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		<id>https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=397800</id>
		<title>SWN: Hand of Jehuty</title>
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		<updated>2021-03-21T03:30:45Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: /* Agency */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/ Recruitment] | [https://forum.rpg.net/index.php?threads/swn-rocket-peace.875399/ OOC] | [https://forum.rpg.net/index.php?threads/swn-rocket-peace.875423/ IC]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
[[Stars Without Number Revised Sheet]]&lt;br /&gt;
==Agents==&lt;br /&gt;
*&#039;&#039;Atlictoatl&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Earis ir&#039;Delan [[JEHUTY Profile: ADDER | (ADDER)]]&#039;&#039;&#039;, L3 Arcane Expert/Restricted Telepath, HP 13/13 | System Strain 0 | AC 13 | Initiative +1 | Effort 5/5&lt;br /&gt;
**&#039;&#039;&#039;Mal-chin Doubt Eater 23 [[JEHUTY Profile: RHINO | (RHINO)]]&#039;&#039;&#039;, L3 Arcane Warrior, HP 25/25 | System Strain 0 | AC 17 | Initiative +1 | Warrior Ability 1/1, Ammo 20/20&lt;br /&gt;
*&#039;&#039;Caiphon&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Marys Sante [[JEHUTY Profile: MONUMENT | (MONUMENT)]]&#039;&#039;&#039;, L2 War Mage, HP 7/7 | System Shock 0 | AC 14 | Initiative +1 | Spell Casts: L1: 4/4&lt;br /&gt;
**&#039;&#039;&#039;Stygian Blue [[JEHUTY Profile: BLUE | (STIG)]]&#039;&#039;&#039;, L2 Prismatic AI, HP 6/6 or 11/11 | System Shock 0 | AC 13 | Initiative +0 or +1 | Processing 2/2&lt;br /&gt;
*&#039;&#039;Cannonball&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Kalli Duclair [[JEHUTY Profile: NIMBUS | (NIMBUS)]]&#039;&#039;&#039;, L2 Transhuman Expert, HP 12/15 | System Shock 1 | AC 15 | Initiative +2 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Peace Wrapped in Starlight [[JEHUTY Profile: CLARION | (CLARION)]]&#039;&#039;&#039;, L2 Sunblade, HP 6/6 | System Shock 0 | AC 19(!) | Initiative +1, Alert | Effort 3/3&lt;br /&gt;
*&#039;&#039;MonsterMash&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Rufus Wyndot [[JEHUTY Profile: MANTIS | (MANTIS)]]&#039;&#039;&#039;, L3 Expert, HP 15/15 | System Shock 0 | AC 16 | Initiative +1 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Benno Karden [[JEHUTY Profile: BULLET | (BULLET)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 14 | Initiative -1, Alert-2 | Warrior Ability 1/1&lt;br /&gt;
*&#039;&#039;Niihue&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Javier Morales [[JEHUTY Profile: SPIRIT | (ORACLE SPIRIT)]]&#039;&#039;&#039;, L3 Psychic/Warrior, HP 15/15 | System Shock 0 | AC 14 | Initiative +1, Intuitive Response | Effort 5/5&lt;br /&gt;
**&#039;&#039;&#039;Mei Kirishima [[JEHUTY Profile: ANGEL | (ANGEL)]]&#039;&#039;&#039;, L3 Expert, HP 11/11 | System Shock 0 | AC 14 | Initiative +0 | Expert Ability 1/1&lt;br /&gt;
*&#039;&#039;Stinkyfool&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Darius [[JEHUTY Profile: FLOAT | (FLOAT)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 13 | Initiative +0, Alert | Warrior Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Jasper [[JEHUTY Profile: FLUX | (FLUX)]]&#039;&#039;&#039;, L2 Psychic, HP 10/10 | System Shock 0 | AC 13 | Initiative +0 | Effort 4/4&lt;br /&gt;
===Party Skill Ranks===&lt;br /&gt;
&#039;&#039;(#) is the number of ranks, #S means the PC has Specialist focus&#039;&#039;&lt;br /&gt;
*Administer&lt;br /&gt;
*Cast Magic - Monument (1)&lt;br /&gt;
*Connect - Adder (1 + Connected), Mantis (1 + Connected), Float (0)&lt;br /&gt;
*Exert - Rhino (0), Spirit (0), Monument (0), Clarion (0), Float (0), Bullet (0)&lt;br /&gt;
*Fix - Nimbus (1 + Tinker), Stygian Blue (1), Mantis (1), Rhino (0), Monument (0), Clarion (0), Flux (0)&lt;br /&gt;
*Heal - Angel (1 + Healer), Monument (0 + Healer), Stygian Blue (0), Flux has psychic healing&lt;br /&gt;
*Know - Angel (1S), Rhino (1S), Nimbus (0), Stygian Blue (0), Mantis (0)&lt;br /&gt;
*Know Magic - Monument (0)&lt;br /&gt;
*Lead - Stygian Blue (2S + Authority), Rhino (0)&lt;br /&gt;
*Notice - Clarion (1 + Alert), Bullet (1 + Alert), Angel (1), Mantis (1), Adder (0), Float (0 + Alert), Monument (0)&lt;br /&gt;
*Perform&lt;br /&gt;
*Pilot - Monument (0), Flux (0)&lt;br /&gt;
*Program - Nimbus (2 + Hacker), Flux (1 + Hacker), Adder (0), Stygian Blue (0), Bullet (0)&lt;br /&gt;
*Punch - Bullet (0)&lt;br /&gt;
*Shoot - Clarion (Sunblade 2), Bullet (2 + Gunslinger), Float (1 + Gunslinger), Rhino (0), Adder (0), Nimbus (0), Angel (0), Monument (0)&lt;br /&gt;
*Sneak - Float (1S), Spirit (1), Rhino (0), Adder (0), Angel (0), Clarion (0), Stygian Blue (0), Flux (0), Bullet (0)&lt;br /&gt;
*Stab - Rhino (2 + Savage Fray), Spirit (0)&lt;br /&gt;
*Survive - Angel (1 + Wanderer), Spirit (0), Clarion (0), Mantis (0 + Wanderer 2)&lt;br /&gt;
*Talk - Nimbus (1 + Diplomat), Stygian Blue (1 + Diplomat), Adder (1), Float (0)&lt;br /&gt;
*Trade&lt;br /&gt;
*Work&lt;br /&gt;
&lt;br /&gt;
==Officials==&lt;br /&gt;
&#039;&#039;&#039;Wizened Ivy,&#039;&#039;&#039; Director of JEHUTY&lt;br /&gt;
*Considers the interests of the agency as a whole.&lt;br /&gt;
*Mountain Sunblade wounded in action. Hopes to elevate a field agent into the office.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punished Spider,&#039;&#039;&#039; Ministry of Correction, played by Niihue&lt;br /&gt;
*Responds to threats to the agency itself and those it protects: the peace-loving people of the sector, in principle.&lt;br /&gt;
*Mountain-raised pious believer in the cause. Completely bald, facial tattoos over burn scar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crazy Vulture,&#039;&#039;&#039; Bureau of Clarity, played by Atlictoatl&lt;br /&gt;
*Identifies dangerous tech in the wrong hands, assembles field teams, and removes it.&lt;br /&gt;
*Broken Blade accountant. War refugee who lost their family to stray ordinance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild Duck,&#039;&#039;&#039; Vision Section, played by MonsterMash&lt;br /&gt;
*Researches new technology, psi, magic, and other tools, and equips the agency with them.&lt;br /&gt;
*Broken Blade technician. Convinced that there&#039;s a still-hidden power at work in the sector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Propitious Beetle,&#039;&#039;&#039; Foundation Division, played by Caiphon&lt;br /&gt;
*Maintains support staff: medics, accountants, janitors, and the NGO side of things.&lt;br /&gt;
*Early Blade field operative. Badly wounded on a field mission and presumed lost, but returned, with deeper passion than ever to continue the work. Walks with a limp. Kindly old grampa who won&#039;t back down when you refuse your holiday gifts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angel Obscured,&#039;&#039;&#039; Department of Peace, played by stinkyfool&lt;br /&gt;
*Ensures that the agency is embodying, synthesizing, and acting on the values of both Mountain and Blade.&lt;br /&gt;
*Near-death experience led to deep personality change. Seems high but isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
==Agency==&lt;br /&gt;
&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; Stoke&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections&#039;&#039;&#039; 1, &#039;&#039;&#039;Infiltration&#039;&#039;&#039; 1, &#039;&#039;&#039;Mobility&#039;&#039;&#039; 3, &#039;&#039;&#039;Muscle&#039;&#039;&#039; 3, &#039;&#039;&#039;Resources&#039;&#039;&#039; 1, &#039;&#039;&#039;Security&#039;&#039;&#039; 1, &#039;&#039;&#039;Tech&#039;&#039;&#039; 1&lt;br /&gt;
*Black Codex 1&lt;br /&gt;
**All agents gain Fix-0, Know-0, or Program-0 relating to maltech. &#039;&#039;&#039;+1 Tech&#039;&#039;&#039;&lt;br /&gt;
***A vault deep in the cliffside containing paper printouts, technical labs, and closed computer networks fully detached from the outside and each other.&lt;br /&gt;
*Front Business 1&lt;br /&gt;
**The agency has a front business that explains modest wealth. &#039;&#039;&#039;+1 Resources&#039;&#039;&#039;&lt;br /&gt;
***Blade Broken Peace Services continues to operate as a private peace company, taking contracts and laundering credits.&lt;br /&gt;
*Hidden Strings 1&lt;br /&gt;
**The agency has unofficial friends in numerous government departments, and can often get minor regulations bent. &#039;&#039;&#039;+1 Connections&#039;&#039;&#039;&lt;br /&gt;
***A cabal within Stoke&#039;s government not devoted to the Exarchate still deeply respects the Mountain and believes in their mission.&lt;br /&gt;
*Infiltrators&lt;br /&gt;
**Each time you take the Scout Element action, you can also make it for free against one Infiltrated agency. &#039;&#039;&#039;+1 Infiltration&#039;&#039;&#039;&lt;br /&gt;
***JEHUTY agents have been inserted into the Other Side of the Mountain at a low level, giving support for other infiltration ops.&lt;br /&gt;
*Starships 2&lt;br /&gt;
**The agency has a free trader and the crew and facilities to keep it functional.&lt;br /&gt;
**The agency has a frigate and three free traders under its control. &#039;&#039;&#039;+3 Muscle&#039;&#039;&#039;&lt;br /&gt;
***Stoke&#039;s shipyards have produced a sizable navy; they can spare the &amp;quot;training flotilla&amp;quot; consisting of frigate &#039;&#039;Sharur&#039;&#039; and free traders &#039;&#039;Antu, Haya,&#039;&#039; and &#039;&#039;Ishum.&#039;&#039;&lt;br /&gt;
*Tradition 1&lt;br /&gt;
**The agency is dedicated, united, and has a history of accomplishment. &#039;&#039;&#039;+1 Security&#039;&#039;&#039;&lt;br /&gt;
***The inherited traditions of the Mountain, together with Blade Broken&#039;s altruistic mission, motivate JEHUTY personnel more than money.&lt;br /&gt;
*Transport 2&lt;br /&gt;
**Grav flyers and covert drops are available on the agency’s home planet.&lt;br /&gt;
**Fast smuggler runs of up to 50 tons to any world within 2 hexes of an agency station. &#039;&#039;&#039;+3 Mobility&#039;&#039;&#039;&lt;br /&gt;
***On top of the agency&#039;s owned grav flyers and other vehicles, they maintain relationships with humanitarian-inclined smugglers used to delivering relief under cover.&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;br /&gt;
==Agency Turn==&lt;br /&gt;
I&#039;ll just link the handout explaining these rules here.&lt;br /&gt;
&lt;br /&gt;
[https://i.imgur.com/5BNaJyT.png What is an Agency?]&lt;br /&gt;
[https://i.imgur.com/aoBQCGt.png Agency Actions]&lt;br /&gt;
[https://i.imgur.com/HVTBtOx.png Agency Elements 1]&lt;br /&gt;
[https://i.imgur.com/wKDnHSK.png Agency Elements 2]&lt;br /&gt;
==Character Creation==&lt;br /&gt;
*As per book with these changes.&lt;br /&gt;
*Roll 3D6 6 times down the line to generate an array of stats in order. When creating a new PC, do this two times and pick the array you prefer.&lt;br /&gt;
*Characters start at Level 2. They have a free skill-0 in Fix, Know, or Program from the Black Codex element.&lt;br /&gt;
*Instead of creating your own character, you can have the DM randomly generate a character for you. By default this is limited to Warrior, Expert, and Psychic to keep it easy, but just ask if you&#039;d like an Adventurer, a Prismatic True AI, or a magic class.&lt;br /&gt;
*In addition to the True AI class (as a Prismatic) and various origin foci, these classes from Codex of the Black Sun are available: Arcane Expert, Arcane Warrior, Free Nexus, Rectifier, Sunblade, War Mage, and Yama King.&lt;br /&gt;
*These origin foci are available:&lt;br /&gt;
**&#039;&#039;&#039;Cyborg.&#039;&#039;&#039; You begin play with 30,000 credits of cyberware. You have bonus System Strain that only counts for absorbing cyberware penalties; this is equal to half your level, rounded up. Once in play, new cyberware only costs half as much as usual for you due to your tuned physiology.&lt;br /&gt;
**&#039;&#039;&#039;Drone Keeper.&#039;&#039;&#039; You have a cybernetic drone control link that doesn&#039;t cost you System Strain. You can freely jury-rig together drones or drone fittings worth 2,500 credits given 24 hours, assuming you&#039;re not completely isolated from any semi-plausible source of scrap or salvage and have at least a portable toolkit with you. This jury-rig limit rises to 5,000 credits at level 3, 10,000 at level 7, and 25,000 at level 10. Changing your allocated jury-rig budget, such as from one drone to a different drone, takes 24 hours. (This focus can also be used for a Hanseongin varietal called Falconers.)&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Harpies,&#039;&#039;&#039; who are given wings to act as travelers, messengers, and explorers. Harpies can fly under normal gravity conditions with their Move Action and never take more than 1d4 falling damage while conscious. They have integral low-light and thermal vision, as per Panspectral Optics cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Basilisks,&#039;&#039;&#039; who are given weapons to hunt dangerous predators, but often become sectarian warriors or glory-seeking brawlers. They tend to be strongly devoted to a cause. Basilisks have integral weapons and armor as per Body Arsenal Array and Dermal Armor cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Eels,&#039;&#039;&#039; who are given bioelectricity to recover data from lost ruins on Hanseong&#039;s shrouded surface. Eels have a fine electrical mesh on their hands as per Eelskin Capacitor Mesh cyberware, and often wear gloves. They have an integral computer that acts as a black slab (SWN page 72.)&lt;br /&gt;
**&#039;&#039;&#039;Transhuman.&#039;&#039;&#039; You have a soulstone that records your experiences and can be transferred between specially-prepared bodies, or shells. Create your PC as per page 253. Ignore paragraphs 2 and 3 about polities and 6 about equipment. Pick the Nat shell. Your soulstone must be brought back to the inception tank at HQ to be restored into a new shell, when a shell becomes available. (This will be challenging and likely require a mission to secure one.)&lt;br /&gt;
==Advancement==&lt;br /&gt;
Both of your PCs accumulate XP at the same rate: when one gains XP, the other gains the same amount. XP is generally granted to characters for:&lt;br /&gt;
*Surviving the mission&lt;br /&gt;
*Completing the mission objective&lt;br /&gt;
*Completing a bonus objective or target of opportunity&lt;br /&gt;
*Achieving or significantly advancing their Goal&lt;br /&gt;
==Houserules==&lt;br /&gt;
*The laser pistol and laser rifle have these additional rules:&lt;br /&gt;
**This weapon can be fired in stun mode. Switch to stun mode as an On Turn action. Stun rays are visibly distinct from death rays. Stun damage can drop a target to zero hit points, but not kill them. They awaken 10 minutes later with 1 hit point.&lt;br /&gt;
**This weapon can be fired in silenced mode. Switch to silenced mode as an On Turn action. Silenced rays are smaller and make almost no sound. When silenced, the laser pistol&#039;s base damage becomes 1d4 and the laser rifle&#039;s becomes 1d8, and their range is halved.&lt;br /&gt;
*These are some potential uses of spare parts:&lt;br /&gt;
**For 1 unit of spare parts and a few minutes of work, a character with Fix-0 can apply a suppressor to a projectile weapon. This reduces its noise and muzzle flash, but halves its range. The suppressor lasts for one scene or expedition before needing to be replaced.&lt;br /&gt;
**For 1 unit of spare parts and a few minutes of work, tie up a helpless target&#039;s hands and feet with cords.&lt;br /&gt;
*This is some additional equipment:&lt;br /&gt;
**Flash Grenade: as grenade (SWN 66), but deals 1d4 stun damage. Targets who take damage are stunned for 1d4+1 rounds; stunned characters have a -2 AC penalty and can take only one Move Action per round.&lt;br /&gt;
**Smoke Grenade: as grenade, but no damage. Obscures in a 5-meter radius for 5 rounds, providing half cover (-2 to hit) and an additional -2 to laser weapons due to beam disruption. Characters caught in the cloud must Physical save or take -1 to attack rolls.&lt;br /&gt;
*Interrogation:&lt;br /&gt;
**Interrogate with Cha/Lead. Questions should be simple and direct. Each question gets a roll against difficulty 6-10 depending on the sensitivity of the information. Each time a roll is failed, difficulty goes up by +1, cumulative. Other PCs can assist the interrogation roll as normal by taking some Skill action to help (good cop bad cop? insinuating some advantage or making especially tight bonds? deception?), giving +1 to the main actor&#039;s roll if successful - be specific about what you&#039;re doing to help if so.&lt;br /&gt;
===Dungeon-Crawling Procedure===&lt;br /&gt;
*Each dungeon turn is 10 minutes. In the space of 1 turn, you can:&lt;br /&gt;
**Enter a new, unexplored area with caution&lt;br /&gt;
**Retrace your steps by up to 2 areas&lt;br /&gt;
**Engage in a combat and subsequent clean-up&lt;br /&gt;
**Do anything else that takes roughly 10 minutes&lt;br /&gt;
*This pace of movement assumes you are &#039;&#039;&#039;sneaking&#039;&#039;&#039;, moving slowly and quietly.&lt;br /&gt;
**When sneaking, the party gets a Dex/Sneak versus Wis/Notice check to avoid being seen when they encounter enemies.&lt;br /&gt;
**This is done as Dex/Sneak by the PC with the highest Sneak skill, -1 for each PC untrained in Sneak. One other PC gets a teamwork roll to help negate this penalty.&lt;br /&gt;
*You can instead &#039;&#039;&#039;dash&#039;&#039;&#039;, moving quickly through the dungeon.&lt;br /&gt;
**You can enter up to 2 new areas per turn&lt;br /&gt;
**You can retrace your steps by up to 4 areas&lt;br /&gt;
**You are automatically detected by any enemies you encounter&lt;br /&gt;
===New Agency Elements===&lt;br /&gt;
*&#039;&#039;&#039;Infiltrators&#039;&#039;&#039;&lt;br /&gt;
**Each time you take the Scout Element action, you can also make it for free against one Infiltrated agency. &#039;&#039;&#039;+1 Infiltration&#039;&#039;&#039;&lt;br /&gt;
**As 1, but each time you take the Discern Plans action as well. &#039;&#039;&#039;+3 Infiltration&#039;&#039;&#039;&lt;br /&gt;
**When you Discern a Plan, you may give it -4 to its roll this turn. &#039;&#039;&#039;+5 Infiltration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
[https://sectorswithoutnumber.com/sector/TRhvyTcXqGTkRtSbVemd Sector Map]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Brief History of Prismatic Spray Sector&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Era 1 began with the spike drive and colonization from Earth; it was the Era of the Mandate.&lt;br /&gt;
Era 2 began with the Scream and great works of magic; it was the Era of the Weave.&lt;br /&gt;
Era 3 began with the Unweaving and the first metastorm; it was the Era of Division.&lt;br /&gt;
Era 4 began with the Prism and the end of the third metastorm; its history is unwritten.&lt;br /&gt;
&lt;br /&gt;
We&#039;re 15 years into Era 4. The last years of Era 3 were marked by a sector-wide war between two rival powers, the hegemonic State of Grace (technical, spiritual) and the rising Amity Alliance (magical, rational.) When the Great Metastorm subsided and long-distance spike drills became feasible again, the War of Grace and Amity explosively escalated, and it soon saw the arrival of the Prism, a highly advanced traveling fleet of AI with a complex color-based culture. Grace attacked them first (perhaps due to Amity trickery,) and so the Prism intervened on Amity&#039;s side, defeating the State of Grace at the Battle of Auld Nine and fully blockading their homeworld, where the Prismatic Fleet remains anchored. The powers of the sector soon learned that the Prism did not see organic planetary governments as their peers and had no interest in playing ball with them.&lt;br /&gt;
&lt;br /&gt;
*What does it all mean? You&#039;re in a sector with a long history that&#039;s recovered/ing from a war, magic and psi and other metaspace-phenomena are well-known, transhuman and posthuman cultures are budding, and people are conscious that a new era is starting. Y2K in space!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JEHUTY&#039;&#039;&#039; is one of the unexpected new syntheses emergent in Era 4. The agency is the fruitful merger between Blade Broken Peace Services, a &amp;quot;private peace company&amp;quot; founded in the last years of the War; and the Mountain, an esoteric order of wandering peacekeepers dating back to the Weave, if not before. The idealism and purpose of Blade Broken mixed well with the tradition and discipline of the Mountain, and 10 years ago the leaders of both (spurred on by a cross-faction adventuring party) made a concord to integrate with each other into a new agency: JEHUTY, named for an ancient Earth divinity of science-magic, wisdom, and judgment. The agency&#039;s mission is to disarm, decommission, and demobilize by any means necessary works of harmful technology (including psitech, arcanotech, and deadly catch-all maltech) leftover from the War of Grace and Amity.&lt;br /&gt;
&lt;br /&gt;
There are some other agencies in the former State of Grace that you should be aware of.&lt;br /&gt;
*&#039;&#039;&#039;The Others&#039;&#039;&#039; (the Other Side of the Mountain, Montagnards): for at least some of you, former comrades. A sect of the Mountain (needless to say, they think of themselves as the Mountain and you as the sect) more interested in &amp;quot;peacekeeping&amp;quot; for profit through bounty hunting and maintaining honor among thieves. Based in the Lagrange system, near Cirfant.&lt;br /&gt;
**Armory 2, Tradition 2, &#039;&#039;(Connections Element), (Infiltration Element), (?), (?)&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;VIPER&#039;&#039;&#039; (Fifth Division, D5): the external intelligence bureau of Itamaraty&#039;s planetary government. Tired of being a Gracious client, the planet is asserting its independence and pursuing its own goals in the sector. The highly-trained, exceptionally-qualified agents of VIPER help them punch above their weight. Based on Itamaraty.&lt;br /&gt;
**Assassins 2, Legitimacy 2, &#039;&#039;(Security Element), (Tech Element), (?), (?)&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;INDIGO&#039;&#039;&#039; (Indigo Union Freely Assembled, the Rectifiers): a counter-hegemonic network of dissidents, magic users, psychics, and the posthuman-curious who see the Prismatic Fleet as a potential model for the transhuman leap. Not obedience: cooperation and mutual exchange. Many Rectifiers were neutral medics and healers during the War - they&#039;re sick of the fighting. Known to operate in Evergreen.&lt;br /&gt;
**Identity Shop 2, Pretech Lab 2, &#039;&#039;(Mobility Element), (Muscle Element), (?), (?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are the worlds in or near the former State of Grace, with their cultural root for character detail and inspiration purposes.&lt;br /&gt;
*&#039;&#039;&#039;Grace&#039;&#039;&#039;. Highly developed and populous, ruled by an increasingly-despised representative world government, widespread spiritual ideology gave legitimacy to its rulers, blockaded by the Prism to end the War 15 years ago, temperate-to-warm, TL4+. [South Indian, especially Tamil and Sinhalese, but many different cultures.]&lt;br /&gt;
*&#039;&#039;&#039;Stoke&#039;&#039;&#039;. A million people in the underground canyon cities around the Old Machines, former Grace client seeking new independent purpose for its industry, people increasingly squeezed by debt crisis as embattled Grace-loyal ruling class bunkers down, cold, TL4+. [Ancient Mesopotamia+Classical Levant+Saarland industrial region.]&lt;br /&gt;
*&#039;&#039;&#039;Evergreen&#039;&#039;&#039;. Union of asteroid habitats and space stations around a pleasantly-glowing destroyed world, hosts many refugees, comfortable and forward-looking, TL4. [newly-decolonized West and East Africa, USA in 1960 as seen from abroad through rose-colored glasses.]&lt;br /&gt;
*&#039;&#039;&#039;Vuor&#039;&#039;&#039;. Bubble cities on a frozen surface, wracked by low-intensity civil conflict for generations and finally emerging into something new, developed precision war magic and tech to avoid the unspeakable crime of damaging the habitats, formerly provided Grace elite warriors, TL3. [Former Yugoslavia, Belarus, Ukraine.]&lt;br /&gt;
*&#039;&#039;&#039;Itamaraty&#039;&#039;&#039;. Stormy world with massive colorful clouds and rich wild botany, elaborate structures above and underground to protect from dangerous weather, governed by ubiquitous examination system testing intellectual and cultural skills (meteorological engineering is one thing but the dance portion is a killer,) colorful mask-wearing mandatory for survival in thick atmosphere, temperate, TL4. [historical Mesoamerica and modern Central America+classical Chinese examination system.]&lt;br /&gt;
*&#039;&#039;&#039;Sycamore&#039;&#039;&#039;. Isolated world recently reconnected to wider sector in Era 4 by shifting metaspace lanes, fears psychics due to long-ago crisis, deeply alien biosphere respected spiritually and kept separate from human-miscible ecosystems, rich in a natural resource that could replace Cirfant dioxis as the key to spike drive creation, now subject to a gold rush by offworld speculators and corps who call the unwelcoming world &amp;quot;Sycorax,&amp;quot; temperate-to-cold, TL3. [Siberia, Manchuria, Hokkaido.]&lt;br /&gt;
*&#039;&#039;&#039;Cirfant&#039;&#039;&#039;. Gas giant orbited by stations, moons, and floating dioxis distilleries (the critical ingredient to spike drive creation,) governed by feuding swashbuckling noble houses, policed by their space pirate allies, worked by an oppressed underclass of gas miners, TL4. [French colonial cultures such as in Algeria and Indochina.]&lt;br /&gt;
&lt;br /&gt;
These are some other important worlds in the sector.&lt;br /&gt;
*&#039;&#039;&#039;Moresnet&#039;&#039;&#039;. Recently reconnected to wider sector, everyday magical presence, anarchist, TL4. [Philippines+Indonesia.]&lt;br /&gt;
*&#039;&#039;&#039;Hanseong&#039;&#039;&#039;. Posthuman-inhabited floating islands above a cloud sea that get stranger the further out you go, TL4. [Very loosely Korea + Le Guin.]&lt;br /&gt;
*&#039;&#039;&#039;Aeaea&#039;&#039;&#039;. Handful of islands and floating structures above undersea culture of the posthuman Nereid hive mind, TL3. [Very loosely Greece.]&lt;br /&gt;
*&#039;&#039;&#039;Amity&#039;&#039;&#039;. Ascendant rival to fallen Grace, cultural imperialist, engineered biosphere, led by the Lieges of the Real magical-economic order, TL4+. [Very loosely Iceland+Norway.]&lt;br /&gt;
&lt;br /&gt;
==Important Posts==&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23671980 game pitch]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674363 basic setting]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674465 what happened to evergreen]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675007 agency elements]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675712 what is the prism]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677339 agency official creation + character inspiration pictures]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677342 player character creation]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678544 broken blade and the mountain, agency background, reference music]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678708 homeworlds available]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678894 deep dive into grace and stoke]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23679862 deep dive into itamaraty and sycamore]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=397799</id>
		<title>SWN: Hand of Jehuty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=397799"/>
		<updated>2021-03-21T03:30:29Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: /* Agency */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/ Recruitment] | [https://forum.rpg.net/index.php?threads/swn-rocket-peace.875399/ OOC] | [https://forum.rpg.net/index.php?threads/swn-rocket-peace.875423/ IC]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
[[Stars Without Number Revised Sheet]]&lt;br /&gt;
==Agents==&lt;br /&gt;
*&#039;&#039;Atlictoatl&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Earis ir&#039;Delan [[JEHUTY Profile: ADDER | (ADDER)]]&#039;&#039;&#039;, L3 Arcane Expert/Restricted Telepath, HP 13/13 | System Strain 0 | AC 13 | Initiative +1 | Effort 5/5&lt;br /&gt;
**&#039;&#039;&#039;Mal-chin Doubt Eater 23 [[JEHUTY Profile: RHINO | (RHINO)]]&#039;&#039;&#039;, L3 Arcane Warrior, HP 25/25 | System Strain 0 | AC 17 | Initiative +1 | Warrior Ability 1/1, Ammo 20/20&lt;br /&gt;
*&#039;&#039;Caiphon&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Marys Sante [[JEHUTY Profile: MONUMENT | (MONUMENT)]]&#039;&#039;&#039;, L2 War Mage, HP 7/7 | System Shock 0 | AC 14 | Initiative +1 | Spell Casts: L1: 4/4&lt;br /&gt;
**&#039;&#039;&#039;Stygian Blue [[JEHUTY Profile: BLUE | (STIG)]]&#039;&#039;&#039;, L2 Prismatic AI, HP 6/6 or 11/11 | System Shock 0 | AC 13 | Initiative +0 or +1 | Processing 2/2&lt;br /&gt;
*&#039;&#039;Cannonball&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Kalli Duclair [[JEHUTY Profile: NIMBUS | (NIMBUS)]]&#039;&#039;&#039;, L2 Transhuman Expert, HP 12/15 | System Shock 1 | AC 15 | Initiative +2 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Peace Wrapped in Starlight [[JEHUTY Profile: CLARION | (CLARION)]]&#039;&#039;&#039;, L2 Sunblade, HP 6/6 | System Shock 0 | AC 19(!) | Initiative +1, Alert | Effort 3/3&lt;br /&gt;
*&#039;&#039;MonsterMash&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Rufus Wyndot [[JEHUTY Profile: MANTIS | (MANTIS)]]&#039;&#039;&#039;, L3 Expert, HP 15/15 | System Shock 0 | AC 16 | Initiative +1 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Benno Karden [[JEHUTY Profile: BULLET | (BULLET)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 14 | Initiative -1, Alert-2 | Warrior Ability 1/1&lt;br /&gt;
*&#039;&#039;Niihue&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Javier Morales [[JEHUTY Profile: SPIRIT | (ORACLE SPIRIT)]]&#039;&#039;&#039;, L3 Psychic/Warrior, HP 15/15 | System Shock 0 | AC 14 | Initiative +1, Intuitive Response | Effort 5/5&lt;br /&gt;
**&#039;&#039;&#039;Mei Kirishima [[JEHUTY Profile: ANGEL | (ANGEL)]]&#039;&#039;&#039;, L3 Expert, HP 11/11 | System Shock 0 | AC 14 | Initiative +0 | Expert Ability 1/1&lt;br /&gt;
*&#039;&#039;Stinkyfool&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Darius [[JEHUTY Profile: FLOAT | (FLOAT)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 13 | Initiative +0, Alert | Warrior Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Jasper [[JEHUTY Profile: FLUX | (FLUX)]]&#039;&#039;&#039;, L2 Psychic, HP 10/10 | System Shock 0 | AC 13 | Initiative +0 | Effort 4/4&lt;br /&gt;
===Party Skill Ranks===&lt;br /&gt;
&#039;&#039;(#) is the number of ranks, #S means the PC has Specialist focus&#039;&#039;&lt;br /&gt;
*Administer&lt;br /&gt;
*Cast Magic - Monument (1)&lt;br /&gt;
*Connect - Adder (1 + Connected), Mantis (1 + Connected), Float (0)&lt;br /&gt;
*Exert - Rhino (0), Spirit (0), Monument (0), Clarion (0), Float (0), Bullet (0)&lt;br /&gt;
*Fix - Nimbus (1 + Tinker), Stygian Blue (1), Mantis (1), Rhino (0), Monument (0), Clarion (0), Flux (0)&lt;br /&gt;
*Heal - Angel (1 + Healer), Monument (0 + Healer), Stygian Blue (0), Flux has psychic healing&lt;br /&gt;
*Know - Angel (1S), Rhino (1S), Nimbus (0), Stygian Blue (0), Mantis (0)&lt;br /&gt;
*Know Magic - Monument (0)&lt;br /&gt;
*Lead - Stygian Blue (2S + Authority), Rhino (0)&lt;br /&gt;
*Notice - Clarion (1 + Alert), Bullet (1 + Alert), Angel (1), Mantis (1), Adder (0), Float (0 + Alert), Monument (0)&lt;br /&gt;
*Perform&lt;br /&gt;
*Pilot - Monument (0), Flux (0)&lt;br /&gt;
*Program - Nimbus (2 + Hacker), Flux (1 + Hacker), Adder (0), Stygian Blue (0), Bullet (0)&lt;br /&gt;
*Punch - Bullet (0)&lt;br /&gt;
*Shoot - Clarion (Sunblade 2), Bullet (2 + Gunslinger), Float (1 + Gunslinger), Rhino (0), Adder (0), Nimbus (0), Angel (0), Monument (0)&lt;br /&gt;
*Sneak - Float (1S), Spirit (1), Rhino (0), Adder (0), Angel (0), Clarion (0), Stygian Blue (0), Flux (0), Bullet (0)&lt;br /&gt;
*Stab - Rhino (2 + Savage Fray), Spirit (0)&lt;br /&gt;
*Survive - Angel (1 + Wanderer), Spirit (0), Clarion (0), Mantis (0 + Wanderer 2)&lt;br /&gt;
*Talk - Nimbus (1 + Diplomat), Stygian Blue (1 + Diplomat), Adder (1), Float (0)&lt;br /&gt;
*Trade&lt;br /&gt;
*Work&lt;br /&gt;
&lt;br /&gt;
==Officials==&lt;br /&gt;
&#039;&#039;&#039;Wizened Ivy,&#039;&#039;&#039; Director of JEHUTY&lt;br /&gt;
*Considers the interests of the agency as a whole.&lt;br /&gt;
*Mountain Sunblade wounded in action. Hopes to elevate a field agent into the office.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punished Spider,&#039;&#039;&#039; Ministry of Correction, played by Niihue&lt;br /&gt;
*Responds to threats to the agency itself and those it protects: the peace-loving people of the sector, in principle.&lt;br /&gt;
*Mountain-raised pious believer in the cause. Completely bald, facial tattoos over burn scar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crazy Vulture,&#039;&#039;&#039; Bureau of Clarity, played by Atlictoatl&lt;br /&gt;
*Identifies dangerous tech in the wrong hands, assembles field teams, and removes it.&lt;br /&gt;
*Broken Blade accountant. War refugee who lost their family to stray ordinance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild Duck,&#039;&#039;&#039; Vision Section, played by MonsterMash&lt;br /&gt;
*Researches new technology, psi, magic, and other tools, and equips the agency with them.&lt;br /&gt;
*Broken Blade technician. Convinced that there&#039;s a still-hidden power at work in the sector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Propitious Beetle,&#039;&#039;&#039; Foundation Division, played by Caiphon&lt;br /&gt;
*Maintains support staff: medics, accountants, janitors, and the NGO side of things.&lt;br /&gt;
*Early Blade field operative. Badly wounded on a field mission and presumed lost, but returned, with deeper passion than ever to continue the work. Walks with a limp. Kindly old grampa who won&#039;t back down when you refuse your holiday gifts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angel Obscured,&#039;&#039;&#039; Department of Peace, played by stinkyfool&lt;br /&gt;
*Ensures that the agency is embodying, synthesizing, and acting on the values of both Mountain and Blade.&lt;br /&gt;
*Near-death experience led to deep personality change. Seems high but isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
==Agency==&lt;br /&gt;
&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; Stoke&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections&#039;&#039;&#039; 1, &#039;&#039;&#039;Infiltration&#039;&#039;&#039; 1, &#039;&#039;&#039;Mobility&#039;&#039;&#039; 3, &#039;&#039;&#039;Muscle&#039;&#039;&#039; 3, &#039;&#039;&#039;Resources&#039;&#039;&#039; 1, &#039;&#039;&#039;Security&#039;&#039;&#039; 1, &#039;&#039;&#039;Tech&#039;&#039;&#039; 1&lt;br /&gt;
*Black Codex 1&lt;br /&gt;
**All agents gain Fix-0, Know-0, or Program-0 relating to maltech. &#039;&#039;&#039;+1 Tech&#039;&#039;&#039;&lt;br /&gt;
***A vault deep in the cliffside containing paper printouts, technical labs, and closed computer networks fully detached from the outside and each other.&lt;br /&gt;
*Front Business 1&lt;br /&gt;
**The agency has a front business that explains modest wealth. &#039;&#039;&#039;+1 Resources&#039;&#039;&#039;&lt;br /&gt;
***Blade Broken Peace Services continues to operate as a private peace company, taking contracts and laundering credits.&lt;br /&gt;
*Hidden Strings 1&lt;br /&gt;
**The agency has unofficial friends in numerous government departments, and can often get minor regulations bent. &#039;&#039;&#039;+1 Connections&#039;&#039;&#039;&lt;br /&gt;
***A cabal within Stoke&#039;s government not devoted to the Exarchate still deeply respects the Mountain and believes in their mission.&lt;br /&gt;
*&#039;&#039;&#039;Infiltrators&#039;&#039;&#039;&lt;br /&gt;
**Each time you take the Scout Element action, you can also make it for free against one Infiltrated agency. &#039;&#039;&#039;+1 Infiltration&#039;&#039;&#039;&lt;br /&gt;
***JEHUTY agents have been inserted into the Other Side of the Mountain at a low level, giving support for other infiltration ops.&lt;br /&gt;
*Starships 2&lt;br /&gt;
**The agency has a free trader and the crew and facilities to keep it functional.&lt;br /&gt;
**The agency has a frigate and three free traders under its control. &#039;&#039;&#039;+3 Muscle&#039;&#039;&#039;&lt;br /&gt;
***Stoke&#039;s shipyards have produced a sizable navy; they can spare the &amp;quot;training flotilla&amp;quot; consisting of frigate &#039;&#039;Sharur&#039;&#039; and free traders &#039;&#039;Antu, Haya,&#039;&#039; and &#039;&#039;Ishum.&#039;&#039;&lt;br /&gt;
*Tradition 1&lt;br /&gt;
**The agency is dedicated, united, and has a history of accomplishment. &#039;&#039;&#039;+1 Security&#039;&#039;&#039;&lt;br /&gt;
***The inherited traditions of the Mountain, together with Blade Broken&#039;s altruistic mission, motivate JEHUTY personnel more than money.&lt;br /&gt;
*Transport 2&lt;br /&gt;
**Grav flyers and covert drops are available on the agency’s home planet.&lt;br /&gt;
**Fast smuggler runs of up to 50 tons to any world within 2 hexes of an agency station. &#039;&#039;&#039;+3 Mobility&#039;&#039;&#039;&lt;br /&gt;
***On top of the agency&#039;s owned grav flyers and other vehicles, they maintain relationships with humanitarian-inclined smugglers used to delivering relief under cover.&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;br /&gt;
==Agency Turn==&lt;br /&gt;
I&#039;ll just link the handout explaining these rules here.&lt;br /&gt;
&lt;br /&gt;
[https://i.imgur.com/5BNaJyT.png What is an Agency?]&lt;br /&gt;
[https://i.imgur.com/aoBQCGt.png Agency Actions]&lt;br /&gt;
[https://i.imgur.com/HVTBtOx.png Agency Elements 1]&lt;br /&gt;
[https://i.imgur.com/wKDnHSK.png Agency Elements 2]&lt;br /&gt;
==Character Creation==&lt;br /&gt;
*As per book with these changes.&lt;br /&gt;
*Roll 3D6 6 times down the line to generate an array of stats in order. When creating a new PC, do this two times and pick the array you prefer.&lt;br /&gt;
*Characters start at Level 2. They have a free skill-0 in Fix, Know, or Program from the Black Codex element.&lt;br /&gt;
*Instead of creating your own character, you can have the DM randomly generate a character for you. By default this is limited to Warrior, Expert, and Psychic to keep it easy, but just ask if you&#039;d like an Adventurer, a Prismatic True AI, or a magic class.&lt;br /&gt;
*In addition to the True AI class (as a Prismatic) and various origin foci, these classes from Codex of the Black Sun are available: Arcane Expert, Arcane Warrior, Free Nexus, Rectifier, Sunblade, War Mage, and Yama King.&lt;br /&gt;
*These origin foci are available:&lt;br /&gt;
**&#039;&#039;&#039;Cyborg.&#039;&#039;&#039; You begin play with 30,000 credits of cyberware. You have bonus System Strain that only counts for absorbing cyberware penalties; this is equal to half your level, rounded up. Once in play, new cyberware only costs half as much as usual for you due to your tuned physiology.&lt;br /&gt;
**&#039;&#039;&#039;Drone Keeper.&#039;&#039;&#039; You have a cybernetic drone control link that doesn&#039;t cost you System Strain. You can freely jury-rig together drones or drone fittings worth 2,500 credits given 24 hours, assuming you&#039;re not completely isolated from any semi-plausible source of scrap or salvage and have at least a portable toolkit with you. This jury-rig limit rises to 5,000 credits at level 3, 10,000 at level 7, and 25,000 at level 10. Changing your allocated jury-rig budget, such as from one drone to a different drone, takes 24 hours. (This focus can also be used for a Hanseongin varietal called Falconers.)&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Harpies,&#039;&#039;&#039; who are given wings to act as travelers, messengers, and explorers. Harpies can fly under normal gravity conditions with their Move Action and never take more than 1d4 falling damage while conscious. They have integral low-light and thermal vision, as per Panspectral Optics cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Basilisks,&#039;&#039;&#039; who are given weapons to hunt dangerous predators, but often become sectarian warriors or glory-seeking brawlers. They tend to be strongly devoted to a cause. Basilisks have integral weapons and armor as per Body Arsenal Array and Dermal Armor cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Eels,&#039;&#039;&#039; who are given bioelectricity to recover data from lost ruins on Hanseong&#039;s shrouded surface. Eels have a fine electrical mesh on their hands as per Eelskin Capacitor Mesh cyberware, and often wear gloves. They have an integral computer that acts as a black slab (SWN page 72.)&lt;br /&gt;
**&#039;&#039;&#039;Transhuman.&#039;&#039;&#039; You have a soulstone that records your experiences and can be transferred between specially-prepared bodies, or shells. Create your PC as per page 253. Ignore paragraphs 2 and 3 about polities and 6 about equipment. Pick the Nat shell. Your soulstone must be brought back to the inception tank at HQ to be restored into a new shell, when a shell becomes available. (This will be challenging and likely require a mission to secure one.)&lt;br /&gt;
==Advancement==&lt;br /&gt;
Both of your PCs accumulate XP at the same rate: when one gains XP, the other gains the same amount. XP is generally granted to characters for:&lt;br /&gt;
*Surviving the mission&lt;br /&gt;
*Completing the mission objective&lt;br /&gt;
*Completing a bonus objective or target of opportunity&lt;br /&gt;
*Achieving or significantly advancing their Goal&lt;br /&gt;
==Houserules==&lt;br /&gt;
*The laser pistol and laser rifle have these additional rules:&lt;br /&gt;
**This weapon can be fired in stun mode. Switch to stun mode as an On Turn action. Stun rays are visibly distinct from death rays. Stun damage can drop a target to zero hit points, but not kill them. They awaken 10 minutes later with 1 hit point.&lt;br /&gt;
**This weapon can be fired in silenced mode. Switch to silenced mode as an On Turn action. Silenced rays are smaller and make almost no sound. When silenced, the laser pistol&#039;s base damage becomes 1d4 and the laser rifle&#039;s becomes 1d8, and their range is halved.&lt;br /&gt;
*These are some potential uses of spare parts:&lt;br /&gt;
**For 1 unit of spare parts and a few minutes of work, a character with Fix-0 can apply a suppressor to a projectile weapon. This reduces its noise and muzzle flash, but halves its range. The suppressor lasts for one scene or expedition before needing to be replaced.&lt;br /&gt;
**For 1 unit of spare parts and a few minutes of work, tie up a helpless target&#039;s hands and feet with cords.&lt;br /&gt;
*This is some additional equipment:&lt;br /&gt;
**Flash Grenade: as grenade (SWN 66), but deals 1d4 stun damage. Targets who take damage are stunned for 1d4+1 rounds; stunned characters have a -2 AC penalty and can take only one Move Action per round.&lt;br /&gt;
**Smoke Grenade: as grenade, but no damage. Obscures in a 5-meter radius for 5 rounds, providing half cover (-2 to hit) and an additional -2 to laser weapons due to beam disruption. Characters caught in the cloud must Physical save or take -1 to attack rolls.&lt;br /&gt;
*Interrogation:&lt;br /&gt;
**Interrogate with Cha/Lead. Questions should be simple and direct. Each question gets a roll against difficulty 6-10 depending on the sensitivity of the information. Each time a roll is failed, difficulty goes up by +1, cumulative. Other PCs can assist the interrogation roll as normal by taking some Skill action to help (good cop bad cop? insinuating some advantage or making especially tight bonds? deception?), giving +1 to the main actor&#039;s roll if successful - be specific about what you&#039;re doing to help if so.&lt;br /&gt;
===Dungeon-Crawling Procedure===&lt;br /&gt;
*Each dungeon turn is 10 minutes. In the space of 1 turn, you can:&lt;br /&gt;
**Enter a new, unexplored area with caution&lt;br /&gt;
**Retrace your steps by up to 2 areas&lt;br /&gt;
**Engage in a combat and subsequent clean-up&lt;br /&gt;
**Do anything else that takes roughly 10 minutes&lt;br /&gt;
*This pace of movement assumes you are &#039;&#039;&#039;sneaking&#039;&#039;&#039;, moving slowly and quietly.&lt;br /&gt;
**When sneaking, the party gets a Dex/Sneak versus Wis/Notice check to avoid being seen when they encounter enemies.&lt;br /&gt;
**This is done as Dex/Sneak by the PC with the highest Sneak skill, -1 for each PC untrained in Sneak. One other PC gets a teamwork roll to help negate this penalty.&lt;br /&gt;
*You can instead &#039;&#039;&#039;dash&#039;&#039;&#039;, moving quickly through the dungeon.&lt;br /&gt;
**You can enter up to 2 new areas per turn&lt;br /&gt;
**You can retrace your steps by up to 4 areas&lt;br /&gt;
**You are automatically detected by any enemies you encounter&lt;br /&gt;
===New Agency Elements===&lt;br /&gt;
*&#039;&#039;&#039;Infiltrators&#039;&#039;&#039;&lt;br /&gt;
**Each time you take the Scout Element action, you can also make it for free against one Infiltrated agency. &#039;&#039;&#039;+1 Infiltration&#039;&#039;&#039;&lt;br /&gt;
**As 1, but each time you take the Discern Plans action as well. &#039;&#039;&#039;+3 Infiltration&#039;&#039;&#039;&lt;br /&gt;
**When you Discern a Plan, you may give it -4 to its roll this turn. &#039;&#039;&#039;+5 Infiltration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
[https://sectorswithoutnumber.com/sector/TRhvyTcXqGTkRtSbVemd Sector Map]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Brief History of Prismatic Spray Sector&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Era 1 began with the spike drive and colonization from Earth; it was the Era of the Mandate.&lt;br /&gt;
Era 2 began with the Scream and great works of magic; it was the Era of the Weave.&lt;br /&gt;
Era 3 began with the Unweaving and the first metastorm; it was the Era of Division.&lt;br /&gt;
Era 4 began with the Prism and the end of the third metastorm; its history is unwritten.&lt;br /&gt;
&lt;br /&gt;
We&#039;re 15 years into Era 4. The last years of Era 3 were marked by a sector-wide war between two rival powers, the hegemonic State of Grace (technical, spiritual) and the rising Amity Alliance (magical, rational.) When the Great Metastorm subsided and long-distance spike drills became feasible again, the War of Grace and Amity explosively escalated, and it soon saw the arrival of the Prism, a highly advanced traveling fleet of AI with a complex color-based culture. Grace attacked them first (perhaps due to Amity trickery,) and so the Prism intervened on Amity&#039;s side, defeating the State of Grace at the Battle of Auld Nine and fully blockading their homeworld, where the Prismatic Fleet remains anchored. The powers of the sector soon learned that the Prism did not see organic planetary governments as their peers and had no interest in playing ball with them.&lt;br /&gt;
&lt;br /&gt;
*What does it all mean? You&#039;re in a sector with a long history that&#039;s recovered/ing from a war, magic and psi and other metaspace-phenomena are well-known, transhuman and posthuman cultures are budding, and people are conscious that a new era is starting. Y2K in space!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JEHUTY&#039;&#039;&#039; is one of the unexpected new syntheses emergent in Era 4. The agency is the fruitful merger between Blade Broken Peace Services, a &amp;quot;private peace company&amp;quot; founded in the last years of the War; and the Mountain, an esoteric order of wandering peacekeepers dating back to the Weave, if not before. The idealism and purpose of Blade Broken mixed well with the tradition and discipline of the Mountain, and 10 years ago the leaders of both (spurred on by a cross-faction adventuring party) made a concord to integrate with each other into a new agency: JEHUTY, named for an ancient Earth divinity of science-magic, wisdom, and judgment. The agency&#039;s mission is to disarm, decommission, and demobilize by any means necessary works of harmful technology (including psitech, arcanotech, and deadly catch-all maltech) leftover from the War of Grace and Amity.&lt;br /&gt;
&lt;br /&gt;
There are some other agencies in the former State of Grace that you should be aware of.&lt;br /&gt;
*&#039;&#039;&#039;The Others&#039;&#039;&#039; (the Other Side of the Mountain, Montagnards): for at least some of you, former comrades. A sect of the Mountain (needless to say, they think of themselves as the Mountain and you as the sect) more interested in &amp;quot;peacekeeping&amp;quot; for profit through bounty hunting and maintaining honor among thieves. Based in the Lagrange system, near Cirfant.&lt;br /&gt;
**Armory 2, Tradition 2, &#039;&#039;(Connections Element), (Infiltration Element), (?), (?)&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;VIPER&#039;&#039;&#039; (Fifth Division, D5): the external intelligence bureau of Itamaraty&#039;s planetary government. Tired of being a Gracious client, the planet is asserting its independence and pursuing its own goals in the sector. The highly-trained, exceptionally-qualified agents of VIPER help them punch above their weight. Based on Itamaraty.&lt;br /&gt;
**Assassins 2, Legitimacy 2, &#039;&#039;(Security Element), (Tech Element), (?), (?)&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;INDIGO&#039;&#039;&#039; (Indigo Union Freely Assembled, the Rectifiers): a counter-hegemonic network of dissidents, magic users, psychics, and the posthuman-curious who see the Prismatic Fleet as a potential model for the transhuman leap. Not obedience: cooperation and mutual exchange. Many Rectifiers were neutral medics and healers during the War - they&#039;re sick of the fighting. Known to operate in Evergreen.&lt;br /&gt;
**Identity Shop 2, Pretech Lab 2, &#039;&#039;(Mobility Element), (Muscle Element), (?), (?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are the worlds in or near the former State of Grace, with their cultural root for character detail and inspiration purposes.&lt;br /&gt;
*&#039;&#039;&#039;Grace&#039;&#039;&#039;. Highly developed and populous, ruled by an increasingly-despised representative world government, widespread spiritual ideology gave legitimacy to its rulers, blockaded by the Prism to end the War 15 years ago, temperate-to-warm, TL4+. [South Indian, especially Tamil and Sinhalese, but many different cultures.]&lt;br /&gt;
*&#039;&#039;&#039;Stoke&#039;&#039;&#039;. A million people in the underground canyon cities around the Old Machines, former Grace client seeking new independent purpose for its industry, people increasingly squeezed by debt crisis as embattled Grace-loyal ruling class bunkers down, cold, TL4+. [Ancient Mesopotamia+Classical Levant+Saarland industrial region.]&lt;br /&gt;
*&#039;&#039;&#039;Evergreen&#039;&#039;&#039;. Union of asteroid habitats and space stations around a pleasantly-glowing destroyed world, hosts many refugees, comfortable and forward-looking, TL4. [newly-decolonized West and East Africa, USA in 1960 as seen from abroad through rose-colored glasses.]&lt;br /&gt;
*&#039;&#039;&#039;Vuor&#039;&#039;&#039;. Bubble cities on a frozen surface, wracked by low-intensity civil conflict for generations and finally emerging into something new, developed precision war magic and tech to avoid the unspeakable crime of damaging the habitats, formerly provided Grace elite warriors, TL3. [Former Yugoslavia, Belarus, Ukraine.]&lt;br /&gt;
*&#039;&#039;&#039;Itamaraty&#039;&#039;&#039;. Stormy world with massive colorful clouds and rich wild botany, elaborate structures above and underground to protect from dangerous weather, governed by ubiquitous examination system testing intellectual and cultural skills (meteorological engineering is one thing but the dance portion is a killer,) colorful mask-wearing mandatory for survival in thick atmosphere, temperate, TL4. [historical Mesoamerica and modern Central America+classical Chinese examination system.]&lt;br /&gt;
*&#039;&#039;&#039;Sycamore&#039;&#039;&#039;. Isolated world recently reconnected to wider sector in Era 4 by shifting metaspace lanes, fears psychics due to long-ago crisis, deeply alien biosphere respected spiritually and kept separate from human-miscible ecosystems, rich in a natural resource that could replace Cirfant dioxis as the key to spike drive creation, now subject to a gold rush by offworld speculators and corps who call the unwelcoming world &amp;quot;Sycorax,&amp;quot; temperate-to-cold, TL3. [Siberia, Manchuria, Hokkaido.]&lt;br /&gt;
*&#039;&#039;&#039;Cirfant&#039;&#039;&#039;. Gas giant orbited by stations, moons, and floating dioxis distilleries (the critical ingredient to spike drive creation,) governed by feuding swashbuckling noble houses, policed by their space pirate allies, worked by an oppressed underclass of gas miners, TL4. [French colonial cultures such as in Algeria and Indochina.]&lt;br /&gt;
&lt;br /&gt;
These are some other important worlds in the sector.&lt;br /&gt;
*&#039;&#039;&#039;Moresnet&#039;&#039;&#039;. Recently reconnected to wider sector, everyday magical presence, anarchist, TL4. [Philippines+Indonesia.]&lt;br /&gt;
*&#039;&#039;&#039;Hanseong&#039;&#039;&#039;. Posthuman-inhabited floating islands above a cloud sea that get stranger the further out you go, TL4. [Very loosely Korea + Le Guin.]&lt;br /&gt;
*&#039;&#039;&#039;Aeaea&#039;&#039;&#039;. Handful of islands and floating structures above undersea culture of the posthuman Nereid hive mind, TL3. [Very loosely Greece.]&lt;br /&gt;
*&#039;&#039;&#039;Amity&#039;&#039;&#039;. Ascendant rival to fallen Grace, cultural imperialist, engineered biosphere, led by the Lieges of the Real magical-economic order, TL4+. [Very loosely Iceland+Norway.]&lt;br /&gt;
&lt;br /&gt;
==Important Posts==&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23671980 game pitch]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674363 basic setting]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674465 what happened to evergreen]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675007 agency elements]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675712 what is the prism]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677339 agency official creation + character inspiration pictures]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677342 player character creation]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678544 broken blade and the mountain, agency background, reference music]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678708 homeworlds available]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678894 deep dive into grace and stoke]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23679862 deep dive into itamaraty and sycamore]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=397468</id>
		<title>SWN: Hand of Jehuty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=397468"/>
		<updated>2021-03-14T01:03:37Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: /* Houserules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/ Recruitment] | [https://forum.rpg.net/index.php?threads/swn-rocket-peace.875399/ OOC] | [https://forum.rpg.net/index.php?threads/swn-rocket-peace.875423/ IC]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
[[Stars Without Number Revised Sheet]]&lt;br /&gt;
==Agents==&lt;br /&gt;
*&#039;&#039;Atlictoatl&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Earis ir&#039;Delan [[JEHUTY Profile: ADDER | (ADDER)]]&#039;&#039;&#039;, L2 Arcane Expert/Restricted Telepath, HP 12/12 | System Strain 0 | AC 13 | Initiative +1 | Effort 4/4&lt;br /&gt;
**&#039;&#039;&#039;Mal-chin Doubt Eater 23 [[JEHUTY Profile: RHINO | (RHINO)]]&#039;&#039;&#039;, L2 Arcane Warrior, HP 13/17 | System Strain 6 | AC 17 | Initiative +1 | Warrior Ability 1/1, Ammo 10/20&lt;br /&gt;
*&#039;&#039;Caiphon&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Marys Sante [[JEHUTY Profile: MONUMENT | (MONUMENT)]]&#039;&#039;&#039;, L2 War Mage, HP 7/7 | System Shock 0 | AC 14 | Initiative +1 | Spell Casts: L1: 4/4&lt;br /&gt;
**&#039;&#039;&#039;Stygian Blue [[JEHUTY Profile: BLUE | (STIG)]]&#039;&#039;&#039;, L2 Prismatic AI, HP 6/6 or 11/11 | System Shock 0 | AC 13 | Initiative +0 or +1 | Processing 2/2&lt;br /&gt;
*&#039;&#039;Cannonball&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Kalli Duclair [[JEHUTY Profile: NIMBUS | (NIMBUS)]]&#039;&#039;&#039;, L2 Transhuman Expert, HP 12/15 | System Shock 1 | AC 15 | Initiative +2 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Peace Wrapped in Starlight [[JEHUTY Profile: CLARION | (CLARION)]]&#039;&#039;&#039;, L2 Sunblade, HP 6/6 | System Shock 0 | AC 19(!) | Initiative +1, Alert | Effort 3/3&lt;br /&gt;
*&#039;&#039;MonsterMash&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Rufus Wyndot [[JEHUTY Profile: MANTIS | (MANTIS)]]&#039;&#039;&#039;, L2 Expert, HP 9/9 | System Shock 0 | AC 16 | Initiative +1 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Benno Karden [[JEHUTY Profile: BULLET | (BULLET)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 14 | Initiative -1, Alert-2 | Warrior Ability 1/1&lt;br /&gt;
*&#039;&#039;Niihue&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Javier Morales [[JEHUTY Profile: SPIRIT | (SPIRIT)]]&#039;&#039;&#039;, L2 Psychic/Warrior, HP 10/10 | System Shock 0 | AC 14 | Initiative +1, Intuitive Response | Effort 2/4&lt;br /&gt;
**&#039;&#039;&#039;Mei Kirishima [[JEHUTY Profile: ANGEL | (ANGEL)]]&#039;&#039;&#039;, L2 Expert, HP 10/10 | System Shock 0 | AC 14 | Initiative +0 | Expert Ability 1/1&lt;br /&gt;
*&#039;&#039;Stinkyfool&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Darius [[JEHUTY Profile: FLOAT | (FLOAT)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 13 | Initiative +0, Alert | Warrior Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Jasper [[JEHUTY Profile: FLUX | (FLUX)]]&#039;&#039;&#039;, L2 Psychic, HP 10/10 | System Shock 0 | AC 13 | Initiative +0 | Effort 4/4&lt;br /&gt;
===Party Skill Ranks===&lt;br /&gt;
&#039;&#039;(#) is the number of ranks, #S means the PC has Specialist focus&#039;&#039;&lt;br /&gt;
*Administer&lt;br /&gt;
*Cast Magic - Monument (1)&lt;br /&gt;
*Connect - Adder (1 + Connected), Mantis (0 + Connected), Float (0)&lt;br /&gt;
*Exert - Rhino (0), Spirit (0), Monument (0), Clarion (0), Float (0), Bullet (0)&lt;br /&gt;
*Fix - Nimbus (1 + Tinker), Stygian Blue (1), Mantis (1), Rhino (0), Monument (0), Clarion (0), Flux (0)&lt;br /&gt;
*Heal - Angel (1 + Healer), Monument (0 + Healer), Stygian Blue (0), Flux has psychic healing&lt;br /&gt;
*Know - Angel (1S), Rhino (1S), Nimbus (0), Stygian Blue (0), Mantis (0)&lt;br /&gt;
*Know Magic - Monument (0)&lt;br /&gt;
*Lead - Stygian Blue (2S + Authority), Rhino (0)&lt;br /&gt;
*Notice - Clarion (1 + Alert), Bullet (1 + Alert), Angel (1), Mantis (1), Adder (0), Float (0 + Alert), Monument (0)&lt;br /&gt;
*Perform&lt;br /&gt;
*Pilot - Monument (0), Flux (0)&lt;br /&gt;
*Program - Nimbus (2 + Hacker), Flux (1 + Hacker), Adder (0), Stygian Blue (0), Bullet (0)&lt;br /&gt;
*Punch - Bullet (0)&lt;br /&gt;
*Shoot - Clarion (Sunblade 2), Bullet (1 + Gunslinger), Float (1 + Gunslinger), Rhino (0), Adder (0), Nimbus (0), Angel (0), Monument (0)&lt;br /&gt;
*Sneak - Float (1S), Spirit (1), Rhino (0), Adder (0), Angel (0), Clarion (0), Stygian Blue (0), Flux (0)&lt;br /&gt;
*Stab - Rhino (1 + Savage Fray), Spirit (0)&lt;br /&gt;
*Survive - Angel (1 + Wanderer), Spirit (0), Clarion (0), Mantis (0 + Wanderer 2)&lt;br /&gt;
*Talk - Nimbus (1 + Diplomat), Stygian Blue (1 + Diplomat), Adder (0), Float (0)&lt;br /&gt;
*Trade&lt;br /&gt;
*Work&lt;br /&gt;
&lt;br /&gt;
==Officials==&lt;br /&gt;
&#039;&#039;&#039;Wizened Ivy,&#039;&#039;&#039; Director of JEHUTY, played by Atlictoatl&lt;br /&gt;
*Considers the interests of the agency as a whole.&lt;br /&gt;
*Mountain Sunblade wounded in action. Hopes to elevate a field agent into the office.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punished Spider,&#039;&#039;&#039; Ministry of Correction, played by Niihue&lt;br /&gt;
*Responds to threats to the agency itself and those it protects: the peace-loving people of the sector, in principle.&lt;br /&gt;
*Mountain-raised pious believer in the cause. Completely bald, facial tattoos over burn scar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crazy Vulture,&#039;&#039;&#039; Bureau of Clarity, played by Cannonball&lt;br /&gt;
*Identifies dangerous tech in the wrong hands, assembles field teams, and removes it.&lt;br /&gt;
*Broken Blade accountant. War refugee who lost their family to stray ordinance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild Duck,&#039;&#039;&#039; Vision Section, played by MonsterMash&lt;br /&gt;
*Researches new technology, psi, magic, and other tools, and equips the agency with them.&lt;br /&gt;
*Broken Blade technician. Convinced that there&#039;s a still-hidden power at work in the sector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Propitious Beetle,&#039;&#039;&#039; Foundation Division, played by Caiphon&lt;br /&gt;
*Maintains support staff: medics, accountants, janitors, and the NGO side of things.&lt;br /&gt;
*Early Blade field operative. Badly wounded on a field mission and presumed lost, but returned, with deeper passion than ever to continue the work. Walks with a limp. Kindly old grampa who won&#039;t back down when you refuse your holiday gifts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angel Obscured,&#039;&#039;&#039; Department of Peace, played by stinkyfool&lt;br /&gt;
*Ensures that the agency is embodying, synthesizing, and acting on the values of both Mountain and Blade.&lt;br /&gt;
*Near-death experience led to deep personality change. Seems high but isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
==Agency==&lt;br /&gt;
&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; Stoke&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections&#039;&#039;&#039; 1, &#039;&#039;&#039;Infiltration&#039;&#039;&#039; 0, &#039;&#039;&#039;Mobility&#039;&#039;&#039; 3, &#039;&#039;&#039;Muscle&#039;&#039;&#039; 3, &#039;&#039;&#039;Resources&#039;&#039;&#039; 1, &#039;&#039;&#039;Security&#039;&#039;&#039; 1, &#039;&#039;&#039;Tech&#039;&#039;&#039; 1&lt;br /&gt;
*Black Codex 1&lt;br /&gt;
**All agents gain Fix-0, Know-0, or Program-0 relating to maltech. &#039;&#039;&#039;+1 Tech&#039;&#039;&#039;&lt;br /&gt;
***A vault deep in the cliffside containing paper printouts, technical labs, and closed computer networks fully detached from the outside and each other.&lt;br /&gt;
*Front Business 1&lt;br /&gt;
**The agency has a front business that explains modest wealth. &#039;&#039;&#039;+1 Resources&#039;&#039;&#039;&lt;br /&gt;
***Blade Broken Peace Services continues to operate as a private peace company, taking contracts and laundering credits.&lt;br /&gt;
*Hidden Strings 1&lt;br /&gt;
