<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kelly+pedersen</id>
	<title>RPGnet - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kelly+pedersen"/>
	<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php/Special:Contributions/Kelly_pedersen"/>
	<updated>2026-05-15T12:18:47Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Egzza_%22Gezza%22_%22Skulker%22_Kurrdzaeuen&amp;diff=436238</id>
		<title>Egzza &quot;Gezza&quot; &quot;Skulker&quot; Kurrdzaeuen</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Egzza_%22Gezza%22_%22Skulker%22_Kurrdzaeuen&amp;diff=436238"/>
		<updated>2023-04-13T19:51:56Z</updated>

		<summary type="html">&lt;p&gt;Kelly pedersen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;250 points&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039; &lt;br /&gt;
ST 11 [10]; DX 13 [40]; IQ 13 [60]; HT 12 [10]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Characteristics:&#039;&#039;&#039; &lt;br /&gt;
BL 24 lb; Dmg thrust 1d-1, swing 1d+1&lt;br /&gt;
&lt;br /&gt;
HP 10 [0]; FP 12 [0]&lt;br /&gt;
&lt;br /&gt;
Per 15 [0]; Wil 13 [0]&lt;br /&gt;
&lt;br /&gt;
Basic Speed 7 [15]; Basic Move 7 yd [0]&lt;br /&gt;
&lt;br /&gt;
High Jump: 32 in; Broad Jump: 11 ft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Social Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TL: 10; Culture: Vargr (native) [0], Human [1] United Worlds Alliance [1]; Language: Vargr (Native) [0], UWA Standard (native spoken, accented written) [5]; Wealth: Average [0]; Status: 0 [0]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; &lt;br /&gt;
Born War-Leader (2) [10]; Combat Reflexes [15]; Natural Copper (2) [20]; &lt;br /&gt;
&lt;br /&gt;
Vargr racial template (Discriminatory Smell [15]; Extra DX (1) [20]; Extra HT (1) [10]; Extra Perception (2) [10]; Night Vision (8) [8]; Teeth (Sharp Teeth) [1]; Fur [1]; Callous [-5]; Chummy [-5]; Impulsiveness (12 or less) [-10*]; Sense of Duty (Friends, family, clan) (Small Group) [-5]; Proud [-1]) [39]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039;&lt;br /&gt;
Code of Honor (Pirate&#039;s) [-5]; Compulsive Gambling (12 or less) [-5]; Enemy (Former criminal associates) (Small group (3-5 people)) (9 or less) [-10]; Light Sleeper [-5]; Racial Chummy Increased to Gregarious [-5]; &lt;br /&gt;
Social Stigma (Criminal Record) [-5]; Stubbornness [-5]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quirks&#039;&#039;&#039;&lt;br /&gt;
Always bets on zero-G rugby matches [-1]; Reacts with violence to any perceived threats to his &amp;quot;family&amp;quot; [-1]; Scummy (constantly using Streetwise even when inappropriate) [-1]; Tells stories about past exploits (maybe with too much incriminating detail) [-1]&lt;br /&gt;
&lt;br /&gt;
[*] Multiplied for self-control number; see p. B120.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039; &lt;br /&gt;
Area Knowledge (Mercantile League) IQ/E - IQ+0 13 [1]&lt;br /&gt;
Area Knowledge (United Worlds Alliance) IQ/E - IQ+0 13 [1]&lt;br /&gt;
Area Knowledge (Vargr Confederation) IQ/E - IQ+0 13 [1]&lt;br /&gt;
Armoury/TL10 (Small Arms) IQ/A - IQ-1 12 [1]&lt;br /&gt;
Artillery/TL10 (Guided Missile) IQ/A - IQ+1 14 [4]&lt;br /&gt;
Beam Weapons/TL10 (Pistol) DX/E - DX+2 15 [4]&lt;br /&gt;
Beam Weapons/TL10 (Rifle) DX/E - DX+0 13 [1]&lt;br /&gt;
Body Language (Human) Per/A - Per+1 16* [1]&lt;br /&gt;
Body Language (Vargr) Per/A - Per+1 16* [1]&lt;br /&gt;
Brawling DX/E - DX+2 15 [4]&lt;br /&gt;
Carousing HT/E - HT+0 12 [1]&lt;br /&gt;
Computer Operation/TL10 IQ/E - IQ+0 13 [1]&lt;br /&gt;
Criminology/TL10 IQ/A - IQ+1 14† [1]&lt;br /&gt;
Current Affairs/TL10 (Headline News) IQ/E - IQ+0 13 [1]&lt;br /&gt;
Current Affairs/TL10 (United Worlds Alliance) IQ/E - IQ+0 13 [1]&lt;br /&gt;
Electronics Operation/TL10 (Force Shields) IQ/A - IQ+1 14 [4]&lt;br /&gt;
Electronics Operation/TL10 (Security) IQ/A - IQ+0 13 [2]&lt;br /&gt;
Expert Skill (Military Science) IQ/H - IQ-2 11 [1]&lt;br /&gt;
Explosives/TL10 (Explosive Ordnance Disposal) IQ/A - IQ+0 13 [2]&lt;br /&gt;
Fast-Draw/TL10 (Ammo) DX/E - DX+1 14 [1]&lt;br /&gt;
	includes: +1 from &#039;Combat Reflexes&#039;&lt;br /&gt;
Fast-Draw (Pistol) DX/E - DX+2 15 [2]&lt;br /&gt;
	includes: +1 from &#039;Combat Reflexes&#039;&lt;br /&gt;
First Aid/TL10 (Human) IQ/E - IQ+0 13 [1]&lt;br /&gt;
First Aid/TL10 (Vargr) IQ/E - IQ+0 13 [1]&lt;br /&gt;
Forced Entry DX/E - DX+0 13 [1]&lt;br /&gt;
Forensics/TL10 IQ/H - IQ-2 11 [1]&lt;br /&gt;
Free Fall DX/A - DX-1 12 [1]&lt;br /&gt;
Gambling IQ/A - IQ-1 12 [1]&lt;br /&gt;
Gunner/TL10 (Beams) DX/E - DX+2 15 [4]&lt;br /&gt;
Intelligence Analysis/TL10 IQ/H - IQ+2 15*† [1]&lt;br /&gt;
Interrogation IQ/A - IQ+1 14* [1]&lt;br /&gt;
Leadership IQ/A - IQ+1 14† [1]&lt;br /&gt;
Observation Per/A - Per+1 16* [1]&lt;br /&gt;
Search Per/A - Per+1 16* [1]&lt;br /&gt;
Shadowing IQ/A - IQ+2 15* [2]&lt;br /&gt;
Spacer/TL10 IQ/E - IQ+0 13 [1]&lt;br /&gt;
Sports (Zero-G Rugby) DX/A - DX-1 12 [1]&lt;br /&gt;
Strategy (Space) IQ/H - IQ+1 14† [2]&lt;br /&gt;
Streetwise IQ/A - IQ+2 15* [2]&lt;br /&gt;
Tactics IQ/H - IQ+2 15† [4]&lt;br /&gt;
Vacc Suit/TL10 DX/A - DX-1 12 [1]&lt;br /&gt;
Wrestling DX/A - DX+1 14 [4]&lt;br /&gt;
&lt;br /&gt;
* Includes: +2 from &#039;Natural Copper&#039;&lt;br /&gt;
† Includes +2 for &#039;Born War-Leader&#039;.&lt;/div&gt;</summary>
		<author><name>Kelly pedersen</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=GURPS_SpaceOpera&amp;diff=436237</id>
		<title>GURPS SpaceOpera</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=GURPS_SpaceOpera&amp;diff=436237"/>
		<updated>2023-04-13T19:49:40Z</updated>

		<summary type="html">&lt;p&gt;Kelly pedersen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SWN.SL.Trucker.jpg | 600px]]&lt;br /&gt;
==Player Characters Sheets==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Name&#039;&#039;&#039; || &#039;&#039;&#039;Played by...&#039;&#039;&#039; || &#039;&#039;&#039;Species&#039;&#039;&#039; || &#039;&#039;&#039;Gender&#039;&#039;&#039; || &#039;&#039;&#039;Age&#039;&#039;&#039; || &#039;&#039;&#039;Role&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Dorte Skjeggestad | &#039;&#039;&#039;Dorte Skjeggestad&#039;&#039;&#039;]] || @Moonpaw || Vargr || trans Female || 30 || Medical Officer@&lt;br /&gt;
|-&lt;br /&gt;
| [[Zell | &#039;&#039;&#039;Zell&#039;&#039;&#039;]] || @Herodarwin || Kwuee-Pol || Male || 30 || Helmsman and Driver&lt;br /&gt;
|-&lt;br /&gt;
| [[Jacqueline Féral | &#039;&#039;&#039;Jacqueline Féral&#039;&#039;&#039;]] || @Stormraven || Human || Female || 22 || Place Holder&lt;br /&gt;
|-&lt;br /&gt;
| [[Egzza &amp;quot;Gezza&amp;quot; &amp;quot;Skulker&amp;quot; Kurrdzaeuen | &#039;&#039;&#039;Egzza &amp;quot;Gezza&amp;quot; &amp;quot;Skulker&amp;quot; Kurrdzaeuen&#039;&#039;&#039;]] || @Kelly Pedersen || Vargr || Male || 25 || Security and Fighter&lt;br /&gt;
|-&lt;br /&gt;
| [[Aremas Caldwall  | &#039;&#039;&#039;Aremas Caldwall &#039;&#039;&#039;]] || @t@nya || Human || Male || 30 || Steward and Diplomate &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Jay Ninekay | &#039;&#039;&#039;Jay Ninekay&#039;&#039;&#039;]] || @Unka Josh || Brain in a Can  || Male? || ?? || Operations and Business &lt;br /&gt;
|-&lt;br /&gt;
| [[xx | &#039;&#039;&#039;xx&#039;&#039;&#039;]] || @shadowsaint007 || Human || cis Male || 30 || Chief Engineer&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==OVERALL SETTING INFO==&lt;br /&gt;
&#039;&#039;&#039;250&#039;&#039;&#039; Point Characters&amp;lt;/br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;TL10&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cultures&#039;&#039;&#039;: UWA, Mercantile League, GRP/PPP, Humaniti Imperium, Aslan, Blarad, Dralasite, Fraal, Human, K&#039;kree, Krath, Traix, T&#039;Sa and Vargr (and maybe the &#039;evil&#039; Zegrath)&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;: each Species (including Humans) also have their own &#039;Language&#039;. Others include...&lt;br /&gt;
* Standard (sort of a generic spoken by UWA citizens)&lt;br /&gt;
* Mercantile (spoken in the Mercantile League and traders in the Known Worlds)&lt;br /&gt;
* Basic (spoken by the GPR/PPP)&lt;br /&gt;
* Imperial (spoken by the humans in the Humaniti Empire)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Brief Setting Overview&#039;&#039;...&amp;lt;/br&amp;gt;&lt;br /&gt;
The main setting for this game is within the &#039;&#039;&#039;United Worlds Alliance&#039;&#039;&#039;. This is a somewhat loose federal alliance of some 500 worlds that have joined together for mutual protection and trade. Individual worlds are allowed great deal an autonomy but there are some ‘federal’ like rules. They have formed the &#039;&#039;Star Fleet Core&#039;&#039; which is the main defensive force of the alliance. The Core is tasked with interstellar defense and anti-piracy and anti-slavery. They can pursue criminals (especially pirates and slavers) to any member world and can have most wanted criminal extracted/extradited off world with formal charges.&lt;br /&gt;
&lt;br /&gt;
The government of the United Worlds Alliance (UWA) is a parliamentary style of government where individual worlds decide themselves how they choice there representatives to the UWA Upper House of Lords and Lower House of Commons. The number of reps a world have is dependent on both the world’s population and economy power. Some planets don’t even have a rep for either house and must band together with other poorer and small populated worlds to meet the requirements for a rep.&lt;br /&gt;
&lt;br /&gt;
Other stellar governments nearby are the &#039;&#039;&#039;Mercantile League&#039;&#039;&#039; (corporate oligarchy of around 50 worlds styled somewhat on a neo-roman republic), the &#039;&#039;&#039;Galactic Peoples Republic&#039;&#039;&#039; (GPR run by the People Progressive Party or ‘PPP’ a communist authoritarian of some 150 worlds), the &#039;&#039;&#039;Humaniti Imperium&#039;&#039;&#039; (the ‘evil’ human Supremes empire of the setting they control some 150 worlds), the &#039;&#039;&#039;Aslan Hierate&#039;&#039;&#039; (alien cat/lion like species that rule some 50 worlds), the &#039;&#039;&#039;Two Thousand Worlds&#039;&#039;&#039; (maybe closer to 500+ worlds the feudal Hegemony with strong autocratic properties ruled by the hermavoir alien species the K’kree whom are violently anti-carnivore and omnivore in their outlook), the &#039;&#039;&#039;Vargr Confederation&#039;&#039;&#039; (wolf like alien species that rule loosely some 100 worlds. They are very loyal to their family or clan but their overall government is very independent minded and loosely governed), the &#039;&#039;&#039;Star Kingdom of Blarad&#039;&#039;&#039; (feudal system ruled by the Blarad aliens whom are large bear-ursoid species and control some 50 worlds), the &#039;&#039;&#039;Zegrath Legion&#039;&#039;&#039; (a shark like alien species whom see all other life forms as no better than ‘food’. They rule an unknown number of worlds).&lt;br /&gt;
&lt;br /&gt;
Humans dominate the UWA but others are known including the Traix (an incest species that look a bit like human sized grasshoppers but are some of the closes in outlook to humans as any species), the Krath (a transhumanist species that maybe the result of some ancient alien uplifting of primitive humans to the Krath. They are very honor bond to the ‘lesser races’ and have a logic based mind. They are physically and mentally superior to human on average but not not arrogant at all), the Dralasite (a short rubbery xenomorph species that have no bones or other hard structures in their bodies which allows them to strength and contort their form in many ways), the Fraal (a short pale, hairless humanoid species that are naturally psionic) and the T’Sa (a short reptilian species with a hyper-active metabolism whom seem never to sit still. Excellent jumpers and very fast runners). Most other species (except the Zegrath) can be found in UWA space.&lt;br /&gt;
&lt;br /&gt;
The UWA, the Mercantile League and the GPR/PPP are all multi-Species systems while the others are dominated or controlled by the Species they are named for. They all include other species within their borders but not to the levels of the main 3.&lt;br /&gt;
&lt;br /&gt;
The Vargr have a VERY loose confederation style overall government and besided Humans they are one of the most common Species found in all others. The K&#039;kree are just the opposite and found rarely outside they own control space.&lt;br /&gt;
&lt;br /&gt;
There are many other races then those listed above but they are very rare (and player created)&lt;br /&gt;
&lt;br /&gt;
===The Heroes Outlook/Roles in the Setting===&lt;br /&gt;
The heroes will be ‘space truckers’ owning their own starship and traveling around the UWA (and outside it) doing jobs and getting paid. Most of their money is used to maintain and keep their starship running so they are unlikely to ever have much money or rich.&lt;br /&gt;
&lt;br /&gt;
The setting will be very Traveller with a bit of Firefly feel to it with the government very hands off in most cases but individual worlds vary. The elements of Star Trek come in with the Star Fleet Core which is sort of Star Trek but more militarized and authoritarian (not as bad as the Empire). Star Wars is reflected in the outside evil empire of the Humaniti Imperium.&lt;br /&gt;
&lt;br /&gt;
===Racial/Species Templates===&lt;br /&gt;
&#039;&#039;&#039;Humans&#039;&#039;&#039;[https://wiki.rpg.net/index.php/File:SWN,Human.jpg] [0 points]&amp;lt;/br&amp;gt;&lt;br /&gt;
Humans are one of the more common species within the UWA. Their numbers have grown quickly through the history of the known worlds. Their characteristics for body types, skin, hair and eye colors, etc. but with a mix of generic modifications and hundreds of years of inter-mingling with other humans (and various other species). The average human stands between 5 and ½ to 6ft tall and weighs on average 150-200lbs. Humans males tend to be slightly taller and heavier then human females but only on average as the species has a great deal of variety of body types, looks, etc.&lt;br /&gt;
* Biology: Humanoid Mammalian.&lt;br /&gt;
* Social Structure: Multipolar Competitive or Cooperative.&lt;br /&gt;
* Lenses: Verity. Humans are an extremely diverse group when compared to most other species.&lt;br /&gt;
&#039;&#039;&#039;Aslan&#039;&#039;&#039;[https://www.pinterest.com/pin/140806230837360/] [67 points]&amp;lt;/br&amp;gt; &lt;br /&gt;
Attribute Modifiers: ST+4 [40]; DX+1 [20]; HT+1 [10]&amp;lt;/br&amp;gt;&lt;br /&gt;
Secondary Attributes: Move +1 [5]&amp;lt;/br&amp;gt;&lt;br /&gt;
Advantage: Claws (Sharp) [5]; Damage Resistance 1 (Tough Skin -40%) [3]; Fit [5]; Infravision [10]; Sharp Teeth [1]&amp;lt;/br&amp;gt;&lt;br /&gt;
Perk: Fur [1]&amp;lt;/br&amp;gt;&lt;br /&gt;
Disadvantages: Bad Grip [-5]; Callous [-5]; Code of Honor (Aslan; warriors code) [-10]; Impulsiveness (12-) [-10]&amp;lt;/br&amp;gt;&lt;br /&gt;
Aslans are roughly human-sized, averaging 6ft tall and weighing 225+lbs. Their primary diet is meat, with a preference for fresh raw meat.  The aslan hand has three fingers opposing one medially-placed thumb, and all have retractable claws. The presence of these claws and the nature of their build make the aslan very clumsy when using human tools. In addition. Aslan have a single highly specialized claw under each thumb; this dewclaw folds back jack-knife fashion into a horny covering in the base of the thumb and palm. There are two sexes: male and female, of which the most notable external difference is the male&#039;s increased size and more impressive mane. Females outnumber males by a ratio of 3 to 1.&lt;br /&gt;
* Biology: Humanoid Mammalian (Felidiod).&lt;br /&gt;
* Lenses: Pride. Aslan society is very honor driving and self pride and honor are very important to the individual. They are proud not only of themselves but their society and culture.&lt;br /&gt;
* Social Structure: Violently Monocultural. While the aslan often feud among themselves they will quickly align forces to crush threats to their way of life.  &lt;br /&gt;
&#039;&#039;&#039;Blarad&#039;&#039;&#039;[https://www.pinterest.com/pin/851039660848428540/] [60 points] &amp;lt;/br&amp;gt;&lt;br /&gt;
Attribute Modifiers: ST+8 [80]; HT+1 [10]&amp;lt;/br&amp;gt;&lt;br /&gt;
Secondary Attributes: HP+5 [10]&amp;lt;/br&amp;gt;&lt;br /&gt;
Advantages: Claws (Blunt) [3]; Damage Resistance 2 (Tough Skin -40%) [6]; Sharp Teeth [1]&amp;lt;/br&amp;gt;&lt;br /&gt;
Perk: Fur [1]&amp;lt;/br&amp;gt;&lt;br /&gt;
Disadvantages: Code of Honor (Blarad; Feudal honor and glory) [-10]; Gregarious [-10]; Increased Consumption 1 [-10]; Light Sleepers [-5]; Semi-Upright [-5]; Odious Racial Habit (Argumentative) [-10]&amp;lt;/br&amp;gt;&lt;br /&gt;
Quirks: Proud [-1]&amp;lt;/br&amp;gt;&lt;br /&gt;
Standing roughly 8½ft tall (when standing straight up which is rare) and weighing in at a hefty 400lbs, a blarad is hard to miss. Covered in thick fur, he has a powerful form, blunt claws and sharp teeth. They are formidable opponent even when he is not carrying a weapon. Blarad appear to be uplifted ursoids/Ursus bear like beings. There fur ranges from black to shadows of gray, brown, or white – regardless of color the blarads fur shimmers and shifts slightly in hue. Male and females are both large and heavily build, with little to no perceive different between them. The blarad approaches life with amazing intensity, and when one embraces a new idea they do so with exceptional zealot outlook. They professes the tenets of that beliefs with word, deed, and weapons. Though built for battle, a blarad also loves to talk and share ideas. Despite their fervor and martial nature, not every discussion leads to a fight, and a blarad usually won’t fight a weaker creature unless he is left with no choice.&lt;br /&gt;
* Biology: Humanoid Mammalian (Ursoid).&lt;br /&gt;
* Lenses: Honor. Blarad are often obsessed with honorable behavior. Members will obey the social mores and expectations of their roles at all costs. Personal sacrifice for the sake of upholding these principles earns a member glory and esteem.&lt;br /&gt;
* Social Structure: Feudal Monarchic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dralasit&#039;&#039;&#039;e[https://wiki.rpg.net/index.php/File:SWN.Dralasite.jpg] [41 points]&amp;lt;/br&amp;gt;&lt;br /&gt;
Secondary Attributes: HP+2 [4]; Move -1 [-5]&amp;lt;/br&amp;gt;&lt;br /&gt;
Advantages: Discriminatory Smell [15]; Double Jointed [15]; Hermaphrorph [5]; High Manuel Dexterity 2 [10]; Stretching 2 [12]&amp;lt;/br&amp;gt;&lt;br /&gt;
Disadvantages: Loner (12-) [-5]; Vulnerability (x2 damage from ‘gas’ attacks) [-10]&amp;lt;/br&amp;gt;&lt;br /&gt;
A dralasite is a short, rubbery xenomorph that has no bones or hard body parts. Its skin—a flexible, tough, and scratchy membrane— is dull gray and lined with dark veins that meet at the dralasite’s two eyespots. The internal structure of a dralasite is peculiar in many respects. Its central nerve bundle (brain), numerous small hearts, and other internal organs float in a pudding like mixture of protein and organic fluids. A dralasite breathes by absorbing oxygen directly through its skin, so it has no lungs. Dralasites are omnivorous and eat by surrounding and absorbing their food, so they also have no digestive tract or intestines. The average dralasite stands around 4ft tall and weighs 125lbs on average. All dralasites are hermaphroditic, meaning they go through male, female, and neutral stages during their lives or at will.&lt;br /&gt;
* Biology: Exotic.&lt;br /&gt;
* Lenses: Individualism. The Dralasite tend towards extreme independence. Their communities are small, and many Dralasites prefer to live alone. They care little about wealth, power, or status. They judge themselves and others by the quality of their ideas and their ability to discuss important ideas wisely.&lt;br /&gt;
* Social Structure: Multipolar Cooperative with heavy Individualistic.&lt;br /&gt;
&#039;&#039;&#039;Fraal&#039;&#039;&#039;[https://wiki.rpg.net/index.php/File:SWN.Fraal.jpg] [27 points]&amp;lt;/br&amp;gt;&lt;br /&gt;
Attributes Modifiers: ST-3 [-30]; IQ+2 [40]&amp;lt;/br&amp;gt;&lt;br /&gt;
Advantages: Telereive (Mind Reading: Contact Agent, -30%; Melee Attack, C, -30%; Telepathy, -10% [9] + Mind Probe: Contact Agent, -30%; Telepathy, -10% [12]) [21]; Telesend (Telesend: Short Range 2; Telepathy, -10%) [21]&amp;lt;/br&amp;gt;&lt;br /&gt;
Disadvantages: Pacifism (cannot harm innocents) [-10]; Social Stigma (‘mind-reading alien! I don’t trust em…’) [-10]; Unfit [-5]&amp;lt;/br&amp;gt;&lt;br /&gt;
A fraal (singular and plural) is a small, spindly humanoid with pale, almost luminous skin and a slightly oversized cranium. Two large, opaque black eyes dominate a fraal’s slightly elongated face, which also features a small pair of nostrils, tiny ear holes, and a narrow slit for a mouth. To other species, fraal possess a wizened, inscrutable, and somewhat disconcerting look about them. The average fraal stands under 4ft tall and weighs around 65lbs. Most fraal are timid, secretive, curious beings who enjoy scientific pursuits, particularly space exploration and xenobiology.&lt;br /&gt;
* Biology: Humanoid (Small) Mammalian (hairless).(&lt;br /&gt;
* Lenses: Sagacity. The Fraal love intellectual and psychic pursuits above all others. Logic, wisdom and erudition are all prized as the best and most glorious expression of their nature and their rules are sages and scholars of remarkable depth and breadth of understanding.&lt;br /&gt;
* Social Structure: Democratic Socialism.&lt;br /&gt;
&#039;&#039;&#039;K’kree&#039;&#039;&#039;[https://wiki.travellerrpg.com/File:K%27kree-merchant.png] [38 points] &amp;lt;/br&amp;gt;&lt;br /&gt;
Attribute Modifiers: ST+4 [40]&amp;lt;/br&amp;gt;&lt;br /&gt;
Secondary Attributes: HP+4 [8]&amp;lt;/br&amp;gt;&lt;br /&gt;
Advantages: Enhanced Move (Ground) [20]&amp;lt;/br&amp;gt;&lt;br /&gt;
Disadvantages: Code of Honor (to Guests and hospitality) [-5]; Gregarious [-10]; Intolerant (Meat Eaters) [-10]; Semi-Upright [-5]&amp;lt;/br&amp;gt;&lt;br /&gt;
The K&#039;kree, once called Centaurs by humans, are among the most massive of the major races. They do indeed resemble the tales of centaurs of ancient legends. An adult K&#039;kree stands about 4½ft at the shoulder and between 6-6½ft tall when standing erect. Weight averages 1,250lbs. They are bilaterally symmetrical, hexapodal, and homeothermic. The K&#039;kree are covered with a short gray or black fur and with a dense black mane covering the head and neck and upper back of both sexes. Perhaps the most visible and outwardly visible sign of K&#039;kree philosophy is their incredibly welcoming social behavior. K&#039;kree openly welcome guests and have a long tradition of hospitality. If a K&#039;kree is your friend, he will be your best friend... However, if one steps over one of the lines of K&#039;kree propriety, a K&#039;kree will just as quickly become your worst enemy. K&#039;kree have an average level of socio-plasticity (tolerance) about most matters except for that of diet. The eating of animals (carnivory), is an overwhelming taboo and will quickly offend a K&#039;kree as well as possibly invoking a vendetta. Foreign merchants, ambassadors, and visitors are advised to avoid meat consumption while in K&#039;kree space.&lt;br /&gt;
* Biology: Hexapodal Mammalian. &lt;br /&gt;
* Lenses: Calm. The K’kree pride themselves on their calm and rash demeanor, their ‘superiority’ over others whom consume meat produces. &lt;br /&gt;
* Social Structure: Heritable Oligarchy. &lt;br /&gt;
&#039;&#039;&#039;Krath&#039;&#039;&#039;[https://www.pinterest.com/pin/227854062389273860/] [89 points] &amp;lt;/br&amp;gt;&lt;br /&gt;
Attribute Modifiers: ST+2 [30], IQ+2 [40]; HT+1 [10]&amp;lt;/br&amp;gt;&lt;br /&gt;
Advantages: Indomitable [15]; Eidetic Memory [5]; Fit [5]; Lightning Calculator [2]; Unfazeable [15]&amp;lt;/br&amp;gt;&lt;br /&gt;
Disadvantages: Code of Honor (Logical Behavior) [-10]; Honesty (12-) [-10]; Sense of Duty (to Society, those lesser then you) [-10]; Truthfulness (12-) [-5]&amp;lt;/br&amp;gt;&lt;br /&gt;
The Krath are closely related to humans genetically and it believed that they were modified and uplifted by ancient aliens at some distant past. They are pale skinned compared to most humans, but taller and more powerfully built. They are completely hairless across their bodies and their eyes tend towards solid colored cornea – be it blue and green or brown. The krath’s culture emphasis community service and betterment of all. They put society and others to the forefront of their focus and thoughts. This does not mean that they try and help every individuals they see that by example and their roles in society they can change overall society for the betterment of all.    &lt;br /&gt;
* Biology: Humanoid Mammalian (hairless).&lt;br /&gt;
* Lenses: Serves to Others. The Krath see it as their duty to uplift all of society. They know that that are overall ‘better’ physically and intellectually than most others species and that aiding others aids all.   &lt;br /&gt;
* Social Structure: Democratic Socialism.&lt;br /&gt;
&#039;&#039;&#039;Traix&#039;&#039;&#039;[https://www.pinterest.com/pin/AdNh2ynizqxXjQYimMBz9BfU3yklPFUbLvED57mtyVdBnn4zfDM2WEk/] [33 points]&amp;lt;/br&amp;gt;&lt;br /&gt;
Advantages: Damage Resistance 3 (Tough Skin -40%) [9], Enhanced Move (Ground; No Fine Manipulators when running -30%) [14]; Extra Arms 2 [20]; Flexible [5]&amp;lt;/br&amp;gt;&lt;br /&gt;
Disadvantages: Chummy [-5]; Pacifisms (Reluctant Killer) [-5]; Phobia (Thalassophobia; fear of deep waters/drowning) (12-) [-5]&amp;lt;/br&amp;gt;&lt;br /&gt;
Taboo Skill: Swimming &amp;lt;/br&amp;gt;&lt;br /&gt;
The Traix (singular and plural) resembles a human sized grasshoppers. They have six limbs two of which function as extra legs or hands.  Traix hands are circular pads with five fingers spaced evenly around the edge. A traix’s shoulders are double-jointed, allowing her to rotate her arms in a full circle without straining any muscles. This flexibility also enables a traix to reach any point on her abdomen or behind her back easily. A hard, jointed carapace covers the traix’s body. The carapace protects the traix from bruises, cuts, scratches, and other minor injuries. A young traix has a blue carapace with bright orange near the joints. As the traix ages, her carapace changes to dull green with yellow joints. Unlike insects, a traix has an internal skeleton supporting her body. Her large eyes are protected by hard, transparent enamel, and four large eating mandibles surround the traix’s mouth. Traix tend to be over 6ft long from head to end of their abdomen, can rise up to being around 5&#039;6&amp;quot;-8&amp;quot; tall and they weigh 200lbs on average.&lt;br /&gt;
* Biology: Insectile.&lt;br /&gt;
* Lenses: Collective. While not a hive mind the traix believe strongly in working together for the betterment of the group.&lt;br /&gt;
* Social Structure: Oligarchic Socialism.&lt;br /&gt;
&#039;&#039;&#039;T’Sa&#039;&#039;&#039;[https://wiki.rpg.net/index.php/File:SWN.Tsa.jpg] [33 points]&amp;lt;/br&amp;gt;&lt;br /&gt;
Secondary Attributes: Base Speed +1.00 [20]&amp;lt;/br&amp;gt;&lt;br /&gt;
Advantages: Damage Resistance 1 (Tough Skin -40%) [3]; Enhanced Move (Ground) [20]; Fit [5]&amp;lt;/br&amp;gt;&lt;br /&gt;
Disadvantages: Curiosity (12-) [-5];  Impulsiveness (12-) [-10]&amp;lt;/br&amp;gt;&lt;br /&gt;
Even when standing absolutely still—something that’s almost impossible for the creature to do—a t’sa (singular and plural) conveys an impression of speed, sharp reflexes, and constant activity. Standing on average one meter tall and weighing 20kg on average, a t’sa is lightning-quick, with a fast mind to match his fast body. Sleek, with a reptilian form and the legs of a runner, a t’sa has a fine covering of interlocking brown or russet scales that provide a modicum of natural protection. Most other species find t’sa, with their expressive eyes and childlike exuberance, extremely likeable. A t’sa has a natural curiosity and an affinity for all things technological. He’s a consummate tinkerer, disassembling devices to discover how they work and find ways to improve them. The t&#039;sa stand around 5ft tall and weigh on average 110lbs.&lt;br /&gt;
* Biology: Humanoid Reptilian.&lt;br /&gt;
* Lenses: Curiosity. Hyper Active.&lt;br /&gt;
* Social Structure: Democratic Republic (socialist leanings).&lt;br /&gt;
&#039;&#039;&#039;Vargr&#039;&#039;&#039;[https://www.pinterest.com/pin/275352964696338713/] [39 points] &amp;lt;/br&amp;gt;&lt;br /&gt;
Attribute Modifiers: DX+1 [20]; HT+1 [10]&amp;lt;/br&amp;gt;&lt;br /&gt;
Secondary Attributes: Per +2 [10]&amp;lt;/br&amp;gt;&lt;br /&gt;
Advantages: Discriminatory Smell [15]; Night Vision 8 [8]; Sharp Teeth [1]&amp;lt;/br&amp;gt;&lt;br /&gt;
Perk: Fur [1]&amp;lt;/br&amp;gt;&lt;br /&gt;
Disadvantages: Callous [-5]; Chummy [-5]; Impulsiveness (12-) [-10]; Sense of Duty (friends, family, clan) [-5]&amp;lt;/br&amp;gt;&lt;br /&gt;
Quirk: Proud [-1]&amp;lt;/br&amp;gt;&lt;br /&gt;
The Vargr are a Canidoid Major Race, with a humanoid body plan, derived from Ancient genetic manipulation of carnivore/chaser stock, apparently dating from approximately the same time that Humans and many of the other races where scattered to the stars. Vargr are a species known for extreme behavioral range, social nature, and an irascible spirit. Vargr average around 5ft tall but have a fairly densely packed muscle structure and weigh on average 160lbs (even though they appear very lean). Vargr hands are very similar in size and appearance to those of a human, but their legs still appear very wolf-like, simply that they can stand on just the two of them. The Vargr have an intensive racial pride and are easily insulted. They are prone to enter into fights without regard to possible consequences.&lt;br /&gt;
* Biology: Humanoid Mammalian (Canidoid).&lt;br /&gt;
* Lenses: Pride. The Vargr have a reputation as proud and fierce fighters. They are also very loyal to their family and clan but not the species as a whole. Rival clans might war against each other at a moment notice for some perceived slight.&lt;br /&gt;
* Social Structure: Tribalism (Family and Clans) with loose Democratic Confederacy.&lt;br /&gt;
==== Racial/Species Notes====&lt;br /&gt;
The UWA, the Mercantile League and the GPR/PPP are all multi-Species systems while the others are dominated or controlled by the Species they are named for. They all include other species within their borders but not to the levels of the main 3.&lt;br /&gt;
&lt;br /&gt;
The Vargr have a VERY loose confederation style overall government and besided Humans they are one of the most common Species found in all others. The K&#039;kree are just the opposite and found rarely outside they own control space.&lt;br /&gt;
&lt;br /&gt;
There are many other races then those listed above but they are very rare (and player created)&lt;br /&gt;
&lt;br /&gt;
== SPACECRAFT==&lt;br /&gt;
[[File:Gurps.StarCraft.1.jpg]]&lt;br /&gt;
&#039;&#039;&#039;Star Drives&#039;&#039;&#039;: &#039;&#039;Jump Point Drives&#039;&#039; enter and exit jump points and then must spent a certain amount of time between jump points (generally 3-6 days). Each star system has 3-5 jump points located at the outer edge of the system. Some star systems have more but there are also a minimum of 3 everywhere. These jump points connect to another star systems jump point, normally the closes stars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Controlling the Ship in space skills&#039;&#039;&#039;&lt;br /&gt;
* Piloting (Aerospace spacecraft)&lt;br /&gt;
* Navigation (Jump Space)&lt;br /&gt;
* Navigation (Space)&lt;br /&gt;
&#039;&#039;&#039;Repair Skills for Starships&#039;&#039;&#039; &lt;br /&gt;
* Armoury (Vehicle Armor)&lt;br /&gt;
* Armoury (Heavy Weapons)&lt;br /&gt;
* Computer Programming&lt;br /&gt;
* Electronics Repair (Computers)&lt;br /&gt;
* Electronics Repair (Communications)&lt;br /&gt;
* Electronics Repair (Sensors)&lt;br /&gt;
* Electrician&lt;br /&gt;
* Mechanic (Contragravity)&lt;br /&gt;
* Mechanic (Life Support)&lt;br /&gt;
* Mechanic (Jump Drive Engines)&lt;br /&gt;
* Mechanic (Chemical, Nucellar, Fusion, Fission)&lt;br /&gt;
* Mechanic (Reactionless Drive Engines)&lt;br /&gt;
* Mechanic (Starship)&lt;br /&gt;
===The Heroes Ship===&lt;br /&gt;
[[File:Gurps.StarCraft.2.jpg]]&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;TL 10 &#039;&#039;Spora&#039;&#039;-class light freighter&#039;&#039;&#039; (LWt. 1,000tons): dST/HP 70; Hnd/SR +0/5; HT 13; Move 1.0G; Load 285ons; SM +8 (length 50m/yds); Occ 12ASV; dDR 7; Range x1; Cost (new) $37.5M&amp;lt;/br&amp;gt;&lt;br /&gt;
Top air speed is 2,500MPH&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Front Hull Systems&amp;lt;/br&amp;gt;&lt;br /&gt;
[1] Light Alloy Armored Hull Plating&amp;lt;/br&amp;gt;&lt;br /&gt;
[2] Habitation - Cabins 6 (for crew or passengers)&amp;lt;/br&amp;gt;&lt;br /&gt;
[3] Habitation – Cabins: 2 (for crew or passengers), and 2 Bunkroom (cramped accommodations with bunk beds for up to four people each) and 2-Bed Sick Bay&amp;lt;/br&amp;gt;&lt;br /&gt;
[4] Cargo (50tons)&amp;lt;/br&amp;gt;&lt;br /&gt;
[5] Cargo (50tons)&amp;lt;/br&amp;gt;&lt;br /&gt;
[6] Cargo (50tons)&amp;lt;/br&amp;gt;&lt;br /&gt;
[core] Control Room (workstations 6 – helm/captain, navigation, chief engineer, tactical, communication/sensor, generic. Computer Complexity 8, Com/Sensors Complexity 6)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Central Hull Systems&amp;lt;/br&amp;gt;&lt;br /&gt;
[1] Light Alloy Armored Hull Plating&amp;lt;/br&amp;gt;&lt;br /&gt;
[2] Secondary Weapons Battery (turret 3 UV Laser Cannon)&amp;lt;/br&amp;gt;&lt;br /&gt;
[3] Cargo (50tons)&amp;lt;/br&amp;gt;&lt;br /&gt;
[4] Cargo (50tons)&amp;lt;/br&amp;gt;&lt;br /&gt;
[5] Cargp (50 tons)&amp;lt;/br&amp;gt;&lt;br /&gt;
[6] Counter Gravity Systems (artificial gravity and gravity counters)&amp;lt;/br&amp;gt;&lt;br /&gt;
note 35 tons of free space for cargo&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rear Hull Systems&amp;lt;/br&amp;gt;&lt;br /&gt;
[1] Light Alloy Armored Hull Plating&amp;lt;/br&amp;gt;&lt;br /&gt;
[2] Standard Reactionless Engines (base 0.5G trust)&amp;lt;/br&amp;gt;&lt;br /&gt;
[3] Standard Reactionless Engines (base 0.5G trust)&amp;lt;/br&amp;gt;&lt;br /&gt;
[4] Jump Point Drive&amp;lt;/br&amp;gt;&lt;br /&gt;
[5] Jump Point Drive&amp;lt;/br&amp;gt;&lt;br /&gt;
[6] Engine Room (1 workstation for Mechanic or Tech)&amp;lt;/br&amp;gt;&lt;br /&gt;
[core] Fission Power Plant Reactor (Provides 1 Power Point)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Built Systems/Section Notes:&lt;br /&gt;
* Armor Hull (Light Alloy) - 3 sections Cost $1.5M&lt;br /&gt;
:&#039;&#039;Repair Skill&#039;&#039;: Armoury (Vehicle Armor).&lt;br /&gt;
* Cargo Space: 250tons (5 sections)&lt;br /&gt;
:&#039;&#039;Repair Skill&#039;&#039;: Mechanic (Starship).&lt;br /&gt;
* Contragravity Lift System: Cost $10M&lt;br /&gt;
:&#039;&#039;Repair&#039;&#039;: Mechanic (Contragravity)&lt;br /&gt;
* Control Room/Bridge: Complexity 8, Com/Sensors 6, Control Stations 6, Cost $6M&lt;br /&gt;
:&#039;&#039;Repair Skill&#039;&#039;: Electronics Repair (Computers and Communications), Computer Programming, and Electrician.&lt;br /&gt;
* Engine Room: Workstation 1, Cost $300K&lt;br /&gt;
:Repair Skill: Mechanic (Starcraft).&lt;br /&gt;
* Habitation – Cabins: 2 (crew or passengers), and 2 Bunkroom (cramped accommodations with bunk beds for up to four people), and 2-bed Sick Bay Cost $1M&lt;br /&gt;
:&#039;&#039;Repair Skill&#039;&#039;: Mechanic (Life Support)&lt;br /&gt;
* Fission Reactor – Reactor Cost $6M&lt;br /&gt;
:&#039;&#039;Repair Skill&#039;&#039;: Mechanic (Fussion)&lt;br /&gt;
* Reactionless Engines: Standard 1.0G, Cost $2M&lt;br /&gt;
:&#039;&#039;Repair Skill&#039;&#039;: Mechanic (Reactionless Drive)&lt;br /&gt;
* Star Drive: Jump Point Drive, Cost $10M&lt;br /&gt;
:&#039;&#039;Repair Skill&#039;&#039;: Mechanic (Stardrive)&lt;br /&gt;
* Secondary Weapons Batteries – three UV Laser Beam Output 30MU, D-damage 6d, Cost $600K&lt;br /&gt;
:&#039;&#039;Repair Skill&#039;&#039;: Armoury (Heavy Weapons)&lt;br /&gt;
* Artificial Gravity: Cost $1M&lt;br /&gt;
* Gravitic Compensators: Cost $1M&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;: Station Bridge 6 (Captain/Helmsmen), Navigator, Tactical, Communication/Sensor Operator, Open Station (generic)&amp;lt;/br&amp;gt;&lt;br /&gt;
Engine Room 1&amp;lt;/br?&lt;br /&gt;
Secondary Gunner Turret 1&lt;/div&gt;</summary>
		<author><name>Kelly pedersen</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Egzza_%22Gezza%22_%22Skulker%22_Kurrdzaeuen&amp;diff=436190</id>
		<title>Egzza &quot;Gezza&quot; &quot;Skulker&quot; Kurrdzaeuen</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Egzza_%22Gezza%22_%22Skulker%22_Kurrdzaeuen&amp;diff=436190"/>
		<updated>2023-04-12T16:59:04Z</updated>

