language or Tool: Disarming Kit &amp;lt;Br/&amp;gt;&lt;br /&gt;
Wage (x8,000₩): 2d4 8 (64,000₩) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Parting Gift: 1d6 1, (10,000₩) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===EQUIPMENT===&lt;br /&gt;
Current Cash: 4,785₩ &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Augmentations&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
Enhanced HUD (Tier 0, Eyes; 30,000₩) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Neurolink (Tier 0, Neural) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Quickened Reflexes: +5 Initiative, +2 Reflex Saves (Tier 1, Neural; 100,000₩) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Hidden Blade: Bonus action to extend or retract, DC20 to detect while hidden, 1d8 slashing damage, finesse (Tier 1, Left Forearm; 200,000₩) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear (Wt. 30lbs)&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
Street Shotgun (120,000₩; Damage: 2d8 ballistic; Range: 20/50; Ammo: Shells; Qualities: 4 shots, 2 handed; Wt. 7lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Heavy Pistol (100,000₩; Damage: 2d6 ballistic; Range: 50/150; Ammo: 10mm; Qualities: 15 shots; Wt. 4lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Ammo: 100 rounds of 10mm (5,000₩) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Holster, Ammo (500₩; Wt. 1lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Holster, One-Hand (1,000₩; Wt. 1lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
ZA Korp Kevlar Jacket (15,000₩; AC 11+Dex; Damage Resistance: DR/2 Ballistic; Wt. 12lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Ylfa_II.png | right]]&lt;br /&gt;
Disarming Kit (2,000₩; Wt. 2lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Lock Pick (2,000₩; Wt. 1lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Backpack (2,000₩; Wt. 5lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Clothes, Average &amp;lt;Br/&amp;gt;&lt;br /&gt;
Comm, Earpierce (5,000₩) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Duct Tape (20₩; Wt. 0.5lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Mirror, Steel (500₩; Wt. 0.5lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Notepad, Waterproof (90₩; Wt. 2lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Pen x5 (45₩) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Superglue (40₩) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Torch (20₩; Wt. 1lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Progression===&lt;br /&gt;
Starting Money: 469,000₩; Spent: 464,215₩  &amp;lt;Br/&amp;gt;&lt;br /&gt;
Loot: Street Shotgun &amp;lt;Br/&amp;gt;&lt;br /&gt;
Influence: Corporate 0, Street 3 &amp;lt;Br/&amp;gt;&lt;br /&gt;
Experience Points: 1,800 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Ylfa was born and raised in Reykjavík, her mother a middle management wage slave for one of the larger megacorps operating in Iceland, while her father worked on one of Iceland&#039;s few remaining fishing boats.  Her parents were never married; Ylfa was the result of a brief but intense affair.  She was raised by her mother, but spent some weekends with her father when he wasn’t out on the ocean.&lt;br /&gt;
&lt;br /&gt;
Ylfa’s formative years left her feeling largely neglected by her mother, who spent the majority of her time trying to advance up the megacorp ladder.  Ylfa responded by rebelling: running with the ‘wrong crowd’ and getting into trouble.  She didn’t hate her mother; her hate was reserved for the megacorp culture that treated employees as nothing more than disposable goods.  But Ylfa did resent her for falling into the corp trap and she was determined to never follow in her mother’s footsteps.&lt;br /&gt;
&lt;br /&gt;
Ylfa discovered her love for the sea one summer when she was able to stay with her father for a couple of weeks.  At first she thought she would be bored out of her mind staying at that cottage of the shore instead of the small apartment he had in the city.  But the first time he took her out onto the ocean in that little boat he had, she fell in love with the wind and the waves.  She also learned a lot about her father out on the water.  From the stories he told it turns out he was something of a rapscallion himself in his younger days.  They bonded that summer before he set out to sea again.  She still keeps in touch with him when she can to this day.&lt;br /&gt;
&lt;br /&gt;
That fall Ylfa’s mother died.  Again and again she had put off going to the doctor about a problem she knew she had, but she couldn’t miss work you see.  The Corp doesn’t care about your problems.  If you don’t perform you can simply be replaced.  As far as Ylfa was concerned, the Corp murdered her mother.&lt;br /&gt;
&lt;br /&gt;
With her father out at sea, Ylfa was left to her own devices so she turned to her gutter punk friends.  She discovered she had a talent for trading; bartering items stolen by her compatriots for things they could use to survive.  She did that for a number of years before finally becoming a thief herself.  Drawing upon years of gymnastics and ballet lesson from her younger days, Ylfa became a successful second story woman.  She was almost caught a few times but always managed to get away, though one time it cost her a hand.  But a hand was easy enough to replace and Ylfa was never shy about body mods anyway.  As far as she was concerned, her new hand and forearm was even better than the old one, what with that nice sharp blade hidden away in it.&lt;br /&gt;
&lt;br /&gt;
Over time Ylfa grew bored of Iceland.  Sure it was home, but she wanted to see the rest of the world.  She had saved up quite a bit of money so she decided why not go see it? She decided to go to Scandinavia first and spent some time exploring Norway before continuing on to Sweden.  It was there that she heard about the Buccaneers of Aland.  Life on the sea and causing trouble for the corps at the same time?  She had to try it.  She found a group of some other like-minded individuals and bought in on a ship of their own.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa_Gray&amp;diff=420210</id>
		<title>Pirates of the Baltic Sea:Ylfa Gray</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa_Gray&amp;diff=420210"/>
		<updated>2022-04-24T06:11:28Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://wiki.rpg.net/index.php/Pirates_of_the_Baltic_Sea | Back to main page]&lt;br /&gt;
&lt;br /&gt;
== Ylfa Gray ==&lt;br /&gt;
[[File:Ylfa_I.png | right]]&lt;br /&gt;
&#039;&#039;3rd level Scoundrel, Gutter Punk &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;Female Icelander, 28 years old &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ABILITY SCORES===&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; 10 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 18 (+4) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (+2) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 14 (+2) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Technology:&#039;&#039;&#039; 10 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;People:&#039;&#039;&#039; 12 (+1) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===STATS===&lt;br /&gt;
&#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 24 (3d8 +6) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Class:&#039;&#039;&#039; 15 (ZA Korp kevlar jacket; DR/2 Ballistic) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative:&#039;&#039;&#039; +11 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 35 feet &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throws:&#039;&#039;&#039; Fort +2, Reflex +8, Mind +2 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies:&#039;&#039;&#039; Acrobatics (+6), Perception (expert: +6), Persuasion (+3), Sleight of Hand (+6), Stealth (expert: +8), Streetwise (+4) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies:&#039;&#039;&#039; Disarming Kit +4, Lock Pick +4 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor &amp;amp; Weapon Proficiencies:&#039;&#039;&#039; Melee Weapons, Pistols, Submachine Guns, Shotguns, Combat Shotguns, Light Armor, Helmets &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Language:&#039;&#039;&#039; Icelandic, Swedish, English, German &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vice:&#039;&#039;&#039; I have a real sweet tooth and will often waste money on candy. &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ATTACK ACTIONS&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Heavy Pistol:&#039;&#039;&#039;&#039;&#039; ranged attack +6 to hit, range 50/150; damage: 2d6 ballistic damage &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hidden Blade:&#039;&#039;&#039;&#039;&#039; melee attack +6 to hit; damage: 1d8+4 slashing damage, finesse &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Origin: Gutter Punk===&lt;br /&gt;
* &#039;&#039;&#039;Ability score increase:&#039;&#039;&#039; +2 to Dex, +1 to Tech and Con &amp;lt;Br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Base Move:&#039;&#039;&#039; 35ft &amp;lt;Br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Shotgunner:&#039;&#039;&#039; weapon proficiency with combat shotguns &amp;lt;Br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Adaptive:&#039;&#039;&#039; pick proficiency with any one skill (Perception) &amp;lt;Br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Misspent Youth:&#039;&#039;&#039; Influence - Street 3 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Class: Scoundrel===&lt;br /&gt;
* &#039;&#039;&#039;Hit Dice:&#039;&#039;&#039; 1d8 &amp;lt;Br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Starting Proficiencies&#039;&#039;&#039; - Armor (light, helm), Weapons (melee, pistols, submachine guns, shotguns), Save (Reflex), Skills (3 of Acrobatics, Sleight of Hand, Stealth) &amp;lt;Br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Cunning Action:&#039;&#039;&#039; bonus action to take the Dash, Disengage or Hide action &amp;lt;Br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Sneak Attack:&#039;&#039;&#039; +2d6 damage once per turn with an attack that has advantage. Must be a finesse or a ranged weapon. You don&#039;t need advantage on the attack roll if an enemy of the target is within 5ft and isn&#039;t incapacitated, and you don&#039;t have disadvantage on the attack. &amp;lt;Br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Expertise:&#039;&#039;&#039; two skills or tools (Perception and Stealth) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Archetype:&#039;&#039;&#039; Smuggler &amp;lt;Br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Shoot First:&#039;&#039;&#039; add proficiency bonus to Initiative (total) &amp;lt;Br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Run and Gun:&#039;&#039;&#039; if you move at least 10ft in any direction during your turn you gain +1 to damage rolls until the start of your next turn. &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&#039;&#039;&#039;1st Contract Term: Merchant (Trader)&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
Skill: Persuasion &amp;lt;Br/&amp;gt;&lt;br /&gt;
Language or Tool: Lockpicks &amp;lt;Br/&amp;gt;&lt;br /&gt;
Wage (x15,000₩): 2d4 5 (75,000₩) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Parting Gift: 1d6 1, (20,000₩) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2nd Contract Term: Criminal (Thief)&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
Skill: Streetwise &amp;lt;Br/&amp;gt;&lt;br /&gt;
Language or Tool: Disarming Kit &amp;lt;Br/&amp;gt;&lt;br /&gt;
Wage (x8,000₩): 2d4 8 (64,000₩) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Parting Gift: 1d6 1, (10,000₩) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===EQUIPMENT===&lt;br /&gt;
Current Cash: 4,785₩ &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Augmentations&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
Enhanced HUD (Tier 0, Eyes; 30,000₩) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Neurolink (Tier 0, Neural) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Quickened Reflexes: +5 Initiative, +2 Reflex Saves (Tier 1, Neural; 100,000₩) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Hidden Blade: Bonus action to extend or retract, DC20 to detect while hidden, 1d8 slashing damage, finesse (Tier 1, Left Forearm; 200,000₩) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear (Wt. 30lbs)&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
Street Shotgun (120,000₩; Damage: 2d8 ballistic; Range: 20/50; Ammo: Shells; Qualities: 4 shots, 2 handed; Wt. 7lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Heavy Pistol (100,000₩; Damage: 2d6 ballistic; Range: 50/150; Ammo: 10mm; Qualities: 15 shots; Wt. 4lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Ammo: 100 rounds of 10mm (5,000₩) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Holster, Ammo (500₩; Wt. 1lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Holster, One-Hand (1,000₩; Wt. 1lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
ZA Korp Kevlar Jacket (15,000₩; AC 11+Dex; Damage Resistance: DR/2 Ballistic; Wt. 12lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Ylfa_II.png | right]]&lt;br /&gt;
Disarming Kit (2,000₩; Wt. 2lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Lock Pick (2,000₩; Wt. 1lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Backpack (2,000₩; Wt. 5lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Clothes, Average &amp;lt;Br/&amp;gt;&lt;br /&gt;
Comm, Earpierce (5,000₩) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Duct Tape (20₩; Wt. 0.5lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Mirror, Steel (500₩; Wt. 0.5lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Notepad, Waterproof (90₩; Wt. 2lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Pen x5 (45₩) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Superglue (40₩) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Torch (20₩; Wt. 1lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Progression===&lt;br /&gt;
Starting Money: 469,000₩; Spent: 464,215₩  &amp;lt;Br/&amp;gt;&lt;br /&gt;
Loot: Street Shotgun&lt;br /&gt;
Influence: Corporate 0, Street 3 &amp;lt;Br/&amp;gt;&lt;br /&gt;
Experience Points: 1,800 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Ylfa was born and raised in Reykjavík, her mother a middle management wage slave for one of the larger megacorps operating in Iceland, while her father worked on one of Iceland&#039;s few remaining fishing boats.  Her parents were never married; Ylfa was the result of a brief but intense affair.  She was raised by her mother, but spent some weekends with her father when he wasn’t out on the ocean.&lt;br /&gt;
&lt;br /&gt;
Ylfa’s formative years left her feeling largely neglected by her mother, who spent the majority of her time trying to advance up the megacorp ladder.  Ylfa responded by rebelling: running with the ‘wrong crowd’ and getting into trouble.  She didn’t hate her mother; her hate was reserved for the megacorp culture that treated employees as nothing more than disposable goods.  But Ylfa did resent her for falling into the corp trap and she was determined to never follow in her mother’s footsteps.&lt;br /&gt;
&lt;br /&gt;
Ylfa discovered her love for the sea one summer when she was able to stay with her father for a couple of weeks.  At first she thought she would be bored out of her mind staying at that cottage of the shore instead of the small apartment he had in the city.  But the first time he took her out onto the ocean in that little boat he had, she fell in love with the wind and the waves.  She also learned a lot about her father out on the water.  From the stories he told it turns out he was something of a rapscallion himself in his younger days.  They bonded that summer before he set out to sea again.  She still keeps in touch with him when she can to this day.&lt;br /&gt;
&lt;br /&gt;
That fall Ylfa’s mother died.  Again and again she had put off going to the doctor about a problem she knew she had, but she couldn’t miss work you see.  The Corp doesn’t care about your problems.  If you don’t perform you can simply be replaced.  As far as Ylfa was concerned, the Corp murdered her mother.&lt;br /&gt;
&lt;br /&gt;
With her father out at sea, Ylfa was left to her own devices so she turned to her gutter punk friends.  She discovered she had a talent for trading; bartering items stolen by her compatriots for things they could use to survive.  She did that for a number of years before finally becoming a thief herself.  Drawing upon years of gymnastics and ballet lesson from her younger days, Ylfa became a successful second story woman.  She was almost caught a few times but always managed to get away, though one time it cost her a hand.  But a hand was easy enough to replace and Ylfa was never shy about body mods anyway.  As far as she was concerned, her new hand and forearm was even better than the old one, what with that nice sharp blade hidden away in it.&lt;br /&gt;
&lt;br /&gt;
Over time Ylfa grew bored of Iceland.  Sure it was home, but she wanted to see the rest of the world.  She had saved up quite a bit of money so she decided why not go see it? She decided to go to Scandinavia first and spent some time exploring Norway before continuing on to Sweden.  It was there that she heard about the Buccaneers of Aland.  Life on the sea and causing trouble for the corps at the same time?  She had to try it.  She found a group of some other like-minded individuals and bought in on a ship of their own.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa_Gray&amp;diff=416122</id>
		<title>Pirates of the Baltic Sea:Ylfa Gray</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pirates_of_the_Baltic_Sea:Ylfa_Gray&amp;diff=416122"/>
		<updated>2022-01-19T03:53:47Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://wiki.rpg.net/index.php/Pirates_of_the_Baltic_Sea | Back to main page]&lt;br /&gt;
&lt;br /&gt;
== Ylfa Gray ==&lt;br /&gt;
[[File:Ylfa_I.png | right]]&lt;br /&gt;
&#039;&#039;3rd level Scoundrel, Gutter Punk &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;Female Icelander, 28 years old &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ABILITY SCORES===&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; 10 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 18 (+4) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (+2) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 14 (+2) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Technology:&#039;&#039;&#039; 10 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;People:&#039;&#039;&#039; 12 (+1) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===STATS===&lt;br /&gt;
&#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 24 (3d8 +6) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Class:&#039;&#039;&#039; 15 (ZA Korp kevlar jacket; DR/2 Ballistic) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative:&#039;&#039;&#039; +11 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 35 feet &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throws:&#039;&#039;&#039; Fort +2, Reflex +8, Mind +2 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies:&#039;&#039;&#039; Acrobatics (+6), Perception (expert: +6), Persuasion (+3), Sleight of Hand (+6), Stealth (expert: +8), Streetwise (+4) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies:&#039;&#039;&#039; Disarming Kit +4, Lock Pick +4 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor &amp;amp; Weapon Proficiencies:&#039;&#039;&#039; Melee Weapons, Pistols, Submachine Guns, Shotguns, Combat Shotguns, Light Armor, Helmets &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Language:&#039;&#039;&#039; Icelandic, Swedish, English, German &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vice:&#039;&#039;&#039; I have a real sweet tooth and will often waste money on candy. &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ATTACK ACTIONS&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Heavy Pistol:&#039;&#039;&#039;&#039;&#039; ranged attack +6 to hit, range 50/150; damage: 2d6 ballistic damage &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hidden Blade:&#039;&#039;&#039;&#039;&#039; melee attack +6 to hit; damage: 1d8+4 slashing damage, finesse &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Origin: Gutter Punk===&lt;br /&gt;
* &#039;&#039;&#039;Ability score increase:&#039;&#039;&#039; +2 to Dex, +1 to Tech and Con &amp;lt;Br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Base Move:&#039;&#039;&#039; 35ft &amp;lt;Br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Shotgunner:&#039;&#039;&#039; weapon proficiency with combat shotguns &amp;lt;Br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Adaptive:&#039;&#039;&#039; pick proficiency with any one skill (Perception) &amp;lt;Br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Misspent Youth:&#039;&#039;&#039; Influence - Street 3 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Class: Scoundrel===&lt;br /&gt;
* &#039;&#039;&#039;Hit Dice:&#039;&#039;&#039; 1d8 &amp;lt;Br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Starting Proficiencies&#039;&#039;&#039; - Armor (light, helm), Weapons (melee, pistols, submachine guns, shotguns), Save (Reflex), Skills (3 of Acrobatics, Sleight of Hand, Stealth) &amp;lt;Br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Cunning Action:&#039;&#039;&#039; bonus action to take the Dash, Disengage or Hide action &amp;lt;Br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Sneak Attack:&#039;&#039;&#039; +2d6 damage once per turn with an attack that has advantage. Must be a finesse or a ranged weapon. You don&#039;t need advantage on the attack roll if an enemy of the target is within 5ft and isn&#039;t incapacitated, and you don&#039;t have disadvantage on the attack. &amp;lt;Br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Expertise:&#039;&#039;&#039; two skills or tools (Perception and Stealth) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Archetype:&#039;&#039;&#039; Smuggler &amp;lt;Br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Shoot First:&#039;&#039;&#039; add proficiency bonus to Initiative (total) &amp;lt;Br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Run and Gun:&#039;&#039;&#039; if you move at least 10ft in any direction during your turn you gain +1 to damage rolls until the start of your next turn. &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&#039;&#039;&#039;1st Contract Term: Merchant (Trader)&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
Skill: Persuasion &amp;lt;Br/&amp;gt;&lt;br /&gt;
Language or Tool: Lockpicks &amp;lt;Br/&amp;gt;&lt;br /&gt;
Wage (x15,000₩): 2d4 5 (75,000₩) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Parting Gift: 1d6 1, (20,000₩) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2nd Contract Term: Criminal (Thief)&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
Skill: Streetwise &amp;lt;Br/&amp;gt;&lt;br /&gt;
Language or Tool: Disarming Kit &amp;lt;Br/&amp;gt;&lt;br /&gt;
Wage (x8,000₩): 2d4 8 (64,000₩) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Parting Gift: 1d6 1, (10,000₩) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===EQUIPMENT===&lt;br /&gt;
Current Cash: 4,785₩ &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Augmentations&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
Enhanced HUD (Tier 0, Eyes; 30,000₩) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Neurolink (Tier 0, Neural) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Quickened Reflexes: +5 Initiative, +2 Reflex Saves (Tier 1, Neural; 100,000₩) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Hidden Blade: Bonus action to extend or retract, DC20 to detect while hidden, 1d8 slashing damage, finesse (Tier 1, Left Forearm; 200,000₩) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear (Wt. 30lbs)&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
Heavy Pistol (100,000₩; Damage: 2d6 ballistic; Range: 50/150; Ammo: 10mm; Qualities: 15 shots; Wt. 4lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Ammo: 100 rounds of 10mm (5,000₩) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Holster, Ammo (500₩; Wt. 1lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Holster, One-Hand (1,000₩; Wt. 1lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
ZA Korp Kevlar Jacket (15,000₩; AC 11+Dex; Damage Resistance: DR/2 Ballistic; Wt. 12lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Ylfa_II.png | right]]&lt;br /&gt;