**The agency has unofficial friends in numerous government departments, and can often get minor regulations bent. &#039;&#039;&#039;+1 Connections&#039;&#039;&#039;&lt;br /&gt;
***A cabal within Stoke&#039;s government not devoted to the Exarchate still deeply respects the Mountain and believes in their mission.&lt;br /&gt;
*Starships 2&lt;br /&gt;
**The agency has a free trader and the crew and facilities to keep it functional.&lt;br /&gt;
**The agency has a frigate and three free traders under its control. &#039;&#039;&#039;+3 Muscle&#039;&#039;&#039;&lt;br /&gt;
***Stoke&#039;s shipyards have produced a sizable navy; they can spare the &amp;quot;training flotilla&amp;quot; consisting of frigate &#039;&#039;Sharur&#039;&#039; and free traders &#039;&#039;Antu, Haya,&#039;&#039; and &#039;&#039;Ishum.&#039;&#039;&lt;br /&gt;
*Tradition 1&lt;br /&gt;
**The agency is dedicated, united, and has a history of accomplishment. &#039;&#039;&#039;+1 Security&#039;&#039;&#039;&lt;br /&gt;
***The inherited traditions of the Mountain, together with Blade Broken&#039;s altruistic mission, motivate JEHUTY personnel more than money.&lt;br /&gt;
*Transport 2&lt;br /&gt;
**Grav flyers and covert drops are available on the agency’s home planet.&lt;br /&gt;
**Fast smuggler runs of up to 50 tons to any world within 2 hexes of an agency station. &#039;&#039;&#039;+3 Mobility&#039;&#039;&#039;&lt;br /&gt;
***On top of the agency&#039;s owned grav flyers and other vehicles, they maintain relationships with humanitarian-inclined smugglers used to delivering relief under cover.&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;br /&gt;
==Agency Turn==&lt;br /&gt;
I&#039;ll just link the handout explaining these rules here.&lt;br /&gt;
&lt;br /&gt;
[https://i.imgur.com/5BNaJyT.png What is an Agency?]&lt;br /&gt;
[https://i.imgur.com/aoBQCGt.png Agency Actions]&lt;br /&gt;
[https://i.imgur.com/HVTBtOx.png Agency Elements 1]&lt;br /&gt;
[https://i.imgur.com/wKDnHSK.png Agency Elements 2]&lt;br /&gt;
==Character Creation==&lt;br /&gt;
*As per book with these changes.&lt;br /&gt;
*Roll 3D6 6 times down the line to generate an array of stats in order. When creating a new PC, do this two times and pick the array you prefer.&lt;br /&gt;
*Characters start at Level 2. They have a free skill-0 in Fix, Know, or Program from the Black Codex element.&lt;br /&gt;
*Instead of creating your own character, you can have the DM randomly generate a character for you. By default this is limited to Warrior, Expert, and Psychic to keep it easy, but just ask if you&#039;d like an Adventurer, a Prismatic True AI, or a magic class.&lt;br /&gt;
*In addition to the True AI class (as a Prismatic) and various origin foci, these classes from Codex of the Black Sun are available: Arcane Expert, Arcane Warrior, Free Nexus, Rectifier, Sunblade, War Mage, and Yama King.&lt;br /&gt;
*These origin foci are available:&lt;br /&gt;
**&#039;&#039;&#039;Cyborg.&#039;&#039;&#039; You begin play with 30,000 credits of cyberware. You have bonus System Strain that only counts for absorbing cyberware penalties; this is equal to half your level, rounded up. Once in play, new cyberware only costs half as much as usual for you due to your tuned physiology.&lt;br /&gt;
**&#039;&#039;&#039;Drone Keeper.&#039;&#039;&#039; You have a cybernetic drone control link that doesn&#039;t cost you System Strain. You can freely jury-rig together drones or drone fittings worth 2,500 credits given 24 hours, assuming you&#039;re not completely isolated from any semi-plausible source of scrap or salvage and have at least a portable toolkit with you. This jury-rig limit rises to 5,000 credits at level 3, 10,000 at level 7, and 25,000 at level 10. Changing your allocated jury-rig budget, such as from one drone to a different drone, takes 24 hours. (This focus can also be used for a Hanseongin varietal called Falconers.)&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Harpies,&#039;&#039;&#039; who are given wings to act as travelers, messengers, and explorers. Harpies can fly under normal gravity conditions with their Move Action and never take more than 1d4 falling damage while conscious. They have integral low-light and thermal vision, as per Panspectral Optics cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Basilisks,&#039;&#039;&#039; who are given weapons to hunt dangerous predators, but often become sectarian warriors or glory-seeking brawlers. They tend to be strongly devoted to a cause. Basilisks have integral weapons and armor as per Body Arsenal Array and Dermal Armor cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Eels,&#039;&#039;&#039; who are given bioelectricity to recover data from lost ruins on Hanseong&#039;s shrouded surface. Eels have a fine electrical mesh on their hands as per Eelskin Capacitor Mesh cyberware, and often wear gloves. They have an integral computer that acts as a black slab (SWN page 72.)&lt;br /&gt;
**&#039;&#039;&#039;Transhuman.&#039;&#039;&#039; You have a soulstone that records your experiences and can be transferred between specially-prepared bodies, or shells. Create your PC as per page 253. Ignore paragraphs 2 and 3 about polities and 6 about equipment. Pick the Nat shell. Your soulstone must be brought back to the inception tank at HQ to be restored into a new shell, when a shell becomes available. (This will be challenging and likely require a mission to secure one.)&lt;br /&gt;
==Advancement==&lt;br /&gt;
Both of your PCs accumulate XP at the same rate: when one gains XP, the other gains the same amount. XP is generally granted to characters for:&lt;br /&gt;
*Surviving the mission&lt;br /&gt;
*Completing the mission objective&lt;br /&gt;
*Completing a bonus objective or target of opportunity&lt;br /&gt;
*Achieving or significantly advancing their Goal&lt;br /&gt;
==Houserules==&lt;br /&gt;
*The laser pistol and laser rifle have these additional rules:&lt;br /&gt;
**This weapon can be fired in stun mode. Switch to stun mode as an On Turn action. Stun rays are visibly distinct from death rays. Stun damage can drop a target to zero hit points, but not kill them. They awaken 10 minutes later with 1 hit point.&lt;br /&gt;
**This weapon can be fired in silenced mode. Switch to silenced mode as an On Turn action. Silenced rays are smaller and make almost no sound. When silenced, the laser pistol&#039;s base damage becomes 1d4 and the laser rifle&#039;s becomes 1d8, and their range is halved.&lt;br /&gt;
*These are some potential uses of spare parts:&lt;br /&gt;
**For 1 unit of spare parts and a few minutes of work, a character with Fix-0 can apply a suppressor to a projectile weapon. This reduces its noise and muzzle flash, but halves its range. The suppressor lasts for one scene or expedition before needing to be replaced.&lt;br /&gt;
**For 1 unit of spare parts and a few minutes of work, tie up a helpless target&#039;s hands and feet with cords.&lt;br /&gt;
*This is some additional equipment:&lt;br /&gt;
**Flash Grenade: as grenade (SWN 66), but deals 1d4 stun damage. Targets who take damage are stunned for 1d4+1 rounds; stunned characters have a -2 AC penalty and can take only one Move Action per round.&lt;br /&gt;
**Smoke Grenade: as grenade, but no damage. Obscures in a 5-meter radius for 5 rounds, providing half cover (-2 to hit) and an additional -2 to laser weapons due to beam disruption. Characters caught in the cloud must Physical save or take -1 to attack rolls.&lt;br /&gt;
*Interrogation:&lt;br /&gt;
**Interrogate with Cha/Lead. Questions should be simple and direct. Each question gets a roll against difficulty 6-10 depending on the sensitivity of the information. Each time a roll is failed, difficulty goes up by +1, cumulative. Other PCs can assist the interrogation roll as normal by taking some Skill action to help (good cop bad cop? insinuating some advantage or making especially tight bonds? deception?), giving +1 to the main actor&#039;s roll if successful - be specific about what you&#039;re doing to help if so.&lt;br /&gt;
===Dungeon-Crawling Procedure===&lt;br /&gt;
*Each dungeon turn is 10 minutes. In the space of 1 turn, you can:&lt;br /&gt;
**Enter a new, unexplored area with caution&lt;br /&gt;
**Retrace your steps by up to 2 areas&lt;br /&gt;
**Engage in a combat and subsequent clean-up&lt;br /&gt;
**Do anything else that takes roughly 10 minutes&lt;br /&gt;
*This pace of movement assumes you are &#039;&#039;&#039;sneaking&#039;&#039;&#039;, moving slowly and quietly.&lt;br /&gt;
**When sneaking, the party gets a Dex/Sneak versus Wis/Notice check to avoid being seen when they encounter enemies.&lt;br /&gt;
**This is done as Dex/Sneak by the PC with the highest Sneak skill, -1 for each PC untrained in Sneak. One other PC gets a teamwork roll to help negate this penalty.&lt;br /&gt;
*You can instead &#039;&#039;&#039;dash&#039;&#039;&#039;, moving quickly through the dungeon.&lt;br /&gt;
**You can enter up to 2 new areas per turn&lt;br /&gt;
**You can retrace your steps by up to 4 areas&lt;br /&gt;
**You are automatically detected by any enemies you encounter&lt;br /&gt;
===New Agency Elements===&lt;br /&gt;
*&#039;&#039;&#039;Infiltrators&#039;&#039;&#039;&lt;br /&gt;
**Each time you take the Scout Element action, you can also make it for free against one Infiltrated agency. &#039;&#039;&#039;+1 Infiltration&#039;&#039;&#039;&lt;br /&gt;
**As 1, but each time you take the Discern Plans action as well. &#039;&#039;&#039;+3 Infiltration&#039;&#039;&#039;&lt;br /&gt;
**When you Discern a Plan, you may give it -4 to its roll this turn. &#039;&#039;&#039;+5 Infiltration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
[https://sectorswithoutnumber.com/sector/TRhvyTcXqGTkRtSbVemd Sector Map]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Brief History of Prismatic Spray Sector&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Era 1 began with the spike drive and colonization from Earth; it was the Era of the Mandate.&lt;br /&gt;
Era 2 began with the Scream and great works of magic; it was the Era of the Weave.&lt;br /&gt;
Era 3 began with the Unweaving and the first metastorm; it was the Era of Division.&lt;br /&gt;
Era 4 began with the Prism and the end of the third metastorm; its history is unwritten.&lt;br /&gt;
&lt;br /&gt;
We&#039;re 15 years into Era 4. The last years of Era 3 were marked by a sector-wide war between two rival powers, the hegemonic State of Grace (technical, spiritual) and the rising Amity Alliance (magical, rational.) When the Great Metastorm subsided and long-distance spike drills became feasible again, the War of Grace and Amity explosively escalated, and it soon saw the arrival of the Prism, a highly advanced traveling fleet of AI with a complex color-based culture. Grace attacked them first (perhaps due to Amity trickery,) and so the Prism intervened on Amity&#039;s side, defeating the State of Grace at the Battle of Auld Nine and fully blockading their homeworld, where the Prismatic Fleet remains anchored. The powers of the sector soon learned that the Prism did not see organic planetary governments as their peers and had no interest in playing ball with them.&lt;br /&gt;
&lt;br /&gt;
*What does it all mean? You&#039;re in a sector with a long history that&#039;s recovered/ing from a war, magic and psi and other metaspace-phenomena are well-known, transhuman and posthuman cultures are budding, and people are conscious that a new era is starting. Y2K in space!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JEHUTY&#039;&#039;&#039; is one of the unexpected new syntheses emergent in Era 4. The agency is the fruitful merger between Blade Broken Peace Services, a &amp;quot;private peace company&amp;quot; founded in the last years of the War; and the Mountain, an esoteric order of wandering peacekeepers dating back to the Weave, if not before. The idealism and purpose of Blade Broken mixed well with the tradition and discipline of the Mountain, and 10 years ago the leaders of both (spurred on by a cross-faction adventuring party) made a concord to integrate with each other into a new agency: JEHUTY, named for an ancient Earth divinity of science-magic, wisdom, and judgment. The agency&#039;s mission is to disarm, decommission, and demobilize by any means necessary works of harmful technology (including psitech, arcanotech, and deadly catch-all maltech) leftover from the War of Grace and Amity.&lt;br /&gt;
&lt;br /&gt;
There are some other agencies in the former State of Grace that you should be aware of.&lt;br /&gt;
*&#039;&#039;&#039;The Others&#039;&#039;&#039; (the Other Side of the Mountain, Montagnards): for at least some of you, former comrades. A sect of the Mountain (needless to say, they think of themselves as the Mountain and you as the sect) more interested in &amp;quot;peacekeeping&amp;quot; for profit through bounty hunting and maintaining honor among thieves. Based in the Lagrange system, near Cirfant.&lt;br /&gt;
*&#039;&#039;&#039;VIPER&#039;&#039;&#039; (Fifth Division, D5): the external intelligence bureau of Itamaraty&#039;s planetary government. Tired of being a Gracious client, the planet is asserting its independence and pursuing its own goals in the sector. The highly-trained, exceptionally-qualified agents of VIPER help them punch above their weight. Based on Itamaraty.&lt;br /&gt;
*&#039;&#039;&#039;INDIGO&#039;&#039;&#039; (Indigo Union Freely Assembled, the Rectifiers): a counter-hegemonic network of dissidents, magic users, psychics, and the posthuman-curious who see the Prismatic Fleet as a potential model for the transhuman leap. Not obedience: cooperation and mutual exchange. Many Rectifiers were neutral medics and healers during the War - they&#039;re sick of the fighting. Known to operate in Evergreen.&lt;br /&gt;
&lt;br /&gt;
These are the worlds in or near the former State of Grace, with their cultural root for character detail and inspiration purposes.&lt;br /&gt;
*&#039;&#039;&#039;Grace&#039;&#039;&#039;. Highly developed and populous, ruled by an increasingly-despised representative world government, widespread spiritual ideology gave legitimacy to its rulers, blockaded by the Prism to end the War 15 years ago, temperate-to-warm, TL4+. [South Indian, especially Tamil and Sinhalese, but many different cultures.]&lt;br /&gt;
*&#039;&#039;&#039;Stoke&#039;&#039;&#039;. A million people in the underground canyon cities around the Old Machines, former Grace client seeking new independent purpose for its industry, people increasingly squeezed by debt crisis as embattled Grace-loyal ruling class bunkers down, cold, TL4+. [Ancient Mesopotamia+Classical Levant+Saarland industrial region.]&lt;br /&gt;
*&#039;&#039;&#039;Evergreen&#039;&#039;&#039;. Union of asteroid habitats and space stations around a pleasantly-glowing destroyed world, hosts many refugees, comfortable and forward-looking, TL4. [newly-decolonized West and East Africa, USA in 1960 as seen from abroad through rose-colored glasses.]&lt;br /&gt;
*&#039;&#039;&#039;Vuor&#039;&#039;&#039;. Bubble cities on a frozen surface, wracked by low-intensity civil conflict for generations and finally emerging into something new, developed precision war magic and tech to avoid the unspeakable crime of damaging the habitats, formerly provided Grace elite warriors, TL3. [Former Yugoslavia, Belarus, Ukraine.]&lt;br /&gt;
*&#039;&#039;&#039;Itamaraty&#039;&#039;&#039;. Stormy world with massive colorful clouds and rich wild botany, elaborate structures above and underground to protect from dangerous weather, governed by ubiquitous examination system testing intellectual and cultural skills (meteorological engineering is one thing but the dance portion is a killer,) colorful mask-wearing mandatory for survival in thick atmosphere, temperate, TL4. [historical Mesoamerica and modern Central America+classical Chinese examination system.]&lt;br /&gt;
*&#039;&#039;&#039;Sycamore&#039;&#039;&#039;. Isolated world recently reconnected to wider sector in Era 4 by shifting metaspace lanes, fears psychics due to long-ago crisis, deeply alien biosphere respected spiritually and kept separate from human-miscible ecosystems, rich in a natural resource that could replace Cirfant dioxis as the key to spike drive creation, now subject to a gold rush by offworld speculators and corps who call the unwelcoming world &amp;quot;Sycorax,&amp;quot; temperate-to-cold, TL3. [Siberia, Manchuria, Hokkaido.]&lt;br /&gt;
*&#039;&#039;&#039;Cirfant&#039;&#039;&#039;. Gas giant orbited by stations, moons, and floating dioxis distilleries (the critical ingredient to spike drive creation,) governed by feuding swashbuckling noble houses, policed by their space pirate allies, worked by an oppressed underclass of gas miners, TL4. [French colonial cultures such as in Algeria and Indochina.]&lt;br /&gt;
&lt;br /&gt;
These are some other important worlds in the sector.&lt;br /&gt;
*&#039;&#039;&#039;Moresnet&#039;&#039;&#039;. Recently reconnected to wider sector, everyday magical presence, anarchist, TL4. [Philippines+Indonesia.]&lt;br /&gt;
*&#039;&#039;&#039;Hanseong&#039;&#039;&#039;. Posthuman-inhabited floating islands above a cloud sea that get stranger the further out you go, TL4. [Very loosely Korea + Le Guin.]&lt;br /&gt;
*&#039;&#039;&#039;Aeaea&#039;&#039;&#039;. Handful of islands and floating structures above undersea culture of the posthuman Nereid hive mind, TL3. [Very loosely Greece.]&lt;br /&gt;
*&#039;&#039;&#039;Amity&#039;&#039;&#039;. Ascendant rival to fallen Grace, cultural imperialist, engineered biosphere, led by the Lieges of the Real magical-economic order, TL4+. [Very loosely Iceland+Norway.]&lt;br /&gt;
&lt;br /&gt;
==Important Posts==&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23671980 game pitch]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674363 basic setting]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674465 what happened to evergreen]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675007 agency elements]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675712 what is the prism]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677339 agency official creation + character inspiration pictures]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677342 player character creation]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678544 broken blade and the mountain, agency background, reference music]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678708 homeworlds available]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678894 deep dive into grace and stoke]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23679862 deep dive into itamaraty and sycamore]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tales_from_the_Prism:_Skylla&amp;diff=396472</id>
		<title>Tales from the Prism: Skylla</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tales_from_the_Prism:_Skylla&amp;diff=396472"/>
		<updated>2021-02-18T09:56:53Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Advancement==&lt;br /&gt;
*Class: Heroic Psychic&lt;br /&gt;
*Level: 3&lt;br /&gt;
*XP: 10000/10000&lt;br /&gt;
*Skill Points Unspent: 0&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength 14 (+1)&lt;br /&gt;
*Dexterity 14 (+1)&lt;br /&gt;
*Constitution 14 (+1)&lt;br /&gt;
*Intelligence 12&lt;br /&gt;
*Wisdom 18 (+2)&lt;br /&gt;
*Charisma 07 (-1)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background: Official&lt;br /&gt;
*Goal: Find or build a community to fill the hivemind-shaped hole in my heart.&lt;br /&gt;
*Homeworld: Aeaea&lt;br /&gt;
*Languages: Novesperanto, Aeaean&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Administer-0&lt;br /&gt;
*Biopsionics-1&lt;br /&gt;
*Notice-0&lt;br /&gt;
*Program-1&lt;br /&gt;
*Telekinesis-1&lt;br /&gt;
*Telepathy-2&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Nereid (Origin Focus)&lt;br /&gt;
**Environmental Native: Nereids can survive and thrive underwater, breathing and moving freely and dealing with a reasonable amount of pressure. (I&#039;m sure they have diving suits to augment this.)&lt;br /&gt;
**Innate Ability: Nereids have thermal vision and sonar, similar to Panspectral Optics cyberware. They also get the equivalent of one piece of cyberware worth up to 20k credits to fulfill their role in the mind. (Drone Control Link)&lt;br /&gt;
**Psychic Aptitude: All Nereids are psychically gifted to some degree, at least with the Telepathy discipline. They must be Psychics or Partial Psychics, and they gain +1 Effort.&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
*Effort: 7&lt;br /&gt;
*Techniques&lt;br /&gt;
**Core Technique: &#039;&#039;&#039;Psychic Succor&#039;&#039;&#039; (Biopsionics.) The adept’s touch stabilizes critically-wounded organisms. More sophisticated practitioners can heal tissue injuries, though curing diseases, detoxifying poisons, and fixing congenital deformities require additional techniques. Each use of Psychic Succor adds one point of System Strain to the target, or two points if they were mortally wounded at the time. Activating Psychic Succor requires the biopsion to Commit Effort for the day. Once used, they can continue to use it for the rest of that scene without Committing Effort again.&lt;br /&gt;
***Biopsionics-0: The psychic’s touch can automatically stabilize a mortally-wounded target as a Main Action. This power must be used on a target within six rounds of their collapse, and does not function on targets that have been decapitated or killed by Heavy weapons. It’s the GM’s decision as to whether a target is intact enough for this power to work.&lt;br /&gt;
***Biopsionics-1: As level-0, and heal 1d6+1 hit points of damage. If used on a mortally-wounded target, they revive with the rolled hit points and can act normally on the next round.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Mastered Succor.&#039;&#039;&#039; The biopsion has developed a sophisticated mastery of their core ability, and they no longer need to Commit Effort to activate it, and may use it whenever they wish. The use of additional techniques that augment Psychic Succor might still require Effort to be Committed.&lt;br /&gt;
**Core Technique: &#039;&#039;&#039;Telekinetic Manipulation&#039;&#039;&#039; (Telekinesis.) The adept may Commit Effort for the scene as a Main Action to direct telekinetic force toward an object or person within unaided visual range or with tactile contact with the psychic. This force isn’t responsive enough to be effective as a weapon without further refinement of technique, and cannot cause damage to living or mobile targets. If used to crush or harm immobile unliving objects, it does 1d6 damage per skill level of the psychic per round of focus. Objects move at 20 meters per round when moved telekinetically. A telekinetic force can be maintained over multiple rounds without expending further actions, such as holding a metal platform in place under a group of allies, but the psychic cannot again activate this technique on a second object until they release the first.&lt;br /&gt;
***Telekinesis-0: The psychic can exert force as if with one hand and their own strength.&lt;br /&gt;
***Telekinesis-1: The psychic can manipulate objects as if with both hands and can lift up to two hundred kilograms with this ability.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Pressure Field&#039;&#039;&#039;. As an Instant action, the adept can manifest a protective force skin around their person equivalent to a vacc suit, maintaining pressure and temperature even in hard vacuum conditions. They can ignore temperatures at a range of plus or minus 100 degrees Celsius and automatically pressurize thin atmospheres for breathability, or filter particulates or airborne toxins. By Committing Effort for the scene, they can shield up to six comrades. This lasts until the user reclaims the Effort.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Telekinetic Armory&#039;&#039;&#039;. The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill. Armor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.&lt;br /&gt;
**Core Technique: &#039;&#039;&#039;Telepathic Contact&#039;&#039;&#039; (Telepathy.) The telepath can obtain a progressively-deeper understanding of a sentient target’s thoughts. The target must be visible or otherwise perceptible to the telepath’s unaided senses. Opening a contact requires the telepath to Commit Effort for the day as a Main Action, and the contact lasts for a scene at most unless augmented by other techniques. The depth of contact that can be made depends on the psychic’s Telepathy skill. A single contact can use any or all of the effects permitted to a telepath of the user’s skill level. Basic forms of contact do not allow for a saving throw, though more advanced probes allow the target to make a Mental saving throw to resist. On a successful save, no form of this technique that allows a save can be used on them for the rest of the scene.&lt;br /&gt;
***Telepathy-0: Observe emotional states in a target. Intense emotions provide a single word or image related to the focus of the feelings.&lt;br /&gt;
***Telepathy-1: A shallow gestalt with the target’s language centers allows the telepath to understand any form of communication made by the target. If the psychic has the requisite body parts to speak the target’s language, they can communicate with it in turn.&lt;br /&gt;
***Telepathy-2: The psychic’s awareness of the target’s surface cognition is sophisticated enough to read their current thoughts, though it can’t pick up memories or non-obvious connections. The target gets a Mental saving throw to resist this.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Facile Mind.&#039;&#039;&#039; The telepath is practiced at opening a Telepathic Contact, and need only Commit Effort for the scene to do so, instead of Committing Effort for the day. If contacting an ally who has practiced the process with the psychic for at least a week, opening the contact normally requires no Effort at all. In both cases, if the telepath chooses to Commit Effort for the day, they can open a Telepathic Contact as an Instant action rather than a Main Action.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Suppress Cognition.&#039;&#039;&#039; Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Transmit Thought.&#039;&#039;&#039; The telepath can send thoughts and images over a Telepathic Contact, allowing two-way communication with a willing target as an Instant action when desired.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Nereid Senses&lt;br /&gt;
**Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them bio sonar (or echolocation) and thermal vision that can easily distinguish shapes and distance even in the total absence of light.&lt;br /&gt;
*Drone Control Link&lt;br /&gt;
**Users of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however. Aside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Monoblade Knife&lt;br /&gt;
**Attack Roll: +0&lt;br /&gt;
**Damage: 1d6+1&lt;br /&gt;
**Shock: (not used in Heroic play)&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Laser Pistol&lt;br /&gt;
**Attack Roll: +1&lt;br /&gt;
**Damage: 1d6+1&lt;br /&gt;
**Range: 100/300&lt;br /&gt;
**Magazine: 10&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Melee: Telekinetic Weapon (Small)&lt;br /&gt;
**Attack Roll: +4&lt;br /&gt;
**Damage: 1d6+2&lt;br /&gt;
**Shock: (not used in Heroic play)&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Melee: Telekinetic Weapon (Medium)&lt;br /&gt;
**Attack Roll: +4&lt;br /&gt;
**Damage: 1d8+3&lt;br /&gt;
**Shock: (not used in Heroic play)&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Melee: Telekinetic Weapon (Large)&lt;br /&gt;
**Attack Roll: +4&lt;br /&gt;
**Damage: 1d10+3&lt;br /&gt;
**Shock: (not used in Heroic play)&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged: Telekinetic Weapon (Rifle)&lt;br /&gt;
**Attack Roll: +4&lt;br /&gt;
**Damage: 1d10+4&lt;br /&gt;
**Range: 200/400&lt;br /&gt;
**Magazine: -&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Fray==&lt;br /&gt;
*1d4 (psychic bolts)&lt;br /&gt;
**Applies against all enemies&lt;br /&gt;
**Can be used as a Main Action as an attack in itself&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Armored Undersuit&lt;br /&gt;
**AC 14&lt;br /&gt;
**Mods:&lt;br /&gt;
*Telekinetic Armory&lt;br /&gt;
**AC 17&lt;br /&gt;
&lt;br /&gt;
==Drones==&lt;br /&gt;
*Cuttlefish&lt;br /&gt;
**AC 13&lt;br /&gt;
**HP 15&lt;br /&gt;
**Attack Roll: +0&lt;br /&gt;
**Damage: 2d8+2&lt;br /&gt;
**Magazine 10/10&lt;br /&gt;
**Range 1 km&lt;br /&gt;
**Fittings&lt;br /&gt;
***Ammo Unit (one magazine)&lt;br /&gt;
***Medical Support (administer doses within 10m, attack roll if unwilling, as Heal-0)&lt;br /&gt;
****Lift x4, Lazarus Patch x3, Poison (save or 1d8 damage) x5&lt;br /&gt;
***Observation Suite (UV/IR, sound, radiation/chemical, read lips/hear conversation 2km away)&lt;br /&gt;
***Weapon Fitting x2 (mag rifle, 300/600, enc 2)&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 12&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 11&lt;br /&gt;
*Base Attack Bonus: +1&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 12&lt;br /&gt;
**Mental: 11&lt;br /&gt;
**Evasion: 12&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 4/7&lt;br /&gt;
**Stowed: 14/14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**Laser Pistol&lt;br /&gt;
**Monoblade Knife&lt;br /&gt;
**Metatool&lt;br /&gt;
**Backpack (TL0)&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Cuttlefish drone (Enc 2)&lt;br /&gt;
**Telekinetic generator (Enc 2)&lt;br /&gt;
**Postech Toolkit (Enc 3)&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Slipbox&lt;br /&gt;
**3 units of spare parts&lt;br /&gt;
**3 units of spare parts&lt;br /&gt;
**3 type A cells&lt;br /&gt;
**3 type A cells&lt;br /&gt;
**3 days&#039; rations&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**Armored Undersuit&lt;br /&gt;
**3400 credits&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN: Tales from the Prism]]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tales_from_the_Prism:_Skylla&amp;diff=396471</id>
		<title>Tales from the Prism: Skylla</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tales_from_the_Prism:_Skylla&amp;diff=396471"/>
		<updated>2021-02-18T09:56:14Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: level 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Advancement==&lt;br /&gt;
*Class: Heroic Psychic&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 7000/10000&lt;br /&gt;
*Skill Points Unspent: 0&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength 14 (+1)&lt;br /&gt;
*Dexterity 14 (+1)&lt;br /&gt;
*Constitution 14 (+1)&lt;br /&gt;
*Intelligence 12&lt;br /&gt;
*Wisdom 18 (+2)&lt;br /&gt;
*Charisma 07 (-1)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background: Official&lt;br /&gt;
*Goal: Find or build a community to fill the hivemind-shaped hole in my heart.&lt;br /&gt;
*Homeworld: Aeaea&lt;br /&gt;
*Languages: Novesperanto, Aeaean&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Administer-0&lt;br /&gt;
*Biopsionics-0&lt;br /&gt;
*Notice-0&lt;br /&gt;
*Program-1&lt;br /&gt;
*Telekinesis-1&lt;br /&gt;
*Telepathy-2&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Nereid (Origin Focus)&lt;br /&gt;
**Environmental Native: Nereids can survive and thrive underwater, breathing and moving freely and dealing with a reasonable amount of pressure. (I&#039;m sure they have diving suits to augment this.)&lt;br /&gt;
**Innate Ability: Nereids have thermal vision and sonar, similar to Panspectral Optics cyberware. They also get the equivalent of one piece of cyberware worth up to 20k credits to fulfill their role in the mind. (Drone Control Link)&lt;br /&gt;
**Psychic Aptitude: All Nereids are psychically gifted to some degree, at least with the Telepathy discipline. They must be Psychics or Partial Psychics, and they gain +1 Effort.&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
*Effort: 7&lt;br /&gt;
*Techniques&lt;br /&gt;
**Core Technique: &#039;&#039;&#039;Psychic Succor&#039;&#039;&#039; (Biopsionics.) The adept’s touch stabilizes critically-wounded organisms. More sophisticated practitioners can heal tissue injuries, though curing diseases, detoxifying poisons, and fixing congenital deformities require additional techniques. Each use of Psychic Succor adds one point of System Strain to the target, or two points if they were mortally wounded at the time. Activating Psychic Succor requires the biopsion to Commit Effort for the day. Once used, they can continue to use it for the rest of that scene without Committing Effort again.&lt;br /&gt;
***Biopsionics-0: The psychic’s touch can automatically stabilize a mortally-wounded target as a Main Action. This power must be used on a target within six rounds of their collapse, and does not function on targets that have been decapitated or killed by Heavy weapons. It’s the GM’s decision as to whether a target is intact enough for this power to work.&lt;br /&gt;
***Biopsionics-1: As level-0, and heal 1d6+1 hit points of damage. If used on a mortally-wounded target, they revive with the rolled hit points and can act normally on the next round.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Mastered Succor.&#039;&#039;&#039; The biopsion has developed a sophisticated mastery of their core ability, and they no longer need to Commit Effort to activate it, and may use it whenever they wish. The use of additional techniques that augment Psychic Succor might still require Effort to be Committed.&lt;br /&gt;
**Core Technique: &#039;&#039;&#039;Telekinetic Manipulation&#039;&#039;&#039; (Telekinesis.) The adept may Commit Effort for the scene as a Main Action to direct telekinetic force toward an object or person within unaided visual range or with tactile contact with the psychic. This force isn’t responsive enough to be effective as a weapon without further refinement of technique, and cannot cause damage to living or mobile targets. If used to crush or harm immobile unliving objects, it does 1d6 damage per skill level of the psychic per round of focus. Objects move at 20 meters per round when moved telekinetically. A telekinetic force can be maintained over multiple rounds without expending further actions, such as holding a metal platform in place under a group of allies, but the psychic cannot again activate this technique on a second object until they release the first.&lt;br /&gt;
***Telekinesis-0: The psychic can exert force as if with one hand and their own strength.&lt;br /&gt;
***Telekinesis-1: The psychic can manipulate objects as if with both hands and can lift up to two hundred kilograms with this ability.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Pressure Field&#039;&#039;&#039;. As an Instant action, the adept can manifest a protective force skin around their person equivalent to a vacc suit, maintaining pressure and temperature even in hard vacuum conditions. They can ignore temperatures at a range of plus or minus 100 degrees Celsius and automatically pressurize thin atmospheres for breathability, or filter particulates or airborne toxins. By Committing Effort for the scene, they can shield up to six comrades. This lasts until the user reclaims the Effort.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Telekinetic Armory&#039;&#039;&#039;. The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill. Armor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.&lt;br /&gt;
**Core Technique: &#039;&#039;&#039;Telepathic Contact&#039;&#039;&#039; (Telepathy.) The telepath can obtain a progressively-deeper understanding of a sentient target’s thoughts. The target must be visible or otherwise perceptible to the telepath’s unaided senses. Opening a contact requires the telepath to Commit Effort for the day as a Main Action, and the contact lasts for a scene at most unless augmented by other techniques. The depth of contact that can be made depends on the psychic’s Telepathy skill. A single contact can use any or all of the effects permitted to a telepath of the user’s skill level. Basic forms of contact do not allow for a saving throw, though more advanced probes allow the target to make a Mental saving throw to resist. On a successful save, no form of this technique that allows a save can be used on them for the rest of the scene.&lt;br /&gt;
***Telepathy-0: Observe emotional states in a target. Intense emotions provide a single word or image related to the focus of the feelings.&lt;br /&gt;
***Telepathy-1: A shallow gestalt with the target’s language centers allows the telepath to understand any form of communication made by the target. If the psychic has the requisite body parts to speak the target’s language, they can communicate with it in turn.&lt;br /&gt;
***Telepathy-2: The psychic’s awareness of the target’s surface cognition is sophisticated enough to read their current thoughts, though it can’t pick up memories or non-obvious connections. The target gets a Mental saving throw to resist this.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Facile Mind.&#039;&#039;&#039; The telepath is practiced at opening a Telepathic Contact, and need only Commit Effort for the scene to do so, instead of Committing Effort for the day. If contacting an ally who has practiced the process with the psychic for at least a week, opening the contact normally requires no Effort at all. In both cases, if the telepath chooses to Commit Effort for the day, they can open a Telepathic Contact as an Instant action rather than a Main Action.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Suppress Cognition.&#039;&#039;&#039; Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Transmit Thought.&#039;&#039;&#039; The telepath can send thoughts and images over a Telepathic Contact, allowing two-way communication with a willing target as an Instant action when desired.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Nereid Senses&lt;br /&gt;
**Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them bio sonar (or echolocation) and thermal vision that can easily distinguish shapes and distance even in the total absence of light.&lt;br /&gt;
*Drone Control Link&lt;br /&gt;
**Users of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however. Aside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Monoblade Knife&lt;br /&gt;
**Attack Roll: +0&lt;br /&gt;
**Damage: 1d6+1&lt;br /&gt;
**Shock: (not used in Heroic play)&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Laser Pistol&lt;br /&gt;
**Attack Roll: +1&lt;br /&gt;
**Damage: 1d6+1&lt;br /&gt;
**Range: 100/300&lt;br /&gt;
**Magazine: 10&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Melee: Telekinetic Weapon (Small)&lt;br /&gt;
**Attack Roll: +4&lt;br /&gt;
**Damage: 1d6+2&lt;br /&gt;
**Shock: (not used in Heroic play)&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Melee: Telekinetic Weapon (Medium)&lt;br /&gt;
**Attack Roll: +4&lt;br /&gt;
**Damage: 1d8+3&lt;br /&gt;
**Shock: (not used in Heroic play)&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Melee: Telekinetic Weapon (Large)&lt;br /&gt;
**Attack Roll: +4&lt;br /&gt;
**Damage: 1d10+3&lt;br /&gt;
**Shock: (not used in Heroic play)&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged: Telekinetic Weapon (Rifle)&lt;br /&gt;
**Attack Roll: +4&lt;br /&gt;
**Damage: 1d10+4&lt;br /&gt;
**Range: 200/400&lt;br /&gt;
**Magazine: -&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Fray==&lt;br /&gt;
*1d4 (psychic bolts)&lt;br /&gt;
**Applies against all enemies&lt;br /&gt;
**Can be used as a Main Action as an attack in itself&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Armored Undersuit&lt;br /&gt;
**AC 14&lt;br /&gt;
**Mods:&lt;br /&gt;
*Telekinetic Armory&lt;br /&gt;
**AC 17&lt;br /&gt;
&lt;br /&gt;
==Drones==&lt;br /&gt;
*Cuttlefish&lt;br /&gt;
**AC 13&lt;br /&gt;
**HP 15&lt;br /&gt;
**Attack Roll: +0&lt;br /&gt;
**Damage: 2d8+2&lt;br /&gt;
**Magazine 10/10&lt;br /&gt;
**Range 1 km&lt;br /&gt;
**Fittings&lt;br /&gt;
***Ammo Unit (one magazine)&lt;br /&gt;
***Medical Support (administer doses within 10m, attack roll if unwilling, as Heal-0)&lt;br /&gt;
****Lift x4, Lazarus Patch x3, Poison (save or 1d8 damage) x5&lt;br /&gt;
***Observation Suite (UV/IR, sound, radiation/chemical, read lips/hear conversation 2km away)&lt;br /&gt;
***Weapon Fitting x2 (mag rifle, 300/600, enc 2)&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 12&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 11&lt;br /&gt;
*Base Attack Bonus: +1&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 12&lt;br /&gt;
**Mental: 11&lt;br /&gt;
**Evasion: 12&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 4/7&lt;br /&gt;
**Stowed: 14/14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**Laser Pistol&lt;br /&gt;
**Monoblade Knife&lt;br /&gt;
**Metatool&lt;br /&gt;
**Backpack (TL0)&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Cuttlefish drone (Enc 2)&lt;br /&gt;
**Telekinetic generator (Enc 2)&lt;br /&gt;
**Postech Toolkit (Enc 3)&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Slipbox&lt;br /&gt;
**3 units of spare parts&lt;br /&gt;
**3 units of spare parts&lt;br /&gt;
**3 type A cells&lt;br /&gt;
**3 type A cells&lt;br /&gt;
**3 days&#039; rations&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**Armored Undersuit&lt;br /&gt;
**3400 credits&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN: Tales from the Prism]]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tales_from_the_Prism:_Skylla&amp;diff=396470</id>
		<title>Tales from the Prism: Skylla</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tales_from_the_Prism:_Skylla&amp;diff=396470"/>
		<updated>2021-02-18T06:32:50Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Advancement==&lt;br /&gt;
*Class: Heroic Psychic&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 7000/10000&lt;br /&gt;
*Skill Points Unspent: 0&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength 14 (+1)&lt;br /&gt;
*Dexterity 14 (+1)&lt;br /&gt;
*Constitution 14 (+1)&lt;br /&gt;
*Intelligence 12&lt;br /&gt;
*Wisdom 18 (+2)&lt;br /&gt;
*Charisma 07 (-1)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background: Official&lt;br /&gt;
*Goal: Find or build a community to fill the hivemind-shaped hole in my heart.&lt;br /&gt;
*Homeworld: Aeaea&lt;br /&gt;
*Languages: Novesperanto, Aeaean&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Administer-0&lt;br /&gt;
*Biopsionics-0&lt;br /&gt;
*Notice-0&lt;br /&gt;
*Program-1&lt;br /&gt;
*Telekinesis-1&lt;br /&gt;
*Telepathy-2&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Nereid (Origin Focus)&lt;br /&gt;
**Environmental Native: Nereids can survive and thrive underwater, breathing and moving freely and dealing with a reasonable amount of pressure. (I&#039;m sure they have diving suits to augment this.)&lt;br /&gt;
**Innate Ability: Nereids have thermal vision and sonar, similar to Panspectral Optics cyberware. They also get the equivalent of one piece of cyberware worth up to 20k credits to fulfill their role in the mind. (Drone Control Link)&lt;br /&gt;
**Psychic Aptitude: All Nereids are psychically gifted to some degree, at least with the Telepathy discipline. They must be Psychics or Partial Psychics, and they gain +1 Effort.&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
*Effort: 7&lt;br /&gt;
*Techniques&lt;br /&gt;
**Core Technique: &#039;&#039;&#039;Psychic Succor&#039;&#039;&#039; (Biopsionics.) The adept’s touch stabilizes critically-wounded organisms. More sophisticated practitioners can heal tissue injuries, though curing diseases, detoxifying poisons, and fixing congenital deformities require additional techniques. Each use of Psychic Succor adds one point of System Strain to the target, or two points if they were mortally wounded at the time. Activating Psychic Succor requires the biopsion to Commit Effort for the day. Once used, they can continue to use it for the rest of that scene without Committing Effort again.&lt;br /&gt;
***Biopsionics-0: The psychic’s touch can automatically stabilize a mortally-wounded target as a Main Action. This power must be used on a target within six rounds of their collapse, and does not function on targets that have been decapitated or killed by Heavy weapons. It’s the GM’s decision as to whether a target is intact enough for this power to work.&lt;br /&gt;
**Core Technique: &#039;&#039;&#039;Telekinetic Manipulation&#039;&#039;&#039; (Telekinesis.) The adept may Commit Effort for the scene as a Main Action to direct telekinetic force toward an object or person within unaided visual range or with tactile contact with the psychic. This force isn’t responsive enough to be effective as a weapon without further refinement of technique, and cannot cause damage to living or mobile targets. If used to crush or harm immobile unliving objects, it does 1d6 damage per skill level of the psychic per round of focus. Objects move at 20 meters per round when moved telekinetically. A telekinetic force can be maintained over multiple rounds without expending further actions, such as holding a metal platform in place under a group of allies, but the psychic cannot again activate this technique on a second object until they release the first.&lt;br /&gt;
***Telekinesis-0: The psychic can exert force as if with one hand and their own strength.&lt;br /&gt;
***Telekinesis-1: The psychic can manipulate objects as if with both hands and can lift up to two hundred kilograms with this ability.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Telekinetic Armory&#039;&#039;&#039;. The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill. Armor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.&lt;br /&gt;
**Core Technique: &#039;&#039;&#039;Telepathic Contact&#039;&#039;&#039; (Telepathy.) The telepath can obtain a progressively-deeper understanding of a sentient target’s thoughts. The target must be visible or otherwise perceptible to the telepath’s unaided senses. Opening a contact requires the telepath to Commit Effort for the day as a Main Action, and the contact lasts for a scene at most unless augmented by other techniques. The depth of contact that can be made depends on the psychic’s Telepathy skill. A single contact can use any or all of the effects permitted to a telepath of the user’s skill level. Basic forms of contact do not allow for a saving throw, though more advanced probes allow the target to make a Mental saving throw to resist. On a successful save, no form of this technique that allows a save can be used on them for the rest of the scene.&lt;br /&gt;
***Telepathy-0: Observe emotional states in a target. Intense emotions provide a single word or image related to the focus of the feelings.&lt;br /&gt;
***Telepathy-1: A shallow gestalt with the target’s language centers allows the telepath to understand any form of communication made by the target. If the psychic has the requisite body parts to speak the target’s language, they can communicate with it in turn.&lt;br /&gt;
***Telepathy-2: The psychic’s awareness of the target’s surface cognition is sophisticated enough to read their current thoughts, though it can’t pick up memories or non-obvious connections. The target gets a Mental saving throw to resist this.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Facile Mind.&#039;&#039;&#039; The telepath is practiced at opening a Telepathic Contact, and need only Commit Effort for the scene to do so, instead of Committing Effort for the day. If contacting an ally who has practiced the process with the psychic for at least a week, opening the contact normally requires no Effort at all. In both cases, if the telepath chooses to Commit Effort for the day, they can open a Telepathic Contact as an Instant action rather than a Main Action.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Suppress Cognition.&#039;&#039;&#039; Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Nereid Senses&lt;br /&gt;
**Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them bio sonar (or echolocation) and thermal vision that can easily distinguish shapes and distance even in the total absence of light.&lt;br /&gt;
*Drone Control Link&lt;br /&gt;
**Users of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however. Aside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Monoblade Knife&lt;br /&gt;
**Attack Roll: +0&lt;br /&gt;
**Damage: 1d6+1&lt;br /&gt;
**Shock: (not used in Heroic play)&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Laser Pistol&lt;br /&gt;
**Attack Roll: +1&lt;br /&gt;
**Damage: 1d6+1&lt;br /&gt;
**Range: 100/300&lt;br /&gt;
**Magazine: 10&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Melee: Telekinetic Weapon (Small)&lt;br /&gt;
**Attack Roll: +4&lt;br /&gt;
**Damage: 1d6+2&lt;br /&gt;
**Shock: (not used in Heroic play)&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Melee: Telekinetic Weapon (Medium)&lt;br /&gt;
**Attack Roll: +4&lt;br /&gt;
**Damage: 1d8+3&lt;br /&gt;
**Shock: (not used in Heroic play)&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Melee: Telekinetic Weapon (Large)&lt;br /&gt;
**Attack Roll: +4&lt;br /&gt;
**Damage: 1d10+3&lt;br /&gt;
**Shock: (not used in Heroic play)&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged: Telekinetic Weapon (Rifle)&lt;br /&gt;
**Attack Roll: +4&lt;br /&gt;
**Damage: 1d10+4&lt;br /&gt;
**Range: 200/400&lt;br /&gt;
**Magazine: -&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Fray==&lt;br /&gt;
*1d4 (psychic bolts)&lt;br /&gt;
**Applies against all enemies&lt;br /&gt;
**Can be used as a Main Action as an attack in itself&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Armored Undersuit&lt;br /&gt;
**AC 14&lt;br /&gt;
**Mods:&lt;br /&gt;
*Telekinetic Armory&lt;br /&gt;
**AC 17&lt;br /&gt;
&lt;br /&gt;
==Drones==&lt;br /&gt;
*Cuttlefish&lt;br /&gt;
**AC 13&lt;br /&gt;
**HP 15&lt;br /&gt;
**Attack Roll: +0&lt;br /&gt;
**Damage: 2d8+2&lt;br /&gt;
**Magazine 10/10&lt;br /&gt;
**Range 1 km&lt;br /&gt;
**Fittings&lt;br /&gt;
***Ammo Unit (one magazine)&lt;br /&gt;
***Medical Support (administer doses within 10m, attack roll if unwilling, as Heal-0)&lt;br /&gt;
****Lift x4, Lazarus Patch x3, Poison (save or 1d8 damage) x5&lt;br /&gt;
***Observation Suite (UV/IR, sound, radiation/chemical, read lips/hear conversation 2km away)&lt;br /&gt;
***Weapon Fitting x2 (mag rifle, 300/600, enc 2)&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 8&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 11&lt;br /&gt;
*Base Attack Bonus: +1&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 13&lt;br /&gt;
**Mental: 12&lt;br /&gt;
**Evasion: 13&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 4/7&lt;br /&gt;
**Stowed: 13/14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**Laser Pistol&lt;br /&gt;
**Monoblade Knife&lt;br /&gt;
**Metatool&lt;br /&gt;
**Backpack (TL0)&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Cuttlefish drone (Enc 2)&lt;br /&gt;
**Telekinetic generator (Enc 2)&lt;br /&gt;
**Postech Toolkit (Enc 3)&lt;br /&gt;
**Dataslab&lt;br /&gt;
**3 units of spare parts&lt;br /&gt;
**3 units of spare parts&lt;br /&gt;
**3 type A cells&lt;br /&gt;
**3 type A cells&lt;br /&gt;
**3 days&#039; rations&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**Armored Undersuit&lt;br /&gt;
**800 credits&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN: Tales from the Prism]]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tales_from_the_Prism:_Skylla&amp;diff=396469</id>
		<title>Tales from the Prism: Skylla</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tales_from_the_Prism:_Skylla&amp;diff=396469"/>
		<updated>2021-02-18T06:27:54Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Advancement==&lt;br /&gt;
*Class: Heroic Psychic&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 7000/10000&lt;br /&gt;
*Skill Points Unspent: 0&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength 14 (+1)&lt;br /&gt;
*Dexterity 14 (+1)&lt;br /&gt;
*Constitution 14 (+1)&lt;br /&gt;
*Intelligence 12&lt;br /&gt;
*Wisdom 18 (+2)&lt;br /&gt;
*Charisma 07 (-1)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background: Official&lt;br /&gt;
*Goal: Find or build a community to fill the hivemind-shaped hole in my heart.&lt;br /&gt;
*Homeworld: Aeaea&lt;br /&gt;
*Languages: Novesperanto, Aeaean&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Administer-0&lt;br /&gt;
*Biopsionics-0&lt;br /&gt;
*Notice-0&lt;br /&gt;
*Program-1&lt;br /&gt;
*Telekinesis-1&lt;br /&gt;
*Telepathy-2&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Nereid (Origin Focus)&lt;br /&gt;
**Environmental Native: Nereids can survive and thrive underwater, breathing and moving freely and dealing with a reasonable amount of pressure. (I&#039;m sure they have diving suits to augment this.)&lt;br /&gt;
**Innate Ability: Nereids have thermal vision and sonar, similar to Panspectral Optics cyberware. They also get the equivalent of one piece of cyberware worth up to 20k credits to fulfill their role in the mind. (Drone Control Link)&lt;br /&gt;
**Psychic Aptitude: All Nereids are psychically gifted to some degree, at least with the Telepathy discipline. They must be Psychics or Partial Psychics, and they gain +1 Effort.&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
*Effort: 7&lt;br /&gt;
*Techniques&lt;br /&gt;
**Core Technique: &#039;&#039;&#039;Psychic Succor&#039;&#039;&#039; (Biopsionics.) The adept’s touch stabilizes critically-wounded organisms. More sophisticated practitioners can heal tissue injuries, though curing diseases, detoxifying poisons, and fixing congenital deformities require additional techniques. Each use of Psychic Succor adds one point of System Strain to the target, or two points if they were mortally wounded at the time. Activating Psychic Succor requires the biopsion to Commit Effort for the day. Once used, they can continue to use it for the rest of that scene without Committing Effort again.&lt;br /&gt;
***Biopsionics-0: The psychic’s touch can automatically stabilize a mortally-wounded target as a Main Action. This power must be used on a target within six rounds of their collapse, and does not function on targets that have been decapitated or killed by Heavy weapons. It’s the GM’s decision as to whether a target is intact enough for this power to work.&lt;br /&gt;
**Core Technique: &#039;&#039;&#039;Telekinetic Manipulation&#039;&#039;&#039; (Telekinesis.) The adept may Commit Effort for the scene as a Main Action to direct telekinetic force toward an object or person within unaided visual range or with tactile contact with the psychic. This force isn’t responsive enough to be effective as a weapon without further refinement of technique, and cannot cause damage to living or mobile targets. If used to crush or harm immobile unliving objects, it does 1d6 damage per skill level of the psychic per round of focus. Objects move at 20 meters per round when moved telekinetically. A telekinetic force can be maintained over multiple rounds without expending further actions, such as holding a metal platform in place under a group of allies, but the psychic cannot again activate this technique on a second object until they release the first.&lt;br /&gt;
***Telekinesis-0: The psychic can exert force as if with one hand and their own strength.&lt;br /&gt;
***Telekinesis-1: The psychic can manipulate objects as if with both hands and can lift up to two hundred kilograms with this ability.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Telekinetic Armory&#039;&#039;&#039;. The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill. Armor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.&lt;br /&gt;
**Core Technique: &#039;&#039;&#039;Telepathic Contact&#039;&#039;&#039; (Telepathy.) The telepath can obtain a progressively-deeper understanding of a sentient target’s thoughts. The target must be visible or otherwise perceptible to the telepath’s unaided senses. Opening a contact requires the telepath to Commit Effort for the day as a Main Action, and the contact lasts for a scene at most unless augmented by other techniques. The depth of contact that can be made depends on the psychic’s Telepathy skill. A single contact can use any or all of the effects permitted to a telepath of the user’s skill level. Basic forms of contact do not allow for a saving throw, though more advanced probes allow the target to make a Mental saving throw to resist. On a successful save, no form of this technique that allows a save can be used on them for the rest of the scene.&lt;br /&gt;
***Telepathy-0: Observe emotional states in a target. Intense emotions provide a single word or image related to the focus of the feelings.&lt;br /&gt;
***Telepathy-1: A shallow gestalt with the target’s language centers allows the telepath to understand any form of communication made by the target. If the psychic has the requisite body parts to speak the target’s language, they can communicate with it in turn.&lt;br /&gt;
***Telepathy-2: The psychic’s awareness of the target’s surface cognition is sophisticated enough to read their current thoughts, though it can’t pick up memories or non-obvious connections. The target gets a Mental saving throw to resist this.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Facile Mind.&#039;&#039;&#039; The telepath is practiced at opening a Telepathic Contact, and need only Commit Effort for the scene to do so, instead of Committing Effort for the day. If contacting an ally who has practiced the process with the psychic for at least a week, opening the contact normally requires no Effort at all. In both cases, if the telepath chooses to Commit Effort for the day, they can open a Telepathic Contact as an Instant action rather than a Main Action.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Suppress Cognition.&#039;&#039;&#039; Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Nereid Senses&lt;br /&gt;
**Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them bio sonar (or echolocation) and thermal vision that can easily distinguish shapes and distance even in the total absence of light.&lt;br /&gt;
*Drone Control Link&lt;br /&gt;
**Users of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however. Aside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Monoblade Knife&lt;br /&gt;
**Attack Roll: +0&lt;br /&gt;
**Damage: 1d6+1&lt;br /&gt;
**Shock: (not used in Heroic play)&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Laser Pistol&lt;br /&gt;
**Attack Roll: +1&lt;br /&gt;
**Damage: 1d6+1&lt;br /&gt;
**Range: 100/300&lt;br /&gt;
**Magazine: 10&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Melee: Telekinetic Weapon (Small)&lt;br /&gt;
**Attack Roll: +4&lt;br /&gt;
**Damage: 1d6+2&lt;br /&gt;
**Shock: (not used in Heroic play)&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Melee: Telekinetic Weapon (Medium)&lt;br /&gt;
**Attack Roll: +4&lt;br /&gt;
**Damage: 1d8+3&lt;br /&gt;
**Shock: (not used in Heroic play)&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Melee: Telekinetic Weapon (Large)&lt;br /&gt;
**Attack Roll: +4&lt;br /&gt;
**Damage: 1d10+3&lt;br /&gt;
**Shock: (not used in Heroic play)&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged: Telekinetic Weapon (Rifle)&lt;br /&gt;
**Attack Roll: +4&lt;br /&gt;
**Damage: 1d10+4&lt;br /&gt;
**Range: 200/400&lt;br /&gt;
**Magazine: -&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Fray==&lt;br /&gt;
*1d4 (psychic bolts)&lt;br /&gt;
**Applies against all enemies&lt;br /&gt;
**Can be used as a Main Action as an attack in itself&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Armored Undersuit&lt;br /&gt;
**AC 14&lt;br /&gt;
**Mods:&lt;br /&gt;
*Telekinetic Armory&lt;br /&gt;
**AC 17&lt;br /&gt;
&lt;br /&gt;
==Drones==&lt;br /&gt;
*Cuttlefish&lt;br /&gt;
**AC 13&lt;br /&gt;
**HP 15&lt;br /&gt;
**Attack Roll: +0&lt;br /&gt;
**Damage: 2d8+2&lt;br /&gt;
**Magazine 10/10&lt;br /&gt;
**Range 1 km&lt;br /&gt;
**Fittings&lt;br /&gt;
***Ammo Unit (one magazine)&lt;br /&gt;
***Medical Support (administer doses within 10m, attack roll if unwilling, as Heal-0)&lt;br /&gt;
****Lift x3, Lazarus Patch x3, Poison (save or 1d8 damage) x3, (empty slot x3)&lt;br /&gt;
***Observation Suite (UV/IR, sound, radiation/chemical, read lips/hear conversation 2km away)&lt;br /&gt;
***Weapon Fitting x2 (mag rifle, 300/600, enc 2)&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 8&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 11&lt;br /&gt;
*Base Attack Bonus: +1&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 13&lt;br /&gt;
**Mental: 12&lt;br /&gt;
**Evasion: 13&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 6/7&lt;br /&gt;
**Stowed: 4/14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**Laser Pistol&lt;br /&gt;
**Monoblade Knife&lt;br /&gt;
**Metatool&lt;br /&gt;
**Backpack (TL0)&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Cuttlefish drone (Enc 2)&lt;br /&gt;
**Telekinetic generator (Enc 2)&lt;br /&gt;
**Postech Toolkit (Enc 3)&lt;br /&gt;
**Dataslab&lt;br /&gt;
**3 units of spare parts&lt;br /&gt;
**3 units of spare parts&lt;br /&gt;
**3 type A cells&lt;br /&gt;
**3 type A cells&lt;br /&gt;
**3 days&#039; rations&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**Armored Undersuit&lt;br /&gt;
**1100 credits&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN: Tales from the Prism]]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tales_from_the_Prism:_Skylla&amp;diff=396283</id>
		<title>Tales from the Prism: Skylla</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tales_from_the_Prism:_Skylla&amp;diff=396283"/>
		<updated>2021-02-16T08:56:43Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: /* Armors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Advancement==&lt;br /&gt;
*Class: Heroic Psychic&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 7000/10000&lt;br /&gt;
*Skill Points Unspent: 0&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength 14 (+1)&lt;br /&gt;
*Dexterity 14 (+1)&lt;br /&gt;
*Constitution 14 (+1)&lt;br /&gt;
*Intelligence 12&lt;br /&gt;
*Wisdom 18 (+2)&lt;br /&gt;
*Charisma 07 (-1)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background: Official&lt;br /&gt;
*Goal: Find or build a community to fill the hivemind-shaped hole in my heart.&lt;br /&gt;
*Homeworld: Aeaea&lt;br /&gt;
*Languages: Novesperanto, Aeaean&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Administer-0&lt;br /&gt;
*Biopsionics-0&lt;br /&gt;
*Notice-0&lt;br /&gt;
*Program-1&lt;br /&gt;
*Telekinesis-1&lt;br /&gt;
*Telepathy-2&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Nereid (Origin Focus)&lt;br /&gt;
**Environmental Native: Nereids can survive and thrive underwater, breathing and moving freely and dealing with a reasonable amount of pressure. (I&#039;m sure they have diving suits to augment this.)&lt;br /&gt;
**Innate Ability: Nereids have thermal vision and sonar, similar to Panspectral Optics cyberware. They also get the equivalent of one piece of cyberware worth up to 20k credits to fulfill their role in the mind. (Drone Control Link)&lt;br /&gt;
**Psychic Aptitude: All Nereids are psychically gifted to some degree, at least with the Telepathy discipline. They must be Psychics or Partial Psychics, and they gain +1 Effort.&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
*Effort: 7&lt;br /&gt;