		<summary type="html">&lt;p&gt;Kelly pedersen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;250 points&lt;br /&gt;
&lt;br /&gt;
Attributes: ST 11 [10]; DX 13 [40]; IQ 13 [60]; HT 12 [10]&lt;br /&gt;
&lt;br /&gt;
Secondary Characteristics: BL 24 lb; Dmg thrust 1d-1, swing 1d+1&lt;br /&gt;
&lt;br /&gt;
HP 10 [0]; FP 12 [0]&lt;br /&gt;
&lt;br /&gt;
Per 15 [0]; Wil 13 [0]&lt;br /&gt;
&lt;br /&gt;
Basic Speed 7 [15]; Basic Move 7 yd [0]&lt;br /&gt;
&lt;br /&gt;
High Jump: 32 in; Broad Jump: 11 ft&lt;br /&gt;
&lt;br /&gt;
TL: 10; Culture: Vargr (native) [0], Human [1] United Worlds Alliance [1]; Language: Vargr (Native) [0], UWA Standard (native spoken, accented written) [5]; Wealth: Average [0]; Status: 0 [0]&lt;br /&gt;
&lt;br /&gt;
Advantages: Born War-Leader (2) [10]; Combat Reflexes [15]; Natural Copper (2) [20]; Vargr racial template (Discriminatory Smell [15]; Extra DX (1) [20]; Extra HT (1) [10]; Extra Perception (2) [10]; Night Vision (8) [8]; Teeth (Sharp Teeth) [1]; Fur [1]; Callous [-5]; Chummy [-5]; Impulsiveness (12 or less) [-10*]; Sense of Duty (Friends, family, clan) (Small Group) [-5]; Proud [-1]) [39]&lt;br /&gt;
&lt;br /&gt;
Disadvantages: Code of Honor (Pirate&#039;s) [-5]; Compulsive Gambling (12 or less) [-5]; Enemy (Former criminal associates) (Small group (3-5 people)) (9 or less) [-10]; Light Sleeper [-5]; Racial Chummy Increased to Gregarious [-5]; &lt;br /&gt;
Social Stigma (Criminal Record) [-5]; Stubbornness [-5]&lt;br /&gt;
&lt;br /&gt;
Quirks: Always bets on zero-G rugby matches [-1]; Reacts with violence to any perceived threats to his &amp;quot;family&amp;quot; [-1]; Scummy (constantly using Streetwise even when inappropriate) [-1]; Tells stories about past exploits (maybe with too much incriminating detail) [-1]&lt;br /&gt;
&lt;br /&gt;
[*] Multiplied for self-control number; see p. B120.&lt;br /&gt;
&lt;br /&gt;
Skills: &lt;br /&gt;
Area Knowledge (Mercantile League) IQ/E - IQ+0 13 [1]&lt;br /&gt;
Area Knowledge (United Worlds Alliance) IQ/E - IQ+0 13 [1]&lt;br /&gt;
Area Knowledge (Vargr Confederation) IQ/E - IQ+0 13 [1]&lt;br /&gt;
Armoury/TL10 (Small Arms) IQ/A - IQ-1 12 [1]&lt;br /&gt;
Artillery/TL10 (Guided Missile) IQ/A - IQ+1 14 [4]&lt;br /&gt;
Beam Weapons/TL10 (Pistol) DX/E - DX+2 15 [4]&lt;br /&gt;
Beam Weapons/TL10 (Rifle) DX/E - DX+0 13 [1]&lt;br /&gt;
Body Language (Human) Per/A - Per+1 16* [1]&lt;br /&gt;
Body Language (Vargr) Per/A - Per+1 16* [1]&lt;br /&gt;
Brawling DX/E - DX+2 15 [4]&lt;br /&gt;
Carousing HT/E - HT+0 12 [1]&lt;br /&gt;
Computer Operation/TL10 IQ/E - IQ+0 13 [1]&lt;br /&gt;
Criminology/TL10 IQ/A - IQ+1 14† [1]&lt;br /&gt;
Current Affairs/TL10 (Headline News) IQ/E - IQ+0 13 [1]&lt;br /&gt;
Current Affairs/TL10 (United Worlds Alliance) IQ/E - IQ+0 13 [1]&lt;br /&gt;
Electronics Operation/TL10 (Force Shields) IQ/A - IQ+1 14 [4]&lt;br /&gt;
Electronics Operation/TL10 (Security) IQ/A - IQ+0 13 [2]&lt;br /&gt;
Expert Skill (Military Science) IQ/H - IQ-2 11 [1]&lt;br /&gt;
Explosives/TL10 (Explosive Ordnance Disposal) IQ/A - IQ+0 13 [2]&lt;br /&gt;
Fast-Draw/TL10 (Ammo) DX/E - DX+1 14 [1]&lt;br /&gt;
	includes: +1 from &#039;Combat Reflexes&#039;&lt;br /&gt;
Fast-Draw (Pistol) DX/E - DX+2 15 [2]&lt;br /&gt;
	includes: +1 from &#039;Combat Reflexes&#039;&lt;br /&gt;
First Aid/TL10 (Human) IQ/E - IQ+0 13 [1]&lt;br /&gt;
First Aid/TL10 (Vargr) IQ/E - IQ+0 13 [1]&lt;br /&gt;
Forced Entry DX/E - DX+0 13 [1]&lt;br /&gt;
Forensics/TL10 IQ/H - IQ-2 11 [1]&lt;br /&gt;
Free Fall DX/A - DX-1 12 [1]&lt;br /&gt;
Gambling IQ/A - IQ-1 12 [1]&lt;br /&gt;
Gunner/TL10 (Beams) DX/E - DX+2 15 [4]&lt;br /&gt;
Intelligence Analysis/TL10 IQ/H - IQ+2 15*† [1]&lt;br /&gt;
Interrogation IQ/A - IQ+1 14* [1]&lt;br /&gt;
Leadership IQ/A - IQ+1 14† [1]&lt;br /&gt;
Observation Per/A - Per+1 16* [1]&lt;br /&gt;
Search Per/A - Per+1 16* [1]&lt;br /&gt;
Shadowing IQ/A - IQ+2 15* [2]&lt;br /&gt;
Spacer/TL10 IQ/E - IQ+0 13 [1]&lt;br /&gt;
Sports (Zero-G Rugby) DX/A - DX-1 12 [1]&lt;br /&gt;
Strategy (Space) IQ/H - IQ+1 14† [2]&lt;br /&gt;
Streetwise IQ/A - IQ+2 15* [2]&lt;br /&gt;
Tactics IQ/H - IQ+2 15† [4]&lt;br /&gt;
Vacc Suit/TL10 DX/A - DX-1 12 [1]&lt;br /&gt;
Wrestling DX/A - DX+1 14 [4]&lt;br /&gt;
&lt;br /&gt;
* Includes: +2 from &#039;Natural Copper&#039;&lt;br /&gt;
† Includes +2 for &#039;Born War-Leader&#039;.&lt;/div&gt;</summary>
		<author><name>Kelly pedersen</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Egzza_%22Gezza%22_%22Skulker%22_Kurrdzaeuen&amp;diff=436189</id>
		<title>Egzza &quot;Gezza&quot; &quot;Skulker&quot; Kurrdzaeuen</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Egzza_%22Gezza%22_%22Skulker%22_Kurrdzaeuen&amp;diff=436189"/>
		<updated>2023-04-12T16:58:33Z</updated>

		<summary type="html">&lt;p&gt;Kelly pedersen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;250 points&lt;br /&gt;
&lt;br /&gt;
Attributes: ST 11 [10]; DX 13 [40]; IQ 13 [60]; HT 12 [10]&lt;br /&gt;
&lt;br /&gt;
Secondary Characteristics: BL 24 lb; Dmg thrust 1d-1, swing 1d+1&lt;br /&gt;
&lt;br /&gt;
HP 10 [0]; FP 12 [0]&lt;br /&gt;
&lt;br /&gt;
Per 15 [0]; Wil 13 [0]&lt;br /&gt;
&lt;br /&gt;
Basic Speed 7 [15]; Basic Move 7 yd [0]&lt;br /&gt;
&lt;br /&gt;
High Jump: 32 in; Broad Jump: 11 ft&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
== Traits ==&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TL: 10; Culture: Vargr (native) [0], Human [1] United Worlds Alliance [1]; Language: Vargr (Native) [0], UWA Standard (native spoken, accented written) [5]; Wealth: Average [0]; Status: 0 [0]&lt;br /&gt;
&lt;br /&gt;
Advantages: Born War-Leader (2) [10]; Combat Reflexes [15]; Natural Copper (2) [20]; Vargr racial template (Discriminatory Smell [15]; Extra DX (1) [20]; Extra HT (1) [10]; Extra Perception (2) [10]; Night Vision (8) [8]; Teeth (Sharp Teeth) [1]; Fur [1]; Callous [-5]; Chummy [-5]; Impulsiveness (12 or less) [-10*]; Sense of Duty (Friends, family, clan) (Small Group) [-5]; Proud [-1]) [39]&lt;br /&gt;
&lt;br /&gt;
Disadvantages: Code of Honor (Pirate&#039;s) [-5]; Compulsive Gambling (12 or less) [-5]; Enemy (Former criminal associates) (Small group (3-5 people)) (9 or less) [-10]; Light Sleeper [-5]; Racial Chummy Increased to Gregarious [-5]; &lt;br /&gt;
Social Stigma (Criminal Record) [-5]; Stubbornness [-5]&lt;br /&gt;
&lt;br /&gt;
Quirks: Always bets on zero-G rugby matches [-1]; Reacts with violence to any perceived threats to his &amp;quot;family&amp;quot; [-1]; Scummy (constantly using Streetwise even when inappropriate) [-1]; Tells stories about past exploits (maybe with too much incriminating detail) [-1]&lt;br /&gt;
&lt;br /&gt;
[*] Multiplied for self-control number; see p. B120.&lt;br /&gt;
&lt;br /&gt;
Skills: &lt;br /&gt;
Area Knowledge (Mercantile League) IQ/E - IQ+0 13 [1]&lt;br /&gt;
Area Knowledge (United Worlds Alliance) IQ/E - IQ+0 13 [1]&lt;br /&gt;
Area Knowledge (Vargr Confederation) IQ/E - IQ+0 13 [1]&lt;br /&gt;
Armoury/TL10 (Small Arms) IQ/A - IQ-1 12 [1]&lt;br /&gt;
Artillery/TL10 (Guided Missile) IQ/A - IQ+1 14 [4]&lt;br /&gt;
Beam Weapons/TL10 (Pistol) DX/E - DX+2 15 [4]&lt;br /&gt;
Beam Weapons/TL10 (Rifle) DX/E - DX+0 13 [1]&lt;br /&gt;
Body Language (Human) Per/A - Per+1 16* [1]&lt;br /&gt;
Body Language (Vargr) Per/A - Per+1 16* [1]&lt;br /&gt;
Brawling DX/E - DX+2 15 [4]&lt;br /&gt;
Carousing HT/E - HT+0 12 [1]&lt;br /&gt;
Computer Operation/TL10 IQ/E - IQ+0 13 [1]&lt;br /&gt;
Criminology/TL10 IQ/A - IQ+1 14† [1]&lt;br /&gt;
Current Affairs/TL10 (Headline News) IQ/E - IQ+0 13 [1]&lt;br /&gt;
Current Affairs/TL10 (United Worlds Alliance) IQ/E - IQ+0 13 [1]&lt;br /&gt;
Electronics Operation/TL10 (Force Shields) IQ/A - IQ+1 14 [4]&lt;br /&gt;
Electronics Operation/TL10 (Security) IQ/A - IQ+0 13 [2]&lt;br /&gt;
Expert Skill (Military Science) IQ/H - IQ-2 11 [1]&lt;br /&gt;
Explosives/TL10 (Explosive Ordnance Disposal) IQ/A - IQ+0 13 [2]&lt;br /&gt;
Fast-Draw/TL10 (Ammo) DX/E - DX+1 14 [1]&lt;br /&gt;
	includes: +1 from &#039;Combat Reflexes&#039;&lt;br /&gt;
Fast-Draw (Pistol) DX/E - DX+2 15 [2]&lt;br /&gt;
	includes: +1 from &#039;Combat Reflexes&#039;&lt;br /&gt;
First Aid/TL10 (Human) IQ/E - IQ+0 13 [1]&lt;br /&gt;
First Aid/TL10 (Vargr) IQ/E - IQ+0 13 [1]&lt;br /&gt;
Forced Entry DX/E - DX+0 13 [1]&lt;br /&gt;
Forensics/TL10 IQ/H - IQ-2 11 [1]&lt;br /&gt;
Free Fall DX/A - DX-1 12 [1]&lt;br /&gt;
Gambling IQ/A - IQ-1 12 [1]&lt;br /&gt;
Gunner/TL10 (Beams) DX/E - DX+2 15 [4]&lt;br /&gt;
Intelligence Analysis/TL10 IQ/H - IQ+2 15*† [1]&lt;br /&gt;
Interrogation IQ/A - IQ+1 14* [1]&lt;br /&gt;
Leadership IQ/A - IQ+1 14† [1]&lt;br /&gt;
Observation Per/A - Per+1 16* [1]&lt;br /&gt;
Search Per/A - Per+1 16* [1]&lt;br /&gt;
Shadowing IQ/A - IQ+2 15* [2]&lt;br /&gt;
Spacer/TL10 IQ/E - IQ+0 13 [1]&lt;br /&gt;
Sports (Zero-G Rugby) DX/A - DX-1 12 [1]&lt;br /&gt;
Strategy (Space) IQ/H - IQ+1 14† [2]&lt;br /&gt;
Streetwise IQ/A - IQ+2 15* [2]&lt;br /&gt;
Tactics IQ/H - IQ+2 15† [4]&lt;br /&gt;
Vacc Suit/TL10 DX/A - DX-1 12 [1]&lt;br /&gt;
Wrestling DX/A - DX+1 14 [4]&lt;br /&gt;
&lt;br /&gt;
* Includes: +2 from &#039;Natural Copper&#039;&lt;br /&gt;
† Includes +2 for &#039;Born War-Leader&#039;.&lt;/div&gt;</summary>
		<author><name>Kelly pedersen</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Egzza_%22Gezza%22_%22Skulker%22_Kurrdzaeuen&amp;diff=436188</id>
		<title>Egzza &quot;Gezza&quot; &quot;Skulker&quot; Kurrdzaeuen</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Egzza_%22Gezza%22_%22Skulker%22_Kurrdzaeuen&amp;diff=436188"/>
		<updated>2023-04-12T16:57:51Z</updated>