Disarming Kit (2,000₩; Wt. 2lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Lock Pick (2,000₩; Wt. 1lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Backpack (2,000₩; Wt. 5lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Clothes, Average &amp;lt;Br/&amp;gt;&lt;br /&gt;
Comm, Earpierce (5,000₩) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Duct Tape (20₩; Wt. 0.5lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Mirror, Steel (500₩; Wt. 0.5lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Notepad, Waterproof (90₩; Wt. 2lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Pen x5 (45₩) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Superglue (40₩) &amp;lt;Br/&amp;gt;&lt;br /&gt;
Torch (20₩; Wt. 1lb) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Progression===&lt;br /&gt;
Starting Money: 469,000₩; Spent: 464,215₩  &amp;lt;Br/&amp;gt;&lt;br /&gt;
Influence: Corporate 0, Street 3 &amp;lt;Br/&amp;gt;&lt;br /&gt;
Experience Points: 1,300 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Ylfa was born and raised in Reykjavík, her mother a middle management wage slave for one of the larger megacorps operating in Iceland, while her father worked on one of Iceland&#039;s few remaining fishing boats.  Her parents were never married; Ylfa was the result of a brief but intense affair.  She was raised by her mother, but spent some weekends with her father when he wasn’t out on the ocean.&lt;br /&gt;
&lt;br /&gt;
Ylfa’s formative years left her feeling largely neglected by her mother, who spent the majority of her time trying to advance up the megacorp ladder.  Ylfa responded by rebelling: running with the ‘wrong crowd’ and getting into trouble.  She didn’t hate her mother; her hate was reserved for the megacorp culture that treated employees as nothing more than disposable goods.  But Ylfa did resent her for falling into the corp trap and she was determined to never follow in her mother’s footsteps.&lt;br /&gt;
&lt;br /&gt;
Ylfa discovered her love for the sea one summer when she was able to stay with her father for a couple of weeks.  At first she thought she would be bored out of her mind staying at that cottage of the shore instead of the small apartment he had in the city.  But the first time he took her out onto the ocean in that little boat he had, she fell in love with the wind and the waves.  She also learned a lot about her father out on the water.  From the stories he told it turns out he was something of a rapscallion himself in his younger days.  They bonded that summer before he set out to sea again.  She still keeps in touch with him when she can to this day.&lt;br /&gt;
&lt;br /&gt;
That fall Ylfa’s mother died.  Again and again she had put off going to the doctor about a problem she knew she had, but she couldn’t miss work you see.  The Corp doesn’t care about your problems.  If you don’t perform you can simply be replaced.  As far as Ylfa was concerned, the Corp murdered her mother.&lt;br /&gt;
&lt;br /&gt;
With her father out at sea, Ylfa was left to her own devices so she turned to her gutter punk friends.  She discovered she had a talent for trading; bartering items stolen by her compatriots for things they could use to survive.  She did that for a number of years before finally becoming a thief herself.  Drawing upon years of gymnastics and ballet lesson from her younger days, Ylfa became a successful second story woman.  She was almost caught a few times but always managed to get away, though one time it cost her a hand.  But a hand was easy enough to replace and Ylfa was never shy about body mods anyway.  As far as she was concerned, her new hand and forearm was even better than the old one, what with that nice sharp blade hidden away in it.&lt;br /&gt;
&lt;br /&gt;
Over time Ylfa grew bored of Iceland.  Sure it was home, but she wanted to see the rest of the world.  She had saved up quite a bit of money so she decided why not go see it? She decided to go to Scandinavia first and spent some time exploring Norway before continuing on to Sweden.  It was there that she heard about the Buccaneers of Aland.  Life on the sea and causing trouble for the corps at the same time?  She had to try it.  She found a group of some other like-minded individuals and bought in on a ship of their own.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Ylfa_II.png&amp;diff=416121</id>
		<title>File:Ylfa II.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Ylfa_II.png&amp;diff=416121"/>
		<updated>2022-01-19T03:51:16Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=StarWarsKOTOR_PBP_game&amp;diff=415957</id>
		<title>StarWarsKOTOR PBP game</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=StarWarsKOTOR_PBP_game&amp;diff=415957"/>
		<updated>2022-01-12T05:22:17Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This wiki is for my PBP game by the same name, using the [https://wiki.rpg.net/index.php/StarWars_for_5ed &#039;&#039;&#039;Star Wars 5th rules&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
[[File:SWD5.SKOTOR.jpg]]&lt;br /&gt;
== STAR WARS -- KNIGHTS OF THE OLD REPUBLIC ==&lt;br /&gt;
&amp;lt;font size=3&amp;gt;&#039;&#039;&#039;Episode I&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Dathomir Darkness&#039;&#039;&#039;&amp;lt;/font size&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is an age of fragile peace. &amp;lt;/br&amp;gt;&lt;br /&gt;
Though the Treaty of Coruscant ended &amp;lt;/br&amp;gt;&lt;br /&gt;
the Great Galactic War it gave almost half &amp;lt;/br&amp;gt;&lt;br /&gt;
of the Galaxy to the dark forces of the Sith Empire. &amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a wounded Republic struggles &amp;lt;/br&amp;gt;&lt;br /&gt;
to rebuild, the Sith prepare in secret &amp;lt;/br&amp;gt;&lt;br /&gt;
to invade and crush the last defenders of &amp;lt;/br&amp;gt;&lt;br /&gt;
liberty. Again the spectre of war stalks the galaxy!&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Heroes gathered by the Survey Guild of &amp;lt;/br&amp;gt;&lt;br /&gt;
the Republicare urgently  dispatched from &amp;lt;/br&amp;gt;&lt;br /&gt;
Coruscant to the  Outer Rim world of Dathomir &amp;lt;/br&amp;gt;&lt;br /&gt;
to negotiate with the local Czerka Corporation and &amp;lt;/br&amp;gt;&lt;br /&gt;
prevent a massacre. Mercenaries hired by the corporation &amp;lt;/br&amp;gt;&lt;br /&gt;
are eradicating the Kwi natives  of Dathomir  as mere savage &amp;lt;/br&amp;gt;&lt;br /&gt;
animals even though the Survey Guild has declared  them sentient.&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Little do they know that the Sith &amp;lt;/br&amp;gt;&lt;br /&gt;
Empire is searching for a dark secret on this &amp;lt;/br&amp;gt;&lt;br /&gt;
half-forgotten world, a secret that might spell doom &amp;lt;/br&amp;gt;&lt;br /&gt;
for not only the Republic but life itself within the Universe...&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== BASIC SET UP ==&lt;br /&gt;
The game is set around 8 years into the &#039;&#039;&#039;Cold War&#039;&#039;&#039; period after the &#039;&#039;&#039;Sacking of Coruscant&#039;&#039;&#039;. The heroes had been summoned to the &#039;&#039;&#039;&#039;&#039;Republic Survey Guild&#039;&#039;&#039;&#039;&#039; on &#039;&#039;&#039;Coruscant&#039;&#039;&#039;. They are being assisted/hired to go to help negotate a peace between &#039;&#039;&#039;&#039;&#039;Czerka Mining and Industrial&#039;&#039;&#039;&#039;&#039;[https://www.deviantart.com/hazelbloons/art/Czerka-Logo-867831722] and the native &#039;&#039;&#039;Kwi&#039;&#039;&#039;[https://www.starwars-universe.com/images/encyclopedie/especes/images_v6/kwi_image.jpg] on the Outer Rim world of &#039;&#039;&#039;Dathomir&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Up until recently Czerka Corp had been using the native Kwi as simple animal beasts of burden as they were believed to be non-sentient but a recent Republic Survey Team discovered that their are indeed sentient. But as the Kwi languages is near untranslateable the corporation still does not believe them. Troubles started when the Kwi began attacking corporate officals and miners, killing serval. This has resulted in the corporation hiring a number of mercenaries to wipe them out in the area. The Survey group wants the heroes to prevent this.&lt;br /&gt;
&lt;br /&gt;
Dathomir is a lush jungle world also full of a number of fresh water lakes, mountains and shallow seas. The weather is generally pleasent although large storms can hit various parts of the planet during different seasons. Czerka Corp has one Space Port on the planet called &#039;&#039;&#039;&#039;&#039;Footfall&#039;&#039;&#039;&#039;&#039; which is also the name of the planets only settlement in the northern hemisphere where their main corporate headquarters is located and most of the miners are based. &lt;br /&gt;
&lt;br /&gt;
There are also a few shattered Human primitive cultures in the southern hemisphere who are believed to originated from an ancient colony that fell to barbarians in ages past. Czerka has little to no contact with them as they do not mine in that area.&lt;br /&gt;
&lt;br /&gt;
The Republic Survey Guild team is made up of four members and a translator droid able to communicate with the Kwi. The heroes are to make contact with them and Czerka corp to try and resolove the situation before the natives are massacured by the mercs.&lt;br /&gt;
&lt;br /&gt;
The Survey Guild members are Melontor Gelakirm (an Aqualish male[https://www.pinterest.com/pin/4362930872774355/]; the Survey team leader), Crad&#039;wovaz (a Twi&#039;lek male[https://www.pinterest.com/pin/16818198598034094/]; the teams geologist), Stosrai (a Zabrak female[https://www.pinterest.com/pin/31525266130514149/]; the teams droid and computer specialist) and Prote Riem (an Ardennians female[https://www.pinterest.com/pin/3729612193572708/]; teams mechanic and survey pilot/mapper). Also includes &amp;quot;Aido 3&amp;quot; (a AX-IDO translator droid[https://www.pinterest.com/pin/28006828922315035/])&lt;br /&gt;
&lt;br /&gt;
== THE HEROES ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;NAME&#039;&#039;&#039; || &#039;&#039;&#039;PLAYED BY&#039;&#039;&#039; || &#039;&#039;&#039;CLASS/LEVEL&#039;&#039;&#039; || &#039;&#039;&#039;SPECIES&#039;&#039;&#039; || &#039;&#039;&#039;HP&#039;&#039;&#039; || &#039;&#039;&#039;AC&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [https://wiki.rpg.net/index.php/StarWars_for_5ed/Caron_Halla  &#039;&#039;&#039;Caron Halla&#039;&#039;&#039;] || @Stormraven || Scoundrel 5 || Human || 44 || 18&lt;br /&gt;
|-&lt;br /&gt;
| [[Vin Bolso | &#039;&#039;&#039;Vin Bolso&#039;&#039;&#039;]] || @thebigh || Scout 5 || Human || 54 || 20&lt;br /&gt;
|-&lt;br /&gt;
| [[Lykka Sataar | &#039;&#039;&#039;Lykka Sataar&#039;&#039;&#039;]] || @Gremlin || Jedi 5 || Mirialin || 49 || 20/19* &lt;br /&gt;
|-&lt;br /&gt;
| [[Jarim Dso | &#039;&#039;&#039;Jarim Dso&#039;&#039;&#039;]] || @Nate_MI || Jedi 5 || Mol Calmari || 44 || 17 &lt;br /&gt;
|-&lt;br /&gt;
| [[Aesix_Goddeq_StarWarsKOTOR_PBP_game | &#039;&#039;&#039;Aesix Goddeq&#039;&#039;&#039;]] || @jmucchiello || Jedi-5 || Zabrak || 54 || 21/19* &lt;br /&gt;
|-&lt;br /&gt;
| [[Misiahl Kuzef | &#039;&#039;&#039;Misiahl Kuzef&#039;&#039;&#039;]] || @Naphthalim || Soldier 5 || Miraluka || 64 || 18&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
: * &#039;&#039;without an ignited lightsaber.&#039;&#039;&lt;br /&gt;
[[File:SWD5.theHeroes.jpg]]&lt;br /&gt;
=== Hero&#039;s Ship &amp;amp; Droid Ally ===&lt;br /&gt;
The heroes have been assigned a Republic Transport ship to take them there. If no one has piloting and/or computer use (to plot a course) there is an NPC Astromech Droid (T3-D1 &amp;quot;Ted&amp;quot;; see below) that can preform these functions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KT-600 Light Freighter&#039;&#039;&#039;[https://i.pinimg.com/564x/4d/f8/3a/4df83a94a315767daa24c57ba5ce8b2d.jpg]&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Colossal Transport&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Man/Atk mod&#039;&#039;&#039; -6/+2; &#039;&#039;&#039;Senses&#039;&#039;&#039; sensors +2; &#039;&#039;&#039;AC&#039;&#039;&#039; 12 (armor +8) + pilot’s Dex or Int mod (max +2); &#039;&#039;&#039;HD&#039;&#039;&#039; 10, &#039;&#039;&#039;HP&#039;&#039;&#039; 200, &#039;&#039;&#039;Hardness&#039;&#039;&#039; 12, &#039;&#039;&#039;SR&#039;&#039;&#039; 15, &#039;&#039;&#039;Threshold&#039;&#039;&#039; 62; &#039;&#039;&#039;Speed&#039;&#039;&#039; 300 feet (max. velocity 1,500 mph), fly 6 (starship scale); &#039;&#039;&#039;Strength bonus&#039;&#039;&#039; +22; &#039;&#039;&#039;Abilities&#039;&#039;&#039; Str 44, Dex 10, Int 14; &#039;&#039;&#039;Crew&#039;&#039;&#039; 3 (min 1 w/no gunners), &#039;&#039;&#039;Passengers&#039;&#039;&#039; 6, &#039;&#039;&#039;Cargo&#039;&#039;&#039; 80 tons, &#039;&#039;&#039;Consumables&#039;&#039;&#039; 2 months; &#039;&#039;&#039;Availability&#039;&#039;&#039; Licensed, &#039;&#039;&#039;Cost&#039;&#039;&#039; 150,000; &#039;&#039;&#039;Hyperdrive&#039;&#039;&#039; x2 (navcomputer), backup x12&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: Two Duel linked laser cannons Turrets (two gunner turrets): Damage 5d10 x2 energy, Range 1,000/5,000 (2/10)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2nd Degree T3 Astromech Droid&#039;&#039;&#039; (T3-C3 &#039;Tac-ee&#039;[https://static.wikia.nocookie.net/swfanon/images/f/fb/T3-NEGD.jpg/revision/latest?cb=20090412025215]), &#039;&#039;Small sized droid Scout 3&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Destiny Points&#039;&#039;&#039; 3 (1d4+1), &#039;&#039;&#039;Dark Side&#039;&#039;&#039; 0&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Class&#039;&#039;&#039; 17 (unarmed)&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Points&#039;&#039;&#039; 34 (HD 3d8, Second Wind 1d8+3); &#039;&#039;&#039;Damage Threshold&#039;&#039;&#039; 17 (recovery +4, begining of the round)&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 20 feet (wheels)&amp;lt;/br&amp;gt;&lt;br /&gt;
STR 10, DEX 12 (+1), CON n/a, INT 17 (+3), WIS 14 (+2), CHA 11&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039; Dexterity +3, Wisdom +4&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039; Pistol, Rifle, Simple; Light Armor&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039; Computer Use +7, Galactic Lore +5, Investigation +5, Mechanic +7, Perception +4, Pilot +3, Techology +5, Thievery +5&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; Shake it Off (recover from reeling at beginning of round), Skill Expertise (Computer Use, Mechanic), Skill Proficiency (Technology and Thievery), Tech Specialist (create upgrades to tech), Z-G Training (not at disadvantage in zero gravity)&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Talents&#039;&#039;&#039; Fast Repairs (half rounds for jury-rig or restore/reroute power), Jurry Rig (advantage with Mechanics to do short term fixes), Mechanic (double HP restored with mechanics check) &amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Senses&#039;&#039;&#039; &#039;&#039;passive&#039;&#039; perception 14; &#039;&#039;&#039;Languages&#039;&#039;&#039; Binary, Basic (understand only), Duros (understand only)&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Traits (Systems)&#039;&#039;&#039; Heuristic Processor, Basic Probe Appendages, Wheeled Locomotion, Magnetic &#039;Feet/Pads&#039;, Small Size, two sets of built in Tools (Repair kit and Stun Pistol), Astromech Navcomputer, Tech Specialist feat&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ACTIONS&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Stun Pistol&#039;&#039;&#039;&#039;&#039;. (50 pc). Ranged Weapon Attack: +3 to hit, one target; Hit: 3d6+2 energy. Stun Only. Range 50/300ft&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Extra Gear&#039;&#039;&#039;: Built in Navcompuer and Repair Kit. Also has the hyperspace route to Dathomir  from the Duros Trade Run bouy system (via Bespin). To plot the final course through the Navcompture is a DC20 with this data (it would be a 30 without it or an Advanced Navocompture system).&lt;br /&gt;
&lt;br /&gt;
== OTHER NOTES ==&lt;br /&gt;
=== Dathomir Data File ===&lt;br /&gt;
[[File:SWD5.Dathomir.jpg | 500px]]&lt;br /&gt;
&lt;br /&gt;
The heroes can access the following data from the Republic Survey Guild and Holonet information...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Astrographical information&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Region&#039;&#039;&#039;: Outer Rim Territories&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sector&#039;&#039;&#039;: Quelli sector&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System&#039;&#039;&#039;: Dathomir system&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Suns&#039;&#039;&#039;: 1- Domir (Red Giant)&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Moons&#039;&#039;&#039;: 4&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trade routes&#039;&#039;&#039;: None&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rotation period&#039;&#039;&#039;: 24 hours&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Orbital period&#039;&#039;&#039;: 491 days&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Data&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Diameter&#039;&#039;&#039;: 10,460 kilometers&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Atmosphere&#039;&#039;&#039;: Standard Breathable&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Climate&#039;&#039;&#039;: Temperate comfortable throughout most of the planet. Colder near the poles.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gravity&#039;&#039;&#039;: Slightly below Standard&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Primary terrain&#039;&#039;&#039;: Jungle, with many canyons and valleys, massive caves, cliffs, forests, hills, mountains, rivers, swamps, tar-pits, and a few ice caps.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Points of interest&#039;&#039;&#039;: Dreaming River (said to cause various halluinations from those that drink from it. The Czerka has banned anyone of their employees from during so but the effects seem fairly mild and non-addicitve), Grey Wound (a very large canyon that cuts through much of the southern hemesphere), Howling Mountain (where most of Czerka is conducting their mining operations at. Gets it name from the strange howling like sounds that echo through the mountains), Red Cliffs (south of the Howling Mountains and very distrintive colored rocks here that almost appear to be blood), the Swamplands (farther south of the Red Cliff, a very extensive and massive salt water swamp that extended to the sea serveral hundred miles southward).&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unusal Features&#039;&#039;&#039;: Much of the world&#039;s land masses and seas are covered by a thick reddist tinted mist perpetually, even during heavy storms. The coloration is caused by the Red Gaint Sun of the system. Most of the planet has not mapped or properly surveyed due to this phenomenon.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Flora&#039;&#039;&#039; (known): Brula fruit, Bleeding Gut, Blue coral, Fire lichen, Grave Thorn, Hydraatis, Mushling, various unidentified fungus and mulusks.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fauna&#039;&#039;&#039; (known): Bane back spider (a fairly large spider like creature that can spray a deadly toxin as a defense against predators), Belonuk (a four legged saurian apex predator with very sharp teeth and claws, with a sharp boney head that it can ram prey with to stun or knock prone), Burra fish (edible amd tasty fresh water creature that can grow to be several meters in length), Nydak and Nydak Alphas (another species of semi-bipedal apex predators found mostly in the Red Hills region and Southern Singing Mountains. Their long fore-arms are heavily clawed and their brown hide is covered in sharp spikes. The alphas are even larger then the normal and weigh upwards of two tons), Regs (large lizard breats that walk on four legs. While they were tried to be used as beasts of burder by Czerka early on they proved to wild and stupid to functions as good ones. They can weigh serval tons), Veeka (red-plummed lizard-birds that are also edible but friendly and keep as pets by a few of the miners), and numberous unidentified snakes and lizards like creatures both large and small. &amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Government&#039;&#039;&#039;: Corporate or Tribal&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Population&#039;&#039;&#039;: Czerka corporation personal 2,635. Unknown others. Native Kwi believed to be serveral million worldwide. Primitive Human population in the southern Hemesphere believed by to around 100,000. &amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Major cities&#039;&#039;&#039;: Footfall (only major city and location of space port)&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Major exports&#039;&#039;&#039;: Ore&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Major Imports&#039;&#039;&#039;: Food, machinary for mining, etc.&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dathomir is a remote and obscure planet in the Quelli sector of the Outer Rim Territories. Czerka Mining and Industrial has a contract with the Republic to mine the planet for various rare and profitable ores found here. &lt;br /&gt;
&lt;br /&gt;
It is the home of the Kwi a cobalt blue saurian bipelled species. Due to their semi-upright movement patterns and near untranslatable speak patterns they had originally thought to be non-sentient but recently the Republic Survey Guild has translated their tongue and realized they are in fact sentient, just primitive.&lt;br /&gt;
&lt;br /&gt;
There are two main land-masses surrounded by multiple small ones and multiple island chains within its shallow seas. The northern hemisphere holds one of the larger land-masses and is where Czerka has set up mining operations but only in one small area. Most of their mines are within 600 kilometers (400 miles) of Footfall, their space port and corporate headquarters. The northern land-mass has not been extensively explored past here and the lands of the southern hemisphere are even less well known. A few minor survey exploration did discover the Human tribes that live there on the largest of the southern land-masses. The group believes that these Humans might have belong to a long forgotten colony that was established here in a distant past but that they fell into barbarianism. There are no records of this colony in the Republic archies so it is only a idea of what might have happened.&lt;br /&gt;
 &lt;br /&gt;
With so little exploration or the planet most of it is a mystory along with most of the animal and plant life that might be found here.&lt;br /&gt;
&lt;br /&gt;
=== Other Species of the Old Republic and Beyond===&lt;br /&gt;