*Techniques&lt;br /&gt;
**Core Technique: &#039;&#039;&#039;Psychic Succor&#039;&#039;&#039; (Biopsionics.) The adept’s touch stabilizes critically-wounded organisms. More sophisticated practitioners can heal tissue injuries, though curing diseases, detoxifying poisons, and fixing congenital deformities require additional techniques. Each use of Psychic Succor adds one point of System Strain to the target, or two points if they were mortally wounded at the time. Activating Psychic Succor requires the biopsion to Commit Effort for the day. Once used, they can continue to use it for the rest of that scene without Committing Effort again.&lt;br /&gt;
***Biopsionics-0: The psychic’s touch can automatically stabilize a mortally-wounded target as a Main Action. This power must be used on a target within six rounds of their collapse, and does not function on targets that have been decapitated or killed by Heavy weapons. It’s the GM’s decision as to whether a target is intact enough for this power to work.&lt;br /&gt;
**Core Technique: &#039;&#039;&#039;Telekinetic Manipulation&#039;&#039;&#039; (Telekinesis.) The adept may Commit Effort for the scene as a Main Action to direct telekinetic force toward an object or person within unaided visual range or with tactile contact with the psychic. This force isn’t responsive enough to be effective as a weapon without further refinement of technique, and cannot cause damage to living or mobile targets. If used to crush or harm immobile unliving objects, it does 1d6 damage per skill level of the psychic per round of focus. Objects move at 20 meters per round when moved telekinetically. A telekinetic force can be maintained over multiple rounds without expending further actions, such as holding a metal platform in place under a group of allies, but the psychic cannot again activate this technique on a second object until they release the first.&lt;br /&gt;
***Telekinesis-0: The psychic can exert force as if with one hand and their own strength.&lt;br /&gt;
***Telekinesis-1: The psychic can manipulate objects as if with both hands and can lift up to two hundred kilograms with this ability.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Telekinetic Armory&#039;&#039;&#039;. The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill. Armor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.&lt;br /&gt;
**Core Technique: &#039;&#039;&#039;Telepathic Contact&#039;&#039;&#039; (Telepathy.) The telepath can obtain a progressively-deeper understanding of a sentient target’s thoughts. The target must be visible or otherwise perceptible to the telepath’s unaided senses. Opening a contact requires the telepath to Commit Effort for the day as a Main Action, and the contact lasts for a scene at most unless augmented by other techniques. The depth of contact that can be made depends on the psychic’s Telepathy skill. A single contact can use any or all of the effects permitted to a telepath of the user’s skill level. Basic forms of contact do not allow for a saving throw, though more advanced probes allow the target to make a Mental saving throw to resist. On a successful save, no form of this technique that allows a save can be used on them for the rest of the scene.&lt;br /&gt;
***Telepathy-0: Observe emotional states in a target. Intense emotions provide a single word or image related to the focus of the feelings.&lt;br /&gt;
***Telepathy-1: A shallow gestalt with the target’s language centers allows the telepath to understand any form of communication made by the target. If the psychic has the requisite body parts to speak the target’s language, they can communicate with it in turn.&lt;br /&gt;
***Telepathy-2: The psychic’s awareness of the target’s surface cognition is sophisticated enough to read their current thoughts, though it can’t pick up memories or non-obvious connections. The target gets a Mental saving throw to resist this.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Facile Mind.&#039;&#039;&#039; The telepath is practiced at opening a Telepathic Contact, and need only Commit Effort for the scene to do so, instead of Committing Effort for the day. If contacting an ally who has practiced the process with the psychic for at least a week, opening the contact normally requires no Effort at all. In both cases, if the telepath chooses to Commit Effort for the day, they can open a Telepathic Contact as an Instant action rather than a Main Action.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Suppress Cognition.&#039;&#039;&#039; Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Nereid Senses&lt;br /&gt;
**Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them bio sonar (or echolocation) and thermal vision that can easily distinguish shapes and distance even in the total absence of light.&lt;br /&gt;
*Drone Control Link&lt;br /&gt;
**Users of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however. Aside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Monoblade Knife&lt;br /&gt;
**Attack Roll: +0&lt;br /&gt;
**Damage: 1d6+1&lt;br /&gt;
**Shock: (not used in Heroic play)&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Laser Pistol&lt;br /&gt;
**Attack Roll: +1&lt;br /&gt;
**Damage: 1d6+1&lt;br /&gt;
**Range: 100/300&lt;br /&gt;
**Magazine: 10&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Melee: Telekinetic Weapon (Small)&lt;br /&gt;
**Attack Roll: +4&lt;br /&gt;
**Damage: 1d6+2&lt;br /&gt;
**Shock: (not used in Heroic play)&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Melee: Telekinetic Weapon (Medium)&lt;br /&gt;
**Attack Roll: +4&lt;br /&gt;
**Damage: 1d8+3&lt;br /&gt;
**Shock: (not used in Heroic play)&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Melee: Telekinetic Weapon (Large)&lt;br /&gt;
**Attack Roll: +4&lt;br /&gt;
**Damage: 1d10+3&lt;br /&gt;
**Shock: (not used in Heroic play)&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged: Telekinetic Weapon (Rifle)&lt;br /&gt;
**Attack Roll: +4&lt;br /&gt;
**Damage: 1d10+4&lt;br /&gt;
**Range: 200/400&lt;br /&gt;
**Magazine: -&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Fray==&lt;br /&gt;
*1d4 (psychic bolts)&lt;br /&gt;
**Applies against all enemies&lt;br /&gt;
**Can be used as a Main Action as an attack in itself&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Armored Undersuit&lt;br /&gt;
**AC 14&lt;br /&gt;
**Mods:&lt;br /&gt;
*Telekinetic Armory&lt;br /&gt;
**AC 17&lt;br /&gt;
&lt;br /&gt;
==Drones==&lt;br /&gt;
*Cuttlefish&lt;br /&gt;
**AC 13&lt;br /&gt;
**HP 15&lt;br /&gt;
**Attack Roll: +0&lt;br /&gt;
**Damage: 2d8+2&lt;br /&gt;
**Magazine 10/10&lt;br /&gt;
**Range 1 km&lt;br /&gt;
**Fittings&lt;br /&gt;
***Ammo Unit (one magazine)&lt;br /&gt;
***Medical Support (administer doses within 10m, attack roll if unwilling, as Heal-0)&lt;br /&gt;
****Lift x3, Lazarus Patch x3, Poison (save or 1d8 damage) x3, (empty slot x3)&lt;br /&gt;
***Observation Suite (UV/IR, sound, radiation/chemical, read lips/hear conversation 2km away)&lt;br /&gt;
***Weapon Fitting x2 (mag rifle, 300/600, enc 2)&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 8&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 11&lt;br /&gt;
*Base Attack Bonus: +1&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 13&lt;br /&gt;
**Mental: 12&lt;br /&gt;
**Evasion: 13&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 6/7&lt;br /&gt;
**Stowed: 4/14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**Laser Pistol&lt;br /&gt;
**Monoblade Knife&lt;br /&gt;
**Armored Undersuit&lt;br /&gt;
**Postech Toolkit&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**Backpack (TL0)&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Cuttlefish drone (Enc 2)&lt;br /&gt;
**6 units of spare parts&lt;br /&gt;
**4 type A cells&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**1100 credits&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN: Tales from the Prism]]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tales_from_the_Prism:_Skylla&amp;diff=396282</id>
		<title>Tales from the Prism: Skylla</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tales_from_the_Prism:_Skylla&amp;diff=396282"/>
		<updated>2021-02-16T08:56:16Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Advancement==&lt;br /&gt;
*Class: Heroic Psychic&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 7000/10000&lt;br /&gt;
*Skill Points Unspent: 0&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength 14 (+1)&lt;br /&gt;
*Dexterity 14 (+1)&lt;br /&gt;
*Constitution 14 (+1)&lt;br /&gt;
*Intelligence 12&lt;br /&gt;
*Wisdom 18 (+2)&lt;br /&gt;
*Charisma 07 (-1)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background: Official&lt;br /&gt;
*Goal: Find or build a community to fill the hivemind-shaped hole in my heart.&lt;br /&gt;
*Homeworld: Aeaea&lt;br /&gt;
*Languages: Novesperanto, Aeaean&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Administer-0&lt;br /&gt;
*Biopsionics-0&lt;br /&gt;
*Notice-0&lt;br /&gt;
*Program-1&lt;br /&gt;
*Telekinesis-1&lt;br /&gt;
*Telepathy-2&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Nereid (Origin Focus)&lt;br /&gt;
**Environmental Native: Nereids can survive and thrive underwater, breathing and moving freely and dealing with a reasonable amount of pressure. (I&#039;m sure they have diving suits to augment this.)&lt;br /&gt;
**Innate Ability: Nereids have thermal vision and sonar, similar to Panspectral Optics cyberware. They also get the equivalent of one piece of cyberware worth up to 20k credits to fulfill their role in the mind. (Drone Control Link)&lt;br /&gt;
**Psychic Aptitude: All Nereids are psychically gifted to some degree, at least with the Telepathy discipline. They must be Psychics or Partial Psychics, and they gain +1 Effort.&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
*Effort: 7&lt;br /&gt;
*Techniques&lt;br /&gt;
**Core Technique: &#039;&#039;&#039;Psychic Succor&#039;&#039;&#039; (Biopsionics.) The adept’s touch stabilizes critically-wounded organisms. More sophisticated practitioners can heal tissue injuries, though curing diseases, detoxifying poisons, and fixing congenital deformities require additional techniques. Each use of Psychic Succor adds one point of System Strain to the target, or two points if they were mortally wounded at the time. Activating Psychic Succor requires the biopsion to Commit Effort for the day. Once used, they can continue to use it for the rest of that scene without Committing Effort again.&lt;br /&gt;
***Biopsionics-0: The psychic’s touch can automatically stabilize a mortally-wounded target as a Main Action. This power must be used on a target within six rounds of their collapse, and does not function on targets that have been decapitated or killed by Heavy weapons. It’s the GM’s decision as to whether a target is intact enough for this power to work.&lt;br /&gt;
**Core Technique: &#039;&#039;&#039;Telekinetic Manipulation&#039;&#039;&#039; (Telekinesis.) The adept may Commit Effort for the scene as a Main Action to direct telekinetic force toward an object or person within unaided visual range or with tactile contact with the psychic. This force isn’t responsive enough to be effective as a weapon without further refinement of technique, and cannot cause damage to living or mobile targets. If used to crush or harm immobile unliving objects, it does 1d6 damage per skill level of the psychic per round of focus. Objects move at 20 meters per round when moved telekinetically. A telekinetic force can be maintained over multiple rounds without expending further actions, such as holding a metal platform in place under a group of allies, but the psychic cannot again activate this technique on a second object until they release the first.&lt;br /&gt;
***Telekinesis-0: The psychic can exert force as if with one hand and their own strength.&lt;br /&gt;
***Telekinesis-1: The psychic can manipulate objects as if with both hands and can lift up to two hundred kilograms with this ability.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Telekinetic Armory&#039;&#039;&#039;. The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill. Armor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.&lt;br /&gt;
**Core Technique: &#039;&#039;&#039;Telepathic Contact&#039;&#039;&#039; (Telepathy.) The telepath can obtain a progressively-deeper understanding of a sentient target’s thoughts. The target must be visible or otherwise perceptible to the telepath’s unaided senses. Opening a contact requires the telepath to Commit Effort for the day as a Main Action, and the contact lasts for a scene at most unless augmented by other techniques. The depth of contact that can be made depends on the psychic’s Telepathy skill. A single contact can use any or all of the effects permitted to a telepath of the user’s skill level. Basic forms of contact do not allow for a saving throw, though more advanced probes allow the target to make a Mental saving throw to resist. On a successful save, no form of this technique that allows a save can be used on them for the rest of the scene.&lt;br /&gt;
***Telepathy-0: Observe emotional states in a target. Intense emotions provide a single word or image related to the focus of the feelings.&lt;br /&gt;
***Telepathy-1: A shallow gestalt with the target’s language centers allows the telepath to understand any form of communication made by the target. If the psychic has the requisite body parts to speak the target’s language, they can communicate with it in turn.&lt;br /&gt;
***Telepathy-2: The psychic’s awareness of the target’s surface cognition is sophisticated enough to read their current thoughts, though it can’t pick up memories or non-obvious connections. The target gets a Mental saving throw to resist this.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Facile Mind.&#039;&#039;&#039; The telepath is practiced at opening a Telepathic Contact, and need only Commit Effort for the scene to do so, instead of Committing Effort for the day. If contacting an ally who has practiced the process with the psychic for at least a week, opening the contact normally requires no Effort at all. In both cases, if the telepath chooses to Commit Effort for the day, they can open a Telepathic Contact as an Instant action rather than a Main Action.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Suppress Cognition.&#039;&#039;&#039; Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Nereid Senses&lt;br /&gt;
**Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them bio sonar (or echolocation) and thermal vision that can easily distinguish shapes and distance even in the total absence of light.&lt;br /&gt;
*Drone Control Link&lt;br /&gt;
**Users of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however. Aside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Monoblade Knife&lt;br /&gt;
**Attack Roll: +0&lt;br /&gt;
**Damage: 1d6+1&lt;br /&gt;
**Shock: (not used in Heroic play)&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Laser Pistol&lt;br /&gt;
**Attack Roll: +1&lt;br /&gt;
**Damage: 1d6+1&lt;br /&gt;
**Range: 100/300&lt;br /&gt;
**Magazine: 10&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Melee: Telekinetic Weapon (Small)&lt;br /&gt;
**Attack Roll: +4&lt;br /&gt;
**Damage: 1d6+2&lt;br /&gt;
**Shock: (not used in Heroic play)&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Melee: Telekinetic Weapon (Medium)&lt;br /&gt;
**Attack Roll: +4&lt;br /&gt;
**Damage: 1d8+3&lt;br /&gt;
**Shock: (not used in Heroic play)&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Melee: Telekinetic Weapon (Large)&lt;br /&gt;
**Attack Roll: +4&lt;br /&gt;
**Damage: 1d10+3&lt;br /&gt;
**Shock: (not used in Heroic play)&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged: Telekinetic Weapon (Rifle)&lt;br /&gt;
**Attack Roll: +4&lt;br /&gt;
**Damage: 1d10+4&lt;br /&gt;
**Range: 200/400&lt;br /&gt;
**Magazine: -&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Fray==&lt;br /&gt;
*1d4 (psychic bolts)&lt;br /&gt;
**Applies against all enemies&lt;br /&gt;
**Can be used as a Main Action as an attack in itself&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Armored Undersuit&lt;br /&gt;
**AC 14&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Drones==&lt;br /&gt;
*Cuttlefish&lt;br /&gt;
**AC 13&lt;br /&gt;
**HP 15&lt;br /&gt;
**Attack Roll: +0&lt;br /&gt;
**Damage: 2d8+2&lt;br /&gt;
**Magazine 10/10&lt;br /&gt;
**Range 1 km&lt;br /&gt;
**Fittings&lt;br /&gt;
***Ammo Unit (one magazine)&lt;br /&gt;
***Medical Support (administer doses within 10m, attack roll if unwilling, as Heal-0)&lt;br /&gt;
****Lift x3, Lazarus Patch x3, Poison (save or 1d8 damage) x3, (empty slot x3)&lt;br /&gt;
***Observation Suite (UV/IR, sound, radiation/chemical, read lips/hear conversation 2km away)&lt;br /&gt;
***Weapon Fitting x2 (mag rifle, 300/600, enc 2)&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 8&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 11&lt;br /&gt;
*Base Attack Bonus: +1&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 13&lt;br /&gt;
**Mental: 12&lt;br /&gt;
**Evasion: 13&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 6/7&lt;br /&gt;
**Stowed: 4/14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**Laser Pistol&lt;br /&gt;
**Monoblade Knife&lt;br /&gt;
**Armored Undersuit&lt;br /&gt;
**Postech Toolkit&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**Backpack (TL0)&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Cuttlefish drone (Enc 2)&lt;br /&gt;
**6 units of spare parts&lt;br /&gt;
**4 type A cells&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**1100 credits&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN: Tales from the Prism]]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tales_from_the_Prism:_Skylla&amp;diff=396281</id>
		<title>Tales from the Prism: Skylla</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tales_from_the_Prism:_Skylla&amp;diff=396281"/>
		<updated>2021-02-16T08:51:02Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: level 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Advancement==&lt;br /&gt;
*Class: Heroic Psychic&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 7000/10000&lt;br /&gt;
*Skill Points Unspent: 0&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength 14 (+1)&lt;br /&gt;
*Dexterity 14 (+1)&lt;br /&gt;
*Constitution 14 (+1)&lt;br /&gt;
*Intelligence 12&lt;br /&gt;
*Wisdom 18 (+2)&lt;br /&gt;
*Charisma 07 (-1)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background: Official&lt;br /&gt;
*Goal: Find or build a community to fill the hivemind-shaped hole in my heart.&lt;br /&gt;
*Homeworld: Aeaea&lt;br /&gt;
*Languages: Novesperanto, Aeaean&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Administer-0&lt;br /&gt;
*Biopsionics-0&lt;br /&gt;
*Notice-0&lt;br /&gt;
*Program-1&lt;br /&gt;
*Telekinesis-1&lt;br /&gt;
*Telepathy-2&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Nereid (Origin Focus)&lt;br /&gt;
**Environmental Native: Nereids can survive and thrive underwater, breathing and moving freely and dealing with a reasonable amount of pressure. (I&#039;m sure they have diving suits to augment this.)&lt;br /&gt;
**Innate Ability: Nereids have thermal vision and sonar, similar to Panspectral Optics cyberware. They also get the equivalent of one piece of cyberware worth up to 20k credits to fulfill their role in the mind. (Drone Control Link)&lt;br /&gt;
**Psychic Aptitude: All Nereids are psychically gifted to some degree, at least with the Telepathy discipline. They must be Psychics or Partial Psychics, and they gain +1 Effort.&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
*Effort: 7&lt;br /&gt;
*Techniques&lt;br /&gt;
**Core Technique: &#039;&#039;&#039;Psychic Succor&#039;&#039;&#039; (Biopsionics.) The adept’s touch stabilizes critically-wounded organisms. More sophisticated practitioners can heal tissue injuries, though curing diseases, detoxifying poisons, and fixing congenital deformities require additional techniques. Each use of Psychic Succor adds one point of System Strain to the target, or two points if they were mortally wounded at the time. Activating Psychic Succor requires the biopsion to Commit Effort for the day. Once used, they can continue to use it for the rest of that scene without Committing Effort again.&lt;br /&gt;
***Biopsionics-0: The psychic’s touch can automatically stabilize a mortally-wounded target as a Main Action. This power must be used on a target within six rounds of their collapse, and does not function on targets that have been decapitated or killed by Heavy weapons. It’s the GM’s decision as to whether a target is intact enough for this power to work.&lt;br /&gt;
**Core Technique: &#039;&#039;&#039;Telekinetic Manipulation&#039;&#039;&#039; (Telekinesis.) The adept may Commit Effort for the scene as a Main Action to direct telekinetic force toward an object or person within unaided visual range or with tactile contact with the psychic. This force isn’t responsive enough to be effective as a weapon without further refinement of technique, and cannot cause damage to living or mobile targets. If used to crush or harm immobile unliving objects, it does 1d6 damage per skill level of the psychic per round of focus. Objects move at 20 meters per round when moved telekinetically. A telekinetic force can be maintained over multiple rounds without expending further actions, such as holding a metal platform in place under a group of allies, but the psychic cannot again activate this technique on a second object until they release the first.&lt;br /&gt;
***Telekinesis-0: The psychic can exert force as if with one hand and their own strength.&lt;br /&gt;
***Telekinesis-1: The psychic can manipulate objects as if with both hands and can lift up to two hundred kilograms with this ability.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Telekinetic Armory&#039;&#039;&#039;. The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill. Armor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.&lt;br /&gt;
**Core Technique: &#039;&#039;&#039;Telepathic Contact&#039;&#039;&#039; (Telepathy.) The telepath can obtain a progressively-deeper understanding of a sentient target’s thoughts. The target must be visible or otherwise perceptible to the telepath’s unaided senses. Opening a contact requires the telepath to Commit Effort for the day as a Main Action, and the contact lasts for a scene at most unless augmented by other techniques. The depth of contact that can be made depends on the psychic’s Telepathy skill. A single contact can use any or all of the effects permitted to a telepath of the user’s skill level. Basic forms of contact do not allow for a saving throw, though more advanced probes allow the target to make a Mental saving throw to resist. On a successful save, no form of this technique that allows a save can be used on them for the rest of the scene.&lt;br /&gt;
***Telepathy-0: Observe emotional states in a target. Intense emotions provide a single word or image related to the focus of the feelings.&lt;br /&gt;
***Telepathy-1: A shallow gestalt with the target’s language centers allows the telepath to understand any form of communication made by the target. If the psychic has the requisite body parts to speak the target’s language, they can communicate with it in turn.&lt;br /&gt;
***Telepathy-2: The psychic’s awareness of the target’s surface cognition is sophisticated enough to read their current thoughts, though it can’t pick up memories or non-obvious connections. The target gets a Mental saving throw to resist this.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Facile Mind.&#039;&#039;&#039; The telepath is practiced at opening a Telepathic Contact, and need only Commit Effort for the scene to do so, instead of Committing Effort for the day. If contacting an ally who has practiced the process with the psychic for at least a week, opening the contact normally requires no Effort at all. In both cases, if the telepath chooses to Commit Effort for the day, they can open a Telepathic Contact as an Instant action rather than a Main Action.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Suppress Cognition.&#039;&#039;&#039; Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Nereid Senses&lt;br /&gt;
**Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them bio sonar (or echolocation) and thermal vision that can easily distinguish shapes and distance even in the total absence of light.&lt;br /&gt;
*Drone Control Link&lt;br /&gt;
**Users of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however. Aside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Monoblade Knife&lt;br /&gt;
**Attack Roll: +0&lt;br /&gt;
**Damage: 1d6+1&lt;br /&gt;
**Shock: (not used in Heroic play)&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Laser Pistol&lt;br /&gt;
**Attack Roll: +1&lt;br /&gt;
**Damage: 1d6+1&lt;br /&gt;
**Range: 100/300&lt;br /&gt;
**Magazine: 10&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Fray==&lt;br /&gt;
*1d4 (psychic bolts)&lt;br /&gt;
**Applies against all enemies&lt;br /&gt;
**Can be used as a Main Action as an attack in itself&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Armored Undersuit&lt;br /&gt;
**AC 14&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Drones==&lt;br /&gt;
*Cuttlefish&lt;br /&gt;
**AC 13&lt;br /&gt;
**HP 15&lt;br /&gt;
**Attack Roll: +0&lt;br /&gt;
**Damage: 2d8+2&lt;br /&gt;
**Magazine 10/10&lt;br /&gt;
**Range 1 km&lt;br /&gt;
**Fittings&lt;br /&gt;
***Ammo Unit (one magazine)&lt;br /&gt;
***Medical Support (administer doses within 10m, attack roll if unwilling, as Heal-0)&lt;br /&gt;
****Lift x3, Lazarus Patch x3, Poison (save or 1d8 damage) x3, (empty slot x3)&lt;br /&gt;
***Observation Suite (UV/IR, sound, radiation/chemical, read lips/hear conversation 2km away)&lt;br /&gt;
***Weapon Fitting x2 (mag rifle, 300/600, enc 2)&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 8&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 11&lt;br /&gt;
*Base Attack Bonus: +1&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 13&lt;br /&gt;
**Mental: 12&lt;br /&gt;
**Evasion: 13&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 6/7&lt;br /&gt;
**Stowed: 4/14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**Laser Pistol&lt;br /&gt;
**Monoblade Knife&lt;br /&gt;
**Armored Undersuit&lt;br /&gt;
**Postech Toolkit&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**Backpack (TL0)&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Cuttlefish drone (Enc 2)&lt;br /&gt;
**6 units of spare parts&lt;br /&gt;
**4 type A cells&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**1100 credits&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN: Tales from the Prism]]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tales_from_the_Prism:_Skylla&amp;diff=395984</id>
		<title>Tales from the Prism: Skylla</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tales_from_the_Prism:_Skylla&amp;diff=395984"/>
		<updated>2021-02-13T02:05:54Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: /* Techniques */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Advancement==&lt;br /&gt;
*Class: Heroic Psychic&lt;br /&gt;
*Level: 1&lt;br /&gt;
*XP: 0/5000&lt;br /&gt;
*Skill Points Unspent:&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength 14 (+1)&lt;br /&gt;
*Dexterity 14 (+1)&lt;br /&gt;
*Constitution 14 (+1)&lt;br /&gt;
*Intelligence 12&lt;br /&gt;
*Wisdom 18 (+2)&lt;br /&gt;
*Charisma 07 (-1)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background: Official&lt;br /&gt;
*Goal: Find or build a community to fill the hivemind-shaped hole in my heart.&lt;br /&gt;
*Homeworld: Aeaea&lt;br /&gt;
*Languages: Novesperanto, Aeaean&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Administer-0&lt;br /&gt;
*Biopsionics-0&lt;br /&gt;
*Notice-0&lt;br /&gt;
*Program-0&lt;br /&gt;
*Telekinesis-0&lt;br /&gt;
*Telepathy-1&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Nereid (Origin Focus)&lt;br /&gt;
**Environmental Native: Nereids can survive and thrive underwater, breathing and moving freely and dealing with a reasonable amount of pressure. (I&#039;m sure they have diving suits to augment this.)&lt;br /&gt;
**Innate Ability: Nereids have thermal vision and sonar, similar to Panspectral Optics cyberware. They also get the equivalent of one piece of cyberware worth up to 20k credits to fulfill their role in the mind. (Drone Control Link)&lt;br /&gt;
**Psychic Aptitude: All Nereids are psychically gifted to some degree, at least with the Telepathy discipline. They must be Psychics or Partial Psychics, and they gain +1 Effort.&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
*Effort: 6&lt;br /&gt;
*Techniques&lt;br /&gt;
**Core Technique: &#039;&#039;&#039;Psychic Succor&#039;&#039;&#039; (Biopsionics.) The adept’s touch stabilizes critically-wounded organisms. More sophisticated practitioners can heal tissue injuries, though curing diseases, detoxifying poisons, and fixing congenital deformities require additional techniques. Each use of Psychic Succor adds one point of System Strain to the target, or two points if they were mortally wounded at the time. Activating Psychic Succor requires the biopsion to Commit Effort for the day. Once used, they can continue to use it for the rest of that scene without Committing Effort again.&lt;br /&gt;
***Biopsionics-0: The psychic’s touch can automatically stabilize a mortally-wounded target as a Main Action. This power must be used on a target within six rounds of their collapse, and does not function on targets that have been decapitated or killed by Heavy weapons. It’s the GM’s decision as to whether a target is intact enough for this power to work.&lt;br /&gt;
**Core Technique: &#039;&#039;&#039;Telekinetic Manipulation&#039;&#039;&#039; (Telekinesis.) The adept may Commit Effort for the scene as a Main Action to direct telekinetic force toward an object or person within unaided visual range or with tactile contact with the psychic. This force isn’t responsive enough to be effective as a weapon without further refinement of technique, and cannot cause damage to living or mobile targets. If used to crush or harm immobile unliving objects, it does 1d6 damage per skill level of the psychic per round of focus. Objects move at 20 meters per round when moved telekinetically. A telekinetic force can be maintained over multiple rounds without expending further actions, such as holding a metal platform in place under a group of allies, but the psychic cannot again activate this technique on a second object until they release the first.&lt;br /&gt;
***Telekinesis-0: The psychic can exert force as if with one hand and their own strength.&lt;br /&gt;
**Core Technique: &#039;&#039;&#039;Telepathic Contact&#039;&#039;&#039; (Telepathy.) The telepath can obtain a progressively-deeper understanding of a sentient target’s thoughts. The target must be visible or otherwise perceptible to the telepath’s unaided senses. Opening a contact requires the telepath to Commit Effort for the day as a Main Action, and the contact lasts for a scene at most unless augmented by other techniques. The depth of contact that can be made depends on the psychic’s Telepathy skill. A single contact can use any or all of the effects permitted to a telepath of the user’s skill level. Basic forms of contact do not allow for a saving throw, though more advanced probes allow the target to make a Mental saving throw to resist. On a successful save, no form of this technique that allows a save can be used on them for the rest of the scene.&lt;br /&gt;
***Telepathy-0: Observe emotional states in a target. Intense emotions provide a single word or image related to the focus of the feelings.&lt;br /&gt;
***Telepathy-1: A shallow gestalt with the target’s language centers allows the telepath to understand any form of communication made by the target. If the psychic has the requisite body parts to speak the target’s language, they can communicate with it in turn.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Facile Mind.&#039;&#039;&#039; The telepath is practiced at opening a Telepathic Contact, and need only Commit Effort for the scene to do so, instead of Committing Effort for the day. If contacting an ally who has practiced the process with the psychic for at least a week, opening the contact normally requires no Effort at all. In both cases, if the telepath chooses to Commit Effort for the day, they can open a Telepathic Contact as an Instant action rather than a Main Action.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Nereid Senses&lt;br /&gt;
**Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them bio sonar (or echolocation) and thermal vision that can easily distinguish shapes and distance even in the total absence of light.&lt;br /&gt;
*Drone Control Link&lt;br /&gt;
**Users of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however. Aside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Monoblade Knife&lt;br /&gt;
**Attack Roll: -1&lt;br /&gt;
**Damage: 1d6&lt;br /&gt;
**Shock: (not used in Heroic play)&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Laser Pistol&lt;br /&gt;
**Attack Roll: +0&lt;br /&gt;
**Damage: 1d6&lt;br /&gt;
**Range: 100/300&lt;br /&gt;
**Magazine: 10&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Fray==&lt;br /&gt;
*1d4 (psychic bolts)&lt;br /&gt;
**Applies against all enemies&lt;br /&gt;
**Can be used as a Main Action as an attack in itself&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Armored Undersuit&lt;br /&gt;
**AC 13&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Drones==&lt;br /&gt;
*Cuttlefish&lt;br /&gt;
**AC 13&lt;br /&gt;
**HP 15&lt;br /&gt;
**Attack Roll: +0&lt;br /&gt;
**Damage: 2d8+2&lt;br /&gt;
**Magazine 10/10&lt;br /&gt;
**Range 1 km&lt;br /&gt;
**Fittings&lt;br /&gt;
***Ammo Unit (one magazine)&lt;br /&gt;
***Medical Support (administer doses within 10m, attack roll if unwilling, as Heal-0)&lt;br /&gt;
****Lift x3, Lazarus Patch x3, Poison (save or 1d8 damage) x3, (empty slot x3)&lt;br /&gt;
***Observation Suite (UV/IR, sound, radiation/chemical, read lips/hear conversation 2km away)&lt;br /&gt;
***Weapon Fitting x2 (mag rifle, 300/600, enc 2)&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 4&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 10&lt;br /&gt;
*Base Attack Bonus: +0&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 14&lt;br /&gt;
**Mental: 13&lt;br /&gt;
**Evasion: 14&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 6/7&lt;br /&gt;
**Stowed: 4/14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**Laser Pistol&lt;br /&gt;
**Monoblade Knife&lt;br /&gt;
**Armored Undersuit&lt;br /&gt;
**Postech Toolkit&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**Backpack (TL0)&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Cuttlefish drone (Enc 2)&lt;br /&gt;
**6 units of spare parts&lt;br /&gt;
**4 type A cells&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**200 credits&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN: Tales from the Prism]]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tales_from_the_Prism:_Skylla&amp;diff=395585</id>
		<title>Tales from the Prism: Skylla</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tales_from_the_Prism:_Skylla&amp;diff=395585"/>
		<updated>2021-02-09T22:16:19Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: drone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Advancement==&lt;br /&gt;
*Class: Heroic Psychic&lt;br /&gt;
*Level: 1&lt;br /&gt;
*XP: 0/5000&lt;br /&gt;
*Skill Points Unspent:&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength 14 (+1)&lt;br /&gt;
*Dexterity 14 (+1)&lt;br /&gt;
*Constitution 14 (+1)&lt;br /&gt;
*Intelligence 12&lt;br /&gt;
*Wisdom 18 (+2)&lt;br /&gt;
*Charisma 07 (-1)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background: Official&lt;br /&gt;
*Goal: Find or build a community to fill the hivemind-shaped hole in my heart.&lt;br /&gt;
*Homeworld: Aeaea&lt;br /&gt;
*Languages: Novesperanto, Aeaean&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Administer-0&lt;br /&gt;
*Biopsionics-0&lt;br /&gt;
*Notice-0&lt;br /&gt;
*Program-0&lt;br /&gt;
*Telekinesis-0&lt;br /&gt;
*Telepathy-1&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Nereid (Origin Focus)&lt;br /&gt;
**Environmental Native: Nereids can survive and thrive underwater, breathing and moving freely and dealing with a reasonable amount of pressure. (I&#039;m sure they have diving suits to augment this.)&lt;br /&gt;
**Innate Ability: Nereids have thermal vision and sonar, similar to Panspectral Optics cyberware. They also get the equivalent of one piece of cyberware worth up to 20k credits to fulfill their role in the mind. (Drone Control Link)&lt;br /&gt;
**Psychic Aptitude: All Nereids are psychically gifted to some degree, at least with the Telepathy discipline. They must be Psychics or Partial Psychics, and they gain +1 Effort.&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
*Effort: 6&lt;br /&gt;
*Techniques&lt;br /&gt;
**Core Technique: &#039;&#039;&#039;Psychic Succor&#039;&#039;&#039; (Biopsionics.) The adept’s touch stabilizes critically-wounded organisms. More sophisticated practitioners can heal tissue injuries, though curing diseases, detoxifying poisons, and fixing congenital deformities require additional techniques. Each use of Psychic Succor adds one point of System Strain to the target, or two points if they were mortally wounded at the time. Activating Psychic Succor requires the biopsion to Commit Effort for the day. Once used, they can continue to use it for the rest of that scene without Committing Effort again.&lt;br /&gt;
***Biopsionics-0: The psychic’s touch can automatically stabilize a mortally-wounded target as a Main Action. This power must be used on a target within six rounds of their collapse, and does not function on targets that have been decapitated or killed by Heavy weapons. It’s the GM’s decision as to whether a target is intact enough for this power to work.&lt;br /&gt;
**Core Technique: &#039;&#039;&#039;Telekinetic Manipulation&#039;&#039;&#039; (Telekinesis.) The adept may Commit Effort for the scene as a Main Action to direct telekinetic force toward an object or person within unaided visual range or with tactile contact with the psychic. This force isn’t responsive enough to be effective as a weapon without further refinement of technique, and cannot cause damage to living or mobile targets. If used to crush or harm immobile unliving objects, it does 1d6 damage per skill level of the psychic per round of focus. Objects move at 20 meters per round when moved telekinetically. A telekinetic force can be maintained over multiple rounds without expending further actions, such as holding a metal platform in place under a group of allies, but the psychic cannot again activate this technique on a second object until they release the first.&lt;br /&gt;
***Telekinesis-0: The psychic can exert force as if with one hand and their own strength.&lt;br /&gt;
**Core Technique: &#039;&#039;&#039;Telepathic Contact&#039;&#039;&#039; (Telepathy.) The telepath can obtain a progressively-deeper understanding of a sentient target’s thoughts. The target must be visible or otherwise perceptible to the telepath’s unaided senses. Opening a contact requires the telepath to Commit Effort for the day as a Main Action, and the contact lasts for a scene at most unless augmented by other techniques.&lt;br /&gt;
The depth of contact that can be made depends on the psychic’s Telepathy skill. A single contact can use any or all of the effects permitted to a telepath of the user’s skill level. Basic forms of contact do not allow for a saving throw, though more advanced probes allow the target to make a Mental saving throw to resist. On a successful save, no form of this technique that allows a save can be used on them for the rest of the scene.&lt;br /&gt;
***Telepathy-0: Observe emotional states in a target. Intense emotions provide a single word or image related to the focus of the feelings.&lt;br /&gt;
***Telepathy-1: A shallow gestalt with the target’s language centers allows the telepath to understand any form of communication made by the target. If the psychic has the requisite body parts to speak the target’s language, they can communicate with it in turn.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Facile Mind.&#039;&#039;&#039; The telepath is practiced at opening a Telepathic Contact, and need only Commit Effort for the scene to do so, instead of Committing Effort for the day. If contacting an ally who has practiced the process with the psychic for at least a week, opening the contact normally requires no Effort at all. In both cases, if the telepath chooses to Commit Effort for the day, they can open a Telepathic Contact as an Instant action rather than a Main Action.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Nereid Senses&lt;br /&gt;
**Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them bio sonar (or echolocation) and thermal vision that can easily distinguish shapes and distance even in the total absence of light.&lt;br /&gt;
*Drone Control Link&lt;br /&gt;
**Users of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however. Aside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Monoblade Knife&lt;br /&gt;
**Attack Roll: -1&lt;br /&gt;
**Damage: 1d6&lt;br /&gt;
**Shock: (not used in Heroic play)&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Laser Pistol&lt;br /&gt;
**Attack Roll: +0&lt;br /&gt;
**Damage: 1d6&lt;br /&gt;
**Range: 100/300&lt;br /&gt;
**Magazine: 10&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Fray==&lt;br /&gt;
*1d4 (psychic bolts)&lt;br /&gt;
**Applies against all enemies&lt;br /&gt;
**Can be used as a Main Action as an attack in itself&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Armored Undersuit&lt;br /&gt;
**AC 13&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Drones==&lt;br /&gt;
*Cuttlefish&lt;br /&gt;
**AC 13&lt;br /&gt;
**HP 15&lt;br /&gt;
**Attack Roll: +0&lt;br /&gt;
**Damage: 2d8+2&lt;br /&gt;
**Magazine 10/10&lt;br /&gt;
**Range 1 km&lt;br /&gt;
**Fittings&lt;br /&gt;
***Ammo Unit (one magazine)&lt;br /&gt;
***Medical Support (administer doses within 10m, attack roll if unwilling, as Heal-0)&lt;br /&gt;
****Lift x3, Lazarus Patch x3, Poison (save or 1d8 damage) x3, (empty slot x3)&lt;br /&gt;
***Observation Suite (UV/IR, sound, radiation/chemical, read lips/hear conversation 2km away)&lt;br /&gt;
***Weapon Fitting x2 (mag rifle, 300/600, enc 2)&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 4&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 10&lt;br /&gt;
*Base Attack Bonus: +0&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 14&lt;br /&gt;
**Mental: 13&lt;br /&gt;
**Evasion: 14&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 6/7&lt;br /&gt;
**Stowed: 4/14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**Laser Pistol&lt;br /&gt;
**Monoblade Knife&lt;br /&gt;
**Armored Undersuit&lt;br /&gt;
**Postech Toolkit&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**Backpack (TL0)&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Cuttlefish drone (Enc 2)&lt;br /&gt;
**6 units of spare parts&lt;br /&gt;
**4 type A cells&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**200 credits&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN: Tales from the Prism]]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tales_from_the_Prism:_Skylla&amp;diff=395582</id>
		<title>Tales from the Prism: Skylla</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tales_from_the_Prism:_Skylla&amp;diff=395582"/>
		<updated>2021-02-09T21:51:13Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: creating page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Advancement==&lt;br /&gt;
*Class: Heroic Psychic&lt;br /&gt;
*Level: 1&lt;br /&gt;
*XP: 0/5000&lt;br /&gt;
*Skill Points Unspent:&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength 14 (+1)&lt;br /&gt;
*Dexterity 14 (+1)&lt;br /&gt;
*Constitution 14 (+1)&lt;br /&gt;
*Intelligence 12&lt;br /&gt;
*Wisdom 18 (+2)&lt;br /&gt;
*Charisma 07 (-1)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background: Official&lt;br /&gt;
*Goal: Find or build a community to fill the hivemind-shaped hole in my heart.&lt;br /&gt;
*Homeworld: Aeaea&lt;br /&gt;
*Languages: Novesperanto, Aeaean&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Administer-0&lt;br /&gt;
*Biopsionics-0&lt;br /&gt;
*Notice-0&lt;br /&gt;
*Program-0&lt;br /&gt;
*Telekinesis-0&lt;br /&gt;
*Telepathy-1&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Nereid (Origin Focus)&lt;br /&gt;
**Environmental Native: Nereids can survive and thrive underwater, breathing and moving freely and dealing with a reasonable amount of pressure. (I&#039;m sure they have diving suits to augment this.)&lt;br /&gt;
**Innate Ability: Nereids have thermal vision and sonar, similar to Panspectral Optics cyberware. They also get the equivalent of one piece of cyberware worth up to 20k credits to fulfill their role in the mind. (Drone Control Link)&lt;br /&gt;
**Psychic Aptitude: All Nereids are psychically gifted to some degree, at least with the Telepathy discipline. They must be Psychics or Partial Psychics, and they gain +1 Effort.&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
*Effort: 6&lt;br /&gt;
*Techniques&lt;br /&gt;
**Core Technique: &#039;&#039;&#039;Psychic Succor&#039;&#039;&#039; (Biopsionics.) The adept’s touch stabilizes critically-wounded organisms. More sophisticated practitioners can heal tissue injuries, though curing diseases, detoxifying poisons, and fixing congenital deformities require additional techniques. Each use of Psychic Succor adds one point of System Strain to the target, or two points if they were mortally wounded at the time. Activating Psychic Succor requires the biopsion to Commit Effort for the day. Once used, they can continue to use it for the rest of that scene without Committing Effort again.&lt;br /&gt;
***Biopsionics-0: The psychic’s touch can automatically stabilize a mortally-wounded target as a Main Action. This power must be used on a target within six rounds of their collapse, and does not function on targets that have been decapitated or killed by Heavy weapons. It’s the GM’s decision as to whether a target is intact enough for this power to work.&lt;br /&gt;
**Core Technique: &#039;&#039;&#039;Telekinetic Manipulation&#039;&#039;&#039; (Telekinesis.) The adept may Commit Effort for the scene as a Main Action to direct telekinetic force toward an object or person within unaided visual range or with tactile contact with the psychic. This force isn’t responsive enough to be effective as a weapon without further refinement of technique, and cannot cause damage to living or mobile targets. If used to crush or harm immobile unliving objects, it does 1d6 damage per skill level of the psychic per round of focus. Objects move at 20 meters per round when moved telekinetically. A telekinetic force can be maintained over multiple rounds without expending further actions, such as holding a metal platform in place under a group of allies, but the psychic cannot again activate this technique on a second object until they release the first.&lt;br /&gt;
***Telekinesis-0: The psychic can exert force as if with one hand and their own strength.&lt;br /&gt;
**Core Technique: &#039;&#039;&#039;Telepathic Contact&#039;&#039;&#039; (Telepathy.) The telepath can obtain a progressively-deeper understanding of a sentient target’s thoughts. The target must be visible or otherwise perceptible to the telepath’s unaided senses. Opening a contact requires the telepath to Commit Effort for the day as a Main Action, and the contact lasts for a scene at most unless augmented by other techniques.&lt;br /&gt;
The depth of contact that can be made depends on the psychic’s Telepathy skill. A single contact can use any or all of the effects permitted to a telepath of the user’s skill level. Basic forms of contact do not allow for a saving throw, though more advanced probes allow the target to make a Mental saving throw to resist. On a successful save, no form of this technique that allows a save can be used on them for the rest of the scene.&lt;br /&gt;
***Telepathy-0: Observe emotional states in a target. Intense emotions provide a single word or image related to the focus of the feelings.&lt;br /&gt;
***Telepathy-1: A shallow gestalt with the target’s language centers allows the telepath to understand any form of communication made by the target. If the psychic has the requisite body parts to speak the target’s language, they can communicate with it in turn.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Facile Mind.&#039;&#039;&#039; The telepath is practiced at opening a Telepathic Contact, and need only Commit Effort for the scene to do so, instead of Committing Effort for the day. If contacting an ally who has practiced the process with the psychic for at least a week, opening the contact normally requires no Effort at all. In both cases, if the telepath chooses to Commit Effort for the day, they can open a Telepathic Contact as an Instant action rather than a Main Action.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Nereid Senses&lt;br /&gt;
**Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them bio sonar (or echolocation) and thermal vision that can easily distinguish shapes and distance even in the total absence of light.&lt;br /&gt;
*Drone Control Link&lt;br /&gt;
**Users of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however. Aside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Monoblade Knife&lt;br /&gt;
**Attack Roll: -1&lt;br /&gt;
**Damage: 1d6&lt;br /&gt;
**Shock: (not used in Heroic play)&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Laser Pistol&lt;br /&gt;
**Attack Roll: +0&lt;br /&gt;
**Damage: 1d6&lt;br /&gt;
**Range: 100/300&lt;br /&gt;
**Magazine: 10&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Fray==&lt;br /&gt;
*1d4 (psychic bolts)&lt;br /&gt;
**Applies against all enemies&lt;br /&gt;
**Can be used as a Main Action as an attack in itself&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Armored Undersuit&lt;br /&gt;
**AC: 13&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 4&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 10&lt;br /&gt;
*Base Attack Bonus: +0&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 14&lt;br /&gt;
**Mental: 13&lt;br /&gt;
**Evasion: 14&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 0/7&lt;br /&gt;
**Stowed: 0/14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**Laser Pistol&lt;br /&gt;
**Monoblade Knife&lt;br /&gt;
**Armored Undersuit&lt;br /&gt;
**Postech Toolkit&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**Backpack (TL0)&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**6 units of spare parts&lt;br /&gt;
**4 type A cells&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**200 credits&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN: Tales from the Prism]]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SWN:_Tales_from_the_Prism&amp;diff=395573</id>
		<title>SWN: Tales from the Prism</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SWN:_Tales_from_the_Prism&amp;diff=395573"/>
		<updated>2021-02-09T20:16:54Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;placeholder&lt;br /&gt;
&lt;br /&gt;
[[Stars Without Number Revised Sheet]]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SWN:_Tales_from_the_Prism&amp;diff=395572</id>
		<title>SWN: Tales from the Prism</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SWN:_Tales_from_the_Prism&amp;diff=395572"/>
		<updated>2021-02-09T20:15:16Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: creating page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;placeholder&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_NIMBUS&amp;diff=395209</id>
		<title>JEHUTY Profile: NIMBUS</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_NIMBUS&amp;diff=395209"/>
		<updated>2021-02-03T02:57:23Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Advancement==&lt;br /&gt;
*Class: Expert&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 3/6&lt;br /&gt;
*Skill Points Unspent: 1&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength 14 (+1)&lt;br /&gt;
*Dexterity 18 (+2)&lt;br /&gt;
*Constitution 14 (+1)&lt;br /&gt;
*Intelligence 14 (+1)&lt;br /&gt;
*Wisdom  9&lt;br /&gt;
*Charisma 18 (+2)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background: Engineering Operative&lt;br /&gt;
*Goal: uncover whatever she can that might help lift the blockade of Grace.&lt;br /&gt;
*Homeworld: Grace&lt;br /&gt;
*Languages: Novesperanto, Gracious, Prismatic&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Fix-1&lt;br /&gt;
*Know-0&lt;br /&gt;
*Programme-2&lt;br /&gt;
*Shoot-0&lt;br /&gt;
*Talk-0&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Hacker&lt;br /&gt;
**You have a considerable fluency with digital security measures and standard encryption methods. You know how to make computerized systems obey you until their automatic failsafes come down on your control. Gain Program as a bonus skill. When attempting to hack a database or computerized system, roll 3d6 on the skill check and drop the lowest die.&lt;br /&gt;
**Level 1&lt;br /&gt;
*Tinker&lt;br /&gt;
**You have a natural knack for modifying and improving equipment, as given in the rules on page 100. Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.&lt;br /&gt;
**Level 1&lt;br /&gt;
*Transhuman&lt;br /&gt;
**You have a soulstone that records your experiences and can be transferred between specially-prepared bodies, or shells. Create your PC as per page 253. Ignore paragraphs 2 and 3 about polities and 6 about equipment. Pick the Nat shell. Your soulstone must be brought back to the inception tank at HQ to be restored into a new shell, when a shell becomes available. (This will be challenging and likely require a mission to secure one.)&lt;br /&gt;
**Level 1&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*Expert Ability: Once per scene, you can reroll a failed skill check, taking the new roll if it’s better.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Shell: Natural&lt;br /&gt;
**Basic: Most Nats are grown to be healthy; when created, one physical attribute may be raised to 14.&lt;br /&gt;
**Affinity: Those with exceptional experience at operating in Nat bodies know how to wring every ounce of performance from a baseline human form. The attribute that was originally raised to 14 is treated as 18, and the other two physical attributes are raised to 14.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Melee&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged: Laser Pistol&lt;br /&gt;
**Attack Roll: +4&lt;br /&gt;
**Damage: 1d6+2&lt;br /&gt;
**Range: 100/300&lt;br /&gt;
**Magazine: 5/10&lt;br /&gt;
**Mods: Silenced 1d4+2&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Secure Clothing&lt;br /&gt;
**AC: 15&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Name: Combat Field Uniform (Company of the Bull)&lt;br /&gt;
**AC: 18&lt;br /&gt;
**Mods: goggles damaged&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 15&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 12&lt;br /&gt;
*Base Attack Bonus: +1&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 13&lt;br /&gt;
**Mental: 12&lt;br /&gt;
**Evasion: 12&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 1/7&lt;br /&gt;
**Stowed: 5/14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**Laser Pistol (1d6)&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Postech Toolkit&lt;br /&gt;
**2 type A cells (bundled)&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**3 units of spare parts (bundled)&lt;br /&gt;
**Secure Clothing&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**2 line shunts&lt;br /&gt;
**100 credits&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Hand_of_Jehuty]]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_NIMBUS&amp;diff=395208</id>
		<title>JEHUTY Profile: NIMBUS</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_NIMBUS&amp;diff=395208"/>
		<updated>2021-02-03T02:56:44Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Advancement==&lt;br /&gt;
*Class: Expert&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 3/6&lt;br /&gt;
*Skill Points Unspent: 1&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength 14 (+1)&lt;br /&gt;
*Dexterity 18 (+2)&lt;br /&gt;
*Constitution 14 (+1)&lt;br /&gt;
*Intelligence 14 (+1)&lt;br /&gt;
*Wisdom  9&lt;br /&gt;
*Charisma 18 (+2)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background: Engineering Operative&lt;br /&gt;
*Goal: uncover whatever she can that might help lift the blockade of Grace.&lt;br /&gt;
*Homeworld: Grace&lt;br /&gt;
*Languages: Novesperanto, Gracious, Prismatic&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Fix-1&lt;br /&gt;
*Know-0&lt;br /&gt;
*Programme-2&lt;br /&gt;
*Shoot-0&lt;br /&gt;
*Talk-0&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Hacker&lt;br /&gt;
**You have a considerable fluency with digital security measures and standard encryption methods. You know how to make computerized systems obey you until their automatic failsafes come down on your control. Gain Program as a bonus skill. When attempting to hack a database or computerized system, roll 3d6 on the skill check and drop the lowest die.&lt;br /&gt;
**Level 1&lt;br /&gt;
*Tinker&lt;br /&gt;
**You have a natural knack for modifying and improving equipment, as given in the rules on page 100. Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.&lt;br /&gt;
**Level 1&lt;br /&gt;
*Transhuman&lt;br /&gt;
**You have a soulstone that records your experiences and can be transferred between specially-prepared bodies, or shells. Create your PC as per page 253. Ignore paragraphs 2 and 3 about polities and 6 about equipment. Pick the Nat shell. Your soulstone must be brought back to the inception tank at HQ to be restored into a new shell, when a shell becomes available. (This will be challenging and likely require a mission to secure one.)&lt;br /&gt;
**Level 1&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*Expert Ability: Once per scene, you can reroll a failed skill check, taking the new roll if it’s better.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Shell: Natural&lt;br /&gt;
**Basic: Most Nats are grown to be healthy; when created, one physical attribute may be raised to 14.&lt;br /&gt;
**Affinity: Those with exceptional experience at operating in Nat bodies know how to wring every ounce of performance from a baseline human form. The attribute that was originally raised to 14 is treated as 18, and the other two physical attributes are raised to 14.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Melee&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged: Laser Pistol&lt;br /&gt;
**Attack Roll: +4&lt;br /&gt;
**Damage: 1d6+2&lt;br /&gt;
**Range: 100/300&lt;br /&gt;
**Magazine: 5/10&lt;br /&gt;
**Mods: Silenced 1d4+2&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Secure Clothing&lt;br /&gt;
**AC: 15&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Name: Combat Field Uniform (Company of the Bull)&lt;br /&gt;
**AC: 18&lt;br /&gt;
**Mods: goggles damaged&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 15&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 12&lt;br /&gt;
*Base Attack Bonus: +1&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 13&lt;br /&gt;
**Mental: 12&lt;br /&gt;
**Evasion: 12&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 1/7&lt;br /&gt;
**Stowed: 5/14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**Laser Pistol (1d6)&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Postech Toolkit&lt;br /&gt;
**2 type A cells (bundled)&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**3 units of spare parts (bundled)&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**2 line shunts&lt;br /&gt;
**100 credits&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Hand_of_Jehuty]]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_NIMBUS&amp;diff=395207</id>
		<title>JEHUTY Profile: NIMBUS</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_NIMBUS&amp;diff=395207"/>
		<updated>2021-02-03T02:55:29Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: /* Armors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Advancement==&lt;br /&gt;
*Class: Expert&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 3/6&lt;br /&gt;
*Skill Points Unspent: 1&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength 14 (+1)&lt;br /&gt;
*Dexterity 18 (+2)&lt;br /&gt;
*Constitution 14 (+1)&lt;br /&gt;
*Intelligence 14 (+1)&lt;br /&gt;
*Wisdom  9&lt;br /&gt;
*Charisma 18 (+2)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background: Engineering Operative&lt;br /&gt;
*Goal: uncover whatever she can that might help lift the blockade of Grace.&lt;br /&gt;
*Homeworld: Grace&lt;br /&gt;
*Languages: Novesperanto, Gracious, Prismatic&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Fix-1&lt;br /&gt;
*Know-0&lt;br /&gt;
*Programme-2&lt;br /&gt;
*Shoot-0&lt;br /&gt;
*Talk-0&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Hacker&lt;br /&gt;
**You have a considerable fluency with digital security measures and standard encryption methods. You know how to make computerized systems obey you until their automatic failsafes come down on your control. Gain Program as a bonus skill. When attempting to hack a database or computerized system, roll 3d6 on the skill check and drop the lowest die.&lt;br /&gt;
**Level 1&lt;br /&gt;
*Tinker&lt;br /&gt;
**You have a natural knack for modifying and improving equipment, as given in the rules on page 100. Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.&lt;br /&gt;
**Level 1&lt;br /&gt;
*Transhuman&lt;br /&gt;
**You have a soulstone that records your experiences and can be transferred between specially-prepared bodies, or shells. Create your PC as per page 253. Ignore paragraphs 2 and 3 about polities and 6 about equipment. Pick the Nat shell. Your soulstone must be brought back to the inception tank at HQ to be restored into a new shell, when a shell becomes available. (This will be challenging and likely require a mission to secure one.)&lt;br /&gt;
**Level 1&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*Expert Ability: Once per scene, you can reroll a failed skill check, taking the new roll if it’s better.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Shell: Natural&lt;br /&gt;
**Basic: Most Nats are grown to be healthy; when created, one physical attribute may be raised to 14.&lt;br /&gt;
**Affinity: Those with exceptional experience at operating in Nat bodies know how to wring every ounce of performance from a baseline human form. The attribute that was originally raised to 14 is treated as 18, and the other two physical attributes are raised to 14.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Melee&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged: Laser Pistol&lt;br /&gt;
**Attack Roll: +4&lt;br /&gt;
**Damage: 1d6+2&lt;br /&gt;
**Range: 100/300&lt;br /&gt;
**Magazine: 10&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Secure Clothing&lt;br /&gt;
**AC: 15&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Name: Combat Field Uniform (Company of the Bull)&lt;br /&gt;
**AC: 18&lt;br /&gt;
**Mods: goggles damaged&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 15&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 12&lt;br /&gt;
*Base Attack Bonus: +1&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 13&lt;br /&gt;