		<summary type="html">&lt;p&gt;Kelly pedersen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;250 points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Attributes&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
ST 11 [10]; DX 13 [40]; IQ 13 [60]; HT 12 [10]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Characteristics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BL 24 lb; Dmg thrust 1d-1, swing 1d+1&lt;br /&gt;
&lt;br /&gt;
HP 10 [0]; FP 12 [0]&lt;br /&gt;
&lt;br /&gt;
Per 15 [0]; Wil 13 [0]&lt;br /&gt;
&lt;br /&gt;
Basic Speed 7 [15]; Basic Move 7 yd [0]&lt;br /&gt;
&lt;br /&gt;
High Jump: 32 in; Broad Jump: 11 ft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;== Traits ==&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture, Language, Standing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TL: 10; Culture: Vargr (native) [0], Human [1] United Worlds Alliance [1]; Language: Vargr (Native) [0], UWA Standard (native spoken, accented written) [5]; Wealth: Average [0]; Status: 0 [0]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Born War-Leader (2) [10]; Combat Reflexes [15]; Natural Copper (2) [20]; &lt;br /&gt;
&lt;br /&gt;
Vargr Racial Template (Discriminatory Smell [15]; Extra DX (1) [20]; Extra HT (1) [10]; Extra Perception (2) [10]; Night Vision (8) [8]; Teeth (Sharp Teeth) [1]; Fur [1]; Callous [-5]; Chummy [-5]; Impulsiveness (12 or less) [-10*]; Sense of Duty (Friends, family, clan) (Small Group) [-5]; Proud [-1]) [39]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Code of Honor (Pirate&#039;s) [-5]; Compulsive Gambling (12 or less) [-5]; Enemy (Former criminal associates) (Small group (3-5 people)) (9 or less) [-10]; Light Sleeper [-5]; Racial Chummy Increased to Gregarious [-5]; &lt;br /&gt;
Social Stigma (Criminal Record) [-5]; Stubbornness [-5]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quirks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Always bets on zero-G rugby matches [-1]; Reacts with violence to any perceived threats to his &amp;quot;family&amp;quot; [-1]; Scummy (constantly using Streetwise even when inappropriate) [-1]; Tells stories about past exploits (maybe with too much incriminating detail) [-1]&lt;br /&gt;
&lt;br /&gt;
[*] Multiplied for self-control number; see p. B120.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039; &lt;br /&gt;
Area Knowledge (Mercantile League) IQ/E - IQ+0 13 [1]&lt;br /&gt;
Area Knowledge (United Worlds Alliance) IQ/E - IQ+0 13 [1]&lt;br /&gt;
Area Knowledge (Vargr Confederation) IQ/E - IQ+0 13 [1]&lt;br /&gt;
Armoury/TL10 (Small Arms) IQ/A - IQ-1 12 [1]&lt;br /&gt;
Artillery/TL10 (Guided Missile) IQ/A - IQ+1 14 [4]&lt;br /&gt;
Beam Weapons/TL10 (Pistol) DX/E - DX+2 15 [4]&lt;br /&gt;
Beam Weapons/TL10 (Rifle) DX/E - DX+0 13 [1]&lt;br /&gt;
Body Language (Human) Per/A - Per+1 16* [1]&lt;br /&gt;
Body Language (Vargr) Per/A - Per+1 16* [1]&lt;br /&gt;
Brawling DX/E - DX+2 15 [4]&lt;br /&gt;
Carousing HT/E - HT+0 12 [1]&lt;br /&gt;
Computer Operation/TL10 IQ/E - IQ+0 13 [1]&lt;br /&gt;
Criminology/TL10 IQ/A - IQ+1 14† [1]&lt;br /&gt;
Current Affairs/TL10 (Headline News) IQ/E - IQ+0 13 [1]&lt;br /&gt;
Current Affairs/TL10 (United Worlds Alliance) IQ/E - IQ+0 13 [1]&lt;br /&gt;
Electronics Operation/TL10 (Force Shields) IQ/A - IQ+1 14 [4]&lt;br /&gt;
Electronics Operation/TL10 (Security) IQ/A - IQ+0 13 [2]&lt;br /&gt;
Expert Skill (Military Science) IQ/H - IQ-2 11 [1]&lt;br /&gt;
Explosives/TL10 (Explosive Ordnance Disposal) IQ/A - IQ+0 13 [2]&lt;br /&gt;
Fast-Draw/TL10 (Ammo) DX/E - DX+1 14 [1]&lt;br /&gt;
	includes: +1 from &#039;Combat Reflexes&#039;&lt;br /&gt;
Fast-Draw (Pistol) DX/E - DX+2 15 [2]&lt;br /&gt;
	includes: +1 from &#039;Combat Reflexes&#039;&lt;br /&gt;
First Aid/TL10 (Human) IQ/E - IQ+0 13 [1]&lt;br /&gt;
First Aid/TL10 (Vargr) IQ/E - IQ+0 13 [1]&lt;br /&gt;
Forced Entry DX/E - DX+0 13 [1]&lt;br /&gt;
Forensics/TL10 IQ/H - IQ-2 11 [1]&lt;br /&gt;
Free Fall DX/A - DX-1 12 [1]&lt;br /&gt;
Gambling IQ/A - IQ-1 12 [1]&lt;br /&gt;
Gunner/TL10 (Beams) DX/E - DX+2 15 [4]&lt;br /&gt;
Intelligence Analysis/TL10 IQ/H - IQ+2 15*† [1]&lt;br /&gt;
Interrogation IQ/A - IQ+1 14* [1]&lt;br /&gt;
Leadership IQ/A - IQ+1 14† [1]&lt;br /&gt;
Observation Per/A - Per+1 16* [1]&lt;br /&gt;
Search Per/A - Per+1 16* [1]&lt;br /&gt;
Shadowing IQ/A - IQ+2 15* [2]&lt;br /&gt;
Spacer/TL10 IQ/E - IQ+0 13 [1]&lt;br /&gt;
Sports (Zero-G Rugby) DX/A - DX-1 12 [1]&lt;br /&gt;
Strategy (Space) IQ/H - IQ+1 14† [2]&lt;br /&gt;
Streetwise IQ/A - IQ+2 15* [2]&lt;br /&gt;
Tactics IQ/H - IQ+2 15† [4]&lt;br /&gt;
Vacc Suit/TL10 DX/A - DX-1 12 [1]&lt;br /&gt;
Wrestling DX/A - DX+1 14 [4]&lt;br /&gt;
&lt;br /&gt;
* Includes: +2 from &#039;Natural Copper&#039;&lt;br /&gt;
† Includes +2 for &#039;Born War-Leader&#039;.&lt;/div&gt;</summary>
		<author><name>Kelly pedersen</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=GURPS_SpaceOpera&amp;diff=436186</id>
		<title>GURPS SpaceOpera</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=GURPS_SpaceOpera&amp;diff=436186"/>
		<updated>2023-04-12T16:39:39Z</updated>

		<summary type="html">&lt;p&gt;Kelly pedersen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SWN.SL.Trucker.jpg | 600px]]&lt;br /&gt;
==Player Characters Sheets==H&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Name&#039;&#039;&#039; || &#039;&#039;&#039;Played by...&#039;&#039;&#039; || &#039;&#039;&#039;Species’&#039;&#039; || &#039;&#039;&#039;Gender&#039;&#039;&#039; || &#039;&#039;&#039;Age&#039;&#039;&#039; || &#039;&#039;’Role&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Egzza &amp;quot;Gezza&amp;quot; Kurrdzaeuen | &#039;&#039;&#039;Egzza Kurrdzaeuen&#039;&#039;&#039;]] || @Kelly Pedersen || Vargr || cis Male || 25 || Security/Tactical Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[xx | &#039;&#039;&#039;xx&#039;&#039;&#039;]] || @ || Human || cis Male || 30 || Place Holder&lt;br /&gt;
|-&lt;br /&gt;
| [[xx | &#039;&#039;&#039;xx&#039;&#039;&#039;]] || @ || Human || cis Male || 30 || Place Holder&lt;br /&gt;
|-&#039;&#039;&lt;br /&gt;
| [[xx | &#039;&#039;&#039;xx&#039;&#039;&#039;]] || @ || Human || cis Male || 30 || Place Holder&lt;br /&gt;
|-&lt;br /&gt;
| [[xx | &#039;&#039;&#039;xx&#039;&#039;&#039;]] || @ || Human || cis Male || 30 || Place Holder&lt;br /&gt;
|-&lt;br /&gt;
| [[xx | &#039;&#039;&#039;xx&#039;&#039;&#039;]] || @ || Human || cis Male || 30 || Place Holder&lt;br /&gt;
|-&lt;br /&gt;
| [[xx | &#039;&#039;&#039;xx&#039;&#039;&#039;]] || @ || Human || cis Male || 30 || Place Holder&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==OVERALL SETTING INFO==&lt;br /&gt;
&#039;&#039;&#039;250&#039;&#039;&#039; Point Characters&amp;lt;/br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;TL10&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cultures&#039;&#039;&#039;: UWA, Mercantile League, GRP/PPP, Humaniti Imperium, Aslan, Blarad, Dralasite, Fraal, Human, K&#039;kree, Krath, Traix, T&#039;Sa and Vargr (and maybe the &#039;evil&#039; Zegrath)&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;: each Species (including Humans) also have their own &#039;Language&#039;. Others include...&lt;br /&gt;
* Standard (sort of a generic spoken by UWA citizens)&lt;br /&gt;
* Mercantile (spoken in the Mercantile League and traders in the Known Worlds)&lt;br /&gt;
* Basic (spoken by the GPR/PPP)&lt;br /&gt;
* Imperial (spoken by the humans in the Humaniti Empire)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Brief Setting Overview&#039;&#039;...&amp;lt;/br&amp;gt;&lt;br /&gt;
The main setting for this game is within the &#039;&#039;&#039;United Worlds Alliance&#039;&#039;&#039;. This is a somewhat loose federal alliance of some 500 worlds that have joined together for mutual protection and trade. Individual worlds are allowed great deal an autonomy but there are some ‘federal’ like rules. They have formed the &#039;&#039;Star Fleet Core&#039;&#039; which is the main defensive force of the alliance. The Core is tasked with interstellar defense and anti-piracy and anti-slavery. They can pursue criminals (especially pirates and slavers) to any member world and can have most wanted criminal extracted/extradited off world with formal charges.&lt;br /&gt;
&lt;br /&gt;
The government of the United Worlds Alliance (UWA) is a parliamentary style of government where individual worlds decide themselves how they choice there representatives to the UWA Upper House of Lords and Lower House of Commons. The number of reps a world have is dependent on both the world’s population and economy power. Some planets don’t even have a rep for either house and must band together with other poorer and small populated worlds to meet the requirements for a rep.&lt;br /&gt;
&lt;br /&gt;
Other stellar governments nearby are the &#039;&#039;&#039;Mercantile League&#039;&#039;&#039; (corporate oligarchy of around 50 worlds styled somewhat on a neo-roman republic), the &#039;&#039;&#039;Galactic Peoples Republic&#039;&#039;&#039; (GPR run by the People Progressive Party or ‘PPP’ a communist authoritarian of some 150 worlds), the &#039;&#039;&#039;Humaniti Imperium&#039;&#039;&#039; (the ‘evil’ human Supremes empire of the setting they control some 150 worlds), the &#039;&#039;&#039;Aslan Hierate&#039;&#039;&#039; (alien cat/lion like species that rule some 50 worlds), the &#039;&#039;&#039;Two Thousand Worlds&#039;&#039;&#039; (maybe closer to 500+ worlds the feudal Hegemony with strong autocratic properties ruled by the hermavoir alien species the K’kree whom are violently anti-carnivore and omnivore in their outlook), the &#039;&#039;&#039;Vargr Confederation&#039;&#039;&#039; (wolf like alien species that rule loosely some 100 worlds. They are very loyal to their family or clan but their overall government is very independent minded and loosely governed), the &#039;&#039;&#039;Star Kingdom of Blarad&#039;&#039;&#039; (feudal system ruled by the Blarad aliens whom are large bear-ursoid species and control some 50 worlds), the &#039;&#039;&#039;Zegrath Legion&#039;&#039;&#039; (a shark like alien species whom see all other life forms as no better than ‘food’. They rule an unknown number of worlds).&lt;br /&gt;
&lt;br /&gt;
Humans dominate the UWA but others are known including the Traix (an incest species that look a bit like human sized grasshoppers but are some of the closes in outlook to humans as any species), the Krath (a transhumanist species that maybe the result of some ancient alien uplifting of primitive humans to the Krath. They are very honor bond to the ‘lesser races’ and have a logic based mind. They are physically and mentally superior to human on average but not not arrogant at all), the Dralasite (a short rubbery xenomorph species that have no bones or other hard structures in their bodies which allows them to strength and contort their form in many ways), the Fraal (a short pale, hairless humanoid species that are naturally psionic) and the T’Sa (a short reptilian species with a hyper-active metabolism whom seem never to sit still. Excellent jumpers and very fast runners). Most other species (except the Zegrath) can be found in UWA space.&lt;br /&gt;
&lt;br /&gt;
The UWA, the Mercantile League and the GPR/PPP are all multi-Species systems while the others are dominated or controlled by the Species they are named for. They all include other species within their borders but not to the levels of the main 3.&lt;br /&gt;
&lt;br /&gt;
The Vargr have a VERY loose confederation style overall government and besided Humans they are one of the most common Species found in all others. The K&#039;kree are just the opposite and found rarely outside they own control space.&lt;br /&gt;
&lt;br /&gt;
There are many other races then those listed above but they are very rare (and player created)&lt;br /&gt;
&lt;br /&gt;
===The Heroes Outlook/Roles in the Setting===&lt;br /&gt;
The heroes will be ‘space truckers’ owning their own starship and traveling around the UWA (and outside it) doing jobs and getting paid. Most of their money is used to maintain and keep their starship running so they are unlikely to ever have much money or rich.&lt;br /&gt;
&lt;br /&gt;
The setting will be very Traveller with a bit of Firefly feel to it with the government very hands off in most cases but individual worlds vary. The elements of Star Trek come in with the Star Fleet Core which is sort of Star Trek but more militarized and authoritarian (not as bad as the Empire). Star Wars is reflected in the outside evil empire of the Humaniti Imperium.&lt;br /&gt;
&lt;br /&gt;
===Racial/Species Templates===&lt;br /&gt;
&#039;&#039;&#039;Humans&#039;&#039;&#039;[https://wiki.rpg.net/index.php/File:SWN,Human.jpg] [0 points]&amp;lt;/br&amp;gt;&lt;br /&gt;
Humans are one of the more common species within the UWA. Their numbers have grown quickly through the history of the known worlds. Their characteristics for body types, skin, hair and eye colors, etc. but with a mix of generic modifications and hundreds of years of inter-mingling with other humans (and various other species). The average human stands between 5 and ½ to 6ft tall and weighs on average 150-200lbs. Humans males tend to be slightly taller and heavier then human females but only on average as the species has a great deal of variety of body types, looks, etc.&lt;br /&gt;
* Biology: Humanoid Mammalian.&lt;br /&gt;
* Social Structure: Multipolar Competitive or Cooperative.&lt;br /&gt;
* Lenses: Verity. Humans are an extremely diverse group when compared to most other species.&lt;br /&gt;
&#039;&#039;&#039;Aslan&#039;&#039;&#039;[https://www.pinterest.com/pin/140806230837360/] [67 points]&amp;lt;/br&amp;gt; &lt;br /&gt;
Attribute Modifiers: ST+4 [40]; DX+1 [20]; HT+1 [10]&amp;lt;/br&amp;gt;&lt;br /&gt;
Secondary Attributes: Move +1 [5]&amp;lt;/br&amp;gt;&lt;br /&gt;
Advantage: Claws (Sharp) [5]; Damage Resistance 1 (Tough Skin -40%) [3]; Fit [5]; Infravision [10]; Sharp Teeth [1]&amp;lt;/br&amp;gt;&lt;br /&gt;
Perk: Fur [1]&amp;lt;/br&amp;gt;&lt;br /&gt;
Disadvantages: Bad Grip [-5]; Callous [-5]; Code of Honor (Aslan; warriors code) [-10]; Impulsiveness (12-) [-10]&amp;lt;/br&amp;gt;&lt;br /&gt;
Aslans are roughly human-sized, averaging 6ft tall and weighing 225+lbs. Their primary diet is meat, with a preference for fresh raw meat.  The aslan hand has three fingers opposing one medially-placed thumb, and all have retractable claws. The presence of these claws and the nature of their build make the aslan very clumsy when using human tools. In addition. Aslan have a single highly specialized claw under each thumb; this dewclaw folds back jack-knife fashion into a horny covering in the base of the thumb and palm. There are two sexes: male and female, of which the most notable external difference is the male&#039;s increased size and more impressive mane. Females outnumber males by a ratio of 3 to 1.&lt;br /&gt;
* Biology: Humanoid Mammalian (Felidiod).&lt;br /&gt;
* Lenses: Pride. Aslan society is very honor driving and self pride and honor are very important to the individual. They are proud not only of themselves but their society and culture.&lt;br /&gt;
* Social Structure: Violently Monocultural. While the aslan often feud among themselves they will quickly align forces to crush threats to their way of life.  &lt;br /&gt;
&#039;&#039;&#039;Blarad&#039;&#039;&#039;[https://www.pinterest.com/pin/851039660848428540/] [60 points] &amp;lt;/br&amp;gt;&lt;br /&gt;
Attribute Modifiers: ST+8 [80]; HT+1 [10]&amp;lt;/br&amp;gt;&lt;br /&gt;
Secondary Attributes: HP+5 [10]&amp;lt;/br&amp;gt;&lt;br /&gt;
Advantages: Claws (Blunt) [3]; Damage Resistance 2 (Tough Skin -40%) [6]; Sharp Teeth [1]&amp;lt;/br&amp;gt;&lt;br /&gt;
Perk: Fur [1]&amp;lt;/br&amp;gt;&lt;br /&gt;
Disadvantages: Code of Honor (Blarad; Feudal honor and glory) [-10]; Gregarious [-10]; Increased Consumption 1 [-10]; Light Sleepers [-5]; Semi-Upright [-5]; Odious Racial Habit (Argumentative) [-10]&amp;lt;/br&amp;gt;&lt;br /&gt;
Quirks: Proud [-1]&amp;lt;/br&amp;gt;&lt;br /&gt;
Standing roughly 8½ft tall (when standing straight up which is rare) and weighing in at a hefty 400lbs, a blarad is hard to miss. Covered in thick fur, he has a powerful form, blunt claws and sharp teeth. They are formidable opponent even when he is not carrying a weapon. Blarad appear to be uplifted ursoids/Ursus bear like beings. There fur ranges from black to shadows of gray, brown, or white – regardless of color the blarads fur shimmers and shifts slightly in hue. Male and females are both large and heavily build, with little to no perceive different between them. The blarad approaches life with amazing intensity, and when one embraces a new idea they do so with exceptional zealot outlook. They professes the tenets of that beliefs with word, deed, and weapons. Though built for battle, a blarad also loves to talk and share ideas. Despite their fervor and martial nature, not every discussion leads to a fight, and a blarad usually won’t fight a weaker creature unless he is left with no choice.&lt;br /&gt;
* Biology: Humanoid Mammalian (Ursoid).&lt;br /&gt;
* Lenses: Honor. Blarad are often obsessed with honorable behavior. Members will obey the social mores and expectations of their roles at all costs. Personal sacrifice for the sake of upholding these principles earns a member glory and esteem.&lt;br /&gt;
* Social Structure: Feudal Monarchic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dralasit&#039;&#039;&#039;e[https://wiki.rpg.net/index.php/File:SWN.Dralasite.jpg] [41 points]&amp;lt;/br&amp;gt;&lt;br /&gt;
Secondary Attributes: HP+2 [4]; Move -1 [-5]&amp;lt;/br&amp;gt;&lt;br /&gt;
Advantages: Discriminatory Smell [15]; Double Jointed [15]; Hermaphrorph [5]; High Manuel Dexterity 2 [10]; Stretching 2 [12]&amp;lt;/br&amp;gt;&lt;br /&gt;
Disadvantages: Loner (12-) [-5]; Vulnerability (x2 damage from ‘gas’ attacks) [-10]&amp;lt;/br&amp;gt;&lt;br /&gt;
A dralasite is a short, rubbery xenomorph that has no bones or hard body parts. Its skin—a flexible, tough, and scratchy membrane— is dull gray and lined with dark veins that meet at the dralasite’s two eyespots. The internal structure of a dralasite is peculiar in many respects. Its central nerve bundle (brain), numerous small hearts, and other internal organs float in a pudding like mixture of protein and organic fluids. A dralasite breathes by absorbing oxygen directly through its skin, so it has no lungs. Dralasites are omnivorous and eat by surrounding and absorbing their food, so they also have no digestive tract or intestines. The average dralasite stands around 4ft tall and weighs 125lbs on average. All dralasites are hermaphroditic, meaning they go through male, female, and neutral stages during their lives or at will.&lt;br /&gt;
* Biology: Exotic.&lt;br /&gt;
* Lenses: Individualism. The Dralasite tend towards extreme independence. Their communities are small, and many Dralasites prefer to live alone. They care little about wealth, power, or status. They judge themselves and others by the quality of their ideas and their ability to discuss important ideas wisely.&lt;br /&gt;
* Social Structure: Multipolar Cooperative with heavy Individualistic.&lt;br /&gt;
&#039;&#039;&#039;Fraal&#039;&#039;&#039;[https://wiki.rpg.net/index.php/File:SWN.Fraal.jpg] [27 points]&amp;lt;/br&amp;gt;&lt;br /&gt;
Attributes Modifiers: ST-3 [-30]; IQ+2 [40]&amp;lt;/br&amp;gt;&lt;br /&gt;
Advantages: Telereive (Mind Reading: Contact Agent, -30%; Melee Attack, C, -30%; Telepathy, -10% [9] + Mind Probe: Contact Agent, -30%; Telepathy, -10% [12]) [21]; Telesend (Telesend: Short Range 2; Telepathy, -10%) [21]&amp;lt;/br&amp;gt;&lt;br /&gt;
Disadvantages: Pacifism (cannot harm innocents) [-10]; Social Stigma (‘mind-reading alien! I don’t trust em…’) [-10]; Unfit [-5]&amp;lt;/br&amp;gt;&lt;br /&gt;
A fraal (singular and plural) is a small, spindly humanoid with pale, almost luminous skin and a slightly oversized cranium. Two large, opaque black eyes dominate a fraal’s slightly elongated face, which also features a small pair of nostrils, tiny ear holes, and a narrow slit for a mouth. To other species, fraal possess a wizened, inscrutable, and somewhat disconcerting look about them. The average fraal stands under 4ft tall and weighs around 65lbs. Most fraal are timid, secretive, curious beings who enjoy scientific pursuits, particularly space exploration and xenobiology.&lt;br /&gt;
* Biology: Humanoid (Small) Mammalian (hairless).(&lt;br /&gt;
* Lenses: Sagacity. The Fraal love intellectual and psychic pursuits above all others. Logic, wisdom and erudition are all prized as the best and most glorious expression of their nature and their rules are sages and scholars of remarkable depth and breadth of understanding.&lt;br /&gt;
* Social Structure: Democratic Socialism.&lt;br /&gt;
&#039;&#039;&#039;K’kree&#039;&#039;&#039;[https://wiki.travellerrpg.com/File:K%27kree-merchant.png] [38 points] &amp;lt;/br&amp;gt;&lt;br /&gt;
Attribute Modifiers: ST+4 [40]&amp;lt;/br&amp;gt;&lt;br /&gt;
Secondary Attributes: HP+4 [8]&amp;lt;/br&amp;gt;&lt;br /&gt;
Advantages: Enhanced Move (Ground) [20]&amp;lt;/br&amp;gt;&lt;br /&gt;
Disadvantages: Code of Honor (to Guests and hospitality) [-5]; Gregarious [-10]; Intolerant (Meat Eaters) [-10]; Semi-Upright [-5]&amp;lt;/br&amp;gt;&lt;br /&gt;
The K&#039;kree, once called Centaurs by humans, are among the most massive of the major races. They do indeed resemble the tales of centaurs of ancient legends. An adult K&#039;kree stands about 4½ft at the shoulder and between 6-6½ft tall when standing erect. Weight averages 1,250lbs. They are bilaterally symmetrical, hexapodal, and homeothermic. The K&#039;kree are covered with a short gray or black fur and with a dense black mane covering the head and neck and upper back of both sexes. Perhaps the most visible and outwardly visible sign of K&#039;kree philosophy is their incredibly welcoming social behavior. K&#039;kree openly welcome guests and have a long tradition of hospitality. If a K&#039;kree is your friend, he will be your best friend... However, if one steps over one of the lines of K&#039;kree propriety, a K&#039;kree will just as quickly become your worst enemy. K&#039;kree have an average level of socio-plasticity (tolerance) about most matters except for that of diet. The eating of animals (carnivory), is an overwhelming taboo and will quickly offend a K&#039;kree as well as possibly invoking a vendetta. Foreign merchants, ambassadors, and visitors are advised to avoid meat consumption while in K&#039;kree space.&lt;br /&gt;
* Biology: Hexapodal Mammalian. &lt;br /&gt;
* Lenses: Calm. The K’kree pride themselves on their calm and rash demeanor, their ‘superiority’ over others whom consume meat produces. &lt;br /&gt;
* Social Structure: Heritable Oligarchy. &lt;br /&gt;
&#039;&#039;&#039;Krath&#039;&#039;&#039;[https://www.pinterest.com/pin/227854062389273860/] [89 points] &amp;lt;/br&amp;gt;&lt;br /&gt;
Attribute Modifiers: ST+2 [30], IQ+2 [40]; HT+1 [10]&amp;lt;/br&amp;gt;&lt;br /&gt;
Advantages: Indomitable [15]; Eidetic Memory [5]; Fit [5]; Lightning Calculator [2]; Unfazeable [15]&amp;lt;/br&amp;gt;&lt;br /&gt;
Disadvantages: Code of Honor (Logical Behavior) [-10]; Honesty (12-) [-10]; Sense of Duty (to Society, those lesser then you) [-10]; Truthfulness (12-) [-5]&amp;lt;/br&amp;gt;&lt;br /&gt;
The Krath are closely related to humans genetically and it believed that they were modified and uplifted by ancient aliens at some distant past. They are pale skinned compared to most humans, but taller and more powerfully built. They are completely hairless across their bodies and their eyes tend towards solid colored cornea – be it blue and green or brown. The krath’s culture emphasis community service and betterment of all. They put society and others to the forefront of their focus and thoughts. This does not mean that they try and help every individuals they see that by example and their roles in society they can change overall society for the betterment of all.    &lt;br /&gt;
* Biology: Humanoid Mammalian (hairless).&lt;br /&gt;
* Lenses: Serves to Others. The Krath see it as their duty to uplift all of society. They know that that are overall ‘better’ physically and intellectually than most others species and that aiding others aids all.   &lt;br /&gt;
* Social Structure: Democratic Socialism.&lt;br /&gt;
&#039;&#039;&#039;Traix&#039;&#039;&#039;[https://www.pinterest.com/pin/AdNh2ynizqxXjQYimMBz9BfU3yklPFUbLvED57mtyVdBnn4zfDM2WEk/] [33 points]&amp;lt;/br&amp;gt;&lt;br /&gt;
Advantages: Damage Resistance 3 (Tough Skin -40%) [9], Enhanced Move (Ground; No Fine Manipulators when running -30%) [14]; Extra Arms 2 [20]; Flexible [5]&amp;lt;/br&amp;gt;&lt;br /&gt;
Disadvantages: Chummy [-5]; Pacifisms (Reluctant Killer) [-5]; Phobia (Thalassophobia; fear of deep waters/drowning) (12-) [-5]&amp;lt;/br&amp;gt;&lt;br /&gt;
Taboo Skill: Swimming &amp;lt;/br&amp;gt;&lt;br /&gt;
The Traix (singular and plural) resembles a human sized grasshoppers. They have six limbs two of which function as extra legs or hands.  Traix hands are circular pads with five fingers spaced evenly around the edge. A traix’s shoulders are double-jointed, allowing her to rotate her arms in a full circle without straining any muscles. This flexibility also enables a traix to reach any point on her abdomen or behind her back easily. A hard, jointed carapace covers the traix’s body. The carapace protects the traix from bruises, cuts, scratches, and other minor injuries. A young traix has a blue carapace with bright orange near the joints. As the traix ages, her carapace changes to dull green with yellow joints. Unlike insects, a traix has an internal skeleton supporting her body. Her large eyes are protected by hard, transparent enamel, and four large eating mandibles surround the traix’s mouth. Traix tend to be over 6ft long from head to end of their abdomen, can rise up to being around 5&#039;6&amp;quot;-8&amp;quot; tall and they weigh 200lbs on average.&lt;br /&gt;
* Biology: Insectile.&lt;br /&gt;
* Lenses: Collective. While not a hive mind the traix believe strongly in working together for the betterment of the group.&lt;br /&gt;
* Social Structure: Oligarchic Socialism.&lt;br /&gt;
&#039;&#039;&#039;T’Sa&#039;&#039;&#039;[https://wiki.rpg.net/index.php/File:SWN.Tsa.jpg] [33 points]&amp;lt;/br&amp;gt;&lt;br /&gt;
Secondary Attributes: Base Speed +1.00 [20]&amp;lt;/br&amp;gt;&lt;br /&gt;
Advantages: Damage Resistance 1 (Tough Skin -40%) [3]; Enhanced Move (Ground) [20]; Fit [5]&amp;lt;/br&amp;gt;&lt;br /&gt;
Disadvantages: Curiosity (12-) [-5];  Impulsiveness (12-) [-10]&amp;lt;/br&amp;gt;&lt;br /&gt;
Even when standing absolutely still—something that’s almost impossible for the creature to do—a t’sa (singular and plural) conveys an impression of speed, sharp reflexes, and constant activity. Standing on average one meter tall and weighing 20kg on average, a t’sa is lightning-quick, with a fast mind to match his fast body. Sleek, with a reptilian form and the legs of a runner, a t’sa has a fine covering of interlocking brown or russet scales that provide a modicum of natural protection. Most other species find t’sa, with their expressive eyes and childlike exuberance, extremely likeable. A t’sa has a natural curiosity and an affinity for all things technological. He’s a consummate tinkerer, disassembling devices to discover how they work and find ways to improve them. The t&#039;sa stand around 5ft tall and weigh on average 110lbs.&lt;br /&gt;
* Biology: Humanoid Reptilian.&lt;br /&gt;
* Lenses: Curiosity. Hyper Active.&lt;br /&gt;
* Social Structure: Democratic Republic (socialist leanings).&lt;br /&gt;
&#039;&#039;&#039;Vargr&#039;&#039;&#039;[https://www.pinterest.com/pin/275352964696338713/] [39 points] &amp;lt;/br&amp;gt;&lt;br /&gt;
Attribute Modifiers: DX+1 [20]; HT+1 [10]&amp;lt;/br&amp;gt;&lt;br /&gt;
Secondary Attributes: Per +2 [10]&amp;lt;/br&amp;gt;&lt;br /&gt;
Advantages: Discriminatory Smell [15]; Night Vision 8 [8]; Sharp Teeth [1]&amp;lt;/br&amp;gt;&lt;br /&gt;
Perk: Fur [1]&amp;lt;/br&amp;gt;&lt;br /&gt;
Disadvantages: Callous [-5]; Chummy [-5]; Impulsiveness (12-) [-10]; Sense of Duty (friends, family, clan) [-5]&amp;lt;/br&amp;gt;&lt;br /&gt;
Quirk: Proud [-1]&amp;lt;/br&amp;gt;&lt;br /&gt;
The Vargr are a Canidoid Major Race, with a humanoid body plan, derived from Ancient genetic manipulation of carnivore/chaser stock, apparently dating from approximately the same time that Humans and many of the other races where scattered to the stars. Vargr are a species known for extreme behavioral range, social nature, and an irascible spirit. Vargr average around 5ft tall but have a fairly densely packed muscle structure and weigh on average 160lbs (even though they appear very lean). Vargr hands are very similar in size and appearance to those of a human, but their legs still appear very wolf-like, simply that they can stand on just the two of them. The Vargr have an intensive racial pride and are easily insulted. They are prone to enter into fights without regard to possible consequences.&lt;br /&gt;
* Biology: Humanoid Mammalian (Canidoid).&lt;br /&gt;
* Lenses: Pride. The Vargr have a reputation as proud and fierce fighters. They are also very loyal to their family and clan but not the species as a whole. Rival clans might war against each other at a moment notice for some perceived slight.&lt;br /&gt;
* Social Structure: Tribalism (Family and Clans) with loose Democratic Confederacy.&lt;br /&gt;
==== Racial/Species Notes====&lt;br /&gt;
The UWA, the Mercantile League and the GPR/PPP are all multi-Species systems while the others are dominated or controlled by the Species they are named for. They all include other species within their borders but not to the levels of the main 3.&lt;br /&gt;
&lt;br /&gt;
The Vargr have a VERY loose confederation style overall government and besided Humans they are one of the most common Species found in all others. The K&#039;kree are just the opposite and found rarely outside they own control space.&lt;br /&gt;
&lt;br /&gt;
There are many other races then those listed above but they are very rare (and player created)&lt;br /&gt;
&lt;br /&gt;
== SPACECRAFT==&lt;br /&gt;
[[File:Gurps.StarCraft.1.jpg]]&lt;br /&gt;
&#039;&#039;&#039;Star Drives&#039;&#039;&#039;: &#039;&#039;Jump Point Drives&#039;&#039; enter and exit jump points and then must spent a certain amount of time between jump points (generally 3-6 days). Each star system has 3-5 jump points located at the outer edge of the system. Some star systems have more but there are also a minimum of 3 everywhere. These jump points connect to another star systems jump point, normally the closes stars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Controlling the Ship in space skills&#039;&#039;&#039;&lt;br /&gt;
* Piloting (Aerospace spacecraft)&lt;br /&gt;
* Navigation (Jump Space)&lt;br /&gt;
* Navigation (Space)&lt;br /&gt;
&#039;&#039;&#039;Repair Skills for Starships&#039;&#039;&#039; &lt;br /&gt;
* Armoury (Vehicle Armor)&lt;br /&gt;
* Armoury (Heavy Weapons)&lt;br /&gt;
* Computer Programming&lt;br /&gt;
* Electronics Repair (Computers)&lt;br /&gt;
* Electronics Repair (Communications)&lt;br /&gt;
* Electronics Repair (Sensors)&lt;br /&gt;
* Electrician&lt;br /&gt;
* Mechanic (Contragravity)&lt;br /&gt;
* Mechanic (Life Support)&lt;br /&gt;
* Mechanic (Jump Drive Engines)&lt;br /&gt;
* Mechanic (Chemical, Nucellar, Fusion, Fission)&lt;br /&gt;
* Mechanic (Reactionless Drive Engines)&lt;br /&gt;
* Mechanic (Starship)&lt;br /&gt;
===The Heroes Ship===&lt;br /&gt;
[[File:Gurps.StarCraft.2.jpg]]&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;TL 10 &#039;&#039;Spora&#039;&#039;-class light freighter&#039;&#039;&#039; (LWt. 1,000tons): dST/HP 70; Hnd/SR +0/5; HT 13; Move 1.0G; Load 250tons; SM +8 (length 50m/yds); Occ 12ASV; dDR 10; Range x1; Cost (new) $41.2M&amp;lt;/br&amp;gt;&lt;br /&gt;
Top air speed is 2,500MPH&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Front Hull Systems&amp;lt;/br&amp;gt;&lt;br /&gt;
[1] Metallic Laminate Armored Hull Plating&amp;lt;/br&amp;gt;&lt;br /&gt;
[2] Tertiary Weapons Battery (hull turrets UV lasers)&amp;lt;/br&amp;gt;&lt;br /&gt;
[3] Habitation – Cabins: 2 (for crew or passengers), and 2 Bunkroom (cramped accommodations with bunk beds for up to four people each) and 2-Bed Sick Bay&amp;lt;/br&amp;gt;&lt;br /&gt;
[4] Cargo (50tons)&amp;lt;/br&amp;gt;&lt;br /&gt;
[5] Cargo (50tons)&amp;lt;/br&amp;gt;&lt;br /&gt;
[6] Cargo (50tons)&amp;lt;/br&amp;gt;&lt;br /&gt;
[core] Control Room (workstations 6 – helm/captain, navigation, chief engineer, tactical/ gunner, communication/sensor, generic. Computer Complexity 8, Com/Sensors Complexity 6)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Central Hull Systems&amp;lt;/br&amp;gt;&lt;br /&gt;
[1] Metallic Laminate Armored Hull Plating&amp;lt;/br&amp;gt;&lt;br /&gt;
[2] Secondary Weapons Battery (turret plasma array)&amp;lt;/br&amp;gt;&lt;br /&gt;
[3] Cargo (50tons)&amp;lt;/br&amp;gt;&lt;br /&gt;
[4] Cargo (50tons)&amp;lt;/br&amp;gt;&lt;br /&gt;
[5] Tertiary Weapons Battery – UV Laser Turret&amp;lt;/br&amp;gt;&lt;br /&gt;
[6] Counter Gravity Systems (artificial gravity and gravity counters)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rear Hull Systems&amp;lt;/br&amp;gt;&lt;br /&gt;
[1] Metallic Laminate Armored Hull Plating&amp;lt;/br&amp;gt;&lt;br /&gt;
[2] Standard Reactionless Engines (base 0.5G trust)&amp;lt;/br&amp;gt;&lt;br /&gt;
[3] Standard Reactionless Engines (base 0.5G trust)&amp;lt;/br&amp;gt;&lt;br /&gt;
[4] Jump Point Drive&amp;lt;/br&amp;gt;&lt;br /&gt;
[5] Jump Point Drive&amp;lt;/br&amp;gt;&lt;br /&gt;
[6] Engine Room (1 workstation for Mechanic or Tech)&amp;lt;/br&amp;gt;&lt;br /&gt;
[core] Fission Power Plant Reactor (Provides 2 Power Points)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Built Systems/Section Notes:&lt;br /&gt;
* Armor Hull (Metallic Laminate) - 3 sections Cost $3M&lt;br /&gt;
:&#039;&#039;Repair Skill&#039;&#039;: Armoury (Vehicle Armor).&lt;br /&gt;
* Cargo Space: 250tons (5 sections)&lt;br /&gt;
:&#039;&#039;Repair Skill&#039;&#039;: Mechanic (Starship).&lt;br /&gt;
* Contragravity Lift System: Cost $10M&lt;br /&gt;
:&#039;&#039;Repair&#039;&#039;: Mechanic (Contragravity)&lt;br /&gt;
* Control Room/Bridge: Complexity 8, Com/Sensors 6, Control Stations 6, Cost $6M&lt;br /&gt;
:&#039;&#039;Repair Skill&#039;&#039;: Electronics Repair (Computers and Communications), Computer Programming, and Electrician.&lt;br /&gt;
* Engine Room: Workstation 1, Cost $300K&lt;br /&gt;
:Repair Skill: Mechanic (Starcraft).&lt;br /&gt;
* Habitation – Cabins: 2 (crew or passengers), and 2 Bunkroom (cramped accommodations with bunk beds for up to four people), and 2-bed Sick Bay Cost $1M&lt;br /&gt;
:&#039;&#039;Repair Skill&#039;&#039;: Mechanic (Life Support)&lt;br /&gt;
* Fission Reactor – 2 Reactors: Cost $6M&lt;br /&gt;
:&#039;&#039;Repair Skill&#039;&#039;: Mechanic (Fussion)&lt;br /&gt;
* Reactionless Engines: Standard 1.0G, Cost $2M&lt;br /&gt;
:&#039;&#039;Repair Skill&#039;&#039;: Mechanic (Reactionless Drive)&lt;br /&gt;
* Star Drive: Jump Point Drive, Cost $10M&lt;br /&gt;
:&#039;&#039;Repair Skill&#039;&#039;: Mechanic (Stardrive)&lt;br /&gt;
* Secondary Weapons Batteries – Plasma Beam Output 30MU, D-damage 6d, Cost $600K&lt;br /&gt;
:&#039;&#039;Repair Skill&#039;&#039;: Armoury (Heavy Weapons)&lt;br /&gt;
* Tertiary Weapons Battery – UV Laser Beam Output 10MU, D-damage 4d, Cost $200K&lt;br /&gt;
:&#039;&#039;Repair Skill&#039;&#039;: Armoury (Heavy Weapons)&lt;br /&gt;
* Artificial Gravity: Cost $1M&lt;br /&gt;
* Gravitic Compensators: Cost $1M&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;: Station Bridge 6 (Captain/Helmsmen), Navigator, Tertiary Gun Battery Gunner, Communication/Sensor Operator, Open Station (generic)&amp;lt;/br&amp;gt;&lt;br /&gt;
Engine Room 1&amp;lt;/br?&lt;br /&gt;
Secondary Gunner Turret 1&lt;/div&gt;</summary>
		<author><name>Kelly pedersen</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Egzza_%22Gezza%22_%22Skulker%22_Kurrdzaeuen&amp;diff=436185</id>
		<title>Egzza &quot;Gezza&quot; &quot;Skulker&quot; Kurrdzaeuen</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Egzza_%22Gezza%22_%22Skulker%22_Kurrdzaeuen&amp;diff=436185"/>
		<updated>2023-04-12T16:36:16Z</updated>