&#039;&#039;&#039;ARDENNIAN SPECIES TRAITS&#039;&#039;&#039;[https://www.pinterest.com/pin/822540319417884728/]&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ability Score Modifier&#039;&#039;&#039;: +2 to Dexterity, +1 to Wisdom&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Small Sized and Speed&#039;&#039;&#039;: base 25 feet. As a small sized creature, Ardennian gain a +3 size bonus to Stealth. However, their lifting and carrying limits is Strength x5lbs for basic encumbrance.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Ardennian has darkvision out to 60 feet.&amp;lt;/br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Expert Climbers&#039;&#039;&#039;: Due to using all four of their flexible arms and their manipulative feet, the Ardennian have advantage on Strength (Athletic) checks when climbing. Furthermore, if any of these skill checks is a 9 or less, the Ardennian treats these rolls at if they rolled if was a 10. Climbing does not count as double movement for their Speed nor does it provide others with advantage against them. &amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Four Armed and Hand-like Feet&#039;&#039;&#039;: Ardennian have an additional set of arms and they can use their feet can act as additional hands when not moving. They may interact with an additional object or feature of the environment for free during your turn. They can carry an additional one-handed weapon using each of these extra arms, but cannot use the Versatile property of weapons carried in these extra arms. They gain +2 with grapple tests due to their extra arms. Their hands can be used for other tasks, such as opening doors, carrying lamps or comlinks, using tools, etc. without difficulty when they are not holding weapons. If not moving (Speed 0) and when not carrying any additional items the Ardennian gains +2 bonus to any skill that the GM deems would benefit from multi-limbs. Example could include Computer Use, Drive, Mechanic, Pilot, etc.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;Languages&#039;&#039;: you can speak, read and write in Basic and Ardennesse&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ARKANIAN SPECIES TRAITS&#039;&#039;&#039;[https://static.wikia.nocookie.net/starwars/images/c/c8/Adasca_HS.png/revision/latest?cb=20190322042326]&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ability Score Modifiers&#039;&#039;&#039;: +2 to Intelligence, -2 to Charima and +1 to Two other Attributes of the player&#039;s choice, due to extensive genetic manipulations. Seeing themselves and the pinical of evolution and treating all other species as lesser beings makes them rather unpersonable. Alternatively those that reject this manipulation they gain +2 to Intelligence only.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Medium Sized and Speed&#039;&#039;&#039;: base 30 feet&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cold Resistance&#039;&#039;&#039;: hailing from the frozen planet of Arkania the Arkanians have natural resistance from extreme colds. They have Resistance (PHB pg. 194) verses any cold damage and attack rolls with the cold descriptor are at disadvantage. Their skin counts as Winter Clothing for cold environmental conditions.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Arkanian can see in total darkness out to 60 feet&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Upgraded Enhancements&#039;&#039;&#039;: as it is not unusual for an Arkanian to enhance themselves with internal and/or external cybernetics, they can start with up to 2 points of Strain in Cybernetics at no cost in credits. Those that reject this aspect of their species instead gain a bonus Feat of their choice so long as they qualify for it.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;Languages&#039;&#039;: you can speak, read and write in Basic and Arkanesse&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ARKANIAN OFFSHOOT SPECIES TRAITS&#039;&#039;&#039;[https://www.pinterest.com/pin/844002786409078385/]&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ability Score Modifers&#039;&#039;&#039;: +2 to any one Attribute of choice and +1 to one additional Attribute of player&#039;s choice.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Medium Sized and Speed&#039;&#039;&#039;: base 30 feet&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cold Resistance&#039;&#039;&#039;: also from the frozen planet of Arkania the Offshoots have natural resistance from extreme colds. As Arkanian, their offshoots have Resistance (PHB pg. 194) verses any cold damage and attack rolls with the cold descriptor are at disadvantage. Their skin counts as Winter Clothing for cold environmental conditions.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Darkvision and Low-Light Vision&#039;&#039;&#039;: Arkanian Offshoots can see in total darkness out to 60 feet and ignore Dim light penalties.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Genetic Manipulation&#039;&#039;&#039;: As the Arkanian Offshoots have been specifically created to serve various roles within Arkanian society (as slaves of course) they gain a bonus Feat of their choice for free to somewhat reflect this roll. &amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;Languages&#039;&#039;: you can speak, read and write in Basic and Arkanesse&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FEEORIN SPECIES TRAITS&#039;&#039;&#039;[https://twitter.com/isticmedia/status/1320488472013099009]&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ability Score Modifiers&#039;&#039;&#039;: +4 to Strength, -1 to Dexterity, -1 to Wisdom&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Medium Sized and Speed&#039;&#039;&#039;: base 30 feet&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Continue to Grow all their Lives&#039;&#039;&#039;: The Feeorin have the unusal biology of growing stronger even while their bodies age up until their deaths. They suffer no ill effects from age to their strength. They also have advantage with Strength saving throws &#039;&#039;and&#039;&#039; Strength (Athletic) skill checks. &amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Great Fortitude&#039;&#039;&#039;: Feeorin gain +2 with Constitution saves.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Survivorist&#039;&#039;&#039;: Feeorin have learned how to survive almost anywhere after being forced off their homeworld thousands of years ago when it was destroyed. They gain proficiency with the Wisdom (Survival) skill and also have Advantage with it when making skill checks of it. &amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;Languages&#039;&#039;: you can speak, read and write in Basic and Feeorinesse&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KHIL SPECIES TRAITS&#039;&#039;&#039;[https://www.pinterest.com/pin/396527942177735686/]&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ability Score Modifiers&#039;&#039;&#039;: +1 to Intelligence, +2 to Charisma&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Medium Size and Speed&#039;&#039;&#039;: base move of 30 feet&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bonus Skill&#039;&#039;&#039;: start with proficiency in any Skill of choice for free. The Khil are a dedicated and ambitious people, with little tolerance for laziness or time-wasting. &amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hullepi Feeders&#039;&#039;&#039;: the Khil can draw part of their nutrional needs through the air and thus only require a fourth of the food and water required to survive and maintain health.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Natural Musicians&#039;&#039;&#039;: As the Khil breath through their hullepi tentacles that hang from their mouths they can produces increadible sounds and music from them. They have advantage with Charisma (Performce) skill checks.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Strong Willed&#039;&#039;&#039;: Khil gain +2 to their Wisdom saving throws. &amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;Languages&#039;&#039;: you can speak, read and write in Basic and Khilese.&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELKATH SPECIES TRAITS&#039;&#039;&#039;[https://www.pinterest.com/pin/725572189935905827/]&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ability Score Modifiers&#039;&#039;&#039;: +2 to Wisdom&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Medium Sized and Speed&#039;&#039;&#039;: base 30 feet. They also have a Swim speed of 30 feet.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Breathe Underwater&#039;&#039;&#039;: as amphibious creatures, Selkath cannot drown in water.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Diplomates&#039;&#039;&#039;: due to the presence of the kolto on their homeworld of Manaan (in the Old Republic this is the only source), traders and diplomats flocked to their world. As such all Selkath learn how to deal with others from a very young age. They have proficiency in Charisma (Persuasion) for free.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert Swimmers&#039;&#039;&#039;: a Selkathi has advantage when using Strength (Athletics) checks when swimming. Furthermore, if this skill check is a 9 or less, the Selkath treats these rolls at if they rolled a 10.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Selkath can see perfectly fine in Dim light conditions.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Natural Healers&#039;&#039;&#039;: Selkath gain advantage whenever they are making a Wisdom (Medicine) skill check. &amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;Languages&#039;&#039;: you can speak, read and write in Basic and Selkath&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hyperspace Travel Notes for the Old Republic Era ===&lt;br /&gt;
During this time period of the Old Republic most hyperspace travel is conduced along trade routes that have numbers hyperspace bouys that help assist starship to travel through hypersoace. The more dangerous way is using advanced Navcomputers (for the time) to help establish routes. These routes don&#039;t last long as astrological bodies more and hyperspace anomalies form and fade. This is why the hyperspace bouys are so important and need constant upgrades for safe travel. &lt;br /&gt;
&lt;br /&gt;
Starfighters of this era do not posses hyperspace engines but still include a combat-mech droid to assist the pilot during combat, etc. Astromech droids of the time and advanced Navcomputers can hold one to two navigation plots for non-hyperspace point between two points along a nonbouy route but there is still a danger to travel on them. These system can also help plot normal routes via the bouy systems.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lykka_Sataar&amp;diff=415955</id>
		<title>Lykka Sataar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lykka_Sataar&amp;diff=415955"/>
		<updated>2022-01-12T04:50:15Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://wiki.rpg.net/index.php/StarWarsKOTOR_PBP_game Back to Wiki]&lt;br /&gt;
= Lykka Sataar =&lt;br /&gt;
Born and raised on the planet Mirial, Lykka is one of many siblings in the large but poor Sataar clan.  She didn&#039;t have an unhappy childhood, but it was a struggle and she had to learn how to get by with few resources.&lt;br /&gt;
&lt;br /&gt;
When it was discovered that Lykka was very strong in the Force, she was sent to the Jedi temple on Tython for training.  She was an excellent, well-rounded padewan, developing skills with both the lightsaber and the Force.  She is particularly skilled in the more stealthy aspects of the Force, mastering the rare Force Haze ability at a young age.  As such, Lykka undertakes more stealthy missions for the Jedi when needed.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
[[File:Lykka-I.png | right]]&lt;br /&gt;
:&#039;&#039;&#039;Race:&#039;&#039;&#039; Mirialan &lt;br /&gt;
:&#039;&#039;&#039;Class-Level:&#039;&#039;&#039; Jedi-5&lt;br /&gt;
:&#039;&#039;&#039;Background:&#039;&#039;&#039; Urchin&lt;br /&gt;
:&#039;&#039;&#039;Proficiency Bonus:&#039;&#039;&#039; +3&lt;br /&gt;
:&#039;&#039;&#039;Destiny Points:&#039;&#039;&#039; 7/7; &#039;&#039;&#039;Darkside Points:&#039;&#039;&#039; 0&lt;br /&gt;
:&#039;&#039;&#039;Passive Perception:&#039;&#039;&#039; 14; &#039;&#039;&#039;Passive Investigation:&#039;&#039;&#039; 10&lt;br /&gt;
:&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039; 5d8; &#039;&#039;&#039;Spent HD:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Strength:&#039;&#039;&#039; 10 (+0); &#039;&#039;&#039;SAVES*:&#039;&#039;&#039; +0/+1; {&#039;&#039;Original value:&#039;&#039; 10}&lt;br /&gt;
::&#039;&#039;&#039;Athletics:&#039;&#039;&#039; +3&lt;br /&gt;
:&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 18 (+4); &#039;&#039;&#039;SAVES*:&#039;&#039;&#039; +7/+8; {&#039;&#039;Original value:&#039;&#039; 15 +1 race, +2 ASI}&lt;br /&gt;
::&#039;&#039;&#039;Acrobatics:&#039;&#039;&#039; +7 Advantage&lt;br /&gt;
::&#039;&#039;Drive:&#039;&#039; +4&lt;br /&gt;
::&#039;&#039;Initiative:&#039;&#039; +4&lt;br /&gt;
::&#039;&#039;Pilot:&#039;&#039; +4&lt;br /&gt;
::&#039;&#039;&#039;Sleight of Hand:&#039;&#039;&#039; +7&lt;br /&gt;
::&#039;&#039;&#039;Stealth:&#039;&#039;&#039; +7&lt;br /&gt;
:&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 13 (+1); &#039;&#039;&#039;SAVES*:&#039;&#039;&#039; +1/+2; {&#039;&#039;Original value:&#039;&#039; 13}&lt;br /&gt;
:&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 11 (+0); &#039;&#039;&#039;SAVES*:&#039;&#039;&#039; +0/+1; {&#039;&#039;Original value:&#039;&#039; 11}&lt;br /&gt;
::&#039;&#039;Capital Ship Pilot:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Computer Use:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Galactic Lore:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Investigation:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Mechanic:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Nature:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Religion:&#039;&#039; +0 Advantage&lt;br /&gt;
::&#039;&#039;Supernatural:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Technology:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Thievery:&#039;&#039; +0&lt;br /&gt;
:&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 12 (+1); &#039;&#039;&#039;SAVES*:&#039;&#039;&#039; +1/+2; {&#039;&#039;Original value:&#039;&#039; 12}&lt;br /&gt;
::&#039;&#039;Animal Handling:&#039;&#039; +1&lt;br /&gt;
::&#039;&#039;Insight:&#039;&#039; +1&lt;br /&gt;
::&#039;&#039;Medicine:&#039;&#039; +1&lt;br /&gt;
::&#039;&#039;&#039;Perception:&#039;&#039;&#039; +4&lt;br /&gt;
::&#039;&#039;Survival:&#039;&#039; +1&lt;br /&gt;
:&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 16 (+3); &#039;&#039;&#039;SAVES*:&#039;&#039;&#039; +6/+7; {&#039;&#039;Original value:&#039;&#039; 14 +2 race}&lt;br /&gt;
::&#039;&#039;&#039;Deception:&#039;&#039;&#039; +6&lt;br /&gt;
::&#039;&#039;Gambling:&#039;&#039; +3&lt;br /&gt;
::&#039;&#039;Gather Information:&#039;&#039; +3&lt;br /&gt;
::&#039;&#039;Intimidate:&#039;&#039; +3&lt;br /&gt;
::&#039;&#039;Performance:&#039;&#039; +3&lt;br /&gt;
::&#039;&#039;&#039;Persuasion:&#039;&#039;&#039; +6&lt;br /&gt;
&lt;br /&gt;
:SAVES* Normal/When lightsaber ignited&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
:&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30 ft&lt;br /&gt;
:&#039;&#039;&#039;Initiative:&#039;&#039;&#039; +4&lt;br /&gt;
:&#039;&#039;&#039;AC:&#039;&#039;&#039; 19 (20 when Lightsaber ignited) {10+Insight+Proficiency+Dexterity Mod}&lt;br /&gt;
:&#039;&#039;&#039;HP:&#039;&#039;&#039; 49/49; &#039;&#039;&#039;TEMP:&#039;&#039;&#039; 0&lt;br /&gt;
:&#039;&#039;&#039;Heroic Damage Bonus:&#039;&#039;&#039; 2&lt;br /&gt;
:&#039;&#039;&#039;Damage Threshold:&#039;&#039;&#039; 19&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Constructed Double Lightsaber:&#039;&#039;&#039; +9 melee 2d10+7 (+3 Proficiency, +4 Dexterity Mod, +1 Weapon Focus, +1 Constructed Lightsaber, +2 Heroic Damage)&lt;br /&gt;
&lt;br /&gt;
== Race: Mirialan ==&lt;br /&gt;
:&#039;&#039;&#039;Ability Score Increase:&#039;&#039;&#039; +1 Dex, +2 Cha&lt;br /&gt;
:&#039;&#039;&#039;Bonus Skill Proficiency:&#039;&#039;&#039; Persuasion&lt;br /&gt;
:&#039;&#039;&#039;Acrobatic:&#039;&#039;&#039; Mirialans have advantage when making Dexterity (Acrobatics) skill checks.&lt;br /&gt;
:&#039;&#039;&#039;Spiritual:&#039;&#039;&#039; Mirialans are a spiritual people and they have advantage when making Intelligence (Religion) skill checks.&lt;br /&gt;
:&#039;&#039;&#039;Language:&#039;&#039;&#039; Mirialan and Basic&lt;br /&gt;
&lt;br /&gt;
== Background: Urchin ==&lt;br /&gt;
:&#039;&#039;&#039;Skills:&#039;&#039;&#039; Deception, Sleight of Hands, Stealth&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; A small knife, a map of the city you grew up in (with your cubby-holes and secret locations), a token or trinket of your parents, a set of common clothes, a credstik with 200 credits.&lt;br /&gt;
&lt;br /&gt;
== Class: Jedi ==&lt;br /&gt;
[[File:Lykka-II.png | right]]&lt;br /&gt;
:&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039; d8; &#039;&#039;&#039;HP at 1st level:&#039;&#039;&#039; 24+Con&lt;br /&gt;
:&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Lightsaber, Simple weapons; &#039;&#039;&#039;Saving Throws:&#039;&#039;&#039; Dex, Cha&lt;br /&gt;
:&#039;&#039;&#039;Skills:&#039;&#039;&#039; Acrobatics, Athletics, Perception&lt;br /&gt;
:&#039;&#039;&#039;Bonus Feats:&#039;&#039;&#039; Force Sensitive, Force Training&lt;br /&gt;
:&#039;&#039;&#039;Force Attribute:&#039;&#039;&#039; Charisma&lt;br /&gt;
:&#039;&#039;&#039;Force Energy Points:&#039;&#039;&#039; 5; &#039;&#039;&#039;Force Power Level:&#039;&#039;&#039; 2nd&lt;br /&gt;
:&#039;&#039;&#039;Force Power Attack Modifier:&#039;&#039;&#039; +6; &#039;&#039;&#039;Force Save DC:&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
== Feats ==&lt;br /&gt;
:&#039;&#039;&#039;Danger Sense:&#039;&#039;&#039; You have an uncanny sense of danger. Any effect that you cannot see, such as a hidden trap, has disadvantage attacking you or you have advantage on any saves it requires. You can also use your Reaction to stop an unseen foe from gaining Advantage with any of its attacks against you. You can’t be blinded, deafened or incapacitated to gain these benefits.&lt;br /&gt;
:&#039;&#039;&#039;Double Attack:&#039;&#039;&#039; You can attack twice, instead of once, whenever you take the Attack action on your turn.&lt;br /&gt;
:&#039;&#039;&#039;Force Sensitive:&#039;&#039;&#039; 3 Minor Force Powers&lt;br /&gt;
:&#039;&#039;&#039;Force Training (x2):&#039;&#039;&#039; 6 Force Powers&lt;br /&gt;
:&#039;&#039;&#039;Strong in the Force:&#039;&#039;&#039; When you spend a Destiny Point to adjust the result of an attack, ability or skill check, you now roll 1d8+2, instead of 1d4+1. Also you can spend two Destiny Points in a round instead of only one.&lt;br /&gt;
:&#039;&#039;&#039;Weapon Focus (Lightsabers):&#039;&#039;&#039; For one weapon group or one specific exotic weapon that you are proficient with, you gain a +1 bonus on all attack rolls you make using this selected weapon group or specific exotic weapon.&lt;br /&gt;
&lt;br /&gt;
== Talents ==&lt;br /&gt;
:&#039;&#039;&#039;Clear Mind:&#039;&#039;&#039; You have advantage on saves to avoid detection by another Force User sensing you using the Force Potential Minor power. You impose disadvantage on Perception to avoiding being detected with the Sense Surrounding Minor Force power.&lt;br /&gt;
:&#039;&#039;&#039;Force Haze:&#039;&#039;&#039; As an Action you spend a Destiny Point to create a “haze” that hides you and nearby allies from the perceptions of others. You and a number of creatures that you can see equal to your Jedi Class level who must remain within 15 feet of your person. You and those allies you chose gain Invisibility condition. Force Haze requires concentration to maintain but it is dismissed instantly if anyone hidden by the haze takes an Attack action or if any ally moves more the 15 feet away from you.&lt;br /&gt;
:&#039;&#039;&#039;Force Persuasion:&#039;&#039;&#039; The Force can influence the weak minded. You can force one target within 10 feet to make a Charisma save. If the target fails it gains the Charmed condition towards you so long as you remain close by and continue talking to the target (within 10 feet). If anyone takes a hostile or attack action against the target the effect ends immediately. This is a mind-altering effect.&lt;br /&gt;
:&#039;&#039;&#039;Lightsaber Defense:&#039;&#039;&#039; With a drawn and ignited lightsaber in a Jedi’s hand, her resolve and confidence expands greatly through the Force. The Jedi gains +1 force bonus to its Armor Class and a +1 force bonus to all of its saving throws. You must be aware of all attacks and not surprise to gain benefits.&lt;br /&gt;
&lt;br /&gt;
== Minor Force Powers ==&lt;br /&gt;
:&#039;&#039;&#039;Move Item [Telekinesis]:&#039;&#039;&#039; You use the Force to telekinetically lift and move a relatively light object you can see.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; Bonus Action, &#039;&#039;&#039;Range:&#039;&#039;&#039; 30 feet, &#039;&#039;&#039;Duration: Concentration&#039;&#039;&#039;&lt;br /&gt;
::You to move an object weighing up to 5lbs a distance of 30 feet in any direction. You can’t use this to make an attack nor can you move the item more than 30 feet distance from you in any direction. The power also ends if you use this power again.&lt;br /&gt;
:&#039;&#039;&#039;Sense Force [Mind-Affecting]:&#039;&#039;&#039; You can sense disturbances within the Force and other ways it affects the world around you.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; Free Action or 1 Action, &#039;&#039;&#039;Range:&#039;&#039;&#039; Self or up to the galaxy, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant&lt;br /&gt;
::You automatically sense disturbances in the Force. A location that is strong in the light or dark side of the Force can be sensed out to a range of 1 mile. A relative, companion or close friend who is in mortal danger or great pain can be sensed out to thousands of lightyears. A great disturbance, such as the destruction of an entire population of a planet can be sensed anywhere in the galaxy. With a DC15 Intelligence (Supernatural) check you can determine the distance and general direction of the disturbance. As an action you can make a DC15 Intelligence (Supernatural) check to sense the active use of Force Powers within a range of 100 miles. If your check was a 20+ you also gain how many and the approximate distance and direction of these users. A Force User attempting to hide their Force Power who wishes to remain hidden can make a Charisma saving throw against your Force Save DC. Success means you do not sense them.&lt;br /&gt;
:&#039;&#039;&#039;Sense Surroundings:&#039;&#039;&#039; You can ignore darkness and cover.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; Bonus Action, &#039;&#039;&#039;Range:&#039;&#039;&#039; 100 feet, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Until the start of your next turn&lt;br /&gt;
::Ignore light and heavy obscure due to light conditions, fog, heavy foliage and similar situations out to 100 feet in front of you.&lt;br /&gt;
:&#039;&#039;&#039;Telepathy [Mind-Affecting]:&#039;&#039;&#039; You can send a short message to a companion or familiar target. &lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; 1 Action, &#039;&#039;&#039;Range:&#039;&#039;&#039; Visual sight of the target or greater, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant&lt;br /&gt;
::You send a telepathic call, single thought or emotion to a creature that you can see. The creature must have an Intelligence of 3 or greater, but you don’t need to speak it language nor does it have to understand your language to understand your message. If it is unwilling it gains a Wisdom saving throw. You can try and send your message to a target you cannot see with a DC15 Intelligence (Supernatural) if the target is on the same planet and it is familiar with it. You can try and send to a similar target within the same star system with an increase to DC20+, or within the same region or quadrant of the galaxy with a DC25+ check. If you make the check by DC30+ you can send your message anywhere in the galaxy.&lt;br /&gt;
&lt;br /&gt;
== Force Powers ==&lt;br /&gt;
:&#039;&#039;&#039;Battle Swiftness:&#039;&#039;&#039; You use the Force to enhance your ability to move freely about the battle field. &lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; Bonus Action, &#039;&#039;&#039;Target:&#039;&#039;&#039; Self, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Concentration 1 minute (10 rounds)&lt;br /&gt;
::For the duration of the power your movement does not provide Opportunity Attacks. Twice before the power ends you give yourself Advantage with a single melee attack on your turn but this must be on seperate rounds. If you hit with these attack you deal an additional +1d8 force damage.&lt;br /&gt;
:::&#039;&#039;Higher levels:&#039;&#039; You gain Advantage with two additional attacks within the powers duration for each additional Power level (max 10, but still only one a round). At 3rd Power level the damage increases to +2d8 force damage. At 5th Power level the damage increases to +3d8 force damage.&lt;br /&gt;
:&#039;&#039;&#039;Force Disarm [Telekinesis]:&#039;&#039;&#039; You disarm an opponent or pull an unattended item to you with the Force.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; Bonus Action, &#039;&#039;&#039;Target:&#039;&#039;&#039; One target within 100 feet that you can see, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant.&lt;br /&gt;
::The target of your power must make a Strength save. If it fails, one item of your choice fly instantly into your hand if you have at least one hand with nothing in it. If you don’t have a hand free the object instead falls on the ground in front of you. Light and tiny unattended or unsecure items with range can be grabbed instead, they fail their save automatically.&lt;br /&gt;
:::&#039;&#039;Higher levels:&#039;&#039; For each additional Power level you can attempt to ‘grab’ an additional item that the target is carrying that you can see and draw it to you. You could instead try and grab an item from another target(s) that is within 30 feet of the original target to make a save.&lt;br /&gt;