**Mental: 12&lt;br /&gt;
**Evasion: 12&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 1/7&lt;br /&gt;
**Stowed: 5/14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**Laser Pistol (1d6)&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Postech Toolkit&lt;br /&gt;
**2 type A cells (bundled)&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**3 units of spare parts (bundled)&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**2 line shunts&lt;br /&gt;
**100 credits&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Hand_of_Jehuty]]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=394679</id>
		<title>SWN: Hand of Jehuty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=394679"/>
		<updated>2021-01-30T06:39:02Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: /* Agents */  amended nimbus&amp;#039; transhuman hp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/ Recruitment] | [https://forum.rpg.net/index.php?threads/swn-rocket-peace.875399/ OOC] | [https://forum.rpg.net/index.php?threads/swn-rocket-peace.875423/ IC]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
[[Stars Without Number Revised Sheet]]&lt;br /&gt;
==Agents==&lt;br /&gt;
*&#039;&#039;Atlictoatl&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Earis ir&#039;Delan [[JEHUTY Profile: ADDER | (ADDER)]]&#039;&#039;&#039;, L2 Arcane Expert/Restricted Telepath, HP 12/12 | System Shock 0 | AC 13 | Initiative +1 | Effort 4/4&lt;br /&gt;
**&#039;&#039;&#039;Mal-chin Doubt Eater 23 [[JEHUTY Profile: RHINO | (RHINO)]]&#039;&#039;&#039;, L2 Arcane Warrior, HP 17/17 | System Shock 0 | AC 17 | Initiative +1 | Warrior Ability 1/1&lt;br /&gt;
*&#039;&#039;Caiphon&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Marys Sante [[JEHUTY Profile: MONUMENT | (MONUMENT)]]&#039;&#039;&#039;, L2 War Mage, HP 7/7 | System Shock 0 | AC 14 | Initiative +1 | Spell Casts: L1: 4/4&lt;br /&gt;
**&#039;&#039;&#039;Stygian Blue [[JEHUTY Profile: BLUE | (STIG)]]&#039;&#039;&#039;, L2 Prismatic AI, HP 6/6 or 11/11 | System Shock 0 | AC 13 | Initiative +0 or +1 | Processing 2/2&lt;br /&gt;
*&#039;&#039;Cannonball&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Kalli Duclair [[JEHUTY Profile: NIMBUS | (NIMBUS)]]&#039;&#039;&#039;, L2 Transhuman Expert, HP 12/15 | System Shock 1 | AC 15 | Initiative +2 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Peace Wrapped in Starlight [[JEHUTY Profile: CLARION | (CLARION)]]&#039;&#039;&#039;, L2 Sunblade, HP 6/6 | System Shock 0 | AC 19(!) | Initiative +1, Alert | Effort 3/3&lt;br /&gt;
*&#039;&#039;MonsterMash&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Rufus Wyndot [[JEHUTY Profile: MANTIS | (MANTIS)]]&#039;&#039;&#039;, L2 Expert, HP 9/9 | System Shock 0 | AC 16 | Initiative +1 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Benno Karden [[JEHUTY Profile: BULLET | (BULLET)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 14 | Initiative -1, Alert-2 | Warrior Ability 1/1&lt;br /&gt;
*&#039;&#039;Niihue&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Javier Morales [[JEHUTY Profile: SPIRIT | (SPIRIT)]]&#039;&#039;&#039;, L2 Psychic/Warrior, HP 10/10 | System Shock 0 | AC 14 | Initiative +1, Intuitive Response | Effort 1/4&lt;br /&gt;
**&#039;&#039;&#039;Mei Kirishima [[JEHUTY Profile: ANGEL | (ANGEL)]]&#039;&#039;&#039;, L2 Expert, HP 10/10 | System Shock 0 | AC 14 | Initiative +0 | Expert Ability 1/1&lt;br /&gt;
*&#039;&#039;Stinkyfool&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Darius [[JEHUTY Profile: FLOAT | (FLOAT)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 13 | Initiative +0, Alert | Warrior Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Jasper [[JEHUTY Profile: FLUX | (FLUX)]]&#039;&#039;&#039;, L2 Psychic, HP 10/10 | System Shock 0 | AC 13 | Initiative +0 | Effort 4/4&lt;br /&gt;
===Party Skill Ranks===&lt;br /&gt;
&#039;&#039;(#) is the number of ranks, #S means the PC has Specialist focus&#039;&#039;&lt;br /&gt;
*Administer&lt;br /&gt;
*Cast Magic - Monument (1)&lt;br /&gt;
*Connect - Adder (1 + Connected), Mantis (0 + Connected), Float (0)&lt;br /&gt;
*Exert - Rhino (0), Spirit (0), Monument (0), Clarion (0), Float (0), Bullet (0)&lt;br /&gt;
*Fix - Nimbus (1 + Tinker), Stygian Blue (1), Mantis (1), Rhino (0), Monument (0), Clarion (0), Flux (0)&lt;br /&gt;
*Heal - Angel (1 + Healer), Monument (0 + Healer), Stygian Blue (0), Flux has psychic healing&lt;br /&gt;
*Know - Angel (1S), Rhino (1S), Nimbus (0), Stygian Blue (0), Mantis (0)&lt;br /&gt;
*Know Magic - Monument (0)&lt;br /&gt;
*Lead - Stygian Blue (2S + Authority), Rhino (0)&lt;br /&gt;
*Notice - Clarion (1 + Alert), Bullet (1 + Alert), Angel (1), Mantis (1), Adder (0), Float (0 + Alert), Monument (0)&lt;br /&gt;
*Perform&lt;br /&gt;
*Pilot - Monument (0), Flux (0)&lt;br /&gt;
*Program - Nimbus (2 + Hacker), Flux (1 + Hacker), Adder (0), Stygian Blue (0), Bullet (0)&lt;br /&gt;
*Punch - Bullet (0)&lt;br /&gt;
*Shoot - Clarion (Sunblade 2), Bullet (1 + Gunslinger), Float (1 + Gunslinger), Rhino (0), Adder (0), Nimbus (0), Angel (0), Monument (0)&lt;br /&gt;
*Sneak - Float (1S), Spirit (1), Rhino (0), Adder (0), Angel (0), Clarion (0), Stygian Blue (0), Flux (0)&lt;br /&gt;
*Stab - Rhino (1 + Savage Fray), Spirit (0)&lt;br /&gt;
*Survive - Angel (1 + Wanderer), Spirit (0), Clarion (0), Mantis (0 + Wanderer 2)&lt;br /&gt;
*Talk - Nimbus (1 + Diplomat), Stygian Blue (1 + Diplomat), Adder (0), Float (0)&lt;br /&gt;
*Trade&lt;br /&gt;
*Work&lt;br /&gt;
&lt;br /&gt;
==Officials==&lt;br /&gt;
&#039;&#039;&#039;Wizened Ivy,&#039;&#039;&#039; Director of JEHUTY, played by Atlictoatl&lt;br /&gt;
*Considers the interests of the agency as a whole.&lt;br /&gt;
*Mountain Sunblade wounded in action. Hopes to elevate a field agent into the office.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punished Spider,&#039;&#039;&#039; Ministry of Correction, played by Niihue&lt;br /&gt;
*Responds to threats to the agency itself and those it protects: the peace-loving people of the sector, in principle.&lt;br /&gt;
*Mountain-raised pious believer in the cause. Completely bald, facial tattoos over burn scar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crazy Vulture,&#039;&#039;&#039; Bureau of Clarity, played by Cannonball&lt;br /&gt;
*Identifies dangerous tech in the wrong hands, assembles field teams, and removes it.&lt;br /&gt;
*Broken Blade accountant. War refugee who lost their family to stray ordinance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild Duck,&#039;&#039;&#039; Vision Section, played by MonsterMash&lt;br /&gt;
*Researches new technology, psi, magic, and other tools, and equips the agency with them.&lt;br /&gt;
*Broken Blade technician. Convinced that there&#039;s a still-hidden power at work in the sector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Propitious Beetle,&#039;&#039;&#039; Foundation Division, played by Caiphon&lt;br /&gt;
*Maintains support staff: medics, accountants, janitors, and the NGO side of things.&lt;br /&gt;
*Early Blade field operative. Badly wounded on a field mission and presumed lost, but returned, with deeper passion than ever to continue the work. Walks with a limp. Kindly old grampa who won&#039;t back down when you refuse your holiday gifts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angel Obscured,&#039;&#039;&#039; Department of Peace, played by stinkyfool&lt;br /&gt;
*Ensures that the agency is embodying, synthesizing, and acting on the values of both Mountain and Blade.&lt;br /&gt;
*Near-death experience led to deep personality change. Seems high but isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
==Agency==&lt;br /&gt;
&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; Stoke&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections&#039;&#039;&#039; 1, &#039;&#039;&#039;Infiltration&#039;&#039;&#039; 0, &#039;&#039;&#039;Mobility&#039;&#039;&#039; 3, &#039;&#039;&#039;Muscle&#039;&#039;&#039; 3, &#039;&#039;&#039;Resources&#039;&#039;&#039; 1, &#039;&#039;&#039;Security&#039;&#039;&#039; 1, &#039;&#039;&#039;Tech&#039;&#039;&#039; 1&lt;br /&gt;
*Black Codex 1&lt;br /&gt;
**All agents gain Fix-0, Know-0, or Program-0 relating to maltech. &#039;&#039;&#039;+1 Tech&#039;&#039;&#039;&lt;br /&gt;
***A vault deep in the cliffside containing paper printouts, technical labs, and closed computer networks fully detached from the outside and each other.&lt;br /&gt;
*Front Business 1&lt;br /&gt;
**The agency has a front business that explains modest wealth. &#039;&#039;&#039;+1 Resources&#039;&#039;&#039;&lt;br /&gt;
***Blade Broken Peace Services continues to operate as a private peace company, taking contracts and laundering credits.&lt;br /&gt;
*Hidden Strings 1&lt;br /&gt;
**The agency has unofficial friends in numerous government departments, and can often get minor regulations bent. &#039;&#039;&#039;+1 Connections&#039;&#039;&#039;&lt;br /&gt;
***A cabal within Stoke&#039;s government not devoted to the Exarchate still deeply respects the Mountain and believes in their mission.&lt;br /&gt;
*Starships 2&lt;br /&gt;
**The agency has a free trader and the crew and facilities to keep it functional.&lt;br /&gt;
**The agency has a frigate and three free traders under its control. &#039;&#039;&#039;+3 Muscle&#039;&#039;&#039;&lt;br /&gt;
***Stoke&#039;s shipyards have produced a sizable navy; they can spare the &amp;quot;training flotilla&amp;quot; consisting of frigate &#039;&#039;Sharur&#039;&#039; and free traders &#039;&#039;Antu, Haya,&#039;&#039; and &#039;&#039;Ishum.&#039;&#039;&lt;br /&gt;
*Tradition 1&lt;br /&gt;
**The agency is dedicated, united, and has a history of accomplishment. &#039;&#039;&#039;+1 Security&#039;&#039;&#039;&lt;br /&gt;
***The inherited traditions of the Mountain, together with Blade Broken&#039;s altruistic mission, motivate JEHUTY personnel more than money.&lt;br /&gt;
*Transport 2&lt;br /&gt;
**Grav flyers and covert drops are available on the agency’s home planet.&lt;br /&gt;
**Fast smuggler runs of up to 50 tons to any world within 2 hexes of an agency station. &#039;&#039;&#039;+3 Mobility&#039;&#039;&#039;&lt;br /&gt;
***On top of the agency&#039;s owned grav flyers and other vehicles, they maintain relationships with humanitarian-inclined smugglers used to delivering relief under cover.&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;br /&gt;
==Agency Turn==&lt;br /&gt;
I&#039;ll just link the handout explaining these rules here.&lt;br /&gt;
&lt;br /&gt;
[https://i.imgur.com/5BNaJyT.png What is an Agency?]&lt;br /&gt;
[https://i.imgur.com/aoBQCGt.png Agency Actions]&lt;br /&gt;
[https://i.imgur.com/HVTBtOx.png Agency Elements 1]&lt;br /&gt;
[https://i.imgur.com/wKDnHSK.png Agency Elements 2]&lt;br /&gt;
==Character Creation==&lt;br /&gt;
*As per book with these changes.&lt;br /&gt;
*Roll 3D6 6 times down the line to generate an array of stats in order. When creating a new PC, do this two times and pick the array you prefer.&lt;br /&gt;
*Characters start at Level 2. They have a free skill-0 in Fix, Know, or Program from the Black Codex element.&lt;br /&gt;
*Instead of creating your own character, you can have the DM randomly generate a character for you. By default this is limited to Warrior, Expert, and Psychic to keep it easy, but just ask if you&#039;d like an Adventurer, a Prismatic True AI, or a magic class.&lt;br /&gt;
*In addition to the True AI class (as a Prismatic) and various origin foci, these classes from Codex of the Black Sun are available: Arcane Expert, Arcane Warrior, Free Nexus, Rectifier, Sunblade, War Mage, and Yama King.&lt;br /&gt;
*These origin foci are available:&lt;br /&gt;
**&#039;&#039;&#039;Cyborg.&#039;&#039;&#039; You begin play with 30,000 credits of cyberware. You have bonus System Strain that only counts for absorbing cyberware penalties; this is equal to half your level, rounded up. Once in play, new cyberware only costs half as much as usual for you due to your tuned physiology.&lt;br /&gt;
**&#039;&#039;&#039;Drone Keeper.&#039;&#039;&#039; You have a cybernetic drone control link that doesn&#039;t cost you System Strain. You can freely jury-rig together drones or drone fittings worth 2,500 credits given 24 hours, assuming you&#039;re not completely isolated from any semi-plausible source of scrap or salvage and have at least a portable toolkit with you. This jury-rig limit rises to 5,000 credits at level 3, 10,000 at level 7, and 25,000 at level 10. Changing your allocated jury-rig budget, such as from one drone to a different drone, takes 24 hours. (This focus can also be used for a Hanseongin varietal called Falconers.)&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Harpies,&#039;&#039;&#039; who are given wings to act as travelers, messengers, and explorers. Harpies can fly under normal gravity conditions with their Move Action and never take more than 1d4 falling damage while conscious. They have integral low-light and thermal vision, as per Panspectral Optics cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Basilisks,&#039;&#039;&#039; who are given weapons to hunt dangerous predators, but often become sectarian warriors or glory-seeking brawlers. They tend to be strongly devoted to a cause. Basilisks have integral weapons and armor as per Body Arsenal Array and Dermal Armor cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Eels,&#039;&#039;&#039; who are given bioelectricity to recover data from lost ruins on Hanseong&#039;s shrouded surface. Eels have a fine electrical mesh on their hands as per Eelskin Capacitor Mesh cyberware, and often wear gloves. They have an integral computer that acts as a black slab (SWN page 72.)&lt;br /&gt;
**&#039;&#039;&#039;Transhuman.&#039;&#039;&#039; You have a soulstone that records your experiences and can be transferred between specially-prepared bodies, or shells. Create your PC as per page 253. Ignore paragraphs 2 and 3 about polities and 6 about equipment. Pick the Nat shell. Your soulstone must be brought back to the inception tank at HQ to be restored into a new shell, when a shell becomes available. (This will be challenging and likely require a mission to secure one.)&lt;br /&gt;
==Advancement==&lt;br /&gt;
Both of your PCs accumulate XP at the same rate: when one gains XP, the other gains the same amount. XP is generally granted to characters for:&lt;br /&gt;
*Surviving the mission&lt;br /&gt;
*Completing the mission objective&lt;br /&gt;
*Completing a bonus objective or target of opportunity&lt;br /&gt;
*Achieving or significantly advancing their Goal&lt;br /&gt;
==Houserules==&lt;br /&gt;
*The laser pistol and laser rifle have these additional rules:&lt;br /&gt;
**This weapon can be fired in stun mode. Switch to stun mode as an On Turn action. Stun rays are visibly distinct from death rays. Stun damage can drop a target to zero hit points, but not kill them. They awaken 10 minutes later with 1 hit point.&lt;br /&gt;
**This weapon can be fired in silenced mode. Switch to silenced mode as an On Turn action. Silenced rays are smaller and make almost no sound. When silenced, the laser pistol&#039;s base damage becomes 1d4 and the laser rifle&#039;s becomes 1d8, and their range is halved.&lt;br /&gt;
*These are some potential uses of spare parts:&lt;br /&gt;
**For 1 unit of spare parts and a few minutes of work, a character with Fix-0 can apply a suppressor to a projectile weapon. This reduces its noise and muzzle flash, but halves its range. The suppressor lasts for one scene or expedition before needing to be replaced.&lt;br /&gt;
**For 1 unit of spare parts and a few minutes of work, tie up a helpless target&#039;s hands and feet with cords.&lt;br /&gt;
*This is some additional equipment:&lt;br /&gt;
**Flash Grenade: as grenade (SWN 66), but deals 1d4 stun damage. Targets who take damage are stunned for 1d4+1 rounds; stunned characters have a -2 AC penalty and can take only one Move Action per round.&lt;br /&gt;
**Smoke Grenade: as grenade, but no damage. Obscures in a 5-meter radius for 5 rounds, providing half cover (-2 to hit) and an additional -2 to laser weapons due to beam disruption. Characters caught in the cloud must Physical save or take -1 to attack rolls.&lt;br /&gt;
*Interrogation:&lt;br /&gt;
**Interrogate with Cha/Lead. Questions should be simple and direct. Each question gets a roll against difficulty 6-10 depending on the sensitivity of the information. Each time a roll is failed, difficulty goes up by +1, cumulative. Other PCs can assist the interrogation roll as normal by taking some Skill action to help (good cop bad cop? insinuating some advantage or making especially tight bonds? deception?), giving +1 to the main actor&#039;s roll if successful - be specific about what you&#039;re doing to help if so.&lt;br /&gt;
===Dungeon-Crawling Procedure===&lt;br /&gt;
*Each dungeon turn is 10 minutes. In the space of 1 turn, you can:&lt;br /&gt;
**Enter a new, unexplored area with caution&lt;br /&gt;
**Retrace your steps by up to 2 areas&lt;br /&gt;
**Engage in a combat and subsequent clean-up&lt;br /&gt;
**Do anything else that takes roughly 10 minutes&lt;br /&gt;
*This pace of movement assumes you are &#039;&#039;&#039;sneaking&#039;&#039;&#039;, moving slowly and quietly.&lt;br /&gt;
**When sneaking, the party gets a Dex/Sneak versus Wis/Notice check to avoid being seen when they encounter enemies.&lt;br /&gt;
**This is done as Dex/Sneak by the PC with the highest Sneak skill, -1 for each PC untrained in Sneak. One other PC gets a teamwork roll to help negate this penalty.&lt;br /&gt;
*You can instead &#039;&#039;&#039;dash&#039;&#039;&#039;, moving quickly through the dungeon.&lt;br /&gt;
**You can enter up to 2 new areas per turn&lt;br /&gt;
**You can retrace your steps by up to 4 areas&lt;br /&gt;
**You are automatically detected by any enemies you encounter&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
[https://sectorswithoutnumber.com/sector/TRhvyTcXqGTkRtSbVemd Sector Map]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Brief History of Prismatic Spray Sector&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Era 1 began with the spike drive and colonization from Earth; it was the Era of the Mandate.&lt;br /&gt;
Era 2 began with the Scream and great works of magic; it was the Era of the Weave.&lt;br /&gt;
Era 3 began with the Unweaving and the first metastorm; it was the Era of Division.&lt;br /&gt;
Era 4 began with the Prism and the end of the third metastorm; its history is unwritten.&lt;br /&gt;
&lt;br /&gt;
We&#039;re 15 years into Era 4. The last years of Era 3 were marked by a sector-wide war between two rival powers, the hegemonic State of Grace (technical, spiritual) and the rising Amity Alliance (magical, rational.) When the Great Metastorm subsided and long-distance spike drills became feasible again, the War of Grace and Amity explosively escalated, and it soon saw the arrival of the Prism, a highly advanced traveling fleet of AI with a complex color-based culture. Grace attacked them first (perhaps due to Amity trickery,) and so the Prism intervened on Amity&#039;s side, defeating the State of Grace at the Battle of Auld Nine and fully blockading their homeworld, where the Prismatic Fleet remains anchored. The powers of the sector soon learned that the Prism did not see organic planetary governments as their peers and had no interest in playing ball with them.&lt;br /&gt;
&lt;br /&gt;
*What does it all mean? You&#039;re in a sector with a long history that&#039;s recovered/ing from a war, magic and psi and other metaspace-phenomena are well-known, transhuman and posthuman cultures are budding, and people are conscious that a new era is starting. Y2K in space!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JEHUTY&#039;&#039;&#039; is one of the unexpected new syntheses emergent in Era 4. The agency is the fruitful merger between Blade Broken Peace Services, a &amp;quot;private peace company&amp;quot; founded in the last years of the War; and the Mountain, an esoteric order of wandering peacekeepers dating back to the Weave, if not before. The idealism and purpose of Blade Broken mixed well with the tradition and discipline of the Mountain, and 10 years ago the leaders of both (spurred on by a cross-faction adventuring party) made a concord to integrate with each other into a new agency: JEHUTY, named for an ancient Earth divinity of science-magic, wisdom, and judgment. The agency&#039;s mission is to disarm, decommission, and demobilize by any means necessary works of harmful technology (including psitech, arcanotech, and deadly catch-all maltech) leftover from the War of Grace and Amity.&lt;br /&gt;
&lt;br /&gt;
There are some other agencies in the former State of Grace that you should be aware of.&lt;br /&gt;
*&#039;&#039;&#039;The Others&#039;&#039;&#039; (the Other Side of the Mountain, Montagnards): for at least some of you, former comrades. A sect of the Mountain (needless to say, they think of themselves as the Mountain and you as the sect) more interested in &amp;quot;peacekeeping&amp;quot; for profit through bounty hunting and maintaining honor among thieves. Based in the Lagrange system, near Cirfant.&lt;br /&gt;
*&#039;&#039;&#039;VIPER&#039;&#039;&#039; (Fifth Division, D5): the external intelligence bureau of Itamaraty&#039;s planetary government. Tired of being a Gracious client, the planet is asserting its independence and pursuing its own goals in the sector. The highly-trained, exceptionally-qualified agents of VIPER help them punch above their weight. Based on Itamaraty.&lt;br /&gt;
*&#039;&#039;&#039;INDIGO&#039;&#039;&#039; (Indigo Union Freely Assembled, the Rectifiers): a counter-hegemonic network of dissidents, magic users, psychics, and the posthuman-curious who see the Prismatic Fleet as a potential model for the transhuman leap. Not obedience: cooperation and mutual exchange. Many Rectifiers were neutral medics and healers during the War - they&#039;re sick of the fighting. Known to operate in Evergreen.&lt;br /&gt;
&lt;br /&gt;
These are the worlds in or near the former State of Grace, with their cultural root for character detail and inspiration purposes.&lt;br /&gt;
*&#039;&#039;&#039;Grace&#039;&#039;&#039;. Highly developed and populous, ruled by an increasingly-despised representative world government, widespread spiritual ideology gave legitimacy to its rulers, blockaded by the Prism to end the War 15 years ago, temperate-to-warm, TL4+. [South Indian, especially Tamil and Sinhalese, but many different cultures.]&lt;br /&gt;
*&#039;&#039;&#039;Stoke&#039;&#039;&#039;. A million people in the underground canyon cities around the Old Machines, former Grace client seeking new independent purpose for its industry, people increasingly squeezed by debt crisis as embattled Grace-loyal ruling class bunkers down, cold, TL4+. [Ancient Mesopotamia+Classical Levant+Saarland industrial region.]&lt;br /&gt;
*&#039;&#039;&#039;Evergreen&#039;&#039;&#039;. Union of asteroid habitats and space stations around a pleasantly-glowing destroyed world, hosts many refugees, comfortable and forward-looking, TL4. [newly-decolonized West and East Africa, USA in 1960 as seen from abroad through rose-colored glasses.]&lt;br /&gt;
*&#039;&#039;&#039;Vuor&#039;&#039;&#039;. Bubble cities on a frozen surface, wracked by low-intensity civil conflict for generations and finally emerging into something new, developed precision war magic and tech to avoid the unspeakable crime of damaging the habitats, formerly provided Grace elite warriors, TL3. [Former Yugoslavia, Belarus, Ukraine.]&lt;br /&gt;
*&#039;&#039;&#039;Itamaraty&#039;&#039;&#039;. Stormy world with massive colorful clouds and rich wild botany, elaborate structures above and underground to protect from dangerous weather, governed by ubiquitous examination system testing intellectual and cultural skills (meteorological engineering is one thing but the dance portion is a killer,) colorful mask-wearing mandatory for survival in thick atmosphere, temperate, TL4. [historical Mesoamerica and modern Central America+classical Chinese examination system.]&lt;br /&gt;
*&#039;&#039;&#039;Sycamore&#039;&#039;&#039;. Isolated world recently reconnected to wider sector in Era 4 by shifting metaspace lanes, fears psychics due to long-ago crisis, deeply alien biosphere respected spiritually and kept separate from human-miscible ecosystems, rich in a natural resource that could replace Cirfant dioxis as the key to spike drive creation, now subject to a gold rush by offworld speculators and corps who call the unwelcoming world &amp;quot;Sycorax,&amp;quot; temperate-to-cold, TL3. [Siberia, Manchuria, Hokkaido.]&lt;br /&gt;
*&#039;&#039;&#039;Cirfant&#039;&#039;&#039;. Gas giant orbited by stations, moons, and floating dioxis distilleries (the critical ingredient to spike drive creation,) governed by feuding swashbuckling noble houses, policed by their space pirate allies, worked by an oppressed underclass of gas miners, TL4. [French colonial cultures such as in Algeria and Indochina.]&lt;br /&gt;
&lt;br /&gt;
These are some other important worlds in the sector.&lt;br /&gt;
*&#039;&#039;&#039;Moresnet&#039;&#039;&#039;. Recently reconnected to wider sector, everyday magical presence, anarchist, TL4. [Philippines+Indonesia.]&lt;br /&gt;
*&#039;&#039;&#039;Hanseong&#039;&#039;&#039;. Posthuman-inhabited floating islands above a cloud sea that get stranger the further out you go, TL4. [Very loosely Korea + Le Guin.]&lt;br /&gt;
*&#039;&#039;&#039;Aeaea&#039;&#039;&#039;. Handful of islands and floating structures above undersea culture of the posthuman Nereid hive mind, TL3. [Very loosely Greece.]&lt;br /&gt;
*&#039;&#039;&#039;Amity&#039;&#039;&#039;. Ascendant rival to fallen Grace, cultural imperialist, engineered biosphere, led by the Lieges of the Real magical-economic order, TL4+. [Very loosely Iceland+Norway.]&lt;br /&gt;
&lt;br /&gt;
==Important Posts==&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23671980 game pitch]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674363 basic setting]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674465 what happened to evergreen]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675007 agency elements]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675712 what is the prism]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677339 agency official creation + character inspiration pictures]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677342 player character creation]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678544 broken blade and the mountain, agency background, reference music]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678708 homeworlds available]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678894 deep dive into grace and stoke]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23679862 deep dive into itamaraty and sycamore]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Macchiato_Monsters:_The_Stygian_Library&amp;diff=394073</id>
		<title>Macchiato Monsters: The Stygian Library</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Macchiato_Monsters:_The_Stygian_Library&amp;diff=394073"/>
		<updated>2021-01-25T02:27:01Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: /* Progress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the wiki page for a Macchiato Monsters game centered on the module The Stygian Library.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/recruitment-modern-dungeon-crawling-in-the-stygian-library-by-way-of-macchiato-monsters.869173/ Recruitment] | [https://forum.rpg.net/index.php?threads/macchiato-monsters-the-stygian-library.869731/ OOC] | [https://forum.rpg.net/index.php?threads/macchiato-monsters-the-stygian-library.869759/ IC]&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
*[[Macchiato_Monsters:_The_Stygian_Library:_Cassy-Dee_Minor | Cassy-Dee Minor]], scrappy sk8t3r grrl, Level 3, HD 3d6, HP 13/13, Attacks 1, &#039;&#039;Sick Tricks&#039;&#039; 0/1, spells&lt;br /&gt;
*[[Macchiato_Monsters:_The_Stygian_Library:_Kasimir | Kasimir]], Ph.D. candidate in Mystic Art &amp;amp; Ethics, Level 2, HD 1d6, HP 5/6, Attacks 1, &#039;&#039;Detect Evil Magic&#039;&#039; 0/2, &#039;&#039;Speed Reader&#039;&#039; 0/1, spells&lt;br /&gt;
**Yulia, Δ6 follower, &#039;&#039;Undergraduate Wizard&#039;&#039; (1/6), 3/3 HP, grapple d2, Δ4 armor&lt;br /&gt;
*[[Macchiato_Monsters:_The_Stygian_Library:_Mr_Patch | Mr. Patch]], Butler who finds things, Level 2, HD 2d6, HP 8/8, Attacks 1, &#039;&#039;Moves Like a Shadow&#039;&#039; 1/2, &#039;&#039;[Second Ability]&#039;&#039; 1/1&lt;br /&gt;
*[[Macchiato_Monsters:_The_Stygian_Library:_Ermias_Afwerki | Ermias Afwerki]], Mathematician turned refugee turned janitor, Level 2, HD 2d6, HP 5/7, Attacks 1, &#039;&#039;Read Faces&#039;&#039; 2/2, &#039;&#039;The Larger Geometry&#039;&#039; 0/1&lt;br /&gt;
*[[Macchiato_Monsters:_The_Stygian_Library:_Dog | Dog]], a big, strong, lovable dog who wants to make people feel good about themselves, Level 3, HD 3d8, HP 13/13, Attacks 2, d8 damage, Δ8 natural armor&lt;br /&gt;
====Biblioclastic Debris====&lt;br /&gt;
*[[Macchiato_Monsters:_The_Stygian_Library:_Grant_Skinner | Grant Skinner]], P.I.&lt;br /&gt;
**Damsel, Δ6 follower, Trait: Cute Shepherd Dog, 2 HP, bite d4, Δ6 armor&lt;br /&gt;
*[[Macchiato_Monsters:_The_Stygian_Library:_Levi | Levi]], Reliving Night Janitor&lt;br /&gt;
*[[Macchiato_Monsters:_The_Stygian_Library:_Man | Man]], an Idea, Level 2, HD 1d6, HP 9/10, Attacks 1, &#039;&#039;Proselytize&#039;&#039; 0/1, &#039;&#039;Forget Form&#039;&#039; 1/2, spells&lt;br /&gt;
**Dog, Δ6 follower, &#039;&#039;Big Brave Dog&#039;&#039; (Trait), 5/5 HP, bite d4, Δ6 armor&lt;br /&gt;
&lt;br /&gt;
[[Macchiato_Monsters:_The_Stygian_Library:_CS_Template | Character Sheet Template]]&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
===The Library===&lt;br /&gt;
[https://docs.google.com/drawings/d/12gkVPADna3WSbdb0vfsuXmo9KRKFHL3n7wDE-CEq5mY/edit?usp=sharing Map.]&lt;br /&gt;
===Kansas Silly===&lt;br /&gt;
Kansas Silly, Misery had a real shot at being a no-kidding big city, like sprawling Vulture out in the desert or stately Esperanza up in the mountains, or even (in the wildest dreams of the city fathers) coastal Empire itself. They had the rail connections, the stockyards, the avant-garde arts culture and electric-lit amusement park, the first and best trolley network in the country. Legally renaming the city seems like a mistake now, especially with all the curses that have befallen it since, but if they&#039;d won the bidding process, that international university of the circus arts would&#039;ve put Kansas Silly on the map! (Barnstone Academy ended up in Esperanza instead.)&lt;br /&gt;
&lt;br /&gt;
Kansas Silly as a whole is not strongly aligned with law, chaos, good, or evil. The city culture values personal advancement and a sense of fate: some people and places are meant to prosper and flourish, while others aren&#039;t. Three significant districts:&lt;br /&gt;
*&#039;&#039;&#039;Heartland Hills&#039;&#039;&#039;, northwest of the city proper, full of mini-manors on quiet, leafy, brick-paved streets. Sucks money from the rest of the city through a web of tax exemptions, developer kickbacks, and annexations. Where the good schools, libraries, and malls are. More and more residents are in thrall to an esoteric multi-level investment scheme-slash-cult known as the Invisible Bridge, which appeals to those who want to change their fate and ultimately, at the innermost levels of initiation, &amp;quot;go Diamond.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Sanctuary Park&#039;&#039;&#039;, north of the river, best known for Introspection Tower, the city&#039;s memorial to the Homeland War. Civic and religious institutions surround it, most of them not well-funded, with a more humble clown community college and regular carnival on the mildly haunted grounds of the old amusement park. The best place to get international groceries. More than one sorcerer has been initiated by the wisdom and bite of the giant bat hanging in the old municipal roost; some are upright, some are wicked.&lt;br /&gt;
*&#039;&#039;&#039;Southport&#039;&#039;&#039;, south of the river, where a few commercial trains still come through Union Station and long-haul shipping keeps the warehouses and silos running. Apartment blocks, call centers, fast food, cracked sidewalks, parks with little angular fountains. A good place to get a convenience store hot dog and neon soda and hang out at the skate park until your ride gets off work. Masked professional wrestling is big right now; the hometown favorite is Spectacle Devil, who has a complicated gimmick involving evil twins and a mirror dimension.&lt;br /&gt;
&lt;br /&gt;
Many people are wearing protective masks outside because of the dust storms in Misery this season, often decorated with jaws or smiles or meaningful patterns. Public transit via electric trolley is inexpensive but harder than driving. People who can cast magic, or want to seem like they can, usually adopt a shadow name to avoid contaminating their personal identity with occult fallout. The factory out on the prairie that the dreadful dolls took over is slowly flooding the city with bad toys.&lt;br /&gt;
&lt;br /&gt;
==Rumors &amp;amp; Clues==&lt;br /&gt;
Anyone can write these here as you encounter information that looks interesting.&lt;br /&gt;
*&amp;quot;I am very busy negotiating the usurpation of the Librarians, and the floating brains are being recalcitrant, so you can imagine the kind of stress I am under.&amp;quot; [https://forum.rpg.net/index.php?threads/macchiato-monsters-the-stygian-library.869759/page-5#post-23508791 #46]&lt;br /&gt;
*Stray thoughts recorded in the hungry book: [https://forum.rpg.net/index.php?threads/macchiato-monsters-the-stygian-library.869759/page-12#post-23551913 #114]&lt;br /&gt;
**&amp;quot;The Astrolabe lets you control Time Itself!&amp;quot;&lt;br /&gt;
**&amp;quot;Beware of the Man who Speaks in Hands.&amp;quot;&lt;br /&gt;
**&amp;quot;I have forgotten something. I don’t know what. If I try to remember, I convulse and black out. If you start forgetting, flee or it will happen to you too.&amp;quot;&lt;br /&gt;
**&amp;quot;They&#039;re killing us!!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Progress===&lt;br /&gt;
Progress explained: [https://forum.rpg.net/index.php?threads/macchiato-monsters-the-stygian-library.869731/post-23503175 #24]&lt;br /&gt;
*Progress toward finding &amp;quot;honest-to-goodness-no-kidding-no-really-you-shouldn&#039;t-have-this dark magic texts&amp;quot;: &#039;&#039;&#039;25&#039;&#039;&#039;&lt;br /&gt;
*Locating &amp;quot;A True Account of the Expeditions of Edward Tongue Within the Stygian Library, Written by the Same Edward Tongue&amp;quot; requires Progress 25 on Layer 5 or deeper.&lt;br /&gt;
&lt;br /&gt;
===Threads===&lt;br /&gt;
*There are lockers at the Decirculation Desk where you could safely store items by the Library door. [https://forum.rpg.net/index.php?threads/macchiato-monsters-the-stygian-library.869759/#post-23492720 #1]&lt;br /&gt;
*There is a calculation engine which can answer simple questions and identify books containing answers to complex ones, which will increase Progress. [https://forum.rpg.net/index.php?threads/macchiato-monsters-the-stygian-library.869759/#post-23495740 #7]&lt;br /&gt;
*There is a book titled &amp;quot;A True Account of the Expeditions of Edward Tongue Within the Stygian Library, Written by the Same Edward Tongue&amp;quot; which contains an answer to the question &amp;quot;safest route to magic texts near current location?&amp;quot; It is apparently located in or near the map gallery, &amp;quot;near the travelogues.&amp;quot; [https://forum.rpg.net/index.php?threads/macchiato-monsters-the-stygian-library.869759/page-2#post-23497997 #18]&lt;br /&gt;
*The Grey Librarians in the calculation room have offered to bring one book of the party&#039;s specifications to them for supervised reading, and to identify them as friendly to the Librarians, if they write a book containing an answer to the question &amp;quot;Where is Cert?&amp;quot; and bring it to the calculation room. [https://forum.rpg.net/index.php?threads/macchiato-monsters-the-stygian-library.869759/page-3#post-23501463 #29]&lt;br /&gt;
**There are several blank books in the planetarium. [https://forum.rpg.net/index.php?threads/macchiato-monsters-the-stygian-library.869759/page-12#post-23556620 #117]&lt;br /&gt;
*The neurovore who makes his lair in the taxidermy gallery has been converted to the Powers of the Mind and gone off to spread the word. [https://forum.rpg.net/index.php?threads/macchiato-monsters-the-stygian-library.869759/page-6#post-23514666 #58]&lt;br /&gt;
**Man has proselytized 1/5 minds toward stepping up the Powers of the Mind Δ4 to Δ6. [https://forum.rpg.net/index.php?threads/macchiato-monsters-the-stygian-library.869759/page-6#post-23513264 #53]&lt;br /&gt;
*There is a console at the planetarium&#039;s orrery which apparently measures the passage of time in Roman numerals. [https://forum.rpg.net/index.php?threads/macchiato-monsters-the-stygian-library.869759/page-12#post-23555055 #116]&lt;br /&gt;
*There is a Sanskrit scroll describing how to cast a horoscope using the orrery to answer yes/no questions and accumulate Progress toward finding information. [https://forum.rpg.net/index.php?threads/macchiato-monsters-the-stygian-library.869759/page-13#post-23561231 #126]&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
===How Do You Play This Game?===&lt;br /&gt;
Usually, just describe what you&#039;re doing. When your character is in danger, or attempts something risky, roll dice.&lt;br /&gt;
&lt;br /&gt;
When you roll dice, you roll 1d20 against one of your stats. You succeed when you roll equal or under the stat. 1 is a critical success, usually doubling the effect. 20 is a critical fail, usually bringing in a consequence or side effect.&lt;br /&gt;
&lt;br /&gt;
When you have advantage on a roll, roll twice and keep the best result for the situation. When you have disadvantage, roll twice and keep the worst result.&lt;br /&gt;
&lt;br /&gt;
Things denoted ΔX are Risk Dice. Δ8 is a d8, Δ4 is a d4. These represent diminishing resources where the exact number left isn&#039;t important, or escalating danger more broadly and abstractly. When you roll 1-3 on a Risk Die, it steps down to the next lowest die size. The maximum is Δ12, down to Δ4, and then fizzling out to nothing. Sometimes the number rolled on a Risk Die matters, like for how much damage your armor can absorb in this fight. Other times, like for how many torches you have left, you&#039;re just rolling to see whether it steps down or not. Players roll their own Risk Dice when it&#039;s necessary; the DM will say when you should roll your ammunition or your torchbearer&#039;s morale.&lt;br /&gt;
&lt;br /&gt;
====How Does Equipment Work?====&lt;br /&gt;
If you have a crowbar, you have a crowbar. Δ equipment has some specific rules, examples below:&lt;br /&gt;
*Armor Δ is rolled the first time you take damage in a situation. The result you roll is how much damage it can absorb in this situation before you lose HP.&lt;br /&gt;
*Reagent or Faith Δ is rolled the first time you cast a spell in a situation. It works just like armor, but for spell HP costs.&lt;br /&gt;
*Arrows/Darts/Ammo Δ is rolled at the end of a fight. You have enough ammo left until the Δ fizzles out. You can also roll the Δ when you do damage and add the result to your damage.&lt;br /&gt;
*Food Δ is rolled when you eat, which you can do once every couple of hours. The result is how many HP you recover. You also must roll the Δ once per day for sustenance, usually if/when you wake up at camp.&lt;br /&gt;
*Bag/Backpack Δ is rolled the first time you put things in the bag. The result is how many items it can store without using extra inventory slots.&lt;br /&gt;
*Torches Δ is rolled when you light a torch, and again every hour/6 turns. You have enough torches left until the Δ fizzles out. You can also roll the Δ and deal that much damage as an attack.&lt;br /&gt;
*Tent Δ is rolled when you make camp. The result is how many characters can roll with advantage to recover HP when they rest.&lt;br /&gt;
*Tools Δ is rolled when you use special tools for a task. You get advantage on the task roll, and may need the tools to do it at all. Your tools work until the Δ fizzles out.&lt;br /&gt;
*Coin Δ is rolled when you spend money. This can be for purchasing equipment, hiring someone, or paying a fee. You can also roll Δ to get advantage on a roll with bribery, for example.&lt;br /&gt;
&lt;br /&gt;
====How Does Healing Work?====&lt;br /&gt;
After a combat, your armor can be used again once you take a breather.&lt;br /&gt;
&lt;br /&gt;
Every few hours, you can eat food: roll its Δ and recover that many HP.&lt;br /&gt;
&lt;br /&gt;
After a decent night&#039;s sleep, roll 1 hit die and recover that many HP. Roll with advantage if you had a hot meal and a comfy bed (so to speak,) roll with disadvantage if you slept on roots or somewhere dreary.&lt;br /&gt;
&lt;br /&gt;
If a Δ stepped down, such as scuffed armor or lost arrows, and you have the means to repair the gear, make a check and step the Δ back up if you succeed. If you can&#039;t repair it yourself, expect to roll Coin Δ to do it in town.&lt;br /&gt;
&lt;br /&gt;
====How Do Henchlings Work?====&lt;br /&gt;
Hirelings, followers, pets, and other non-PC hangers-on are represented by a Δ, 1d6 HD, HP, gear, and either a Trait or a special ability. They can carry up to 5 inventory slots, or up to 10 if they&#039;re willing to be encumbered and move slowly. They are tied to one PC, just like equipment, and only that PC rolls for them.&lt;br /&gt;
&lt;br /&gt;
A henchling&#039;s Δ represents their skill and loyalty. Typical townies have Δ6, whereas professional adventuring staff will have Δ8 to Δ10. Δ12 means a fanatic or some sort of brainless undead servant. Double payment or other strong incentives can increase the initial die type by one step.&lt;br /&gt;
&lt;br /&gt;
Roll the henchling&#039;s Δ when they&#039;re harmed, doing something dangerous (including combat,) or using their special ability for the first time in a situation. If their Trait applies to the roll, roll with advantage. On a 1-3, they take damage if applicable. On a 4+, they do it as best as they can, make their special ability available, or deal their damage in combat.&lt;br /&gt;
&lt;br /&gt;
When a henchling&#039;s Δ steps down, it can be stepped back up with a good night&#039;s rest, food and drink, achieving their goals, or maybe a successful CHA check. Hirelings expect some sort of payment, negotiated when hired, whether a lump sum or a daily wage. Devoted followers and pets might not need coin, but they still expect to be treated well and given good equipment. A henchling whose Δ fizzles out quits or flees.&lt;br /&gt;
&lt;br /&gt;
====How Does Combat Work?====&lt;br /&gt;
There is no initiative, and monsters and NPCs usually don&#039;t take turns of their own. Instead, the GM states at the top of the round exactly what the opposition will do and to whom, each PC gets a turn to act, and the final results are decided by the rolls of the PCs.&lt;br /&gt;
&lt;br /&gt;
On your turn, you can attack, run across a room, cast a spell, reload a gun, or anything feasible within a few seconds. Each turn, you&#039;ll roll the D20 once if taking action: STR to swing a sword, DEX to throw a dart, CON to run despite poison, INT to find a hiding place, WIS to channel a spell, CHA to intimidate someone, etc. If you succeed and were attacking, roll damage for your attack. If you fail and were being attacked, you&#039;re hit and take damage. (If you were casting a spell, it goes off when you succeed; if you were being spellcast at, it deals any damage when you fail, and you may get a second stat roll to &#039;save&#039; against additional effects.)&lt;br /&gt;
&lt;br /&gt;
The first time you take damage in a situation, roll your Armor Δ if any. The result is how much total damage your armor can soak in this situation before it goes to your HP. If you have a shield, you can sacrifice it to negate all damage from one attack, if the shield could physically be used in that way.&lt;br /&gt;
&lt;br /&gt;
If an enemy takes a powerful blow or is intimidated by a CHA check or flashy spell (for example,) they roll a Morale Δ to see if they retreat, double down, change tactics, or flee in panic. They don&#039;t want to die any more than the PCs do, probably.&lt;br /&gt;
&lt;br /&gt;
Getting out of combat by fleeing takes a DEX check, which may require dropping something heavy to avoid rolling with disadvantage. Outside of combat, evading pursuit or chasing someone down is a CON check. In the Stygian Library, fleeing into the corridors risks getting lost and ending up somewhere you didn&#039;t plan.&lt;br /&gt;
&lt;br /&gt;
Traits don&#039;t give advantage on combat rolls. Firing from cover or a surprise attack might give advantage, or using a shield to protect against incoming missiles, or expending an appropriate special ability like &#039;Backstab&#039; or &#039;Martial Arts.&#039;&lt;br /&gt;
&lt;br /&gt;
You will often have disadvantage in combat, though. Most often this happens when melee attacking an opponent with higher HD than your HD. (Not your level.) To reflect relative combat skill, PCs roll with disadvantage when attacking an opponent with more HD in melee. This can be avoided by ganging up: everyone attacking the same target at once adds their HD together for this comparison, and if their HD is equal to or greater than the target&#039;s, they each roll normally. Monsters can also gang up in this way: four HD 1 scrublings in a phalanx count as HD 4. Missile attacks do not suffer disadvantage on higher HD targets, but also do not add to HD for ganging up: it&#039;s melee only.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how a combat round should look in PBP:&lt;br /&gt;
*1. Start of the round: DM describes the situation, the threats, the monsters, and what exactly they are doing (for example &amp;quot;two sword attacks on the wizard.&amp;quot;) The stakes should be made clear to the players so it&#039;s clear what will happen on a roll.&lt;br /&gt;
*2. Any PC posts to describe what they do, checking to be totally clear about risks and possible consequences if needed, and rolls a stat check to see if they succeed. If they have a henchling, they may have it act as well, rolling its Δ if it&#039;s taking a risk. Damage is dealt and consequences are described, probably by the PC, possibly the DM if the situation has changed significantly.&lt;br /&gt;
*3. Any other PC posts, as in step 2, until all PCs have acted.&lt;br /&gt;
*4. If any monsters or NPCs haven&#039;t done anything this turn, the DM may have them act now, rolling out-of-sequence checks for any PCs if they&#039;re affected.&lt;br /&gt;
*5. End of the round. DM updates the situation and starts a new round.&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
We&#039;re going to use real world languages mostly, and we&#039;ll default to English in this setting. Spanish and ASL are good bets in Kansas Silly, too. Latin, Greek, Sanskrit, Hebrew, Arabic, or other classical written languages would be useful in the Library - any written language, really. He&#039;s surely learned the setting-specific Parametric Language, a genteel cant used by authentic wizards and other distinguished arcane persons to exchange pleasantries, make small talk, and discuss magical subjects - great for making a good impression on people who can cast fireball, and talking to them privately. &lt;br /&gt;
&lt;br /&gt;
===About Magic===&lt;br /&gt;
&lt;br /&gt;
====How spellcasting works for this game====&lt;br /&gt;
This amends and supersedes page 30 of Macchiato Monsters. The design goal is to reduce complexity while leaving the other systems that touch spellcasting intact.&lt;br /&gt;
&lt;br /&gt;
*If you have spells, you can cast any of your known spells at any time. There&#039;s no memorization.&lt;br /&gt;
*Each spellcasting PC has one stat they use for all spellcasting: probably INT or WIS, maybe CHA. Pick one and consider what it means for your casting style. (INT suggests an arcanist studying magical effects of their own, WIS suggests channeling cosmic or divine forces, CHA suggests elevated illusions, tricks, music, or fast-talk.)&lt;br /&gt;
*Casting a spell takes your full round in combat, which is spent gesturing and speaking aloud. (If you&#039;re restrained or silenced, no casting.)&lt;br /&gt;
*When spells have a duration, the usual duration is a number of exploration turns (around ten minutes) equal to your level. Some spells (the description will say so) use the magician&#039;s sigil: this sigil takes one exploration turn to inscribe, and the associated spell is permanent until the magician casts it again, drawing a new sigil as the previous one fades.&lt;br /&gt;
*All spells have a cost of 3 HP. The cost can instead be spent with the result of your Reagent or Faith die in part or in full. You can&#039;t spend down to 0 HP.&lt;br /&gt;
*The first time you cast a spell in a situation (a scene, room, or combat,) you may roll your Reagent or Faith die (with risk of it stepping down on a 1-3 result) and note the result (for example, 4.) You can spend from that pool in spell costs for this situation before you start spending your own HP.&lt;br /&gt;
*When you cast a spell...&lt;br /&gt;
**If it&#039;s your first spell in this situation, first roll your Reagent or Faith die.&lt;br /&gt;
**Spend the cost (3), either from your Reagent or Faith pool or your HP.&lt;br /&gt;
**Roll an INT, WIS, or CHA check.&lt;br /&gt;
***On a success, at or under your stat, the spell works as described. On a critical success (a 1), you don&#039;t pay the cost.&lt;br /&gt;
***On a failure, the spell doesn&#039;t go off. On a critical fail (a 20), there&#039;s some mishap or danger.&lt;br /&gt;
***But! If the spell fails, you may roll what MM calls the Chaos Risk Die to make something happen anyway. This is a roll on a table where most results have the spell go off with a weaker or modified effect, and a few results harm you in a hurty but not deadly way. In this game, &amp;quot;invoking Chaos&amp;quot; only works within the Library (or possibly other magical sites) and represents drawing on the exhaust of its condensed arcane power, which can be expended as the Risk Die steps down and fizzles out.&lt;br /&gt;
&lt;br /&gt;
====About Reagents and Faith====&lt;br /&gt;
They function similarly, again as &amp;quot;armor&amp;quot; against spellcasting HP costs. A character can only use one or the other: either you fuel your magic with gleaming orbs and your own Nietzschean will to power, or you channel it through a higher cosmic focus and social support network.&lt;br /&gt;
&lt;br /&gt;
The advantage of Reagents (whether mixed powders or thrumming scepters) is that they&#039;re impersonal: you can just get more of them if you run out, even buy them at the right market, and some have a variety of quirky side powers to spend that Risk Die on as well.&lt;br /&gt;
&lt;br /&gt;
Faith involves some social context like a code of conduct and people you&#039;re responsible to, and recovering or improving the singular Faith die requires putting your time and devotion in for them. If you have a Faith die, you can roll it for a few other things in addition to spellcasting costs:&lt;br /&gt;
*Roll the Δ (and risk stepping it down) to get advantage on an action in line with the faith.&lt;br /&gt;
*Spend an hour in devotion/prayer/gun kata/whatever to roll the Δ and heal that many HP on yourself or amenable others.&lt;br /&gt;
*If you&#039;re not wearing armor, use the Faith die as armor.&lt;br /&gt;
&lt;br /&gt;
====How Spell Scrolls and Spellbooks Work====&lt;br /&gt;
Anyone who either knows Parametric or has spellcasting (including both Dee and Mr. Patch, as well as Kas and Man, and potentially Yulia but she&#039;d roll her Δ6 to cast) can cast a spell from the scroll. You roll your spellcasting attribute (INT with disadvantage for Mr. Patch) but do not pay any reagent or HP cost. Once cast successfully, the scroll disintegrates.&lt;br /&gt;
&lt;br /&gt;
You can also use either a spell scroll or a spellbook to learn a spell permanently. This takes 1d4 days and requires paying in Electrum for reagents and study materials. You must either know Parametric or be assisted by someone who does. Once a spell scroll is used to learn its spell, it disintegrates. Spellbooks endure.&lt;br /&gt;
&lt;br /&gt;
====Schools of Magic====&lt;br /&gt;
The alternative spell lists we&#039;re using have 12 schools of magic available, each with 8 spells. They can all be taken at any level, most of them scale up at higher levels. 90% of them are flavorful utility effects rather than direct HP damage (or healing), but there are some of those, too. &lt;br /&gt;
&lt;br /&gt;
Here&#039;s what&#039;s in Wonder &amp;amp; Wickedness:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diabolism&#039;&#039;&#039; summons, binds, and protects against demons.&lt;br /&gt;
*&#039;&#039;&#039;Necromancy&#039;&#039;&#039; deals with death, souls, and summoning ghosts.&lt;br /&gt;
*&#039;&#039;&#039;Spiritualism&#039;&#039;&#039; affects other magic in the world and turns you ethereal.&lt;br /&gt;
*&#039;&#039;&#039;Elementalism&#039;&#039;&#039; manipulates rock, fire, air, and water. (It won&#039;t be very useful indoors in the Library.)&lt;br /&gt;
*&#039;&#039;&#039;Psychomancy&#039;&#039;&#039; is mesmerism and mental effects, including classics like Sleep and Charm Person.&lt;br /&gt;
*&#039;&#039;&#039;Translocation&#039;&#039;&#039; opens portals, recalls, and subtler spatial effects. (It has some restrictions in the Library, such as that you can&#039;t teleport directly out, but it&#039;s still useful.)&lt;br /&gt;
*&#039;&#039;&#039;Vivimancy&#039;&#039;&#039; boosts and transforms living things, including people.&lt;br /&gt;
&lt;br /&gt;
Marvels &amp;amp; Malisons adds some really fun ones:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arachnomorphosis&#039;&#039;&#039; grants spider traits, and control over spiders, too.&lt;br /&gt;
*&#039;&#039;&#039;Cunning Craft&#039;&#039;&#039; is a wide open grab bag of Celtic witchy effects: shillelagh, healing, wolf summoning... (It won&#039;t be as useful indoors in the Library.)&lt;br /&gt;
*&#039;&#039;&#039;Apotropaism&#039;&#039;&#039; wards against magic and protects against undead/demons/spirits in a holy-flavored way.&lt;br /&gt;
*&#039;&#039;&#039;Physiurgy&#039;&#039;&#039; directly heals and restores in various ways.&lt;br /&gt;
*&#039;&#039;&#039;Rope Tricks&#039;&#039;&#039; animates and commands ropes. (I love all of these.)&lt;br /&gt;
&lt;br /&gt;
Anyone who can cast spells also can use an effect called Maleficence, which is a little magical attack.&lt;br /&gt;
&lt;br /&gt;
===How death works for this game===&lt;br /&gt;
Amends and supersedes page 28 of Macchiato Monsters.&lt;br /&gt;
&lt;br /&gt;
When you hit 0 HP, roll a CON check to see if you made it. If it fails, your number&#039;s up: you&#039;ve died. (Now&#039;s the time to look for one of those spells, tricks, or desperate deals that protagonist types use to bring people back from the dead - the Library&#039;s not short on them - or roll up a new character.) If it succeeds, you go back to 1 HP, regain consciousness, and can be healed further, but - you temporarily lose one advance taken at character creation or level up. The lost advance returns after a week of rest somewhere safe.&lt;br /&gt;
&lt;br /&gt;
==Important Posts==&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/recruitment-modern-dungeon-crawling-in-the-stygian-library-by-way-of-macchiato-monsters.869173/post-23474428 Setting and Magic Introduction]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/recruitment-modern-dungeon-crawling-in-the-stygian-library-by-way-of-macchiato-monsters.869173/post-23474795 Character creation: Traits, Special Abilities, Languages, Equipment]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/recruitment-modern-dungeon-crawling-in-the-stygian-library-by-way-of-macchiato-monsters.869173/post-23476439 But what does Δ4 mean?]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/recruitment-modern-dungeon-crawling-in-the-stygian-library-by-way-of-macchiato-monsters.869173/post-23479966 How Spellcasting and Death work for this game]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=393982</id>
		<title>SWN: Hand of Jehuty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=393982"/>
		<updated>2021-01-24T07:49:33Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: /* Houserules */  added dungeon procedures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/ Recruitment] | [https://forum.rpg.net/index.php?threads/swn-rocket-peace.875399/ OOC] | [https://forum.rpg.net/index.php?threads/swn-rocket-peace.875423/ IC]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
[[Stars Without Number Revised Sheet]]&lt;br /&gt;
==Agents==&lt;br /&gt;
*&#039;&#039;Atlictoatl&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Earis ir&#039;Delan [[JEHUTY Profile: ADDER | (ADDER)]]&#039;&#039;&#039;, L2 Arcane Expert/Restricted Telepath, HP 12/12 | System Shock 0 | AC 13 | Initiative +1 | Effort 4/4&lt;br /&gt;
**&#039;&#039;&#039;Mal-chin Doubt Eater 23 [[JEHUTY Profile: RHINO | (RHINO)]]&#039;&#039;&#039;, L2 Arcane Warrior, HP 17/17 | System Shock 0 | AC 17 | Initiative +1 | Warrior Ability 1/1&lt;br /&gt;
*&#039;&#039;Caiphon&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Marys Sante [[JEHUTY Profile: MONUMENT | (MONUMENT)]]&#039;&#039;&#039;, L2 War Mage, HP 7/7 | System Shock 0 | AC 14 | Initiative +1 | Spell Casts: L1: 4/4&lt;br /&gt;
**&#039;&#039;&#039;Stygian Blue [[JEHUTY Profile: BLUE | (STIG)]]&#039;&#039;&#039;, L2 Prismatic AI, HP 6/6 or 11/11 | System Shock 0 | AC 13 | Initiative +0 or +1 | Processing 2/2&lt;br /&gt;
*&#039;&#039;Cannonball&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Kalli Duclair [[JEHUTY Profile: NIMBUS | (NIMBUS)]]&#039;&#039;&#039;, L2 Transhuman Expert, HP 7/10 | System Shock 1 | AC 15 | Initiative +2 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Peace Wrapped in Starlight [[JEHUTY Profile: CLARION | (CLARION)]]&#039;&#039;&#039;, L2 Sunblade, HP 6/6 | System Shock 0 | AC 19(!) | Initiative +1, Alert | Effort 3/3&lt;br /&gt;
*&#039;&#039;MonsterMash&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Rufus Wyndot [[JEHUTY Profile: MANTIS | (MANTIS)]]&#039;&#039;&#039;, L2 Expert, HP 9/9 | System Shock 0 | AC 13 | Initiative +1 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Benno Karden [[JEHUTY Profile: BULLET | (BULLET)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 14 | Initiative -1, Alert-2 | Warrior Ability 1/1&lt;br /&gt;
*&#039;&#039;Niihue&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Javier Morales [[JEHUTY Profile: SPIRIT | (SPIRIT)]]&#039;&#039;&#039;, L2 Psychic/Warrior, HP 10/10 | System Shock 0 | AC 14 | Initiative +1, Intuitive Response | Effort 1/4&lt;br /&gt;
**&#039;&#039;&#039;Mei Kirishima [[JEHUTY Profile: ANGEL | (ANGEL)]]&#039;&#039;&#039;, L2 Expert, HP 10/10 | System Shock 0 | AC 14 | Initiative +0 | Expert Ability 1/1&lt;br /&gt;
*&#039;&#039;Stinkyfool&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Darius [[JEHUTY Profile: FLOAT | (FLOAT)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 13 | Initiative +0, Alert | Warrior Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Jasper [[JEHUTY Profile: FLUX | (FLUX)]]&#039;&#039;&#039;, L2 Psychic, HP 10/10 | System Shock 0 | AC 13 | Initiative +0 | Effort 4/4&lt;br /&gt;
===Party Skill Ranks===&lt;br /&gt;
&#039;&#039;(#) is the number of ranks, #S means the PC has Specialist focus&#039;&#039;&lt;br /&gt;
*Administer&lt;br /&gt;
*Cast Magic - Monument (1)&lt;br /&gt;
*Connect - Adder (1 + Connected), Mantis (0 + Connected), Float (0)&lt;br /&gt;
*Exert - Rhino (0), Spirit (0), Monument (0), Clarion (0), Float (0), Bullet (0)&lt;br /&gt;
*Fix - Nimbus (1 + Tinker), Stygian Blue (1), Mantis (1), Rhino (0), Monument (0), Clarion (0), Flux (0)&lt;br /&gt;
*Heal - Angel (1 + Healer), Monument (0 + Healer), Stygian Blue (0), Flux has psychic healing&lt;br /&gt;
*Know - Angel (1S), Rhino (1S), Nimbus (0), Stygian Blue (0), Mantis (0)&lt;br /&gt;
*Know Magic - Monument (0)&lt;br /&gt;
*Lead - Stygian Blue (2S + Authority), Rhino (0)&lt;br /&gt;
*Notice - Clarion (1 + Alert), Bullet (1 + Alert), Angel (1), Mantis (1), Adder (0), Float (0 + Alert), Monument (0)&lt;br /&gt;
*Perform&lt;br /&gt;
*Pilot - Monument (0), Flux (0)&lt;br /&gt;
*Program - Nimbus (2 + Hacker), Flux (1 + Hacker), Adder (0), Stygian Blue (0), Bullet (0)&lt;br /&gt;
*Punch - Bullet (0)&lt;br /&gt;
*Shoot - Clarion (Sunblade 2), Bullet (1 + Gunslinger), Float (1 + Gunslinger), Rhino (0), Adder (0), Nimbus (0), Angel (0), Monument (0)&lt;br /&gt;
*Sneak - Float (1S), Spirit (1), Rhino (0), Adder (0), Angel (0), Clarion (0), Stygian Blue (0), Flux (0)&lt;br /&gt;
*Stab - Rhino (1 + Savage Fray), Spirit (0)&lt;br /&gt;
*Survive - Angel (1 + Wanderer), Spirit (0), Clarion (0), Mantis (0 + Wanderer 2)&lt;br /&gt;
*Talk - Nimbus (1 + Diplomat), Stygian Blue (1 + Diplomat), Adder (0), Float (0)&lt;br /&gt;
*Trade&lt;br /&gt;
*Work&lt;br /&gt;
==Officials==&lt;br /&gt;
&#039;&#039;&#039;Wizened Ivy,&#039;&#039;&#039; Director of JEHUTY, played by Atlictoatl&lt;br /&gt;
*Considers the interests of the agency as a whole.&lt;br /&gt;
*Mountain Sunblade wounded in action. Hopes to elevate a field agent into the office.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punished Spider,&#039;&#039;&#039; Ministry of Correction, played by Niihue&lt;br /&gt;
*Responds to threats to the agency itself and those it protects: the peace-loving people of the sector, in principle.&lt;br /&gt;
*Mountain-raised pious believer in the cause. Completely bald, facial tattoos over burn scar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crazy Vulture,&#039;&#039;&#039; Bureau of Clarity, played by Cannonball&lt;br /&gt;
*Identifies dangerous tech in the wrong hands, assembles field teams, and removes it.&lt;br /&gt;
*Broken Blade accountant. War refugee who lost their family to stray ordinance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild Duck,&#039;&#039;&#039; Vision Section, played by MonsterMash&lt;br /&gt;
*Researches new technology, psi, magic, and other tools, and equips the agency with them.&lt;br /&gt;
*Broken Blade technician. Convinced that there&#039;s a still-hidden power at work in the sector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Propitious Beetle,&#039;&#039;&#039; Foundation Division, played by Caiphon&lt;br /&gt;
*Maintains support staff: medics, accountants, janitors, and the NGO side of things.&lt;br /&gt;