		<summary type="html">&lt;p&gt;Kelly pedersen: Created page with &amp;quot;250 points  Attributes: ST 11 [10]; DX 13 [40]; IQ 13 [60]; HT 12 [10]  Secondary Characteristics: BL 24 lb; Dmg thrust 1d-1, swing 1d+1  HP 10 [0]; FP 12 [0]  Per 15 [0]; Wil...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;250 points&lt;br /&gt;
&lt;br /&gt;
Attributes: ST 11 [10]; DX 13 [40]; IQ 13 [60]; HT 12 [10]&lt;br /&gt;
&lt;br /&gt;
Secondary Characteristics: BL 24 lb; Dmg thrust 1d-1, swing 1d+1&lt;br /&gt;
&lt;br /&gt;
HP 10 [0]; FP 12 [0]&lt;br /&gt;
&lt;br /&gt;
Per 15 [0]; Wil 13 [0]&lt;br /&gt;
&lt;br /&gt;
Basic Speed 7 [15]; Basic Move 7 yd [0]&lt;br /&gt;
&lt;br /&gt;
High Jump: 32 in; Broad Jump: 11 ft&lt;br /&gt;
&lt;br /&gt;
TL: 10; Culture: Vargr (native) [0], Human [1] United Worlds Alliance [1]; Language: Vargr (Native) [0], UWA Standard (native spoken, accented written) [5]; Wealth: Average [0]; Status: 0 [0]&lt;br /&gt;
&lt;br /&gt;
Advantages: Born War-Leader (2) [10]; Combat Reflexes [15]; Natural Copper (2) [20]; Vargr racial template (Discriminatory Smell [15]; Extra DX (1) [20]; Extra HT (1) [10]; Extra Perception (2) [10]; Night Vision (8) [8]; Teeth (Sharp Teeth) [1]; Fur [1]; Callous [-5]; Chummy [-5]; Impulsiveness (12 or less) [-10*]; Sense of Duty (Friends, family, clan) (Small Group) [-5]; Proud [-1]) [39]&lt;br /&gt;
&lt;br /&gt;
Disadvantages: Code of Honor (Pirate&#039;s) [-5]; Compulsive Gambling (12 or less) [-5]; Enemy (Former criminal associates) (Small group (3-5 people)) (9 or less) [-10]; Light Sleeper [-5]; Racial Chummy Increased to Gregarious [-5]; &lt;br /&gt;
Social Stigma (Criminal Record) [-5]; Stubbornness [-5]&lt;br /&gt;
&lt;br /&gt;
Quirks: Always bets on zero-G rugby matches [-1]; Reacts with violence to any perceived threats to his &amp;quot;family&amp;quot; [-1]; Scummy (constantly using Streetwise even when inappropriate) [-1]; Tells stories about past exploits (maybe with too much incriminating detail) [-1]&lt;br /&gt;
&lt;br /&gt;
[*] Multiplied for self-control number; see p. B120.&lt;br /&gt;
&lt;br /&gt;
Skills: &lt;br /&gt;
Area Knowledge (Mercantile League) IQ/E - IQ+0 13 [1]&lt;br /&gt;
Area Knowledge (United Worlds Alliance) IQ/E - IQ+0 13 [1]&lt;br /&gt;
Area Knowledge (Vargr Confederation) IQ/E - IQ+0 13 [1]&lt;br /&gt;
Armoury/TL10 (Small Arms) IQ/A - IQ-1 12 [1]&lt;br /&gt;
Artillery/TL10 (Guided Missile) IQ/A - IQ+1 14 [4]&lt;br /&gt;
Beam Weapons/TL10 (Pistol) DX/E - DX+2 15 [4]&lt;br /&gt;
Beam Weapons/TL10 (Rifle) DX/E - DX+0 13 [1]&lt;br /&gt;
Body Language (Human) Per/A - Per+1 16* [1]&lt;br /&gt;
Body Language (Vargr) Per/A - Per+1 16* [1]&lt;br /&gt;
Brawling DX/E - DX+2 15 [4]&lt;br /&gt;
Carousing HT/E - HT+0 12 [1]&lt;br /&gt;
Computer Operation/TL10 IQ/E - IQ+0 13 [1]&lt;br /&gt;
Criminology/TL10 IQ/A - IQ+1 14† [1]&lt;br /&gt;
Current Affairs/TL10 (Headline News) IQ/E - IQ+0 13 [1]&lt;br /&gt;
Current Affairs/TL10 (United Worlds Alliance) IQ/E - IQ+0 13 [1]&lt;br /&gt;
Electronics Operation/TL10 (Force Shields) IQ/A - IQ+1 14 [4]&lt;br /&gt;
Electronics Operation/TL10 (Security) IQ/A - IQ+0 13 [2]&lt;br /&gt;
Expert Skill (Military Science) IQ/H - IQ-2 11 [1]&lt;br /&gt;
Explosives/TL10 (Explosive Ordnance Disposal) IQ/A - IQ+0 13 [2]&lt;br /&gt;
Fast-Draw/TL10 (Ammo) DX/E - DX+1 14 [1]&lt;br /&gt;
	includes: +1 from &#039;Combat Reflexes&#039;&lt;br /&gt;
Fast-Draw (Pistol) DX/E - DX+2 15 [2]&lt;br /&gt;
	includes: +1 from &#039;Combat Reflexes&#039;&lt;br /&gt;
First Aid/TL10 (Human) IQ/E - IQ+0 13 [1]&lt;br /&gt;
First Aid/TL10 (Vargr) IQ/E - IQ+0 13 [1]&lt;br /&gt;
Forced Entry DX/E - DX+0 13 [1]&lt;br /&gt;
Forensics/TL10 IQ/H - IQ-2 11 [1]&lt;br /&gt;
Free Fall DX/A - DX-1 12 [1]&lt;br /&gt;
Gambling IQ/A - IQ-1 12 [1]&lt;br /&gt;
Gunner/TL10 (Beams) DX/E - DX+2 15 [4]&lt;br /&gt;
Intelligence Analysis/TL10 IQ/H - IQ+2 15*† [1]&lt;br /&gt;
Interrogation IQ/A - IQ+1 14* [1]&lt;br /&gt;
Leadership IQ/A - IQ+1 14† [1]&lt;br /&gt;
Observation Per/A - Per+1 16* [1]&lt;br /&gt;
Search Per/A - Per+1 16* [1]&lt;br /&gt;
Shadowing IQ/A - IQ+2 15* [2]&lt;br /&gt;
Spacer/TL10 IQ/E - IQ+0 13 [1]&lt;br /&gt;
Sports (Zero-G Rugby) DX/A - DX-1 12 [1]&lt;br /&gt;
Strategy (Space) IQ/H - IQ+1 14† [2]&lt;br /&gt;
Streetwise IQ/A - IQ+2 15* [2]&lt;br /&gt;
Tactics IQ/H - IQ+2 15† [4]&lt;br /&gt;
Vacc Suit/TL10 DX/A - DX-1 12 [1]&lt;br /&gt;
Wrestling DX/A - DX+1 14 [4]&lt;br /&gt;
&lt;br /&gt;
* Includes: +2 from &#039;Natural Copper&#039;&lt;br /&gt;
† Includes +2 for &#039;Born War-Leader&#039;.&lt;/div&gt;</summary>
		<author><name>Kelly pedersen</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=MagicWorld1932:Philip_Pala&amp;diff=324057</id>
		<title>MagicWorld1932:Philip Pala</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=MagicWorld1932:Philip_Pala&amp;diff=324057"/>
		<updated>2017-07-30T05:21:16Z</updated>