:&#039;&#039;&#039;Mind Trick [Mind-Affecting]:&#039;&#039;&#039; You use the Force to alter a target’s perceptions or plant a suggestion in its mind.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; 1 Action, &#039;&#039;&#039;Target:&#039;&#039;&#039; One target within 120 feet that you can see and who has at least a 3 or higher Intelligence score, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant&lt;br /&gt;
::The target of this power must make a Wisdom saving throw. Failure results in one of the following conditions of your choice:&lt;br /&gt;
::*You create a fleeting hallucination that distracts the target and enables you to use Dexterity (Stealth) check as if you had cover verse the target.&lt;br /&gt;
::*You can create a fleeting hallucination that distracts the target and grants you advantage on your next attack or skill use against it.&lt;br /&gt;
::*You make an otherwise unpalatable suggestion seem completely reasonable to the target. You must be able to communicate with the target, and the suggestion can’t obvious threaten the target’s life. The target won’t realize later that what he did is unacceptable.&lt;br /&gt;
::*You fill you target with terror, cause them to suffer the Frightened condition against you or an object or creature of your choosing that both you and the target can see until the end of your next turn. This is a fear affect.&lt;br /&gt;
:::&#039;&#039;Higher levels:&#039;&#039; Each additional Power level allows you to affect two additional targets that are within than 30 feet of each other (up to a maximum of 9 targets).&lt;br /&gt;
:&#039;&#039;&#039;Move Object [Telekinesis]:&#039;&#039;&#039; You telekinetically move a target with the Force.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; 1 Action, &#039;&#039;&#039;Target:&#039;&#039;&#039; One target within 120 feet that you can see, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Concentration (no limit, but if you deal damage with the power the power ends immediately)&lt;br /&gt;
::Make a Force Ranged Attack check. If you succeed against a Medium size target it is considered Grabbed. If you wish you can deal 2d6 bludgeoning to the target but the power then ends. As a Bonus action you can lift and move the target up to 30 feet each round so long as it is within range and you can still see it. You could slam the target into another target if you wish, but this requires an action and a new Force Ranged Attack check against the new target&#039;s AC. If you hit both targets take suffer the powers bludgeoning damage and the power ends. You can attempt to grab a flying target with your Force Ranged Attack if you can hold something of its size (see Higher Level below) and move it or deal damage to it if you succeed.&lt;br /&gt;
:::&#039;&#039;Higher levels:&#039;&#039; Each additional Power level increase the size of the target that you can lift by one category (Large, Huge, Gargantuan and Colossal at fifth level) and increases the damage by +2d6 per Power level (maximum of 10d6).&lt;br /&gt;
:::&#039;&#039;Special:&#039;&#039; You can spend a Destiny Point to increase the size category of the target of your Move Objects by one and the damage you can deal with the power by an additional +2d6 (up to a maximum size category of Massive and dealing 12d6 damage).&lt;br /&gt;
:&#039;&#039;&#039;Rebuke:&#039;&#039;&#039; You harmless absorb or deflect one Force power used against you, perhaps even turning it against its creator.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; Reaction, &#039;&#039;&#039;Target:&#039;&#039;&#039; Self, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant&lt;br /&gt;
::When you are successful hit with a Force Range Attack power or when you fail a save against a Force Save DC you can make a check against the attacker’s Force Save DC. This check is your proficiency bonus plus your Force Attribute modifier. If you succeed the power is harmless redirection and you suffer no ill effects or damage.&lt;br /&gt;
:::&#039;&#039;Special:&#039;&#039; If you succeeded with your Rebuke check against a power that used the Force Range Attack you can spend a Density Point as a free action and direct the power back at the target. Make a Force Range Attack check against the attacker’s AC. If you succeed the power affects that attacker instead! If the target has the Rebuke power it could spend its reaction to make its check against your Force Save DC to redirect the power harmless away. It cannot try and re-rebuke it as it were.&lt;br /&gt;
:&#039;&#039;&#039;Surge:&#039;&#039;&#039; The Force enables you to jump great heights and distances as well as move quickly. &lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; bonus action; &#039;&#039;&#039;Target:&#039;&#039;&#039; Self; &#039;&#039;&#039;Duration:&#039;&#039;&#039; At the start of your turn. &lt;br /&gt;
::You gain +10 force bonus on Strength (Athletics) check when making a high or long jumping (no minimum distance of movement is required to make the attempt) and your Speed is increased by +10 feet until the beginning of your next turn.&lt;br /&gt;
:::&#039;&#039;Higher levels:&#039;&#039; At 2nd Power level increase your bonuses to +20 with these Athletics checks and +20 feet speed. At 3rd Power level instead increase your bonuses to +30 to Athletics and +30 feet speed. At 5th Power level increase your bonus to +40 to Athletics and +40 feet speed.&lt;br /&gt;
:::&#039;&#039;Special:&#039;&#039; You can spend a Destiny Point to increase these bonuses by an additional +10 to Athletics (for jumping and leaping) and +10 feet speed. These stack with all bonuses above and the effects now last until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
:Double Lightsaber, self made, mint green/white&lt;br /&gt;
:Sporting Blaster Pistol with an extra power cell&lt;br /&gt;
:Small Knife&lt;br /&gt;
:Aquata Breather&lt;br /&gt;
:Rebreather Mask&lt;br /&gt;
:Diplomats Pack (includes a datapad, a stim-pac, a set of fine formal wear clothing, a long-range comlink, a fusion lantern, a week’s worth of good tasting ration food packs)&lt;br /&gt;
:Set of common clothes&lt;br /&gt;
:Map of home city&lt;br /&gt;
:Credstik with 200 credits.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lykka_Sataar&amp;diff=415409</id>
		<title>Lykka Sataar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lykka_Sataar&amp;diff=415409"/>
		<updated>2022-01-03T23:06:54Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://wiki.rpg.net/index.php/StarWarsKOTOR_PBP_game Back to Wiki]&lt;br /&gt;
= Lykka Sataar =&lt;br /&gt;
Born and raised on the planet Mirial, Lykka is one of many siblings in the large but poor Sataar clan.  She didn&#039;t have an unhappy childhood, but it was a struggle and she had to learn how to get by with few resources.&lt;br /&gt;
&lt;br /&gt;
When it was discovered that Lykka was very strong in the Force, she was sent to the Jedi temple on Tython for training.  She was an excellent, well-rounded padewan, developing skills with both the lightsaber and the Force.  She is particularly skilled in the more stealthy aspects of the Force, mastering the rare Force Haze ability at a young age.  As such, Lykka undertakes more stealthy missions for the Jedi when needed.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
[[File:Lykka-I.png | right]]&lt;br /&gt;
:&#039;&#039;&#039;Race:&#039;&#039;&#039; Mirialin &lt;br /&gt;
:&#039;&#039;&#039;Class-Level:&#039;&#039;&#039; Jedi-5&lt;br /&gt;
:&#039;&#039;&#039;Background:&#039;&#039;&#039; Urchin&lt;br /&gt;
:&#039;&#039;&#039;Proficiency Bonus:&#039;&#039;&#039; +3&lt;br /&gt;
:&#039;&#039;&#039;Destiny Points:&#039;&#039;&#039; 7/7; &#039;&#039;&#039;Darkside Points:&#039;&#039;&#039; 0&lt;br /&gt;
:&#039;&#039;&#039;Passive Perception:&#039;&#039;&#039; 14; &#039;&#039;&#039;Passive Investigation:&#039;&#039;&#039; 10&lt;br /&gt;
:&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039; 5d8; &#039;&#039;&#039;Spent HD:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Strength:&#039;&#039;&#039; 10 (+0); &#039;&#039;&#039;SAVES*:&#039;&#039;&#039; +0/+1; {&#039;&#039;Original value:&#039;&#039; 10}&lt;br /&gt;
::&#039;&#039;&#039;Athletics:&#039;&#039;&#039; +3&lt;br /&gt;
:&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 18 (+4); &#039;&#039;&#039;SAVES*:&#039;&#039;&#039; +7/+8; {&#039;&#039;Original value:&#039;&#039; 15 +1 race, +2 ASI}&lt;br /&gt;
::&#039;&#039;&#039;Acrobatics:&#039;&#039;&#039; +7 Advantage&lt;br /&gt;
::&#039;&#039;Drive:&#039;&#039; +4&lt;br /&gt;
::&#039;&#039;Initiative:&#039;&#039; +4&lt;br /&gt;
::&#039;&#039;Pilot:&#039;&#039; +4&lt;br /&gt;
::&#039;&#039;&#039;Sleight of Hand:&#039;&#039;&#039; +7&lt;br /&gt;
::&#039;&#039;&#039;Stealth:&#039;&#039;&#039; +7&lt;br /&gt;
:&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 13 (+1); &#039;&#039;&#039;SAVES*:&#039;&#039;&#039; +1/+2; {&#039;&#039;Original value:&#039;&#039; 13}&lt;br /&gt;
:&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 11 (+0); &#039;&#039;&#039;SAVES*:&#039;&#039;&#039; +0/+1; {&#039;&#039;Original value:&#039;&#039; 11}&lt;br /&gt;
::&#039;&#039;Capital Ship Pilot:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Computer Use:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Galactic Lore:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Investigation:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Mechanic:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Nature:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Religion:&#039;&#039; +0 Advantage&lt;br /&gt;
::&#039;&#039;Supernatural:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Technology:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Thievery:&#039;&#039; +0&lt;br /&gt;
:&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 12 (+1); &#039;&#039;&#039;SAVES*:&#039;&#039;&#039; +1/+2; {&#039;&#039;Original value:&#039;&#039; 12}&lt;br /&gt;
::&#039;&#039;Animal Handling:&#039;&#039; +1&lt;br /&gt;
::&#039;&#039;Insight:&#039;&#039; +1&lt;br /&gt;
::&#039;&#039;Medicine:&#039;&#039; +1&lt;br /&gt;
::&#039;&#039;&#039;Perception:&#039;&#039;&#039; +4&lt;br /&gt;
::&#039;&#039;Survival:&#039;&#039; +1&lt;br /&gt;
:&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 16 (+3); &#039;&#039;&#039;SAVES*:&#039;&#039;&#039; +6/+7; {&#039;&#039;Original value:&#039;&#039; 14 +2 race}&lt;br /&gt;
::&#039;&#039;&#039;Deception:&#039;&#039;&#039; +6&lt;br /&gt;
::&#039;&#039;Gambling:&#039;&#039; +3&lt;br /&gt;
::&#039;&#039;Gather Information:&#039;&#039; +3&lt;br /&gt;
::&#039;&#039;Intimidate:&#039;&#039; +3&lt;br /&gt;
::&#039;&#039;Performance:&#039;&#039; +3&lt;br /&gt;
::&#039;&#039;&#039;Persuasion:&#039;&#039;&#039; +6&lt;br /&gt;
&lt;br /&gt;
:SAVES* Normal/When lightsaber ignited&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
:&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30 ft&lt;br /&gt;
:&#039;&#039;&#039;Initiative:&#039;&#039;&#039; +4&lt;br /&gt;
:&#039;&#039;&#039;AC:&#039;&#039;&#039; 19 (20 when Lightsaber ignited) {10+Insight+Proficiency+Dexterity Mod}&lt;br /&gt;
:&#039;&#039;&#039;HP:&#039;&#039;&#039; 49/49; &#039;&#039;&#039;TEMP:&#039;&#039;&#039; 0&lt;br /&gt;
:&#039;&#039;&#039;Heroic Damage Bonus:&#039;&#039;&#039; 2&lt;br /&gt;
:&#039;&#039;&#039;Damage Threshold:&#039;&#039;&#039; 19&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Constructed Double Lightsaber:&#039;&#039;&#039; +9 melee 2d10+7 (+3 Proficiency, +4 Dexterity Mod, +1 Weapon Focus, +1 Constructed Lightsaber, +2 Heroic Damage)&lt;br /&gt;
&lt;br /&gt;
== Race: Mirialan ==&lt;br /&gt;
:&#039;&#039;&#039;Ability Score Increase:&#039;&#039;&#039; +1 Dex, +2 Cha&lt;br /&gt;
:&#039;&#039;&#039;Bonus Skill Proficiency:&#039;&#039;&#039; Persuasion&lt;br /&gt;
:&#039;&#039;&#039;Acrobatic:&#039;&#039;&#039; Mirialans have advantage when making Dexterity (Acrobatics) skill checks.&lt;br /&gt;
:&#039;&#039;&#039;Spiritual:&#039;&#039;&#039; Mirialans are a spiritual people and they have advantage when making Intelligence (Religion) skill checks.&lt;br /&gt;
:&#039;&#039;&#039;Language:&#039;&#039;&#039; Mirialan and Basic&lt;br /&gt;
&lt;br /&gt;
== Background: Urchin ==&lt;br /&gt;
:&#039;&#039;&#039;Skills:&#039;&#039;&#039; Deception, Sleight of Hands, Stealth&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; A small knife, a map of the city you grew up in (with your cubby-holes and secret locations), a token or trinket of your parents, a set of common clothes, a credstik with 200 credits.&lt;br /&gt;
&lt;br /&gt;
== Class: Jedi ==&lt;br /&gt;
[[File:Lykka-II.png | right]]&lt;br /&gt;
:&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039; d8; &#039;&#039;&#039;HP at 1st level:&#039;&#039;&#039; 24+Con&lt;br /&gt;
:&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Lightsaber, Simple weapons; &#039;&#039;&#039;Saving Throws:&#039;&#039;&#039; Dex, Cha&lt;br /&gt;
:&#039;&#039;&#039;Skills:&#039;&#039;&#039; Acrobatics, Athletics, Perception&lt;br /&gt;
:&#039;&#039;&#039;Bonus Feats:&#039;&#039;&#039; Force Sensitive, Force Training&lt;br /&gt;
:&#039;&#039;&#039;Force Attribute:&#039;&#039;&#039; Charisma&lt;br /&gt;
:&#039;&#039;&#039;Force Energy Points:&#039;&#039;&#039; 5; &#039;&#039;&#039;Force Power Level:&#039;&#039;&#039; 2nd&lt;br /&gt;
:&#039;&#039;&#039;Force Power Attack Modifier:&#039;&#039;&#039; +6; &#039;&#039;&#039;Force Save DC:&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
== Feats ==&lt;br /&gt;
:&#039;&#039;&#039;Danger Sense:&#039;&#039;&#039; You have an uncanny sense of danger. Any effect that you cannot see, such as a hidden trap, has disadvantage attacking you or you have advantage on any saves it requires. You can also use your Reaction to stop an unseen foe from gaining Advantage with any of its attacks against you. You can’t be blinded, deafened or incapacitated to gain these benefits.&lt;br /&gt;
:&#039;&#039;&#039;Double Attack:&#039;&#039;&#039; You can attack twice, instead of once, whenever you take the Attack action on your turn.&lt;br /&gt;
:&#039;&#039;&#039;Force Sensitive:&#039;&#039;&#039; 3 Minor Force Powers&lt;br /&gt;
:&#039;&#039;&#039;Force Training (x2):&#039;&#039;&#039; 6 Force Powers&lt;br /&gt;
:&#039;&#039;&#039;Strong in the Force:&#039;&#039;&#039; When you spend a Destiny Point to adjust the result of an attack, ability or skill check, you now roll 1d8+2, instead of 1d4+1. Also you can spend two Destiny Points in a round instead of only one.&lt;br /&gt;
:&#039;&#039;&#039;Weapon Focus (Lightsabers):&#039;&#039;&#039; For one weapon group or one specific exotic weapon that you are proficient with, you gain a +1 bonus on all attack rolls you make using this selected weapon group or specific exotic weapon.&lt;br /&gt;
&lt;br /&gt;
== Talents ==&lt;br /&gt;
:&#039;&#039;&#039;Clear Mind:&#039;&#039;&#039; You have advantage on saves to avoid detection by another Force User sensing you using the Force Potential Minor power. You impose disadvantage on Perception to avoiding being detected with the Sense Surrounding Minor Force power.&lt;br /&gt;
:&#039;&#039;&#039;Force Haze:&#039;&#039;&#039; As an Action you spend a Destiny Point to create a “haze” that hides you and nearby allies from the perceptions of others. You and a number of creatures that you can see equal to your Jedi Class level who must remain within 15 feet of your person. You and those allies you chose gain Invisibility condition. Force Haze requires concentration to maintain but it is dismissed instantly if anyone hidden by the haze takes an Attack action or if any ally moves more the 15 feet away from you.&lt;br /&gt;
:&#039;&#039;&#039;Force Persuasion:&#039;&#039;&#039; The Force can influence the weak minded. You can force one target within 10 feet to make a Charisma save. If the target fails it gains the Charmed condition towards you so long as you remain close by and continue talking to the target (within 10 feet). If anyone takes a hostile or attack action against the target the effect ends immediately. This is a mind-altering effect.&lt;br /&gt;
:&#039;&#039;&#039;Lightsaber Defense:&#039;&#039;&#039; With a drawn and ignited lightsaber in a Jedi’s hand, her resolve and confidence expands greatly through the Force. The Jedi gains +1 force bonus to its Armor Class and a +1 force bonus to all of its saving throws. You must be aware of all attacks and not surprise to gain benefits.&lt;br /&gt;
&lt;br /&gt;
== Minor Force Powers ==&lt;br /&gt;
:&#039;&#039;&#039;Move Item [Telekinesis]:&#039;&#039;&#039; You use the Force to telekinetically lift and move a relatively light object you can see.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; Bonus Action, &#039;&#039;&#039;Range:&#039;&#039;&#039; 30 feet, &#039;&#039;&#039;Duration: Concentration&#039;&#039;&#039;&lt;br /&gt;
::You to move an object weighing up to 5lbs a distance of 30 feet in any direction. You can’t use this to make an attack nor can you move the item more than 30 feet distance from you in any direction. The power also ends if you use this power again.&lt;br /&gt;
:&#039;&#039;&#039;Sense Force [Mind-Affecting]:&#039;&#039;&#039; You can sense disturbances within the Force and other ways it affects the world around you.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; Free Action or 1 Action, &#039;&#039;&#039;Range:&#039;&#039;&#039; Self or up to the galaxy, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant&lt;br /&gt;
::You automatically sense disturbances in the Force. A location that is strong in the light or dark side of the Force can be sensed out to a range of 1 mile. A relative, companion or close friend who is in mortal danger or great pain can be sensed out to thousands of lightyears. A great disturbance, such as the destruction of an entire population of a planet can be sensed anywhere in the galaxy. With a DC15 Intelligence (Supernatural) check you can determine the distance and general direction of the disturbance. As an action you can make a DC15 Intelligence (Supernatural) check to sense the active use of Force Powers within a range of 100 miles. If your check was a 20+ you also gain how many and the approximate distance and direction of these users. A Force User attempting to hide their Force Power who wishes to remain hidden can make a Charisma saving throw against your Force Save DC. Success means you do not sense them.&lt;br /&gt;
:&#039;&#039;&#039;Sense Surroundings:&#039;&#039;&#039; You can ignore darkness and cover.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; Bonus Action, &#039;&#039;&#039;Range:&#039;&#039;&#039; 100 feet, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Until the start of your next turn&lt;br /&gt;
::Ignore light and heavy obscure due to light conditions, fog, heavy foliage and similar situations out to 100 feet in front of you.&lt;br /&gt;
:&#039;&#039;&#039;Telepathy [Mind-Affecting]:&#039;&#039;&#039; You can send a short message to a companion or familiar target. &lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; 1 Action, &#039;&#039;&#039;Range:&#039;&#039;&#039; Visual sight of the target or greater, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant&lt;br /&gt;
::You send a telepathic call, single thought or emotion to a creature that you can see. The creature must have an Intelligence of 3 or greater, but you don’t need to speak it language nor does it have to understand your language to understand your message. If it is unwilling it gains a Wisdom saving throw. You can try and send your message to a target you cannot see with a DC15 Intelligence (Supernatural) if the target is on the same planet and it is familiar with it. You can try and send to a similar target within the same star system with an increase to DC20+, or within the same region or quadrant of the galaxy with a DC25+ check. If you make the check by DC30+ you can send your message anywhere in the galaxy.&lt;br /&gt;
&lt;br /&gt;
== Force Powers ==&lt;br /&gt;
:&#039;&#039;&#039;Battle Swiftness:&#039;&#039;&#039; You use the Force to enhance your ability to move freely about the battle field. &lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; Bonus Action, &#039;&#039;&#039;Target:&#039;&#039;&#039; Self, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Concentration 1 minute (10 rounds)&lt;br /&gt;
::For the duration of the power your movement does not provide Opportunity Attacks. Twice before the power ends you give yourself Advantage with a single melee attack on your turn but this must be on seperate rounds. If you hit with these attack you deal an additional +1d8 force damage.&lt;br /&gt;
:::&#039;&#039;Higher levels:&#039;&#039; You gain Advantage with two additional attacks within the powers duration for each additional Power level (max 10, but still only one a round). At 3rd Power level the damage increases to +2d8 force damage. At 5th Power level the damage increases to +3d8 force damage.&lt;br /&gt;
:&#039;&#039;&#039;Force Disarm [Telekinesis]:&#039;&#039;&#039; You disarm an opponent or pull an unattended item to you with the Force.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; Bonus Action, &#039;&#039;&#039;Target:&#039;&#039;&#039; One target within 100 feet that you can see, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant.&lt;br /&gt;
::The target of your power must make a Strength save. If it fails, one item of your choice fly instantly into your hand if you have at least one hand with nothing in it. If you don’t have a hand free the object instead falls on the ground in front of you. Light and tiny unattended or unsecure items with range can be grabbed instead, they fail their save automatically.&lt;br /&gt;
:::&#039;&#039;Higher levels:&#039;&#039; For each additional Power level you can attempt to ‘grab’ an additional item that the target is carrying that you can see and draw it to you. You could instead try and grab an item from another target(s) that is within 30 feet of the original target to make a save.&lt;br /&gt;
:&#039;&#039;&#039;Mind Trick [Mind-Affecting]:&#039;&#039;&#039; You use the Force to alter a target’s perceptions or plant a suggestion in its mind.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; 1 Action, &#039;&#039;&#039;Target:&#039;&#039;&#039; One target within 120 feet that you can see and who has at least a 3 or higher Intelligence score, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant&lt;br /&gt;
::The target of this power must make a Wisdom saving throw. Failure results in one of the following conditions of your choice:&lt;br /&gt;
::*You create a fleeting hallucination that distracts the target and enables you to use Dexterity (Stealth) check as if you had cover verse the target.&lt;br /&gt;
::*You can create a fleeting hallucination that distracts the target and grants you advantage on your next attack or skill use against it.&lt;br /&gt;
::*You make an otherwise unpalatable suggestion seem completely reasonable to the target. You must be able to communicate with the target, and the suggestion can’t obvious threaten the target’s life. The target won’t realize later that what he did is unacceptable.&lt;br /&gt;
::*You fill you target with terror, cause them to suffer the Frightened condition against you or an object or creature of your choosing that both you and the target can see until the end of your next turn. This is a fear affect.&lt;br /&gt;
:::&#039;&#039;Higher levels:&#039;&#039; Each additional Power level allows you to affect two additional targets that are within than 30 feet of each other (up to a maximum of 9 targets).&lt;br /&gt;
:&#039;&#039;&#039;Move Object [Telekinesis]:&#039;&#039;&#039; You telekinetically move a target with the Force.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; 1 Action, &#039;&#039;&#039;Target:&#039;&#039;&#039; One target within 120 feet that you can see, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Concentration (no limit, but if you deal damage with the power the power ends immediately)&lt;br /&gt;
::Make a Force Ranged Attack check. If you succeed against a Medium size target it is considered Grabbed. If you wish you can deal 2d6 bludgeoning to the target but the power then ends. As a Bonus action you can lift and move the target up to 30 feet each round so long as it is within range and you can still see it. You could slam the target into another target if you wish, but this requires an action and a new Force Ranged Attack check against the new target&#039;s AC. If you hit both targets take suffer the powers bludgeoning damage and the power ends. You can attempt to grab a flying target with your Force Ranged Attack if you can hold something of its size (see Higher Level below) and move it or deal damage to it if you succeed.&lt;br /&gt;