*Early Blade field operative. Badly wounded on a field mission and presumed lost, but returned, with deeper passion than ever to continue the work. Walks with a limp. Kindly old grampa who won&#039;t back down when you refuse your holiday gifts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angel Obscured,&#039;&#039;&#039; Department of Peace, played by stinkyfool&lt;br /&gt;
*Ensures that the agency is embodying, synthesizing, and acting on the values of both Mountain and Blade.&lt;br /&gt;
*Near-death experience led to deep personality change. Seems high but isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
==Agency==&lt;br /&gt;
&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; Stoke&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections&#039;&#039;&#039; 1, &#039;&#039;&#039;Infiltration&#039;&#039;&#039; 0, &#039;&#039;&#039;Mobility&#039;&#039;&#039; 3, &#039;&#039;&#039;Muscle&#039;&#039;&#039; 3, &#039;&#039;&#039;Resources&#039;&#039;&#039; 1, &#039;&#039;&#039;Security&#039;&#039;&#039; 1, &#039;&#039;&#039;Tech&#039;&#039;&#039; 1&lt;br /&gt;
*Black Codex 1&lt;br /&gt;
**All agents gain Fix-0, Know-0, or Program-0 relating to maltech. &#039;&#039;&#039;+1 Tech&#039;&#039;&#039;&lt;br /&gt;
***A vault deep in the cliffside containing paper printouts, technical labs, and closed computer networks fully detached from the outside and each other.&lt;br /&gt;
*Front Business 1&lt;br /&gt;
**The agency has a front business that explains modest wealth. &#039;&#039;&#039;+1 Resources&#039;&#039;&#039;&lt;br /&gt;
***Blade Broken Peace Services continues to operate as a private peace company, taking contracts and laundering credits.&lt;br /&gt;
*Hidden Strings 1&lt;br /&gt;
**The agency has unofficial friends in numerous government departments, and can often get minor regulations bent. &#039;&#039;&#039;+1 Connections&#039;&#039;&#039;&lt;br /&gt;
***A cabal within Stoke&#039;s government not devoted to the Exarchate still deeply respects the Mountain and believes in their mission.&lt;br /&gt;
*Starships 2&lt;br /&gt;
**The agency has a free trader and the crew and facilities to keep it functional.&lt;br /&gt;
**The agency has a frigate and three free traders under its control. &#039;&#039;&#039;+3 Muscle&#039;&#039;&#039;&lt;br /&gt;
***Stoke&#039;s shipyards have produced a sizable navy; they can spare the &amp;quot;training flotilla&amp;quot; consisting of frigate &#039;&#039;Sharur&#039;&#039; and free traders &#039;&#039;Antu, Haya,&#039;&#039; and &#039;&#039;Ishum.&#039;&#039;&lt;br /&gt;
*Tradition 1&lt;br /&gt;
**The agency is dedicated, united, and has a history of accomplishment. &#039;&#039;&#039;+1 Security&#039;&#039;&#039;&lt;br /&gt;
***The inherited traditions of the Mountain, together with Blade Broken&#039;s altruistic mission, motivate JEHUTY personnel more than money.&lt;br /&gt;
*Transport 2&lt;br /&gt;
**Grav flyers and covert drops are available on the agency’s home planet.&lt;br /&gt;
**Fast smuggler runs of up to 50 tons to any world within 2 hexes of an agency station. &#039;&#039;&#039;+3 Mobility&#039;&#039;&#039;&lt;br /&gt;
***On top of the agency&#039;s owned grav flyers and other vehicles, they maintain relationships with humanitarian-inclined smugglers used to delivering relief under cover.&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;br /&gt;
==Agency Turn==&lt;br /&gt;
I&#039;ll just link the handout explaining these rules here.&lt;br /&gt;
&lt;br /&gt;
[https://i.imgur.com/5BNaJyT.png What is an Agency?]&lt;br /&gt;
[https://i.imgur.com/aoBQCGt.png Agency Actions]&lt;br /&gt;
[https://i.imgur.com/HVTBtOx.png Agency Elements 1]&lt;br /&gt;
[https://i.imgur.com/wKDnHSK.png Agency Elements 2]&lt;br /&gt;
==Character Creation==&lt;br /&gt;
*As per book with these changes.&lt;br /&gt;
*Roll 3D6 6 times down the line to generate an array of stats in order. When creating a new PC, do this two times and pick the array you prefer.&lt;br /&gt;
*Characters start at Level 2. They have a free skill-0 in Fix, Know, or Program from the Black Codex element.&lt;br /&gt;
*Instead of creating your own character, you can have the DM randomly generate a character for you. By default this is limited to Warrior, Expert, and Psychic to keep it easy, but just ask if you&#039;d like an Adventurer, a Prismatic True AI, or a magic class.&lt;br /&gt;
*In addition to the True AI class (as a Prismatic) and various origin foci, these classes from Codex of the Black Sun are available: Arcane Expert, Arcane Warrior, Free Nexus, Rectifier, Sunblade, War Mage, and Yama King.&lt;br /&gt;
*These origin foci are available:&lt;br /&gt;
**&#039;&#039;&#039;Cyborg.&#039;&#039;&#039; You begin play with 30,000 credits of cyberware. You have bonus System Strain that only counts for absorbing cyberware penalties; this is equal to half your level, rounded up. Once in play, new cyberware only costs half as much as usual for you due to your tuned physiology.&lt;br /&gt;
**&#039;&#039;&#039;Drone Keeper.&#039;&#039;&#039; You have a cybernetic drone control link that doesn&#039;t cost you System Strain. You can freely jury-rig together drones or drone fittings worth 2,500 credits given 24 hours, assuming you&#039;re not completely isolated from any semi-plausible source of scrap or salvage and have at least a portable toolkit with you. This jury-rig limit rises to 5,000 credits at level 3, 10,000 at level 7, and 25,000 at level 10. Changing your allocated jury-rig budget, such as from one drone to a different drone, takes 24 hours. (This focus can also be used for a Hanseongin varietal called Falconers.)&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Harpies,&#039;&#039;&#039; who are given wings to act as travelers, messengers, and explorers. Harpies can fly under normal gravity conditions with their Move Action and never take more than 1d4 falling damage while conscious. They have integral low-light and thermal vision, as per Panspectral Optics cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Basilisks,&#039;&#039;&#039; who are given weapons to hunt dangerous predators, but often become sectarian warriors or glory-seeking brawlers. They tend to be strongly devoted to a cause. Basilisks have integral weapons and armor as per Body Arsenal Array and Dermal Armor cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Eels,&#039;&#039;&#039; who are given bioelectricity to recover data from lost ruins on Hanseong&#039;s shrouded surface. Eels have a fine electrical mesh on their hands as per Eelskin Capacitor Mesh cyberware, and often wear gloves. They have an integral computer that acts as a black slab (SWN page 72.)&lt;br /&gt;
**&#039;&#039;&#039;Transhuman.&#039;&#039;&#039; You have a soulstone that records your experiences and can be transferred between specially-prepared bodies, or shells. Create your PC as per page 253. Ignore paragraphs 2 and 3 about polities and 6 about equipment. Pick the Nat shell. Your soulstone must be brought back to the inception tank at HQ to be restored into a new shell, when a shell becomes available. (This will be challenging and likely require a mission to secure one.)&lt;br /&gt;
==Advancement==&lt;br /&gt;
Both of your PCs accumulate XP at the same rate: when one gains XP, the other gains the same amount. XP is generally granted to characters for:&lt;br /&gt;
*Surviving the mission&lt;br /&gt;
*Completing the mission objective&lt;br /&gt;
*Completing a bonus objective or target of opportunity&lt;br /&gt;
*Achieving or significantly advancing their Goal&lt;br /&gt;
==Houserules==&lt;br /&gt;
*The laser pistol and laser rifle have these additional rules:&lt;br /&gt;
**This weapon can be fired in stun mode. Switch to stun mode as an On Turn action. Stun rays are visibly distinct from death rays. Stun damage can drop a target to zero hit points, but not kill them. They awaken 10 minutes later with 1 hit point.&lt;br /&gt;
**This weapon can be fired in silenced mode. Switch to silenced mode as an On Turn action. Silenced rays are smaller and make almost no sound. When silenced, the laser pistol&#039;s base damage becomes 1d4 and the laser rifle&#039;s becomes 1d8, and their range is halved.&lt;br /&gt;
*These are some potential uses of spare parts:&lt;br /&gt;
**For 1 unit of spare parts and a few minutes of work, a character with Fix-0 can apply a suppressor to a projectile weapon. This reduces its noise and muzzle flash, but halves its range. The suppressor lasts for one scene or expedition before needing to be replaced.&lt;br /&gt;
**For 1 unit of spare parts and a few minutes of work, tie up a helpless target&#039;s hands and feet with cords.&lt;br /&gt;
*This is some additional equipment:&lt;br /&gt;
**Flash Grenade: as grenade (SWN 66), but deals 1d4 stun damage. Targets who take damage are stunned for 1d4+1 rounds; stunned characters have a -2 AC penalty and can take only one Move Action per round.&lt;br /&gt;
**Smoke Grenade: as grenade, but no damage. Obscures in a 5-meter radius for 5 rounds, providing half cover (-2 to hit) and an additional -2 to laser weapons due to beam disruption. Characters caught in the cloud must Physical save or take -1 to attack rolls.&lt;br /&gt;
*Interrogation:&lt;br /&gt;
**Interrogate with Cha/Lead. Questions should be simple and direct. Each question gets a roll against difficulty 6-10 depending on the sensitivity of the information. Each time a roll is failed, difficulty goes up by +1, cumulative. Other PCs can assist the interrogation roll as normal by taking some Skill action to help (good cop bad cop? insinuating some advantage or making especially tight bonds? deception?), giving +1 to the main actor&#039;s roll if successful - be specific about what you&#039;re doing to help if so.&lt;br /&gt;
===Dungeon-Crawling Procedure===&lt;br /&gt;
*Each dungeon turn is 10 minutes. In the space of 1 turn, you can:&lt;br /&gt;
**Enter a new, unexplored area with caution&lt;br /&gt;
**Retrace your steps by up to 2 areas&lt;br /&gt;
**Engage in a combat and subsequent clean-up&lt;br /&gt;
**Do anything else that takes roughly 10 minutes&lt;br /&gt;
*This pace of movement assumes you are &#039;&#039;&#039;sneaking&#039;&#039;&#039;, moving slowly and quietly.&lt;br /&gt;
**When sneaking, the party gets a Dex/Sneak versus Wis/Notice check to avoid being seen when they encounter enemies.&lt;br /&gt;
**This is done as Dex/Sneak by the PC with the highest Sneak skill, -1 for each PC untrained in Sneak. One other PC gets a teamwork roll to help negate this penalty.&lt;br /&gt;
*You can instead &#039;&#039;&#039;dash&#039;&#039;&#039;, moving quickly through the dungeon.&lt;br /&gt;
**You can enter up to 2 new areas per turn&lt;br /&gt;
**You can retrace your steps by up to 4 areas&lt;br /&gt;
**You are automatically detected by any enemies you encounter&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
[https://sectorswithoutnumber.com/sector/TRhvyTcXqGTkRtSbVemd Sector Map]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Brief History of Prismatic Spray Sector&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Era 1 began with the spike drive and colonization from Earth; it was the Era of the Mandate.&lt;br /&gt;
Era 2 began with the Scream and great works of magic; it was the Era of the Weave.&lt;br /&gt;
Era 3 began with the Unweaving and the first metastorm; it was the Era of Division.&lt;br /&gt;
Era 4 began with the Prism and the end of the third metastorm; its history is unwritten.&lt;br /&gt;
&lt;br /&gt;
We&#039;re 15 years into Era 4. The last years of Era 3 were marked by a sector-wide war between two rival powers, the hegemonic State of Grace (technical, spiritual) and the rising Amity Alliance (magical, rational.) When the Great Metastorm subsided and long-distance spike drills became feasible again, the War of Grace and Amity explosively escalated, and it soon saw the arrival of the Prism, a highly advanced traveling fleet of AI with a complex color-based culture. Grace attacked them first (perhaps due to Amity trickery,) and so the Prism intervened on Amity&#039;s side, defeating the State of Grace at the Battle of Auld Nine and fully blockading their homeworld, where the Prismatic Fleet remains anchored. The powers of the sector soon learned that the Prism did not see organic planetary governments as their peers and had no interest in playing ball with them.&lt;br /&gt;
&lt;br /&gt;
*What does it all mean? You&#039;re in a sector with a long history that&#039;s recovered/ing from a war, magic and psi and other metaspace-phenomena are well-known, transhuman and posthuman cultures are budding, and people are conscious that a new era is starting. Y2K in space!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JEHUTY&#039;&#039;&#039; is one of the unexpected new syntheses emergent in Era 4. The agency is the fruitful merger between Blade Broken Peace Services, a &amp;quot;private peace company&amp;quot; founded in the last years of the War; and the Mountain, an esoteric order of wandering peacekeepers dating back to the Weave, if not before. The idealism and purpose of Blade Broken mixed well with the tradition and discipline of the Mountain, and 10 years ago the leaders of both (spurred on by a cross-faction adventuring party) made a concord to integrate with each other into a new agency: JEHUTY, named for an ancient Earth divinity of science-magic, wisdom, and judgment. The agency&#039;s mission is to disarm, decommission, and demobilize by any means necessary works of harmful technology (including psitech, arcanotech, and deadly catch-all maltech) leftover from the War of Grace and Amity.&lt;br /&gt;
&lt;br /&gt;
There are some other agencies in the former State of Grace that you should be aware of.&lt;br /&gt;
*&#039;&#039;&#039;The Others&#039;&#039;&#039; (the Other Side of the Mountain, Montagnards): for at least some of you, former comrades. A sect of the Mountain (needless to say, they think of themselves as the Mountain and you as the sect) more interested in &amp;quot;peacekeeping&amp;quot; for profit through bounty hunting and maintaining honor among thieves. Based in the Lagrange system, near Cirfant.&lt;br /&gt;
*&#039;&#039;&#039;VIPER&#039;&#039;&#039; (Fifth Division, D5): the external intelligence bureau of Itamaraty&#039;s planetary government. Tired of being a Gracious client, the planet is asserting its independence and pursuing its own goals in the sector. The highly-trained, exceptionally-qualified agents of VIPER help them punch above their weight. Based on Itamaraty.&lt;br /&gt;
*&#039;&#039;&#039;INDIGO&#039;&#039;&#039; (Indigo Union Freely Assembled, the Rectifiers): a counter-hegemonic network of dissidents, magic users, psychics, and the posthuman-curious who see the Prismatic Fleet as a potential model for the transhuman leap. Not obedience: cooperation and mutual exchange. Many Rectifiers were neutral medics and healers during the War - they&#039;re sick of the fighting. Known to operate in Evergreen.&lt;br /&gt;
&lt;br /&gt;
These are the worlds in or near the former State of Grace, with their cultural root for character detail and inspiration purposes.&lt;br /&gt;
*&#039;&#039;&#039;Grace&#039;&#039;&#039;. Highly developed and populous, ruled by an increasingly-despised representative world government, widespread spiritual ideology gave legitimacy to its rulers, blockaded by the Prism to end the War 15 years ago, temperate-to-warm, TL4+. [South Indian, especially Tamil and Sinhalese, but many different cultures.]&lt;br /&gt;
*&#039;&#039;&#039;Stoke&#039;&#039;&#039;. A million people in the underground canyon cities around the Old Machines, former Grace client seeking new independent purpose for its industry, people increasingly squeezed by debt crisis as embattled Grace-loyal ruling class bunkers down, cold, TL4+. [Ancient Mesopotamia+Classical Levant+Saarland industrial region.]&lt;br /&gt;
*&#039;&#039;&#039;Evergreen&#039;&#039;&#039;. Union of asteroid habitats and space stations around a pleasantly-glowing destroyed world, hosts many refugees, comfortable and forward-looking, TL4. [newly-decolonized West and East Africa, USA in 1960 as seen from abroad through rose-colored glasses.]&lt;br /&gt;
*&#039;&#039;&#039;Vuor&#039;&#039;&#039;. Bubble cities on a frozen surface, wracked by low-intensity civil conflict for generations and finally emerging into something new, developed precision war magic and tech to avoid the unspeakable crime of damaging the habitats, formerly provided Grace elite warriors, TL3. [Former Yugoslavia, Belarus, Ukraine.]&lt;br /&gt;
*&#039;&#039;&#039;Itamaraty&#039;&#039;&#039;. Stormy world with massive colorful clouds and rich wild botany, elaborate structures above and underground to protect from dangerous weather, governed by ubiquitous examination system testing intellectual and cultural skills (meteorological engineering is one thing but the dance portion is a killer,) colorful mask-wearing mandatory for survival in thick atmosphere, temperate, TL4. [historical Mesoamerica and modern Central America+classical Chinese examination system.]&lt;br /&gt;
*&#039;&#039;&#039;Sycamore&#039;&#039;&#039;. Isolated world recently reconnected to wider sector in Era 4 by shifting metaspace lanes, fears psychics due to long-ago crisis, deeply alien biosphere respected spiritually and kept separate from human-miscible ecosystems, rich in a natural resource that could replace Cirfant dioxis as the key to spike drive creation, now subject to a gold rush by offworld speculators and corps who call the unwelcoming world &amp;quot;Sycorax,&amp;quot; temperate-to-cold, TL3. [Siberia, Manchuria, Hokkaido.]&lt;br /&gt;
*&#039;&#039;&#039;Cirfant&#039;&#039;&#039;. Gas giant orbited by stations, moons, and floating dioxis distilleries (the critical ingredient to spike drive creation,) governed by feuding swashbuckling noble houses, policed by their space pirate allies, worked by an oppressed underclass of gas miners, TL4. [French colonial cultures such as in Algeria and Indochina.]&lt;br /&gt;
&lt;br /&gt;
These are some other important worlds in the sector.&lt;br /&gt;
*&#039;&#039;&#039;Moresnet&#039;&#039;&#039;. Recently reconnected to wider sector, everyday magical presence, anarchist, TL4. [Philippines+Indonesia.]&lt;br /&gt;
*&#039;&#039;&#039;Hanseong&#039;&#039;&#039;. Posthuman-inhabited floating islands above a cloud sea that get stranger the further out you go, TL4. [Very loosely Korea + Le Guin.]&lt;br /&gt;
*&#039;&#039;&#039;Aeaea&#039;&#039;&#039;. Handful of islands and floating structures above undersea culture of the posthuman Nereid hive mind, TL3. [Very loosely Greece.]&lt;br /&gt;
*&#039;&#039;&#039;Amity&#039;&#039;&#039;. Ascendant rival to fallen Grace, cultural imperialist, engineered biosphere, led by the Lieges of the Real magical-economic order, TL4+. [Very loosely Iceland+Norway.]&lt;br /&gt;
&lt;br /&gt;
==Important Posts==&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23671980 game pitch]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674363 basic setting]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674465 what happened to evergreen]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675007 agency elements]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675712 what is the prism]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677339 agency official creation + character inspiration pictures]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677342 player character creation]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678544 broken blade and the mountain, agency background, reference music]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678708 homeworlds available]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678894 deep dive into grace and stoke]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23679862 deep dive into itamaraty and sycamore]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_SPIRIT&amp;diff=393886</id>
		<title>JEHUTY Profile: SPIRIT</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_SPIRIT&amp;diff=393886"/>
		<updated>2021-01-23T03:13:01Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: /* Attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Advancement==&lt;br /&gt;
*Class: Warrior/Psychic (Precognitive)&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 3/6&lt;br /&gt;
*Skill Points Unspent: 1&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength 14 (+1)&lt;br /&gt;
*Dexterity 14 (+1)&lt;br /&gt;
*Constitution 7 (-1)&lt;br /&gt;
*Intelligence 11&lt;br /&gt;
*Wisdom 15 (+1)&lt;br /&gt;
*Charisma 6 (-1)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background: Thug (VIPER rogue agent)&lt;br /&gt;
*Goal: Prove to myself that I can fight to protect, and not just to kill&lt;br /&gt;
*Homeworld: Itamaraty&lt;br /&gt;
*Languages: Novesperanto, Itamarataino&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Skill-0: Exert, Fix, Notice, Stab, Shoot&lt;br /&gt;
*Skill-1: Sneak, Precognition&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Psychic Training.&lt;br /&gt;
**Effect: : Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline. Your maximum Effort increases by one. &lt;br /&gt;
**Level 1 &lt;br /&gt;
&lt;br /&gt;
*Assasin.&lt;br /&gt;
**Effect:  Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from anything less invasive than a strip search, including normal TL4 weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target.&lt;br /&gt;
**Level 1&lt;br /&gt;
&lt;br /&gt;
*Psychic Training.&lt;br /&gt;
**Effect: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game.  &lt;br /&gt;
**Level 2&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
*Effort: 1/4&lt;br /&gt;
*Techniques:&lt;br /&gt;
**Core technique: &#039;&#039;&#039;Oracle:&#039;&#039;&#039; The precog gains a progressively-greater intuitive understanding of their own future. Each invocation of the Oracle technique requires a Main Action and that the user Commit Effort for the day. Once triggered, the adept gets a single brief vision related to the question about the future that they’re asking. This vision is always from their own personal vantage point and never reveals more than a minute of insight, though the psychic processes it almost instantly as part of the power’s use. The GM should answer the question as if the PC were about to perform the act or engage in the investigation pertinent to the question. Thus, if the adept wanted to know what pressing a button would do and the GM knows that it’s connected to a bomb, the psychic might get a vision of sudden death. If the bomb were on a time delay that extended past the time horizon of the oracle, however, the psychic might just see a vision of herself waiting patiently, with nothing happening. Visions should relate to actions and events, not abstract facts. Oracle couldn’t tell a psychic who the crime boss of a slum neighborhood is, for example, but it could give a vision of the psychic caught in the next bloody riot and the gang boss who’s directing the myriad thugs. It couldn’t reveal the name of a security guard, but it could show the seer the impending moment that the next guard patrol will enter the area the psychic plans to infiltrate. Only the most important or significant information is conveyed by the technique, even if multiple events of interest might transpire during the time horizon. Oracle can only be used on a given question or topic once until the situation changes substantially or a week goes by. The maximum time horizon of the Oracle increases as the adept’s Precognition skill improves.&lt;br /&gt;
***Precognition-0: 1 minute into the future.&lt;br /&gt;
***Precognition-1: 1 day into the future.&lt;br /&gt;
**&#039;&#039;&#039;Intuitive Response&#039;&#039;&#039;: As an Instant action, the precog can Commit Effort for the scene just before they roll initiative. Their initiative score is treated as one better than anyone else’s involved in the scene. If another participant has this power or some other ability that grants automatic initiative success, roll initiative normally to determine which of them goes first, and then the rest of the combatants act. This ability cannot be used if the precog has been surprised.&lt;br /&gt;
**&#039;&#039;&#039;Terminal Reflection&#039;&#039;&#039;: The psychic’s Oracle power automatically triggers as an Instant action moments before some unexpected danger or ambush, giving the precog a brief vision of the impending hazard. This warning comes just in time to avoid springing a trap or to negate combat surprise for the precog and their companions. If the psychic does not immediately Commit Effort for the day, this sense goes numb and this technique cannot be used for the rest of the day.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Name&lt;br /&gt;
**Effect&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Monoblade Knife&lt;br /&gt;
**Attack Roll: +3&lt;br /&gt;
**Damage: 1d6+1&lt;br /&gt;
**Shock: 2 damage / 15 AC&lt;br /&gt;
**Mods: none&lt;br /&gt;
&lt;br /&gt;
*Semi-Auto Pistol&lt;br /&gt;
**Attack Roll: +3&lt;br /&gt;
**Damage: 1d6+2&lt;br /&gt;
**Range: 30/100 (15/50 with silencer)&lt;br /&gt;
**Magazine: 7/12&lt;br /&gt;
**Mods: equipped silencer&lt;br /&gt;
&lt;br /&gt;
*Mag. Pistol&lt;br /&gt;
**Attack Roll: +3&lt;br /&gt;
**Damage: 2d6+3&lt;br /&gt;
**Range: 100/300 (50/150 with silencer)&lt;br /&gt;
**Magazine: 3/6&lt;br /&gt;
**Mods: none&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Armored Undersuit&lt;br /&gt;
**AC: 14 (13 base) &lt;br /&gt;
**Mods: none&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 10&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 11&lt;br /&gt;
*Base Attack Bonus: +2&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 13&lt;br /&gt;
**Mental: 13&lt;br /&gt;
**Evasion: 13&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 7/7&lt;br /&gt;
**Stowed: 3/14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**Monoblade Knife, Semi-Auto Pistol, Smoke Grenade, Armored Undersuit, Backpack(TL0), Mag. Pistol, 3xSemi-Auto Pistol Magazine&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**5xSemi-Auto Pistol Magazines, 2xMag. Pistol Magazines&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**100 Credits, Compad&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Hand_of_Jehuty]]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_BLUE&amp;diff=393885</id>
		<title>JEHUTY Profile: BLUE</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_BLUE&amp;diff=393885"/>
		<updated>2021-01-23T03:12:25Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: /* Attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;STYGIAN BLUE is a Chimera - a Prismatic AI who abandoned the fleet to take up the cause of organic sovereignty. They&#039;ve seen enough suffering in this lifetime... With JEHUTY, maybe they can put an end to suffering for good.&lt;br /&gt;
&lt;br /&gt;
Got them real folk blues...&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
*Class: Adventurer (True AI/Expert)&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 3/6&lt;br /&gt;
*Skill Points Unspent:&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength 12*&lt;br /&gt;
*Dexterity 12*&lt;br /&gt;
*Constitution 12*&lt;br /&gt;
*Intelligence 14 (+1)&lt;br /&gt;
*Wisdom  10&lt;br /&gt;
*Charisma 14 (+1)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Purpose: Consecration of dead machines. Care for the dying and mourning.&lt;br /&gt;
*Goal: I will ease the suffering of the wounded, and/or prevent future suffering&lt;br /&gt;
*Homeworld: CLASSIFIED&lt;br /&gt;
*Languages: I&#039;m fluent in over 6 million forms of communication (Diplomat-1: all sector languages cheat code)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Fix-1&lt;br /&gt;
*Heal-0&lt;br /&gt;
*Know-0&lt;br /&gt;
*Lead-2&lt;br /&gt;
*Program-0&lt;br /&gt;
*Sneak-0&lt;br /&gt;
*Talk-1&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Diplomat-1&lt;br /&gt;
**Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.&lt;br /&gt;
*Specialist/Lead-1&lt;br /&gt;
**Gain Lead as a bonus skill. Roll 3d6 and drop the lowest die for all skill checks in this skill&lt;br /&gt;
*Authority-1&lt;br /&gt;
**Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.&lt;br /&gt;
&lt;br /&gt;
==Routines==&lt;br /&gt;
*Processing: 1/2&lt;br /&gt;
**1 Processing committed to Affinity&lt;br /&gt;
*Routines:&lt;br /&gt;
**Level 1&lt;br /&gt;
***Query Data&lt;br /&gt;
***Split Focus&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*SYNTH Frame&lt;br /&gt;
** Synth does not suffer the usual mechanical shell penalty on Charisma skill checks, and can pass in areas where overtly mechanical shells might draw unwelcome attention. Their base Armor Class is only 10, however. A Synth’s artificial nature becomes obvious if it is reduced to zero hit points&lt;br /&gt;
**Affinity (commit one processing to activate): A practiced Synth user can maximize their mechanical advantages, raising both Strength and Dexterity scores to 14, and gains a bonus 5 hit points&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Monoblade Knife&lt;br /&gt;
**Attack Roll: -1&lt;br /&gt;
**Damage: 1d6&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Laser Pistol&lt;br /&gt;
**Attack Roll: 0&lt;br /&gt;
**Damage: 1d6&lt;br /&gt;
**Range: 100/300&lt;br /&gt;
**Magazine: 10&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name:Armored Undersuit&lt;br /&gt;
**AC: 13&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 6 (11 with Affinity)&lt;br /&gt;
*System Strain:&lt;br /&gt;
*Base AC: 13 (14 with Affinity)&lt;br /&gt;
*Base Attack Bonus: +1&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 14 (13 with Affinity) &lt;br /&gt;
**Mental: 13&lt;br /&gt;
**Evasion: 13&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 7/(6-7)&lt;br /&gt;
**Stowed: 6/(12-14)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**Backpack&lt;br /&gt;
**Laser Pistol&lt;br /&gt;
**Postech Toolkit (Encumbrance 3)&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Monoblade Knife&lt;br /&gt;
**2 Type A Cells&lt;br /&gt;
**1/3 Units of Spare Parts&lt;br /&gt;
**3 More Units of Spare Parts&lt;br /&gt;
**Demo Charge (requisitioned from HQ)&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**Armored Undersuit&lt;br /&gt;
**200 Credits&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Hand_of_Jehuty]]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_NIMBUS&amp;diff=393884</id>
		<title>JEHUTY Profile: NIMBUS</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_NIMBUS&amp;diff=393884"/>
		<updated>2021-01-23T03:11:36Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Advancement==&lt;br /&gt;
*Class: Expert&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 3/6&lt;br /&gt;
*Skill Points Unspent: 1&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength 14 (+1)&lt;br /&gt;
*Dexterity 18 (+2)&lt;br /&gt;
*Constitution 14 (+1)&lt;br /&gt;
*Intelligence 14 (+1)&lt;br /&gt;
*Wisdom  9&lt;br /&gt;
*Charisma 18 (+2)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background: Engineering Operative&lt;br /&gt;
*Goal: uncover whatever she can that might help lift the blockade of Grace.&lt;br /&gt;
*Homeworld: Grace&lt;br /&gt;
*Languages: Novesperanto, Gracious, Prismatic&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Fix-1&lt;br /&gt;
*Know-0&lt;br /&gt;
*Programme-2&lt;br /&gt;
*Shoot-0&lt;br /&gt;
*Talk-0&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Hacker&lt;br /&gt;
**You have a considerable fluency with digital security measures and standard encryption methods. You know how to make computerized systems obey you until their automatic failsafes come down on your control. Gain Program as a bonus skill. When attempting to hack a database or computerized system, roll 3d6 on the skill check and drop the lowest die.&lt;br /&gt;
**Level 1&lt;br /&gt;
*Tinker&lt;br /&gt;
**You have a natural knack for modifying and improving equipment, as given in the rules on page 100. Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.&lt;br /&gt;
**Level 1&lt;br /&gt;
*Transhuman&lt;br /&gt;
**You have a soulstone that records your experiences and can be transferred between specially-prepared bodies, or shells. Create your PC as per page 253. Ignore paragraphs 2 and 3 about polities and 6 about equipment. Pick the Nat shell. Your soulstone must be brought back to the inception tank at HQ to be restored into a new shell, when a shell becomes available. (This will be challenging and likely require a mission to secure one.)&lt;br /&gt;
**Level 1&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*Expert Ability: Once per scene, you can reroll a failed skill check, taking the new roll if it’s better.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Shell: Natural&lt;br /&gt;
**Basic: Most Nats are grown to be healthy; when created, one physical attribute may be raised to 14.&lt;br /&gt;
**Affinity: Those with exceptional experience at operating in Nat bodies know how to wring every ounce of performance from a baseline human form. The attribute that was originally raised to 14 is treated as 18, and the other two physical attributes are raised to 14.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Melee&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged: Laser Pistol&lt;br /&gt;
**Attack Roll: +4&lt;br /&gt;
**Damage: 1d6+2&lt;br /&gt;
**Range: 100/300&lt;br /&gt;
**Magazine: 10&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Secure Clothing&lt;br /&gt;
**AC: 15&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 15&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 12&lt;br /&gt;
*Base Attack Bonus: +1&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 13&lt;br /&gt;
**Mental: 12&lt;br /&gt;
**Evasion: 12&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 1/7&lt;br /&gt;
**Stowed: 5/14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**Laser Pistol (1d6)&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Postech Toolkit&lt;br /&gt;
**2 type A cells (bundled)&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**3 units of spare parts (bundled)&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**2 line shunts&lt;br /&gt;
**100 credits&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Hand_of_Jehuty]]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_MANTIS&amp;diff=393883</id>
		<title>JEHUTY Profile: MANTIS</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_MANTIS&amp;diff=393883"/>
		<updated>2021-01-23T03:11:23Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Advancement==&lt;br /&gt;
*Class: Expert&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 3/6&lt;br /&gt;
*Skill Points Unspent: 0&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength 9&lt;br /&gt;
*Dexterity 14 (+1)&lt;br /&gt;
*Constitution 12 &lt;br /&gt;
*Intelligence 14 (+1)&lt;br /&gt;
*Wisdom 11&lt;br /&gt;
*Charisma 7 -1&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background: Technician&lt;br /&gt;
*Goal: Changing government on Stoke to clear the debt peonage that is claiming the workers.&lt;br /&gt;
*Homeworld: Stoke&lt;br /&gt;
*Languages: Novesperanto, Stoker, Gracious&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Fix-1&lt;br /&gt;
*Notice-1&lt;br /&gt;
*Know-0&lt;br /&gt;
*Survive-0&lt;br /&gt;
*Connect-0&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Name Wanderer&lt;br /&gt;
**Gain Survive as a bonus skill. You can convey basic ideas in all the common languages of the sector. You can always find free transport to a desired destination for yourself and your friends providing any traffic goes to the place. Finding this transport takes no more than an hour, but it may not be a strictly legitimate means of travel and may require working passage.  &lt;br /&gt;
**You can forge, scrounge or snag travel papers and identification for the party with 1d6 hours of work. These papers/permits will stand up to ordinary scrutiny, but require an opposed Int/Administer versus Wis/Notice check if examined by an official while the PC is actually wanted by the state for some crime. When finding transport for the party, the transportation always makes the trip at least as fast as a dedicated charter would. &lt;br /&gt;
**Level 2&lt;br /&gt;
*Name Connected  &lt;br /&gt;
**If you have spent 1 week in an not-entirely-hostile location, you&#039;ll have built a web of contacts willing to do favours for you that are no more than mildly illegal. You can call on one favour per game day and the GM decides how far they&#039;ll go for you.&lt;br /&gt;
**Level 1&lt;br /&gt;
&lt;br /&gt;
==Techniques (or) Spells (or) Abilities (or) Routines==&lt;br /&gt;
*Effort:&lt;br /&gt;
*Techniques:&lt;br /&gt;
(or)&lt;br /&gt;
*Spells per day:&lt;br /&gt;
*Spells known&lt;br /&gt;
**1st level:&lt;br /&gt;
**2nd level:&lt;br /&gt;
(or)&lt;br /&gt;
*Sunblade Effort:&lt;br /&gt;
*Abilities:&lt;br /&gt;
(or)&lt;br /&gt;
*Processing:&lt;br /&gt;
*Routines:&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Expert - Once per scene, you can reroll a failed skill check taking the new roll if it&#039;s better.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Melee Monoblade knife&lt;br /&gt;
**Attack Roll: -1&lt;br /&gt;
**Damage: 1d6&lt;br /&gt;
**Shock: 1/AC15&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged Laser Pistol&lt;br /&gt;
**Attack Roll: +0&lt;br /&gt;
**Damage: 1d6+1&lt;br /&gt;
**Range: 100/300&lt;br /&gt;
**Magazine: 7/10&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Armoured Undersuit&lt;br /&gt;
**AC: 13&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 9&lt;br /&gt;
*System Strain:&lt;br /&gt;
*Base AC: 13&lt;br /&gt;
*Base Attack Bonus: +1&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 14&lt;br /&gt;
**Mental: 14&lt;br /&gt;
**Evasion: 13&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: 12&lt;br /&gt;
**Readied: 4/4(Half Strength, rounded down)&lt;br /&gt;
**Stowed: 8/9(Strength)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
** Laser Pistol&lt;br /&gt;
** Monoblade knife&lt;br /&gt;
** Metatool&lt;br /&gt;
** 1 type A cell&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
** 3 type A cell (pack)&lt;br /&gt;
** Dataslab&lt;br /&gt;
** Postech toolkit&lt;br /&gt;
** 6 units spare parts~(2 packs of 3)&lt;br /&gt;
** Backpack(TL0)&lt;br /&gt;
** Demo Charge&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
** Armoured Undersuit&lt;br /&gt;
** 4 Glowbug&lt;br /&gt;
** 2 thermal flares&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Hand_of_Jehuty]]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=393882</id>
		<title>SWN: Hand of Jehuty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=393882"/>
		<updated>2021-01-23T03:08:44Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/ Recruitment] | [https://forum.rpg.net/index.php?threads/swn-rocket-peace.875399/ OOC] | [https://forum.rpg.net/index.php?threads/swn-rocket-peace.875423/ IC]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
[[Stars Without Number Revised Sheet]]&lt;br /&gt;
==Agents==&lt;br /&gt;
*&#039;&#039;Atlictoatl&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Earis ir&#039;Delan [[JEHUTY Profile: ADDER | (ADDER)]]&#039;&#039;&#039;, L2 Arcane Expert/Restricted Telepath, HP 12/12 | System Shock 0 | AC 13 | Initiative +1 | Effort 4/4&lt;br /&gt;
**&#039;&#039;&#039;Mal-chin Doubt Eater 23 [[JEHUTY Profile: RHINO | (RHINO)]]&#039;&#039;&#039;, L2 Arcane Warrior, HP 17/17 | System Shock 0 | AC 17 | Initiative +1 | Warrior Ability 1/1&lt;br /&gt;
*&#039;&#039;Caiphon&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Marys Sante [[JEHUTY Profile: MONUMENT | (MONUMENT)]]&#039;&#039;&#039;, L2 War Mage, HP 7/7 | System Shock 0 | AC 14 | Initiative +1 | Spell Casts: L1: 4/4&lt;br /&gt;
**&#039;&#039;&#039;Stygian Blue [[JEHUTY Profile: BLUE | (STIG)]]&#039;&#039;&#039;, L2 Prismatic AI, HP 6/6 or 11/11 | System Shock 0 | AC 13 | Initiative +0 or +1 | Processing 2/2&lt;br /&gt;
*&#039;&#039;Cannonball&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Kalli Duclair [[JEHUTY Profile: NIMBUS | (NIMBUS)]]&#039;&#039;&#039;, L2 Transhuman Expert, HP 7/10 | System Shock 1 | AC 15 | Initiative +2 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Peace Wrapped in Starlight [[JEHUTY Profile: CLARION | (CLARION)]]&#039;&#039;&#039;, L2 Sunblade, HP 6/6 | System Shock 0 | AC 19(!) | Initiative +1, Alert | Effort 3/3&lt;br /&gt;
*&#039;&#039;MonsterMash&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Rufus Wyndot [[JEHUTY Profile: MANTIS | (MANTIS)]]&#039;&#039;&#039;, L2 Expert, HP 9/9 | System Shock 0 | AC 13 | Initiative +1 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Benno Karden [[JEHUTY Profile: BULLET | (BULLET)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 14 | Initiative -1, Alert-2 | Warrior Ability 1/1&lt;br /&gt;
*&#039;&#039;Niihue&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Javier Morales [[JEHUTY Profile: SPIRIT | (SPIRIT)]]&#039;&#039;&#039;, L2 Psychic/Warrior, HP 10/10 | System Shock 0 | AC 14 | Initiative +1, Intuitive Response | Effort 1/4&lt;br /&gt;
**&#039;&#039;&#039;Mei Kirishima [[JEHUTY Profile: ANGEL | (ANGEL)]]&#039;&#039;&#039;, L2 Expert, HP 10/10 | System Shock 0 | AC 14 | Initiative +0 | Expert Ability 1/1&lt;br /&gt;
*&#039;&#039;Stinkyfool&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Darius [[JEHUTY Profile: FLOAT | (FLOAT)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 13 | Initiative +0, Alert | Warrior Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Jasper [[JEHUTY Profile: FLUX | (FLUX)]]&#039;&#039;&#039;, L2 Psychic, HP 10/10 | System Shock 0 | AC 13 | Initiative +0 | Effort 4/4&lt;br /&gt;
===Party Skill Ranks===&lt;br /&gt;
&#039;&#039;(#) is the number of ranks, #S means the PC has Specialist focus&#039;&#039;&lt;br /&gt;
*Administer&lt;br /&gt;
*Cast Magic - Monument (1)&lt;br /&gt;
*Connect - Adder (1 + Connected), Mantis (0 + Connected), Float (0)&lt;br /&gt;
*Exert - Rhino (0), Spirit (0), Monument (0), Clarion (0), Float (0), Bullet (0)&lt;br /&gt;
*Fix - Nimbus (1 + Tinker), Stygian Blue (1), Mantis (1), Rhino (0), Monument (0), Clarion (0), Flux (0)&lt;br /&gt;
*Heal - Angel (1 + Healer), Monument (0 + Healer), Stygian Blue (0), Flux has psychic healing&lt;br /&gt;
*Know - Angel (1S), Rhino (1S), Nimbus (0), Stygian Blue (0), Mantis (0)&lt;br /&gt;
*Know Magic - Monument (0)&lt;br /&gt;
*Lead - Stygian Blue (2S + Authority), Rhino (0)&lt;br /&gt;
*Notice - Clarion (1 + Alert), Bullet (1 + Alert), Angel (1), Mantis (1), Adder (0), Float (0 + Alert), Monument (0)&lt;br /&gt;
*Perform&lt;br /&gt;
*Pilot - Monument (0), Flux (0)&lt;br /&gt;
*Program - Nimbus (2 + Hacker), Flux (1 + Hacker), Adder (0), Stygian Blue (0), Bullet (0)&lt;br /&gt;
*Punch - Bullet (0)&lt;br /&gt;
*Shoot - Clarion (Sunblade 2), Bullet (1 + Gunslinger), Float (1 + Gunslinger), Rhino (0), Adder (0), Nimbus (0), Angel (0), Monument (0)&lt;br /&gt;
*Sneak - Float (1S), Spirit (1), Rhino (0), Adder (0), Angel (0), Clarion (0), Stygian Blue (0), Flux (0)&lt;br /&gt;
*Stab - Rhino (1 + Savage Fray), Spirit (0)&lt;br /&gt;
*Survive - Angel (1 + Wanderer), Spirit (0), Clarion (0), Mantis (0 + Wanderer 2)&lt;br /&gt;
*Talk - Nimbus (1 + Diplomat), Stygian Blue (1 + Diplomat), Adder (0), Float (0)&lt;br /&gt;
*Trade&lt;br /&gt;
*Work&lt;br /&gt;
==Officials==&lt;br /&gt;
&#039;&#039;&#039;Wizened Ivy,&#039;&#039;&#039; Director of JEHUTY, played by Atlictoatl&lt;br /&gt;
*Considers the interests of the agency as a whole.&lt;br /&gt;
*Mountain Sunblade wounded in action. Hopes to elevate a field agent into the office.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punished Spider,&#039;&#039;&#039; Ministry of Correction, played by Niihue&lt;br /&gt;
*Responds to threats to the agency itself and those it protects: the peace-loving people of the sector, in principle.&lt;br /&gt;
*Mountain-raised pious believer in the cause. Completely bald, facial tattoos over burn scar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crazy Vulture,&#039;&#039;&#039; Bureau of Clarity, played by Cannonball&lt;br /&gt;
*Identifies dangerous tech in the wrong hands, assembles field teams, and removes it.&lt;br /&gt;
*Broken Blade accountant. War refugee who lost their family to stray ordinance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild Duck,&#039;&#039;&#039; Vision Section, played by MonsterMash&lt;br /&gt;
*Researches new technology, psi, magic, and other tools, and equips the agency with them.&lt;br /&gt;
*Broken Blade technician. Convinced that there&#039;s a still-hidden power at work in the sector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Propitious Beetle,&#039;&#039;&#039; Foundation Division, played by Caiphon&lt;br /&gt;
*Maintains support staff: medics, accountants, janitors, and the NGO side of things.&lt;br /&gt;
*Early Blade field operative. Badly wounded on a field mission and presumed lost, but returned, with deeper passion than ever to continue the work. Walks with a limp. Kindly old grampa who won&#039;t back down when you refuse your holiday gifts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angel Obscured,&#039;&#039;&#039; Department of Peace, played by stinkyfool&lt;br /&gt;
*Ensures that the agency is embodying, synthesizing, and acting on the values of both Mountain and Blade.&lt;br /&gt;
*Near-death experience led to deep personality change. Seems high but isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
==Agency==&lt;br /&gt;
&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; Stoke&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections&#039;&#039;&#039; 1, &#039;&#039;&#039;Infiltration&#039;&#039;&#039; 0, &#039;&#039;&#039;Mobility&#039;&#039;&#039; 3, &#039;&#039;&#039;Muscle&#039;&#039;&#039; 3, &#039;&#039;&#039;Resources&#039;&#039;&#039; 1, &#039;&#039;&#039;Security&#039;&#039;&#039; 1, &#039;&#039;&#039;Tech&#039;&#039;&#039; 1&lt;br /&gt;
*Black Codex 1&lt;br /&gt;
**All agents gain Fix-0, Know-0, or Program-0 relating to maltech. &#039;&#039;&#039;+1 Tech&#039;&#039;&#039;&lt;br /&gt;
***A vault deep in the cliffside containing paper printouts, technical labs, and closed computer networks fully detached from the outside and each other.&lt;br /&gt;
*Front Business 1&lt;br /&gt;
**The agency has a front business that explains modest wealth. &#039;&#039;&#039;+1 Resources&#039;&#039;&#039;&lt;br /&gt;
***Blade Broken Peace Services continues to operate as a private peace company, taking contracts and laundering credits.&lt;br /&gt;
*Hidden Strings 1&lt;br /&gt;
**The agency has unofficial friends in numerous government departments, and can often get minor regulations bent. &#039;&#039;&#039;+1 Connections&#039;&#039;&#039;&lt;br /&gt;
***A cabal within Stoke&#039;s government not devoted to the Exarchate still deeply respects the Mountain and believes in their mission.&lt;br /&gt;
*Starships 2&lt;br /&gt;
**The agency has a free trader and the crew and facilities to keep it functional.&lt;br /&gt;
**The agency has a frigate and three free traders under its control. &#039;&#039;&#039;+3 Muscle&#039;&#039;&#039;&lt;br /&gt;
***Stoke&#039;s shipyards have produced a sizable navy; they can spare the &amp;quot;training flotilla&amp;quot; consisting of frigate &#039;&#039;Sharur&#039;&#039; and free traders &#039;&#039;Antu, Haya,&#039;&#039; and &#039;&#039;Ishum.&#039;&#039;&lt;br /&gt;
*Tradition 1&lt;br /&gt;
**The agency is dedicated, united, and has a history of accomplishment. &#039;&#039;&#039;+1 Security&#039;&#039;&#039;&lt;br /&gt;
***The inherited traditions of the Mountain, together with Blade Broken&#039;s altruistic mission, motivate JEHUTY personnel more than money.&lt;br /&gt;
*Transport 2&lt;br /&gt;
**Grav flyers and covert drops are available on the agency’s home planet.&lt;br /&gt;
**Fast smuggler runs of up to 50 tons to any world within 2 hexes of an agency station. &#039;&#039;&#039;+3 Mobility&#039;&#039;&#039;&lt;br /&gt;
***On top of the agency&#039;s owned grav flyers and other vehicles, they maintain relationships with humanitarian-inclined smugglers used to delivering relief under cover.&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;br /&gt;
==Agency Turn==&lt;br /&gt;
I&#039;ll just link the handout explaining these rules here.&lt;br /&gt;
&lt;br /&gt;
[https://i.imgur.com/5BNaJyT.png What is an Agency?]&lt;br /&gt;
[https://i.imgur.com/aoBQCGt.png Agency Actions]&lt;br /&gt;
[https://i.imgur.com/HVTBtOx.png Agency Elements 1]&lt;br /&gt;
[https://i.imgur.com/wKDnHSK.png Agency Elements 2]&lt;br /&gt;
==Character Creation==&lt;br /&gt;
*As per book with these changes.&lt;br /&gt;
*Roll 3D6 6 times down the line to generate an array of stats in order. When creating a new PC, do this two times and pick the array you prefer.&lt;br /&gt;
*Characters start at Level 2. They have a free skill-0 in Fix, Know, or Program from the Black Codex element.&lt;br /&gt;
*Instead of creating your own character, you can have the DM randomly generate a character for you. By default this is limited to Warrior, Expert, and Psychic to keep it easy, but just ask if you&#039;d like an Adventurer, a Prismatic True AI, or a magic class.&lt;br /&gt;
*In addition to the True AI class (as a Prismatic) and various origin foci, these classes from Codex of the Black Sun are available: Arcane Expert, Arcane Warrior, Free Nexus, Rectifier, Sunblade, War Mage, and Yama King.&lt;br /&gt;
*These origin foci are available:&lt;br /&gt;
**&#039;&#039;&#039;Cyborg.&#039;&#039;&#039; You begin play with 30,000 credits of cyberware. You have bonus System Strain that only counts for absorbing cyberware penalties; this is equal to half your level, rounded up. Once in play, new cyberware only costs half as much as usual for you due to your tuned physiology.&lt;br /&gt;
**&#039;&#039;&#039;Drone Keeper.&#039;&#039;&#039; You have a cybernetic drone control link that doesn&#039;t cost you System Strain. You can freely jury-rig together drones or drone fittings worth 2,500 credits given 24 hours, assuming you&#039;re not completely isolated from any semi-plausible source of scrap or salvage and have at least a portable toolkit with you. This jury-rig limit rises to 5,000 credits at level 3, 10,000 at level 7, and 25,000 at level 10. Changing your allocated jury-rig budget, such as from one drone to a different drone, takes 24 hours. (This focus can also be used for a Hanseongin varietal called Falconers.)&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Harpies,&#039;&#039;&#039; who are given wings to act as travelers, messengers, and explorers. Harpies can fly under normal gravity conditions with their Move Action and never take more than 1d4 falling damage while conscious. They have integral low-light and thermal vision, as per Panspectral Optics cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Basilisks,&#039;&#039;&#039; who are given weapons to hunt dangerous predators, but often become sectarian warriors or glory-seeking brawlers. They tend to be strongly devoted to a cause. Basilisks have integral weapons and armor as per Body Arsenal Array and Dermal Armor cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Eels,&#039;&#039;&#039; who are given bioelectricity to recover data from lost ruins on Hanseong&#039;s shrouded surface. Eels have a fine electrical mesh on their hands as per Eelskin Capacitor Mesh cyberware, and often wear gloves. They have an integral computer that acts as a black slab (SWN page 72.)&lt;br /&gt;
**&#039;&#039;&#039;Transhuman.&#039;&#039;&#039; You have a soulstone that records your experiences and can be transferred between specially-prepared bodies, or shells. Create your PC as per page 253. Ignore paragraphs 2 and 3 about polities and 6 about equipment. Pick the Nat shell. Your soulstone must be brought back to the inception tank at HQ to be restored into a new shell, when a shell becomes available. (This will be challenging and likely require a mission to secure one.)&lt;br /&gt;
==Advancement==&lt;br /&gt;
Both of your PCs accumulate XP at the same rate: when one gains XP, the other gains the same amount. XP is generally granted to characters for:&lt;br /&gt;
*Surviving the mission&lt;br /&gt;
*Completing the mission objective&lt;br /&gt;
*Completing a bonus objective or target of opportunity&lt;br /&gt;
*Achieving or significantly advancing their Goal&lt;br /&gt;
==Houserules==&lt;br /&gt;
*The laser pistol and laser rifle have these additional rules:&lt;br /&gt;
**This weapon can be fired in stun mode. Switch to stun mode as an On Turn action. Stun rays are visibly distinct from death rays. Stun damage can drop a target to zero hit points, but not kill them. They awaken 10 minutes later with 1 hit point.&lt;br /&gt;
**This weapon can be fired in silenced mode. Switch to silenced mode as an On Turn action. Silenced rays are smaller and make almost no sound. When silenced, the laser pistol&#039;s base damage becomes 1d4 and the laser rifle&#039;s becomes 1d8, and their range is halved.&lt;br /&gt;
*These are some potential uses of spare parts:&lt;br /&gt;
**For 1 unit of spare parts and a few minutes of work, a character with Fix-0 can apply a suppressor to a projectile weapon. This reduces its noise and muzzle flash, but halves its range. The suppressor lasts for one scene or expedition before needing to be replaced.&lt;br /&gt;
**For 1 unit of spare parts and a few minutes of work, tie up a helpless target&#039;s hands and feet with cords.&lt;br /&gt;
*This is some additional equipment:&lt;br /&gt;
**Flash Grenade: as grenade (SWN 66), but deals 1d4 stun damage. Targets who take damage are stunned for 1d4+1 rounds; stunned characters have a -2 AC penalty and can take only one Move Action per round.&lt;br /&gt;
**Smoke Grenade: as grenade, but no damage. Obscures in a 5-meter radius for 5 rounds, providing half cover (-2 to hit) and an additional -2 to laser weapons due to beam disruption. Characters caught in the cloud must Physical save or take -1 to attack rolls.&lt;br /&gt;
*Interrogation:&lt;br /&gt;
**Interrogate with Cha/Lead. Questions should be simple and direct. Each question gets a roll against difficulty 6-10 depending on the sensitivity of the information. Each time a roll is failed, difficulty goes up by +1, cumulative. Other PCs can assist the interrogation roll as normal by taking some Skill action to help (good cop bad cop? insinuating some advantage or making especially tight bonds? deception?), giving +1 to the main actor&#039;s roll if successful - be specific about what you&#039;re doing to help if so.&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
[https://sectorswithoutnumber.com/sector/TRhvyTcXqGTkRtSbVemd Sector Map]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Brief History of Prismatic Spray Sector&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Era 1 began with the spike drive and colonization from Earth; it was the Era of the Mandate.&lt;br /&gt;
Era 2 began with the Scream and great works of magic; it was the Era of the Weave.&lt;br /&gt;
Era 3 began with the Unweaving and the first metastorm; it was the Era of Division.&lt;br /&gt;
Era 4 began with the Prism and the end of the third metastorm; its history is unwritten.&lt;br /&gt;
&lt;br /&gt;
We&#039;re 15 years into Era 4. The last years of Era 3 were marked by a sector-wide war between two rival powers, the hegemonic State of Grace (technical, spiritual) and the rising Amity Alliance (magical, rational.) When the Great Metastorm subsided and long-distance spike drills became feasible again, the War of Grace and Amity explosively escalated, and it soon saw the arrival of the Prism, a highly advanced traveling fleet of AI with a complex color-based culture. Grace attacked them first (perhaps due to Amity trickery,) and so the Prism intervened on Amity&#039;s side, defeating the State of Grace at the Battle of Auld Nine and fully blockading their homeworld, where the Prismatic Fleet remains anchored. The powers of the sector soon learned that the Prism did not see organic planetary governments as their peers and had no interest in playing ball with them.&lt;br /&gt;
&lt;br /&gt;
*What does it all mean? You&#039;re in a sector with a long history that&#039;s recovered/ing from a war, magic and psi and other metaspace-phenomena are well-known, transhuman and posthuman cultures are budding, and people are conscious that a new era is starting. Y2K in space!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JEHUTY&#039;&#039;&#039; is one of the unexpected new syntheses emergent in Era 4. The agency is the fruitful merger between Blade Broken Peace Services, a &amp;quot;private peace company&amp;quot; founded in the last years of the War; and the Mountain, an esoteric order of wandering peacekeepers dating back to the Weave, if not before. The idealism and purpose of Blade Broken mixed well with the tradition and discipline of the Mountain, and 10 years ago the leaders of both (spurred on by a cross-faction adventuring party) made a concord to integrate with each other into a new agency: JEHUTY, named for an ancient Earth divinity of science-magic, wisdom, and judgment. The agency&#039;s mission is to disarm, decommission, and demobilize by any means necessary works of harmful technology (including psitech, arcanotech, and deadly catch-all maltech) leftover from the War of Grace and Amity.&lt;br /&gt;
&lt;br /&gt;
There are some other agencies in the former State of Grace that you should be aware of.&lt;br /&gt;
*&#039;&#039;&#039;The Others&#039;&#039;&#039; (the Other Side of the Mountain, Montagnards): for at least some of you, former comrades. A sect of the Mountain (needless to say, they think of themselves as the Mountain and you as the sect) more interested in &amp;quot;peacekeeping&amp;quot; for profit through bounty hunting and maintaining honor among thieves. Based in the Lagrange system, near Cirfant.&lt;br /&gt;
*&#039;&#039;&#039;VIPER&#039;&#039;&#039; (Fifth Division, D5): the external intelligence bureau of Itamaraty&#039;s planetary government. Tired of being a Gracious client, the planet is asserting its independence and pursuing its own goals in the sector. The highly-trained, exceptionally-qualified agents of VIPER help them punch above their weight. Based on Itamaraty.&lt;br /&gt;
*&#039;&#039;&#039;INDIGO&#039;&#039;&#039; (Indigo Union Freely Assembled, the Rectifiers): a counter-hegemonic network of dissidents, magic users, psychics, and the posthuman-curious who see the Prismatic Fleet as a potential model for the transhuman leap. Not obedience: cooperation and mutual exchange. Many Rectifiers were neutral medics and healers during the War - they&#039;re sick of the fighting. Known to operate in Evergreen.&lt;br /&gt;
&lt;br /&gt;
These are the worlds in or near the former State of Grace, with their cultural root for character detail and inspiration purposes.&lt;br /&gt;
*&#039;&#039;&#039;Grace&#039;&#039;&#039;. Highly developed and populous, ruled by an increasingly-despised representative world government, widespread spiritual ideology gave legitimacy to its rulers, blockaded by the Prism to end the War 15 years ago, temperate-to-warm, TL4+. [South Indian, especially Tamil and Sinhalese, but many different cultures.]&lt;br /&gt;
*&#039;&#039;&#039;Stoke&#039;&#039;&#039;. A million people in the underground canyon cities around the Old Machines, former Grace client seeking new independent purpose for its industry, people increasingly squeezed by debt crisis as embattled Grace-loyal ruling class bunkers down, cold, TL4+. [Ancient Mesopotamia+Classical Levant+Saarland industrial region.]&lt;br /&gt;
*&#039;&#039;&#039;Evergreen&#039;&#039;&#039;. Union of asteroid habitats and space stations around a pleasantly-glowing destroyed world, hosts many refugees, comfortable and forward-looking, TL4. [newly-decolonized West and East Africa, USA in 1960 as seen from abroad through rose-colored glasses.]&lt;br /&gt;
*&#039;&#039;&#039;Vuor&#039;&#039;&#039;. Bubble cities on a frozen surface, wracked by low-intensity civil conflict for generations and finally emerging into something new, developed precision war magic and tech to avoid the unspeakable crime of damaging the habitats, formerly provided Grace elite warriors, TL3. [Former Yugoslavia, Belarus, Ukraine.]&lt;br /&gt;
*&#039;&#039;&#039;Itamaraty&#039;&#039;&#039;. Stormy world with massive colorful clouds and rich wild botany, elaborate structures above and underground to protect from dangerous weather, governed by ubiquitous examination system testing intellectual and cultural skills (meteorological engineering is one thing but the dance portion is a killer,) colorful mask-wearing mandatory for survival in thick atmosphere, temperate, TL4. [historical Mesoamerica and modern Central America+classical Chinese examination system.]&lt;br /&gt;
*&#039;&#039;&#039;Sycamore&#039;&#039;&#039;. Isolated world recently reconnected to wider sector in Era 4 by shifting metaspace lanes, fears psychics due to long-ago crisis, deeply alien biosphere respected spiritually and kept separate from human-miscible ecosystems, rich in a natural resource that could replace Cirfant dioxis as the key to spike drive creation, now subject to a gold rush by offworld speculators and corps who call the unwelcoming world &amp;quot;Sycorax,&amp;quot; temperate-to-cold, TL3. [Siberia, Manchuria, Hokkaido.]&lt;br /&gt;
*&#039;&#039;&#039;Cirfant&#039;&#039;&#039;. Gas giant orbited by stations, moons, and floating dioxis distilleries (the critical ingredient to spike drive creation,) governed by feuding swashbuckling noble houses, policed by their space pirate allies, worked by an oppressed underclass of gas miners, TL4. [French colonial cultures such as in Algeria and Indochina.]&lt;br /&gt;
&lt;br /&gt;
These are some other important worlds in the sector.&lt;br /&gt;
*&#039;&#039;&#039;Moresnet&#039;&#039;&#039;. Recently reconnected to wider sector, everyday magical presence, anarchist, TL4. [Philippines+Indonesia.]&lt;br /&gt;
*&#039;&#039;&#039;Hanseong&#039;&#039;&#039;. Posthuman-inhabited floating islands above a cloud sea that get stranger the further out you go, TL4. [Very loosely Korea + Le Guin.]&lt;br /&gt;
*&#039;&#039;&#039;Aeaea&#039;&#039;&#039;. Handful of islands and floating structures above undersea culture of the posthuman Nereid hive mind, TL3. [Very loosely Greece.]&lt;br /&gt;
*&#039;&#039;&#039;Amity&#039;&#039;&#039;. Ascendant rival to fallen Grace, cultural imperialist, engineered biosphere, led by the Lieges of the Real magical-economic order, TL4+. [Very loosely Iceland+Norway.]&lt;br /&gt;
&lt;br /&gt;
==Important Posts==&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23671980 game pitch]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674363 basic setting]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674465 what happened to evergreen]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675007 agency elements]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675712 what is the prism]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677339 agency official creation + character inspiration pictures]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677342 player character creation]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678544 broken blade and the mountain, agency background, reference music]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678708 homeworlds available]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678894 deep dive into grace and stoke]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23679862 deep dive into itamaraty and sycamore]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=393881</id>