		<summary type="html">&lt;p&gt;Kelly pedersen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Name: Philip Pala&lt;br /&gt;
&lt;br /&gt;
Race: Dwarf&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes [60]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ST 12 [20]&lt;br /&gt;
&lt;br /&gt;
DX 11 [20]&lt;br /&gt;
&lt;br /&gt;
IQ 11 [20]&lt;br /&gt;
&lt;br /&gt;
HT 11 [0]&lt;br /&gt;
&lt;br /&gt;
HP 12, Will 11, Per 11, FP 14&lt;br /&gt;
&lt;br /&gt;
Basic Lift 39, Damage 1d-1/1d+2&lt;br /&gt;
&lt;br /&gt;
Basic Speed 5.5, Basic Move 4, Ground Move 4, Water Move 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Social Background&#039;&#039;&#039;&lt;br /&gt;
TL: 6 [0]&lt;br /&gt;
Cultural Familiarities: Chinese&lt;br /&gt;
&lt;br /&gt;
Languages: Abyssal (Accented/None) [1]; Cantonese (Native/Literate) [3]; English (Native) [0]; French (Accented/None) [1]; Japanese (Accented/None) [1]; Lushootseed (Native/None) [2]; Runic (Accented/Native) [3]; Sperethiel (Accented/None) [1].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages [153]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Combat Reflexes [15]&lt;br /&gt;
&lt;br /&gt;
Common Sense [10]&lt;br /&gt;
&lt;br /&gt;
Contact (Li &amp;quot;Egg&amp;quot; Shen, Chinese magician, Thaumatology) (Effective Skill 18) (9 or less; Usually Reliable) [6]&lt;br /&gt;
&lt;br /&gt;
Contact (Madame Rosmerta, brothel owner, Savoir-Faire (Mafia)) (Effective Skill 18) (12 or less; Unreliable) [3]&lt;br /&gt;
&lt;br /&gt;
Contact Group (Seattle PD) (Effective Skill 15) (9 or less; Somewhat Reliable) [10]&lt;br /&gt;
&lt;br /&gt;
Dwarf Template (Shadowrun 1932) [22] &lt;br /&gt;
(Includes:&lt;br /&gt;
HT+1 [10].&lt;br /&gt;
FP+3 [9]; Basic Move-1 [-5]. &lt;br /&gt;
Alcohol Tolerance [1]; Damage Resistance 1 (Tough Skin, -40%) [3]; Lifting ST 2 [6]; Night Vision 5 [5]; Rapid Healing [5]; Resistant to Poison (+3) [5].&lt;br /&gt;
Phobia (15) (Agoraphobia) [-5], Social Stigma (Second Class Citizen) [-5]; Stubbornness [-5]; Unnatural Features (Dwarf, short, pointed ears, beards) [-2]&lt;br /&gt;
Feature: Armor isn’t interchangeable with human armor.)&lt;br /&gt;
&lt;br /&gt;
Hard to Subdue (2) [4]&lt;br /&gt;
&lt;br /&gt;
Language Talent [10]&lt;br /&gt;
&lt;br /&gt;
Luck (Weird Luck, -15%) [13]&lt;br /&gt;
&lt;br /&gt;
Natural Copper (3) [30]&lt;br /&gt;
&lt;br /&gt;
Reputation (An honest PI) (2) (10 or less; Small class) [1]&lt;br /&gt;
&lt;br /&gt;
Tough Guy (3) [15]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages [-50]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Addiction (Tobacco) (Cheap) (Highly addictive; Legal) [-5]&lt;br /&gt;
&lt;br /&gt;
Code of Honor (Private Investigator) [-10]&lt;br /&gt;
&lt;br /&gt;
Compulsive Gambling (12 or less) [-5]&lt;br /&gt;
&lt;br /&gt;
Divine Curse (Monster Magnet) [-15]&lt;br /&gt;
&lt;br /&gt;
Sense of Duty (Companions) (Small Group) [-5]&lt;br /&gt;
&lt;br /&gt;
Wealth (Struggling) [-10]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quirks [-5]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bad dreams about the Great War (Nightmares with self-control 18) [-1]&lt;br /&gt;
&lt;br /&gt;
Distinctive Feature (Facial scar) [-1]&lt;br /&gt;
&lt;br /&gt;
Likes expensive scotch [-1]&lt;br /&gt;
&lt;br /&gt;
Poker Player (Always fails self-control roll for Compulsive Gambling for poker) [-1]&lt;br /&gt;
&lt;br /&gt;
Rough voice [-1]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills [92]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Combat Skills&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Brawling DX/E - DX+2 13 [4]&lt;br /&gt;
&lt;br /&gt;
Broadsword DX/A - DX+0 11 [2]&lt;br /&gt;
&lt;br /&gt;
Guns/TL6 (Pistol) DX/E - DX+3 14 [8]&lt;br /&gt;
&lt;br /&gt;
Guns/TL6 (Shotgun) DX/E - DX+1 12 [0]&lt;br /&gt;
&lt;br /&gt;
Guns/TL6 (Submachine Gun) DX/E - DX+1 12 [0]&lt;br /&gt;
&lt;br /&gt;
Knife DX/E - DX+0 11 [1]&lt;br /&gt;
&lt;br /&gt;
Throwing DX/A - DX-1 10 [1]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other Skills&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Area Knowledge (Seattle) IQ/E - IQ+1 12 [2]&lt;br /&gt;
&lt;br /&gt;
Area Knowledge (United States) IQ/E - IQ+0 11 [1]&lt;br /&gt;
&lt;br /&gt;
Body Language (Human) Per/A - Per+2 13 [1]&lt;br /&gt;
includes: +3 from &#039;Natural Copper&#039;&lt;br /&gt;
&lt;br /&gt;
Carousing HT/E - HT+0 11 [1]&lt;br /&gt;
&lt;br /&gt;
Climbing DX/A - DX+0 11 [2]&lt;br /&gt;
&lt;br /&gt;
Connoisseur (Scotch) IQ/A - IQ-1 10 [1]&lt;br /&gt;
&lt;br /&gt;
Criminology/TL6 IQ/A - IQ+2 13 [1]&lt;br /&gt;
includes: +3 from &#039;Natural Copper&#039;&lt;br /&gt;
&lt;br /&gt;
Current Affairs/TL6 (Business) IQ/E - IQ+0 11 [1]&lt;br /&gt;
&lt;br /&gt;
Current Affairs/TL6 (People) IQ/E - IQ+0 11 [1]&lt;br /&gt;
&lt;br /&gt;
Current Affairs/TL6 (Politics) IQ/E - IQ+0 11 [1]&lt;br /&gt;
&lt;br /&gt;
Current Affairs/TL6 (Seattle) IQ/E - IQ+0 11 [1]&lt;br /&gt;
&lt;br /&gt;
Current Affairs/TL6 (Travel) IQ/E - IQ+0 11 [1]&lt;br /&gt;
&lt;br /&gt;
Detect Lies Per/H - Per+1 12 [1]&lt;br /&gt;
includes: +3 from &#039;Natural Copper&#039;&lt;br /&gt;
&lt;br /&gt;
Disguise/TL6 (Dwarf) IQ/A - IQ-1 10 [4]&lt;br /&gt;
includes: -2 from &#039;Unnatural Feature (Dwarf, short, pointed ears, beard)&#039;&lt;br /&gt;
&lt;br /&gt;
Driving/TL6 (Automobile) DX/A - DX-1 10 [1]&lt;br /&gt;
&lt;br /&gt;
Escape DX/H - DX-1 10 [2]&lt;br /&gt;
&lt;br /&gt;
Fast-Talk IQ/A - IQ+2 13 [1]&lt;br /&gt;
includes: +3 from &#039;Tough Guy&#039;&lt;br /&gt;
&lt;br /&gt;
Filch DX/A - DX+0 11 [2]&lt;br /&gt;
&lt;br /&gt;
First Aid/TL6 (Human) IQ/E - IQ+0 11 [1]&lt;br /&gt;
&lt;br /&gt;
Forced Entry DX/E - DX+3 14 [1]&lt;br /&gt;
includes: +3 from &#039;Tough Guy&#039;&lt;br /&gt;
&lt;br /&gt;
Gambling IQ/A - IQ+1 12 [4]&lt;br /&gt;
&lt;br /&gt;
Gesture IQ/E - IQ+0 11 [1]&lt;br /&gt;
&lt;br /&gt;
Hidden Lore (Free Spirits) IQ/A - IQ+0 11 [2]&lt;br /&gt;
&lt;br /&gt;
Hidden Lore (Shamanic) IQ/A - IQ+0 11 [2]&lt;br /&gt;
&lt;br /&gt;
Hiking HT/A - HT+0 11 [2]&lt;br /&gt;
&lt;br /&gt;
Holdout IQ/A - IQ+0 11 [2]&lt;br /&gt;
&lt;br /&gt;
Housekeeping IQ/E - IQ+0 11 [1]&lt;br /&gt;
&lt;br /&gt;
Intelligence Analysis/TL6 IQ/H - IQ+1 12 [1]&lt;br /&gt;
includes: +3 from &#039;Natural Copper&#039;&lt;br /&gt;
&lt;br /&gt;
Interrogation IQ/A - IQ+2 13 [1]&lt;br /&gt;
includes: +3 from &#039;Natural Copper&#039;&lt;br /&gt;
&lt;br /&gt;
Intimidation Will/A - Will+2 13 [1]&lt;br /&gt;
includes: +3 from &#039;Tough Guy&#039;&lt;br /&gt;
&lt;br /&gt;
Law (American Criminal) IQ/H - IQ-1 10 [2]&lt;br /&gt;
&lt;br /&gt;
Law (Police) IQ/H - IQ+0 11 [4]&lt;br /&gt;
&lt;br /&gt;
Lockpicking/TL6 IQ/A - IQ-1 10 [1]&lt;br /&gt;
&lt;br /&gt;
Observation Per/A - Per+2 13 [1]&lt;br /&gt;
includes: +3 from &#039;Natural Copper&#039;&lt;br /&gt;
&lt;br /&gt;
Occultism IQ/A - IQ+0 11 [2]&lt;br /&gt;
&lt;br /&gt;
Photography/TL6 IQ/A - IQ+1 12 [4]&lt;br /&gt;
&lt;br /&gt;
Photography/TL6 (Spirit) IQ/A - IQ-1 10 [1]&lt;br /&gt;
&lt;br /&gt;
Pickpocket DX/H - DX-1 10 [2]&lt;br /&gt;
&lt;br /&gt;
Research/TL6 IQ/A - IQ-1 10 [1]&lt;br /&gt;
&lt;br /&gt;
Savoir-Faire (Mafia) IQ/E - IQ+0 11 [1]&lt;br /&gt;
&lt;br /&gt;
Savoir-Faire (Police) IQ/E - IQ+3 14 [1]&lt;br /&gt;
includes: +3 from &#039;Natural Copper&#039;&lt;br /&gt;
&lt;br /&gt;
Savoir-Faire (Servant) IQ/E - IQ+0 11 [1]&lt;br /&gt;
&lt;br /&gt;
Scrounging Per/E - Per+0 11 [1]&lt;br /&gt;
&lt;br /&gt;
Search Per/A - Per+2 13 [1]&lt;br /&gt;
includes: +3 from &#039;Natural Copper&#039;&lt;br /&gt;
&lt;br /&gt;
Shadowing IQ/A - IQ+4 15 [2]&lt;br /&gt;
includes: -2 from &#039;Unnatural Feature (Dwarf, short, pointed ears, beard)&#039;, +3 from &#039;Natural Copper&#039;, +3 from &#039;Tough Guy&#039;&lt;br /&gt;
&lt;br /&gt;
Soldier/TL6 IQ/A - IQ-1 10 [1]&lt;br /&gt;
&lt;br /&gt;
Stealth DX/A - DX+1 12 [4]&lt;br /&gt;
&lt;br /&gt;
Streetwise IQ/A - IQ+5 16 [1]&lt;br /&gt;
includes: +3 from &#039;Natural Copper&#039;, +3 from &#039;Tough Guy&#039;&lt;br /&gt;
&lt;br /&gt;
Urban Survival Per/A - Per-1 10 [1]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats [60] Ads [153] Disads [-55] Quirks [-5] Skills [92] = Total [250]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hand Weapons&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1  Large Knife  LC:4  $40  Wgt:1 &lt;br /&gt;
    Swing  Dam:1d cut  Reach:C, 1  Parry:8  ST:6  SK:Knife, ST:DX-4, &lt;br /&gt;
    Thrust  Dam:1d-1 imp  Reach:C  Parry:8  ST:6  SK:Knife, ST:DX-4 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ranged Weapons&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1  Large Knife  LC:4  Dam:1d-1 imp  Acc:0  Range:10 / 18 &lt;br /&gt;
    RoF:1  Shots:T(1)  ST:6  Bulk:-2  Rcl:-  $40  Wgt:1 &lt;br /&gt;
1  S&amp;amp;W Model 10 M&amp;amp;P, .38 Special  LC:3  Dam:2d pi  Acc:1  Range:110 / 1200 &lt;br /&gt;
    RoF:3  Shots:6(3i)  ST:9  Bulk:-2  Rcl:2  $200  Wgt:2  Notes:[2] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor &amp;amp; Possessions&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spare $195&lt;br /&gt;
&lt;br /&gt;
1 Composite Body Armor (p. HT65) [Torso, Groin]. DR 4. $150  Wgt:6  &lt;br /&gt;
&lt;br /&gt;
1 Ordinary Clothing (p. HT63) [Torso, Limbs]. Status 0. $120, 4 lbs.&lt;br /&gt;
&lt;br /&gt;
1 Leather Long Coat (p. HT64) [Torso, Limbs]. DR 2. (free; plus Fortify and Lighten), 7.5 lbs.&lt;br /&gt;
&lt;br /&gt;
1 Belt (p. HT31) [Torso]. $10, neg.&lt;br /&gt;
&lt;br /&gt;
1 Boots (p. HT68) [Feet]. DR 2*. $80, 3 lbs.&lt;br /&gt;
&lt;br /&gt;
1 Leather Gloves (p. B284) [Hands]. DR 2*. $30, neg.&lt;br /&gt;
&lt;br /&gt;
1 Felt Hat (p. HT64) [Head]. $60, 0.5 lb.&lt;br /&gt;
&lt;br /&gt;
1 Personal Basics (p. B288) [Clothing]. $10, 1 lb.&lt;br /&gt;
&lt;br /&gt;
1 Cheap Pocket Watch (p. HT31) [Clothing]. $50, neg.&lt;br /&gt;
&lt;br /&gt;
1 Multi-Function Knife (p. HT26) [Clothing]. $25, neg.&lt;br /&gt;
&lt;br /&gt;
1 Notebook, Pencil, and Chalk (p. HT17) [Clothing]. $2, 0.1 lb.&lt;br /&gt;
&lt;br /&gt;
1 Religious Symbol (p. HT31) [Neck]. $1, neg.&lt;br /&gt;
&lt;br /&gt;
1 Waist Pack (p. HT54) [Sling]. Carries 10 lbs. $10, 1 lb.&lt;br /&gt;
&lt;br /&gt;
1 Flashlight (p. HT52) [Waist Pack]. Includes 2¥S batteries. $20, 1 lb.&lt;br /&gt;
&lt;br /&gt;
1 2x Small Batteries (p. HT13) [Waist Pack]. $2, 0.66 lb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Total Weight: 27.76 lbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biography&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Philip Pala was born a dwarf in 1901, to human parents. Growing up, he always felt that he had something to prove, to his parents, his neighbours and friends in the small town in New York where he was raised, and the world - to prove that his birth wasn&#039;t a mistake, that his stature and frame didn&#039;t make him weak or a pushover, to prove he was worth something. He joined the Army in 1917 when America entered the Great War, lying about his age to enlist. His experiences in the trenches in Europe left its mark on him, both physically (he has a long scar from shrapnel running up his face, and his voice is harsh and rasping after inhaling a whiff of mustard gas) and mentally (he still wakes up some nights sweating and hearing the whine of tracer rounds and the roar of artillery shells). &lt;br /&gt;
&lt;br /&gt;
When he returned from Europe in 1918, he moved to Seattle, hoping to make his mark there. He initially tried to join the Seattle police, but his inherent sense of justice and stubbornness in following cases to the bitter end conflicted with the Seattle PD&#039;s general corruption and willingness to bend to powerful figures. After a couple of years he left (though he still has friends on the force, and didn&#039;t leave on particularly bad terms) and hung out his shingle as a PI. Since then, he&#039;s worked a wide variety of cases. Somehow, though, he seems drawn to the weird ones. He&#039;s dealt with faeries, in-betweeners, rogue loa, and, most notably, several Chinese spirits that were making messes in Seattle&#039;s Chinatown. It was these cases that have let him develop his fairly extensive knowledge of Chinese culture and language, and make some friends in Chinatown to boot.&lt;br /&gt;
&lt;br /&gt;
In personality, Philip is practically a stereotype, both of dwarves and private investigators. He&#039;s gruff, cynical, and takes absolutely no shit from anyone. Many have called him &amp;quot;belligerent&amp;quot; (sometimes shortly before he headbutts them in the groin). But he&#039;s absolutely committed to seeing the job through. Once he takes a client, he will solve the case. Sometimes, that means turning in his client - if you&#039;re hiring him to help you frame someone, you&#039;re not in for a good time. He&#039;s actually quite good at the investigation business, having a natural talent for it. However, he&#039;s not very good at getting clients, since he&#039;s a bit short on social skills. Thus, his PI business was tottering along, barely paying for his cheap office with a 2-room apartment above it, and cheaper alcohol than he&#039;d like, for several years. In the last year, it finally went belly-up, and Phil has had to accept an offer to work for someone else again rather than being his own dwarf. So far, he&#039;s adapting, but he&#039;s still not really happy with the situation, and dreams of making enough to start up on his own again.&lt;br /&gt;
&lt;br /&gt;
Physically, Philip is medium-height for a dwarf at 3&#039;11&amp;quot;, with black hair and a short beard he keeps closely trimmed. He has dark grey eyes, and his face is marred by a long scar that starts at his chin, traces up over one cheek, and just misses his right eye. He&#039;s obviously well-muscled, though not particularly bulky (for a dwarf). He usually looks sharp and observant, meeting people&#039;s eyes when they speak, but sending his gaze darting about when he is talking, taking everything in. He usually dresses in a trenchcoat and fedora, and carries a few cigars loose in his pocket.&lt;/div&gt;</summary>
		<author><name>Kelly pedersen</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=MagicWorld1932:Philip_Pala&amp;diff=323987</id>
		<title>MagicWorld1932:Philip Pala</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=MagicWorld1932:Philip_Pala&amp;diff=323987"/>
		<updated>2017-07-29T20:40:02Z</updated>

		<summary type="html">&lt;p&gt;Kelly pedersen: Created page with &amp;quot;Name: Philip Pala  Race: Dwarf  &amp;#039;&amp;#039;&amp;#039;Attributes [60]&amp;#039;&amp;#039;&amp;#039;  ST 12 [20]  DX 11 [20]  IQ 11 [20]  HT 11 [0]  HP 12, Will 11, Per 11, FP 14  Basic Lift 39, Damage 1d-1/1d+2  Basic Spe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Name: Philip Pala&lt;br /&gt;
&lt;br /&gt;
Race: Dwarf&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes [60]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ST 12 [20]&lt;br /&gt;
&lt;br /&gt;
DX 11 [20]&lt;br /&gt;
&lt;br /&gt;
IQ 11 [20]&lt;br /&gt;
&lt;br /&gt;
HT 11 [0]&lt;br /&gt;
&lt;br /&gt;
HP 12, Will 11, Per 11, FP 14&lt;br /&gt;
&lt;br /&gt;
Basic Lift 39, Damage 1d-1/1d+2&lt;br /&gt;
&lt;br /&gt;
Basic Speed 5.5, Basic Move 4, Ground Move 4, Water Move 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Social Background&#039;&#039;&#039;&lt;br /&gt;
TL: 6 [0]&lt;br /&gt;
Cultural Familiarities: Chinese&lt;br /&gt;
&lt;br /&gt;
Languages: Abyssal (Accented/None) [1]; Cantonese (Native/Literate) [3]; English (Native) [0]; French (Accented/None) [1]; Japanese (Accented/None) [1]; Lushootseed (Native/None) [2]; Runic (Accented/Native) [3]; Sperethiel (Accented/None) [1].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages [153]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Combat Reflexes [15]&lt;br /&gt;
&lt;br /&gt;
Common Sense [10]&lt;br /&gt;
&lt;br /&gt;
Contact (Li &amp;quot;Egg&amp;quot; Shen, Chinese magician, Thaumatology) (Effective Skill 18) (9 or less; Usually Reliable) [6]&lt;br /&gt;
&lt;br /&gt;
Contact (Madame Rosmerta, brothel owner, Savoir-Faire (Mafia)) (Effective Skill 18) (12 or less; Unreliable) [3]&lt;br /&gt;
&lt;br /&gt;
Contact Group (Seattle PD) (Effective Skill 15) (9 or less; Somewhat Reliable) [10]&lt;br /&gt;
&lt;br /&gt;
Dwarf Template (Shadowrun 1932) [22] &lt;br /&gt;
(Includes:&lt;br /&gt;
HT+1 [10].&lt;br /&gt;
FP+3 [9]; Basic Move-1 [-5]. &lt;br /&gt;
Alcohol Tolerance [1]; Damage Resistance 1 (Tough Skin, -40%) [3]; Lifting ST 2 [6]; Night Vision 5 [5]; Rapid Healing [5]; Resistant to Poison (+3) [5].&lt;br /&gt;
Phobia (15) (Agoraphobia) [-5], Social Stigma (Second Class Citizen) [-5]; Stubbornness [-5]; Unnatural Features (Dwarf, short, pointed ears, beards) [-2]&lt;br /&gt;
Feature: Armor isn’t interchangeable with human armor.)&lt;br /&gt;
&lt;br /&gt;
Hard to Subdue (2) [4]&lt;br /&gt;
&lt;br /&gt;
Language Talent [10]&lt;br /&gt;
&lt;br /&gt;
Luck (Weird Luck, -15%) [13]&lt;br /&gt;
&lt;br /&gt;
Natural Copper (3) [30]&lt;br /&gt;
&lt;br /&gt;
Reputation (An honest PI) (2) (10 or less; Small class) [1]&lt;br /&gt;
&lt;br /&gt;
Tough Guy (3) [15]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages [-50]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Addiction (Tobacco) (Cheap) (Highly addictive; Legal) [-5]&lt;br /&gt;
&lt;br /&gt;
Code of Honor (Private Investigator) [-10]&lt;br /&gt;
&lt;br /&gt;
Compulsive Gambling (12 or less) [-5]&lt;br /&gt;
&lt;br /&gt;
Divine Curse (Monster Magnet) [-15]&lt;br /&gt;
&lt;br /&gt;
Sense of Duty (Companions) (Small Group) [-5]&lt;br /&gt;
&lt;br /&gt;
Wealth (Struggling) [-10]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quirks [-5]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bad dreams about the Great War (Nightmares with self-control 18) [-1]&lt;br /&gt;
&lt;br /&gt;
Distinctive Feature (Facial scar) [-1]&lt;br /&gt;
&lt;br /&gt;
Likes expensive scotch [-1]&lt;br /&gt;
&lt;br /&gt;
Poker Player (Always fails self-control roll for Compulsive Gambling for poker) [-1]&lt;br /&gt;
&lt;br /&gt;
Rough voice [-1]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills [92]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Combat Skills&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Brawling DX/E - DX+2 13 [4]&lt;br /&gt;
&lt;br /&gt;
Broadsword DX/A - DX+0 11 [2]&lt;br /&gt;
&lt;br /&gt;
Guns/TL6 (Pistol) DX/E - DX+3 14 [8]&lt;br /&gt;
&lt;br /&gt;
Guns/TL6 (Shotgun) DX/E - DX+1 12 [0]&lt;br /&gt;
&lt;br /&gt;
Guns/TL6 (Submachine Gun) DX/E - DX+1 12 [0]&lt;br /&gt;
&lt;br /&gt;
Knife DX/E - DX+0 11 [1]&lt;br /&gt;
&lt;br /&gt;
Throwing DX/A - DX-1 10 [1]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other Skills&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Area Knowledge (Seattle) IQ/E - IQ+1 12 [2]&lt;br /&gt;
&lt;br /&gt;
Area Knowledge (United States) IQ/E - IQ+0 11 [1]&lt;br /&gt;
&lt;br /&gt;
Body Language (Human) Per/A - Per+2 13 [1]&lt;br /&gt;
includes: +3 from &#039;Natural Copper&#039;&lt;br /&gt;
&lt;br /&gt;
Carousing HT/E - HT+0 11 [1]&lt;br /&gt;
&lt;br /&gt;
Climbing DX/A - DX+0 11 [2]&lt;br /&gt;
&lt;br /&gt;
Connoisseur (Scotch) IQ/A - IQ-1 10 [1]&lt;br /&gt;
&lt;br /&gt;
Criminology/TL6 IQ/A - IQ+2 13 [1]&lt;br /&gt;
includes: +3 from &#039;Natural Copper&#039;&lt;br /&gt;
&lt;br /&gt;
Current Affairs/TL6 (Business) IQ/E - IQ+0 11 [1]&lt;br /&gt;
&lt;br /&gt;
Current Affairs/TL6 (People) IQ/E - IQ+0 11 [1]&lt;br /&gt;
&lt;br /&gt;
Current Affairs/TL6 (Politics) IQ/E - IQ+0 11 [1]&lt;br /&gt;
&lt;br /&gt;
Current Affairs/TL6 (Seattle) IQ/E - IQ+0 11 [1]&lt;br /&gt;
&lt;br /&gt;
Current Affairs/TL6 (Travel) IQ/E - IQ+0 11 [1]&lt;br /&gt;
&lt;br /&gt;
Detect Lies Per/H - Per+1 12 [1]&lt;br /&gt;
includes: +3 from &#039;Natural Copper&#039;&lt;br /&gt;
&lt;br /&gt;
Disguise/TL6 (Dwarf) IQ/A - IQ-1 10 [4]&lt;br /&gt;
includes: -2 from &#039;Unnatural Feature (Dwarf, short, pointed ears, beard)&#039;&lt;br /&gt;
&lt;br /&gt;
Driving/TL6 (Automobile) DX/A - DX-1 10 [1]&lt;br /&gt;
&lt;br /&gt;
Escape DX/H - DX-1 10 [2]&lt;br /&gt;
&lt;br /&gt;
Fast-Talk IQ/A - IQ+2 13 [1]&lt;br /&gt;
includes: +3 from &#039;Tough Guy&#039;&lt;br /&gt;
&lt;br /&gt;
Filch DX/A - DX+0 11 [2]&lt;br /&gt;
&lt;br /&gt;
First Aid/TL6 (Human) IQ/E - IQ+0 11 [1]&lt;br /&gt;
&lt;br /&gt;
Forced Entry DX/E - DX+3 14 [1]&lt;br /&gt;
includes: +3 from &#039;Tough Guy&#039;&lt;br /&gt;
&lt;br /&gt;
Gambling IQ/A - IQ+1 12 [4]&lt;br /&gt;
&lt;br /&gt;
Gesture IQ/E - IQ+0 11 [1]&lt;br /&gt;
&lt;br /&gt;
Hidden Lore (Free Spirits) IQ/A - IQ+0 11 [2]&lt;br /&gt;
&lt;br /&gt;
Hidden Lore (Shamanic) IQ/A - IQ+0 11 [2]&lt;br /&gt;
&lt;br /&gt;
Hiking HT/A - HT+0 11 [2]&lt;br /&gt;
&lt;br /&gt;
Holdout IQ/A - IQ+0 11 [2]&lt;br /&gt;
&lt;br /&gt;
Housekeeping IQ/E - IQ+0 11 [1]&lt;br /&gt;
&lt;br /&gt;
Intelligence Analysis/TL6 IQ/H - IQ+1 12 [1]&lt;br /&gt;
includes: +3 from &#039;Natural Copper&#039;&lt;br /&gt;
&lt;br /&gt;
Interrogation IQ/A - IQ+2 13 [1]&lt;br /&gt;
includes: +3 from &#039;Natural Copper&#039;&lt;br /&gt;
&lt;br /&gt;
Intimidation Will/A - Will+2 13 [1]&lt;br /&gt;
includes: +3 from &#039;Tough Guy&#039;&lt;br /&gt;
&lt;br /&gt;
Law (American Criminal) IQ/H - IQ-1 10 [2]&lt;br /&gt;
&lt;br /&gt;
Law (Police) IQ/H - IQ+0 11 [4]&lt;br /&gt;
&lt;br /&gt;
Lockpicking/TL6 IQ/A - IQ-1 10 [1]&lt;br /&gt;
&lt;br /&gt;
Observation Per/A - Per+2 13 [1]&lt;br /&gt;
includes: +3 from &#039;Natural Copper&#039;&lt;br /&gt;
&lt;br /&gt;
Occultism IQ/A - IQ+0 11 [2]&lt;br /&gt;
&lt;br /&gt;
Photography/TL6 IQ/A - IQ+1 12 [4]&lt;br /&gt;
&lt;br /&gt;
Photography/TL6 (Spirit) IQ/A - IQ-1 10 [1]&lt;br /&gt;
&lt;br /&gt;
Pickpocket DX/H - DX-1 10 [2]&lt;br /&gt;
&lt;br /&gt;
Research/TL6 IQ/A - IQ-1 10 [1]&lt;br /&gt;
&lt;br /&gt;
Savoir-Faire (Mafia) IQ/E - IQ+0 11 [1]&lt;br /&gt;
&lt;br /&gt;
Savoir-Faire (Police) IQ/E - IQ+3 14 [1]&lt;br /&gt;
includes: +3 from &#039;Natural Copper&#039;&lt;br /&gt;
&lt;br /&gt;
Savoir-Faire (Servant) IQ/E - IQ+0 11 [1]&lt;br /&gt;
&lt;br /&gt;
Scrounging Per/E - Per+0 11 [1]&lt;br /&gt;
&lt;br /&gt;
Search Per/A - Per+2 13 [1]&lt;br /&gt;
includes: +3 from &#039;Natural Copper&#039;&lt;br /&gt;
&lt;br /&gt;
Shadowing IQ/A - IQ+4 15 [2]&lt;br /&gt;
includes: -2 from &#039;Unnatural Feature (Dwarf, short, pointed ears, beard)&#039;, +3 from &#039;Natural Copper&#039;, +3 from &#039;Tough Guy&#039;&lt;br /&gt;
&lt;br /&gt;
Soldier/TL6 IQ/A - IQ-1 10 [1]&lt;br /&gt;
&lt;br /&gt;
Stealth DX/A - DX+1 12 [4]&lt;br /&gt;
&lt;br /&gt;
Streetwise IQ/A - IQ+5 16 [1]&lt;br /&gt;
includes: +3 from &#039;Natural Copper&#039;, +3 from &#039;Tough Guy&#039;&lt;br /&gt;
&lt;br /&gt;
Urban Survival Per/A - Per-1 10 [1]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats [60] Ads [153] Disads [-55] Quirks [-5] Skills [92] = Total [250]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hand Weapons&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1  Large Knife  LC:4  $40  Wgt:1 &lt;br /&gt;
    Swing  Dam:1d cut  Reach:C, 1  Parry:8  ST:6  SK:Knife, ST:DX-4, &lt;br /&gt;
    Thrust  Dam:1d-1 imp  Reach:C  Parry:8  ST:6  SK:Knife, ST:DX-4 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ranged Weapons&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1  Large Knife  LC:4  Dam:1d-1 imp  Acc:0  Range:10 / 18 &lt;br /&gt;
    RoF:1  Shots:T(1)  ST:6  Bulk:-2  Rcl:-  $40  Wgt:1 &lt;br /&gt;
1  S&amp;amp;W Model 10 M&amp;amp;P, .38 Special  LC:3  Dam:2d pi  Acc:1  Range:110 / 1200 &lt;br /&gt;
    RoF:3  Shots:6(3i)  ST:9  Bulk:-2  Rcl:2  $200  Wgt:2  Notes:[2] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor &amp;amp; Possessions&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spare $235&lt;br /&gt;
&lt;br /&gt;
1  Composite Body Armor  $150  Wgt:6  Location:torso, groin &lt;br /&gt;
&lt;br /&gt;
1  Set of Ordinary Clothing (p. HT63) [Torso, Limbs]. Status 0. $240, 8 lbs.&lt;br /&gt;
&lt;br /&gt;
1  Belt (p. HT31) [Torso]. $10, neg.&lt;br /&gt;
&lt;br /&gt;
1  Boots (p. HT68) [Feet]. DR 2*. $160, 6 lbs.&lt;br /&gt;
&lt;br /&gt;
1  Leather Gloves (p. B284) [Hands]. DR 2*. $60, neg.&lt;br /&gt;
&lt;br /&gt;
1  Felt Hat (p. HT64) [Head]. $60, 1 lb.&lt;br /&gt;
&lt;br /&gt;
1  Personal Basics (p. B288) [Clothing]. $5, 1 lb.&lt;br /&gt;
&lt;br /&gt;
1  Cheap Pocket Watch (p. HT31) [Clothing]. $50, neg.&lt;br /&gt;
&lt;br /&gt;
1  Multi-Function Knife (p. HT26) [Clothing]. $25, neg.&lt;br /&gt;
&lt;br /&gt;
1  Notebook, Pencil, and Chalk (p. HT17) [Clothing]. $2, 0.1 lb.&lt;br /&gt;
&lt;br /&gt;
1  Religious Symbol (p. HT31) [Neck]. $1, neg.&lt;br /&gt;
&lt;br /&gt;
1  Waist Pack (p. HT54) [Sling]. Carries 10 lbs. $10, 1 lb.&lt;br /&gt;
&lt;br /&gt;
1  Flashlight (p. HT52) [Waist Pack]. Includes 2¥S batteries. $20, 1 lb.&lt;br /&gt;
&lt;br /&gt;
1  2x Small Batteries (p. HT13) [Waist Pack]. $2, 0.66 lb.&lt;br /&gt;
&lt;br /&gt;
Total Weight: 27.76 lbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biography&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Philip Pala was born a dwarf in 1901, to human parents. Growing up, he always felt that he had something to prove, to his parents, his neighbours and friends in the small town in New York where he was raised, and the world - to prove that his birth wasn&#039;t a mistake, that his stature and frame didn&#039;t make him weak or a pushover, to prove he was worth something. He joined the Army in 1917 when America entered the Great War, lying about his age to enlist. His experiences in the trenches in Europe left its mark on him, both physically (he has a long scar from shrapnel running up his face, and his voice is harsh and rasping after inhaling a whiff of mustard gas) and mentally (he still wakes up some nights sweating and hearing the whine of tracer rounds and the roar of artillery shells). &lt;br /&gt;
&lt;br /&gt;
When he returned from Europe in 1918, he moved to Seattle, hoping to make his mark there. He initially tried to join the Seattle police, but his inherent sense of justice and stubbornness in following cases to the bitter end conflicted with the Seattle PD&#039;s general corruption and willingness to bend to powerful figures. After a couple of years he left (though he still has friends on the force, and didn&#039;t leave on particularly bad terms) and hung out his shingle as a PI. Since then, he&#039;s worked a wide variety of cases. Somehow, though, he seems drawn to the weird ones. He&#039;s dealt with faeries, in-betweeners, rogue loa, and, most notably, several Chinese spirits that were making messes in Seattle&#039;s Chinatown. It was these cases that have let him develop his fairly extensive knowledge of Chinese culture and language, and make some friends in Chinatown to boot.&lt;br /&gt;
&lt;br /&gt;
In personality, Philip is practically a stereotype, both of dwarves and private investigators. He&#039;s gruff, cynical, and takes absolutely no shit from anyone. Many have called him &amp;quot;belligerent&amp;quot; (sometimes shortly before he headbutts them in the groin). But he&#039;s absolutely committed to seeing the job through. Once he takes a client, he will solve the case. Sometimes, that means turning in his client - if you&#039;re hiring him to help you frame someone, you&#039;re not in for a good time. He&#039;s actually quite good at the investigation business, having a natural talent for it. However, he&#039;s not very good at getting clients, since he&#039;s a bit short on social skills. Thus, his PI business was tottering along, barely paying for his cheap office with a 2-room apartment above it, and cheaper alcohol than he&#039;d like, for several years. In the last year, it finally went belly-up, and Phil has had to accept an offer to work for someone else again rather than being his own dwarf. So far, he&#039;s adapting, but he&#039;s still not really happy with the situation, and dreams of making enough to start up on his own again.&lt;br /&gt;
&lt;br /&gt;
Physically, Philip is medium-height for a dwarf at 3&#039;11&amp;quot;, with black hair and a short beard he keeps closely trimmed. He has dark grey eyes, and his face is marred by a long scar that starts at his chin, traces up over one cheek, and just misses his right eye. He&#039;s obviously well-muscled, though not particularly bulky (for a dwarf). He usually looks sharp and observant, meeting people&#039;s eyes when they speak, but sending his gaze darting about when he is talking, taking everything in. He usually dresses in a trenchcoat and fedora, and carries a few cigars loose in his pocket.&lt;/div&gt;</summary>
		<author><name>Kelly pedersen</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=MagicWorld1932&amp;diff=323986</id>
		<title>MagicWorld1932</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=MagicWorld1932&amp;diff=323986"/>
		<updated>2017-07-29T20:05:21Z</updated>