:::&#039;&#039;Higher levels:&#039;&#039; Each additional Power level increase the size of the target that you can lift by one category (Large, Huge, Gargantuan and Colossal at fifth level) and increases the damage by +2d6 per Power level (maximum of 10d6).&lt;br /&gt;
:::&#039;&#039;Special:&#039;&#039; You can spend a Destiny Point to increase the size category of the target of your Move Objects by one and the damage you can deal with the power by an additional +2d6 (up to a maximum size category of Massive and dealing 12d6 damage).&lt;br /&gt;
:&#039;&#039;&#039;Rebuke:&#039;&#039;&#039; You harmless absorb or deflect one Force power used against you, perhaps even turning it against its creator.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; Reaction, &#039;&#039;&#039;Target:&#039;&#039;&#039; Self, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant&lt;br /&gt;
::When you are successful hit with a Force Range Attack power or when you fail a save against a Force Save DC you can make a check against the attacker’s Force Save DC. This check is your proficiency bonus plus your Force Attribute modifier. If you succeed the power is harmless redirection and you suffer no ill effects or damage.&lt;br /&gt;
:::&#039;&#039;Special:&#039;&#039; If you succeeded with your Rebuke check against a power that used the Force Range Attack you can spend a Density Point as a free action and direct the power back at the target. Make a Force Range Attack check against the attacker’s AC. If you succeed the power affects that attacker instead! If the target has the Rebuke power it could spend its reaction to make its check against your Force Save DC to redirect the power harmless away. It cannot try and re-rebuke it as it were.&lt;br /&gt;
:&#039;&#039;&#039;Surge:&#039;&#039;&#039; The Force enables you to jump great heights and distances as well as move quickly. &lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; bonus action; &#039;&#039;&#039;Target:&#039;&#039;&#039; Self; &#039;&#039;&#039;Duration:&#039;&#039;&#039; At the start of your turn. &lt;br /&gt;
::You gain +10 force bonus on Strength (Athletics) check when making a high or long jumping (no minimum distance of movement is required to make the attempt) and your Speed is increased by +10 feet until the beginning of your next turn.&lt;br /&gt;
:::&#039;&#039;Higher levels:&#039;&#039; At 2nd Power level increase your bonuses to +20 with these Athletics checks and +20 feet speed. At 3rd Power level instead increase your bonuses to +30 to Athletics and +30 feet speed. At 5th Power level increase your bonus to +40 to Athletics and +40 feet speed.&lt;br /&gt;
:::&#039;&#039;Special:&#039;&#039; You can spend a Destiny Point to increase these bonuses by an additional +10 to Athletics (for jumping and leaping) and +10 feet speed. These stack with all bonuses above and the effects now last until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
:Double Lightsaber, self made, mint green/white&lt;br /&gt;
:Sporting Blaster Pistol with an extra power cell&lt;br /&gt;
:Small Knife&lt;br /&gt;
:Aquata Breather&lt;br /&gt;
:Rebreather Mask&lt;br /&gt;
:Diplomats Pack (includes a datapad, a stim-pac, a set of fine formal wear clothing, a long-range comlink, a fusion lantern, a week’s worth of good tasting ration food packs)&lt;br /&gt;
:Set of common clothes&lt;br /&gt;
:Map of home city&lt;br /&gt;
:Credstik with 200 credits.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=StarWarsKOTOR_PBP_game&amp;diff=415393</id>
		<title>StarWarsKOTOR PBP game</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=StarWarsKOTOR_PBP_game&amp;diff=415393"/>
		<updated>2022-01-03T21:34:05Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This wiki is for my PBP game by the same name, using the [https://wiki.rpg.net/index.php/StarWars_for_5ed &#039;&#039;&#039;Star Wars 5th rules&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
[[File:SWD5.SKOTOR.jpg]]&lt;br /&gt;
== STAR WARS -- KNIGHTS OF THE OLD REPUBLIC ==&lt;br /&gt;
&amp;lt;font size=3&amp;gt;&#039;&#039;&#039;Episode I&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Dathomir Darkness&#039;&#039;&#039;&amp;lt;/font size&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is an age of fragile peace. &amp;lt;/br&amp;gt;&lt;br /&gt;
Though the Treaty of Coruscant ended &amp;lt;/br&amp;gt;&lt;br /&gt;
the Great Galactic War it gave almost half &amp;lt;/br&amp;gt;&lt;br /&gt;
of the Galaxy to the dark forces of the Sith Empire. &amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a wounded Republic struggles &amp;lt;/br&amp;gt;&lt;br /&gt;
to rebuild, the Sith prepare in secret &amp;lt;/br&amp;gt;&lt;br /&gt;
to invade and crush the last defenders of &amp;lt;/br&amp;gt;&lt;br /&gt;
liberty. Again the spectre of war stalks the galaxy!&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Heroes gathered by the Survey Guild of &amp;lt;/br&amp;gt;&lt;br /&gt;
the Republicare urgently  dispatched from &amp;lt;/br&amp;gt;&lt;br /&gt;
Coruscant to the  Outer Rim world of Dathomir &amp;lt;/br&amp;gt;&lt;br /&gt;
to negotiate with the local Czerka Corporation and &amp;lt;/br&amp;gt;&lt;br /&gt;
prevent a massacre. Mercenaries hired by the corporation &amp;lt;/br&amp;gt;&lt;br /&gt;
are eradicating the Kwi natives  of Dathomir  as mere savage &amp;lt;/br&amp;gt;&lt;br /&gt;
animals even though the Survey Guild has declared  them sentient.&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Little do they know that the Sith &amp;lt;/br&amp;gt;&lt;br /&gt;
Empire is searching for a dark secret on this &amp;lt;/br&amp;gt;&lt;br /&gt;
half-forgotten world, a secret that might spell doom &amp;lt;/br&amp;gt;&lt;br /&gt;
for not only the Republic but life itself within the Universe...&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== BASIC SET UP ==&lt;br /&gt;
The game is set around 8 years into the &#039;&#039;&#039;Cold War&#039;&#039;&#039; period after the &#039;&#039;&#039;Sacking of Coruscant&#039;&#039;&#039;. The heroes had been summoned to the &#039;&#039;&#039;&#039;&#039;Republic Survey Guild&#039;&#039;&#039;&#039;&#039; on &#039;&#039;&#039;Coruscant&#039;&#039;&#039;. They are being assisted/hired to go to help negotate a peace between &#039;&#039;&#039;&#039;&#039;Czerka Mining and Industrial&#039;&#039;&#039;&#039;&#039;[https://www.deviantart.com/hazelbloons/art/Czerka-Logo-867831722] and the native &#039;&#039;&#039;Kwi&#039;&#039;&#039;[https://www.starwars-universe.com/images/encyclopedie/especes/images_v6/kwi_image.jpg] on the Outer Rim world of &#039;&#039;&#039;Dathomir&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Up until recently Czerka Corp had been using the native Kwi as simple animal beasts of burden as they were believed to be non-sentient but a recent Republic Survey Team discovered that their are indeed sentient. But as the Kwi languages is near untranslateable the corporation still does not believe them. Troubles started when the Kwi began attacking corporate officals and miners, killing serval. This has resulted in the corporation hiring a number of mercenaries to wipe them out in the area. The Survey group wants the heroes to prevent this.&lt;br /&gt;
&lt;br /&gt;
Dathomir is a lush jungle world also full of a number of fresh water lakes, mountains and shallow seas. The weather is generally pleasent although large storms can hit various parts of the planet during different seasons. Czerka Corp has one Space Port on the planet called &#039;&#039;&#039;&#039;&#039;Footfall&#039;&#039;&#039;&#039;&#039; which is also the name of the planets only settlement in the northern hemisphere where their main corporate headquarters is located and most of the miners are based. &lt;br /&gt;
&lt;br /&gt;
There are also a few shattered Human primitive cultures in the southern hemisphere who are believed to originated from an ancient colony that fell to barbarians in ages past. Czerka has little to no contact with them as they do not mine in that area.&lt;br /&gt;
&lt;br /&gt;
The Republic Survey Guild team is made up of four members and a translator droid able to communicate with the Kwi. The heroes are to make contact with them and Czerka corp to try and resolove the situation before the natives are massacured by the mercs.&lt;br /&gt;
&lt;br /&gt;
The Survey Guild members are Melontor Gelakirm (an Aqualish male[https://www.pinterest.com/pin/4362930872774355/]; the Survey team leader), Crad&#039;wovaz (a Twi&#039;lek male[https://www.pinterest.com/pin/16818198598034094/]; the teams geologist), Stosrai (a Zabrak female[https://www.pinterest.com/pin/31525266130514149/]; the teams droid and computer specialist) and Prote Riem (an Ardennians female[https://www.pinterest.com/pin/3729612193572708/]; teams mechanic and survey pilot/mapper). Also includes &amp;quot;Aido 3&amp;quot; (a AX-IDO translator droid[https://www.pinterest.com/pin/28006828922315035/])&lt;br /&gt;
&lt;br /&gt;
== THE HEROES ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;NAME&#039;&#039;&#039; || &#039;&#039;&#039;PLAYED BY&#039;&#039;&#039; || &#039;&#039;&#039;CLASS/LEVEL&#039;&#039;&#039; || &#039;&#039;&#039;SPECIES&#039;&#039;&#039; || &#039;&#039;&#039;HP&#039;&#039;&#039; || &#039;&#039;&#039;AC&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [https://wiki.rpg.net/index.php/StarWars_for_5ed/Caron_Halla  &#039;&#039;&#039;Caron Halla&#039;&#039;&#039;] || @Stormraven || Scoundrel 5 || Human || 44 || 18&lt;br /&gt;
|-&lt;br /&gt;
| [[Vin Bolso | &#039;&#039;&#039;Vin Bolso&#039;&#039;&#039;]] || @thebigh || Scout 5 || Human || 54 || 17&lt;br /&gt;
|-&lt;br /&gt;
| [[Lykka Sataar | &#039;&#039;&#039;Lykka Sataar&#039;&#039;&#039;]] || @Gremlin || Jedi 5 || Mirialin || 49 || 19 (20) &lt;br /&gt;
|-&lt;br /&gt;
| [[Jarim Dso | &#039;&#039;&#039;Jarim Dso&#039;&#039;&#039;]] || @Nate_MI || Jedi 5 || Mol Calmari || 44 || 17 &lt;br /&gt;
|-&lt;br /&gt;
| [[Aesix_Goddeq_StarWarsKOTOR_PBP_game | &#039;&#039;&#039;Aesix Goddeq&#039;&#039;&#039;]] || @jmucchiello || Jedi-5 || Zabrak || 54 || 21/19 (w/o lightsaber) &lt;br /&gt;
|-&lt;br /&gt;
| [[xx | &#039;&#039;&#039;x&#039;&#039;&#039;]] || @graeyWolf || x/5 || Chiss || 10 || 15 &lt;br /&gt;
|-&lt;br /&gt;
| [[xx | &#039;&#039;&#039;x&#039;&#039;&#039;]] || @Naphthalim || x/5 || Miraluka || 10 || 15&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[File:SWD5.theHeroes.jpg]]&lt;br /&gt;
=== Hero&#039;s Ship &amp;amp; Droid Ally ===&lt;br /&gt;
The heroes have been assigned a Republic Transport ship to take them there. If no one has piloting and/or computer use (to plot a course) there is an NPC Astromech Droid (T3-D1 &amp;quot;Ted&amp;quot;; see below) that can preform these functions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KT-600 Light Freighter&#039;&#039;&#039;[https://i.pinimg.com/564x/4d/f8/3a/4df83a94a315767daa24c57ba5ce8b2d.jpg]&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Colossal Transport&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Man/Atk mod&#039;&#039;&#039; -6/+2; &#039;&#039;&#039;Senses&#039;&#039;&#039; sensors +2; &#039;&#039;&#039;AC&#039;&#039;&#039; 12 (armor +8) + pilot’s Dex or Int mod (max +2); &#039;&#039;&#039;HD&#039;&#039;&#039; 10, &#039;&#039;&#039;HP&#039;&#039;&#039; 200, &#039;&#039;&#039;Hardness&#039;&#039;&#039; 12, &#039;&#039;&#039;SR&#039;&#039;&#039; 15, &#039;&#039;&#039;Threshold&#039;&#039;&#039; 62; &#039;&#039;&#039;Speed&#039;&#039;&#039; 300 feet (max. velocity 1,500 mph), fly 6 (starship scale); &#039;&#039;&#039;Strength bonus&#039;&#039;&#039; +22; &#039;&#039;&#039;Abilities&#039;&#039;&#039; Str 44, Dex 10, Int 14; &#039;&#039;&#039;Crew&#039;&#039;&#039; 3 (min 1 w/no gunners), &#039;&#039;&#039;Passengers&#039;&#039;&#039; 6, &#039;&#039;&#039;Cargo&#039;&#039;&#039; 80 tons, &#039;&#039;&#039;Consumables&#039;&#039;&#039; 2 months; &#039;&#039;&#039;Availability&#039;&#039;&#039; Licensed, &#039;&#039;&#039;Cost&#039;&#039;&#039; 150,000; &#039;&#039;&#039;Hyperdrive&#039;&#039;&#039; x2 (navcomputer), backup x12&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;: Two Duel linked laser cannons Turrets (two gunner turrets): Damage 5d10 x2 energy, Range 1,000/5,000 (2/10)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2nd Degree T3 Astromech Droid&#039;&#039;&#039; (T3-C3 &#039;Tac-ee&#039;[https://static.wikia.nocookie.net/swfanon/images/f/fb/T3-NEGD.jpg/revision/latest?cb=20090412025215]), &#039;&#039;Small sized droid Scout 3&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Destiny Points&#039;&#039;&#039; 3 (1d4+1), &#039;&#039;&#039;Dark Side&#039;&#039;&#039; 0&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Class&#039;&#039;&#039; 17 (unarmed)&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Points&#039;&#039;&#039; 34 (HD 3d8, Second Wind 1d8+3); &#039;&#039;&#039;Damage Threshold&#039;&#039;&#039; 17 (recovery +4, begining of the round)&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 20 feet (wheels)&amp;lt;/br&amp;gt;&lt;br /&gt;
STR 10, DEX 12 (+1), CON n/a, INT 17 (+3), WIS 14 (+2), CHA 11&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039; Dexterity +3, Wisdom +4&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039; Pistol, Rifle, Simple; Light Armor&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039; Computer Use +7, Galactic Lore +5, Investigation +5, Mechanic +7, Perception +4, Pilot +3, Techology +5, Thievery +5&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; Shake it Off (recover from reeling at beginning of round), Skill Expertise (Computer Use, Mechanic), Skill Proficiency (Technology and Thievery), Tech Specialist (create upgrades to tech), Z-G Training (not at disadvantage in zero gravity)&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Talents&#039;&#039;&#039; Fast Repairs (half rounds for jury-rig or restore/reroute power), Jurry Rig (advantage with Mechanics to do short term fixes), Mechanic (double HP restored with mechanics check) &amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Senses&#039;&#039;&#039; &#039;&#039;passive&#039;&#039; perception 14; &#039;&#039;&#039;Languages&#039;&#039;&#039; Binary, Basic (understand only), Duros (understand only)&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Traits (Systems)&#039;&#039;&#039; Heuristic Processor, Basic Probe Appendages, Wheeled Locomotion, Magnetic &#039;Feet/Pads&#039;, Small Size, two sets of built in Tools (Repair kit and Stun Pistol), Astromech Navcomputer, Tech Specialist feat&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ACTIONS&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Stun Pistol&#039;&#039;&#039;&#039;&#039;. (50 pc). Ranged Weapon Attack: +3 to hit, one target; Hit: 3d6+2 energy. Stun Only. Range 50/300ft&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Extra Gear&#039;&#039;&#039;: Built in Navcompuer and Repair Kit. Also has the hyperspace route to Dathomir  from the Duros Trade Run bouy system (via Bespin). To plot the final course through the Navcompture is a DC20 with this data (it would be a 30 without it or an Advanced Navocompture system).&lt;br /&gt;
&lt;br /&gt;
== OTHER NOTES ==&lt;br /&gt;
=== Dathomir Data File ===&lt;br /&gt;
[[File:SWD5.Dathomir.jpg | 500px]]&lt;br /&gt;
&lt;br /&gt;
The heroes can access the following data from the Republic Survey Guild and Holonet information...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Astrographical information&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Region&#039;&#039;&#039;: Outer Rim Territories&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sector&#039;&#039;&#039;: Quelli sector&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System&#039;&#039;&#039;: Dathomir system&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Suns&#039;&#039;&#039;: 1- Domir (Red Giant)&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Moons&#039;&#039;&#039;: 4&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trade routes&#039;&#039;&#039;: None&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rotation period&#039;&#039;&#039;: 24 hours&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Orbital period&#039;&#039;&#039;: 491 days&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Data&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Diameter&#039;&#039;&#039;: 10,460 kilometers&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Atmosphere&#039;&#039;&#039;: Standard Breathable&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Climate&#039;&#039;&#039;: Temperate comfortable throughout most of the planet. Colder near the poles.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gravity&#039;&#039;&#039;: Slightly below Standard&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Primary terrain&#039;&#039;&#039;: Jungle, with many canyons and valleys, massive caves, cliffs, forests, hills, mountains, rivers, swamps, tar-pits, and a few ice caps.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Points of interest&#039;&#039;&#039;: Dreaming River (said to cause various halluinations from those that drink from it. The Czerka has banned anyone of their employees from during so but the effects seem fairly mild and non-addicitve), Grey Wound (a very large canyon that cuts through much of the southern hemesphere), Howling Mountain (where most of Czerka is conducting their mining operations at. Gets it name from the strange howling like sounds that echo through the mountains), Red Cliffs (south of the Howling Mountains and very distrintive colored rocks here that almost appear to be blood), the Swamplands (farther south of the Red Cliff, a very extensive and massive salt water swamp that extended to the sea serveral hundred miles southward).&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unusal Features&#039;&#039;&#039;: Much of the world&#039;s land masses and seas are covered by a thick reddist tinted mist perpetually, even during heavy storms. The coloration is caused by the Red Gaint Sun of the system. Most of the planet has not mapped or properly surveyed due to this phenomenon.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Flora&#039;&#039;&#039; (known): Brula fruit, Bleeding Gut, Blue coral, Fire lichen, Grave Thorn, Hydraatis, Mushling, various unidentified fungus and mulusks.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fauna&#039;&#039;&#039; (known): Bane back spider (a fairly large spider like creature that can spray a deadly toxin as a defense against predators), Belonuk (a four legged saurian apex predator with very sharp teeth and claws, with a sharp boney head that it can ram prey with to stun or knock prone), Burra fish (edible amd tasty fresh water creature that can grow to be several meters in length), Nydak and Nydak Alphas (another species of semi-bipedal apex predators found mostly in the Red Hills region and Southern Singing Mountains. Their long fore-arms are heavily clawed and their brown hide is covered in sharp spikes. The alphas are even larger then the normal and weigh upwards of two tons), Regs (large lizard breats that walk on four legs. While they were tried to be used as beasts of burder by Czerka early on they proved to wild and stupid to functions as good ones. They can weigh serval tons), Veeka (red-plummed lizard-birds that are also edible but friendly and keep as pets by a few of the miners), and numberous unidentified snakes and lizards like creatures both large and small. &amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Government&#039;&#039;&#039;: Corporate or Tribal&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Population&#039;&#039;&#039;: Czerka corporation personal 2,635. Unknown others. Native Kwi believed to be serveral million worldwide. Primitive Human population in the southern Hemesphere believed by to around 100,000. &amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Major cities&#039;&#039;&#039;: Footfall (only major city and location of space port)&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Major exports&#039;&#039;&#039;: Ore&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Major Imports&#039;&#039;&#039;: Food, machinary for mining, etc.&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dathomir is a remote and obscure planet in the Quelli sector of the Outer Rim Territories. Czerka Mining and Industrial has a contract with the Republic to mine the planet for various rare and profitable ores found here. &lt;br /&gt;
&lt;br /&gt;
It is the home of the Kwi a cobalt blue saurian bipelled species. Due to their semi-upright movement patterns and near untranslatable speak patterns they had originally thought to be non-sentient but recently the Republic Survey Guild has translated their tongue and realized they are in fact sentient, just primitive.&lt;br /&gt;
&lt;br /&gt;
There are two main land-masses surrounded by multiple small ones and multiple island chains within its shallow seas. The northern hemisphere holds one of the larger land-masses and is where Czerka has set up mining operations but only in one small area. Most of their mines are within 600 kilometers (400 miles) of Footfall, their space port and corporate headquarters. The northern land-mass has not been extensively explored past here and the lands of the southern hemisphere are even less well known. A few minor survey exploration did discover the Human tribes that live there on the largest of the southern land-masses. The group believes that these Humans might have belong to a long forgotten colony that was established here in a distant past but that they fell into barbarianism. There are no records of this colony in the Republic archies so it is only a idea of what might have happened.&lt;br /&gt;
 &lt;br /&gt;
With so little exploration or the planet most of it is a mystory along with most of the animal and plant life that might be found here.&lt;br /&gt;
&lt;br /&gt;
=== Other Species of the Old Republic and Beyond===&lt;br /&gt;