		<title>SWN: Hand of Jehuty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=393881"/>
		<updated>2021-01-23T02:59:25Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: /* Houserules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/ Recruitment] | [https://forum.rpg.net/index.php?threads/swn-rocket-peace.875399/ OOC] | [https://forum.rpg.net/index.php?threads/swn-rocket-peace.875423/ IC]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
[[Stars Without Number Revised Sheet]]&lt;br /&gt;
==Agents==&lt;br /&gt;
*&#039;&#039;Atlictoatl&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Earis ir&#039;Delan [[JEHUTY Profile: ADDER | (ADDER)]]&#039;&#039;&#039;, L2 Arcane Expert/Restricted Telepath, HP 12/12 | System Shock 0 | AC 13 | Initiative +1 | Effort 4/4&lt;br /&gt;
**&#039;&#039;&#039;Mal-chin Doubt Eater 23 [[JEHUTY Profile: RHINO | (RHINO)]]&#039;&#039;&#039;, L2 Arcane Warrior, HP 17/17 | System Shock 0 | AC 17 | Initiative +1 | Warrior Ability 1/1&lt;br /&gt;
*&#039;&#039;Caiphon&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Marys Sante [[JEHUTY Profile: MONUMENT | (MONUMENT)]]&#039;&#039;&#039;, L2 War Mage, HP 7/7 | System Shock 0 | AC 14 | Initiative +1 | Spell Casts: L1: 4/4&lt;br /&gt;
**&#039;&#039;&#039;Stygian Blue [[JEHUTY Profile: BLUE | (STIG)]]&#039;&#039;&#039;, L2 Prismatic AI, HP 6/6 or 11/11 | System Shock 0 | AC 13 | Initiative +0 or +1 | Processing 2/2&lt;br /&gt;
*&#039;&#039;Cannonball&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Kalli Duclair [[JEHUTY Profile: NIMBUS | (NIMBUS)]]&#039;&#039;&#039;, L2 Transhuman Expert, HP 10/10 | System Shock 0 | AC 15 | Initiative +2 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Peace Wrapped in Starlight [[JEHUTY Profile: CLARION | (CLARION)]]&#039;&#039;&#039;, L2 Sunblade, HP 6/6 | System Shock 0 | AC 19(!) | Initiative +1, Alert | Effort 3/3&lt;br /&gt;
*&#039;&#039;MonsterMash&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Rufus Wyndot [[JEHUTY Profile: MANTIS | (MANTIS)]]&#039;&#039;&#039;, L2 Expert, HP 9/9 | System Shock 0 | AC 13 | Initiative +1 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Benno Karden [[JEHUTY Profile: BULLET | (BULLET)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 14 | Initiative -1, Alert-2 | Warrior Ability 1/1&lt;br /&gt;
*&#039;&#039;Niihue&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Javier Morales [[JEHUTY Profile: SPIRIT | (SPIRIT)]]&#039;&#039;&#039;, L2 Psychic/Warrior, HP 10/10 | System Shock 0 | AC x | Initiative +1, Intuitive Response | Effort 4/4&lt;br /&gt;
**&#039;&#039;&#039;Mei Kirishima [[JEHUTY Profile: ANGEL | (ANGEL)]]&#039;&#039;&#039;, L2 Expert, HP 10/10 | System Shock 0 | AC 14 | Initiative +0 | Expert Ability 1/1&lt;br /&gt;
*&#039;&#039;Stinkyfool&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Darius [[JEHUTY Profile: FLOAT | (FLOAT)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 13 | Initiative +0, Alert | Warrior Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Jasper [[JEHUTY Profile: FLUX | (FLUX)]]&#039;&#039;&#039;, L2 Psychic, HP 10/10 | System Shock 0 | AC 13 | Initiative +0 | Effort 4/4&lt;br /&gt;
&lt;br /&gt;
==Officials==&lt;br /&gt;
&#039;&#039;&#039;Wizened Ivy,&#039;&#039;&#039; Director of JEHUTY, played by Atlictoatl&lt;br /&gt;
*Considers the interests of the agency as a whole.&lt;br /&gt;
*Mountain Sunblade wounded in action. Hopes to elevate a field agent into the office.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punished Spider,&#039;&#039;&#039; Ministry of Correction, played by Niihue&lt;br /&gt;
*Responds to threats to the agency itself and those it protects: the peace-loving people of the sector, in principle.&lt;br /&gt;
*Mountain-raised pious believer in the cause. Completely bald, facial tattoos over burn scar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crazy Vulture,&#039;&#039;&#039; Bureau of Clarity, played by Cannonball&lt;br /&gt;
*Identifies dangerous tech in the wrong hands, assembles field teams, and removes it.&lt;br /&gt;
*Broken Blade accountant. War refugee who lost their family to stray ordinance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild Duck,&#039;&#039;&#039; Vision Section, played by MonsterMash&lt;br /&gt;
*Researches new technology, psi, magic, and other tools, and equips the agency with them.&lt;br /&gt;
*Broken Blade technician. Convinced that there&#039;s a still-hidden power at work in the sector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Propitious Beetle,&#039;&#039;&#039; Foundation Division, played by Caiphon&lt;br /&gt;
*Maintains support staff: medics, accountants, janitors, and the NGO side of things.&lt;br /&gt;
*Early Blade field operative. Badly wounded on a field mission and presumed lost, but returned, with deeper passion than ever to continue the work. Walks with a limp. Kindly old grampa who won&#039;t back down when you refuse your holiday gifts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angel Obscured,&#039;&#039;&#039; Department of Peace, played by stinkyfool&lt;br /&gt;
*Ensures that the agency is embodying, synthesizing, and acting on the values of both Mountain and Blade.&lt;br /&gt;
*Near-death experience led to deep personality change. Seems high but isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
==Agency==&lt;br /&gt;
&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; Stoke&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections&#039;&#039;&#039; 1, &#039;&#039;&#039;Infiltration&#039;&#039;&#039; 0, &#039;&#039;&#039;Mobility&#039;&#039;&#039; 3, &#039;&#039;&#039;Muscle&#039;&#039;&#039; 3, &#039;&#039;&#039;Resources&#039;&#039;&#039; 1, &#039;&#039;&#039;Security&#039;&#039;&#039; 1, &#039;&#039;&#039;Tech&#039;&#039;&#039; 1&lt;br /&gt;
*Black Codex 1&lt;br /&gt;
**All agents gain Fix-0, Know-0, or Program-0 relating to maltech. &#039;&#039;&#039;+1 Tech&#039;&#039;&#039;&lt;br /&gt;
***A vault deep in the cliffside containing paper printouts, technical labs, and closed computer networks fully detached from the outside and each other.&lt;br /&gt;
*Front Business 1&lt;br /&gt;
**The agency has a front business that explains modest wealth. &#039;&#039;&#039;+1 Resources&#039;&#039;&#039;&lt;br /&gt;
***Blade Broken Peace Services continues to operate as a private peace company, taking contracts and laundering credits.&lt;br /&gt;
*Hidden Strings 1&lt;br /&gt;
**The agency has unofficial friends in numerous government departments, and can often get minor regulations bent. &#039;&#039;&#039;+1 Connections&#039;&#039;&#039;&lt;br /&gt;
***A cabal within Stoke&#039;s government not devoted to the Exarchate still deeply respects the Mountain and believes in their mission.&lt;br /&gt;
*Starships 2&lt;br /&gt;
**The agency has a free trader and the crew and facilities to keep it functional.&lt;br /&gt;
**The agency has a frigate and three free traders under its control. &#039;&#039;&#039;+3 Muscle&#039;&#039;&#039;&lt;br /&gt;
***Stoke&#039;s shipyards have produced a sizable navy; they can spare the &amp;quot;training flotilla&amp;quot; consisting of frigate &#039;&#039;Sharur&#039;&#039; and free traders &#039;&#039;Antu, Haya,&#039;&#039; and &#039;&#039;Ishum.&#039;&#039;&lt;br /&gt;
*Tradition 1&lt;br /&gt;
**The agency is dedicated, united, and has a history of accomplishment. &#039;&#039;&#039;+1 Security&#039;&#039;&#039;&lt;br /&gt;
***The inherited traditions of the Mountain, together with Blade Broken&#039;s altruistic mission, motivate JEHUTY personnel more than money.&lt;br /&gt;
*Transport 2&lt;br /&gt;
**Grav flyers and covert drops are available on the agency’s home planet.&lt;br /&gt;
**Fast smuggler runs of up to 50 tons to any world within 2 hexes of an agency station. &#039;&#039;&#039;+3 Mobility&#039;&#039;&#039;&lt;br /&gt;
***On top of the agency&#039;s owned grav flyers and other vehicles, they maintain relationships with humanitarian-inclined smugglers used to delivering relief under cover.&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;br /&gt;
==Agency Turn==&lt;br /&gt;
I&#039;ll just link the handout explaining these rules here.&lt;br /&gt;
&lt;br /&gt;
[https://i.imgur.com/5BNaJyT.png What is an Agency?]&lt;br /&gt;
[https://i.imgur.com/aoBQCGt.png Agency Actions]&lt;br /&gt;
[https://i.imgur.com/HVTBtOx.png Agency Elements 1]&lt;br /&gt;
[https://i.imgur.com/wKDnHSK.png Agency Elements 2]&lt;br /&gt;
==Character Creation==&lt;br /&gt;
*As per book with these changes.&lt;br /&gt;
*Roll 3D6 6 times down the line to generate an array of stats in order. When creating a new PC, do this two times and pick the array you prefer.&lt;br /&gt;
*Characters start at Level 2. They have a free skill-0 in Fix, Know, or Program from the Black Codex element.&lt;br /&gt;
*Instead of creating your own character, you can have the DM randomly generate a character for you. By default this is limited to Warrior, Expert, and Psychic to keep it easy, but just ask if you&#039;d like an Adventurer, a Prismatic True AI, or a magic class.&lt;br /&gt;
*In addition to the True AI class (as a Prismatic) and various origin foci, these classes from Codex of the Black Sun are available: Arcane Expert, Arcane Warrior, Free Nexus, Rectifier, Sunblade, War Mage, and Yama King.&lt;br /&gt;
*These origin foci are available:&lt;br /&gt;
**&#039;&#039;&#039;Cyborg.&#039;&#039;&#039; You begin play with 30,000 credits of cyberware. You have bonus System Strain that only counts for absorbing cyberware penalties; this is equal to half your level, rounded up. Once in play, new cyberware only costs half as much as usual for you due to your tuned physiology.&lt;br /&gt;
**&#039;&#039;&#039;Drone Keeper.&#039;&#039;&#039; You have a cybernetic drone control link that doesn&#039;t cost you System Strain. You can freely jury-rig together drones or drone fittings worth 2,500 credits given 24 hours, assuming you&#039;re not completely isolated from any semi-plausible source of scrap or salvage and have at least a portable toolkit with you. This jury-rig limit rises to 5,000 credits at level 3, 10,000 at level 7, and 25,000 at level 10. Changing your allocated jury-rig budget, such as from one drone to a different drone, takes 24 hours. (This focus can also be used for a Hanseongin varietal called Falconers.)&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Harpies,&#039;&#039;&#039; who are given wings to act as travelers, messengers, and explorers. Harpies can fly under normal gravity conditions with their Move Action and never take more than 1d4 falling damage while conscious. They have integral low-light and thermal vision, as per Panspectral Optics cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Basilisks,&#039;&#039;&#039; who are given weapons to hunt dangerous predators, but often become sectarian warriors or glory-seeking brawlers. They tend to be strongly devoted to a cause. Basilisks have integral weapons and armor as per Body Arsenal Array and Dermal Armor cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Eels,&#039;&#039;&#039; who are given bioelectricity to recover data from lost ruins on Hanseong&#039;s shrouded surface. Eels have a fine electrical mesh on their hands as per Eelskin Capacitor Mesh cyberware, and often wear gloves. They have an integral computer that acts as a black slab (SWN page 72.)&lt;br /&gt;
**&#039;&#039;&#039;Transhuman.&#039;&#039;&#039; You have a soulstone that records your experiences and can be transferred between specially-prepared bodies, or shells. Create your PC as per page 253. Ignore paragraphs 2 and 3 about polities and 6 about equipment. Pick the Nat shell. Your soulstone must be brought back to the inception tank at HQ to be restored into a new shell, when a shell becomes available. (This will be challenging and likely require a mission to secure one.)&lt;br /&gt;
==Advancement==&lt;br /&gt;
Both of your PCs accumulate XP at the same rate: when one gains XP, the other gains the same amount. XP is generally granted to characters for:&lt;br /&gt;
*Surviving the mission&lt;br /&gt;
*Completing the mission objective&lt;br /&gt;
*Completing a bonus objective or target of opportunity&lt;br /&gt;
*Achieving or significantly advancing their Goal&lt;br /&gt;
==Houserules==&lt;br /&gt;
*The laser pistol and laser rifle have these additional rules:&lt;br /&gt;
**This weapon can be fired in stun mode. Switch to stun mode as an On Turn action. Stun rays are visibly distinct from death rays. Stun damage can drop a target to zero hit points, but not kill them. They awaken 10 minutes later with 1 hit point.&lt;br /&gt;
**This weapon can be fired in silenced mode. Switch to silenced mode as an On Turn action. Silenced rays are smaller and make almost no sound. When silenced, the laser pistol&#039;s base damage becomes 1d4 and the laser rifle&#039;s becomes 1d8, and their range is halved.&lt;br /&gt;
*These are some potential uses of spare parts:&lt;br /&gt;
**For 1 unit of spare parts and a few minutes of work, a character with Fix-0 can apply a suppressor to a projectile weapon. This reduces its noise and muzzle flash, but halves its range. The suppressor lasts for one scene or expedition before needing to be replaced.&lt;br /&gt;
*For 1 unit of spare parts and a few minutes of work, tie up a helpless target&#039;s hands and feet with cords.&lt;br /&gt;
*This is some additional equipment:&lt;br /&gt;
**Flash Grenade: as grenade (SWN 66), but deals 1d4 stun damage. Targets who take damage are stunned for 1d4+1 rounds; stunned characters have a -2 AC penalty and can take only one Move Action per round.&lt;br /&gt;
**Smoke Grenade: as grenade, but no damage. Obscures in a 5-meter radius for 5 rounds, providing half cover (-2 to hit) and an additional -2 to laser weapons due to beam disruption. Characters caught in the cloud must Physical save or take -1 to attack rolls.&lt;br /&gt;
*Interrogation:&lt;br /&gt;
**Interrogate with Cha/Lead. Questions should be simple and direct. Each question gets a roll against difficulty 6-10 depending on the sensitivity of the information. Each time a roll is failed, difficulty goes up by +1, cumulative. Other PCs can assist the interrogation roll as normal by taking some Skill action to help (good cop bad cop? insinuating some advantage or making especially tight bonds? deception?), giving +1 to the main actor&#039;s roll if successful - be specific about what you&#039;re doing to help if so.&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
[https://sectorswithoutnumber.com/sector/TRhvyTcXqGTkRtSbVemd Sector Map]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Brief History of Prismatic Spray Sector&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Era 1 began with the spike drive and colonization from Earth; it was the Era of the Mandate.&lt;br /&gt;
Era 2 began with the Scream and great works of magic; it was the Era of the Weave.&lt;br /&gt;
Era 3 began with the Unweaving and the first metastorm; it was the Era of Division.&lt;br /&gt;
Era 4 began with the Prism and the end of the third metastorm; its history is unwritten.&lt;br /&gt;
&lt;br /&gt;
We&#039;re 15 years into Era 4. The last years of Era 3 were marked by a sector-wide war between two rival powers, the hegemonic State of Grace (technical, spiritual) and the rising Amity Alliance (magical, rational.) When the Great Metastorm subsided and long-distance spike drills became feasible again, the War of Grace and Amity explosively escalated, and it soon saw the arrival of the Prism, a highly advanced traveling fleet of AI with a complex color-based culture. Grace attacked them first (perhaps due to Amity trickery,) and so the Prism intervened on Amity&#039;s side, defeating the State of Grace at the Battle of Auld Nine and fully blockading their homeworld, where the Prismatic Fleet remains anchored. The powers of the sector soon learned that the Prism did not see organic planetary governments as their peers and had no interest in playing ball with them.&lt;br /&gt;
&lt;br /&gt;
*What does it all mean? You&#039;re in a sector with a long history that&#039;s recovered/ing from a war, magic and psi and other metaspace-phenomena are well-known, transhuman and posthuman cultures are budding, and people are conscious that a new era is starting. Y2K in space!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JEHUTY&#039;&#039;&#039; is one of the unexpected new syntheses emergent in Era 4. The agency is the fruitful merger between Blade Broken Peace Services, a &amp;quot;private peace company&amp;quot; founded in the last years of the War; and the Mountain, an esoteric order of wandering peacekeepers dating back to the Weave, if not before. The idealism and purpose of Blade Broken mixed well with the tradition and discipline of the Mountain, and 10 years ago the leaders of both (spurred on by a cross-faction adventuring party) made a concord to integrate with each other into a new agency: JEHUTY, named for an ancient Earth divinity of science-magic, wisdom, and judgment. The agency&#039;s mission is to disarm, decommission, and demobilize by any means necessary works of harmful technology (including psitech, arcanotech, and deadly catch-all maltech) leftover from the War of Grace and Amity.&lt;br /&gt;
&lt;br /&gt;
There are some other agencies in the former State of Grace that you should be aware of.&lt;br /&gt;
*&#039;&#039;&#039;The Others&#039;&#039;&#039; (the Other Side of the Mountain, Montagnards): for at least some of you, former comrades. A sect of the Mountain (needless to say, they think of themselves as the Mountain and you as the sect) more interested in &amp;quot;peacekeeping&amp;quot; for profit through bounty hunting and maintaining honor among thieves. Based in the Lagrange system, near Cirfant.&lt;br /&gt;
*&#039;&#039;&#039;VIPER&#039;&#039;&#039; (Fifth Division, D5): the external intelligence bureau of Itamaraty&#039;s planetary government. Tired of being a Gracious client, the planet is asserting its independence and pursuing its own goals in the sector. The highly-trained, exceptionally-qualified agents of VIPER help them punch above their weight. Based on Itamaraty.&lt;br /&gt;
*&#039;&#039;&#039;INDIGO&#039;&#039;&#039; (Indigo Union Freely Assembled, the Rectifiers): a counter-hegemonic network of dissidents, magic users, psychics, and the posthuman-curious who see the Prismatic Fleet as a potential model for the transhuman leap. Not obedience: cooperation and mutual exchange. Many Rectifiers were neutral medics and healers during the War - they&#039;re sick of the fighting. Known to operate in Evergreen.&lt;br /&gt;
&lt;br /&gt;
These are the worlds in or near the former State of Grace, with their cultural root for character detail and inspiration purposes.&lt;br /&gt;
*&#039;&#039;&#039;Grace&#039;&#039;&#039;. Highly developed and populous, ruled by an increasingly-despised representative world government, widespread spiritual ideology gave legitimacy to its rulers, blockaded by the Prism to end the War 15 years ago, temperate-to-warm, TL4+. [South Indian, especially Tamil and Sinhalese, but many different cultures.]&lt;br /&gt;
*&#039;&#039;&#039;Stoke&#039;&#039;&#039;. A million people in the underground canyon cities around the Old Machines, former Grace client seeking new independent purpose for its industry, people increasingly squeezed by debt crisis as embattled Grace-loyal ruling class bunkers down, cold, TL4+. [Ancient Mesopotamia+Classical Levant+Saarland industrial region.]&lt;br /&gt;
*&#039;&#039;&#039;Evergreen&#039;&#039;&#039;. Union of asteroid habitats and space stations around a pleasantly-glowing destroyed world, hosts many refugees, comfortable and forward-looking, TL4. [newly-decolonized West and East Africa, USA in 1960 as seen from abroad through rose-colored glasses.]&lt;br /&gt;
*&#039;&#039;&#039;Vuor&#039;&#039;&#039;. Bubble cities on a frozen surface, wracked by low-intensity civil conflict for generations and finally emerging into something new, developed precision war magic and tech to avoid the unspeakable crime of damaging the habitats, formerly provided Grace elite warriors, TL3. [Former Yugoslavia, Belarus, Ukraine.]&lt;br /&gt;
*&#039;&#039;&#039;Itamaraty&#039;&#039;&#039;. Stormy world with massive colorful clouds and rich wild botany, elaborate structures above and underground to protect from dangerous weather, governed by ubiquitous examination system testing intellectual and cultural skills (meteorological engineering is one thing but the dance portion is a killer,) colorful mask-wearing mandatory for survival in thick atmosphere, temperate, TL4. [historical Mesoamerica and modern Central America+classical Chinese examination system.]&lt;br /&gt;
*&#039;&#039;&#039;Sycamore&#039;&#039;&#039;. Isolated world recently reconnected to wider sector in Era 4 by shifting metaspace lanes, fears psychics due to long-ago crisis, deeply alien biosphere respected spiritually and kept separate from human-miscible ecosystems, rich in a natural resource that could replace Cirfant dioxis as the key to spike drive creation, now subject to a gold rush by offworld speculators and corps who call the unwelcoming world &amp;quot;Sycorax,&amp;quot; temperate-to-cold, TL3. [Siberia, Manchuria, Hokkaido.]&lt;br /&gt;
*&#039;&#039;&#039;Cirfant&#039;&#039;&#039;. Gas giant orbited by stations, moons, and floating dioxis distilleries (the critical ingredient to spike drive creation,) governed by feuding swashbuckling noble houses, policed by their space pirate allies, worked by an oppressed underclass of gas miners, TL4. [French colonial cultures such as in Algeria and Indochina.]&lt;br /&gt;
&lt;br /&gt;
These are some other important worlds in the sector.&lt;br /&gt;
*&#039;&#039;&#039;Moresnet&#039;&#039;&#039;. Recently reconnected to wider sector, everyday magical presence, anarchist, TL4. [Philippines+Indonesia.]&lt;br /&gt;
*&#039;&#039;&#039;Hanseong&#039;&#039;&#039;. Posthuman-inhabited floating islands above a cloud sea that get stranger the further out you go, TL4. [Very loosely Korea + Le Guin.]&lt;br /&gt;
*&#039;&#039;&#039;Aeaea&#039;&#039;&#039;. Handful of islands and floating structures above undersea culture of the posthuman Nereid hive mind, TL3. [Very loosely Greece.]&lt;br /&gt;
*&#039;&#039;&#039;Amity&#039;&#039;&#039;. Ascendant rival to fallen Grace, cultural imperialist, engineered biosphere, led by the Lieges of the Real magical-economic order, TL4+. [Very loosely Iceland+Norway.]&lt;br /&gt;
&lt;br /&gt;
==Important Posts==&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23671980 game pitch]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674363 basic setting]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674465 what happened to evergreen]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675007 agency elements]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675712 what is the prism]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677339 agency official creation + character inspiration pictures]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677342 player character creation]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678544 broken blade and the mountain, agency background, reference music]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678708 homeworlds available]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678894 deep dive into grace and stoke]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23679862 deep dive into itamaraty and sycamore]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=393880</id>
		<title>SWN: Hand of Jehuty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=393880"/>
		<updated>2021-01-23T02:58:20Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: /* Houserules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/ Recruitment] | [https://forum.rpg.net/index.php?threads/swn-rocket-peace.875399/ OOC] | [https://forum.rpg.net/index.php?threads/swn-rocket-peace.875423/ IC]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
[[Stars Without Number Revised Sheet]]&lt;br /&gt;
==Agents==&lt;br /&gt;
*&#039;&#039;Atlictoatl&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Earis ir&#039;Delan [[JEHUTY Profile: ADDER | (ADDER)]]&#039;&#039;&#039;, L2 Arcane Expert/Restricted Telepath, HP 12/12 | System Shock 0 | AC 13 | Initiative +1 | Effort 4/4&lt;br /&gt;
**&#039;&#039;&#039;Mal-chin Doubt Eater 23 [[JEHUTY Profile: RHINO | (RHINO)]]&#039;&#039;&#039;, L2 Arcane Warrior, HP 17/17 | System Shock 0 | AC 17 | Initiative +1 | Warrior Ability 1/1&lt;br /&gt;
*&#039;&#039;Caiphon&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Marys Sante [[JEHUTY Profile: MONUMENT | (MONUMENT)]]&#039;&#039;&#039;, L2 War Mage, HP 7/7 | System Shock 0 | AC 14 | Initiative +1 | Spell Casts: L1: 4/4&lt;br /&gt;
**&#039;&#039;&#039;Stygian Blue [[JEHUTY Profile: BLUE | (STIG)]]&#039;&#039;&#039;, L2 Prismatic AI, HP 6/6 or 11/11 | System Shock 0 | AC 13 | Initiative +0 or +1 | Processing 2/2&lt;br /&gt;
*&#039;&#039;Cannonball&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Kalli Duclair [[JEHUTY Profile: NIMBUS | (NIMBUS)]]&#039;&#039;&#039;, L2 Transhuman Expert, HP 10/10 | System Shock 0 | AC 15 | Initiative +2 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Peace Wrapped in Starlight [[JEHUTY Profile: CLARION | (CLARION)]]&#039;&#039;&#039;, L2 Sunblade, HP 6/6 | System Shock 0 | AC 19(!) | Initiative +1, Alert | Effort 3/3&lt;br /&gt;
*&#039;&#039;MonsterMash&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Rufus Wyndot [[JEHUTY Profile: MANTIS | (MANTIS)]]&#039;&#039;&#039;, L2 Expert, HP 9/9 | System Shock 0 | AC 13 | Initiative +1 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Benno Karden [[JEHUTY Profile: BULLET | (BULLET)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 14 | Initiative -1, Alert-2 | Warrior Ability 1/1&lt;br /&gt;
*&#039;&#039;Niihue&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Javier Morales [[JEHUTY Profile: SPIRIT | (SPIRIT)]]&#039;&#039;&#039;, L2 Psychic/Warrior, HP 10/10 | System Shock 0 | AC x | Initiative +1, Intuitive Response | Effort 4/4&lt;br /&gt;
**&#039;&#039;&#039;Mei Kirishima [[JEHUTY Profile: ANGEL | (ANGEL)]]&#039;&#039;&#039;, L2 Expert, HP 10/10 | System Shock 0 | AC 14 | Initiative +0 | Expert Ability 1/1&lt;br /&gt;
*&#039;&#039;Stinkyfool&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Darius [[JEHUTY Profile: FLOAT | (FLOAT)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 13 | Initiative +0, Alert | Warrior Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Jasper [[JEHUTY Profile: FLUX | (FLUX)]]&#039;&#039;&#039;, L2 Psychic, HP 10/10 | System Shock 0 | AC 13 | Initiative +0 | Effort 4/4&lt;br /&gt;
&lt;br /&gt;
==Officials==&lt;br /&gt;
&#039;&#039;&#039;Wizened Ivy,&#039;&#039;&#039; Director of JEHUTY, played by Atlictoatl&lt;br /&gt;
*Considers the interests of the agency as a whole.&lt;br /&gt;
*Mountain Sunblade wounded in action. Hopes to elevate a field agent into the office.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punished Spider,&#039;&#039;&#039; Ministry of Correction, played by Niihue&lt;br /&gt;
*Responds to threats to the agency itself and those it protects: the peace-loving people of the sector, in principle.&lt;br /&gt;
*Mountain-raised pious believer in the cause. Completely bald, facial tattoos over burn scar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crazy Vulture,&#039;&#039;&#039; Bureau of Clarity, played by Cannonball&lt;br /&gt;
*Identifies dangerous tech in the wrong hands, assembles field teams, and removes it.&lt;br /&gt;
*Broken Blade accountant. War refugee who lost their family to stray ordinance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild Duck,&#039;&#039;&#039; Vision Section, played by MonsterMash&lt;br /&gt;
*Researches new technology, psi, magic, and other tools, and equips the agency with them.&lt;br /&gt;
*Broken Blade technician. Convinced that there&#039;s a still-hidden power at work in the sector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Propitious Beetle,&#039;&#039;&#039; Foundation Division, played by Caiphon&lt;br /&gt;
*Maintains support staff: medics, accountants, janitors, and the NGO side of things.&lt;br /&gt;
*Early Blade field operative. Badly wounded on a field mission and presumed lost, but returned, with deeper passion than ever to continue the work. Walks with a limp. Kindly old grampa who won&#039;t back down when you refuse your holiday gifts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angel Obscured,&#039;&#039;&#039; Department of Peace, played by stinkyfool&lt;br /&gt;
*Ensures that the agency is embodying, synthesizing, and acting on the values of both Mountain and Blade.&lt;br /&gt;
*Near-death experience led to deep personality change. Seems high but isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
==Agency==&lt;br /&gt;
&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; Stoke&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections&#039;&#039;&#039; 1, &#039;&#039;&#039;Infiltration&#039;&#039;&#039; 0, &#039;&#039;&#039;Mobility&#039;&#039;&#039; 3, &#039;&#039;&#039;Muscle&#039;&#039;&#039; 3, &#039;&#039;&#039;Resources&#039;&#039;&#039; 1, &#039;&#039;&#039;Security&#039;&#039;&#039; 1, &#039;&#039;&#039;Tech&#039;&#039;&#039; 1&lt;br /&gt;
*Black Codex 1&lt;br /&gt;
**All agents gain Fix-0, Know-0, or Program-0 relating to maltech. &#039;&#039;&#039;+1 Tech&#039;&#039;&#039;&lt;br /&gt;
***A vault deep in the cliffside containing paper printouts, technical labs, and closed computer networks fully detached from the outside and each other.&lt;br /&gt;
*Front Business 1&lt;br /&gt;
**The agency has a front business that explains modest wealth. &#039;&#039;&#039;+1 Resources&#039;&#039;&#039;&lt;br /&gt;
***Blade Broken Peace Services continues to operate as a private peace company, taking contracts and laundering credits.&lt;br /&gt;
*Hidden Strings 1&lt;br /&gt;
**The agency has unofficial friends in numerous government departments, and can often get minor regulations bent. &#039;&#039;&#039;+1 Connections&#039;&#039;&#039;&lt;br /&gt;
***A cabal within Stoke&#039;s government not devoted to the Exarchate still deeply respects the Mountain and believes in their mission.&lt;br /&gt;
*Starships 2&lt;br /&gt;
**The agency has a free trader and the crew and facilities to keep it functional.&lt;br /&gt;
**The agency has a frigate and three free traders under its control. &#039;&#039;&#039;+3 Muscle&#039;&#039;&#039;&lt;br /&gt;
***Stoke&#039;s shipyards have produced a sizable navy; they can spare the &amp;quot;training flotilla&amp;quot; consisting of frigate &#039;&#039;Sharur&#039;&#039; and free traders &#039;&#039;Antu, Haya,&#039;&#039; and &#039;&#039;Ishum.&#039;&#039;&lt;br /&gt;
*Tradition 1&lt;br /&gt;
**The agency is dedicated, united, and has a history of accomplishment. &#039;&#039;&#039;+1 Security&#039;&#039;&#039;&lt;br /&gt;
***The inherited traditions of the Mountain, together with Blade Broken&#039;s altruistic mission, motivate JEHUTY personnel more than money.&lt;br /&gt;
*Transport 2&lt;br /&gt;
**Grav flyers and covert drops are available on the agency’s home planet.&lt;br /&gt;
**Fast smuggler runs of up to 50 tons to any world within 2 hexes of an agency station. &#039;&#039;&#039;+3 Mobility&#039;&#039;&#039;&lt;br /&gt;
***On top of the agency&#039;s owned grav flyers and other vehicles, they maintain relationships with humanitarian-inclined smugglers used to delivering relief under cover.&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;br /&gt;
==Agency Turn==&lt;br /&gt;
I&#039;ll just link the handout explaining these rules here.&lt;br /&gt;
&lt;br /&gt;
[https://i.imgur.com/5BNaJyT.png What is an Agency?]&lt;br /&gt;
[https://i.imgur.com/aoBQCGt.png Agency Actions]&lt;br /&gt;
[https://i.imgur.com/HVTBtOx.png Agency Elements 1]&lt;br /&gt;
[https://i.imgur.com/wKDnHSK.png Agency Elements 2]&lt;br /&gt;
==Character Creation==&lt;br /&gt;
*As per book with these changes.&lt;br /&gt;
*Roll 3D6 6 times down the line to generate an array of stats in order. When creating a new PC, do this two times and pick the array you prefer.&lt;br /&gt;
*Characters start at Level 2. They have a free skill-0 in Fix, Know, or Program from the Black Codex element.&lt;br /&gt;
*Instead of creating your own character, you can have the DM randomly generate a character for you. By default this is limited to Warrior, Expert, and Psychic to keep it easy, but just ask if you&#039;d like an Adventurer, a Prismatic True AI, or a magic class.&lt;br /&gt;
*In addition to the True AI class (as a Prismatic) and various origin foci, these classes from Codex of the Black Sun are available: Arcane Expert, Arcane Warrior, Free Nexus, Rectifier, Sunblade, War Mage, and Yama King.&lt;br /&gt;
*These origin foci are available:&lt;br /&gt;
**&#039;&#039;&#039;Cyborg.&#039;&#039;&#039; You begin play with 30,000 credits of cyberware. You have bonus System Strain that only counts for absorbing cyberware penalties; this is equal to half your level, rounded up. Once in play, new cyberware only costs half as much as usual for you due to your tuned physiology.&lt;br /&gt;
**&#039;&#039;&#039;Drone Keeper.&#039;&#039;&#039; You have a cybernetic drone control link that doesn&#039;t cost you System Strain. You can freely jury-rig together drones or drone fittings worth 2,500 credits given 24 hours, assuming you&#039;re not completely isolated from any semi-plausible source of scrap or salvage and have at least a portable toolkit with you. This jury-rig limit rises to 5,000 credits at level 3, 10,000 at level 7, and 25,000 at level 10. Changing your allocated jury-rig budget, such as from one drone to a different drone, takes 24 hours. (This focus can also be used for a Hanseongin varietal called Falconers.)&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Harpies,&#039;&#039;&#039; who are given wings to act as travelers, messengers, and explorers. Harpies can fly under normal gravity conditions with their Move Action and never take more than 1d4 falling damage while conscious. They have integral low-light and thermal vision, as per Panspectral Optics cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Basilisks,&#039;&#039;&#039; who are given weapons to hunt dangerous predators, but often become sectarian warriors or glory-seeking brawlers. They tend to be strongly devoted to a cause. Basilisks have integral weapons and armor as per Body Arsenal Array and Dermal Armor cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Eels,&#039;&#039;&#039; who are given bioelectricity to recover data from lost ruins on Hanseong&#039;s shrouded surface. Eels have a fine electrical mesh on their hands as per Eelskin Capacitor Mesh cyberware, and often wear gloves. They have an integral computer that acts as a black slab (SWN page 72.)&lt;br /&gt;
**&#039;&#039;&#039;Transhuman.&#039;&#039;&#039; You have a soulstone that records your experiences and can be transferred between specially-prepared bodies, or shells. Create your PC as per page 253. Ignore paragraphs 2 and 3 about polities and 6 about equipment. Pick the Nat shell. Your soulstone must be brought back to the inception tank at HQ to be restored into a new shell, when a shell becomes available. (This will be challenging and likely require a mission to secure one.)&lt;br /&gt;
==Advancement==&lt;br /&gt;
Both of your PCs accumulate XP at the same rate: when one gains XP, the other gains the same amount. XP is generally granted to characters for:&lt;br /&gt;
*Surviving the mission&lt;br /&gt;
*Completing the mission objective&lt;br /&gt;
*Completing a bonus objective or target of opportunity&lt;br /&gt;
*Achieving or significantly advancing their Goal&lt;br /&gt;
==Houserules==&lt;br /&gt;
*The laser pistol and laser rifle have these additional rules:&lt;br /&gt;
**This weapon can be fired in stun mode. Switch to stun mode as an On Turn action. Stun rays are visibly distinct from death rays. Stun damage can drop a target to zero hit points, but not kill them. They awaken 10 minutes later with 1 hit point.&lt;br /&gt;
**This weapon can be fired in silenced mode. Switch to silenced mode as an On Turn action. Silenced rays are smaller and make almost no sound. When silenced, the laser pistol&#039;s base damage becomes 1d4 and the laser rifle&#039;s becomes 1d8, and their range is halved.&lt;br /&gt;
*These are some potential uses of spare parts:&lt;br /&gt;
**For 1 unit of spare parts and a few minutes of work, a character with Fix-0 can apply a suppressor to a projectile weapon. This reduces its noise and muzzle flash, but halves its range. The suppressor lasts for one scene or expedition before needing to be replaced.&lt;br /&gt;
*This is some additional equipment:&lt;br /&gt;
**Flash Grenade: as grenade (SWN 66), but deals 1d4 stun damage. Targets who take damage are stunned for 1d4+1 rounds; stunned characters have a -2 AC penalty and can take only one Move Action per round.&lt;br /&gt;
**Smoke Grenade: as grenade, but no damage. Obscures in a 5-meter radius for 5 rounds, providing half cover (-2 to hit) and an additional -2 to laser weapons due to beam disruption. Characters caught in the cloud must Physical save or take -1 to attack rolls.&lt;br /&gt;
*Interrogation:&lt;br /&gt;
**Interrogate with Cha/Lead. Questions should be simple and direct. Each question gets a roll against difficulty 6-10 depending on the sensitivity of the information. Each time a roll is failed, difficulty goes up by +1, cumulative. Other PCs can assist the interrogation roll as normal by taking some Skill action to help (good cop bad cop? insinuating some advantage or making especially tight bonds? deception?), giving +1 to the main actor&#039;s roll if successful - be specific about what you&#039;re doing to help if so.&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
[https://sectorswithoutnumber.com/sector/TRhvyTcXqGTkRtSbVemd Sector Map]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Brief History of Prismatic Spray Sector&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Era 1 began with the spike drive and colonization from Earth; it was the Era of the Mandate.&lt;br /&gt;
Era 2 began with the Scream and great works of magic; it was the Era of the Weave.&lt;br /&gt;
Era 3 began with the Unweaving and the first metastorm; it was the Era of Division.&lt;br /&gt;
Era 4 began with the Prism and the end of the third metastorm; its history is unwritten.&lt;br /&gt;
&lt;br /&gt;
We&#039;re 15 years into Era 4. The last years of Era 3 were marked by a sector-wide war between two rival powers, the hegemonic State of Grace (technical, spiritual) and the rising Amity Alliance (magical, rational.) When the Great Metastorm subsided and long-distance spike drills became feasible again, the War of Grace and Amity explosively escalated, and it soon saw the arrival of the Prism, a highly advanced traveling fleet of AI with a complex color-based culture. Grace attacked them first (perhaps due to Amity trickery,) and so the Prism intervened on Amity&#039;s side, defeating the State of Grace at the Battle of Auld Nine and fully blockading their homeworld, where the Prismatic Fleet remains anchored. The powers of the sector soon learned that the Prism did not see organic planetary governments as their peers and had no interest in playing ball with them.&lt;br /&gt;
&lt;br /&gt;
*What does it all mean? You&#039;re in a sector with a long history that&#039;s recovered/ing from a war, magic and psi and other metaspace-phenomena are well-known, transhuman and posthuman cultures are budding, and people are conscious that a new era is starting. Y2K in space!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JEHUTY&#039;&#039;&#039; is one of the unexpected new syntheses emergent in Era 4. The agency is the fruitful merger between Blade Broken Peace Services, a &amp;quot;private peace company&amp;quot; founded in the last years of the War; and the Mountain, an esoteric order of wandering peacekeepers dating back to the Weave, if not before. The idealism and purpose of Blade Broken mixed well with the tradition and discipline of the Mountain, and 10 years ago the leaders of both (spurred on by a cross-faction adventuring party) made a concord to integrate with each other into a new agency: JEHUTY, named for an ancient Earth divinity of science-magic, wisdom, and judgment. The agency&#039;s mission is to disarm, decommission, and demobilize by any means necessary works of harmful technology (including psitech, arcanotech, and deadly catch-all maltech) leftover from the War of Grace and Amity.&lt;br /&gt;
&lt;br /&gt;
There are some other agencies in the former State of Grace that you should be aware of.&lt;br /&gt;
*&#039;&#039;&#039;The Others&#039;&#039;&#039; (the Other Side of the Mountain, Montagnards): for at least some of you, former comrades. A sect of the Mountain (needless to say, they think of themselves as the Mountain and you as the sect) more interested in &amp;quot;peacekeeping&amp;quot; for profit through bounty hunting and maintaining honor among thieves. Based in the Lagrange system, near Cirfant.&lt;br /&gt;
*&#039;&#039;&#039;VIPER&#039;&#039;&#039; (Fifth Division, D5): the external intelligence bureau of Itamaraty&#039;s planetary government. Tired of being a Gracious client, the planet is asserting its independence and pursuing its own goals in the sector. The highly-trained, exceptionally-qualified agents of VIPER help them punch above their weight. Based on Itamaraty.&lt;br /&gt;
*&#039;&#039;&#039;INDIGO&#039;&#039;&#039; (Indigo Union Freely Assembled, the Rectifiers): a counter-hegemonic network of dissidents, magic users, psychics, and the posthuman-curious who see the Prismatic Fleet as a potential model for the transhuman leap. Not obedience: cooperation and mutual exchange. Many Rectifiers were neutral medics and healers during the War - they&#039;re sick of the fighting. Known to operate in Evergreen.&lt;br /&gt;
&lt;br /&gt;
These are the worlds in or near the former State of Grace, with their cultural root for character detail and inspiration purposes.&lt;br /&gt;
*&#039;&#039;&#039;Grace&#039;&#039;&#039;. Highly developed and populous, ruled by an increasingly-despised representative world government, widespread spiritual ideology gave legitimacy to its rulers, blockaded by the Prism to end the War 15 years ago, temperate-to-warm, TL4+. [South Indian, especially Tamil and Sinhalese, but many different cultures.]&lt;br /&gt;
*&#039;&#039;&#039;Stoke&#039;&#039;&#039;. A million people in the underground canyon cities around the Old Machines, former Grace client seeking new independent purpose for its industry, people increasingly squeezed by debt crisis as embattled Grace-loyal ruling class bunkers down, cold, TL4+. [Ancient Mesopotamia+Classical Levant+Saarland industrial region.]&lt;br /&gt;
*&#039;&#039;&#039;Evergreen&#039;&#039;&#039;. Union of asteroid habitats and space stations around a pleasantly-glowing destroyed world, hosts many refugees, comfortable and forward-looking, TL4. [newly-decolonized West and East Africa, USA in 1960 as seen from abroad through rose-colored glasses.]&lt;br /&gt;
*&#039;&#039;&#039;Vuor&#039;&#039;&#039;. Bubble cities on a frozen surface, wracked by low-intensity civil conflict for generations and finally emerging into something new, developed precision war magic and tech to avoid the unspeakable crime of damaging the habitats, formerly provided Grace elite warriors, TL3. [Former Yugoslavia, Belarus, Ukraine.]&lt;br /&gt;
*&#039;&#039;&#039;Itamaraty&#039;&#039;&#039;. Stormy world with massive colorful clouds and rich wild botany, elaborate structures above and underground to protect from dangerous weather, governed by ubiquitous examination system testing intellectual and cultural skills (meteorological engineering is one thing but the dance portion is a killer,) colorful mask-wearing mandatory for survival in thick atmosphere, temperate, TL4. [historical Mesoamerica and modern Central America+classical Chinese examination system.]&lt;br /&gt;
*&#039;&#039;&#039;Sycamore&#039;&#039;&#039;. Isolated world recently reconnected to wider sector in Era 4 by shifting metaspace lanes, fears psychics due to long-ago crisis, deeply alien biosphere respected spiritually and kept separate from human-miscible ecosystems, rich in a natural resource that could replace Cirfant dioxis as the key to spike drive creation, now subject to a gold rush by offworld speculators and corps who call the unwelcoming world &amp;quot;Sycorax,&amp;quot; temperate-to-cold, TL3. [Siberia, Manchuria, Hokkaido.]&lt;br /&gt;
*&#039;&#039;&#039;Cirfant&#039;&#039;&#039;. Gas giant orbited by stations, moons, and floating dioxis distilleries (the critical ingredient to spike drive creation,) governed by feuding swashbuckling noble houses, policed by their space pirate allies, worked by an oppressed underclass of gas miners, TL4. [French colonial cultures such as in Algeria and Indochina.]&lt;br /&gt;
&lt;br /&gt;
These are some other important worlds in the sector.&lt;br /&gt;
*&#039;&#039;&#039;Moresnet&#039;&#039;&#039;. Recently reconnected to wider sector, everyday magical presence, anarchist, TL4. [Philippines+Indonesia.]&lt;br /&gt;
*&#039;&#039;&#039;Hanseong&#039;&#039;&#039;. Posthuman-inhabited floating islands above a cloud sea that get stranger the further out you go, TL4. [Very loosely Korea + Le Guin.]&lt;br /&gt;
*&#039;&#039;&#039;Aeaea&#039;&#039;&#039;. Handful of islands and floating structures above undersea culture of the posthuman Nereid hive mind, TL3. [Very loosely Greece.]&lt;br /&gt;
*&#039;&#039;&#039;Amity&#039;&#039;&#039;. Ascendant rival to fallen Grace, cultural imperialist, engineered biosphere, led by the Lieges of the Real magical-economic order, TL4+. [Very loosely Iceland+Norway.]&lt;br /&gt;
&lt;br /&gt;
==Important Posts==&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23671980 game pitch]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674363 basic setting]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674465 what happened to evergreen]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675007 agency elements]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675712 what is the prism]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677339 agency official creation + character inspiration pictures]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677342 player character creation]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678544 broken blade and the mountain, agency background, reference music]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678708 homeworlds available]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678894 deep dive into grace and stoke]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23679862 deep dive into itamaraty and sycamore]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_FLUX&amp;diff=393278</id>
		<title>JEHUTY Profile: FLUX</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_FLUX&amp;diff=393278"/>
		<updated>2021-01-17T07:28:55Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: /* Techniques */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Advancement==&lt;br /&gt;
*Class: Psychic&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 3/6&lt;br /&gt;
*Skill Points Unspent: 0&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength 10&lt;br /&gt;
*Dexterity 8&lt;br /&gt;
*Constitution 14(+1)&lt;br /&gt;
*Intelligence 14(+1)&lt;br /&gt;
*Wisdom  10&lt;br /&gt;
*Charisma 14(+1)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background: Spacer&lt;br /&gt;
*Goal:&lt;br /&gt;
*Homeworld: Evergreen&lt;br /&gt;
*Languages: Novesperanto, Gracious&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Biopsionics-1&lt;br /&gt;
*Fix-0&lt;br /&gt;
*Pilot-0&lt;br /&gt;
*Program-1&lt;br /&gt;
*Sneak-0&lt;br /&gt;
*Telekinesis-1&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Hacker&lt;br /&gt;
**You have a considerable fluency with digital security measures and standard encryption methods. You know how to make computerized systems obey you until their automatic failsafes come down on your control. Gain Program as a bonus skill. When attempting to hack a database or computerized system, roll 3d6 on the skill check and drop the lowest die.&lt;br /&gt;
**Level 1&lt;br /&gt;
*Psychic Training (Telekinesis)&lt;br /&gt;
**Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline. Your maximum Effort increases by one.&lt;br /&gt;
**Level 1&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
*Effort: 4&lt;br /&gt;
*Techniques:&lt;br /&gt;
**Core Technique: &#039;&#039;&#039;Psychic Succor&#039;&#039;&#039; (Biopsionics.) The adept’s touch stabilizes critically-wounded organisms. More sophisticated practitioners can heal tissue injuries, though curing diseases, detoxifying poisons, and fixing congenital deformities require additional techniques. Each use of Psychic Succor adds one point of System Strain to the target, or two points if they were mortally wounded at the time. Activating Psychic Succor requires the biopsion to Commit Effort for the day. Once used, they can continue to use it for the rest of that scene without Committing Effort again.&lt;br /&gt;
***Biopsionics-0: The psychic’s touch can automatically stabilize a mortally-wounded target as a Main Action. This power must be used on a target within six rounds of their collapse, and does not function on targets that have been decapitated or killed by Heavy weapons. It’s the GM’s decision as to whether a target is intact enough for this power to work.&lt;br /&gt;
***Biopsionics-1: As level-0, and heal 1d6+1 hit points of damage. If used on a mortally-wounded target, they revive with the rolled hit points and can act normally on the next round.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Mastered Succor.&#039;&#039;&#039; The biopsion has developed a sophisticated mastery of their core ability, and they no longer need to Commit Effort to activate it, and may use it whenever they wish. The use of additional techniques that augment Psychic Succor might still require Effort to be Committed.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Remote Repair.&#039;&#039;&#039; Psychic Succor and other biopsionic techniques that normally require touch contact can now be applied at a distance up to 100 meters, provided the biopsion can see the target with their unaided vision. Hostile powers that normally require a hit roll will hit automatically. Each time this technique is used, Effort must be Committed for the scene.&lt;br /&gt;
**Core Technique: &#039;&#039;&#039;Telekinetic Manipulation&#039;&#039;&#039; (Telekinesis.) The adept may Commit Effort for the scene as a Main Action to direct telekinetic force toward an object or person within unaided visual range or with tactile contact with the psychic. This force isn’t responsive enough to be effective as a weapon without further refinement of technique, and cannot cause damage to living or mobile targets. If used to crush or harm immobile unliving objects, it does 1d6 damage per skill level of the psychic per round of focus. Objects move at 20 meters per round when moved telekinetically. A telekinetic force can be maintained over multiple rounds without expending further actions, such as holding a metal platform in place under a group of allies, but the psychic cannot again activate this technique on a second object until they release the first.&lt;br /&gt;
***Telekinesis-0: The psychic can exert force as if with one hand and their own strength.&lt;br /&gt;
***Telekinesis-1: The psychic can manipulate objects as if with both hands and can lift up to two hundred kilograms with this ability.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Pressure Field&#039;&#039;&#039;. As an Instant action, the adept can manifest a protective force skin around their person equivalent to a vacc suit, maintaining pressure and temperature even in hard vacuum conditions. They can ignore temperatures at a range of plus or minus 100 degrees Celsius and automatically pressurize thin atmospheres for breathability, or filter particulates or airborne toxins. By Committing Effort for the scene, they can shield up to six comrades. This lasts until the user reclaims the Effort.&lt;br /&gt;
***Technique: &#039;&#039;&#039;Telekinetic Armory&#039;&#039;&#039;. The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill. Armor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Melee: Telekinetic Weapon (Small)&lt;br /&gt;
**Attack Roll: +3&lt;br /&gt;
**Damage: 1d6&lt;br /&gt;
**Shock: 1 point/AC 15&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Melee: Telekinetic Weapon (Medium)&lt;br /&gt;
**Attack Roll: +3&lt;br /&gt;
**Damage: 1d8+1&lt;br /&gt;
**Shock: 2 points/AC 13&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Melee: Telekinetic Weapon (Large)&lt;br /&gt;
**Attack Roll: +3&lt;br /&gt;
**Damage: 1d10+1&lt;br /&gt;
**Shock: 2 points/AC 15&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged: Laser Pistol&lt;br /&gt;
**Attack Roll: +0&lt;br /&gt;
**Damage: 1d6&lt;br /&gt;
**Range: 100/300&lt;br /&gt;
**Magazine: 10&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged: Telekinetic Weapon (Rifle)&lt;br /&gt;
**Attack Roll: +3&lt;br /&gt;
**Damage: 1d10+2&lt;br /&gt;
**Range: 200/400&lt;br /&gt;
**Magazine: -&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Secure Clothing&lt;br /&gt;
**AC: 13&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Name: Telekinetic Armor&lt;br /&gt;
**AC: 16&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 10&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 10&lt;br /&gt;
*Base Attack Bonus: +1&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 13&lt;br /&gt;
**Mental: 13&lt;br /&gt;
**Evasion: 13&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 1/5&lt;br /&gt;
**Stowed: 5/10&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**Laser Pistol (1d6)&lt;br /&gt;
**Secure Clothing (AC 13)&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Postech Toolkit&lt;br /&gt;
**2 type A cells (bundled)&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**3 units of spare parts (bundled)&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**2 line shunts&lt;br /&gt;
**100 credits&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_FLUX&amp;diff=393277</id>
		<title>JEHUTY Profile: FLUX</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_FLUX&amp;diff=393277"/>
		<updated>2021-01-17T07:27:43Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: filling out sheet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Advancement==&lt;br /&gt;
*Class: Psychic&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 3/6&lt;br /&gt;
*Skill Points Unspent: 0&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength 10&lt;br /&gt;
*Dexterity 8&lt;br /&gt;
*Constitution 14(+1)&lt;br /&gt;
*Intelligence 14(+1)&lt;br /&gt;
*Wisdom  10&lt;br /&gt;
*Charisma 14(+1)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background: Spacer&lt;br /&gt;
*Goal:&lt;br /&gt;
*Homeworld: Evergreen&lt;br /&gt;
*Languages: Novesperanto, Gracious&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Biopsionics-1&lt;br /&gt;
*Fix-0&lt;br /&gt;
*Pilot-0&lt;br /&gt;
*Program-1&lt;br /&gt;
*Sneak-0&lt;br /&gt;
*Telekinesis-1&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Hacker&lt;br /&gt;
**You have a considerable fluency with digital security measures and standard encryption methods. You know how to make computerized systems obey you until their automatic failsafes come down on your control. Gain Program as a bonus skill. When attempting to hack a database or computerized system, roll 3d6 on the skill check and drop the lowest die.&lt;br /&gt;
**Level 1&lt;br /&gt;
*Psychic Training (Telekinesis)&lt;br /&gt;
**Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline. Your maximum Effort increases by one.&lt;br /&gt;
**Level 1&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
*Effort: 4&lt;br /&gt;
*Techniques:&lt;br /&gt;
**Core Technique: Psychic Succor (Biopsionics.) The adept’s touch stabilizes critically-wounded organisms. More sophisticated practitioners can heal tissue injuries, though curing diseases, detoxifying poisons, and fixing congenital deformities require additional techniques. Each use of Psychic Succor adds one point of System Strain to the target, or two points if they were mortally wounded at the time. Activating Psychic Succor requires the biopsion to Commit Effort for the day. Once used, they can continue to use it for the rest of that scene without Committing Effort again.&lt;br /&gt;
***Biopsionics-0: The psychic’s touch can automatically stabilize a mortally-wounded target as a Main Action. This power must be used on a target within six rounds of their collapse, and does not function on targets that have been decapitated or killed by Heavy weapons. It’s the GM’s decision as to whether a target is intact enough for this power to work.&lt;br /&gt;
***Biopsionics-1: As level-0, and heal 1d6+1 hit points of damage. If used on a mortally-wounded target, they revive with the rolled hit points and can act normally on the next round.&lt;br /&gt;
***Technique: Mastered Succor. The biopsion has developed a sophisticated mastery of their core ability, and they no longer need to Commit Effort to activate it, and may use it whenever they wish. The use of additional techniques that augment Psychic Succor might still require Effort to be Committed.&lt;br /&gt;
***Technique: Remote Repair. Psychic Succor and other biopsionic techniques that normally require touch contact can now be applied at a distance up to 100 meters, provided the biopsion can see the target with their unaided vision. Hostile powers that normally require a hit roll will hit automatically. Each time this technique is used, Effort must be Committed for the scene.&lt;br /&gt;
**Core Technique: Telekinetic Manipulation. The adept may Commit Effort for the scene as a Main Action to direct telekinetic force toward an object or person within unaided visual range or with tactile contact with the psychic. This force isn’t responsive enough to be effective as a weapon without further refinement of technique, and cannot cause damage to living or mobile targets. If used to crush or harm immobile unliving objects, it does 1d6 damage per skill level of the psychic per round of focus. Objects move at 20 meters per round when moved telekinetically. A telekinetic force can be maintained over multiple rounds without expending further actions, such as holding a metal platform in place under a group of allies, but the psychic cannot again activate this technique on a second object until they release the first.&lt;br /&gt;
***Telekinesis-0: The psychic can exert force as if with one hand and their own strength.&lt;br /&gt;
***Telekinesis-1: The psychic can manipulate objects as if with both hands and can lift up to two hundred kilograms with this ability.&lt;br /&gt;
***Technique: Pressure Field. As an Instant action, the adept can manifest a protective force skin around their person equivalent to a vacc suit, maintaining pressure and temperature even in hard vacuum conditions. They can ignore temperatures at a range of plus or minus 100 degrees Celsius and automatically pressurize thin atmospheres for breathability, or filter particulates or airborne toxins. By Committing Effort for the scene, they can shield up to six comrades. This lasts until the user reclaims the Effort.&lt;br /&gt;
***Technique: Telekinetic Armory. The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill. Armor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Melee: Telekinetic Weapon (Small)&lt;br /&gt;
**Attack Roll: +3&lt;br /&gt;
**Damage: 1d6&lt;br /&gt;
**Shock: 1 point/AC 15&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Melee: Telekinetic Weapon (Medium)&lt;br /&gt;
**Attack Roll: +3&lt;br /&gt;
**Damage: 1d8+1&lt;br /&gt;
**Shock: 2 points/AC 13&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Melee: Telekinetic Weapon (Large)&lt;br /&gt;
**Attack Roll: +3&lt;br /&gt;
**Damage: 1d10+1&lt;br /&gt;
**Shock: 2 points/AC 15&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged: Laser Pistol&lt;br /&gt;
**Attack Roll: +0&lt;br /&gt;
**Damage: 1d6&lt;br /&gt;
**Range: 100/300&lt;br /&gt;
**Magazine: 10&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged: Telekinetic Weapon (Rifle)&lt;br /&gt;
**Attack Roll: +3&lt;br /&gt;
**Damage: 1d10+2&lt;br /&gt;
**Range: 200/400&lt;br /&gt;
**Magazine: -&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Secure Clothing&lt;br /&gt;
**AC: 13&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Name: Telekinetic Armor&lt;br /&gt;
**AC: 16&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 10&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 10&lt;br /&gt;
*Base Attack Bonus: +1&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 13&lt;br /&gt;
**Mental: 13&lt;br /&gt;
**Evasion: 13&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 1/5&lt;br /&gt;
**Stowed: 5/10&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**Laser Pistol (1d6)&lt;br /&gt;
**Secure Clothing (AC 13)&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Postech Toolkit&lt;br /&gt;
**2 type A cells (bundled)&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**3 units of spare parts (bundled)&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**2 line shunts&lt;br /&gt;
**100 credits&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_NIMBUS&amp;diff=393276</id>
		<title>JEHUTY Profile: NIMBUS</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_NIMBUS&amp;diff=393276"/>
		<updated>2021-01-17T06:13:51Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: filling out sheet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Advancement==&lt;br /&gt;
*Class: Expert&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 3/6&lt;br /&gt;
*Skill Points Unspent: 1&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength 14 (+1)&lt;br /&gt;
*Dexterity 18 (+2)&lt;br /&gt;
*Constitution 14 (+1)&lt;br /&gt;
*Intelligence 14 (+1)&lt;br /&gt;
*Wisdom  9&lt;br /&gt;
*Charisma 18 (+2)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background: Engineering Operative&lt;br /&gt;
*Goal: uncover whatever she can that might help lift the blockade of Grace.&lt;br /&gt;
*Homeworld: Grace&lt;br /&gt;
*Languages: Novesperanto, Gracious, Prismatic&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Fix-1&lt;br /&gt;
*Know-0&lt;br /&gt;
*Programme-2&lt;br /&gt;
*Shoot-0&lt;br /&gt;
*Talk-0&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Hacker&lt;br /&gt;
**You have a considerable fluency with digital security measures and standard encryption methods. You know how to make computerized systems obey you until their automatic failsafes come down on your control. Gain Program as a bonus skill. When attempting to hack a database or computerized system, roll 3d6 on the skill check and drop the lowest die.&lt;br /&gt;
**Level 1&lt;br /&gt;
*Tinker&lt;br /&gt;