		<summary type="html">&lt;p&gt;Kelly pedersen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Shadowrun/Monster Hunters 1932===&lt;br /&gt;
&lt;br /&gt;
a GURPS 4th ed. Magic World Adventure...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Rules&#039;&#039;&#039;: GURPS 4th ed. (B), Monster Hunters 1-4 (MH1-4), Loadouts: Monster Hunters (LMH), High Tech (HT), Low-Tech (LT), Magic (M), Thaumatology (TA), Powers (P). Some additional items from Action! 1 &amp;amp; 2 (A!1 and A!2), Dungeon Fantasy (DF) and GURPS Marital Arts (MA). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic Setting Assumptions&#039;&#039;&#039;: TL: 6 (+1 and even +2 through Weird Science)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Western Culture Familiarity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;English language&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Other common languages of the area - French, German, Chinese (Cantonese majority in the city&#039;s China Town, but Mandarin also spoken), Lushootseed (Native Tongue of local Salish tribes) and Japanese. &lt;br /&gt;
Some additional uncommon languages (or recently rediscovered languages, with the return of magic, this languages were quickly &#039;discovered&#039;) include Sperethiel (Elven, discovered on an ancient scroll in the ruins of the Alexandra library), Runic (Dwarven, Rune based language, discovered on a stone tables in the Rocky Mountains of southern Canada), Or&#039;zet (Orkish, discovered in cave drawings in the French Alps), Angelic (&#039;Holy&#039; tongue discovered on stone writings in Jerusalem), Abyssal (Demonic tongue discovered on stone writings in Jerusalem).&lt;br /&gt;
&lt;br /&gt;
Other common cultural familiarity in the Seattle area include First Nations (Native Americans), Central Nations (Central America), South America, East Asian, South-East Asian, Pacific Islander and Australian (but there are others)&lt;br /&gt;
&lt;br /&gt;
==HOUSE and UPDATES RULES==&lt;br /&gt;
&#039;&#039;&#039;Fate&#039;&#039;&#039;: All character begins each game session with 2 Fate Points. Fate Points allow the character to re-roll any one Skill or Attribute roll during a game, &#039;&#039;exactly&#039;&#039; like the Luck Advantage. So now regular Luck is reworked to grant +3 Fate Points (for a total of 5), Extraordinary Luck grants another +3 (8) and Ridiculous Luck grants another +4 (12 total!!). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039;: for the 1st round of combat, roll 1d6 + your Base Speed for order (keep fractions, minus load, etc.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cinematic Rules&#039;&#039;&#039;: Extra Effort in Combat (B357), TV Action Violence (B417), maybe some ideas from MA.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;: In 1932 Magic World setting is one of High Mana (see B235) and anyone can learn magic so long as they meet the other requirements. There are two main forms of Magic in the setting; Spell Casting (from GURPS Magic) and Innate abilities that are purchased as Advantages with the Magic (-10%) limitation attached to them. There is also Psychic powers (see MH1-40-48 for some good examples of these types of powers). I am using the &#039;&#039;&#039;Renegade’s Mage’s Unofficial GURPS Magic Errata&#039;&#039;&#039; (I will send the link if needed) with the following additional modifiers; Create spells have a duration of 24 hours. Invisibility ends &#039;&#039;instantly&#039;&#039; if the subject attacks, casts a combat spell, or otherwise does anything more violent than moving around, spying, and stealing. Reduce energy cost from 5/3 to 4/2 to compensate. Use ‘Matters of Immunity’ listed in the errata. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Tech (6+)&#039;&#039;&#039;: Alchemy and the Weird Science skills have allowed many high-tech or magic-tech devices to have been introduced to the setting. It is not unusual to see a zeppelin or aircraft based on the designs of Leonardo da Vinci in the skies of any major city. Psychic-Detecting goggles, experimental teleportation devices, elixirs that grant partial immortality, etc. are all talked about as if they are not only possible but have been made by someone, somewhere.  &lt;br /&gt;
&lt;br /&gt;
==SESSIONS/FATE POINTS/XP==&lt;br /&gt;
For a PBP game we can’t really use the regular rules for Luck, etc. about every hour so a ‘session’ is generally going to run on average 1 month of real-time. A session might end early but I will try not to run them more than 1 month long.&lt;br /&gt;
&lt;br /&gt;
Fate points (luck) reset at the end of each session.&lt;br /&gt;
&lt;br /&gt;
XP awards will be at the end of each session generally 2-4 points each session end. Players can spend these points as soon as they gain them.&lt;br /&gt;
&lt;br /&gt;
At the end of each adventure I will also award some additional XP (not sure how much yet, let’s see how the game goes).  &lt;br /&gt;
&lt;br /&gt;
==Brief Overview of the Setting==&lt;br /&gt;
This setting is partially based on the discussion here on Tabletop Roleplaying Open, &#039;&#039;&#039;Shadowrun 1925&#039;&#039;&#039;, along with &#039;&#039;&#039;GURPS Thaumatology: Age of Gold&#039;&#039;&#039; although magic is much more prevalent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Basics&#039;&#039;&#039;…  &lt;br /&gt;
&lt;br /&gt;
*Its 1932. The Great Depression has devastated the world’s economy.&lt;br /&gt;
&lt;br /&gt;
*Prohibition is still in affect although enforcement is weak, especially in Seattle. &lt;br /&gt;
&lt;br /&gt;
*Magic returned to the world with a bang in late December 1890 with the Blood Sacrifice that happened during the ‘Battle’ of Wounded Knee (or as the natives called it the Great Ghost Dance Massacre). &lt;br /&gt;
&lt;br /&gt;
*Magic probably existed before this, but it seems the world had forgotten it or it was too limited. There were rumors before the Great Ghost Dance that various explores (especially from the British Empire) were piecing parts of various legends together into the science of Alchemy. This has only advance further and now a lot of weird science is being created all over the world as more explore this “new” science. Today almost everyone knows at least a spell or two that they can call upon with a bit of focus. &lt;br /&gt;
&lt;br /&gt;
*A massive Flu (called the Goblin Flu of 1891) is this setting&#039;s version of the VITAS plague leading to the arrival of the various Meta-Humans (called ‘Changelings’). At present about half the world’s population is made up of various non-Human sentient beings. This flu also effected many animals creating (or recreating) mystical beasts such as griffins and thunderbirds.  &lt;br /&gt;
&lt;br /&gt;
*Large parts of the west and central parts of old USA and southwestern-central Canada are partially or completely within the control of the Native American Nations. White men and non-Native peoples are second class citizens here. Non-native citizens require Passports to pass through on visit. This is a partial result of the Great Ghost Dance Massacre magical black lash that devastated the west coast and much of the Great Plains and Rocky Mountains. Native tribal lands (reservations) were spared these devastation and it is theorized that this magic also speed up their quick recovery from the last century of war with the USA and Canada.  &lt;br /&gt;
&lt;br /&gt;
*The only real ‘western’ city on the entire west coast of North America is Seattle. Most of the others were destroyed by magical storms and earthquakes when magic returned to the world. &lt;br /&gt;
&lt;br /&gt;
*World War I was a bloody magic infused mess and many veterans who returned home scared by their experiences. Changelings were used extensively for bloody charges and suffered terribly during the war (not just in casualties but from prejudice). &lt;br /&gt;
&lt;br /&gt;
*Racist (and now Specism) and Sexism are alive and well and yet many minorities and women rise above their supposed stations to seize that which they want.&lt;br /&gt;
&lt;br /&gt;
*Psychic powers are also making an appearance. Some claim that it is simply another form of magic while other claim that it is an unrelated mystical power. The fact that specific anti-psychic drugs, etc. have no effect on magic and visa-versa had lead some credence to the later.&lt;br /&gt;
&lt;br /&gt;
*With the return of magic there has also been the return of various mythical places and lands. A newly discovered island in the Atlantic Ocean is believed by many to be raised Atlantis, including ruins that are unlocking untold secrets. Around the world various sites and lost cities of advanced societies have been found where none were thought to exist before. This has caused something of an exploration crazy. Many of these places are haunted by monsters of course.&lt;br /&gt;
&lt;br /&gt;
*Monsters and mythical creatures haunt all areas of the Earth, and many counties offer up bounties on them to help control the population of these creatures and to protect their own citizens. While some have traditional stories told of them by the locals others seem to appear at random (such that you might find a flock of griffins in the Rocky Mountains where no stories ever existed of them ever being there).&lt;br /&gt;
&lt;br /&gt;
==Schwarz Occult Investigations and Protection==&lt;br /&gt;
Located in the Fremont neighborhood (mostly residential except near the ship channels, where the office is located). This agency is owned by one Adalbert Schwarz, a middle-age attractive elf male with a dark complexion and hair. He is friendly and good natured, and leaves the day to day business of running the agency to the players. His is a mage of some standing in the local community where he spends most of his time and the agency seems more like a hobby then a business that earns him any money. One unusual feature is that his left upper incisor tooth is stained charcoal black, and he often jokes that back in Germany his nickname was ‘dunkelzahn’ (dark tooth). Something he shares with anyone who ask as if it were some great joke…&lt;br /&gt;
&lt;br /&gt;
Schwarz owns the Ashburg building, where the Agency is located on the 2nd floor. The building takes up most of the block and is four stores high.&lt;br /&gt;
&lt;br /&gt;
The heroes will all have been hired to work for Mr. Schwarz as ‘Occult Investigations and Protection’ as Monster Hunters. The world is full of creatures that feed on the weak and innocent, and your characters are tasked with rooting it out and destroying it!!! The US government offers bounties on some of the worst and most dangerous of creatures and you work to collect these bounties (and to protect innocent people also of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some example bounties&#039;&#039;&#039; (in GURPS dollars, divide by 10 for 1932 $)…&lt;br /&gt;
&lt;br /&gt;
Albino Alligators $3,000 for an adult’s skin/body&lt;br /&gt;
&lt;br /&gt;
Chupacabras $1,000&lt;br /&gt;
&lt;br /&gt;
Feral Vampire $10,000&lt;br /&gt;
&lt;br /&gt;
Werewolf $10,000&lt;br /&gt;
&lt;br /&gt;
Wyven (unintelligent) $5,000&lt;br /&gt;
&lt;br /&gt;
Zombie (and other basic or lesser undead) $150&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
* [[MagicWorld1932:Abigail_Jones|Abigail Jones]] - Orc Warrior who specializes in hunting Lycanthropes.&lt;br /&gt;
* [[MagicWorld1932:Athena_Conquest|Athena Conquest]] - Strikingly tall, strong and beautiful human adventuress with a special destiny - if only she knew what the hell it was!&lt;br /&gt;
* [[MagicWorld1932:Philip_Pala|Philip Pala]] - Hard-boiled dwarf PI with a knack for trouble with spirits.&lt;/div&gt;</summary>
		<author><name>Kelly pedersen</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:Hetzir&amp;diff=296306</id>
		<title>LetsBuild5e:Hetzir</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:Hetzir&amp;diff=296306"/>
		<updated>2016-02-11T17:58:54Z</updated>

		<summary type="html">&lt;p&gt;Kelly pedersen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[User:Kelly pedersen|Kelly Pedersen]]&#039;s character in [[LetsBuild5e:Main Page|LetsBuild5e]].&lt;br /&gt;
&lt;br /&gt;
==Hetzir==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19346245#post19346245 Hetzir Numrelt &amp;quot;Varngonno&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Aasimar (size Medium)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Fighter 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience:&#039;&#039;&#039; 1555 (need 2,700)&lt;br /&gt;
&lt;br /&gt;
===Quick Reference Numbers===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception:&#039;&#039;&#039; 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative:&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 16&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maneuver Save DC:&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stats/Saves==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR 13&#039;&#039;&#039; (+1/+3)&lt;br /&gt;
* DEX 14 (+2/+2)&lt;br /&gt;
* &#039;&#039;&#039;CON&#039;&#039;&#039; 12 (+1/+3)&lt;br /&gt;
* INT 14 (+2/+2)&lt;br /&gt;
* WIS 10 (+0/+2)&lt;br /&gt;
* CHA 13 (+1/+1)&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (DEX) +4&lt;br /&gt;
* Animal Handling (WIS) +0&lt;br /&gt;
* Arcana (INT) +2&lt;br /&gt;
* Athletics (STR) +1&lt;br /&gt;
* &#039;&#039;&#039;Deception&#039;&#039;&#039; (CHA) +3&lt;br /&gt;
* History (INT) +2&lt;br /&gt;
* &#039;&#039;&#039;Insight&#039;&#039;&#039; (WIS) +2&lt;br /&gt;
* Intimidation (CHA) +1&lt;br /&gt;
* Investigation (INT) +2&lt;br /&gt;
* Medicine (WIS) +0&lt;br /&gt;
* Nature (INT) +2&lt;br /&gt;
* Perception (WIS) +0&lt;br /&gt;
* Performance (CHA) +1&lt;br /&gt;
* Persuasion (CHA) +1&lt;br /&gt;
* Religion (INT) +2&lt;br /&gt;
* &#039;&#039;&#039;Sleight of Hand&#039;&#039;&#039; (DEX) +4&lt;br /&gt;
* Stealth (DEX) +2&lt;br /&gt;
* Survival (WIS) +0&lt;br /&gt;
&lt;br /&gt;
===Tool Proficiencies===&lt;br /&gt;
&lt;br /&gt;
* Disguise kit&lt;br /&gt;
* Forgery kit&lt;br /&gt;
* Artisan&#039;s tools (Jeweler)&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
&lt;br /&gt;
* Gnomish/&amp;quot;Common&amp;quot;&lt;br /&gt;
* Celestial&lt;br /&gt;
* Old Imperial&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reactions:&#039;&#039;&#039;&lt;br /&gt;
* Opportunity Attack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus Actions:&#039;&#039;&#039;&lt;br /&gt;
* Attack with second weapon&lt;br /&gt;
* Use &#039;&#039;Commander&#039;s Strike&#039;&#039;&lt;br /&gt;
* Use &#039;&#039;Second Wind&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===HP===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Permanent Max HP:&#039;&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temporary Max HP:&#039;&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current HP:&#039;&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039;&lt;br /&gt;
* 3(d10+1) &#039;&#039;used 0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Initiative===&lt;br /&gt;
&lt;br /&gt;
* DEX +2&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
&lt;br /&gt;
* Scimitar (+4 to hit, 1d6+2 slashing)&lt;br /&gt;
* Dagger (+4 to hit, 1d4+2 piercing)&lt;br /&gt;
** Thrown (20/60 range, +4 to hit, 1d4+2 piercing)&lt;br /&gt;
* Light Crossbow (20/60 range, +4 to hit, 1d8+2 piercing, loading, two-handed)&lt;br /&gt;
&lt;br /&gt;
===AC===&lt;br /&gt;
&lt;br /&gt;
* Chain Mail 16&lt;br /&gt;
* DEX +0&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
&lt;br /&gt;
* all armor, shields&lt;br /&gt;
* all Simple weapons&lt;br /&gt;
* all martial weapons&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
&lt;br /&gt;
* Run: 30&#039; (encumbered 20&#039;)&lt;br /&gt;
&lt;br /&gt;
===Senses===&lt;br /&gt;
&lt;br /&gt;
* Darkvision 60&#039;&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charlatan/Noble&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Feature===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Position of Priviledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you ahve the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trait:&#039;&#039;&#039; I&#039;m intensely cynical, and believe that everyone has some base instinct that lets me manipulate them.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ideal:&#039;&#039;&#039; Nobody cheats my friends (but me)!&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bond:&#039;&#039;&#039; I made some bad bargains in the past, and they can come back to haunt me at bad times.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I&#039;m convinced no one could ever fool me the way I fool others.&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
&lt;br /&gt;
* Celestial Resistance: Resistant to necrotic and radiant damage&lt;br /&gt;
* Celestial Legacy: Cast the &#039;&#039;light&#039;&#039; cantrip; Cast &#039;&#039;lesser restoration&#039;&#039;, regain use after long rest&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&lt;br /&gt;
* Fighting Style (Two Weapon Fighting): Add ability score to damage with attacks with off-hand weapon&lt;br /&gt;
* Second Wind: As a bonus action, regain 1d10 plus fighter level HP; returns after short or long rest&lt;br /&gt;
* Action Surge: Take one additional action; returns after short or long rest&lt;br /&gt;
* Martial Archetype (Battle Master)&lt;br /&gt;
* Combat Superiority: 4d8 superiority dice, maneuvers&lt;br /&gt;
**&#039;&#039;Commander&#039;s Strike&#039;&#039;: When taking the Attack action, give up one attack and expend 1 superiority die, and 1 ally can make an attack as a reaction and add superiority die to damage roll.&lt;br /&gt;
**&#039;&#039;Evasive Footwork&#039;&#039;: When moving, expend one superiority die, rolling die and adding result to AC until finished moving.&lt;br /&gt;
**&#039;&#039;Maneuvering Attack&#039;&#039;: After hitting a creature, expend one superiority die. Add superiority die to damage roll for attack, and one friendly creature can move up to half its speed as a reaction, without provoking attack of opportunity from target of attack.&lt;br /&gt;
* Student of War: Gain proficiency with Artisan&#039;s Tools (Jeweler)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
Chainmail&lt;br /&gt;
* [http://vignette3.wikia.nocookie.net/spartacus/images/a/a6/Sica2.jpg/revision/latest?cb=20140429114340|A short, curved sword of exotic design] (scimitar stats)&lt;br /&gt;
* A dagger&lt;br /&gt;
* Light crossbow plus 20 bolts&lt;br /&gt;
* 4 crossbow bolts +1&lt;br /&gt;
* Set of fine clothes (Cut in Old Imperial aristocratic style, in midnight blue with silver stars embroidered as decoration)&lt;br /&gt;
* Disguise kit&lt;br /&gt;
* Signet ring of &amp;quot;Godchild Clan&amp;quot;&lt;br /&gt;
* Belt pouch w/35 gentza (GP), 1 bit&lt;br /&gt;
&lt;br /&gt;
* Explorer&#039;s pack &lt;br /&gt;
** Backpack&lt;br /&gt;
** Bedroll&lt;br /&gt;
** Mess kit&lt;br /&gt;
** Tinderbox&lt;br /&gt;
** 10 torches&lt;br /&gt;
** 10 days of rations&lt;br /&gt;
** Waterskin&lt;br /&gt;
** 50 feet of hempen rope&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Hetzir is quite handsome. He has pale skin, with a faint silvery undertone, a fine-boned aristocratic face, and long midnight-black hair (worn in a neat braid when he expects combat, but loose otherwise). His most striking feature are his eyes, however. They appear almost completely black, with an almost-invisible distinction between iris and the rest. Scattered throughout, however, are flecks of silver, which give his eyes the appearance of a starry night sky (hence his nickname).&lt;/div&gt;</summary>
		<author><name>Kelly pedersen</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles/Holg&amp;diff=295215</id>
		<title>Pack Up Your Troubles/Holg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles/Holg&amp;diff=295215"/>
		<updated>2016-01-26T16:44:48Z</updated>

		<summary type="html">&lt;p&gt;Kelly pedersen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Holg Folded-Hands&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Half-Orc&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Monk&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Deity:&#039;&#039;&#039; Mielikki&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Medium&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vision:&#039;&#039;&#039; Standard&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Orcish, Illuskan&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 10&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 14&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Hermit&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skin:&#039;&#039;&#039; Reddish-grey&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Brown&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hair:&#039;&#039;&#039; Bald (black stubble when unshaven)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strength&#039;&#039;&#039; 13 (+1)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14 (+2)&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; 10 (0)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 14 (+2)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma&#039;&#039;&#039; 11 (0)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Proficiencies=&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Simple Weapons, shortswords&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039; Strength &amp;amp; Dexterity&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Athletics, Insight, Intimidation, Medicine, Religion&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tools:&#039;&#039;&#039; Musical Instrument (Flute), herbalism kit&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Special Abilities==&lt;br /&gt;
&#039;&#039;&#039;Relentless Endurance:&#039;&#039;&#039; When reduced to 0 HP, drop to 1 HP instead. 1/long rest.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Savage Attacks:&#039;&#039;&#039; On a crit with a melee attack, roll one damage die an additional time and add to the total.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unarmored Defense:&#039;&#039;&#039; AC when unarmored is 10 + Dex mod + Wis mod.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Martial Arts:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
- Use Dex instead of Str for hit and damage rolls with unarmed strikes and monk weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Roll d4 instead of normal damage for unarmed and monk weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
- When taking the Attack action with unarmed strike or monk weapon, make an unarmed attack as a bonus action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits:&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
-I feel tremendous empathy for those who suffer, particularly those who struggle against their own natures.&amp;lt;br /&amp;gt;&lt;br /&gt;
-I am very interested in other contemplative and meditative traditions, and will often pursue opportunities to learn more about them.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ideal:&#039;&#039;&#039; Greater Good: The inner calm I have learned should be shared with everyone who will listen.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bond:&#039;&#039;&#039; My enlightenment is a threat to Gruumsh&#039;s hold on orcs, and his priests would see me destroyed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I will never strike the first blow in a battle, even if it would be tactically advantageous. I must always wait until either I have been attacked myself, or a friend or companion is in mortal danger.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
A quarterstaff&amp;lt;br /&amp;gt;&lt;br /&gt;
10 darts&amp;lt;br /&amp;gt;&lt;br /&gt;
Explorer&#039;s Pack. Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feel of hempen rope strapped lo the side of it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Pack Up Your Troubles|Back to Main]]&lt;/div&gt;</summary>
		<author><name>Kelly pedersen</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles/Holg&amp;diff=295213</id>
		<title>Pack Up Your Troubles/Holg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles/Holg&amp;diff=295213"/>
		<updated>2016-01-26T16:44:03Z</updated>