&#039;&#039;&#039;ARDENNIAN SPECIES TRAITS&#039;&#039;&#039;[https://www.pinterest.com/pin/822540319417884728/]&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ability Score Modifier&#039;&#039;&#039;: +2 to Dexterity, +1 to Wisdom&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Small Sized and Speed&#039;&#039;&#039;: base 25 feet. As a small sized creature, Ardennian gain a +3 size bonus to Stealth. However, their lifting and carrying limits is Strength x5lbs for basic encumbrance.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Ardennian has darkvision out to 60 feet.&amp;lt;/br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Expert Climbers&#039;&#039;&#039;: Due to using all four of their flexible arms and their manipulative feet, the Ardennian have advantage on Strength (Athletic) checks when climbing. Furthermore, if any of these skill checks is a 9 or less, the Ardennian treats these rolls at if they rolled if was a 10. Climbing does not count as double movement for their Speed nor does it provide others with advantage against them. &amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Four Armed and Hand-like Feet&#039;&#039;&#039;: Ardennian have an additional set of arms and they can use their feet can act as additional hands when not moving. They may interact with an additional object or feature of the environment for free during your turn. They can carry an additional one-handed weapon using each of these extra arms, but cannot use the Versatile property of weapons carried in these extra arms. They gain +2 with grapple tests due to their extra arms. Their hands can be used for other tasks, such as opening doors, carrying lamps or comlinks, using tools, etc. without difficulty when they are not holding weapons. If not moving (Speed 0) and when not carrying any additional items the Ardennian gains +2 bonus to any skill that the GM deems would benefit from multi-limbs. Example could include Computer Use, Drive, Mechanic, Pilot, etc.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;Languages&#039;&#039;: you can speak, read and write in Basic and Ardennesse&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ARKANIAN SPECIES TRAITS&#039;&#039;&#039;[https://static.wikia.nocookie.net/starwars/images/c/c8/Adasca_HS.png/revision/latest?cb=20190322042326]&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ability Score Modifiers&#039;&#039;&#039;: +2 to Intelligence, -2 to Charima and +1 to Two other Attributes of the player&#039;s choice, due to extensive genetic manipulations. Seeing themselves and the pinical of evolution and treating all other species as lesser beings makes them rather unpersonable. Alternatively those that reject this manipulation they gain +2 to Intelligence only.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Medium Sized and Speed&#039;&#039;&#039;: base 30 feet&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cold Resistance&#039;&#039;&#039;: hailing from the frozen planet of Arkania the Arkanians have natural resistance from extreme colds. They have Resistance (PHB pg. 194) verses any cold damage and attack rolls with the cold descriptor are at disadvantage. Their skin counts as Winter Clothing for cold environmental conditions.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Arkanian can see in total darkness out to 60 feet&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Upgraded Enhancements&#039;&#039;&#039;: as it is not unusual for an Arkanian to enhance themselves with internal and/or external cybernetics, they can start with up to 2 points of Strain in Cybernetics at no cost in credits. Those that reject this aspect of their species instead gain a bonus Feat of their choice so long as they qualify for it.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;Languages&#039;&#039;: you can speak, read and write in Basic and Arkanesse&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ARKANIAN OFFSHOOT SPECIES TRAITS&#039;&#039;&#039;[https://www.pinterest.com/pin/844002786409078385/]&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ability Score Modifers&#039;&#039;&#039;: +2 to any one Attribute of choice and +1 to one additional Attribute of player&#039;s choice.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Medium Sized and Speed&#039;&#039;&#039;: base 30 feet&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cold Resistance&#039;&#039;&#039;: also from the frozen planet of Arkania the Offshoots have natural resistance from extreme colds. As Arkanian, their offshoots have Resistance (PHB pg. 194) verses any cold damage and attack rolls with the cold descriptor are at disadvantage. Their skin counts as Winter Clothing for cold environmental conditions.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Darkvision and Low-Light Vision&#039;&#039;&#039;: Arkanian Offshoots can see in total darkness out to 60 feet and ignore Dim light penalties.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Genetic Manipulation&#039;&#039;&#039;: As the Arkanian Offshoots have been specifically created to serve various roles within Arkanian society (as slaves of course) they gain a bonus Feat of their choice for free to somewhat reflect this roll. &amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;Languages&#039;&#039;: you can speak, read and write in Basic and Arkanesse&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FEEORIN SPECIES TRAITS&#039;&#039;&#039;[https://twitter.com/isticmedia/status/1320488472013099009]&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ability Score Modifiers&#039;&#039;&#039;: +4 to Strength, -1 to Dexterity, -1 to Wisdom&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Medium Sized and Speed&#039;&#039;&#039;: base 30 feet&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Continue to Grow all their Lives&#039;&#039;&#039;: The Feeorin have the unusal biology of growing stronger even while their bodies age up until their deaths. They suffer no ill effects from age to their strength. They also have advantage with Strength saving throws &#039;&#039;and&#039;&#039; Strength (Athletic) skill checks. &amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Great Fortitude&#039;&#039;&#039;: Feeorin gain +2 with Constitution saves.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Survivorist&#039;&#039;&#039;: Feeorin have learned how to survive almost anywhere after being forced off their homeworld thousands of years ago when it was destroyed. They gain proficiency with the Wisdom (Survival) skill and also have Advantage with it when making skill checks of it. &amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;Languages&#039;&#039;: you can speak, read and write in Basic and Feeorinesse&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KHIL SPECIES TRAITS&#039;&#039;&#039;[https://www.pinterest.com/pin/396527942177735686/]&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ability Score Modifiers&#039;&#039;&#039;: +1 to Intelligence, +2 to Charisma&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Medium Size and Speed&#039;&#039;&#039;: base move of 30 feet&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bonus Skill&#039;&#039;&#039;: start with proficiency in any Skill of choice for free. The Khil are a dedicated and ambitious people, with little tolerance for laziness or time-wasting. &amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hullepi Feeders&#039;&#039;&#039;: the Khil can draw part of their nutrional needs through the air and thus only require a fourth of the food and water required to survive and maintain health.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Natural Musicians&#039;&#039;&#039;: As the Khil breath through their hullepi tentacles that hang from their mouths they can produces increadible sounds and music from them. They have advantage with Charisma (Performce) skill checks.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Strong Willed&#039;&#039;&#039;: Khil gain +2 to their Wisdom saving throws. &amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;Languages&#039;&#039;: you can speak, read and write in Basic and Khilese.&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SELKATH SPECIES TRAITS&#039;&#039;&#039;[https://www.pinterest.com/pin/725572189935905827/]&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ability Score Modifiers&#039;&#039;&#039;: +2 to Wisdom&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Medium Sized and Speed&#039;&#039;&#039;: base 30 feet. They also have a Swim speed of 30 feet.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Breathe Underwater&#039;&#039;&#039;: as amphibious creatures, Selkath cannot drown in water.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Diplomates&#039;&#039;&#039;: due to the presence of the kolto on their homeworld of Manaan (in the Old Republic this is the only source), traders and diplomats flocked to their world. As such all Selkath learn how to deal with others from a very young age. They have proficiency in Charisma (Persuasion) for free.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert Swimmers&#039;&#039;&#039;: a Selkathi has advantage when using Strength (Athletics) checks when swimming. Furthermore, if this skill check is a 9 or less, the Selkath treats these rolls at if they rolled a 10.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Selkath can see perfectly fine in Dim light conditions.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Natural Healers&#039;&#039;&#039;: Selkath gain advantage whenever they are making a Wisdom (Medicine) skill check. &amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;Languages&#039;&#039;: you can speak, read and write in Basic and Selkath&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hyperspace Travel Notes for the Old Republic Era ===&lt;br /&gt;
During this time period of the Old Republic most hyperspace travel is conduced along trade routes that have numbers hyperspace bouys that help assist starship to travel through hypersoace. The more dangerous way is using advanced Navcomputers (for the time) to help establish routes. These routes don&#039;t last long as astrological bodies more and hyperspace anomalies form and fade. This is why the hyperspace bouys are so important and need constant upgrades for safe travel. &lt;br /&gt;
&lt;br /&gt;
Starfighters of this era do not posses hyperspace engines but still include a combat-mech droid to assist the pilot during combat, etc. Astromech droids of the time and advanced Navcomputers can hold one to two navigation plots for non-hyperspace point between two points along a nonbouy route but there is still a danger to travel on them. These system can also help plot normal routes via the bouy systems.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lykka_Sataar&amp;diff=415392</id>
		<title>Lykka Sataar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lykka_Sataar&amp;diff=415392"/>
		<updated>2022-01-03T21:32:28Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://wiki.rpg.net/index.php/StarWarsKOTOR_PBP_game Back to Wiki]&lt;br /&gt;
= Lykka Sataar =&lt;br /&gt;
Born and raised on the planet Mirial, Lykka is one of many siblings in the large but poor Sataar clan.  She didn&#039;t have an unhappy childhood, but it was a struggle and she had to learn how to get by with few resources.&lt;br /&gt;
&lt;br /&gt;
When it was discovered that Lykka was very strong in the Force, she was sent to the Jedi temple on Tython for training.  She was an excellent, well-rounded padewan, developing skills with both the lightsaber and the Force.  She is particularly skilled in the more stealthy aspects of the Force, mastering the rare Force Haze ability at a young age.  As such, Lykka undertakes more stealthy missions for the Jedi when needed.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
[[File:Lykka-I.png | right]]&lt;br /&gt;
:&#039;&#039;&#039;Race:&#039;&#039;&#039; Mirialin &lt;br /&gt;
:&#039;&#039;&#039;Class-Level:&#039;&#039;&#039; Jedi-5&lt;br /&gt;
:&#039;&#039;&#039;Background:&#039;&#039;&#039; Urchin&lt;br /&gt;
:&#039;&#039;&#039;Proficiency Bonus:&#039;&#039;&#039; +3&lt;br /&gt;
:&#039;&#039;&#039;Destiny Points:&#039;&#039;&#039; 7/7; &#039;&#039;&#039;Darkside Points:&#039;&#039;&#039; 0&lt;br /&gt;
:&#039;&#039;&#039;Passive Perception:&#039;&#039;&#039; 14; &#039;&#039;&#039;Passive Investigation:&#039;&#039;&#039; 10&lt;br /&gt;
:&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039; 5d8; &#039;&#039;&#039;Spent HD:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Strength:&#039;&#039;&#039; 10 (+0); &#039;&#039;&#039;SAVES*:&#039;&#039;&#039; +0/+1; {&#039;&#039;Original value:&#039;&#039; 10}&lt;br /&gt;
::&#039;&#039;&#039;Athletics:&#039;&#039;&#039; +3&lt;br /&gt;
:&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 18 (+4); &#039;&#039;&#039;SAVES*:&#039;&#039;&#039; +7/+8; {&#039;&#039;Original value:&#039;&#039; 15 +1 race, +2 ASI}&lt;br /&gt;
::&#039;&#039;&#039;Acrobatics:&#039;&#039;&#039; +7 Advantage&lt;br /&gt;
::&#039;&#039;Drive:&#039;&#039; +4&lt;br /&gt;
::&#039;&#039;Initiative:&#039;&#039; +4&lt;br /&gt;
::&#039;&#039;Pilot:&#039;&#039; +4&lt;br /&gt;
::&#039;&#039;&#039;Sleight of Hand:&#039;&#039;&#039; +7&lt;br /&gt;
::&#039;&#039;&#039;Stealth:&#039;&#039;&#039; +7&lt;br /&gt;
:&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 13 (+1); &#039;&#039;&#039;SAVES*:&#039;&#039;&#039; +1/+2; {&#039;&#039;Original value:&#039;&#039; 13}&lt;br /&gt;
:&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 11 (+0); &#039;&#039;&#039;SAVES*:&#039;&#039;&#039; +0/+1; {&#039;&#039;Original value:&#039;&#039; 11}&lt;br /&gt;
::&#039;&#039;Capital Ship Pilot:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Computer Use:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Galactic Lore:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Investigation:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Mechanic:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Nature:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Religion:&#039;&#039; +0 Advantage&lt;br /&gt;
::&#039;&#039;Supernatural:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Technology:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Thievery:&#039;&#039; +0&lt;br /&gt;
:&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 12 (+1); &#039;&#039;&#039;SAVES*:&#039;&#039;&#039; +1/+2; {&#039;&#039;Original value:&#039;&#039; 12}&lt;br /&gt;
::&#039;&#039;Animal Handling:&#039;&#039; +1&lt;br /&gt;
::&#039;&#039;Insight:&#039;&#039; +1&lt;br /&gt;
::&#039;&#039;Medicine:&#039;&#039; +1&lt;br /&gt;
::&#039;&#039;&#039;Perception:&#039;&#039;&#039; +4&lt;br /&gt;
::&#039;&#039;Survival:&#039;&#039; +1&lt;br /&gt;
:&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 16 (+3); &#039;&#039;&#039;SAVES*:&#039;&#039;&#039; +6/+7; {&#039;&#039;Original value:&#039;&#039; 14 +2 race}&lt;br /&gt;
::&#039;&#039;&#039;Deception:&#039;&#039;&#039; +6&lt;br /&gt;
::&#039;&#039;Gambling:&#039;&#039; +3&lt;br /&gt;
::&#039;&#039;Gather Information:&#039;&#039; +3&lt;br /&gt;
::&#039;&#039;Intimidate:&#039;&#039; +3&lt;br /&gt;
::&#039;&#039;Performance:&#039;&#039; +3&lt;br /&gt;
::&#039;&#039;&#039;Persuasion:&#039;&#039;&#039; +6&lt;br /&gt;
&lt;br /&gt;
:SAVES* Normal/When lightsaber ignited&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
:&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30 ft&lt;br /&gt;
:&#039;&#039;&#039;Initiative:&#039;&#039;&#039; +4&lt;br /&gt;
:&#039;&#039;&#039;AC:&#039;&#039;&#039; 19 (20 when Lightsaber ignited) {10+Insight+Proficiency+Dexterity Mod}&lt;br /&gt;
:&#039;&#039;&#039;HP:&#039;&#039;&#039; 49/49; &#039;&#039;&#039;TEMP:&#039;&#039;&#039; 0&lt;br /&gt;
:&#039;&#039;&#039;Heroic Damage Bonus:&#039;&#039;&#039; 2&lt;br /&gt;
:&#039;&#039;&#039;Damage Threshold:&#039;&#039;&#039; 19&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Constructed Double Lightsaber:&#039;&#039;&#039; +9 melee 2d10+7 (+3 Proficiency, +4 Dexterity Mod, +1 Weapon Focus, +1 Constructed Lightsaber, +2 Heroic Damage)&lt;br /&gt;
&lt;br /&gt;
== Race: Mirialan ==&lt;br /&gt;
:&#039;&#039;&#039;Ability Score Increase:&#039;&#039;&#039; +1 Dex, +2 Cha&lt;br /&gt;
:&#039;&#039;&#039;Bonus Skill Proficiency:&#039;&#039;&#039; Persuasion&lt;br /&gt;
:&#039;&#039;&#039;Acrobatic:&#039;&#039;&#039; Mirialans have advantage when making Dexterity (Acrobatics) skill checks.&lt;br /&gt;
:&#039;&#039;&#039;Spiritual:&#039;&#039;&#039; Mirialans are a spiritual people and they have advantage when making Intelligence (Religion) skill checks.&lt;br /&gt;
:&#039;&#039;&#039;Language:&#039;&#039;&#039; Mirialan and Basic&lt;br /&gt;
&lt;br /&gt;
== Background: Urchin ==&lt;br /&gt;
:&#039;&#039;&#039;Skills:&#039;&#039;&#039; Deception, Sleight of Hands, Stealth&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; A small knife, a map of the city you grew up in (with your cubby-holes and secret locations), a token or trinket of your parents, a set of common clothes, a credstik with 200 credits.&lt;br /&gt;
&lt;br /&gt;
== Class: Jedi ==&lt;br /&gt;
[[File:Lykka-II.png | right]]&lt;br /&gt;
:&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039; d8; &#039;&#039;&#039;HP at 1st level:&#039;&#039;&#039; 24+Con&lt;br /&gt;
:&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Lightsaber, Simple weapons; &#039;&#039;&#039;Saving Throws:&#039;&#039;&#039; Dex, Cha&lt;br /&gt;
:&#039;&#039;&#039;Skills:&#039;&#039;&#039; Acrobatics, Athletics, Perception&lt;br /&gt;
:&#039;&#039;&#039;Bonus Feats:&#039;&#039;&#039; Force Sensitive, Force Training&lt;br /&gt;
:&#039;&#039;&#039;Force Attribute:&#039;&#039;&#039; Charisma&lt;br /&gt;
:&#039;&#039;&#039;Force Energy Points:&#039;&#039;&#039; 5; &#039;&#039;&#039;Force Power Level:&#039;&#039;&#039; 2nd&lt;br /&gt;
:&#039;&#039;&#039;Force Power Attack Modifier:&#039;&#039;&#039; +6; &#039;&#039;&#039;Force Save DC:&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
== Feats ==&lt;br /&gt;
:&#039;&#039;&#039;Danger Sense:&#039;&#039;&#039; You have an uncanny sense of danger. Any effect that you cannot see, such as a hidden trap, has disadvantage attacking you or you have advantage on any saves it requires. You can also use your Reaction to stop an unseen foe from gaining Advantage with any of its attacks against you. You can’t be blinded, deafened or incapacitated to gain these benefits.&lt;br /&gt;
:&#039;&#039;&#039;Double Attack:&#039;&#039;&#039; You can attack twice, instead of once, whenever you take the Attack action on your turn.&lt;br /&gt;
:&#039;&#039;&#039;Force Sensitive:&#039;&#039;&#039; 3 Minor Force Powers&lt;br /&gt;
:&#039;&#039;&#039;Force Training (x2):&#039;&#039;&#039; 6 Force Powers&lt;br /&gt;
:&#039;&#039;&#039;Strong in the Force:&#039;&#039;&#039; When you spend a Destiny Point to adjust the result of an attack, ability or skill check, you now roll 1d8+2, instead of 1d4+1. Also you can spend two Destiny Points in a round instead of only one.&lt;br /&gt;
:&#039;&#039;&#039;Weapon Focus (Lightsabers):&#039;&#039;&#039; For one weapon group or one specific exotic weapon that you are proficient with, you gain a +1 bonus on all attack rolls you make using this selected weapon group or specific exotic weapon.&lt;br /&gt;
&lt;br /&gt;
== Talents ==&lt;br /&gt;
:&#039;&#039;&#039;Clear Mind:&#039;&#039;&#039; You have advantage on saves to avoid detection by another Force User sensing you using the Force Potential Minor power. You impose disadvantage on Perception to avoiding being detected with the Sense Surrounding Minor Force power.&lt;br /&gt;
:&#039;&#039;&#039;Force Haze:&#039;&#039;&#039; As an Action you spend a Destiny Point to create a “haze” that hides you and nearby allies from the perceptions of others. You and a number of creatures that you can see equal to your Jedi Class level who must remain within 15 feet of your person. You and those allies you chose gain Invisibility condition. Force Haze requires concentration to maintain but it is dismissed instantly if anyone hidden by the haze takes an Attack action or if any ally moves more the 15 feet away from you.&lt;br /&gt;
:&#039;&#039;&#039;Force Persuasion:&#039;&#039;&#039; The Force can influence the weak minded. You can force one target within 10 feet to make a Charisma save. If the target fails it gains the Charmed condition towards you so long as you remain close by and continue talking to the target (within 10 feet). If anyone takes a hostile or attack action against the target the effect ends immediately. This is a mind-altering effect.&lt;br /&gt;
:&#039;&#039;&#039;Lightsaber Defense:&#039;&#039;&#039; With a drawn and ignited lightsaber in a Jedi’s hand, her resolve and confidence expands greatly through the Force. The Jedi gains +1 force bonus to its Armor Class and a +1 force bonus to all of its saving throws. You must be aware of all attacks and not surprise to gain benefits.&lt;br /&gt;
&lt;br /&gt;
== Minor Force Powers ==&lt;br /&gt;
:&#039;&#039;&#039;Move Item [Telekinesis]:&#039;&#039;&#039; You use the Force to telekinetically lift and move a relatively light object you can see.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; Bonus Action, &#039;&#039;&#039;Range:&#039;&#039;&#039; 30 feet, &#039;&#039;&#039;Duration: Concentration&#039;&#039;&#039;&lt;br /&gt;
::You to move an object weighing up to 5lbs a distance of 30 feet in any direction. You can’t use this to make an attack nor can you move the item more than 30 feet distance from you in any direction. The power also ends if you use this power again.&lt;br /&gt;
:&#039;&#039;&#039;Sense Force [Mind-Affecting]:&#039;&#039;&#039; You can sense disturbances within the Force and other ways it affects the world around you.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; Free Action or 1 Action, &#039;&#039;&#039;Range:&#039;&#039;&#039; Self or up to the galaxy, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant&lt;br /&gt;
::You automatically sense disturbances in the Force. A location that is strong in the light or dark side of the Force can be sensed out to a range of 1 mile. A relative, companion or close friend who is in mortal danger or great pain can be sensed out to thousands of lightyears. A great disturbance, such as the destruction of an entire population of a planet can be sensed anywhere in the galaxy. With a DC15 Intelligence (Supernatural) check you can determine the distance and general direction of the disturbance. As an action you can make a DC15 Intelligence (Supernatural) check to sense the active use of Force Powers within a range of 100 miles. If your check was a 20+ you also gain how many and the approximate distance and direction of these users. A Force User attempting to hide their Force Power who wishes to remain hidden can make a Charisma saving throw against your Force Save DC. Success means you do not sense them.&lt;br /&gt;
:&#039;&#039;&#039;Sense Surroundings:&#039;&#039;&#039; You can ignore darkness and cover.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; Bonus Action, &#039;&#039;&#039;Range:&#039;&#039;&#039; 100 feet, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Until the start of your next turn&lt;br /&gt;
::Ignore light and heavy obscure due to light conditions, fog, heavy foliage and similar situations out to 100 feet in front of you.&lt;br /&gt;
:&#039;&#039;&#039;Telepathy [Mind-Affecting]:&#039;&#039;&#039; You can send a short message to a companion or familiar target. &lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; 1 Action, &#039;&#039;&#039;Range:&#039;&#039;&#039; Visual sight of the target or greater, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant&lt;br /&gt;
::You send a telepathic call, single thought or emotion to a creature that you can see. The creature must have an Intelligence of 3 or greater, but you don’t need to speak it language nor does it have to understand your language to understand your message. If it is unwilling it gains a Wisdom saving throw. You can try and send your message to a target you cannot see with a DC15 Intelligence (Supernatural) if the target is on the same planet and it is familiar with it. You can try and send to a similar target within the same star system with an increase to DC20+, or within the same region or quadrant of the galaxy with a DC25+ check. If you make the check by DC30+ you can send your message anywhere in the galaxy.&lt;br /&gt;
&lt;br /&gt;
== Force Powers ==&lt;br /&gt;
:&#039;&#039;&#039;Battle Swiftness:&#039;&#039;&#039; You use the Force to enhance your ability to move freely about the battle field. &lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; Bonus Action, &#039;&#039;&#039;Target:&#039;&#039;&#039; Self, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Concentration 1 minute (10 rounds)&lt;br /&gt;
::For the duration of the power your movement does not provide Opportunity Attacks. Twice before the power ends you give yourself Advantage with a single melee attack on your turn but this must be on seperate rounds. If you hit with these attack you deal an additional +1d8 force damage.&lt;br /&gt;
:::&#039;&#039;Higher levels:&#039;&#039; You gain Advantage with two additional attacks within the powers duration for each additional Power level (max 10, but still only one a round). At 3rd Power level the damage increases to +2d8 force damage. At 5th Power level the damage increases to +3d8 force damage.&lt;br /&gt;
:&#039;&#039;&#039;Force Disarm [Telekinesis]:&#039;&#039;&#039; You disarm an opponent or pull an unattended item to you with the Force.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; Bonus Action, &#039;&#039;&#039;Target:&#039;&#039;&#039; One target within 100 feet that you can see, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant.&lt;br /&gt;
::The target of your power must make a Strength save. If it fails, one item of your choice fly instantly into your hand if you have at least one hand with nothing in it. If you don’t have a hand free the object instead falls on the ground in front of you. Light and tiny unattended or unsecure items with range can be grabbed instead, they fail their save automatically.&lt;br /&gt;
:::&#039;&#039;Higher levels:&#039;&#039; For each additional Power level you can attempt to ‘grab’ an additional item that the target is carrying that you can see and draw it to you. You could instead try and grab an item from another target(s) that is within 30 feet of the original target to make a save.&lt;br /&gt;
:&#039;&#039;&#039;Mind Trick [Mind-Affecting]:&#039;&#039;&#039; You use the Force to alter a target’s perceptions or plant a suggestion in its mind.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; 1 Action, &#039;&#039;&#039;Target:&#039;&#039;&#039; One target within 120 feet that you can see and who has at least a 3 or higher Intelligence score, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant&lt;br /&gt;
::The target of this power must make a Wisdom saving throw. Failure results in one of the following conditions of your choice:&lt;br /&gt;