**You have a natural knack for modifying and improving equipment, as given in the rules on page 100. Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.&lt;br /&gt;
**Level 1&lt;br /&gt;
*Transhuman&lt;br /&gt;
**You have a soulstone that records your experiences and can be transferred between specially-prepared bodies, or shells. Create your PC as per page 253. Ignore paragraphs 2 and 3 about polities and 6 about equipment. Pick the Nat shell. Your soulstone must be brought back to the inception tank at HQ to be restored into a new shell, when a shell becomes available. (This will be challenging and likely require a mission to secure one.)&lt;br /&gt;
**Level 1&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*Expert Ability: Once per scene, you can reroll a failed skill check, taking the new roll if it’s better.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Shell: Natural&lt;br /&gt;
**Basic: Most Nats are grown to be healthy; when created, one physical attribute may be raised to 14.&lt;br /&gt;
**Affinity: Those with exceptional experience at operating in Nat bodies know how to wring every ounce of performance from a baseline human form. The attribute that was originally raised to 14 is treated as 18, and the other two physical attributes are raised to 14.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Melee&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged: Laser Pistol&lt;br /&gt;
**Attack Roll: +4&lt;br /&gt;
**Damage: 1d6&lt;br /&gt;
**Range: 100/300&lt;br /&gt;
**Magazine: 10&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Secure Clothing&lt;br /&gt;
**AC: 15&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 15&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 12&lt;br /&gt;
*Base Attack Bonus: +1&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 13&lt;br /&gt;
**Mental: 12&lt;br /&gt;
**Evasion: 12&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 1/7&lt;br /&gt;
**Stowed: 5/14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**Laser Pistol (1d6)&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Postech Toolkit&lt;br /&gt;
**2 type A cells (bundled)&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**3 units of spare parts (bundled)&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**2 line shunts&lt;br /&gt;
**100 credits&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Hand_of_Jehuty]]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=392885</id>
		<title>SWN: Hand of Jehuty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=392885"/>
		<updated>2021-01-14T20:25:33Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: /* Houserules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/ Recruitment] | [https://forum.rpg.net/index.php?threads/swn-rocket-peace.875399/ OOC] | [https://forum.rpg.net/index.php?threads/swn-rocket-peace.875423/ IC]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
[[Stars Without Number Revised Sheet]]&lt;br /&gt;
==Agents==&lt;br /&gt;
*&#039;&#039;Atlictoatl&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Earis ir&#039;Delan [[JEHUTY Profile: ADDER | (ADDER)]]&#039;&#039;&#039;, L2 Arcane Expert/Restricted Telepath, HP 12/12 | System Shock 0 | AC 13 | Initiative +1 | Effort 4/4&lt;br /&gt;
**&#039;&#039;&#039;Mal-chin Doubt Eater 23 [[JEHUTY Profile: RHINO | (RHINO)]]&#039;&#039;&#039;, L2 Arcane Warrior, HP 17/17 | System Shock 0 | AC 17 | Initiative +1 | Warrior Ability 1/1&lt;br /&gt;
*&#039;&#039;Caiphon&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Marys Sante [[JEHUTY Profile: MONUMENT | (MONUMENT)]]&#039;&#039;&#039;, L2 War Mage, HP 7/7 | System Shock 0 | AC 14 | Initiative +1 | Spell Casts: L1: 4/4&lt;br /&gt;
**&#039;&#039;&#039;Stygian Blue [[JEHUTY Profile: BLUE | (STIG)]]&#039;&#039;&#039;, L2 Prismatic AI, HP 6/6 or 11/11 | System Shock 0 | AC 13 | Initiative +0 or +1 | Processing 2/2&lt;br /&gt;
*&#039;&#039;Cannonball&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Kalli Duclair [[JEHUTY Profile: NIMBUS | (NIMBUS)]]&#039;&#039;&#039;, L2 Transhuman Expert, HP 10/10 | System Shock 0 | AC 15 | Initiative +2 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Peace Wrapped in Starlight [[JEHUTY Profile: CLARION | (CLARION)]]&#039;&#039;&#039;, L2 Sunblade, HP 6/6 | System Shock 0 | AC 19(!) | Initiative +1, Alert | Effort 3/3&lt;br /&gt;
*&#039;&#039;MonsterMash&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Rufus Wyndot [[JEHUTY Profile: MANTIS | (MANTIS)]]&#039;&#039;&#039;, L2 Expert, HP 9/9 | System Shock 0 | AC 13 | Initiative +1 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Benno Karden [[JEHUTY Profile: BULLET | (BULLET)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 14 | Initiative -1, Alert-2 | Warrior Ability 1/1&lt;br /&gt;
*&#039;&#039;Niihue&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Javier Morales [[JEHUTY Profile: SPIRIT | (SPIRIT)]]&#039;&#039;&#039;, L2 Psychic/Warrior, HP 10/10 | System Shock 0 | AC x | Initiative +1, Intuitive Response | Effort 4/4&lt;br /&gt;
**&#039;&#039;&#039;Mei Kirishima [[JEHUTY Profile: ANGEL | (ANGEL)]]&#039;&#039;&#039;, L2 Expert, HP 10/10 | System Shock 0 | AC 14 | Initiative +0 | Expert Ability 1/1&lt;br /&gt;
*&#039;&#039;Stinkyfool&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Darius [[JEHUTY Profile: FLOAT | (FLOAT)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 13 | Initiative +0, Alert | Warrior Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Jasper [[JEHUTY Profile: FLUX | (FLUX)]]&#039;&#039;&#039;, L2 Psychic, HP 10/10 | System Shock 0 | AC 13 | Initiative +0 | Effort 4/4&lt;br /&gt;
&lt;br /&gt;
==Officials==&lt;br /&gt;
&#039;&#039;&#039;Wizened Ivy,&#039;&#039;&#039; Director of JEHUTY, played by Atlictoatl&lt;br /&gt;
*Considers the interests of the agency as a whole.&lt;br /&gt;
*Mountain Sunblade wounded in action. Hopes to elevate a field agent into the office.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punished Spider,&#039;&#039;&#039; Ministry of Correction, played by Niihue&lt;br /&gt;
*Responds to threats to the agency itself and those it protects: the peace-loving people of the sector, in principle.&lt;br /&gt;
*Mountain-raised pious believer in the cause. Completely bald, facial tattoos over burn scar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crazy Vulture,&#039;&#039;&#039; Bureau of Clarity, played by Cannonball&lt;br /&gt;
*Identifies dangerous tech in the wrong hands, assembles field teams, and removes it.&lt;br /&gt;
*Broken Blade accountant. War refugee who lost their family to stray ordinance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild Duck,&#039;&#039;&#039; Vision Section, played by MonsterMash&lt;br /&gt;
*Researches new technology, psi, magic, and other tools, and equips the agency with them.&lt;br /&gt;
*Broken Blade technician. Convinced that there&#039;s a still-hidden power at work in the sector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Propitious Beetle,&#039;&#039;&#039; Foundation Division, played by Caiphon&lt;br /&gt;
*Maintains support staff: medics, accountants, janitors, and the NGO side of things.&lt;br /&gt;
*Early Blade field operative. Badly wounded on a field mission and presumed lost, but returned, with deeper passion than ever to continue the work. Walks with a limp. Kindly old grampa who won&#039;t back down when you refuse your holiday gifts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angel Obscured,&#039;&#039;&#039; Department of Peace, played by stinkyfool&lt;br /&gt;
*Ensures that the agency is embodying, synthesizing, and acting on the values of both Mountain and Blade.&lt;br /&gt;
*Near-death experience led to deep personality change. Seems high but isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
==Agency==&lt;br /&gt;
&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; Stoke&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections&#039;&#039;&#039; 1, &#039;&#039;&#039;Infiltration&#039;&#039;&#039; 0, &#039;&#039;&#039;Mobility&#039;&#039;&#039; 3, &#039;&#039;&#039;Muscle&#039;&#039;&#039; 3, &#039;&#039;&#039;Resources&#039;&#039;&#039; 1, &#039;&#039;&#039;Security&#039;&#039;&#039; 1, &#039;&#039;&#039;Tech&#039;&#039;&#039; 1&lt;br /&gt;
*Black Codex 1&lt;br /&gt;
**All agents gain Fix-0, Know-0, or Program-0 relating to maltech. &#039;&#039;&#039;+1 Tech&#039;&#039;&#039;&lt;br /&gt;
***A vault deep in the cliffside containing paper printouts, technical labs, and closed computer networks fully detached from the outside and each other.&lt;br /&gt;
*Front Business 1&lt;br /&gt;
**The agency has a front business that explains modest wealth. &#039;&#039;&#039;+1 Resources&#039;&#039;&#039;&lt;br /&gt;
***Blade Broken Peace Services continues to operate as a private peace company, taking contracts and laundering credits.&lt;br /&gt;
*Hidden Strings 1&lt;br /&gt;
**The agency has unofficial friends in numerous government departments, and can often get minor regulations bent. &#039;&#039;&#039;+1 Connections&#039;&#039;&#039;&lt;br /&gt;
***A cabal within Stoke&#039;s government not devoted to the Exarchate still deeply respects the Mountain and believes in their mission.&lt;br /&gt;
*Starships 2&lt;br /&gt;
**The agency has a free trader and the crew and facilities to keep it functional.&lt;br /&gt;
**The agency has a frigate and three free traders under its control. &#039;&#039;&#039;+3 Muscle&#039;&#039;&#039;&lt;br /&gt;
***Stoke&#039;s shipyards have produced a sizable navy; they can spare the &amp;quot;training flotilla&amp;quot; consisting of frigate &#039;&#039;Sharur&#039;&#039; and free traders &#039;&#039;Antu, Haya,&#039;&#039; and &#039;&#039;Ishum.&#039;&#039;&lt;br /&gt;
*Tradition 1&lt;br /&gt;
**The agency is dedicated, united, and has a history of accomplishment. &#039;&#039;&#039;+1 Security&#039;&#039;&#039;&lt;br /&gt;
***The inherited traditions of the Mountain, together with Blade Broken&#039;s altruistic mission, motivate JEHUTY personnel more than money.&lt;br /&gt;
*Transport 2&lt;br /&gt;
**Grav flyers and covert drops are available on the agency’s home planet.&lt;br /&gt;
**Fast smuggler runs of up to 50 tons to any world within 2 hexes of an agency station. &#039;&#039;&#039;+3 Mobility&#039;&#039;&#039;&lt;br /&gt;
***On top of the agency&#039;s owned grav flyers and other vehicles, they maintain relationships with humanitarian-inclined smugglers used to delivering relief under cover.&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;br /&gt;
==Agency Turn==&lt;br /&gt;
I&#039;ll just link the handout explaining these rules here.&lt;br /&gt;
&lt;br /&gt;
[https://i.imgur.com/5BNaJyT.png What is an Agency?]&lt;br /&gt;
[https://i.imgur.com/aoBQCGt.png Agency Actions]&lt;br /&gt;
[https://i.imgur.com/HVTBtOx.png Agency Elements 1]&lt;br /&gt;
[https://i.imgur.com/wKDnHSK.png Agency Elements 2]&lt;br /&gt;
==Character Creation==&lt;br /&gt;
*As per book with these changes.&lt;br /&gt;
*Roll 3D6 6 times down the line to generate an array of stats in order. When creating a new PC, do this two times and pick the array you prefer.&lt;br /&gt;
*Characters start at Level 2. They have a free skill-0 in Fix, Know, or Program from the Black Codex element.&lt;br /&gt;
*Instead of creating your own character, you can have the DM randomly generate a character for you. By default this is limited to Warrior, Expert, and Psychic to keep it easy, but just ask if you&#039;d like an Adventurer, a Prismatic True AI, or a magic class.&lt;br /&gt;
*In addition to the True AI class (as a Prismatic) and various origin foci, these classes from Codex of the Black Sun are available: Arcane Expert, Arcane Warrior, Free Nexus, Rectifier, Sunblade, War Mage, and Yama King.&lt;br /&gt;
*These origin foci are available:&lt;br /&gt;
**&#039;&#039;&#039;Cyborg.&#039;&#039;&#039; You begin play with 30,000 credits of cyberware. You have bonus System Strain that only counts for absorbing cyberware penalties; this is equal to half your level, rounded up. Once in play, new cyberware only costs half as much as usual for you due to your tuned physiology.&lt;br /&gt;
**&#039;&#039;&#039;Drone Keeper.&#039;&#039;&#039; You have a cybernetic drone control link that doesn&#039;t cost you System Strain. You can freely jury-rig together drones or drone fittings worth 2,500 credits given 24 hours, assuming you&#039;re not completely isolated from any semi-plausible source of scrap or salvage and have at least a portable toolkit with you. This jury-rig limit rises to 5,000 credits at level 3, 10,000 at level 7, and 25,000 at level 10. Changing your allocated jury-rig budget, such as from one drone to a different drone, takes 24 hours. (This focus can also be used for a Hanseongin varietal called Falconers.)&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Harpies,&#039;&#039;&#039; who are given wings to act as travelers, messengers, and explorers. Harpies can fly under normal gravity conditions with their Move Action and never take more than 1d4 falling damage while conscious. They have integral low-light and thermal vision, as per Panspectral Optics cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Basilisks,&#039;&#039;&#039; who are given weapons to hunt dangerous predators, but often become sectarian warriors or glory-seeking brawlers. They tend to be strongly devoted to a cause. Basilisks have integral weapons and armor as per Body Arsenal Array and Dermal Armor cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Eels,&#039;&#039;&#039; who are given bioelectricity to recover data from lost ruins on Hanseong&#039;s shrouded surface. Eels have a fine electrical mesh on their hands as per Eelskin Capacitor Mesh cyberware, and often wear gloves. They have an integral computer that acts as a black slab (SWN page 72.)&lt;br /&gt;
**&#039;&#039;&#039;Transhuman.&#039;&#039;&#039; You have a soulstone that records your experiences and can be transferred between specially-prepared bodies, or shells. Create your PC as per page 253. Ignore paragraphs 2 and 3 about polities and 6 about equipment. Pick the Nat shell. Your soulstone must be brought back to the inception tank at HQ to be restored into a new shell, when a shell becomes available. (This will be challenging and likely require a mission to secure one.)&lt;br /&gt;
==Advancement==&lt;br /&gt;
Both of your PCs accumulate XP at the same rate: when one gains XP, the other gains the same amount. XP is generally granted to characters for:&lt;br /&gt;
*Surviving the mission&lt;br /&gt;
*Completing the mission objective&lt;br /&gt;
*Completing a bonus objective or target of opportunity&lt;br /&gt;
*Achieving or significantly advancing their Goal&lt;br /&gt;
==Houserules==&lt;br /&gt;
*The laser pistol and laser rifle have these additional rules:&lt;br /&gt;
**This weapon can be fired in stun mode. Switch to stun mode as an On Turn action. Stun rays are visibly distinct from death rays. Stun damage can drop a target to zero hit points, but not kill them. They awaken 10 minutes later with 1 hit point.&lt;br /&gt;
**This weapon can be fired in silenced mode. Switch to silenced mode as an On Turn action. Silenced rays are smaller and make almost no sound. When silenced, the laser pistol&#039;s base damage becomes 1d4 and the laser rifle&#039;s becomes 1d8, and their range is halved.&lt;br /&gt;
*These are some potential uses of spare parts:&lt;br /&gt;
**For 1 unit of spare parts and a few minutes of work, a character with Fix-0 can apply a suppressor to a projectile weapon. This reduces its noise and muzzle flash, but halves its range. The suppressor lasts for one scene or expedition before needing to be replaced.&lt;br /&gt;
*This is some additional equipment:&lt;br /&gt;
**Flash Grenade: as grenade (SWN 66), but deals 1d4 stun damage. Targets who take damage are stunned for 1d4+1 rounds; stunned characters have a -2 AC penalty and can take only one Move Action per round.&lt;br /&gt;
**Smoke Grenade: as grenade, but no damage. Obscures in a 5-meter radius for 5 rounds, providing half cover (-2 to hit) and an additional -2 to laser weapons due to beam disruption. Characters caught in the cloud must Physical save or take -1 to attack rolls.&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
[https://sectorswithoutnumber.com/sector/TRhvyTcXqGTkRtSbVemd Sector Map]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Brief History of Prismatic Spray Sector&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Era 1 began with the spike drive and colonization from Earth; it was the Era of the Mandate.&lt;br /&gt;
Era 2 began with the Scream and great works of magic; it was the Era of the Weave.&lt;br /&gt;
Era 3 began with the Unweaving and the first metastorm; it was the Era of Division.&lt;br /&gt;
Era 4 began with the Prism and the end of the third metastorm; its history is unwritten.&lt;br /&gt;
&lt;br /&gt;
We&#039;re 15 years into Era 4. The last years of Era 3 were marked by a sector-wide war between two rival powers, the hegemonic State of Grace (technical, spiritual) and the rising Amity Alliance (magical, rational.) When the Great Metastorm subsided and long-distance spike drills became feasible again, the War of Grace and Amity explosively escalated, and it soon saw the arrival of the Prism, a highly advanced traveling fleet of AI with a complex color-based culture. Grace attacked them first (perhaps due to Amity trickery,) and so the Prism intervened on Amity&#039;s side, defeating the State of Grace at the Battle of Auld Nine and fully blockading their homeworld, where the Prismatic Fleet remains anchored. The powers of the sector soon learned that the Prism did not see organic planetary governments as their peers and had no interest in playing ball with them.&lt;br /&gt;
&lt;br /&gt;
*What does it all mean? You&#039;re in a sector with a long history that&#039;s recovered/ing from a war, magic and psi and other metaspace-phenomena are well-known, transhuman and posthuman cultures are budding, and people are conscious that a new era is starting. Y2K in space!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JEHUTY&#039;&#039;&#039; is one of the unexpected new syntheses emergent in Era 4. The agency is the fruitful merger between Blade Broken Peace Services, a &amp;quot;private peace company&amp;quot; founded in the last years of the War; and the Mountain, an esoteric order of wandering peacekeepers dating back to the Weave, if not before. The idealism and purpose of Blade Broken mixed well with the tradition and discipline of the Mountain, and 10 years ago the leaders of both (spurred on by a cross-faction adventuring party) made a concord to integrate with each other into a new agency: JEHUTY, named for an ancient Earth divinity of science-magic, wisdom, and judgment. The agency&#039;s mission is to disarm, decommission, and demobilize by any means necessary works of harmful technology (including psitech, arcanotech, and deadly catch-all maltech) leftover from the War of Grace and Amity.&lt;br /&gt;
&lt;br /&gt;
There are some other agencies in the former State of Grace that you should be aware of.&lt;br /&gt;
*&#039;&#039;&#039;The Others&#039;&#039;&#039; (the Other Side of the Mountain, Montagnards): for at least some of you, former comrades. A sect of the Mountain (needless to say, they think of themselves as the Mountain and you as the sect) more interested in &amp;quot;peacekeeping&amp;quot; for profit through bounty hunting and maintaining honor among thieves. Based in the Lagrange system, near Cirfant.&lt;br /&gt;
*&#039;&#039;&#039;VIPER&#039;&#039;&#039; (Fifth Division, D5): the external intelligence bureau of Itamaraty&#039;s planetary government. Tired of being a Gracious client, the planet is asserting its independence and pursuing its own goals in the sector. The highly-trained, exceptionally-qualified agents of VIPER help them punch above their weight. Based on Itamaraty.&lt;br /&gt;
*&#039;&#039;&#039;INDIGO&#039;&#039;&#039; (Indigo Union Freely Assembled, the Rectifiers): a counter-hegemonic network of dissidents, magic users, psychics, and the posthuman-curious who see the Prismatic Fleet as a potential model for the transhuman leap. Not obedience: cooperation and mutual exchange. Many Rectifiers were neutral medics and healers during the War - they&#039;re sick of the fighting. Known to operate in Evergreen.&lt;br /&gt;
&lt;br /&gt;
These are the worlds in or near the former State of Grace, with their cultural root for character detail and inspiration purposes.&lt;br /&gt;
*&#039;&#039;&#039;Grace&#039;&#039;&#039;. Highly developed and populous, ruled by an increasingly-despised representative world government, widespread spiritual ideology gave legitimacy to its rulers, blockaded by the Prism to end the War 15 years ago, temperate-to-warm, TL4+. [South Indian, especially Tamil and Sinhalese, but many different cultures.]&lt;br /&gt;
*&#039;&#039;&#039;Stoke&#039;&#039;&#039;. A million people in the underground canyon cities around the Old Machines, former Grace client seeking new independent purpose for its industry, people increasingly squeezed by debt crisis as embattled Grace-loyal ruling class bunkers down, cold, TL4+. [Ancient Mesopotamia+Classical Levant+Saarland industrial region.]&lt;br /&gt;
*&#039;&#039;&#039;Evergreen&#039;&#039;&#039;. Union of asteroid habitats and space stations around a pleasantly-glowing destroyed world, hosts many refugees, comfortable and forward-looking, TL4. [newly-decolonized West and East Africa, USA in 1960 as seen from abroad through rose-colored glasses.]&lt;br /&gt;
*&#039;&#039;&#039;Vuor&#039;&#039;&#039;. Bubble cities on a frozen surface, wracked by low-intensity civil conflict for generations and finally emerging into something new, developed precision war magic and tech to avoid the unspeakable crime of damaging the habitats, formerly provided Grace elite warriors, TL3. [Former Yugoslavia, Belarus, Ukraine.]&lt;br /&gt;
*&#039;&#039;&#039;Itamaraty&#039;&#039;&#039;. Stormy world with massive colorful clouds and rich wild botany, elaborate structures above and underground to protect from dangerous weather, governed by ubiquitous examination system testing intellectual and cultural skills (meteorological engineering is one thing but the dance portion is a killer,) colorful mask-wearing mandatory for survival in thick atmosphere, temperate, TL4. [historical Mesoamerica and modern Central America+classical Chinese examination system.]&lt;br /&gt;
*&#039;&#039;&#039;Sycamore&#039;&#039;&#039;. Isolated world recently reconnected to wider sector in Era 4 by shifting metaspace lanes, fears psychics due to long-ago crisis, deeply alien biosphere respected spiritually and kept separate from human-miscible ecosystems, rich in a natural resource that could replace Cirfant dioxis as the key to spike drive creation, now subject to a gold rush by offworld speculators and corps who call the unwelcoming world &amp;quot;Sycorax,&amp;quot; temperate-to-cold, TL3. [Siberia, Manchuria, Hokkaido.]&lt;br /&gt;
*&#039;&#039;&#039;Cirfant&#039;&#039;&#039;. Gas giant orbited by stations, moons, and floating dioxis distilleries (the critical ingredient to spike drive creation,) governed by feuding swashbuckling noble houses, policed by their space pirate allies, worked by an oppressed underclass of gas miners, TL4. [French colonial cultures such as in Algeria and Indochina.]&lt;br /&gt;
&lt;br /&gt;
These are some other important worlds in the sector.&lt;br /&gt;
*&#039;&#039;&#039;Moresnet&#039;&#039;&#039;. Recently reconnected to wider sector, everyday magical presence, anarchist, TL4. [Philippines+Indonesia.]&lt;br /&gt;
*&#039;&#039;&#039;Hanseong&#039;&#039;&#039;. Posthuman-inhabited floating islands above a cloud sea that get stranger the further out you go, TL4. [Very loosely Korea + Le Guin.]&lt;br /&gt;
*&#039;&#039;&#039;Aeaea&#039;&#039;&#039;. Handful of islands and floating structures above undersea culture of the posthuman Nereid hive mind, TL3. [Very loosely Greece.]&lt;br /&gt;
*&#039;&#039;&#039;Amity&#039;&#039;&#039;. Ascendant rival to fallen Grace, cultural imperialist, engineered biosphere, led by the Lieges of the Real magical-economic order, TL4+. [Very loosely Iceland+Norway.]&lt;br /&gt;
&lt;br /&gt;
==Important Posts==&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23671980 game pitch]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674363 basic setting]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674465 what happened to evergreen]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675007 agency elements]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675712 what is the prism]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677339 agency official creation + character inspiration pictures]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677342 player character creation]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678544 broken blade and the mountain, agency background, reference music]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678708 homeworlds available]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678894 deep dive into grace and stoke]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23679862 deep dive into itamaraty and sycamore]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=392770</id>
		<title>SWN: Hand of Jehuty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=392770"/>
		<updated>2021-01-14T03:40:59Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: amended stygian blue&amp;#039;s callsign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/ Recruitment] | [https://forum.rpg.net/index.php?threads/swn-rocket-peace.875399/ OOC] | [https://forum.rpg.net/index.php?threads/swn-rocket-peace.875423/ IC]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
[[Stars Without Number Revised Sheet]]&lt;br /&gt;
==Agents==&lt;br /&gt;
*&#039;&#039;Atlictoatl&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Earis ir&#039;Delan [[JEHUTY Profile: ADDER | (ADDER)]]&#039;&#039;&#039;, L2 Arcane Expert/Restricted Telepath, HP 12/12 | System Shock 0 | AC 13 | Initiative +1 | Effort 4/4&lt;br /&gt;
**&#039;&#039;&#039;Mal-chin Doubt Eater 23 [[JEHUTY Profile: RHINO | (RHINO)]]&#039;&#039;&#039;, L2 Arcane Warrior, HP 17/17 | System Shock 0 | AC 17 | Initiative +1 | Warrior Ability 1/1&lt;br /&gt;
*&#039;&#039;Caiphon&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Marys Sante [[JEHUTY Profile: MONUMENT | (MONUMENT)]]&#039;&#039;&#039;, L2 War Mage, HP 7/7 | System Shock 0 | AC 14 | Initiative +1 | Spell Casts: L1: 4/4&lt;br /&gt;
**&#039;&#039;&#039;Stygian Blue [[JEHUTY Profile: BLUE | (STIG)]]&#039;&#039;&#039;, L2 Prismatic AI, HP 6/6 or 11/11 | System Shock 0 | AC 13 | Initiative +0 or +1 | Processing 2/2&lt;br /&gt;
*&#039;&#039;Cannonball&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Kalli Duclair [[JEHUTY Profile: NIMBUS | (NIMBUS)]]&#039;&#039;&#039;, L2 Transhuman Expert, HP 10/10 | System Shock 0 | AC 15 | Initiative +2 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Peace Wrapped in Starlight [[JEHUTY Profile: CLARION | (CLARION)]]&#039;&#039;&#039;, L2 Sunblade, HP 6/6 | System Shock 0 | AC 19(!) | Initiative +1, Alert | Effort 3/3&lt;br /&gt;
*&#039;&#039;MonsterMash&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Rufus Wyndot [[JEHUTY Profile: MANTIS | (MANTIS)]]&#039;&#039;&#039;, L2 Expert, HP 9/9 | System Shock 0 | AC 13 | Initiative +1 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Benno Karden [[JEHUTY Profile: BULLET | (BULLET)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 14 | Initiative -1, Alert-2 | Warrior Ability 1/1&lt;br /&gt;
*&#039;&#039;Niihue&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Javier Morales [[JEHUTY Profile: SPIRIT | (SPIRIT)]]&#039;&#039;&#039;, L2 Psychic/Warrior, HP 10/10 | System Shock 0 | AC x | Initiative +1, Intuitive Response | Effort 4/4&lt;br /&gt;
**&#039;&#039;&#039;Mei Kirishima [[JEHUTY Profile: ANGEL | (ANGEL)]]&#039;&#039;&#039;, L2 Expert, HP 10/10 | System Shock 0 | AC 14 | Initiative +0 | Expert Ability 1/1&lt;br /&gt;
*&#039;&#039;Stinkyfool&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Darius [[JEHUTY Profile: FLOAT | (FLOAT)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 13 | Initiative +0, Alert | Warrior Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Jasper [[JEHUTY Profile: FLUX | (FLUX)]]&#039;&#039;&#039;, L2 Psychic, HP 10/10 | System Shock 0 | AC 13 | Initiative +0 | Effort 4/4&lt;br /&gt;
&lt;br /&gt;
==Officials==&lt;br /&gt;
&#039;&#039;&#039;Wizened Ivy,&#039;&#039;&#039; Director of JEHUTY, played by Atlictoatl&lt;br /&gt;
*Considers the interests of the agency as a whole.&lt;br /&gt;
*Mountain Sunblade wounded in action. Hopes to elevate a field agent into the office.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punished Spider,&#039;&#039;&#039; Ministry of Correction, played by Niihue&lt;br /&gt;
*Responds to threats to the agency itself and those it protects: the peace-loving people of the sector, in principle.&lt;br /&gt;
*Mountain-raised pious believer in the cause. Completely bald, facial tattoos over burn scar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crazy Vulture,&#039;&#039;&#039; Bureau of Clarity, played by Cannonball&lt;br /&gt;
*Identifies dangerous tech in the wrong hands, assembles field teams, and removes it.&lt;br /&gt;
*Broken Blade accountant. War refugee who lost their family to stray ordinance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild Duck,&#039;&#039;&#039; Vision Section, played by MonsterMash&lt;br /&gt;
*Researches new technology, psi, magic, and other tools, and equips the agency with them.&lt;br /&gt;
*Broken Blade technician. Convinced that there&#039;s a still-hidden power at work in the sector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Propitious Beetle,&#039;&#039;&#039; Foundation Division, played by Caiphon&lt;br /&gt;
*Maintains support staff: medics, accountants, janitors, and the NGO side of things.&lt;br /&gt;
*Early Blade field operative. Badly wounded on a field mission and presumed lost, but returned, with deeper passion than ever to continue the work. Walks with a limp. Kindly old grampa who won&#039;t back down when you refuse your holiday gifts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angel Obscured,&#039;&#039;&#039; Department of Peace, played by stinkyfool&lt;br /&gt;
*Ensures that the agency is embodying, synthesizing, and acting on the values of both Mountain and Blade.&lt;br /&gt;
*Near-death experience led to deep personality change. Seems high but isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
==Agency==&lt;br /&gt;
&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; Stoke&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections&#039;&#039;&#039; 1, &#039;&#039;&#039;Infiltration&#039;&#039;&#039; 0, &#039;&#039;&#039;Mobility&#039;&#039;&#039; 3, &#039;&#039;&#039;Muscle&#039;&#039;&#039; 3, &#039;&#039;&#039;Resources&#039;&#039;&#039; 1, &#039;&#039;&#039;Security&#039;&#039;&#039; 1, &#039;&#039;&#039;Tech&#039;&#039;&#039; 1&lt;br /&gt;
*Black Codex 1&lt;br /&gt;
**All agents gain Fix-0, Know-0, or Program-0 relating to maltech. &#039;&#039;&#039;+1 Tech&#039;&#039;&#039;&lt;br /&gt;
***A vault deep in the cliffside containing paper printouts, technical labs, and closed computer networks fully detached from the outside and each other.&lt;br /&gt;
*Front Business 1&lt;br /&gt;
**The agency has a front business that explains modest wealth. &#039;&#039;&#039;+1 Resources&#039;&#039;&#039;&lt;br /&gt;
***Blade Broken Peace Services continues to operate as a private peace company, taking contracts and laundering credits.&lt;br /&gt;
*Hidden Strings 1&lt;br /&gt;
**The agency has unofficial friends in numerous government departments, and can often get minor regulations bent. &#039;&#039;&#039;+1 Connections&#039;&#039;&#039;&lt;br /&gt;
***A cabal within Stoke&#039;s government not devoted to the Exarchate still deeply respects the Mountain and believes in their mission.&lt;br /&gt;
*Starships 2&lt;br /&gt;
**The agency has a free trader and the crew and facilities to keep it functional.&lt;br /&gt;
**The agency has a frigate and three free traders under its control. &#039;&#039;&#039;+3 Muscle&#039;&#039;&#039;&lt;br /&gt;
***Stoke&#039;s shipyards have produced a sizable navy; they can spare the &amp;quot;training flotilla&amp;quot; consisting of frigate &#039;&#039;Sharur&#039;&#039; and free traders &#039;&#039;Antu, Haya,&#039;&#039; and &#039;&#039;Ishum.&#039;&#039;&lt;br /&gt;
*Tradition 1&lt;br /&gt;
**The agency is dedicated, united, and has a history of accomplishment. &#039;&#039;&#039;+1 Security&#039;&#039;&#039;&lt;br /&gt;
***The inherited traditions of the Mountain, together with Blade Broken&#039;s altruistic mission, motivate JEHUTY personnel more than money.&lt;br /&gt;
*Transport 2&lt;br /&gt;
**Grav flyers and covert drops are available on the agency’s home planet.&lt;br /&gt;
**Fast smuggler runs of up to 50 tons to any world within 2 hexes of an agency station. &#039;&#039;&#039;+3 Mobility&#039;&#039;&#039;&lt;br /&gt;
***On top of the agency&#039;s owned grav flyers and other vehicles, they maintain relationships with humanitarian-inclined smugglers used to delivering relief under cover.&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;br /&gt;
==Agency Turn==&lt;br /&gt;
I&#039;ll just link the handout explaining these rules here.&lt;br /&gt;
&lt;br /&gt;
[https://i.imgur.com/5BNaJyT.png What is an Agency?]&lt;br /&gt;
[https://i.imgur.com/aoBQCGt.png Agency Actions]&lt;br /&gt;
[https://i.imgur.com/HVTBtOx.png Agency Elements 1]&lt;br /&gt;
[https://i.imgur.com/wKDnHSK.png Agency Elements 2]&lt;br /&gt;
==Character Creation==&lt;br /&gt;
*As per book with these changes.&lt;br /&gt;
*Roll 3D6 6 times down the line to generate an array of stats in order. When creating a new PC, do this two times and pick the array you prefer.&lt;br /&gt;
*Characters start at Level 2. They have a free skill-0 in Fix, Know, or Program from the Black Codex element.&lt;br /&gt;
*Instead of creating your own character, you can have the DM randomly generate a character for you. By default this is limited to Warrior, Expert, and Psychic to keep it easy, but just ask if you&#039;d like an Adventurer, a Prismatic True AI, or a magic class.&lt;br /&gt;
*In addition to the True AI class (as a Prismatic) and various origin foci, these classes from Codex of the Black Sun are available: Arcane Expert, Arcane Warrior, Free Nexus, Rectifier, Sunblade, War Mage, and Yama King.&lt;br /&gt;
*These origin foci are available:&lt;br /&gt;
**&#039;&#039;&#039;Cyborg.&#039;&#039;&#039; You begin play with 30,000 credits of cyberware. You have bonus System Strain that only counts for absorbing cyberware penalties; this is equal to half your level, rounded up. Once in play, new cyberware only costs half as much as usual for you due to your tuned physiology.&lt;br /&gt;
**&#039;&#039;&#039;Drone Keeper.&#039;&#039;&#039; You have a cybernetic drone control link that doesn&#039;t cost you System Strain. You can freely jury-rig together drones or drone fittings worth 2,500 credits given 24 hours, assuming you&#039;re not completely isolated from any semi-plausible source of scrap or salvage and have at least a portable toolkit with you. This jury-rig limit rises to 5,000 credits at level 3, 10,000 at level 7, and 25,000 at level 10. Changing your allocated jury-rig budget, such as from one drone to a different drone, takes 24 hours. (This focus can also be used for a Hanseongin varietal called Falconers.)&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Harpies,&#039;&#039;&#039; who are given wings to act as travelers, messengers, and explorers. Harpies can fly under normal gravity conditions with their Move Action and never take more than 1d4 falling damage while conscious. They have integral low-light and thermal vision, as per Panspectral Optics cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Basilisks,&#039;&#039;&#039; who are given weapons to hunt dangerous predators, but often become sectarian warriors or glory-seeking brawlers. They tend to be strongly devoted to a cause. Basilisks have integral weapons and armor as per Body Arsenal Array and Dermal Armor cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Eels,&#039;&#039;&#039; who are given bioelectricity to recover data from lost ruins on Hanseong&#039;s shrouded surface. Eels have a fine electrical mesh on their hands as per Eelskin Capacitor Mesh cyberware, and often wear gloves. They have an integral computer that acts as a black slab (SWN page 72.)&lt;br /&gt;
**&#039;&#039;&#039;Transhuman.&#039;&#039;&#039; You have a soulstone that records your experiences and can be transferred between specially-prepared bodies, or shells. Create your PC as per page 253. Ignore paragraphs 2 and 3 about polities and 6 about equipment. Pick the Nat shell. Your soulstone must be brought back to the inception tank at HQ to be restored into a new shell, when a shell becomes available. (This will be challenging and likely require a mission to secure one.)&lt;br /&gt;
==Advancement==&lt;br /&gt;
Both of your PCs accumulate XP at the same rate: when one gains XP, the other gains the same amount. XP is generally granted to characters for:&lt;br /&gt;
*Surviving the mission&lt;br /&gt;
*Completing the mission objective&lt;br /&gt;
*Completing a bonus objective or target of opportunity&lt;br /&gt;
*Achieving or significantly advancing their Goal&lt;br /&gt;
==Houserules==&lt;br /&gt;
*The laser pistol and laser rifle have these additional rules:&lt;br /&gt;
**This weapon can be fired in stun mode. Switch to stun mode as an On Turn action. Stun rays are visibly distinct from death rays. Stun damage can drop a target to zero hit points, but not kill them. They awaken 10 minutes later with 1 hit point.&lt;br /&gt;
**This weapon can be fired in silenced mode. Switch to silenced mode as an On Turn action. Silenced rays are smaller and make almost no sound. When silenced, the laser pistol&#039;s base damage becomes 1d4 and the laser rifle&#039;s becomes 1d8, and their range is halved.&lt;br /&gt;
*These are some potential uses of spare parts:&lt;br /&gt;
**For 1 unit of spare parts and a few minutes of work, a character with Fix-0 can apply a suppressor to a projectile weapon. This reduces its noise and muzzle flash, but halves its range. The suppressor lasts for one scene or expedition before needing to be replaced.&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
[https://sectorswithoutnumber.com/sector/TRhvyTcXqGTkRtSbVemd Sector Map]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Brief History of Prismatic Spray Sector&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Era 1 began with the spike drive and colonization from Earth; it was the Era of the Mandate.&lt;br /&gt;
Era 2 began with the Scream and great works of magic; it was the Era of the Weave.&lt;br /&gt;
Era 3 began with the Unweaving and the first metastorm; it was the Era of Division.&lt;br /&gt;
Era 4 began with the Prism and the end of the third metastorm; its history is unwritten.&lt;br /&gt;
&lt;br /&gt;
We&#039;re 15 years into Era 4. The last years of Era 3 were marked by a sector-wide war between two rival powers, the hegemonic State of Grace (technical, spiritual) and the rising Amity Alliance (magical, rational.) When the Great Metastorm subsided and long-distance spike drills became feasible again, the War of Grace and Amity explosively escalated, and it soon saw the arrival of the Prism, a highly advanced traveling fleet of AI with a complex color-based culture. Grace attacked them first (perhaps due to Amity trickery,) and so the Prism intervened on Amity&#039;s side, defeating the State of Grace at the Battle of Auld Nine and fully blockading their homeworld, where the Prismatic Fleet remains anchored. The powers of the sector soon learned that the Prism did not see organic planetary governments as their peers and had no interest in playing ball with them.&lt;br /&gt;
&lt;br /&gt;
*What does it all mean? You&#039;re in a sector with a long history that&#039;s recovered/ing from a war, magic and psi and other metaspace-phenomena are well-known, transhuman and posthuman cultures are budding, and people are conscious that a new era is starting. Y2K in space!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JEHUTY&#039;&#039;&#039; is one of the unexpected new syntheses emergent in Era 4. The agency is the fruitful merger between Blade Broken Peace Services, a &amp;quot;private peace company&amp;quot; founded in the last years of the War; and the Mountain, an esoteric order of wandering peacekeepers dating back to the Weave, if not before. The idealism and purpose of Blade Broken mixed well with the tradition and discipline of the Mountain, and 10 years ago the leaders of both (spurred on by a cross-faction adventuring party) made a concord to integrate with each other into a new agency: JEHUTY, named for an ancient Earth divinity of science-magic, wisdom, and judgment. The agency&#039;s mission is to disarm, decommission, and demobilize by any means necessary works of harmful technology (including psitech, arcanotech, and deadly catch-all maltech) leftover from the War of Grace and Amity.&lt;br /&gt;
&lt;br /&gt;
There are some other agencies in the former State of Grace that you should be aware of.&lt;br /&gt;
*&#039;&#039;&#039;The Others&#039;&#039;&#039; (the Other Side of the Mountain, Montagnards): for at least some of you, former comrades. A sect of the Mountain (needless to say, they think of themselves as the Mountain and you as the sect) more interested in &amp;quot;peacekeeping&amp;quot; for profit through bounty hunting and maintaining honor among thieves. Based in the Lagrange system, near Cirfant.&lt;br /&gt;
*&#039;&#039;&#039;VIPER&#039;&#039;&#039; (Fifth Division, D5): the external intelligence bureau of Itamaraty&#039;s planetary government. Tired of being a Gracious client, the planet is asserting its independence and pursuing its own goals in the sector. The highly-trained, exceptionally-qualified agents of VIPER help them punch above their weight. Based on Itamaraty.&lt;br /&gt;
*&#039;&#039;&#039;INDIGO&#039;&#039;&#039; (Indigo Union Freely Assembled, the Rectifiers): a counter-hegemonic network of dissidents, magic users, psychics, and the posthuman-curious who see the Prismatic Fleet as a potential model for the transhuman leap. Not obedience: cooperation and mutual exchange. Many Rectifiers were neutral medics and healers during the War - they&#039;re sick of the fighting. Known to operate in Evergreen.&lt;br /&gt;
&lt;br /&gt;
These are the worlds in or near the former State of Grace, with their cultural root for character detail and inspiration purposes.&lt;br /&gt;
*&#039;&#039;&#039;Grace&#039;&#039;&#039;. Highly developed and populous, ruled by an increasingly-despised representative world government, widespread spiritual ideology gave legitimacy to its rulers, blockaded by the Prism to end the War 15 years ago, temperate-to-warm, TL4+. [South Indian, especially Tamil and Sinhalese, but many different cultures.]&lt;br /&gt;
*&#039;&#039;&#039;Stoke&#039;&#039;&#039;. A million people in the underground canyon cities around the Old Machines, former Grace client seeking new independent purpose for its industry, people increasingly squeezed by debt crisis as embattled Grace-loyal ruling class bunkers down, cold, TL4+. [Ancient Mesopotamia+Classical Levant+Saarland industrial region.]&lt;br /&gt;
*&#039;&#039;&#039;Evergreen&#039;&#039;&#039;. Union of asteroid habitats and space stations around a pleasantly-glowing destroyed world, hosts many refugees, comfortable and forward-looking, TL4. [newly-decolonized West and East Africa, USA in 1960 as seen from abroad through rose-colored glasses.]&lt;br /&gt;
*&#039;&#039;&#039;Vuor&#039;&#039;&#039;. Bubble cities on a frozen surface, wracked by low-intensity civil conflict for generations and finally emerging into something new, developed precision war magic and tech to avoid the unspeakable crime of damaging the habitats, formerly provided Grace elite warriors, TL3. [Former Yugoslavia, Belarus, Ukraine.]&lt;br /&gt;
*&#039;&#039;&#039;Itamaraty&#039;&#039;&#039;. Stormy world with massive colorful clouds and rich wild botany, elaborate structures above and underground to protect from dangerous weather, governed by ubiquitous examination system testing intellectual and cultural skills (meteorological engineering is one thing but the dance portion is a killer,) colorful mask-wearing mandatory for survival in thick atmosphere, temperate, TL4. [historical Mesoamerica and modern Central America+classical Chinese examination system.]&lt;br /&gt;
*&#039;&#039;&#039;Sycamore&#039;&#039;&#039;. Isolated world recently reconnected to wider sector in Era 4 by shifting metaspace lanes, fears psychics due to long-ago crisis, deeply alien biosphere respected spiritually and kept separate from human-miscible ecosystems, rich in a natural resource that could replace Cirfant dioxis as the key to spike drive creation, now subject to a gold rush by offworld speculators and corps who call the unwelcoming world &amp;quot;Sycorax,&amp;quot; temperate-to-cold, TL3. [Siberia, Manchuria, Hokkaido.]&lt;br /&gt;
*&#039;&#039;&#039;Cirfant&#039;&#039;&#039;. Gas giant orbited by stations, moons, and floating dioxis distilleries (the critical ingredient to spike drive creation,) governed by feuding swashbuckling noble houses, policed by their space pirate allies, worked by an oppressed underclass of gas miners, TL4. [French colonial cultures such as in Algeria and Indochina.]&lt;br /&gt;
&lt;br /&gt;
These are some other important worlds in the sector.&lt;br /&gt;
*&#039;&#039;&#039;Moresnet&#039;&#039;&#039;. Recently reconnected to wider sector, everyday magical presence, anarchist, TL4. [Philippines+Indonesia.]&lt;br /&gt;
*&#039;&#039;&#039;Hanseong&#039;&#039;&#039;. Posthuman-inhabited floating islands above a cloud sea that get stranger the further out you go, TL4. [Very loosely Korea + Le Guin.]&lt;br /&gt;
*&#039;&#039;&#039;Aeaea&#039;&#039;&#039;. Handful of islands and floating structures above undersea culture of the posthuman Nereid hive mind, TL3. [Very loosely Greece.]&lt;br /&gt;
*&#039;&#039;&#039;Amity&#039;&#039;&#039;. Ascendant rival to fallen Grace, cultural imperialist, engineered biosphere, led by the Lieges of the Real magical-economic order, TL4+. [Very loosely Iceland+Norway.]&lt;br /&gt;
&lt;br /&gt;
==Important Posts==&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23671980 game pitch]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674363 basic setting]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674465 what happened to evergreen]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675007 agency elements]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675712 what is the prism]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677339 agency official creation + character inspiration pictures]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677342 player character creation]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678544 broken blade and the mountain, agency background, reference music]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678708 homeworlds available]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678894 deep dive into grace and stoke]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23679862 deep dive into itamaraty and sycamore]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=392764</id>
		<title>SWN: Hand of Jehuty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=392764"/>
		<updated>2021-01-14T02:52:15Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: /* Houserules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/ Recruitment] | [https://forum.rpg.net/index.php?threads/swn-rocket-peace.875399/ OOC] | [https://forum.rpg.net/index.php?threads/swn-rocket-peace.875423/ IC]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
[[Stars Without Number Revised Sheet]]&lt;br /&gt;
==Agents==&lt;br /&gt;
*&#039;&#039;Atlictoatl&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Earis ir&#039;Delan [[JEHUTY Profile: ADDER | (ADDER)]]&#039;&#039;&#039;, L2 Arcane Expert/Restricted Telepath, HP 12/12 | System Shock 0 | AC 13 | Initiative +1 | Effort 4/4&lt;br /&gt;
**&#039;&#039;&#039;Mal-chin Doubt Eater 23 [[JEHUTY Profile: RHINO | (RHINO)]]&#039;&#039;&#039;, L2 Arcane Warrior, HP 17/17 | System Shock 0 | AC 17 | Initiative +1 | Warrior Ability 1/1&lt;br /&gt;
*&#039;&#039;Caiphon&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Marys Sante [[JEHUTY Profile: MONUMENT | (MONUMENT)]]&#039;&#039;&#039;, L2 War Mage, HP 7/7 | System Shock 0 | AC 14 | Initiative +1 | Spell Casts: L1: 4/4&lt;br /&gt;
**&#039;&#039;&#039;Stygian Blue [[JEHUTY Profile: BLUE | (BLUE)]]&#039;&#039;&#039;, L2 Prismatic AI, HP 6/6 or 11/11 | System Shock 0 | AC 13 | Initiative +0 or +1 | Processing 2/2&lt;br /&gt;
*&#039;&#039;Cannonball&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Kalli Duclair [[JEHUTY Profile: NIMBUS | (NIMBUS)]]&#039;&#039;&#039;, L2 Transhuman Expert, HP 10/10 | System Shock 0 | AC 15 | Initiative +2 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Peace Wrapped in Starlight [[JEHUTY Profile: CLARION | (CLARION)]]&#039;&#039;&#039;, L2 Sunblade, HP 6/6 | System Shock 0 | AC 19(!) | Initiative +1, Alert | Effort 3/3&lt;br /&gt;
*&#039;&#039;MonsterMash&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Rufus Wyndot [[JEHUTY Profile: MANTIS | (MANTIS)]]&#039;&#039;&#039;, L2 Expert, HP 9/9 | System Shock 0 | AC 13 | Initiative +1 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Benno Karden [[JEHUTY Profile: BULLET | (BULLET)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 14 | Initiative -1, Alert-2 | Warrior Ability 1/1&lt;br /&gt;
*&#039;&#039;Niihue&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Javier Morales [[JEHUTY Profile: SPIRIT | (SPIRIT)]]&#039;&#039;&#039;, L2 Psychic/Warrior, HP 10/10 | System Shock 0 | AC x | Initiative +1, Intuitive Response | Effort 4/4&lt;br /&gt;
**&#039;&#039;&#039;Mei Kirishima [[JEHUTY Profile: ANGEL | (ANGEL)]]&#039;&#039;&#039;, L2 Expert, HP 10/10 | System Shock 0 | AC 14 | Initiative +0 | Expert Ability 1/1&lt;br /&gt;
*&#039;&#039;Stinkyfool&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Darius [[JEHUTY Profile: FLOAT | (FLOAT)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 13 | Initiative +0, Alert | Warrior Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Jasper [[JEHUTY Profile: FLUX | (FLUX)]]&#039;&#039;&#039;, L2 Psychic, HP 10/10 | System Shock 0 | AC 13 | Initiative +0 | Effort 4/4&lt;br /&gt;
&lt;br /&gt;
==Officials==&lt;br /&gt;
&#039;&#039;&#039;Wizened Ivy,&#039;&#039;&#039; Director of JEHUTY, played by Atlictoatl&lt;br /&gt;
*Considers the interests of the agency as a whole.&lt;br /&gt;
*Mountain Sunblade wounded in action. Hopes to elevate a field agent into the office.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punished Spider,&#039;&#039;&#039; Ministry of Correction, played by Niihue&lt;br /&gt;
*Responds to threats to the agency itself and those it protects: the peace-loving people of the sector, in principle.&lt;br /&gt;
*Mountain-raised pious believer in the cause. Completely bald, facial tattoos over burn scar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crazy Vulture,&#039;&#039;&#039; Bureau of Clarity, played by Cannonball&lt;br /&gt;
*Identifies dangerous tech in the wrong hands, assembles field teams, and removes it.&lt;br /&gt;
*Broken Blade accountant. War refugee who lost their family to stray ordinance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild Duck,&#039;&#039;&#039; Vision Section, played by MonsterMash&lt;br /&gt;
*Researches new technology, psi, magic, and other tools, and equips the agency with them.&lt;br /&gt;
*Broken Blade technician. Convinced that there&#039;s a still-hidden power at work in the sector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Propitious Beetle,&#039;&#039;&#039; Foundation Division, played by Caiphon&lt;br /&gt;
*Maintains support staff: medics, accountants, janitors, and the NGO side of things.&lt;br /&gt;
*Early Blade field operative. Badly wounded on a field mission and presumed lost, but returned, with deeper passion than ever to continue the work. Walks with a limp. Kindly old grampa who won&#039;t back down when you refuse your holiday gifts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angel Obscured,&#039;&#039;&#039; Department of Peace, played by stinkyfool&lt;br /&gt;
*Ensures that the agency is embodying, synthesizing, and acting on the values of both Mountain and Blade.&lt;br /&gt;
*Near-death experience led to deep personality change. Seems high but isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
==Agency==&lt;br /&gt;
&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; Stoke&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections&#039;&#039;&#039; 1, &#039;&#039;&#039;Infiltration&#039;&#039;&#039; 0, &#039;&#039;&#039;Mobility&#039;&#039;&#039; 3, &#039;&#039;&#039;Muscle&#039;&#039;&#039; 3, &#039;&#039;&#039;Resources&#039;&#039;&#039; 1, &#039;&#039;&#039;Security&#039;&#039;&#039; 1, &#039;&#039;&#039;Tech&#039;&#039;&#039; 1&lt;br /&gt;
*Black Codex 1&lt;br /&gt;
**All agents gain Fix-0, Know-0, or Program-0 relating to maltech. &#039;&#039;&#039;+1 Tech&#039;&#039;&#039;&lt;br /&gt;
***A vault deep in the cliffside containing paper printouts, technical labs, and closed computer networks fully detached from the outside and each other.&lt;br /&gt;
*Front Business 1&lt;br /&gt;
**The agency has a front business that explains modest wealth. &#039;&#039;&#039;+1 Resources&#039;&#039;&#039;&lt;br /&gt;
***Blade Broken Peace Services continues to operate as a private peace company, taking contracts and laundering credits.&lt;br /&gt;
*Hidden Strings 1&lt;br /&gt;
**The agency has unofficial friends in numerous government departments, and can often get minor regulations bent. &#039;&#039;&#039;+1 Connections&#039;&#039;&#039;&lt;br /&gt;
***A cabal within Stoke&#039;s government not devoted to the Exarchate still deeply respects the Mountain and believes in their mission.&lt;br /&gt;
*Starships 2&lt;br /&gt;
**The agency has a free trader and the crew and facilities to keep it functional.&lt;br /&gt;
**The agency has a frigate and three free traders under its control. &#039;&#039;&#039;+3 Muscle&#039;&#039;&#039;&lt;br /&gt;
***Stoke&#039;s shipyards have produced a sizable navy; they can spare the &amp;quot;training flotilla&amp;quot; consisting of frigate &#039;&#039;Sharur&#039;&#039; and free traders &#039;&#039;Antu, Haya,&#039;&#039; and &#039;&#039;Ishum.&#039;&#039;&lt;br /&gt;
*Tradition 1&lt;br /&gt;
**The agency is dedicated, united, and has a history of accomplishment. &#039;&#039;&#039;+1 Security&#039;&#039;&#039;&lt;br /&gt;
***The inherited traditions of the Mountain, together with Blade Broken&#039;s altruistic mission, motivate JEHUTY personnel more than money.&lt;br /&gt;
*Transport 2&lt;br /&gt;
**Grav flyers and covert drops are available on the agency’s home planet.&lt;br /&gt;
**Fast smuggler runs of up to 50 tons to any world within 2 hexes of an agency station. &#039;&#039;&#039;+3 Mobility&#039;&#039;&#039;&lt;br /&gt;
***On top of the agency&#039;s owned grav flyers and other vehicles, they maintain relationships with humanitarian-inclined smugglers used to delivering relief under cover.&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;br /&gt;
==Agency Turn==&lt;br /&gt;
I&#039;ll just link the handout explaining these rules here.&lt;br /&gt;
&lt;br /&gt;
[https://i.imgur.com/5BNaJyT.png What is an Agency?]&lt;br /&gt;
[https://i.imgur.com/aoBQCGt.png Agency Actions]&lt;br /&gt;
[https://i.imgur.com/HVTBtOx.png Agency Elements 1]&lt;br /&gt;
[https://i.imgur.com/wKDnHSK.png Agency Elements 2]&lt;br /&gt;
==Character Creation==&lt;br /&gt;
*As per book with these changes.&lt;br /&gt;
*Roll 3D6 6 times down the line to generate an array of stats in order. When creating a new PC, do this two times and pick the array you prefer.&lt;br /&gt;
*Characters start at Level 2. They have a free skill-0 in Fix, Know, or Program from the Black Codex element.&lt;br /&gt;
*Instead of creating your own character, you can have the DM randomly generate a character for you. By default this is limited to Warrior, Expert, and Psychic to keep it easy, but just ask if you&#039;d like an Adventurer, a Prismatic True AI, or a magic class.&lt;br /&gt;
*In addition to the True AI class (as a Prismatic) and various origin foci, these classes from Codex of the Black Sun are available: Arcane Expert, Arcane Warrior, Free Nexus, Rectifier, Sunblade, War Mage, and Yama King.&lt;br /&gt;
*These origin foci are available:&lt;br /&gt;
**&#039;&#039;&#039;Cyborg.&#039;&#039;&#039; You begin play with 30,000 credits of cyberware. You have bonus System Strain that only counts for absorbing cyberware penalties; this is equal to half your level, rounded up. Once in play, new cyberware only costs half as much as usual for you due to your tuned physiology.&lt;br /&gt;
**&#039;&#039;&#039;Drone Keeper.&#039;&#039;&#039; You have a cybernetic drone control link that doesn&#039;t cost you System Strain. You can freely jury-rig together drones or drone fittings worth 2,500 credits given 24 hours, assuming you&#039;re not completely isolated from any semi-plausible source of scrap or salvage and have at least a portable toolkit with you. This jury-rig limit rises to 5,000 credits at level 3, 10,000 at level 7, and 25,000 at level 10. Changing your allocated jury-rig budget, such as from one drone to a different drone, takes 24 hours. (This focus can also be used for a Hanseongin varietal called Falconers.)&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Harpies,&#039;&#039;&#039; who are given wings to act as travelers, messengers, and explorers. Harpies can fly under normal gravity conditions with their Move Action and never take more than 1d4 falling damage while conscious. They have integral low-light and thermal vision, as per Panspectral Optics cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Basilisks,&#039;&#039;&#039; who are given weapons to hunt dangerous predators, but often become sectarian warriors or glory-seeking brawlers. They tend to be strongly devoted to a cause. Basilisks have integral weapons and armor as per Body Arsenal Array and Dermal Armor cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Eels,&#039;&#039;&#039; who are given bioelectricity to recover data from lost ruins on Hanseong&#039;s shrouded surface. Eels have a fine electrical mesh on their hands as per Eelskin Capacitor Mesh cyberware, and often wear gloves. They have an integral computer that acts as a black slab (SWN page 72.)&lt;br /&gt;
**&#039;&#039;&#039;Transhuman.&#039;&#039;&#039; You have a soulstone that records your experiences and can be transferred between specially-prepared bodies, or shells. Create your PC as per page 253. Ignore paragraphs 2 and 3 about polities and 6 about equipment. Pick the Nat shell. Your soulstone must be brought back to the inception tank at HQ to be restored into a new shell, when a shell becomes available. (This will be challenging and likely require a mission to secure one.)&lt;br /&gt;
==Advancement==&lt;br /&gt;
Both of your PCs accumulate XP at the same rate: when one gains XP, the other gains the same amount. XP is generally granted to characters for:&lt;br /&gt;
*Surviving the mission&lt;br /&gt;
*Completing the mission objective&lt;br /&gt;
*Completing a bonus objective or target of opportunity&lt;br /&gt;
*Achieving or significantly advancing their Goal&lt;br /&gt;
==Houserules==&lt;br /&gt;
*The laser pistol and laser rifle have these additional rules:&lt;br /&gt;
**This weapon can be fired in stun mode. Switch to stun mode as an On Turn action. Stun rays are visibly distinct from death rays. Stun damage can drop a target to zero hit points, but not kill them. They awaken 10 minutes later with 1 hit point.&lt;br /&gt;
**This weapon can be fired in silenced mode. Switch to silenced mode as an On Turn action. Silenced rays are smaller and make almost no sound. When silenced, the laser pistol&#039;s base damage becomes 1d4 and the laser rifle&#039;s becomes 1d8, and their range is halved.&lt;br /&gt;
*These are some potential uses of spare parts:&lt;br /&gt;
**For 1 unit of spare parts and a few minutes of work, a character with Fix-0 can apply a suppressor to a projectile weapon. This reduces its noise and muzzle flash, but halves its range. The suppressor lasts for one scene or expedition before needing to be replaced.&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
[https://sectorswithoutnumber.com/sector/TRhvyTcXqGTkRtSbVemd Sector Map]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Brief History of Prismatic Spray Sector&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Era 1 began with the spike drive and colonization from Earth; it was the Era of the Mandate.&lt;br /&gt;
Era 2 began with the Scream and great works of magic; it was the Era of the Weave.&lt;br /&gt;
Era 3 began with the Unweaving and the first metastorm; it was the Era of Division.&lt;br /&gt;
Era 4 began with the Prism and the end of the third metastorm; its history is unwritten.&lt;br /&gt;
&lt;br /&gt;
We&#039;re 15 years into Era 4. The last years of Era 3 were marked by a sector-wide war between two rival powers, the hegemonic State of Grace (technical, spiritual) and the rising Amity Alliance (magical, rational.) When the Great Metastorm subsided and long-distance spike drills became feasible again, the War of Grace and Amity explosively escalated, and it soon saw the arrival of the Prism, a highly advanced traveling fleet of AI with a complex color-based culture. Grace attacked them first (perhaps due to Amity trickery,) and so the Prism intervened on Amity&#039;s side, defeating the State of Grace at the Battle of Auld Nine and fully blockading their homeworld, where the Prismatic Fleet remains anchored. The powers of the sector soon learned that the Prism did not see organic planetary governments as their peers and had no interest in playing ball with them.&lt;br /&gt;
&lt;br /&gt;
*What does it all mean? You&#039;re in a sector with a long history that&#039;s recovered/ing from a war, magic and psi and other metaspace-phenomena are well-known, transhuman and posthuman cultures are budding, and people are conscious that a new era is starting. Y2K in space!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JEHUTY&#039;&#039;&#039; is one of the unexpected new syntheses emergent in Era 4. The agency is the fruitful merger between Blade Broken Peace Services, a &amp;quot;private peace company&amp;quot; founded in the last years of the War; and the Mountain, an esoteric order of wandering peacekeepers dating back to the Weave, if not before. The idealism and purpose of Blade Broken mixed well with the tradition and discipline of the Mountain, and 10 years ago the leaders of both (spurred on by a cross-faction adventuring party) made a concord to integrate with each other into a new agency: JEHUTY, named for an ancient Earth divinity of science-magic, wisdom, and judgment. The agency&#039;s mission is to disarm, decommission, and demobilize by any means necessary works of harmful technology (including psitech, arcanotech, and deadly catch-all maltech) leftover from the War of Grace and Amity.&lt;br /&gt;