		<summary type="html">&lt;p&gt;Kelly pedersen: Created page with &amp;quot;__NOTOC__  &amp;#039;&amp;#039;&amp;#039;Name:&amp;#039;&amp;#039;&amp;#039; Holg Folded-Hands&amp;lt;br /&amp;gt; &amp;#039;&amp;#039;&amp;#039;Race:&amp;#039;&amp;#039;&amp;#039; Half-Orc&amp;lt;br /&amp;gt; &amp;#039;&amp;#039;&amp;#039;Class:&amp;#039;&amp;#039;&amp;#039; Monk&amp;lt;br /&amp;gt; &amp;#039;&amp;#039;&amp;#039;Level:&amp;#039;&amp;#039;&amp;#039; 1&amp;lt;br /&amp;gt; &amp;#039;&amp;#039;&amp;#039;Deity:&amp;#039;&amp;#039;&amp;#039; Mielikki&amp;lt;br /&amp;gt; &amp;#039;&amp;#039;&amp;#039;Alignment:&amp;#039;&amp;#039;&amp;#039; Neutral Goo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Holg Folded-Hands&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Half-Orc&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Monk&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Deity:&#039;&#039;&#039; Mielikki&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Medium&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vision:&#039;&#039;&#039; Standard&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Orcish, Illuskan&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 10&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 14&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Hermit&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skin:&#039;&#039;&#039; Reddish-grey&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Brown&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hair:&#039;&#039;&#039; Bald (black stubble when unshaven)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strength&#039;&#039;&#039; 13 (+1)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14 (+2)&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; 10 (0)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 14 (+2)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma&#039;&#039;&#039; 11 (0)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Proficiencies=&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Simple Weapons, shortswords&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039; Strength &amp;amp; Dexterity&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Athletics, Insight, Intimidation, Medicine, Religion&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tools:&#039;&#039;&#039; Musical Instrument (Flute), herbalism kit&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Special Abilities==&lt;br /&gt;
&#039;&#039;&#039;Relentless Endurance:&#039;&#039;&#039; When reduced to 0 HP, drop to 1 HP instead. 1/long rest.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Savage Attacks:&#039;&#039;&#039; On a crit with a melee attack, roll one damage die an additional time and add to the total.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unarmored Defense:&#039;&#039;&#039; AC when unarmored is 10 + Dex mod + Wis mod.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Martial Arts:&#039;&#039;&#039;&lt;br /&gt;
- Use Dex instead of Str for hit and damage rolls with unarmed strikes and monk weapons.&lt;br /&gt;
- Roll d4 instead of normal damage for unarmed and monk weapons.&lt;br /&gt;
- When taking the Attack action with unarmed strike or monk weapon, make an unarmed attack as a bonus action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits:&#039;&#039;&#039; &lt;br /&gt;
-I feel tremendous empathy for those who suffer, particularly those who struggle against their own natures.&lt;br /&gt;
-I am very interested in other contemplative and meditative traditions, and will often pursue opportunities to learn more about them.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ideal:&#039;&#039;&#039; Greater Good: The inner calm I have learned should be shared with everyone who will listen.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bond:&#039;&#039;&#039; My enlightenment is a threat to Gruumsh&#039;s hold on orcs, and his priests would see me destroyed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I will never strike the first blow in a battle, even if it would be tactically advantageous. I must always wait until either I have been attacked myself, or a friend or companion is in mortal danger.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
A quarterstaff&amp;lt;br /&amp;gt;&lt;br /&gt;
10 darts&amp;lt;br /&amp;gt;&lt;br /&gt;
Explorer&#039;s Pack. Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feel of hempen rope strapped lo the side of it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Pack Up Your Troubles|Back to Main]]&lt;/div&gt;</summary>
		<author><name>Kelly pedersen</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles&amp;diff=295212</id>
		<title>Pack Up Your Troubles</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles&amp;diff=295212"/>
		<updated>2016-01-26T16:29:31Z</updated>

		<summary type="html">&lt;p&gt;Kelly pedersen: /* Waterdeep, 1360 DR */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Waterdeep, 1360 DR=&lt;br /&gt;
&lt;br /&gt;
This is the main hub page for the campaign &#039;&#039;Pack Up Your Troubles&#039;&#039;, set in 1360 DR - two years after the Time of Troubles - and using the D&amp;amp;D 5th Edition rules. This page will list significant rules variations from the &#039;&#039;Sword Coast Adventurers&#039; Guide&#039;&#039;, and index the character sheets.&lt;br /&gt;
&lt;br /&gt;
Characters:&lt;br /&gt;
&lt;br /&gt;
[[Pack Up Your Troubles/Darvin|Darvin, human cleric]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Pack Up Your Troubles/Diast|Diast, genasi barbarian]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Pack Up Your Troubles/Makaria|Makaria, tiefling paladin]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Pack Up Your Troubles/Holg|Holg, half-orc monk]]&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kelly pedersen</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:Hetzir&amp;diff=290147</id>
		<title>LetsBuild5e:Hetzir</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:Hetzir&amp;diff=290147"/>
		<updated>2015-09-25T02:08:16Z</updated>

		<summary type="html">&lt;p&gt;Kelly pedersen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[User:Kelly pedersen|Kelly Pedersen]]&#039;s character in [[LetsBuild5e:Main Page|LetsBuild5e]].&lt;br /&gt;
&lt;br /&gt;
==Hetzir==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19346245#post19346245 Hetzir Numrelt &amp;quot;Varngonno&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Aasimar (size Medium)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Fighter 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience:&#039;&#039;&#039; 900 (need 2,700)&lt;br /&gt;
&lt;br /&gt;
===Quick Reference Numbers===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception:&#039;&#039;&#039; 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative:&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 16&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maneuver Save DC:&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stats/Saves==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR 13&#039;&#039;&#039; (+1/+3)&lt;br /&gt;
* DEX 14 (+2/+2)&lt;br /&gt;
* &#039;&#039;&#039;CON&#039;&#039;&#039; 12 (+1/+3)&lt;br /&gt;
* INT 14 (+2/+2)&lt;br /&gt;
* WIS 10 (+0/+2)&lt;br /&gt;
* CHA 13 (+1/+1)&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (DEX) +4&lt;br /&gt;
* Animal Handling (WIS) +0&lt;br /&gt;
* Arcana (INT) +2&lt;br /&gt;
* Athletics (STR) +1&lt;br /&gt;
* &#039;&#039;&#039;Deception&#039;&#039;&#039; (CHA) +3&lt;br /&gt;
* History (INT) +2&lt;br /&gt;
* &#039;&#039;&#039;Insight&#039;&#039;&#039; (WIS) +2&lt;br /&gt;
* Intimidation (CHA) +1&lt;br /&gt;
* Investigation (INT) +2&lt;br /&gt;
* Medicine (WIS) +0&lt;br /&gt;
* Nature (INT) +2&lt;br /&gt;
* Perception (WIS) +0&lt;br /&gt;
* Performance (CHA) +1&lt;br /&gt;
* Persuasion (CHA) +1&lt;br /&gt;
* Religion (INT) +2&lt;br /&gt;
* &#039;&#039;&#039;Sleight of Hand&#039;&#039;&#039; (DEX) +4&lt;br /&gt;
* Stealth (DEX) +2&lt;br /&gt;
* Survival (WIS) +0&lt;br /&gt;
&lt;br /&gt;
===Tool Proficiencies===&lt;br /&gt;
&lt;br /&gt;
* Disguise kit&lt;br /&gt;
* Forgery kit&lt;br /&gt;
* Artisan&#039;s tools (Jeweler)&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
&lt;br /&gt;
* Gnomish/&amp;quot;Common&amp;quot;&lt;br /&gt;
* Celestial&lt;br /&gt;
* Old Imperial&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reactions:&#039;&#039;&#039;&lt;br /&gt;
* Opportunity Attack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus Actions:&#039;&#039;&#039;&lt;br /&gt;
* Attack with second weapon&lt;br /&gt;
* Use &#039;&#039;Commander&#039;s Strike&#039;&#039;&lt;br /&gt;
* Use &#039;&#039;Second Wind&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===HP===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Permanent Max HP:&#039;&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temporary Max HP:&#039;&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current HP:&#039;&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039;&lt;br /&gt;
* 3(d10+1) &#039;&#039;used 0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Initiative===&lt;br /&gt;
&lt;br /&gt;
* DEX +2&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
&lt;br /&gt;
* Scimitar (+4 to hit, 1d6+2 slashing)&lt;br /&gt;
* Dagger (+4 to hit, 1d4+2 piercing)&lt;br /&gt;
** Thrown (20/60 range, +4 to hit, 1d4+2 piercing)&lt;br /&gt;
* Light Crossbow (20/60 range, +4 to hit, 1d8+2 piercing, loading, two-handed)&lt;br /&gt;
&lt;br /&gt;
===AC===&lt;br /&gt;
&lt;br /&gt;
* Chain Mail 16&lt;br /&gt;
* DEX +0&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
&lt;br /&gt;
* all armor, shields&lt;br /&gt;
* all Simple weapons&lt;br /&gt;
* all martial weapons&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
&lt;br /&gt;
* Run: 30&#039; (encumbered 20&#039;)&lt;br /&gt;
&lt;br /&gt;
===Senses===&lt;br /&gt;
&lt;br /&gt;
* Darkvision 60&#039;&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charlatan/Noble&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Feature===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Position of Priviledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you ahve the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trait:&#039;&#039;&#039; I&#039;m intensely cynical, and believe that everyone has some base instinct that lets me manipulate them.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ideal:&#039;&#039;&#039; Nobody cheats my friends (but me)!&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bond:&#039;&#039;&#039; I made some bad bargains in the past, and they can come back to haunt me at bad times.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I&#039;m convinced no one could ever fool me the way I fool others.&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
&lt;br /&gt;
* Celestial Resistance: Resistant to necrotic and radiant damage&lt;br /&gt;
* Celestial Legacy: Cast the &#039;&#039;light&#039;&#039; cantrip; Cast &#039;&#039;lesser restoration&#039;&#039;, regain use after long rest&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&lt;br /&gt;
* Fighting Style (Two Weapon Fighting): Add ability score to damage with attacks with off-hand weapon&lt;br /&gt;
* Second Wind: As a bonus action, regain 1d10 plus fighter level HP; returns after short or long rest&lt;br /&gt;
* Action Surge: Take one additional action; returns after short or long rest&lt;br /&gt;
* Martial Archetype (Battle Master)&lt;br /&gt;
* Combat Superiority: 4d8 superiority dice, maneuvers&lt;br /&gt;
**&#039;&#039;Commander&#039;s Strike&#039;&#039;: When taking the Attack action, give up one attack and expend 1 superiority die, and 1 ally can make an attack as a reaction and add superiority die to damage roll.&lt;br /&gt;
**&#039;&#039;Evasive Footwork&#039;&#039;: When moving, expend one superiority die, rolling die and adding result to AC until finished moving.&lt;br /&gt;
**&#039;&#039;Maneuvering Attack&#039;&#039;: After hitting a creature, expend one superiority die. Add superiority die to damage roll for attack, and one friendly creature can move up to half its speed as a reaction, without provoking attack of opportunity from target of attack.&lt;br /&gt;
* Student of War: Gain proficiency with Artisan&#039;s Tools (Jeweler)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
Chainmail&lt;br /&gt;
* [http://vignette3.wikia.nocookie.net/spartacus/images/a/a6/Sica2.jpg/revision/latest?cb=20140429114340|A short, curved sword of exotic design] (scimitar stats)&lt;br /&gt;
* A dagger&lt;br /&gt;
* Light crossbow plus 20 bolts&lt;br /&gt;
* Set of fine clothes (Cut in Old Imperial aristocratic style, in midnight blue with silver stars embroidered as decoration)&lt;br /&gt;
* Disguise kit&lt;br /&gt;
* Signet ring of &amp;quot;Godchild Clan&amp;quot;&lt;br /&gt;
* Belt pouch w/15 GP&lt;br /&gt;
&lt;br /&gt;
* Explorer&#039;s pack &lt;br /&gt;
** Backpack&lt;br /&gt;
** Bedroll&lt;br /&gt;
** Mess kit&lt;br /&gt;
** Tinderbox&lt;br /&gt;
** 10 torches&lt;br /&gt;
** 10 days of rations&lt;br /&gt;
** Waterskin&lt;br /&gt;
** 50 feet of hempen rope&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Hetzir is quite handsome. He has pale skin, with a faint silvery undertone, a fine-boned aristocratic face, and long midnight-black hair (worn in a neat braid when he expects combat, but loose otherwise). His most striking feature are his eyes, however. They appear almost completely black, with an almost-invisible distinction between iris and the rest. Scattered throughout, however, are flecks of silver, which give his eyes the appearance of a starry night sky (hence his nickname).&lt;/div&gt;</summary>
		<author><name>Kelly pedersen</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:Hetzir&amp;diff=289713</id>
		<title>LetsBuild5e:Hetzir</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:Hetzir&amp;diff=289713"/>
		<updated>2015-09-18T18:38:27Z</updated>

		<summary type="html">&lt;p&gt;Kelly pedersen: Created page with &amp;quot;Kelly Pedersen&amp;#039;s character in LetsBuild5e.  ==Hetzir==  &amp;#039;&amp;#039;&amp;#039;Name:&amp;#039;&amp;#039;&amp;#039; [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Le...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[User:Kelly pedersen|Kelly Pedersen]]&#039;s character in [[LetsBuild5e:Main Page|LetsBuild5e]].&lt;br /&gt;
&lt;br /&gt;
==Hetzir==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19346245#post19346245 Hetzir Numrelt &amp;quot;Varngonno&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Aasimar (size Medium)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Fighter 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience:&#039;&#039;&#039; 900 (need 2,700)&lt;br /&gt;
&lt;br /&gt;
===Quick Reference Numbers===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception:&#039;&#039;&#039; 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative:&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 16&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maneuver Save DC:&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stats/Saves==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR 13&#039;&#039;&#039; (+1/+3)&lt;br /&gt;
* DEX 14 (+2/+2)&lt;br /&gt;
* &#039;&#039;&#039;CON&#039;&#039;&#039; 12 (+1/+3)&lt;br /&gt;
* INT 14 (+2/+2)&lt;br /&gt;
* WIS 10 (+0/+2)&lt;br /&gt;
* CHA 13 (+1/+1)&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (DEX) +4&lt;br /&gt;
* Animal Handling (WIS) +0&lt;br /&gt;
* Arcana (INT) +2&lt;br /&gt;
* Athletics (STR) +1&lt;br /&gt;
* &#039;&#039;&#039;Deception&#039;&#039;&#039; (CHA) +3&lt;br /&gt;
* History (INT) +2&lt;br /&gt;
* &#039;&#039;&#039;Insight&#039;&#039;&#039; (WIS) +2&lt;br /&gt;
* Intimidation (CHA) +1&lt;br /&gt;
* Investigation (INT) +2&lt;br /&gt;
* Medicine (WIS) +0&lt;br /&gt;
* Nature (INT) +2&lt;br /&gt;
* Perception (WIS) +0&lt;br /&gt;
* Performance (CHA) +1&lt;br /&gt;
* Persuasion (CHA) +1&lt;br /&gt;
* Religion (INT) +2&lt;br /&gt;
* &#039;&#039;&#039;Sleight of Hand&#039;&#039;&#039; (DEX) +4&lt;br /&gt;
* Stealth (DEX) +2&lt;br /&gt;
* Survival (WIS) +0&lt;br /&gt;
&lt;br /&gt;
===Tool Proficiencies===&lt;br /&gt;
&lt;br /&gt;
* Disguise kit&lt;br /&gt;
* Forgery kit&lt;br /&gt;
* Artisan&#039;s tools (Jeweler)&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
&lt;br /&gt;
* Gnomish/&amp;quot;Common&amp;quot;&lt;br /&gt;
* Celestial&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reactions:&#039;&#039;&#039;&lt;br /&gt;
* Opportunity Attack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus Actions:&#039;&#039;&#039;&lt;br /&gt;
* Attack with second weapon&lt;br /&gt;
* Use &#039;&#039;Commander&#039;s Strike&#039;&#039;&lt;br /&gt;
* Use &#039;&#039;Second Wind&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===HP===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Permanent Max HP:&#039;&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temporary Max HP:&#039;&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current HP:&#039;&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039;&lt;br /&gt;
* 3(d10+1) &#039;&#039;used 0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Initiative===&lt;br /&gt;
&lt;br /&gt;
* DEX +2&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
&lt;br /&gt;
* Scimitar (+4 to hit, 1d6+2 slashing)&lt;br /&gt;
* Dagger (+4 to hit, 1d4+2 piercing)&lt;br /&gt;
** Thrown (20/60 range, +4 to hit, 1d4+2 piercing)&lt;br /&gt;
* Light Crossbow (20/60 range, +4 to hit, 1d8+2 piercing, loading, two-handed)&lt;br /&gt;
&lt;br /&gt;
===AC===&lt;br /&gt;
&lt;br /&gt;
* Chain Mail 16&lt;br /&gt;
* DEX +0&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
&lt;br /&gt;
* all armor, shields&lt;br /&gt;
* all Simple weapons&lt;br /&gt;
* all martial weapons&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
&lt;br /&gt;
* Run: 30&#039; (encumbered 20&#039;)&lt;br /&gt;
&lt;br /&gt;
===Senses===&lt;br /&gt;
&lt;br /&gt;
* Darkvision 60&#039;&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charlatan/Noble&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Feature===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Position of Priviledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you ahve the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trait:&#039;&#039;&#039; I&#039;m intensely cynical, and believe that everyone has some base instinct that lets me manipulate them.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ideal:&#039;&#039;&#039; Nobody cheats my friends (but me)!&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bond:&#039;&#039;&#039; I made some bad bargains in the past, and they can come back to haunt me at bad times.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I&#039;m convinced no one could ever fool me the way I fool others.&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
&lt;br /&gt;
* Celestial Resistance: Resistant to necrotic and radiant damage&lt;br /&gt;
* Celestial Legacy: Cast the &#039;&#039;light&#039;&#039; cantrip; Cast &#039;&#039;lesser restoration&#039;&#039;, regain use after long rest&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&lt;br /&gt;
* Fighting Style (Two Weapon Fighting): Add ability score to damage with attacks with off-hand weapon&lt;br /&gt;
* Second Wind: As a bonus action, regain 1d10 plus fighter level HP; returns after short or long rest&lt;br /&gt;
* Action Surge: Take one additional action; returns after short or long rest&lt;br /&gt;
* Martial Archetype (Battle Master)&lt;br /&gt;
* Combat Superiority: 4d8 superiority dice, maneuvers&lt;br /&gt;
**&#039;&#039;Commander&#039;s Strike&#039;&#039;: When taking the Attack action, give up one attack and expend 1 superiority die, and 1 ally can make an attack as a reaction and add superiority die to damage roll.&lt;br /&gt;
**&#039;&#039;Evasive Footwork&#039;&#039;: When moving, expend one superiority die, rolling die and adding result to AC until finished moving.&lt;br /&gt;
**&#039;&#039;Maneuvering Attack&#039;&#039;: After hitting a creature, expend one superiority die. Add superiority die to damage roll for attack, and one friendly creature can move up to half its speed as a reaction, without provoking attack of opportunity from target of attack.&lt;br /&gt;
* Student of War: Gain proficiency with Artisan&#039;s Tools (Jeweler)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
Chainmail&lt;br /&gt;
* [http://vignette3.wikia.nocookie.net/spartacus/images/a/a6/Sica2.jpg/revision/latest?cb=20140429114340|A short, curved sword of exotic design] (scimitar stats)&lt;br /&gt;
* A dagger&lt;br /&gt;
* Light crossbow plus 20 bolts&lt;br /&gt;
* Set of fine clothes (Cut in Old Imperial aristocratic style, in midnight blue with silver stars embroidered as decoration)&lt;br /&gt;
* Disguise kit&lt;br /&gt;
* Signet ring of &amp;quot;Godchild Clan&amp;quot;&lt;br /&gt;
* Belt pouch w/15 GP&lt;br /&gt;
&lt;br /&gt;
* Explorer&#039;s pack &lt;br /&gt;
** Backpack&lt;br /&gt;
** Bedroll&lt;br /&gt;
** Mess kit&lt;br /&gt;
** Tinderbox&lt;br /&gt;
** 10 torches&lt;br /&gt;
** 10 days of rations&lt;br /&gt;
** Waterskin&lt;br /&gt;
** 50 feet of hempen rope&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Hetzir is quite handsome. He has pale skin, with a faint silvery undertone, a fine-boned aristocratic face, and long midnight-black hair (worn in a neat braid when he expects combat, but loose otherwise). His most striking feature are his eyes, however. They appear almost completely black, with an almost-invisible distinction between iris and the rest. Scattered throughout, however, are flecks of silver, which give his eyes the appearance of a starry night sky (hence his nickname).&lt;/div&gt;</summary>
		<author><name>Kelly pedersen</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:Main_Page&amp;diff=289712</id>
		<title>LetsBuild5e:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:Main_Page&amp;diff=289712"/>
		<updated>2015-09-18T17:48:17Z</updated>

		<summary type="html">&lt;p&gt;Kelly pedersen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&lt;br /&gt;
:&lt;br /&gt;
=Let&#039;s build a setting!=&lt;br /&gt;
&lt;br /&gt;
This setting doesn&#039;t have a name yet!&lt;br /&gt;
&lt;br /&gt;
Why not?&lt;br /&gt;
&lt;br /&gt;
Because we&#039;re building it collaboratively as we go along. All the players can collaborate, pitch ideas, and decide on the nature of the setting by group vote. There&#039;s currently an out-of-character (OOC) thread running in which we collectively thrash out some key details. Then we&#039;re going generate characters which fit the setting details we&#039;ve established. Then we&#039;ll kick off an in-character (IC) thread and a plot, and we start play, coming up with additional setting details as we go.&lt;br /&gt;
&lt;br /&gt;
==Basic assumptions==&lt;br /&gt;
&lt;br /&gt;
* The setting is designed for D&amp;amp;D&#039;s fifth edition.&lt;br /&gt;
* All the PC options in the PHB ought to be available. We&#039;ll be starting at level 3. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19337669#post19337669])&lt;br /&gt;
* We&#039;d prefer not to use rules from outside the three core books, as those are all the DM&#039;s got.&lt;br /&gt;
* The DM retains the power of veto over suggestions from the floor, but pledges only to use it &#039;&#039;in extremis&#039;&#039;.&lt;br /&gt;
* Devising a plot may require the DM to reserve certain areas from group decision-making, but again, this power should not be overused. (Example: If the DM decides the Big Bad is an aboleth, and the players all vote for dragons to be the dominant monster group, that&#039;ll just be made to fit rather than overruled. But if they vote for no thieves&#039; guilds, and a plot already began with a thieves&#039; guild in it, it&#039;ll just have to be a very secretive, thoroughly outlawed thieves&#039; guild, contradicting the vote result.)&lt;br /&gt;
&lt;br /&gt;
==Decision-making process==&lt;br /&gt;
&lt;br /&gt;
Decision-making is intended to be comparatively informal. The points below are intended to guide resolution, rather than prescribe formal votes on everything.&lt;br /&gt;
&lt;br /&gt;
* Anyone can put a question to the group; we&#039;re still working through the ones pitched in the recruitment thread, and the others that the DM drew up to establish the basics. Each question stands for discussion for a day or so before voting opens. The options presented for voting may be changed as a result of discussion, if there&#039;s a clear consensus.&lt;br /&gt;
* The DM chooses the order in which questions are put. Motions to defer questions until later are acceptable; but questions can only be wholly withdrawn by the proposer or (in exceptional circumstances) the DM.&lt;br /&gt;
* Everyone who&#039;s going to play a PC or is on the waiting list can vote. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19211358#post19211358] ) At present, there are 6 PC candidates and no waiting list members.&lt;br /&gt;
* The DM will act as speaker - ruling questions out of order if needed, and making casting votes in the event of ties, but otherwise not voting.&lt;br /&gt;
* A question should come with suggested answers, but write-ins are welcome. If someone submits a write-in and you prefer it to your previous choice, vote-switching is allowed.&lt;br /&gt;
* Unless there&#039;s a reasonable possibility people might switch to a write-in option, questions will be considered settled once there&#039;s a clear majority in favour.&lt;br /&gt;
* Reasons for ruling a question out of order would be: clashes with established facts; clashes with key plot point; clashes with free choice of PHB PC options; sectional interest (that is, things which would serve to directly boost one particular choice of PC build), or gratuitous offence (not that we expect this to happen...)&lt;br /&gt;
&lt;br /&gt;
Sign-up thread: [http://forum.rpg.net/showthread.php?761523-Interest-SignUp-Let-s-build-a-D-amp-D-5e-setting-and-then-play-it!]&lt;br /&gt;
&lt;br /&gt;
OOC thread: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!]&lt;br /&gt;
&lt;br /&gt;
==Established elements==&lt;br /&gt;
&lt;br /&gt;
* We have a [[LetsBuild5e:Geography_and_Cosmology|clear idea of the overall shape of the world]].&lt;br /&gt;
* We&#039;re working on [[LetsBuild5e:Demographics_and_Society|who lives in the starting area, and what they do]].&lt;br /&gt;
* We&#039;ve got [[LetsBuild5e:Classes|additional details about PC classes]].&lt;br /&gt;
* We&#039;ve got a [[LetsBuild5e:Monsters|rogues&#039; gallery]] of culturally and socially significant monsters.&lt;br /&gt;
* We have a basic narrative of [[LetsBuild5e:History|regional history]] sketched out.&lt;br /&gt;
* We have pinned down some [[LetsBuild5e:Arcane_magic|key points about arcane magic]].&lt;br /&gt;
* We are [[LetsBuild5e:Religion|developing a religion]].&lt;br /&gt;
* We&#039;ve started building some ideas about [[LetsBuild5e:Languages|lingustics]].&lt;br /&gt;
* Here are the [[LetsBuild5e:Questions|questions we are considering]].&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
* [[LetsBuild5e:Reyogoth|Reyogoth the Warlock]] (Player: Metal Fatigue)&lt;br /&gt;
* [[LetsBuild5e:Tobanad|Tobanad the Bard]] (Player: Mr The Geoff)&lt;br /&gt;
* [[LetsBuild5e:Hetzir|Hetzir the Fighter]] (Player: Kelly Pedersen)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 5e]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;/div&gt;</summary>
		<author><name>Kelly pedersen</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:Main_Page&amp;diff=289709</id>
		<title>LetsBuild5e:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:Main_Page&amp;diff=289709"/>
		<updated>2015-09-18T16:48:42Z</updated>