::*You create a fleeting hallucination that distracts the target and enables you to use Dexterity (Stealth) check as if you had cover verse the target.&lt;br /&gt;
::*You can create a fleeting hallucination that distracts the target and grants you advantage on your next attack or skill use against it.&lt;br /&gt;
::*You make an otherwise unpalatable suggestion seem completely reasonable to the target. You must be able to communicate with the target, and the suggestion can’t obvious threaten the target’s life. The target won’t realize later that what he did is unacceptable.&lt;br /&gt;
::*You fill you target with terror, cause them to suffer the Frightened condition against you or an object or creature of your choosing that both you and the target can see until the end of your next turn. This is a fear affect.&lt;br /&gt;
:::&#039;&#039;Higher levels:&#039;&#039; Each additional Power level allows you to affect two additional targets that are within than 30 feet of each other (up to a maximum of 9 targets).&lt;br /&gt;
:&#039;&#039;&#039;Move Object [Telekinesis]:&#039;&#039;&#039; You telekinetically move a target with the Force.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; 1 Action, &#039;&#039;&#039;Target:&#039;&#039;&#039; One target within 120 feet that you can see, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Concentration (no limit, but if you deal damage with the power the power ends immediately)&lt;br /&gt;
::Make a Force Ranged Attack check. If you succeed against a Medium size target it is considered Grabbed. If you wish you can deal 2d6 bludgeoning to the target but the power then ends. As a Bonus action you can lift and move the target up to 30 feet each round so long as it is within range and you can still see it. You could slam the target into another target if you wish, but this requires an action and a new Force Ranged Attack check against the new target&#039;s AC. If you hit both targets take suffer the powers bludgeoning damage and the power ends. You can attempt to grab a flying target with your Force Ranged Attack if you can hold something of its size (see Higher Level below) and move it or deal damage to it if you succeed.&lt;br /&gt;
:::&#039;&#039;Higher levels:&#039;&#039; Each additional Power level increase the size of the target that you can lift by one category (Large, Huge, Gargantuan and Colossal at fifth level) and increases the damage by +2d6 per Power level (maximum of 10d6).&lt;br /&gt;
:::&#039;&#039;Special:&#039;&#039; You can spend a Destiny Point to increase the size category of the target of your Move Objects by one and the damage you can deal with the power by an additional +2d6 (up to a maximum size category of Massive and dealing 12d6 damage).&lt;br /&gt;
:&#039;&#039;&#039;Rebuke:&#039;&#039;&#039; You harmless absorb or deflect one Force power used against you, perhaps even turning it against its creator.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; Reaction, &#039;&#039;&#039;Target:&#039;&#039;&#039; Self, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant&lt;br /&gt;
::When you are successful hit with a Force Range Attack power or when you fail a save against a Force Save DC you can make a check against the attacker’s Force Save DC. This check is your proficiency bonus plus your Force Attribute modifier. If you succeed the power is harmless redirection and you suffer no ill effects or damage.&lt;br /&gt;
:::&#039;&#039;Special:&#039;&#039; If you succeeded with your Rebuke check against a power that used the Force Range Attack you can spend a Density Point as a free action and direct the power back at the target. Make a Force Range Attack check against the attacker’s AC. If you succeed the power affects that attacker instead! If the target has the Rebuke power it could spend its reaction to make its check against your Force Save DC to redirect the power harmless away. It cannot try and re-rebuke it as it were.&lt;br /&gt;
:&#039;&#039;&#039;Surge:&#039;&#039;&#039; The Force enables you to jump great heights and distances as well as move quickly. &lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; bonus action; &#039;&#039;&#039;Target:&#039;&#039;&#039; Self; &#039;&#039;&#039;Duration:&#039;&#039;&#039; At the start of your turn. &lt;br /&gt;
::You gain +10 force bonus on Strength (Athletics) check when making a high or long jumping (no minimum distance of movement is required to make the attempt) and your Speed is increased by +10 feet until the beginning of your next turn.&lt;br /&gt;
:::&#039;&#039;Higher levels:&#039;&#039; At 2nd Power level increase your bonuses to +20 with these Athletics checks and +20 feet speed. At 3rd Power level instead increase your bonuses to +30 to Athletics and +30 feet speed. At 5th Power level increase your bonus to +40 to Athletics and +40 feet speed.&lt;br /&gt;
:::&#039;&#039;Special:&#039;&#039; You can spend a Destiny Point to increase these bonuses by an additional +10 to Athletics (for jumping and leaping) and +10 feet speed. These stack with all bonuses above and the effects now last until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
:Double Lightsaber, self made, mint green/white&lt;br /&gt;
:Sporting Blaster Pistol with an extra power cell&lt;br /&gt;
:Small Knife&lt;br /&gt;
:Aquata Breather&lt;br /&gt;
:Field Kit with short range comlink&lt;br /&gt;
:Set of common clothes&lt;br /&gt;
:Map of home city&lt;br /&gt;
:Credstik with 200 credits.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Lykka-II.png&amp;diff=415391</id>
		<title>File:Lykka-II.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Lykka-II.png&amp;diff=415391"/>
		<updated>2022-01-03T21:32:01Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lykka_Sataar&amp;diff=415390</id>
		<title>Lykka Sataar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lykka_Sataar&amp;diff=415390"/>
		<updated>2022-01-03T21:31:26Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://wiki.rpg.net/index.php/StarWarsKOTOR_PBP_game Back to Wiki]&lt;br /&gt;
= Lykka Sataar =&lt;br /&gt;
Born and raised on the planet Mirial, Lykka is one of many siblings in the large but poor Sataar clan.  She didn&#039;t have an unhappy childhood, but it was a struggle and she had to learn how to get by with few resources.&lt;br /&gt;
&lt;br /&gt;
When it was discovered that Lykka was very strong in the Force, she was sent to the Jedi temple on Tython for training.  She was an excellent, well-rounded padewan, developing skills with both the lightsaber and the Force.  She is particularly skilled in the more stealthy aspects of the Force, mastering the rare Force Haze ability at a young age.  As such, Lykka undertakes more stealthy missions for the Jedi when needed.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
[[File:Lykka-I.png | right]]&lt;br /&gt;
:&#039;&#039;&#039;Race:&#039;&#039;&#039; Mirialin &lt;br /&gt;
:&#039;&#039;&#039;Class-Level:&#039;&#039;&#039; Jedi-5&lt;br /&gt;
:&#039;&#039;&#039;Background:&#039;&#039;&#039; Urchin&lt;br /&gt;
:&#039;&#039;&#039;Proficiency Bonus:&#039;&#039;&#039; +3&lt;br /&gt;
:&#039;&#039;&#039;Destiny Points:&#039;&#039;&#039; 7/7; &#039;&#039;&#039;Darkside Points:&#039;&#039;&#039; 0&lt;br /&gt;
:&#039;&#039;&#039;Passive Perception:&#039;&#039;&#039; 14; &#039;&#039;&#039;Passive Investigation:&#039;&#039;&#039; 10&lt;br /&gt;
:&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039; 5d8; &#039;&#039;&#039;Spent HD:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Strength:&#039;&#039;&#039; 10 (+0); &#039;&#039;&#039;SAVES*:&#039;&#039;&#039; +0/+1; {&#039;&#039;Original value:&#039;&#039; 10}&lt;br /&gt;
::&#039;&#039;&#039;Athletics:&#039;&#039;&#039; +3&lt;br /&gt;
:&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 18 (+4); &#039;&#039;&#039;SAVES*:&#039;&#039;&#039; +7/+8; {&#039;&#039;Original value:&#039;&#039; 15 +1 race, +2 ASI}&lt;br /&gt;
::&#039;&#039;&#039;Acrobatics:&#039;&#039;&#039; +7 Advantage&lt;br /&gt;
::&#039;&#039;Drive:&#039;&#039; +4&lt;br /&gt;
::&#039;&#039;Initiative:&#039;&#039; +4&lt;br /&gt;
::&#039;&#039;Pilot:&#039;&#039; +4&lt;br /&gt;
::&#039;&#039;&#039;Sleight of Hand:&#039;&#039;&#039; +7&lt;br /&gt;
::&#039;&#039;&#039;Stealth:&#039;&#039;&#039; +7&lt;br /&gt;
:&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 13 (+1); &#039;&#039;&#039;SAVES*:&#039;&#039;&#039; +1/+2; {&#039;&#039;Original value:&#039;&#039; 13}&lt;br /&gt;
:&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 11 (+0); &#039;&#039;&#039;SAVES*:&#039;&#039;&#039; +0/+1; {&#039;&#039;Original value:&#039;&#039; 11}&lt;br /&gt;
::&#039;&#039;Capital Ship Pilot:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Computer Use:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Galactic Lore:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Investigation:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Mechanic:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Nature:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Religion:&#039;&#039; +0 Advantage&lt;br /&gt;
::&#039;&#039;Supernatural:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Technology:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Thievery:&#039;&#039; +0&lt;br /&gt;
:&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 12 (+1); &#039;&#039;&#039;SAVES*:&#039;&#039;&#039; +1/+2; {&#039;&#039;Original value:&#039;&#039; 12}&lt;br /&gt;
::&#039;&#039;Animal Handling:&#039;&#039; +1&lt;br /&gt;
::&#039;&#039;Insight:&#039;&#039; +1&lt;br /&gt;
::&#039;&#039;Medicine:&#039;&#039; +1&lt;br /&gt;
::&#039;&#039;&#039;Perception:&#039;&#039;&#039; +4&lt;br /&gt;
::&#039;&#039;Survival:&#039;&#039; +1&lt;br /&gt;
:&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 16 (+3); &#039;&#039;&#039;SAVES*:&#039;&#039;&#039; +6/+7; {&#039;&#039;Original value:&#039;&#039; 14 +2 race}&lt;br /&gt;
::&#039;&#039;&#039;Deception:&#039;&#039;&#039; +6&lt;br /&gt;
::&#039;&#039;Gambling:&#039;&#039; +3&lt;br /&gt;
::&#039;&#039;Gather Information:&#039;&#039; +3&lt;br /&gt;
::&#039;&#039;Intimidate:&#039;&#039; +3&lt;br /&gt;
::&#039;&#039;Performance:&#039;&#039; +3&lt;br /&gt;
::&#039;&#039;&#039;Persuasion:&#039;&#039;&#039; +6&lt;br /&gt;
&lt;br /&gt;
:SAVES* Normal/When lightsaber ignited&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
:&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30 ft&lt;br /&gt;
:&#039;&#039;&#039;Initiative:&#039;&#039;&#039; +4&lt;br /&gt;
:&#039;&#039;&#039;AC:&#039;&#039;&#039; 19 (20 when Lightsaber ignited) {10+Insight+Proficiency+Dexterity Mod}&lt;br /&gt;
:&#039;&#039;&#039;HP:&#039;&#039;&#039; 49/49; &#039;&#039;&#039;TEMP:&#039;&#039;&#039; 0&lt;br /&gt;
:&#039;&#039;&#039;Heroic Damage Bonus:&#039;&#039;&#039; 2&lt;br /&gt;
:&#039;&#039;&#039;Damage Threshold:&#039;&#039;&#039; 19&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Constructed Double Lightsaber:&#039;&#039;&#039; +9 melee 2d10+7 (+3 Proficiency, +4 Dexterity Mod, +1 Weapon Focus, +1 Constructed Lightsaber, +2 Heroic Damage)&lt;br /&gt;
&lt;br /&gt;
== Race: Mirialan ==&lt;br /&gt;
:&#039;&#039;&#039;Ability Score Increase:&#039;&#039;&#039; +1 Dex, +2 Cha&lt;br /&gt;
:&#039;&#039;&#039;Bonus Skill Proficiency:&#039;&#039;&#039; Persuasion&lt;br /&gt;
:&#039;&#039;&#039;Acrobatic:&#039;&#039;&#039; Mirialans have advantage when making Dexterity (Acrobatics) skill checks.&lt;br /&gt;
:&#039;&#039;&#039;Spiritual:&#039;&#039;&#039; Mirialans are a spiritual people and they have advantage when making Intelligence (Religion) skill checks.&lt;br /&gt;
:&#039;&#039;&#039;Language:&#039;&#039;&#039; Mirialan and Basic&lt;br /&gt;
&lt;br /&gt;
== Background: Urchin ==&lt;br /&gt;
:&#039;&#039;&#039;Skills:&#039;&#039;&#039; Deception, Sleight of Hands, Stealth&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; A small knife, a map of the city you grew up in (with your cubby-holes and secret locations), a token or trinket of your parents, a set of common clothes, a credstik with 200 credits.&lt;br /&gt;
&lt;br /&gt;
== Class: Jedi ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039; d8; &#039;&#039;&#039;HP at 1st level:&#039;&#039;&#039; 24+Con&lt;br /&gt;
:&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Lightsaber, Simple weapons; &#039;&#039;&#039;Saving Throws:&#039;&#039;&#039; Dex, Cha&lt;br /&gt;
:&#039;&#039;&#039;Skills:&#039;&#039;&#039; Acrobatics, Athletics, Perception&lt;br /&gt;
:&#039;&#039;&#039;Bonus Feats:&#039;&#039;&#039; Force Sensitive, Force Training&lt;br /&gt;
:&#039;&#039;&#039;Force Attribute:&#039;&#039;&#039; Charisma&lt;br /&gt;
:&#039;&#039;&#039;Force Energy Points:&#039;&#039;&#039; 5; &#039;&#039;&#039;Force Power Level:&#039;&#039;&#039; 2nd&lt;br /&gt;
:&#039;&#039;&#039;Force Power Attack Modifier:&#039;&#039;&#039; +6; &#039;&#039;&#039;Force Save DC:&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
== Feats ==&lt;br /&gt;
:&#039;&#039;&#039;Danger Sense:&#039;&#039;&#039; You have an uncanny sense of danger. Any effect that you cannot see, such as a hidden trap, has disadvantage attacking you or you have advantage on any saves it requires. You can also use your Reaction to stop an unseen foe from gaining Advantage with any of its attacks against you. You can’t be blinded, deafened or incapacitated to gain these benefits.&lt;br /&gt;
:&#039;&#039;&#039;Double Attack:&#039;&#039;&#039; You can attack twice, instead of once, whenever you take the Attack action on your turn.&lt;br /&gt;
:&#039;&#039;&#039;Force Sensitive:&#039;&#039;&#039; 3 Minor Force Powers&lt;br /&gt;
:&#039;&#039;&#039;Force Training (x2):&#039;&#039;&#039; 6 Force Powers&lt;br /&gt;
:&#039;&#039;&#039;Strong in the Force:&#039;&#039;&#039; When you spend a Destiny Point to adjust the result of an attack, ability or skill check, you now roll 1d8+2, instead of 1d4+1. Also you can spend two Destiny Points in a round instead of only one.&lt;br /&gt;
:&#039;&#039;&#039;Weapon Focus (Lightsabers):&#039;&#039;&#039; For one weapon group or one specific exotic weapon that you are proficient with, you gain a +1 bonus on all attack rolls you make using this selected weapon group or specific exotic weapon.&lt;br /&gt;
&lt;br /&gt;
== Talents ==&lt;br /&gt;
:&#039;&#039;&#039;Clear Mind:&#039;&#039;&#039; You have advantage on saves to avoid detection by another Force User sensing you using the Force Potential Minor power. You impose disadvantage on Perception to avoiding being detected with the Sense Surrounding Minor Force power.&lt;br /&gt;
:&#039;&#039;&#039;Force Haze:&#039;&#039;&#039; As an Action you spend a Destiny Point to create a “haze” that hides you and nearby allies from the perceptions of others. You and a number of creatures that you can see equal to your Jedi Class level who must remain within 15 feet of your person. You and those allies you chose gain Invisibility condition. Force Haze requires concentration to maintain but it is dismissed instantly if anyone hidden by the haze takes an Attack action or if any ally moves more the 15 feet away from you.&lt;br /&gt;
:&#039;&#039;&#039;Force Persuasion:&#039;&#039;&#039; The Force can influence the weak minded. You can force one target within 10 feet to make a Charisma save. If the target fails it gains the Charmed condition towards you so long as you remain close by and continue talking to the target (within 10 feet). If anyone takes a hostile or attack action against the target the effect ends immediately. This is a mind-altering effect.&lt;br /&gt;
:&#039;&#039;&#039;Lightsaber Defense:&#039;&#039;&#039; With a drawn and ignited lightsaber in a Jedi’s hand, her resolve and confidence expands greatly through the Force. The Jedi gains +1 force bonus to its Armor Class and a +1 force bonus to all of its saving throws. You must be aware of all attacks and not surprise to gain benefits.&lt;br /&gt;
&lt;br /&gt;
== Minor Force Powers ==&lt;br /&gt;
:&#039;&#039;&#039;Move Item [Telekinesis]:&#039;&#039;&#039; You use the Force to telekinetically lift and move a relatively light object you can see.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; Bonus Action, &#039;&#039;&#039;Range:&#039;&#039;&#039; 30 feet, &#039;&#039;&#039;Duration: Concentration&#039;&#039;&#039;&lt;br /&gt;
::You to move an object weighing up to 5lbs a distance of 30 feet in any direction. You can’t use this to make an attack nor can you move the item more than 30 feet distance from you in any direction. The power also ends if you use this power again.&lt;br /&gt;
:&#039;&#039;&#039;Sense Force [Mind-Affecting]:&#039;&#039;&#039; You can sense disturbances within the Force and other ways it affects the world around you.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; Free Action or 1 Action, &#039;&#039;&#039;Range:&#039;&#039;&#039; Self or up to the galaxy, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant&lt;br /&gt;
::You automatically sense disturbances in the Force. A location that is strong in the light or dark side of the Force can be sensed out to a range of 1 mile. A relative, companion or close friend who is in mortal danger or great pain can be sensed out to thousands of lightyears. A great disturbance, such as the destruction of an entire population of a planet can be sensed anywhere in the galaxy. With a DC15 Intelligence (Supernatural) check you can determine the distance and general direction of the disturbance. As an action you can make a DC15 Intelligence (Supernatural) check to sense the active use of Force Powers within a range of 100 miles. If your check was a 20+ you also gain how many and the approximate distance and direction of these users. A Force User attempting to hide their Force Power who wishes to remain hidden can make a Charisma saving throw against your Force Save DC. Success means you do not sense them.&lt;br /&gt;
:&#039;&#039;&#039;Sense Surroundings:&#039;&#039;&#039; You can ignore darkness and cover.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; Bonus Action, &#039;&#039;&#039;Range:&#039;&#039;&#039; 100 feet, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Until the start of your next turn&lt;br /&gt;
::Ignore light and heavy obscure due to light conditions, fog, heavy foliage and similar situations out to 100 feet in front of you.&lt;br /&gt;
:&#039;&#039;&#039;Telepathy [Mind-Affecting]:&#039;&#039;&#039; You can send a short message to a companion or familiar target. &lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; 1 Action, &#039;&#039;&#039;Range:&#039;&#039;&#039; Visual sight of the target or greater, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant&lt;br /&gt;
::You send a telepathic call, single thought or emotion to a creature that you can see. The creature must have an Intelligence of 3 or greater, but you don’t need to speak it language nor does it have to understand your language to understand your message. If it is unwilling it gains a Wisdom saving throw. You can try and send your message to a target you cannot see with a DC15 Intelligence (Supernatural) if the target is on the same planet and it is familiar with it. You can try and send to a similar target within the same star system with an increase to DC20+, or within the same region or quadrant of the galaxy with a DC25+ check. If you make the check by DC30+ you can send your message anywhere in the galaxy.&lt;br /&gt;
&lt;br /&gt;
== Force Powers ==&lt;br /&gt;
:&#039;&#039;&#039;Battle Swiftness:&#039;&#039;&#039; You use the Force to enhance your ability to move freely about the battle field. &lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; Bonus Action, &#039;&#039;&#039;Target:&#039;&#039;&#039; Self, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Concentration 1 minute (10 rounds)&lt;br /&gt;
::For the duration of the power your movement does not provide Opportunity Attacks. Twice before the power ends you give yourself Advantage with a single melee attack on your turn but this must be on seperate rounds. If you hit with these attack you deal an additional +1d8 force damage.&lt;br /&gt;
:::&#039;&#039;Higher levels:&#039;&#039; You gain Advantage with two additional attacks within the powers duration for each additional Power level (max 10, but still only one a round). At 3rd Power level the damage increases to +2d8 force damage. At 5th Power level the damage increases to +3d8 force damage.&lt;br /&gt;
:&#039;&#039;&#039;Force Disarm [Telekinesis]:&#039;&#039;&#039; You disarm an opponent or pull an unattended item to you with the Force.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; Bonus Action, &#039;&#039;&#039;Target:&#039;&#039;&#039; One target within 100 feet that you can see, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant.&lt;br /&gt;
::The target of your power must make a Strength save. If it fails, one item of your choice fly instantly into your hand if you have at least one hand with nothing in it. If you don’t have a hand free the object instead falls on the ground in front of you. Light and tiny unattended or unsecure items with range can be grabbed instead, they fail their save automatically.&lt;br /&gt;
:::&#039;&#039;Higher levels:&#039;&#039; For each additional Power level you can attempt to ‘grab’ an additional item that the target is carrying that you can see and draw it to you. You could instead try and grab an item from another target(s) that is within 30 feet of the original target to make a save.&lt;br /&gt;
:&#039;&#039;&#039;Mind Trick [Mind-Affecting]:&#039;&#039;&#039; You use the Force to alter a target’s perceptions or plant a suggestion in its mind.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; 1 Action, &#039;&#039;&#039;Target:&#039;&#039;&#039; One target within 120 feet that you can see and who has at least a 3 or higher Intelligence score, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant&lt;br /&gt;
::The target of this power must make a Wisdom saving throw. Failure results in one of the following conditions of your choice:&lt;br /&gt;
::*You create a fleeting hallucination that distracts the target and enables you to use Dexterity (Stealth) check as if you had cover verse the target.&lt;br /&gt;
::*You can create a fleeting hallucination that distracts the target and grants you advantage on your next attack or skill use against it.&lt;br /&gt;
::*You make an otherwise unpalatable suggestion seem completely reasonable to the target. You must be able to communicate with the target, and the suggestion can’t obvious threaten the target’s life. The target won’t realize later that what he did is unacceptable.&lt;br /&gt;
::*You fill you target with terror, cause them to suffer the Frightened condition against you or an object or creature of your choosing that both you and the target can see until the end of your next turn. This is a fear affect.&lt;br /&gt;
:::&#039;&#039;Higher levels:&#039;&#039; Each additional Power level allows you to affect two additional targets that are within than 30 feet of each other (up to a maximum of 9 targets).&lt;br /&gt;
:&#039;&#039;&#039;Move Object [Telekinesis]:&#039;&#039;&#039; You telekinetically move a target with the Force.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; 1 Action, &#039;&#039;&#039;Target:&#039;&#039;&#039; One target within 120 feet that you can see, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Concentration (no limit, but if you deal damage with the power the power ends immediately)&lt;br /&gt;
::Make a Force Ranged Attack check. If you succeed against a Medium size target it is considered Grabbed. If you wish you can deal 2d6 bludgeoning to the target but the power then ends. As a Bonus action you can lift and move the target up to 30 feet each round so long as it is within range and you can still see it. You could slam the target into another target if you wish, but this requires an action and a new Force Ranged Attack check against the new target&#039;s AC. If you hit both targets take suffer the powers bludgeoning damage and the power ends. You can attempt to grab a flying target with your Force Ranged Attack if you can hold something of its size (see Higher Level below) and move it or deal damage to it if you succeed.&lt;br /&gt;
:::&#039;&#039;Higher levels:&#039;&#039; Each additional Power level increase the size of the target that you can lift by one category (Large, Huge, Gargantuan and Colossal at fifth level) and increases the damage by +2d6 per Power level (maximum of 10d6).&lt;br /&gt;
:::&#039;&#039;Special:&#039;&#039; You can spend a Destiny Point to increase the size category of the target of your Move Objects by one and the damage you can deal with the power by an additional +2d6 (up to a maximum size category of Massive and dealing 12d6 damage).&lt;br /&gt;
:&#039;&#039;&#039;Rebuke:&#039;&#039;&#039; You harmless absorb or deflect one Force power used against you, perhaps even turning it against its creator.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; Reaction, &#039;&#039;&#039;Target:&#039;&#039;&#039; Self, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant&lt;br /&gt;
::When you are successful hit with a Force Range Attack power or when you fail a save against a Force Save DC you can make a check against the attacker’s Force Save DC. This check is your proficiency bonus plus your Force Attribute modifier. If you succeed the power is harmless redirection and you suffer no ill effects or damage.&lt;br /&gt;
:::&#039;&#039;Special:&#039;&#039; If you succeeded with your Rebuke check against a power that used the Force Range Attack you can spend a Density Point as a free action and direct the power back at the target. Make a Force Range Attack check against the attacker’s AC. If you succeed the power affects that attacker instead! If the target has the Rebuke power it could spend its reaction to make its check against your Force Save DC to redirect the power harmless away. It cannot try and re-rebuke it as it were.&lt;br /&gt;
:&#039;&#039;&#039;Surge:&#039;&#039;&#039; The Force enables you to jump great heights and distances as well as move quickly. &lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; bonus action; &#039;&#039;&#039;Target:&#039;&#039;&#039; Self; &#039;&#039;&#039;Duration:&#039;&#039;&#039; At the start of your turn. &lt;br /&gt;
::You gain +10 force bonus on Strength (Athletics) check when making a high or long jumping (no minimum distance of movement is required to make the attempt) and your Speed is increased by +10 feet until the beginning of your next turn.&lt;br /&gt;
:::&#039;&#039;Higher levels:&#039;&#039; At 2nd Power level increase your bonuses to +20 with these Athletics checks and +20 feet speed. At 3rd Power level instead increase your bonuses to +30 to Athletics and +30 feet speed. At 5th Power level increase your bonus to +40 to Athletics and +40 feet speed.&lt;br /&gt;
:::&#039;&#039;Special:&#039;&#039; You can spend a Destiny Point to increase these bonuses by an additional +10 to Athletics (for jumping and leaping) and +10 feet speed. These stack with all bonuses above and the effects now last until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
:Double Lightsaber, self made, mint green/white&lt;br /&gt;
:Sporting Blaster Pistol with an extra power cell&lt;br /&gt;
:Small Knife&lt;br /&gt;
:Aquata Breather&lt;br /&gt;
:Field Kit with short range comlink&lt;br /&gt;
:Set of common clothes&lt;br /&gt;
:Map of home city&lt;br /&gt;
:Credstik with 200 credits.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lykka_Sataar&amp;diff=415389</id>
		<title>Lykka Sataar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lykka_Sataar&amp;diff=415389"/>
		<updated>2022-01-03T21:30:48Z</updated>

		<summary type="html">&lt;p&gt;Gremlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://wiki.rpg.net/index.php/StarWarsKOTOR_PBP_game Back to Wiki]&lt;br /&gt;
= Lykka Sataar =&lt;br /&gt;
[[File:Lykka-I.png | right]]&lt;br /&gt;
&lt;br /&gt;
Born and raised on the planet Mirial, Lykka is one of many siblings in the large but poor Sataar clan.  She didn&#039;t have an unhappy childhood, but it was a struggle and she had to learn how to get by with few resources.&lt;br /&gt;
&lt;br /&gt;
When it was discovered that Lykka was very strong in the Force, she was sent to the Jedi temple on Tython for training.  She was an excellent, well-rounded padewan, developing skills with both the lightsaber and the Force.  She is particularly skilled in the more stealthy aspects of the Force, mastering the rare Force Haze ability at a young age.  As such, Lykka undertakes more stealthy missions for the Jedi when needed.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Race:&#039;&#039;&#039; Mirialin &lt;br /&gt;
:&#039;&#039;&#039;Class-Level:&#039;&#039;&#039; Jedi-5&lt;br /&gt;
:&#039;&#039;&#039;Background:&#039;&#039;&#039; Urchin&lt;br /&gt;
:&#039;&#039;&#039;Proficiency Bonus:&#039;&#039;&#039; +3&lt;br /&gt;
:&#039;&#039;&#039;Destiny Points:&#039;&#039;&#039; 7/7; &#039;&#039;&#039;Darkside Points:&#039;&#039;&#039; 0&lt;br /&gt;
:&#039;&#039;&#039;Passive Perception:&#039;&#039;&#039; 14; &#039;&#039;&#039;Passive Investigation:&#039;&#039;&#039; 10&lt;br /&gt;
:&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039; 5d8; &#039;&#039;&#039;Spent HD:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Strength:&#039;&#039;&#039; 10 (+0); &#039;&#039;&#039;SAVES*:&#039;&#039;&#039; +0/+1; {&#039;&#039;Original value:&#039;&#039; 10}&lt;br /&gt;
::&#039;&#039;&#039;Athletics:&#039;&#039;&#039; +3&lt;br /&gt;
:&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 18 (+4); &#039;&#039;&#039;SAVES*:&#039;&#039;&#039; +7/+8; {&#039;&#039;Original value:&#039;&#039; 15 +1 race, +2 ASI}&lt;br /&gt;
::&#039;&#039;&#039;Acrobatics:&#039;&#039;&#039; +7 Advantage&lt;br /&gt;
::&#039;&#039;Drive:&#039;&#039; +4&lt;br /&gt;
::&#039;&#039;Initiative:&#039;&#039; +4&lt;br /&gt;
::&#039;&#039;Pilot:&#039;&#039; +4&lt;br /&gt;
::&#039;&#039;&#039;Sleight of Hand:&#039;&#039;&#039; +7&lt;br /&gt;
::&#039;&#039;&#039;Stealth:&#039;&#039;&#039; +7&lt;br /&gt;
:&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 13 (+1); &#039;&#039;&#039;SAVES*:&#039;&#039;&#039; +1/+2; {&#039;&#039;Original value:&#039;&#039; 13}&lt;br /&gt;
:&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 11 (+0); &#039;&#039;&#039;SAVES*:&#039;&#039;&#039; +0/+1; {&#039;&#039;Original value:&#039;&#039; 11}&lt;br /&gt;
::&#039;&#039;Capital Ship Pilot:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Computer Use:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Galactic Lore:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Investigation:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Mechanic:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Nature:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Religion:&#039;&#039; +0 Advantage&lt;br /&gt;
::&#039;&#039;Supernatural:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Technology:&#039;&#039; +0&lt;br /&gt;
::&#039;&#039;Thievery:&#039;&#039; +0&lt;br /&gt;
:&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 12 (+1); &#039;&#039;&#039;SAVES*:&#039;&#039;&#039; +1/+2; {&#039;&#039;Original value:&#039;&#039; 12}&lt;br /&gt;
::&#039;&#039;Animal Handling:&#039;&#039; +1&lt;br /&gt;
::&#039;&#039;Insight:&#039;&#039; +1&lt;br /&gt;
::&#039;&#039;Medicine:&#039;&#039; +1&lt;br /&gt;
::&#039;&#039;&#039;Perception:&#039;&#039;&#039; +4&lt;br /&gt;
::&#039;&#039;Survival:&#039;&#039; +1&lt;br /&gt;
:&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 16 (+3); &#039;&#039;&#039;SAVES*:&#039;&#039;&#039; +6/+7; {&#039;&#039;Original value:&#039;&#039; 14 +2 race}&lt;br /&gt;
::&#039;&#039;&#039;Deception:&#039;&#039;&#039; +6&lt;br /&gt;
::&#039;&#039;Gambling:&#039;&#039; +3&lt;br /&gt;
::&#039;&#039;Gather Information:&#039;&#039; +3&lt;br /&gt;
::&#039;&#039;Intimidate:&#039;&#039; +3&lt;br /&gt;
::&#039;&#039;Performance:&#039;&#039; +3&lt;br /&gt;
::&#039;&#039;&#039;Persuasion:&#039;&#039;&#039; +6&lt;br /&gt;
&lt;br /&gt;
:SAVES* Normal/When lightsaber ignited&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
:&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30 ft&lt;br /&gt;
:&#039;&#039;&#039;Initiative:&#039;&#039;&#039; +4&lt;br /&gt;
:&#039;&#039;&#039;AC:&#039;&#039;&#039; 19 (20 when Lightsaber ignited) {10+Insight+Proficiency+Dexterity Mod}&lt;br /&gt;
:&#039;&#039;&#039;HP:&#039;&#039;&#039; 49/49; &#039;&#039;&#039;TEMP:&#039;&#039;&#039; 0&lt;br /&gt;
:&#039;&#039;&#039;Heroic Damage Bonus:&#039;&#039;&#039; 2&lt;br /&gt;
:&#039;&#039;&#039;Damage Threshold:&#039;&#039;&#039; 19&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Constructed Double Lightsaber:&#039;&#039;&#039; +9 melee 2d10+7 (+3 Proficiency, +4 Dexterity Mod, +1 Weapon Focus, +1 Constructed Lightsaber, +2 Heroic Damage)&lt;br /&gt;
&lt;br /&gt;
== Race: Mirialan ==&lt;br /&gt;
:&#039;&#039;&#039;Ability Score Increase:&#039;&#039;&#039; +1 Dex, +2 Cha&lt;br /&gt;
:&#039;&#039;&#039;Bonus Skill Proficiency:&#039;&#039;&#039; Persuasion&lt;br /&gt;
:&#039;&#039;&#039;Acrobatic:&#039;&#039;&#039; Mirialans have advantage when making Dexterity (Acrobatics) skill checks.&lt;br /&gt;
:&#039;&#039;&#039;Spiritual:&#039;&#039;&#039; Mirialans are a spiritual people and they have advantage when making Intelligence (Religion) skill checks.&lt;br /&gt;
:&#039;&#039;&#039;Language:&#039;&#039;&#039; Mirialan and Basic&lt;br /&gt;
&lt;br /&gt;
== Background: Urchin ==&lt;br /&gt;
:&#039;&#039;&#039;Skills:&#039;&#039;&#039; Deception, Sleight of Hands, Stealth&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; A small knife, a map of the city you grew up in (with your cubby-holes and secret locations), a token or trinket of your parents, a set of common clothes, a credstik with 200 credits.&lt;br /&gt;
&lt;br /&gt;
== Class: Jedi ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039; d8; &#039;&#039;&#039;HP at 1st level:&#039;&#039;&#039; 24+Con&lt;br /&gt;
:&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Lightsaber, Simple weapons; &#039;&#039;&#039;Saving Throws:&#039;&#039;&#039; Dex, Cha&lt;br /&gt;
:&#039;&#039;&#039;Skills:&#039;&#039;&#039; Acrobatics, Athletics, Perception&lt;br /&gt;
:&#039;&#039;&#039;Bonus Feats:&#039;&#039;&#039; Force Sensitive, Force Training&lt;br /&gt;
:&#039;&#039;&#039;Force Attribute:&#039;&#039;&#039; Charisma&lt;br /&gt;
:&#039;&#039;&#039;Force Energy Points:&#039;&#039;&#039; 5; &#039;&#039;&#039;Force Power Level:&#039;&#039;&#039; 2nd&lt;br /&gt;
:&#039;&#039;&#039;Force Power Attack Modifier:&#039;&#039;&#039; +6; &#039;&#039;&#039;Force Save DC:&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
== Feats ==&lt;br /&gt;
:&#039;&#039;&#039;Danger Sense:&#039;&#039;&#039; You have an uncanny sense of danger. Any effect that you cannot see, such as a hidden trap, has disadvantage attacking you or you have advantage on any saves it requires. You can also use your Reaction to stop an unseen foe from gaining Advantage with any of its attacks against you. You can’t be blinded, deafened or incapacitated to gain these benefits.&lt;br /&gt;
:&#039;&#039;&#039;Double Attack:&#039;&#039;&#039; You can attack twice, instead of once, whenever you take the Attack action on your turn.&lt;br /&gt;
:&#039;&#039;&#039;Force Sensitive:&#039;&#039;&#039; 3 Minor Force Powers&lt;br /&gt;
:&#039;&#039;&#039;Force Training (x2):&#039;&#039;&#039; 6 Force Powers&lt;br /&gt;
:&#039;&#039;&#039;Strong in the Force:&#039;&#039;&#039; When you spend a Destiny Point to adjust the result of an attack, ability or skill check, you now roll 1d8+2, instead of 1d4+1. Also you can spend two Destiny Points in a round instead of only one.&lt;br /&gt;
:&#039;&#039;&#039;Weapon Focus (Lightsabers):&#039;&#039;&#039; For one weapon group or one specific exotic weapon that you are proficient with, you gain a +1 bonus on all attack rolls you make using this selected weapon group or specific exotic weapon.&lt;br /&gt;
&lt;br /&gt;
== Talents ==&lt;br /&gt;
:&#039;&#039;&#039;Clear Mind:&#039;&#039;&#039; You have advantage on saves to avoid detection by another Force User sensing you using the Force Potential Minor power. You impose disadvantage on Perception to avoiding being detected with the Sense Surrounding Minor Force power.&lt;br /&gt;
:&#039;&#039;&#039;Force Haze:&#039;&#039;&#039; As an Action you spend a Destiny Point to create a “haze” that hides you and nearby allies from the perceptions of others. You and a number of creatures that you can see equal to your Jedi Class level who must remain within 15 feet of your person. You and those allies you chose gain Invisibility condition. Force Haze requires concentration to maintain but it is dismissed instantly if anyone hidden by the haze takes an Attack action or if any ally moves more the 15 feet away from you.&lt;br /&gt;
:&#039;&#039;&#039;Force Persuasion:&#039;&#039;&#039; The Force can influence the weak minded. You can force one target within 10 feet to make a Charisma save. If the target fails it gains the Charmed condition towards you so long as you remain close by and continue talking to the target (within 10 feet). If anyone takes a hostile or attack action against the target the effect ends immediately. This is a mind-altering effect.&lt;br /&gt;
:&#039;&#039;&#039;Lightsaber Defense:&#039;&#039;&#039; With a drawn and ignited lightsaber in a Jedi’s hand, her resolve and confidence expands greatly through the Force. The Jedi gains +1 force bonus to its Armor Class and a +1 force bonus to all of its saving throws. You must be aware of all attacks and not surprise to gain benefits.&lt;br /&gt;
&lt;br /&gt;
== Minor Force Powers ==&lt;br /&gt;
:&#039;&#039;&#039;Move Item [Telekinesis]:&#039;&#039;&#039; You use the Force to telekinetically lift and move a relatively light object you can see.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; Bonus Action, &#039;&#039;&#039;Range:&#039;&#039;&#039; 30 feet, &#039;&#039;&#039;Duration: Concentration&#039;&#039;&#039;&lt;br /&gt;
::You to move an object weighing up to 5lbs a distance of 30 feet in any direction. You can’t use this to make an attack nor can you move the item more than 30 feet distance from you in any direction. The power also ends if you use this power again.&lt;br /&gt;
:&#039;&#039;&#039;Sense Force [Mind-Affecting]:&#039;&#039;&#039; You can sense disturbances within the Force and other ways it affects the world around you.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; Free Action or 1 Action, &#039;&#039;&#039;Range:&#039;&#039;&#039; Self or up to the galaxy, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant&lt;br /&gt;
::You automatically sense disturbances in the Force. A location that is strong in the light or dark side of the Force can be sensed out to a range of 1 mile. A relative, companion or close friend who is in mortal danger or great pain can be sensed out to thousands of lightyears. A great disturbance, such as the destruction of an entire population of a planet can be sensed anywhere in the galaxy. With a DC15 Intelligence (Supernatural) check you can determine the distance and general direction of the disturbance. As an action you can make a DC15 Intelligence (Supernatural) check to sense the active use of Force Powers within a range of 100 miles. If your check was a 20+ you also gain how many and the approximate distance and direction of these users. A Force User attempting to hide their Force Power who wishes to remain hidden can make a Charisma saving throw against your Force Save DC. Success means you do not sense them.&lt;br /&gt;
:&#039;&#039;&#039;Sense Surroundings:&#039;&#039;&#039; You can ignore darkness and cover.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; Bonus Action, &#039;&#039;&#039;Range:&#039;&#039;&#039; 100 feet, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Until the start of your next turn&lt;br /&gt;
::Ignore light and heavy obscure due to light conditions, fog, heavy foliage and similar situations out to 100 feet in front of you.&lt;br /&gt;
:&#039;&#039;&#039;Telepathy [Mind-Affecting]:&#039;&#039;&#039; You can send a short message to a companion or familiar target. &lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; 1 Action, &#039;&#039;&#039;Range:&#039;&#039;&#039; Visual sight of the target or greater, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant&lt;br /&gt;
::You send a telepathic call, single thought or emotion to a creature that you can see. The creature must have an Intelligence of 3 or greater, but you don’t need to speak it language nor does it have to understand your language to understand your message. If it is unwilling it gains a Wisdom saving throw. You can try and send your message to a target you cannot see with a DC15 Intelligence (Supernatural) if the target is on the same planet and it is familiar with it. You can try and send to a similar target within the same star system with an increase to DC20+, or within the same region or quadrant of the galaxy with a DC25+ check. If you make the check by DC30+ you can send your message anywhere in the galaxy.&lt;br /&gt;
&lt;br /&gt;
== Force Powers ==&lt;br /&gt;
:&#039;&#039;&#039;Battle Swiftness:&#039;&#039;&#039; You use the Force to enhance your ability to move freely about the battle field. &lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; Bonus Action, &#039;&#039;&#039;Target:&#039;&#039;&#039; Self, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Concentration 1 minute (10 rounds)&lt;br /&gt;
::For the duration of the power your movement does not provide Opportunity Attacks. Twice before the power ends you give yourself Advantage with a single melee attack on your turn but this must be on seperate rounds. If you hit with these attack you deal an additional +1d8 force damage.&lt;br /&gt;
:::&#039;&#039;Higher levels:&#039;&#039; You gain Advantage with two additional attacks within the powers duration for each additional Power level (max 10, but still only one a round). At 3rd Power level the damage increases to +2d8 force damage. At 5th Power level the damage increases to +3d8 force damage.&lt;br /&gt;
:&#039;&#039;&#039;Force Disarm [Telekinesis]:&#039;&#039;&#039; You disarm an opponent or pull an unattended item to you with the Force.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; Bonus Action, &#039;&#039;&#039;Target:&#039;&#039;&#039; One target within 100 feet that you can see, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant.&lt;br /&gt;
::The target of your power must make a Strength save. If it fails, one item of your choice fly instantly into your hand if you have at least one hand with nothing in it. If you don’t have a hand free the object instead falls on the ground in front of you. Light and tiny unattended or unsecure items with range can be grabbed instead, they fail their save automatically.&lt;br /&gt;
:::&#039;&#039;Higher levels:&#039;&#039; For each additional Power level you can attempt to ‘grab’ an additional item that the target is carrying that you can see and draw it to you. You could instead try and grab an item from another target(s) that is within 30 feet of the original target to make a save.&lt;br /&gt;
:&#039;&#039;&#039;Mind Trick [Mind-Affecting]:&#039;&#039;&#039; You use the Force to alter a target’s perceptions or plant a suggestion in its mind.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; 1 Action, &#039;&#039;&#039;Target:&#039;&#039;&#039; One target within 120 feet that you can see and who has at least a 3 or higher Intelligence score, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant&lt;br /&gt;
::The target of this power must make a Wisdom saving throw. Failure results in one of the following conditions of your choice:&lt;br /&gt;
::*You create a fleeting hallucination that distracts the target and enables you to use Dexterity (Stealth) check as if you had cover verse the target.&lt;br /&gt;
::*You can create a fleeting hallucination that distracts the target and grants you advantage on your next attack or skill use against it.&lt;br /&gt;
::*You make an otherwise unpalatable suggestion seem completely reasonable to the target. You must be able to communicate with the target, and the suggestion can’t obvious threaten the target’s life. The target won’t realize later that what he did is unacceptable.&lt;br /&gt;
::*You fill you target with terror, cause them to suffer the Frightened condition against you or an object or creature of your choosing that both you and the target can see until the end of your next turn. This is a fear affect.&lt;br /&gt;
:::&#039;&#039;Higher levels:&#039;&#039; Each additional Power level allows you to affect two additional targets that are within than 30 feet of each other (up to a maximum of 9 targets).&lt;br /&gt;
:&#039;&#039;&#039;Move Object [Telekinesis]:&#039;&#039;&#039; You telekinetically move a target with the Force.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; 1 Action, &#039;&#039;&#039;Target:&#039;&#039;&#039; One target within 120 feet that you can see, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Concentration (no limit, but if you deal damage with the power the power ends immediately)&lt;br /&gt;
::Make a Force Ranged Attack check. If you succeed against a Medium size target it is considered Grabbed. If you wish you can deal 2d6 bludgeoning to the target but the power then ends. As a Bonus action you can lift and move the target up to 30 feet each round so long as it is within range and you can still see it. You could slam the target into another target if you wish, but this requires an action and a new Force Ranged Attack check against the new target&#039;s AC. If you hit both targets take suffer the powers bludgeoning damage and the power ends. You can attempt to grab a flying target with your Force Ranged Attack if you can hold something of its size (see Higher Level below) and move it or deal damage to it if you succeed.&lt;br /&gt;
:::&#039;&#039;Higher levels:&#039;&#039; Each additional Power level increase the size of the target that you can lift by one category (Large, Huge, Gargantuan and Colossal at fifth level) and increases the damage by +2d6 per Power level (maximum of 10d6).&lt;br /&gt;
:::&#039;&#039;Special:&#039;&#039; You can spend a Destiny Point to increase the size category of the target of your Move Objects by one and the damage you can deal with the power by an additional +2d6 (up to a maximum size category of Massive and dealing 12d6 damage).&lt;br /&gt;
:&#039;&#039;&#039;Rebuke:&#039;&#039;&#039; You harmless absorb or deflect one Force power used against you, perhaps even turning it against its creator.&lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; Reaction, &#039;&#039;&#039;Target:&#039;&#039;&#039; Self, &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant&lt;br /&gt;
::When you are successful hit with a Force Range Attack power or when you fail a save against a Force Save DC you can make a check against the attacker’s Force Save DC. This check is your proficiency bonus plus your Force Attribute modifier. If you succeed the power is harmless redirection and you suffer no ill effects or damage.&lt;br /&gt;
:::&#039;&#039;Special:&#039;&#039; If you succeeded with your Rebuke check against a power that used the Force Range Attack you can spend a Density Point as a free action and direct the power back at the target. Make a Force Range Attack check against the attacker’s AC. If you succeed the power affects that attacker instead! If the target has the Rebuke power it could spend its reaction to make its check against your Force Save DC to redirect the power harmless away. It cannot try and re-rebuke it as it were.&lt;br /&gt;
:&#039;&#039;&#039;Surge:&#039;&#039;&#039; The Force enables you to jump great heights and distances as well as move quickly. &lt;br /&gt;
::&#039;&#039;&#039;Time:&#039;&#039;&#039; bonus action; &#039;&#039;&#039;Target:&#039;&#039;&#039; Self; &#039;&#039;&#039;Duration:&#039;&#039;&#039; At the start of your turn. &lt;br /&gt;
::You gain +10 force bonus on Strength (Athletics) check when making a high or long jumping (no minimum distance of movement is required to make the attempt) and your Speed is increased by +10 feet until the beginning of your next turn.&lt;br /&gt;
:::&#039;&#039;Higher levels:&#039;&#039; At 2nd Power level increase your bonuses to +20 with these Athletics checks and +20 feet speed. At 3rd Power level instead increase your bonuses to +30 to Athletics and +30 feet speed. At 5th Power level increase your bonus to +40 to Athletics and +40 feet speed.&lt;br /&gt;
:::&#039;&#039;Special:&#039;&#039; You can spend a Destiny Point to increase these bonuses by an additional +10 to Athletics (for jumping and leaping) and +10 feet speed. These stack with all bonuses above and the effects now last until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
:Double Lightsaber, self made, mint green/white&lt;br /&gt;
:Sporting Blaster Pistol with an extra power cell&lt;br /&gt;
:Small Knife&lt;br /&gt;
:Aquata Breather&lt;br /&gt;
:Field Kit with short range comlink&lt;br /&gt;
:Set of common clothes&lt;br /&gt;
:Map of home city&lt;br /&gt;
:Credstik with 200 credits.&lt;/div&gt;</summary>
		<author><name>Gremlin</name></author>
	</entry>
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