		<summary type="html">&lt;p&gt;Kelly pedersen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&lt;br /&gt;
:&lt;br /&gt;
=Let&#039;s build a setting!=&lt;br /&gt;
&lt;br /&gt;
This setting doesn&#039;t have a name yet!&lt;br /&gt;
&lt;br /&gt;
Why not?&lt;br /&gt;
&lt;br /&gt;
Because we&#039;re building it collaboratively as we go along. All the players can collaborate, pitch ideas, and decide on the nature of the setting by group vote. There&#039;s currently an out-of-character (OOC) thread running in which we collectively thrash out some key details. Then we&#039;re going generate characters which fit the setting details we&#039;ve established. Then we&#039;ll kick off an in-character (IC) thread and a plot, and we start play, coming up with additional setting details as we go.&lt;br /&gt;
&lt;br /&gt;
==Basic assumptions==&lt;br /&gt;
&lt;br /&gt;
* The setting is designed for D&amp;amp;D&#039;s fifth edition.&lt;br /&gt;
* All the PC options in the PHB ought to be available. We&#039;ll be starting at level 3. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19337669#post19337669])&lt;br /&gt;
* We&#039;d prefer not to use rules from outside the three core books, as those are all the DM&#039;s got.&lt;br /&gt;
* The DM retains the power of veto over suggestions from the floor, but pledges only to use it &#039;&#039;in extremis&#039;&#039;.&lt;br /&gt;
* Devising a plot may require the DM to reserve certain areas from group decision-making, but again, this power should not be overused. (Example: If the DM decides the Big Bad is an aboleth, and the players all vote for dragons to be the dominant monster group, that&#039;ll just be made to fit rather than overruled. But if they vote for no thieves&#039; guilds, and a plot already began with a thieves&#039; guild in it, it&#039;ll just have to be a very secretive, thoroughly outlawed thieves&#039; guild, contradicting the vote result.)&lt;br /&gt;
&lt;br /&gt;
==Decision-making process==&lt;br /&gt;
&lt;br /&gt;
Decision-making is intended to be comparatively informal. The points below are intended to guide resolution, rather than prescribe formal votes on everything.&lt;br /&gt;
&lt;br /&gt;
* Anyone can put a question to the group; we&#039;re still working through the ones pitched in the recruitment thread, and the others that the DM drew up to establish the basics. Each question stands for discussion for a day or so before voting opens. The options presented for voting may be changed as a result of discussion, if there&#039;s a clear consensus.&lt;br /&gt;
* The DM chooses the order in which questions are put. Motions to defer questions until later are acceptable; but questions can only be wholly withdrawn by the proposer or (in exceptional circumstances) the DM.&lt;br /&gt;
* Everyone who&#039;s going to play a PC or is on the waiting list can vote. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19211358#post19211358] ) At present, there are 6 PC candidates and no waiting list members.&lt;br /&gt;
* The DM will act as speaker - ruling questions out of order if needed, and making casting votes in the event of ties, but otherwise not voting.&lt;br /&gt;
* A question should come with suggested answers, but write-ins are welcome. If someone submits a write-in and you prefer it to your previous choice, vote-switching is allowed.&lt;br /&gt;
* Unless there&#039;s a reasonable possibility people might switch to a write-in option, questions will be considered settled once there&#039;s a clear majority in favour.&lt;br /&gt;
* Reasons for ruling a question out of order would be: clashes with established facts; clashes with key plot point; clashes with free choice of PHB PC options; sectional interest (that is, things which would serve to directly boost one particular choice of PC build), or gratuitous offence (not that we expect this to happen...)&lt;br /&gt;
&lt;br /&gt;
Sign-up thread: [http://forum.rpg.net/showthread.php?761523-Interest-SignUp-Let-s-build-a-D-amp-D-5e-setting-and-then-play-it!]&lt;br /&gt;
&lt;br /&gt;
OOC thread: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!]&lt;br /&gt;
&lt;br /&gt;
==Established elements==&lt;br /&gt;
&lt;br /&gt;
* We have a [[LetsBuild5e:Geography_and_Cosmology|clear idea of the overall shape of the world]].&lt;br /&gt;
* We&#039;re working on [[LetsBuild5e:Demographics_and_Society|who lives in the starting area, and what they do]].&lt;br /&gt;
* We&#039;ve got [[LetsBuild5e:Classes|additional details about PC classes]].&lt;br /&gt;
* We&#039;ve got a [[LetsBuild5e:Monsters|rogues&#039; gallery]] of culturally and socially significant monsters.&lt;br /&gt;
* We have a basic narrative of [[LetsBuild5e:History|regional history]] sketched out.&lt;br /&gt;
* We have pinned down some [[LetsBuild5e:Arcane_magic|key points about arcane magic]].&lt;br /&gt;
* We are [[LetsBuild5e:Religion|developing a religion]].&lt;br /&gt;
* We&#039;ve started building some ideas about [[LetsBuild5e:Languages|lingustics]].&lt;br /&gt;
* Here are the [[LetsBuild5e:Questions|questions we are considering]].&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
[[LetsBuild5e:Reyogoth|Reyogoth the Warlock]] (Player: Metal Fatigue)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 5e]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;/div&gt;</summary>
		<author><name>Kelly pedersen</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:Main_Page&amp;diff=289708</id>
		<title>LetsBuild5e:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:Main_Page&amp;diff=289708"/>
		<updated>2015-09-18T16:45:27Z</updated>

		<summary type="html">&lt;p&gt;Kelly pedersen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&lt;br /&gt;
:&lt;br /&gt;
=Let&#039;s build a setting!=&lt;br /&gt;
&lt;br /&gt;
This setting doesn&#039;t have a name yet!&lt;br /&gt;
&lt;br /&gt;
Why not?&lt;br /&gt;
&lt;br /&gt;
Because we&#039;re building it collaboratively as we go along. All the players can collaborate, pitch ideas, and decide on the nature of the setting by group vote. There&#039;s currently an out-of-character (OOC) thread running in which we collectively thrash out some key details. Then we&#039;re going generate characters which fit the setting details we&#039;ve established. Then we&#039;ll kick off an in-character (IC) thread and a plot, and we start play, coming up with additional setting details as we go.&lt;br /&gt;
&lt;br /&gt;
==Basic assumptions==&lt;br /&gt;
&lt;br /&gt;
* The setting is designed for D&amp;amp;D&#039;s fifth edition.&lt;br /&gt;
* All the PC options in the PHB ought to be available. We&#039;ll be starting at level 3. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19337669#post19337669])&lt;br /&gt;
* We&#039;d prefer not to use rules from outside the three core books, as those are all the DM&#039;s got.&lt;br /&gt;
* The DM retains the power of veto over suggestions from the floor, but pledges only to use it &#039;&#039;in extremis&#039;&#039;.&lt;br /&gt;
* Devising a plot may require the DM to reserve certain areas from group decision-making, but again, this power should not be overused. (Example: If the DM decides the Big Bad is an aboleth, and the players all vote for dragons to be the dominant monster group, that&#039;ll just be made to fit rather than overruled. But if they vote for no thieves&#039; guilds, and a plot already began with a thieves&#039; guild in it, it&#039;ll just have to be a very secretive, thoroughly outlawed thieves&#039; guild, contradicting the vote result.)&lt;br /&gt;
&lt;br /&gt;
==Decision-making process==&lt;br /&gt;
&lt;br /&gt;
Decision-making is intended to be comparatively informal. The points below are intended to guide resolution, rather than prescribe formal votes on everything.&lt;br /&gt;
&lt;br /&gt;
* Anyone can put a question to the group; we&#039;re still working through the ones pitched in the recruitment thread, and the others that the DM drew up to establish the basics. Each question stands for discussion for a day or so before voting opens. The options presented for voting may be changed as a result of discussion, if there&#039;s a clear consensus.&lt;br /&gt;
* The DM chooses the order in which questions are put. Motions to defer questions until later are acceptable; but questions can only be wholly withdrawn by the proposer or (in exceptional circumstances) the DM.&lt;br /&gt;
* Everyone who&#039;s going to play a PC or is on the waiting list can vote. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19211358#post19211358] ) At present, there are 6 PC candidates and no waiting list members.&lt;br /&gt;
* The DM will act as speaker - ruling questions out of order if needed, and making casting votes in the event of ties, but otherwise not voting.&lt;br /&gt;
* A question should come with suggested answers, but write-ins are welcome. If someone submits a write-in and you prefer it to your previous choice, vote-switching is allowed.&lt;br /&gt;
* Unless there&#039;s a reasonable possibility people might switch to a write-in option, questions will be considered settled once there&#039;s a clear majority in favour.&lt;br /&gt;
* Reasons for ruling a question out of order would be: clashes with established facts; clashes with key plot point; clashes with free choice of PHB PC options; sectional interest (that is, things which would serve to directly boost one particular choice of PC build), or gratuitous offence (not that we expect this to happen...)&lt;br /&gt;
&lt;br /&gt;
Sign-up thread: [http://forum.rpg.net/showthread.php?761523-Interest-SignUp-Let-s-build-a-D-amp-D-5e-setting-and-then-play-it!]&lt;br /&gt;
&lt;br /&gt;
OOC thread: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!]&lt;br /&gt;
&lt;br /&gt;
==Established elements==&lt;br /&gt;
&lt;br /&gt;
* We have a [[LetsBuild5e:Geography_and_Cosmology|clear idea of the overall shape of the world]].&lt;br /&gt;
* We&#039;re working on [[LetsBuild5e:Demographics_and_Society|who lives in the starting area, and what they do]].&lt;br /&gt;
* We&#039;ve got [[LetsBuild5e:Classes|additional details about PC classes]].&lt;br /&gt;
* We&#039;ve got a [[LetsBuild5e:Monsters|rogues&#039; gallery]] of culturally and socially significant monsters.&lt;br /&gt;
* We have a basic narrative of [[LetsBuild5e:History|regional history]] sketched out.&lt;br /&gt;
* We have pinned down some [[LetsBuild5e:Arcane_magic|key points about arcane magic]].&lt;br /&gt;
* We are [[LetsBuild5e:Religion|developing a religion]].&lt;br /&gt;
* We&#039;ve started building some ideas about [[LetsBuild5e:Languages|lingustics]].&lt;br /&gt;
* Here are the [[LetsBuild5e:Questions|questions we are considering]].&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
Reyogoth the Warlock (Player: Metal Fatigue): [http://wiki.rpg.net/index.php/LetsBuild5e:Reyogoth]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 5e]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;/div&gt;</summary>
		<author><name>Kelly pedersen</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Justin_Osceola&amp;diff=262798</id>
		<title>Character:Justin Osceola</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Justin_Osceola&amp;diff=262798"/>
		<updated>2014-04-22T03:30:23Z</updated>

		<summary type="html">&lt;p&gt;Kelly pedersen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a PC for the &#039;&#039;Dresden Files RPG&#039;&#039; game &#039;&#039;&#039;[[Miami chronicles|The Miami Chronicles]]&#039;&#039;&#039;.&lt;br /&gt;
[[File:Justin_Osceola_Mugshot.jpg|frame|alt=Justin Osceola Mugshot]]&lt;br /&gt;
&lt;br /&gt;
== Justin Osceola ==&lt;br /&gt;
&#039;&#039;&#039;Templates:&#039;&#039;&#039; Were-Form&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Powers:&#039;&#039;&#039; Beast Change (-1), Echoes of the Beast (-1), Human Form (+1), Cloak of Shadows (-1),&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cougar Form Powers:&#039;&#039;&#039; Claws (-1), Inhuman Speed (-2), Inhuman Strength (-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adjusted Refresh:&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
=== Aspects ===&lt;br /&gt;
&#039;&#039;&#039;High Concept:&#039;&#039;&#039; Were-Cougar Tracker&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trouble:&#039;&#039;&#039; Balancing Two Lives&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Granddad Wouldn&#039;t Approve&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rising Conflict:&#039;&#039;&#039; Walk My Own Path&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;First Adventure:&#039;&#039;&#039; Putting Old Ways to New Uses&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Guest Starring:&#039;&#039;&#039; Out-Of-Place Panther&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Guest Starring Redux:&#039;&#039;&#039; Dariyah, Where Do You Find These People?!&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&#039;&#039;&#039;Human Form&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Superb (+5):&#039;&#039; Investigation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Great (+4):&#039;&#039; Intimidation, Stealth&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Good (+3):&#039;&#039; Alertness, Fists, Survival&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fair (+2):&#039;&#039; Athletics, Burglary, Contacts, Presence&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Average (+1):&#039;&#039; Conviction, Deceit, Endurance, Guns, Resources&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cougar Form&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Superb (+5):&#039;&#039; Athletics, Stealth&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Great (+4):&#039;&#039; Alertness, Survival&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Good (+3):&#039;&#039; Fists, Might&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fair (+2):&#039;&#039; Endurance, Intimidation, Investigation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Average (+1):&#039;&#039; Contacts, Conviction, Deceit, Guns, Presence&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mortal Stunts ====&lt;br /&gt;
&#039;&#039;Pin The Tail&#039;&#039; (Investigation): +2 to Investigation when tracking a target during surveillance, use Investigation as complementary skill when shadowing using Stealth&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (Stealth): +2 to Survival to track in an outdoor area&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
English (native)&lt;br /&gt;
&lt;br /&gt;
=== Current ===&lt;br /&gt;
&#039;&#039;&#039;Fate Points:&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
==== Stress ====&lt;br /&gt;
&#039;&#039;&#039;Human Form&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;| Physical:&amp;amp;nbsp; || ☐ || ☐ || ☐ &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;| Social:         || ☐ || ☐ || ☐ &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;| Mental:         || ☐ || ☐ || ☐ &amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cougar Form&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;| Physical:&amp;amp;nbsp; || ☐ || ☐ || ☐ &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;| Social:         || ☐ || ☐ || ☐ &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;| Mental:         || ☐ || ☐ || ☐ &amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Consequences ====&lt;br /&gt;
none&lt;br /&gt;
&lt;br /&gt;
=== Noteworthy Possessions ===&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== Background ===&lt;br /&gt;
Justin was born in the Big Cypress Reservation of the Seminole Tribe. His mother was half-Seminole, and his father (who didn&#039;t stay around long enough to even know he had a son) was a white man, making Justin a quarter-Seminole, just enough to qualify for tribal status. His mother died when he was only five, leaving Justin to be raised by his grandfather. His grandfather tried to instill a sense of responsibility and work ethic into Justin, but it never really took. Still, through the rest of his life, whenever he&#039;s seen something particularly bad, whether something he&#039;s doing himself or seeing someone else get up to, he&#039;s had a nagging sense that GRANDDAD WOULDN&#039;T APPROVE.&lt;br /&gt;
&lt;br /&gt;
=== Rising Conflict ===&lt;br /&gt;
When he was 15, Justin&#039;s Granddad died. At first, he was taken in by his maternal uncle, Joseph Osceola, in the Brighton Reservation. Joseph was a stern, demanding taskmaster, with little time for Justin&#039;s teenage rebellion. Justin soon ran away. He got his first inkling that Uncle Joe was more than just a strict disciplinarian that night, camping rough in the swamp. Justin had seen a pair of green eyes gleaming across the clearing, and had frozen. Then, in a rush of tawny fur and a snarl, an enormous cougar had sprinted across the clearing, knocking him down and baring its fangs. Justin thought he was going to die right then - when the cougar suddenly shifted into his uncle, kneeling on his chest. His uncle let him up, warning him that if he tried to run off again, it wouldn&#039;t end with just a scare, but if had the discipline, he could learn how to do the same. Over the next three years, Uncle Joe taught Justin the trick of shapeshifting, not to mention a bunch of other useful skills - surviving in the wilderness, hunting, scaring people, and so forth. Joseph wanted Justin to take up the &amp;quot;family business&amp;quot; of defending the reservation. However, his uncle&#039;s severe attitude had soured Justin on the idea of doing anything to help him. When he turned 19, and had learned all the shapeshifting tricks his uncle seemed likely to teach, Justin told Joseph it was time to WALK HIS OWN PATH, and left for Miami, the big city.&lt;br /&gt;
&lt;br /&gt;
=== First Adventure ===&lt;br /&gt;
&#039;&#039;&#039;Manhunt&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Justin didn&#039;t do so well in Miami at first. He worked some odd jobs, but his resentful (not to say &amp;quot;surly&amp;quot;) attitude and general lack of city-based skills made sure he lost work almost as fast as he gained it. Finally, he got a chance at something new when he overheard a local drug dealer ranting about someone who had stolen his stash and disappeared into the swamp. Justin steeled his courage, stepped up to the dealer, and told him that he could find the fugitive for him, in exchange for a quarter of the stolen cash. The dealer eyed him up, shrugged, and agreed. Justin set off into the swamp, and with some judicious use of his cougar shape, had soon tracked down the runaway money. The dealer held up his end of the bargain, and Justin realized he could make some good money, PUTTING THE OLD WAYS TO NEW USES.&lt;br /&gt;
&lt;br /&gt;
=== Guest Starring ===&lt;br /&gt;
Justin catches wind of what&#039;s going down at the nightclub, and figures he&#039;ll pay off his debt to Meredith (and maybe score with a hot club chick at the same time!) by showing up and tracking down the killer himself. Unfortunately, he merely causes a near-riot and gets Animal Control called to the club, when he discovers that society is rarely welcoming for an OUT-OF-PLACE PANTHER.&lt;br /&gt;
&lt;br /&gt;
=== Guest Starring Redux ===&lt;br /&gt;
Just as Dariyah&#039;s day was about to become a very terminally bad one, an oversized cougar charged out of the shadows of the swamp. In moments, it had disemboweled the chief cultist (or at least the one leading the ritual), gave a couple of others claw swipes that would leave them with scars to remember, and sent the rest fleeing. Then, in front of Dariyah&#039;s eyes, the cougar transformed into a human, who quickly began bandaging her wrists with torn bits of the cultists&#039; clothing. While he was stopping the wounds, he introduced himself as Justin. It turned out that Justin had been tracking the head cultist for entirely non-black-magic-related reasons - he had ripped off the wrong gang leader, and Justin had been hired to show him the error of his ways. Saving Dariyah was a bonus, it seemed. In the next few months, Justin and Dariyah seemed to keep running into one another under similar circumstances - Dariyah&#039;s activities would keep end up involving people Justin was already after. Justin has found himself becoming friends with Dariyah from simple proximity, though he always has to ask: &amp;quot;DARIYAH, WHERE DO YOU FIND THESE PEOPLE?!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Miami chronicles|The Miami Chronicles]]&lt;/div&gt;</summary>
		<author><name>Kelly pedersen</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Justin_Osceola_Mugshot.jpg&amp;diff=262797</id>
		<title>File:Justin Osceola Mugshot.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Justin_Osceola_Mugshot.jpg&amp;diff=262797"/>
		<updated>2014-04-22T03:29:08Z</updated>

		<summary type="html">&lt;p&gt;Kelly pedersen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kelly pedersen</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Justin_Osceola&amp;diff=262657</id>
		<title>Character:Justin Osceola</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Justin_Osceola&amp;diff=262657"/>
		<updated>2014-04-20T09:44:39Z</updated>

		<summary type="html">&lt;p&gt;Kelly pedersen: Created page with &amp;quot;This is a PC for the &amp;#039;&amp;#039;Dresden Files RPG&amp;#039;&amp;#039; game &amp;#039;&amp;#039;&amp;#039;The Miami Chronicles&amp;#039;&amp;#039;&amp;#039;.  == Justin Osceola == &amp;#039;&amp;#039;&amp;#039;Templates:&amp;#039;&amp;#039;&amp;#039; Were-Form&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Powers:&amp;#039;&amp;#039;&amp;#039; Beast Chang...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a PC for the &#039;&#039;Dresden Files RPG&#039;&#039; game &#039;&#039;&#039;[[Miami chronicles|The Miami Chronicles]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Justin Osceola ==&lt;br /&gt;
&#039;&#039;&#039;Templates:&#039;&#039;&#039; Were-Form&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Powers:&#039;&#039;&#039; Beast Change (-1), Echoes of the Beast (-1), Human Form (+1), Cloak of Shadows (-1),&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cougar Form Powers:&#039;&#039;&#039; Claws (-1), Inhuman Speed (-2), Inhuman Strength (-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adjusted Refresh:&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
=== Aspects ===&lt;br /&gt;
&#039;&#039;&#039;High Concept:&#039;&#039;&#039; Were-Cougar Tracker&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trouble:&#039;&#039;&#039; Balancing Two Lives&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Granddad Wouldn&#039;t Approve&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rising Conflict:&#039;&#039;&#039; Walk My Own Path&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;First Adventure:&#039;&#039;&#039; Putting Old Ways to New Uses&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Guest Starring:&#039;&#039;&#039; Out-Of-Place Panther&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Guest Starring Redux:&#039;&#039;&#039; Dariyah, Where Do You Find These People?!&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&#039;&#039;&#039;Human Form&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Superb (+5):&#039;&#039; Investigation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Great (+4):&#039;&#039; Intimidation, Stealth&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Good (+3):&#039;&#039; Alertness, Fists, Survival&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fair (+2):&#039;&#039; Athletics, Burglary, Contacts, Presence&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Average (+1):&#039;&#039; Conviction, Deceit, Endurance, Guns, Resources&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cougar Form&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Superb (+5):&#039;&#039; Athletics, Stealth&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Great (+4):&#039;&#039; Alertness, Survival&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Good (+3):&#039;&#039; Fists, Might&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fair (+2):&#039;&#039; Endurance, Intimidation, Investigation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Average (+1):&#039;&#039; Contacts, Conviction, Deceit, Guns, Presence&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mortal Stunts ====&lt;br /&gt;
&#039;&#039;Pin The Tail&#039;&#039; (Investigation): +2 to Investigation when tracking a target during surveillance, use Investigation as complementary skill when shadowing using Stealth&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (Stealth): +2 to Survival to track in an outdoor area&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
English (native)&lt;br /&gt;
&lt;br /&gt;
=== Current ===&lt;br /&gt;
&#039;&#039;&#039;Fate Points:&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
==== Stress ====&lt;br /&gt;
&#039;&#039;&#039;Human Form&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;| Physical:&amp;amp;nbsp; || ☐ || ☐ || ☐ &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;| Social:         || ☐ || ☐ || ☐ &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;| Mental:         || ☐ || ☐ || ☐ &amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cougar Form&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;| Physical:&amp;amp;nbsp; || ☐ || ☐ || ☐ &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;| Social:         || ☐ || ☐ || ☐ &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;| Mental:         || ☐ || ☐ || ☐ &amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Consequences ====&lt;br /&gt;
none&lt;br /&gt;
&lt;br /&gt;
=== Noteworthy Possessions ===&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== Background ===&lt;br /&gt;
Justin was born in the Big Cypress Reservation of the Seminole Tribe. His mother was half-Seminole, and his father (who didn&#039;t stay around long enough to even know he had a son) was a white man, making Justin a quarter-Seminole, just enough to qualify for tribal status. His mother died when he was only five, leaving Justin to be raised by his grandfather. His grandfather tried to instill a sense of responsibility and work ethic into Justin, but it never really took. Still, through the rest of his life, whenever he&#039;s seen something particularly bad, whether something he&#039;s doing himself or seeing someone else get up to, he&#039;s had a nagging sense that GRANDDAD WOULDN&#039;T APPROVE.&lt;br /&gt;
&lt;br /&gt;
=== Rising Conflict ===&lt;br /&gt;
When he was 15, Justin&#039;s Granddad died. At first, he was taken in by his maternal uncle, Joseph Osceola, in the Brighton Reservation. Joseph was a stern, demanding taskmaster, with little time for Justin&#039;s teenage rebellion. Justin soon ran away. He got his first inkling that Uncle Joe was more than just a strict disciplinarian that night, camping rough in the swamp. Justin had seen a pair of green eyes gleaming across the clearing, and had frozen. Then, in a rush of tawny fur and a snarl, an enormous cougar had sprinted across the clearing, knocking him down and baring its fangs. Justin thought he was going to die right then - when the cougar suddenly shifted into his uncle, kneeling on his chest. His uncle let him up, warning him that if he tried to run off again, it wouldn&#039;t end with just a scare, but if had the discipline, he could learn how to do the same. Over the next three years, Uncle Joe taught Justin the trick of shapeshifting, not to mention a bunch of other useful skills - surviving in the wilderness, hunting, scaring people, and so forth. Joseph wanted Justin to take up the &amp;quot;family business&amp;quot; of defending the reservation. However, his uncle&#039;s severe attitude had soured Justin on the idea of doing anything to help him. When he turned 19, and had learned all the shapeshifting tricks his uncle seemed likely to teach, Justin told Joseph it was time to WALK HIS OWN PATH, and left for Miami, the big city.&lt;br /&gt;
&lt;br /&gt;
=== First Adventure ===&lt;br /&gt;
&#039;&#039;&#039;Manhunt&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Justin didn&#039;t do so well in Miami at first. He worked some odd jobs, but his resentful (not to say &amp;quot;surly&amp;quot;) attitude and general lack of city-based skills made sure he lost work almost as fast as he gained it. Finally, he got a chance at something new when he overheard a local drug dealer ranting about someone who had stolen his stash and disappeared into the swamp. Justin steeled his courage, stepped up to the dealer, and told him that he could find the fugitive for him, in exchange for a quarter of the stolen cash. The dealer eyed him up, shrugged, and agreed. Justin set off into the swamp, and with some judicious use of his cougar shape, had soon tracked down the runaway money. The dealer held up his end of the bargain, and Justin realized he could make some good money, PUTTING THE OLD WAYS TO NEW USES.&lt;br /&gt;
&lt;br /&gt;
=== Guest Starring ===&lt;br /&gt;
Justin catches wind of what&#039;s going down at the nightclub, and figures he&#039;ll pay off his debt to Meredith (and maybe score with a hot club chick at the same time!) by showing up and tracking down the killer himself. Unfortunately, he merely causes a near-riot and gets Animal Control called to the club, when he discovers that society is rarely welcoming for an OUT-OF-PLACE PANTHER.&lt;br /&gt;
&lt;br /&gt;
=== Guest Starring Redux ===&lt;br /&gt;
Just as Dariyah&#039;s day was about to become a very terminally bad one, an oversized cougar charged out of the shadows of the swamp. In moments, it had disemboweled the chief cultist (or at least the one leading the ritual), gave a couple of others claw swipes that would leave them with scars to remember, and sent the rest fleeing. Then, in front of Dariyah&#039;s eyes, the cougar transformed into a human, who quickly began bandaging her wrists with torn bits of the cultists&#039; clothing. While he was stopping the wounds, he introduced himself as Justin. It turned out that Justin had been tracking the head cultist for entirely non-black-magic-related reasons - he had ripped off the wrong gang leader, and Justin had been hired to show him the error of his ways. Saving Dariyah was a bonus, it seemed. In the next few months, Justin and Dariyah seemed to keep running into one another under similar circumstances - Dariyah&#039;s activities would keep end up involving people Justin was already after. Justin has found himself becoming friends with Dariyah from simple proximity, though he always has to ask: &amp;quot;DARIYAH, WHERE DO YOU FIND THESE PEOPLE?!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Miami chronicles|The Miami Chronicles]]&lt;/div&gt;</summary>
		<author><name>Kelly pedersen</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Miami_chronicles&amp;diff=262656</id>
		<title>Miami chronicles</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Miami_chronicles&amp;diff=262656"/>
		<updated>2014-04-20T09:14:17Z</updated>

		<summary type="html">&lt;p&gt;Kelly pedersen: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Dresden Files game The Miami Chronicles.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
* [[Character:Meredith Seaton|Meredith Seaton]], played by [[User:Metal Fatigue|Metal Fatigue]]&lt;br /&gt;
* [[Character:Jude Arakhel|Jude Arakhel]], played by [[User:Stormraven|Stormraven]]&lt;br /&gt;
* [[Character:Mara Warren|Mara Warren]], played by [[User:Insertname|Insertname]]&lt;br /&gt;
* [[Character:Dariyah Sipal|Dariyah Sipal]], played by [[User:Vessiel|Vessiel]]&lt;br /&gt;
* [[Character:Justin Osceola|Justin Osceola]], played by [[User:Kelly Pedersen|Kelly Pedersen]]&lt;br /&gt;
&lt;br /&gt;
==Faces==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;/div&gt;</summary>
		<author><name>Kelly pedersen</name></author>
	</entry>
</feed>