&lt;br /&gt;
There are some other agencies in the former State of Grace that you should be aware of.&lt;br /&gt;
*&#039;&#039;&#039;The Others&#039;&#039;&#039; (the Other Side of the Mountain, Montagnards): for at least some of you, former comrades. A sect of the Mountain (needless to say, they think of themselves as the Mountain and you as the sect) more interested in &amp;quot;peacekeeping&amp;quot; for profit through bounty hunting and maintaining honor among thieves. Based in the Lagrange system, near Cirfant.&lt;br /&gt;
*&#039;&#039;&#039;VIPER&#039;&#039;&#039; (Fifth Division, D5): the external intelligence bureau of Itamaraty&#039;s planetary government. Tired of being a Gracious client, the planet is asserting its independence and pursuing its own goals in the sector. The highly-trained, exceptionally-qualified agents of VIPER help them punch above their weight. Based on Itamaraty.&lt;br /&gt;
*&#039;&#039;&#039;INDIGO&#039;&#039;&#039; (Indigo Union Freely Assembled, the Rectifiers): a counter-hegemonic network of dissidents, magic users, psychics, and the posthuman-curious who see the Prismatic Fleet as a potential model for the transhuman leap. Not obedience: cooperation and mutual exchange. Many Rectifiers were neutral medics and healers during the War - they&#039;re sick of the fighting. Known to operate in Evergreen.&lt;br /&gt;
&lt;br /&gt;
These are the worlds in or near the former State of Grace, with their cultural root for character detail and inspiration purposes.&lt;br /&gt;
*&#039;&#039;&#039;Grace&#039;&#039;&#039;. Highly developed and populous, ruled by an increasingly-despised representative world government, widespread spiritual ideology gave legitimacy to its rulers, blockaded by the Prism to end the War 15 years ago, temperate-to-warm, TL4+. [South Indian, especially Tamil and Sinhalese, but many different cultures.]&lt;br /&gt;
*&#039;&#039;&#039;Stoke&#039;&#039;&#039;. A million people in the underground canyon cities around the Old Machines, former Grace client seeking new independent purpose for its industry, people increasingly squeezed by debt crisis as embattled Grace-loyal ruling class bunkers down, cold, TL4+. [Ancient Mesopotamia+Classical Levant+Saarland industrial region.]&lt;br /&gt;
*&#039;&#039;&#039;Evergreen&#039;&#039;&#039;. Union of asteroid habitats and space stations around a pleasantly-glowing destroyed world, hosts many refugees, comfortable and forward-looking, TL4. [newly-decolonized West and East Africa, USA in 1960 as seen from abroad through rose-colored glasses.]&lt;br /&gt;
*&#039;&#039;&#039;Vuor&#039;&#039;&#039;. Bubble cities on a frozen surface, wracked by low-intensity civil conflict for generations and finally emerging into something new, developed precision war magic and tech to avoid the unspeakable crime of damaging the habitats, formerly provided Grace elite warriors, TL3. [Former Yugoslavia, Belarus, Ukraine.]&lt;br /&gt;
*&#039;&#039;&#039;Itamaraty&#039;&#039;&#039;. Stormy world with massive colorful clouds and rich wild botany, elaborate structures above and underground to protect from dangerous weather, governed by ubiquitous examination system testing intellectual and cultural skills (meteorological engineering is one thing but the dance portion is a killer,) colorful mask-wearing mandatory for survival in thick atmosphere, temperate, TL4. [historical Mesoamerica and modern Central America+classical Chinese examination system.]&lt;br /&gt;
*&#039;&#039;&#039;Sycamore&#039;&#039;&#039;. Isolated world recently reconnected to wider sector in Era 4 by shifting metaspace lanes, fears psychics due to long-ago crisis, deeply alien biosphere respected spiritually and kept separate from human-miscible ecosystems, rich in a natural resource that could replace Cirfant dioxis as the key to spike drive creation, now subject to a gold rush by offworld speculators and corps who call the unwelcoming world &amp;quot;Sycorax,&amp;quot; temperate-to-cold, TL3. [Siberia, Manchuria, Hokkaido.]&lt;br /&gt;
*&#039;&#039;&#039;Cirfant&#039;&#039;&#039;. Gas giant orbited by stations, moons, and floating dioxis distilleries (the critical ingredient to spike drive creation,) governed by feuding swashbuckling noble houses, policed by their space pirate allies, worked by an oppressed underclass of gas miners, TL4. [French colonial cultures such as in Algeria and Indochina.]&lt;br /&gt;
&lt;br /&gt;
These are some other important worlds in the sector.&lt;br /&gt;
*&#039;&#039;&#039;Moresnet&#039;&#039;&#039;. Recently reconnected to wider sector, everyday magical presence, anarchist, TL4. [Philippines+Indonesia.]&lt;br /&gt;
*&#039;&#039;&#039;Hanseong&#039;&#039;&#039;. Posthuman-inhabited floating islands above a cloud sea that get stranger the further out you go, TL4. [Very loosely Korea + Le Guin.]&lt;br /&gt;
*&#039;&#039;&#039;Aeaea&#039;&#039;&#039;. Handful of islands and floating structures above undersea culture of the posthuman Nereid hive mind, TL3. [Very loosely Greece.]&lt;br /&gt;
*&#039;&#039;&#039;Amity&#039;&#039;&#039;. Ascendant rival to fallen Grace, cultural imperialist, engineered biosphere, led by the Lieges of the Real magical-economic order, TL4+. [Very loosely Iceland+Norway.]&lt;br /&gt;
&lt;br /&gt;
==Important Posts==&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23671980 game pitch]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674363 basic setting]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674465 what happened to evergreen]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675007 agency elements]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675712 what is the prism]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677339 agency official creation + character inspiration pictures]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677342 player character creation]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678544 broken blade and the mountain, agency background, reference music]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678708 homeworlds available]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678894 deep dive into grace and stoke]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23679862 deep dive into itamaraty and sycamore]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=392763</id>
		<title>SWN: Hand of Jehuty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=392763"/>
		<updated>2021-01-14T02:23:34Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: /* Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/ Recruitment] | [https://forum.rpg.net/index.php?threads/swn-rocket-peace.875399/ OOC] | [https://forum.rpg.net/index.php?threads/swn-rocket-peace.875423/ IC]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
[[Stars Without Number Revised Sheet]]&lt;br /&gt;
==Agents==&lt;br /&gt;
*&#039;&#039;Atlictoatl&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Earis ir&#039;Delan [[JEHUTY Profile: ADDER | (ADDER)]]&#039;&#039;&#039;, L2 Arcane Expert/Restricted Telepath, HP 12/12 | System Shock 0 | AC 13 | Initiative +1 | Effort 4/4&lt;br /&gt;
**&#039;&#039;&#039;Mal-chin Doubt Eater 23 [[JEHUTY Profile: RHINO | (RHINO)]]&#039;&#039;&#039;, L2 Arcane Warrior, HP 17/17 | System Shock 0 | AC 17 | Initiative +1 | Warrior Ability 1/1&lt;br /&gt;
*&#039;&#039;Caiphon&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Marys Sante [[JEHUTY Profile: MONUMENT | (MONUMENT)]]&#039;&#039;&#039;, L2 War Mage, HP 7/7 | System Shock 0 | AC 14 | Initiative +1 | Spell Casts: L1: 4/4&lt;br /&gt;
**&#039;&#039;&#039;Stygian Blue [[JEHUTY Profile: BLUE | (BLUE)]]&#039;&#039;&#039;, L2 Prismatic AI, HP 6/6 or 11/11 | System Shock 0 | AC 13 | Initiative +0 or +1 | Processing 2/2&lt;br /&gt;
*&#039;&#039;Cannonball&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Kalli Duclair [[JEHUTY Profile: NIMBUS | (NIMBUS)]]&#039;&#039;&#039;, L2 Transhuman Expert, HP 10/10 | System Shock 0 | AC 15 | Initiative +2 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Peace Wrapped in Starlight [[JEHUTY Profile: CLARION | (CLARION)]]&#039;&#039;&#039;, L2 Sunblade, HP 6/6 | System Shock 0 | AC 19(!) | Initiative +1, Alert | Effort 3/3&lt;br /&gt;
*&#039;&#039;MonsterMash&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Rufus Wyndot [[JEHUTY Profile: MANTIS | (MANTIS)]]&#039;&#039;&#039;, L2 Expert, HP 9/9 | System Shock 0 | AC 13 | Initiative +1 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Benno Karden [[JEHUTY Profile: BULLET | (BULLET)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 14 | Initiative -1, Alert-2 | Warrior Ability 1/1&lt;br /&gt;
*&#039;&#039;Niihue&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Javier Morales [[JEHUTY Profile: SPIRIT | (SPIRIT)]]&#039;&#039;&#039;, L2 Psychic/Warrior, HP 10/10 | System Shock 0 | AC x | Initiative +1, Intuitive Response | Effort 4/4&lt;br /&gt;
**&#039;&#039;&#039;Mei Kirishima [[JEHUTY Profile: ANGEL | (ANGEL)]]&#039;&#039;&#039;, L2 Expert, HP 10/10 | System Shock 0 | AC 14 | Initiative +0 | Expert Ability 1/1&lt;br /&gt;
*&#039;&#039;Stinkyfool&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Darius [[JEHUTY Profile: FLOAT | (FLOAT)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 13 | Initiative +0, Alert | Warrior Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Jasper [[JEHUTY Profile: FLUX | (FLUX)]]&#039;&#039;&#039;, L2 Psychic, HP 10/10 | System Shock 0 | AC 13 | Initiative +0 | Effort 4/4&lt;br /&gt;
&lt;br /&gt;
==Officials==&lt;br /&gt;
&#039;&#039;&#039;Wizened Ivy,&#039;&#039;&#039; Director of JEHUTY, played by Atlictoatl&lt;br /&gt;
*Considers the interests of the agency as a whole.&lt;br /&gt;
*Mountain Sunblade wounded in action. Hopes to elevate a field agent into the office.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punished Spider,&#039;&#039;&#039; Ministry of Correction, played by Niihue&lt;br /&gt;
*Responds to threats to the agency itself and those it protects: the peace-loving people of the sector, in principle.&lt;br /&gt;
*Mountain-raised pious believer in the cause. Completely bald, facial tattoos over burn scar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crazy Vulture,&#039;&#039;&#039; Bureau of Clarity, played by Cannonball&lt;br /&gt;
*Identifies dangerous tech in the wrong hands, assembles field teams, and removes it.&lt;br /&gt;
*Broken Blade accountant. War refugee who lost their family to stray ordinance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild Duck,&#039;&#039;&#039; Vision Section, played by MonsterMash&lt;br /&gt;
*Researches new technology, psi, magic, and other tools, and equips the agency with them.&lt;br /&gt;
*Broken Blade technician. Convinced that there&#039;s a still-hidden power at work in the sector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Propitious Beetle,&#039;&#039;&#039; Foundation Division, played by Caiphon&lt;br /&gt;
*Maintains support staff: medics, accountants, janitors, and the NGO side of things.&lt;br /&gt;
*Early Blade field operative. Badly wounded on a field mission and presumed lost, but returned, with deeper passion than ever to continue the work. Walks with a limp. Kindly old grampa who won&#039;t back down when you refuse your holiday gifts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angel Obscured,&#039;&#039;&#039; Department of Peace, played by stinkyfool&lt;br /&gt;
*Ensures that the agency is embodying, synthesizing, and acting on the values of both Mountain and Blade.&lt;br /&gt;
*Near-death experience led to deep personality change. Seems high but isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
==Agency==&lt;br /&gt;
&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; Stoke&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections&#039;&#039;&#039; 1, &#039;&#039;&#039;Infiltration&#039;&#039;&#039; 0, &#039;&#039;&#039;Mobility&#039;&#039;&#039; 3, &#039;&#039;&#039;Muscle&#039;&#039;&#039; 3, &#039;&#039;&#039;Resources&#039;&#039;&#039; 1, &#039;&#039;&#039;Security&#039;&#039;&#039; 1, &#039;&#039;&#039;Tech&#039;&#039;&#039; 1&lt;br /&gt;
*Black Codex 1&lt;br /&gt;
**All agents gain Fix-0, Know-0, or Program-0 relating to maltech. &#039;&#039;&#039;+1 Tech&#039;&#039;&#039;&lt;br /&gt;
***A vault deep in the cliffside containing paper printouts, technical labs, and closed computer networks fully detached from the outside and each other.&lt;br /&gt;
*Front Business 1&lt;br /&gt;
**The agency has a front business that explains modest wealth. &#039;&#039;&#039;+1 Resources&#039;&#039;&#039;&lt;br /&gt;
***Blade Broken Peace Services continues to operate as a private peace company, taking contracts and laundering credits.&lt;br /&gt;
*Hidden Strings 1&lt;br /&gt;
**The agency has unofficial friends in numerous government departments, and can often get minor regulations bent. &#039;&#039;&#039;+1 Connections&#039;&#039;&#039;&lt;br /&gt;
***A cabal within Stoke&#039;s government not devoted to the Exarchate still deeply respects the Mountain and believes in their mission.&lt;br /&gt;
*Starships 2&lt;br /&gt;
**The agency has a free trader and the crew and facilities to keep it functional.&lt;br /&gt;
**The agency has a frigate and three free traders under its control. &#039;&#039;&#039;+3 Muscle&#039;&#039;&#039;&lt;br /&gt;
***Stoke&#039;s shipyards have produced a sizable navy; they can spare the &amp;quot;training flotilla&amp;quot; consisting of frigate &#039;&#039;Sharur&#039;&#039; and free traders &#039;&#039;Antu, Haya,&#039;&#039; and &#039;&#039;Ishum.&#039;&#039;&lt;br /&gt;
*Tradition 1&lt;br /&gt;
**The agency is dedicated, united, and has a history of accomplishment. &#039;&#039;&#039;+1 Security&#039;&#039;&#039;&lt;br /&gt;
***The inherited traditions of the Mountain, together with Blade Broken&#039;s altruistic mission, motivate JEHUTY personnel more than money.&lt;br /&gt;
*Transport 2&lt;br /&gt;
**Grav flyers and covert drops are available on the agency’s home planet.&lt;br /&gt;
**Fast smuggler runs of up to 50 tons to any world within 2 hexes of an agency station. &#039;&#039;&#039;+3 Mobility&#039;&#039;&#039;&lt;br /&gt;
***On top of the agency&#039;s owned grav flyers and other vehicles, they maintain relationships with humanitarian-inclined smugglers used to delivering relief under cover.&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;br /&gt;
==Agency Turn==&lt;br /&gt;
I&#039;ll just link the handout explaining these rules here.&lt;br /&gt;
&lt;br /&gt;
[https://i.imgur.com/5BNaJyT.png What is an Agency?]&lt;br /&gt;
[https://i.imgur.com/aoBQCGt.png Agency Actions]&lt;br /&gt;
[https://i.imgur.com/HVTBtOx.png Agency Elements 1]&lt;br /&gt;
[https://i.imgur.com/wKDnHSK.png Agency Elements 2]&lt;br /&gt;
==Character Creation==&lt;br /&gt;
*As per book with these changes.&lt;br /&gt;
*Roll 3D6 6 times down the line to generate an array of stats in order. When creating a new PC, do this two times and pick the array you prefer.&lt;br /&gt;
*Characters start at Level 2. They have a free skill-0 in Fix, Know, or Program from the Black Codex element.&lt;br /&gt;
*Instead of creating your own character, you can have the DM randomly generate a character for you. By default this is limited to Warrior, Expert, and Psychic to keep it easy, but just ask if you&#039;d like an Adventurer, a Prismatic True AI, or a magic class.&lt;br /&gt;
*In addition to the True AI class (as a Prismatic) and various origin foci, these classes from Codex of the Black Sun are available: Arcane Expert, Arcane Warrior, Free Nexus, Rectifier, Sunblade, War Mage, and Yama King.&lt;br /&gt;
*These origin foci are available:&lt;br /&gt;
**&#039;&#039;&#039;Cyborg.&#039;&#039;&#039; You begin play with 30,000 credits of cyberware. You have bonus System Strain that only counts for absorbing cyberware penalties; this is equal to half your level, rounded up. Once in play, new cyberware only costs half as much as usual for you due to your tuned physiology.&lt;br /&gt;
**&#039;&#039;&#039;Drone Keeper.&#039;&#039;&#039; You have a cybernetic drone control link that doesn&#039;t cost you System Strain. You can freely jury-rig together drones or drone fittings worth 2,500 credits given 24 hours, assuming you&#039;re not completely isolated from any semi-plausible source of scrap or salvage and have at least a portable toolkit with you. This jury-rig limit rises to 5,000 credits at level 3, 10,000 at level 7, and 25,000 at level 10. Changing your allocated jury-rig budget, such as from one drone to a different drone, takes 24 hours. (This focus can also be used for a Hanseongin varietal called Falconers.)&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Harpies,&#039;&#039;&#039; who are given wings to act as travelers, messengers, and explorers. Harpies can fly under normal gravity conditions with their Move Action and never take more than 1d4 falling damage while conscious. They have integral low-light and thermal vision, as per Panspectral Optics cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Basilisks,&#039;&#039;&#039; who are given weapons to hunt dangerous predators, but often become sectarian warriors or glory-seeking brawlers. They tend to be strongly devoted to a cause. Basilisks have integral weapons and armor as per Body Arsenal Array and Dermal Armor cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Eels,&#039;&#039;&#039; who are given bioelectricity to recover data from lost ruins on Hanseong&#039;s shrouded surface. Eels have a fine electrical mesh on their hands as per Eelskin Capacitor Mesh cyberware, and often wear gloves. They have an integral computer that acts as a black slab (SWN page 72.)&lt;br /&gt;
**&#039;&#039;&#039;Transhuman.&#039;&#039;&#039; You have a soulstone that records your experiences and can be transferred between specially-prepared bodies, or shells. Create your PC as per page 253. Ignore paragraphs 2 and 3 about polities and 6 about equipment. Pick the Nat shell. Your soulstone must be brought back to the inception tank at HQ to be restored into a new shell, when a shell becomes available. (This will be challenging and likely require a mission to secure one.)&lt;br /&gt;
==Advancement==&lt;br /&gt;
Both of your PCs accumulate XP at the same rate: when one gains XP, the other gains the same amount. XP is generally granted to characters for:&lt;br /&gt;
*Surviving the mission&lt;br /&gt;
*Completing the mission objective&lt;br /&gt;
*Completing a bonus objective or target of opportunity&lt;br /&gt;
*Achieving or significantly advancing their Goal&lt;br /&gt;
==Houserules==&lt;br /&gt;
*The laser pistol has these additional rules:&lt;br /&gt;
**&amp;quot;This weapon can be fired in stun mode. Stun rays are visibly distinct from death rays. Stun damage can drop a target to zero hit points, but not kill them. They awaken 10 minutes later with 1 hit point.&amp;quot;&lt;br /&gt;
**&amp;quot;This weapon can be fired in silenced mode. Silenced rays are smaller and make almost no sound. When silenced, the laser pistol&#039;s base damage becomes 1d4.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
[https://sectorswithoutnumber.com/sector/TRhvyTcXqGTkRtSbVemd Sector Map]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Brief History of Prismatic Spray Sector&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Era 1 began with the spike drive and colonization from Earth; it was the Era of the Mandate.&lt;br /&gt;
Era 2 began with the Scream and great works of magic; it was the Era of the Weave.&lt;br /&gt;
Era 3 began with the Unweaving and the first metastorm; it was the Era of Division.&lt;br /&gt;
Era 4 began with the Prism and the end of the third metastorm; its history is unwritten.&lt;br /&gt;
&lt;br /&gt;
We&#039;re 15 years into Era 4. The last years of Era 3 were marked by a sector-wide war between two rival powers, the hegemonic State of Grace (technical, spiritual) and the rising Amity Alliance (magical, rational.) When the Great Metastorm subsided and long-distance spike drills became feasible again, the War of Grace and Amity explosively escalated, and it soon saw the arrival of the Prism, a highly advanced traveling fleet of AI with a complex color-based culture. Grace attacked them first (perhaps due to Amity trickery,) and so the Prism intervened on Amity&#039;s side, defeating the State of Grace at the Battle of Auld Nine and fully blockading their homeworld, where the Prismatic Fleet remains anchored. The powers of the sector soon learned that the Prism did not see organic planetary governments as their peers and had no interest in playing ball with them.&lt;br /&gt;
&lt;br /&gt;
*What does it all mean? You&#039;re in a sector with a long history that&#039;s recovered/ing from a war, magic and psi and other metaspace-phenomena are well-known, transhuman and posthuman cultures are budding, and people are conscious that a new era is starting. Y2K in space!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JEHUTY&#039;&#039;&#039; is one of the unexpected new syntheses emergent in Era 4. The agency is the fruitful merger between Blade Broken Peace Services, a &amp;quot;private peace company&amp;quot; founded in the last years of the War; and the Mountain, an esoteric order of wandering peacekeepers dating back to the Weave, if not before. The idealism and purpose of Blade Broken mixed well with the tradition and discipline of the Mountain, and 10 years ago the leaders of both (spurred on by a cross-faction adventuring party) made a concord to integrate with each other into a new agency: JEHUTY, named for an ancient Earth divinity of science-magic, wisdom, and judgment. The agency&#039;s mission is to disarm, decommission, and demobilize by any means necessary works of harmful technology (including psitech, arcanotech, and deadly catch-all maltech) leftover from the War of Grace and Amity.&lt;br /&gt;
&lt;br /&gt;
There are some other agencies in the former State of Grace that you should be aware of.&lt;br /&gt;
*&#039;&#039;&#039;The Others&#039;&#039;&#039; (the Other Side of the Mountain, Montagnards): for at least some of you, former comrades. A sect of the Mountain (needless to say, they think of themselves as the Mountain and you as the sect) more interested in &amp;quot;peacekeeping&amp;quot; for profit through bounty hunting and maintaining honor among thieves. Based in the Lagrange system, near Cirfant.&lt;br /&gt;
*&#039;&#039;&#039;VIPER&#039;&#039;&#039; (Fifth Division, D5): the external intelligence bureau of Itamaraty&#039;s planetary government. Tired of being a Gracious client, the planet is asserting its independence and pursuing its own goals in the sector. The highly-trained, exceptionally-qualified agents of VIPER help them punch above their weight. Based on Itamaraty.&lt;br /&gt;
*&#039;&#039;&#039;INDIGO&#039;&#039;&#039; (Indigo Union Freely Assembled, the Rectifiers): a counter-hegemonic network of dissidents, magic users, psychics, and the posthuman-curious who see the Prismatic Fleet as a potential model for the transhuman leap. Not obedience: cooperation and mutual exchange. Many Rectifiers were neutral medics and healers during the War - they&#039;re sick of the fighting. Known to operate in Evergreen.&lt;br /&gt;
&lt;br /&gt;
These are the worlds in or near the former State of Grace, with their cultural root for character detail and inspiration purposes.&lt;br /&gt;
*&#039;&#039;&#039;Grace&#039;&#039;&#039;. Highly developed and populous, ruled by an increasingly-despised representative world government, widespread spiritual ideology gave legitimacy to its rulers, blockaded by the Prism to end the War 15 years ago, temperate-to-warm, TL4+. [South Indian, especially Tamil and Sinhalese, but many different cultures.]&lt;br /&gt;
*&#039;&#039;&#039;Stoke&#039;&#039;&#039;. A million people in the underground canyon cities around the Old Machines, former Grace client seeking new independent purpose for its industry, people increasingly squeezed by debt crisis as embattled Grace-loyal ruling class bunkers down, cold, TL4+. [Ancient Mesopotamia+Classical Levant+Saarland industrial region.]&lt;br /&gt;
*&#039;&#039;&#039;Evergreen&#039;&#039;&#039;. Union of asteroid habitats and space stations around a pleasantly-glowing destroyed world, hosts many refugees, comfortable and forward-looking, TL4. [newly-decolonized West and East Africa, USA in 1960 as seen from abroad through rose-colored glasses.]&lt;br /&gt;
*&#039;&#039;&#039;Vuor&#039;&#039;&#039;. Bubble cities on a frozen surface, wracked by low-intensity civil conflict for generations and finally emerging into something new, developed precision war magic and tech to avoid the unspeakable crime of damaging the habitats, formerly provided Grace elite warriors, TL3. [Former Yugoslavia, Belarus, Ukraine.]&lt;br /&gt;
*&#039;&#039;&#039;Itamaraty&#039;&#039;&#039;. Stormy world with massive colorful clouds and rich wild botany, elaborate structures above and underground to protect from dangerous weather, governed by ubiquitous examination system testing intellectual and cultural skills (meteorological engineering is one thing but the dance portion is a killer,) colorful mask-wearing mandatory for survival in thick atmosphere, temperate, TL4. [historical Mesoamerica and modern Central America+classical Chinese examination system.]&lt;br /&gt;
*&#039;&#039;&#039;Sycamore&#039;&#039;&#039;. Isolated world recently reconnected to wider sector in Era 4 by shifting metaspace lanes, fears psychics due to long-ago crisis, deeply alien biosphere respected spiritually and kept separate from human-miscible ecosystems, rich in a natural resource that could replace Cirfant dioxis as the key to spike drive creation, now subject to a gold rush by offworld speculators and corps who call the unwelcoming world &amp;quot;Sycorax,&amp;quot; temperate-to-cold, TL3. [Siberia, Manchuria, Hokkaido.]&lt;br /&gt;
*&#039;&#039;&#039;Cirfant&#039;&#039;&#039;. Gas giant orbited by stations, moons, and floating dioxis distilleries (the critical ingredient to spike drive creation,) governed by feuding swashbuckling noble houses, policed by their space pirate allies, worked by an oppressed underclass of gas miners, TL4. [French colonial cultures such as in Algeria and Indochina.]&lt;br /&gt;
&lt;br /&gt;
These are some other important worlds in the sector.&lt;br /&gt;
*&#039;&#039;&#039;Moresnet&#039;&#039;&#039;. Recently reconnected to wider sector, everyday magical presence, anarchist, TL4. [Philippines+Indonesia.]&lt;br /&gt;
*&#039;&#039;&#039;Hanseong&#039;&#039;&#039;. Posthuman-inhabited floating islands above a cloud sea that get stranger the further out you go, TL4. [Very loosely Korea + Le Guin.]&lt;br /&gt;
*&#039;&#039;&#039;Aeaea&#039;&#039;&#039;. Handful of islands and floating structures above undersea culture of the posthuman Nereid hive mind, TL3. [Very loosely Greece.]&lt;br /&gt;
*&#039;&#039;&#039;Amity&#039;&#039;&#039;. Ascendant rival to fallen Grace, cultural imperialist, engineered biosphere, led by the Lieges of the Real magical-economic order, TL4+. [Very loosely Iceland+Norway.]&lt;br /&gt;
&lt;br /&gt;
==Important Posts==&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23671980 game pitch]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674363 basic setting]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674465 what happened to evergreen]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675007 agency elements]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675712 what is the prism]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677339 agency official creation + character inspiration pictures]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677342 player character creation]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678544 broken blade and the mountain, agency background, reference music]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678708 homeworlds available]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678894 deep dive into grace and stoke]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23679862 deep dive into itamaraty and sycamore]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_BULLET&amp;diff=392534</id>
		<title>JEHUTY Profile: BULLET</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_BULLET&amp;diff=392534"/>
		<updated>2021-01-12T06:22:25Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: initial fill-in&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Advancement==&lt;br /&gt;
*Class: Warrior&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 3/6&lt;br /&gt;
*Skill Points Unspent:&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength 14 (+1)&lt;br /&gt;
*Dexterity 7 (-1)&lt;br /&gt;
*Constitution 14 (+1)&lt;br /&gt;
*Intelligence 12&lt;br /&gt;
*Wisdom  7 (-1)&lt;br /&gt;
*Charisma 12&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background: Soldier&lt;br /&gt;
*Goal:&lt;br /&gt;
*Homeworld: Vuor&lt;br /&gt;
*Languages:&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Shoot-1&lt;br /&gt;
*Exert-0&lt;br /&gt;
*Punch-0&lt;br /&gt;
*Program-0&lt;br /&gt;
*Notice-1&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Alert&lt;br /&gt;
**You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result.&lt;br /&gt;
**You always act first in a combat round unless someone else involved is also this Alert.&lt;br /&gt;
**Level 2&lt;br /&gt;
*Gunslinger&lt;br /&gt;
**You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll.&lt;br /&gt;
**Level 1&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*&#039;&#039;&#039;Warrior:&#039;&#039;&#039; Once per scene, as an Instant ability, you can either choose to negate a successful attack roll against you or turn a missed attack roll you made into a successful hit. You can use this ability after the dice are rolled, but it cannot be used against environmental damage, effects without an attack roll, or hits on a vehicle you’re occupying.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Melee&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Range:&lt;br /&gt;
**Magazine:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name:&lt;br /&gt;
**AC:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 11&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 9&lt;br /&gt;
*Base Attack Bonus: +2&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 13&lt;br /&gt;
**Mental: 14&lt;br /&gt;
**Evasion: 14&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 0/(Half Strength, rounded down)&lt;br /&gt;
**Stowed: 0/(Strength)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Hand_of_Jehuty]]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=392533</id>
		<title>SWN: Hand of Jehuty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=392533"/>
		<updated>2021-01-12T06:07:38Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/ Recruitment] | [https://forum.rpg.net/index.php?threads/swn-rocket-peace.875399/ OOC] | [https://forum.rpg.net/index.php?threads/swn-rocket-peace.875423/ IC]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
[[Stars Without Number Revised Sheet]]&lt;br /&gt;
==Agents==&lt;br /&gt;
*&#039;&#039;Atlictoatl&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Earis ir&#039;Delan [[JEHUTY Profile: ADDER | (ADDER)]]&#039;&#039;&#039;, L2 Arcane Expert/Restricted Telepath, HP 12/12 | System Shock 0 | AC 13 | Initiative +1 | Effort 4/4&lt;br /&gt;
**&#039;&#039;&#039;Mal-chin Doubt-eater 23 [[JEHUTY Profile: RHINO | (RHINO)]]&#039;&#039;&#039;, L2 Arcane Warrior, HP 17/17 | System Shock 0 | AC 17 | Initiative +1 | Warrior Ability 1/1&lt;br /&gt;
*&#039;&#039;Caiphon&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Marys Sante [[JEHUTY Profile: MONUMENT | (MONUMENT)]]&#039;&#039;&#039;, L2 War Mage, HP 7/7 | System Shock 0 | AC 14 | Initiative +1 | Spell Casts: L1: 4/4&lt;br /&gt;
**&#039;&#039;&#039;Stygian Blue [[JEHUTY Profile: BLUE | (BLUE)]]&#039;&#039;&#039;, L2 Prismatic AI, HP 6/6 or 11/11 | System Shock 0 | AC 13 | Initiative +0 or +1 | Processing 2/2&lt;br /&gt;
*&#039;&#039;Cannonball&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Kalli Duclair [[JEHUTY Profile: NIMBUS | (NIMBUS)]]&#039;&#039;&#039;, L2 Transhuman Expert, HP 10/10 | System Shock 0 | AC 15 | Initiative +2 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Peace Wrapped in Starlight [[JEHUTY Profile: CLARION | (CLARION)]]&#039;&#039;&#039;, L2 Sunblade, HP 6/6 | System Shock 0 | AC 19(!) | Initiative +1, Alert | Effort 3/3&lt;br /&gt;
*&#039;&#039;MonsterMash&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Rufus Wyndot [[JEHUTY Profile: MANTIS | (MANTIS)]]&#039;&#039;&#039;, L2 Expert, HP 9/9 | System Shock 0 | AC 13 | Initiative +1 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Benno Karden [[JEHUTY Profile: BULLET | (BULLET)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 14 | Initiative -1, Alert-2 | Warrior Ability 1/1&lt;br /&gt;
*&#039;&#039;Niihue&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Javier Morales [[JEHUTY Profile: SPIRIT | (SPIRIT)]]&#039;&#039;&#039;, L2 Psychic/Warrior, HP 10/10 | System Shock 0 | AC x | Initiative +1, Intuitive Response | Effort 4/4&lt;br /&gt;
**&#039;&#039;&#039;Mei Kirishima [[JEHUTY Profile: ANGEL | (ANGEL)]]&#039;&#039;&#039;, L2 Expert, HP 10/10 | System Shock 0 | AC 14 | Initiative +0 | Expert Ability 1/1&lt;br /&gt;
*&#039;&#039;Stinkyfool&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Darius [[JEHUTY Profile: FLOAT | (FLOAT)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 13 | Initiative +0, Alert | Warrior Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Jasper [[JEHUTY Profile: FLUX | (FLUX)]]&#039;&#039;&#039;, L2 Psychic, HP 10/10 | System Shock 0 | AC 13 | Initiative +0 | Effort 4/4&lt;br /&gt;
&lt;br /&gt;
==Officials==&lt;br /&gt;
&#039;&#039;&#039;Wizened Ivy,&#039;&#039;&#039; Director of JEHUTY, played by Atlictoatl&lt;br /&gt;
*Considers the interests of the agency as a whole.&lt;br /&gt;
*Mountain Sunblade wounded in action. Hopes to elevate a field agent into the office.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punished Spider,&#039;&#039;&#039; Ministry of Correction, played by Niihue&lt;br /&gt;
*Responds to threats to the agency itself and those it protects: the peace-loving people of the sector, in principle.&lt;br /&gt;
*Mountain-raised pious believer in the cause. Completely bald, facial tattoos over burn scar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crazy Vulture,&#039;&#039;&#039; Bureau of Clarity, played by Cannonball&lt;br /&gt;
*Identifies dangerous tech in the wrong hands, assembles field teams, and removes it.&lt;br /&gt;
*Broken Blade accountant. War refugee who lost their family to stray ordinance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild Duck,&#039;&#039;&#039; Vision Section, played by MonsterMash&lt;br /&gt;
*Researches new technology, psi, magic, and other tools, and equips the agency with them.&lt;br /&gt;
*Broken Blade technician. Convinced that there&#039;s a still-hidden power at work in the sector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Propitious Beetle,&#039;&#039;&#039; Foundation Division, played by Caiphon&lt;br /&gt;
*Maintains support staff: medics, accountants, janitors, and the NGO side of things.&lt;br /&gt;
*Early Blade field operative. Badly wounded on a field mission and presumed lost, but returned, with deeper passion than ever to continue the work. Walks with a limp. Kindly old grampa who won&#039;t back down when you refuse your holiday gifts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angel Obscured,&#039;&#039;&#039; Department of Peace, played by stinkyfool&lt;br /&gt;
*Ensures that the agency is embodying, synthesizing, and acting on the values of both Mountain and Blade.&lt;br /&gt;
*Near-death experience led to deep personality change. Seems high but isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
==Agency==&lt;br /&gt;
&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; Stoke&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections&#039;&#039;&#039; 1, &#039;&#039;&#039;Infiltration&#039;&#039;&#039; 0, &#039;&#039;&#039;Mobility&#039;&#039;&#039; 3, &#039;&#039;&#039;Muscle&#039;&#039;&#039; 3, &#039;&#039;&#039;Resources&#039;&#039;&#039; 1, &#039;&#039;&#039;Security&#039;&#039;&#039; 1, &#039;&#039;&#039;Tech&#039;&#039;&#039; 1&lt;br /&gt;
*Black Codex 1&lt;br /&gt;
**All agents gain Fix-0, Know-0, or Program-0 relating to maltech. &#039;&#039;&#039;+1 Tech&#039;&#039;&#039;&lt;br /&gt;
***A vault deep in the cliffside containing paper printouts, technical labs, and closed computer networks fully detached from the outside and each other.&lt;br /&gt;
*Front Business 1&lt;br /&gt;
**The agency has a front business that explains modest wealth. &#039;&#039;&#039;+1 Resources&#039;&#039;&#039;&lt;br /&gt;
***Blade Broken Peace Services continues to operate as a private peace company, taking contracts and laundering credits.&lt;br /&gt;
*Hidden Strings 1&lt;br /&gt;
**The agency has unofficial friends in numerous government departments, and can often get minor regulations bent. &#039;&#039;&#039;+1 Connections&#039;&#039;&#039;&lt;br /&gt;
***A cabal within Stoke&#039;s government not devoted to the Exarchate still deeply respects the Mountain and believes in their mission.&lt;br /&gt;
*Starships 2&lt;br /&gt;
**The agency has a free trader and the crew and facilities to keep it functional.&lt;br /&gt;
**The agency has a frigate and three free traders under its control. &#039;&#039;&#039;+3 Muscle&#039;&#039;&#039;&lt;br /&gt;
***Stoke&#039;s shipyards have produced a sizable navy; they can spare the &amp;quot;training flotilla&amp;quot; consisting of frigate &#039;&#039;Sharur&#039;&#039; and free traders &#039;&#039;Antu, Haya,&#039;&#039; and &#039;&#039;Ishum.&#039;&#039;&lt;br /&gt;
*Tradition 1&lt;br /&gt;
**The agency is dedicated, united, and has a history of accomplishment. &#039;&#039;&#039;+1 Security&#039;&#039;&#039;&lt;br /&gt;
***The inherited traditions of the Mountain, together with Blade Broken&#039;s altruistic mission, motivate JEHUTY personnel more than money.&lt;br /&gt;
*Transport 2&lt;br /&gt;
**Grav flyers and covert drops are available on the agency’s home planet.&lt;br /&gt;
**Fast smuggler runs of up to 50 tons to any world within 2 hexes of an agency station. &#039;&#039;&#039;+3 Mobility&#039;&#039;&#039;&lt;br /&gt;
***On top of the agency&#039;s owned grav flyers and other vehicles, they maintain relationships with humanitarian-inclined smugglers used to delivering relief under cover.&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;br /&gt;
==Agency Turn==&lt;br /&gt;
I&#039;ll just link the handout explaining these rules here.&lt;br /&gt;
&lt;br /&gt;
[https://i.imgur.com/5BNaJyT.png What is an Agency?]&lt;br /&gt;
[https://i.imgur.com/aoBQCGt.png Agency Actions]&lt;br /&gt;
[https://i.imgur.com/HVTBtOx.png Agency Elements 1]&lt;br /&gt;
[https://i.imgur.com/wKDnHSK.png Agency Elements 2]&lt;br /&gt;
==Character Creation==&lt;br /&gt;
*As per book with these changes.&lt;br /&gt;
*Roll 3D6 6 times down the line to generate an array of stats in order. When creating a new PC, do this two times and pick the array you prefer.&lt;br /&gt;
*Characters start at Level 2. They have a free skill-0 in Fix, Know, or Program from the Black Codex element.&lt;br /&gt;
*Instead of creating your own character, you can have the DM randomly generate a character for you. By default this is limited to Warrior, Expert, and Psychic to keep it easy, but just ask if you&#039;d like an Adventurer, a Prismatic True AI, or a magic class.&lt;br /&gt;
*In addition to the True AI class (as a Prismatic) and various origin foci, these classes from Codex of the Black Sun are available: Arcane Expert, Arcane Warrior, Free Nexus, Rectifier, Sunblade, War Mage, and Yama King.&lt;br /&gt;
*These origin foci are available:&lt;br /&gt;
**&#039;&#039;&#039;Cyborg.&#039;&#039;&#039; You begin play with 30,000 credits of cyberware. You have bonus System Strain that only counts for absorbing cyberware penalties; this is equal to half your level, rounded up. Once in play, new cyberware only costs half as much as usual for you due to your tuned physiology.&lt;br /&gt;
**&#039;&#039;&#039;Drone Keeper.&#039;&#039;&#039; You have a cybernetic drone control link that doesn&#039;t cost you System Strain. You can freely jury-rig together drones or drone fittings worth 2,500 credits given 24 hours, assuming you&#039;re not completely isolated from any semi-plausible source of scrap or salvage and have at least a portable toolkit with you. This jury-rig limit rises to 5,000 credits at level 3, 10,000 at level 7, and 25,000 at level 10. Changing your allocated jury-rig budget, such as from one drone to a different drone, takes 24 hours. (This focus can also be used for a Hanseongin varietal called Falconers.)&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Harpies,&#039;&#039;&#039; who are given wings to act as travelers, messengers, and explorers. Harpies can fly under normal gravity conditions with their Move Action and never take more than 1d4 falling damage while conscious. They have integral low-light and thermal vision, as per Panspectral Optics cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Basilisks,&#039;&#039;&#039; who are given weapons to hunt dangerous predators, but often become sectarian warriors or glory-seeking brawlers. They tend to be strongly devoted to a cause. Basilisks have integral weapons and armor as per Body Arsenal Array and Dermal Armor cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Eels,&#039;&#039;&#039; who are given bioelectricity to recover data from lost ruins on Hanseong&#039;s shrouded surface. Eels have a fine electrical mesh on their hands as per Eelskin Capacitor Mesh cyberware, and often wear gloves. They have an integral computer that acts as a black slab (SWN page 72.)&lt;br /&gt;
**&#039;&#039;&#039;Transhuman.&#039;&#039;&#039; You have a soulstone that records your experiences and can be transferred between specially-prepared bodies, or shells. Create your PC as per page 253. Ignore paragraphs 2 and 3 about polities and 6 about equipment. Pick the Nat shell. Your soulstone must be brought back to the inception tank at HQ to be restored into a new shell, when a shell becomes available. (This will be challenging and likely require a mission to secure one.)&lt;br /&gt;
==Advancement==&lt;br /&gt;
Both of your PCs accumulate XP at the same rate: when one gains XP, the other gains the same amount. XP is generally granted to characters for:&lt;br /&gt;
*Surviving the mission&lt;br /&gt;
*Completing the mission objective&lt;br /&gt;
*Completing a bonus objective or target of opportunity&lt;br /&gt;
*Achieving or significantly advancing their Goal&lt;br /&gt;
=Setting=&lt;br /&gt;
[https://sectorswithoutnumber.com/sector/TRhvyTcXqGTkRtSbVemd Sector Map]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Brief History of Prismatic Spray Sector&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Era 1 began with the spike drive and colonization from Earth; it was the Era of the Mandate.&lt;br /&gt;
Era 2 began with the Scream and great works of magic; it was the Era of the Weave.&lt;br /&gt;
Era 3 began with the Unweaving and the first metastorm; it was the Era of Division.&lt;br /&gt;
Era 4 began with the Prism and the end of the third metastorm; its history is unwritten.&lt;br /&gt;
&lt;br /&gt;
We&#039;re 15 years into Era 4. The last years of Era 3 were marked by a sector-wide war between two rival powers, the hegemonic State of Grace (technical, spiritual) and the rising Amity Alliance (magical, rational.) When the Great Metastorm subsided and long-distance spike drills became feasible again, the War of Grace and Amity explosively escalated, and it soon saw the arrival of the Prism, a highly advanced traveling fleet of AI with a complex color-based culture. Grace attacked them first (perhaps due to Amity trickery,) and so the Prism intervened on Amity&#039;s side, defeating the State of Grace at the Battle of Auld Nine and fully blockading their homeworld, where the Prismatic Fleet remains anchored. The powers of the sector soon learned that the Prism did not see organic planetary governments as their peers and had no interest in playing ball with them.&lt;br /&gt;
&lt;br /&gt;
*What does it all mean? You&#039;re in a sector with a long history that&#039;s recovered/ing from a war, magic and psi and other metaspace-phenomena are well-known, transhuman and posthuman cultures are budding, and people are conscious that a new era is starting. Y2K in space!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JEHUTY&#039;&#039;&#039; is one of the unexpected new syntheses emergent in Era 4. The agency is the fruitful merger between Blade Broken Peace Services, a &amp;quot;private peace company&amp;quot; founded in the last years of the War; and the Mountain, an esoteric order of wandering peacekeepers dating back to the Weave, if not before. The idealism and purpose of Blade Broken mixed well with the tradition and discipline of the Mountain, and 10 years ago the leaders of both (spurred on by a cross-faction adventuring party) made a concord to integrate with each other into a new agency: JEHUTY, named for an ancient Earth divinity of science-magic, wisdom, and judgment. The agency&#039;s mission is to disarm, decommission, and demobilize by any means necessary works of harmful technology (including psitech, arcanotech, and deadly catch-all maltech) leftover from the War of Grace and Amity.&lt;br /&gt;
&lt;br /&gt;
There are some other agencies in the former State of Grace that you should be aware of.&lt;br /&gt;
*&#039;&#039;&#039;The Others&#039;&#039;&#039; (the Other Side of the Mountain, Montagnards): for at least some of you, former comrades. A sect of the Mountain (needless to say, they think of themselves as the Mountain and you as the sect) more interested in &amp;quot;peacekeeping&amp;quot; for profit through bounty hunting and maintaining honor among thieves. Based in the Lagrange system, near Cirfant.&lt;br /&gt;
*&#039;&#039;&#039;VIPER&#039;&#039;&#039; (Fifth Division, D5): the external intelligence bureau of Itamaraty&#039;s planetary government. Tired of being a Gracious client, the planet is asserting its independence and pursuing its own goals in the sector. The highly-trained, exceptionally-qualified agents of VIPER help them punch above their weight. Based on Itamaraty.&lt;br /&gt;
*&#039;&#039;&#039;INDIGO&#039;&#039;&#039; (Indigo Union Freely Assembled, the Rectifiers): a counter-hegemonic network of dissidents, magic users, psychics, and the posthuman-curious who see the Prismatic Fleet as a potential model for the transhuman leap. Not obedience: cooperation and mutual exchange. Many Rectifiers were neutral medics and healers during the War - they&#039;re sick of the fighting. Known to operate in Evergreen.&lt;br /&gt;
&lt;br /&gt;
These are the worlds in or near the former State of Grace, with their cultural root for character detail and inspiration purposes.&lt;br /&gt;
*&#039;&#039;&#039;Grace&#039;&#039;&#039;. Highly developed and populous, ruled by an increasingly-despised representative world government, widespread spiritual ideology gave legitimacy to its rulers, blockaded by the Prism to end the War 15 years ago, temperate-to-warm, TL4+. [South Indian, especially Tamil and Sinhalese, but many different cultures.]&lt;br /&gt;
*&#039;&#039;&#039;Stoke&#039;&#039;&#039;. A million people in the underground canyon cities around the Old Machines, former Grace client seeking new independent purpose for its industry, people increasingly squeezed by debt crisis as embattled Grace-loyal ruling class bunkers down, cold, TL4+. [Ancient Mesopotamia+Classical Levant+Saarland industrial region.]&lt;br /&gt;
*&#039;&#039;&#039;Evergreen&#039;&#039;&#039;. Union of asteroid habitats and space stations around a pleasantly-glowing destroyed world, hosts many refugees, comfortable and forward-looking, TL4. [newly-decolonized West and East Africa, USA in 1960 as seen from abroad through rose-colored glasses.]&lt;br /&gt;
*&#039;&#039;&#039;Vuor&#039;&#039;&#039;. Bubble cities on a frozen surface, wracked by low-intensity civil conflict for generations and finally emerging into something new, developed precision war magic and tech to avoid the unspeakable crime of damaging the habitats, formerly provided Grace elite warriors, TL3. [Former Yugoslavia, Belarus, Ukraine.]&lt;br /&gt;
*&#039;&#039;&#039;Itamaraty&#039;&#039;&#039;. Stormy world with massive colorful clouds and rich wild botany, elaborate structures above and underground to protect from dangerous weather, governed by ubiquitous examination system testing intellectual and cultural skills (meteorological engineering is one thing but the dance portion is a killer,) colorful mask-wearing mandatory for survival in thick atmosphere, temperate, TL4. [historical Mesoamerica and modern Central America+classical Chinese examination system.]&lt;br /&gt;
*&#039;&#039;&#039;Sycamore&#039;&#039;&#039;. Isolated world recently reconnected to wider sector in Era 4 by shifting metaspace lanes, fears psychics due to long-ago crisis, deeply alien biosphere respected spiritually and kept separate from human-miscible ecosystems, rich in a natural resource that could replace Cirfant dioxis as the key to spike drive creation, now subject to a gold rush by offworld speculators and corps who call the unwelcoming world &amp;quot;Sycorax,&amp;quot; temperate-to-cold, TL3. [Siberia, Manchuria, Hokkaido.]&lt;br /&gt;
*&#039;&#039;&#039;Cirfant&#039;&#039;&#039;. Gas giant orbited by stations, moons, and floating dioxis distilleries (the critical ingredient to spike drive creation,) governed by feuding swashbuckling noble houses, policed by their space pirate allies, worked by an oppressed underclass of gas miners, TL4. [French colonial cultures such as in Algeria and Indochina.]&lt;br /&gt;
&lt;br /&gt;
These are some other important worlds in the sector.&lt;br /&gt;
*&#039;&#039;&#039;Moresnet&#039;&#039;&#039;. Recently reconnected to wider sector, everyday magical presence, anarchist, TL4. [Philippines+Indonesia.]&lt;br /&gt;
*&#039;&#039;&#039;Hanseong&#039;&#039;&#039;. Posthuman-inhabited floating islands above a cloud sea that get stranger the further out you go, TL4. [Very loosely Korea + Le Guin.]&lt;br /&gt;
*&#039;&#039;&#039;Aeaea&#039;&#039;&#039;. Handful of islands and floating structures above undersea culture of the posthuman Nereid hive mind, TL3. [Very loosely Greece.]&lt;br /&gt;
*&#039;&#039;&#039;Amity&#039;&#039;&#039;. Ascendant rival to fallen Grace, cultural imperialist, engineered biosphere, led by the Lieges of the Real magical-economic order, TL4+. [Very loosely Iceland+Norway.]&lt;br /&gt;
&lt;br /&gt;
==Important Posts==&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23671980 game pitch]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674363 basic setting]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674465 what happened to evergreen]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675007 agency elements]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675712 what is the prism]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677339 agency official creation + character inspiration pictures]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677342 player character creation]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678544 broken blade and the mountain, agency background, reference music]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678708 homeworlds available]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678894 deep dive into grace and stoke]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23679862 deep dive into itamaraty and sycamore]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_BULLET&amp;diff=392532</id>
		<title>JEHUTY Profile: BULLET</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_BULLET&amp;diff=392532"/>
		<updated>2021-01-12T05:23:29Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: creating page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Advancement==&lt;br /&gt;
*Class:&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 3/6&lt;br /&gt;
*Skill Points Unspent:&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength &lt;br /&gt;
*Dexterity &lt;br /&gt;
*Constitution &lt;br /&gt;
*Intelligence &lt;br /&gt;
*Wisdom  &lt;br /&gt;
*Charisma &lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background:&lt;br /&gt;
*Goal:&lt;br /&gt;
*Homeworld:&lt;br /&gt;
*Languages:&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Skill-0&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Name&lt;br /&gt;
**Effect&lt;br /&gt;
**Level&lt;br /&gt;
&lt;br /&gt;
==Techniques (or) Spells (or) Abilities (or) Routines==&lt;br /&gt;
*Effort:&lt;br /&gt;
*Techniques:&lt;br /&gt;
(or)&lt;br /&gt;
*Spells per day:&lt;br /&gt;
*Spells known&lt;br /&gt;
**1st level:&lt;br /&gt;
**2nd level:&lt;br /&gt;
(or)&lt;br /&gt;
*Sunblade Effort:&lt;br /&gt;
*Abilities:&lt;br /&gt;
(or)&lt;br /&gt;
*Processing:&lt;br /&gt;
*Routines:&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Name&lt;br /&gt;
**Effect&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Melee&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Range:&lt;br /&gt;
**Magazine:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name:&lt;br /&gt;
**AC:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP:&lt;br /&gt;
*System Strain:&lt;br /&gt;
*Base AC:&lt;br /&gt;
*Base Attack Bonus:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: &lt;br /&gt;
**Mental: &lt;br /&gt;
**Evasion: &lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 0/(Half Strength, rounded down)&lt;br /&gt;
**Stowed: 0/(Strength)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Hand_of_Jehuty]]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=392531</id>
		<title>SWN: Hand of Jehuty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=392531"/>
		<updated>2021-01-12T05:22:09Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: /* Agents */  (added bullet)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/ Recruitment] | OOC | IC&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
[[Stars Without Number Revised Sheet]]&lt;br /&gt;
==Agents==&lt;br /&gt;
*&#039;&#039;Atlictoatl&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Earis ir&#039;Delan [[JEHUTY Profile: ADDER | (ADDER)]]&#039;&#039;&#039;, L2 Arcane Expert/Restricted Telepath, HP 12/12 | System Shock 0 | AC 13 | Initiative +1 | Effort 4/4&lt;br /&gt;
**&#039;&#039;&#039;Mal-chin Doubt-eater 23 [[JEHUTY Profile: RHINO | (RHINO)]]&#039;&#039;&#039;, L2 Arcane Warrior, HP 17/17 | System Shock 0 | AC 17 | Initiative +1 | Warrior Ability 1/1&lt;br /&gt;
*&#039;&#039;Caiphon&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Marys Sante [[JEHUTY Profile: MONUMENT | (MONUMENT)]]&#039;&#039;&#039;, L2 War Mage, HP 7/7 | System Shock 0 | AC 14 | Initiative +1 | Spell Casts: L1: 4/4&lt;br /&gt;
**&#039;&#039;&#039;Stygian Blue [[JEHUTY Profile: BLUE | (BLUE)]]&#039;&#039;&#039;, L2 Prismatic AI, HP 6/6 or 11/11 | System Shock 0 | AC 13 | Initiative +0 or +1 | Processing 2/2&lt;br /&gt;
*&#039;&#039;Cannonball&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Kalli Duclair [[JEHUTY Profile: NIMBUS | (NIMBUS)]]&#039;&#039;&#039;, L2 Transhuman Expert, HP 10/10 | System Shock 0 | AC 15 | Initiative +2 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Peace Wrapped in Starlight [[JEHUTY Profile: CLARION | (CLARION)]]&#039;&#039;&#039;, L2 Sunblade, HP 6/6 | System Shock 0 | AC 19(!) | Initiative +1, Alert | Effort 3/3&lt;br /&gt;
*&#039;&#039;MonsterMash&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Rufus Wyndot [[JEHUTY Profile: MANTIS | (MANTIS)]]&#039;&#039;&#039;, L2 Expert, HP 9/9 | System Shock 0 | AC 13 | Initiative +1 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Benno Karden [[JEHUTY Profile: BULLET | (BULLET)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 14 | Initiative -1, Alert-2 | Warrior Ability 1/1&lt;br /&gt;
*&#039;&#039;Niihue&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Javier Morales [[JEHUTY Profile: SPIRIT | (SPIRIT)]]&#039;&#039;&#039;, L2 Psychic/Warrior, HP 10/10 | System Shock 0 | AC x | Initiative +1, Intuitive Response | Effort 4/4&lt;br /&gt;
**&#039;&#039;&#039;Mei Kirishima [[JEHUTY Profile: ANGEL | (ANGEL)]]&#039;&#039;&#039;, L2 Expert, HP 10/10 | System Shock 0 | AC 14 | Initiative +0 | Expert Ability 1/1&lt;br /&gt;
*&#039;&#039;Stinkyfool&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Darius [[JEHUTY Profile: FLOAT | (FLOAT)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 13 | Initiative +0, Alert | Warrior Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Jasper [[JEHUTY Profile: FLUX | (FLUX)]]&#039;&#039;&#039;, L2 Psychic, HP 10/10 | System Shock 0 | AC 13 | Initiative +0 | Effort 4/4&lt;br /&gt;
&lt;br /&gt;
==Officials==&lt;br /&gt;
&#039;&#039;&#039;Wizened Ivy,&#039;&#039;&#039; Director of JEHUTY, played by Atlictoatl&lt;br /&gt;
*Considers the interests of the agency as a whole.&lt;br /&gt;
*Mountain Sunblade wounded in action. Hopes to elevate a field agent into the office.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punished Spider,&#039;&#039;&#039; Ministry of Correction, played by Niihue&lt;br /&gt;
*Responds to threats to the agency itself and those it protects: the peace-loving people of the sector, in principle.&lt;br /&gt;
*Mountain-raised pious believer in the cause. Completely bald, facial tattoos over burn scar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crazy Vulture,&#039;&#039;&#039; Bureau of Clarity, played by Cannonball&lt;br /&gt;
*Identifies dangerous tech in the wrong hands, assembles field teams, and removes it.&lt;br /&gt;
*Broken Blade accountant. War refugee who lost their family to stray ordinance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild Duck,&#039;&#039;&#039; Vision Section, played by MonsterMash&lt;br /&gt;
*Researches new technology, psi, magic, and other tools, and equips the agency with them.&lt;br /&gt;
*Broken Blade technician. Convinced that there&#039;s a still-hidden power at work in the sector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Propitious Beetle,&#039;&#039;&#039; Foundation Division, played by Caiphon&lt;br /&gt;
*Maintains support staff: medics, accountants, janitors, and the NGO side of things.&lt;br /&gt;
*Early Blade field operative. Badly wounded on a field mission and presumed lost, but returned, with deeper passion than ever to continue the work. Walks with a limp. Kindly old grampa who won&#039;t back down when you refuse your holiday gifts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angel Obscured,&#039;&#039;&#039; Department of Peace, played by stinkyfool&lt;br /&gt;
*Ensures that the agency is embodying, synthesizing, and acting on the values of both Mountain and Blade.&lt;br /&gt;
*Near-death experience led to deep personality change. Seems high but isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
==Agency==&lt;br /&gt;
&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; Stoke&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections&#039;&#039;&#039; 1, &#039;&#039;&#039;Infiltration&#039;&#039;&#039; 0, &#039;&#039;&#039;Mobility&#039;&#039;&#039; 3, &#039;&#039;&#039;Muscle&#039;&#039;&#039; 3, &#039;&#039;&#039;Resources&#039;&#039;&#039; 1, &#039;&#039;&#039;Security&#039;&#039;&#039; 1, &#039;&#039;&#039;Tech&#039;&#039;&#039; 1&lt;br /&gt;
*Black Codex 1&lt;br /&gt;
**All agents gain Fix-0, Know-0, or Program-0 relating to maltech. &#039;&#039;&#039;+1 Tech&#039;&#039;&#039;&lt;br /&gt;
***A vault deep in the cliffside containing paper printouts, technical labs, and closed computer networks fully detached from the outside and each other.&lt;br /&gt;
*Front Business 1&lt;br /&gt;
**The agency has a front business that explains modest wealth. &#039;&#039;&#039;+1 Resources&#039;&#039;&#039;&lt;br /&gt;
***Blade Broken Peace Services continues to operate as a private peace company, taking contracts and laundering credits.&lt;br /&gt;
*Hidden Strings 1&lt;br /&gt;
**The agency has unofficial friends in numerous government departments, and can often get minor regulations bent. &#039;&#039;&#039;+1 Connections&#039;&#039;&#039;&lt;br /&gt;
***A cabal within Stoke&#039;s government not devoted to the Exarchate still deeply respects the Mountain and believes in their mission.&lt;br /&gt;
*Starships 2&lt;br /&gt;
**The agency has a free trader and the crew and facilities to keep it functional.&lt;br /&gt;
**The agency has a frigate and three free traders under its control. &#039;&#039;&#039;+3 Muscle&#039;&#039;&#039;&lt;br /&gt;
***Stoke&#039;s shipyards have produced a sizable navy; they can spare the &amp;quot;training flotilla&amp;quot; consisting of frigate &#039;&#039;Sharur&#039;&#039; and free traders &#039;&#039;Antu, Haya,&#039;&#039; and &#039;&#039;Ishum.&#039;&#039;&lt;br /&gt;
*Tradition 1&lt;br /&gt;
**The agency is dedicated, united, and has a history of accomplishment. &#039;&#039;&#039;+1 Security&#039;&#039;&#039;&lt;br /&gt;
***The inherited traditions of the Mountain, together with Blade Broken&#039;s altruistic mission, motivate JEHUTY personnel more than money.&lt;br /&gt;
*Transport 2&lt;br /&gt;
**Grav flyers and covert drops are available on the agency’s home planet.&lt;br /&gt;
**Fast smuggler runs of up to 50 tons to any world within 2 hexes of an agency station. &#039;&#039;&#039;+3 Mobility&#039;&#039;&#039;&lt;br /&gt;
***On top of the agency&#039;s owned grav flyers and other vehicles, they maintain relationships with humanitarian-inclined smugglers used to delivering relief under cover.&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;br /&gt;
==Agency Turn==&lt;br /&gt;
I&#039;ll just link the handout explaining these rules here.&lt;br /&gt;
&lt;br /&gt;
[https://i.imgur.com/5BNaJyT.png What is an Agency?]&lt;br /&gt;
[https://i.imgur.com/aoBQCGt.png Agency Actions]&lt;br /&gt;
[https://i.imgur.com/HVTBtOx.png Agency Elements 1]&lt;br /&gt;
[https://i.imgur.com/wKDnHSK.png Agency Elements 2]&lt;br /&gt;
==Character Creation==&lt;br /&gt;
*As per book with these changes.&lt;br /&gt;
*Roll 3D6 6 times down the line to generate an array of stats in order. When creating a new PC, do this two times and pick the array you prefer.&lt;br /&gt;
*Characters start at Level 2. They have a free skill-0 in Fix, Know, or Program from the Black Codex element.&lt;br /&gt;
*Instead of creating your own character, you can have the DM randomly generate a character for you. By default this is limited to Warrior, Expert, and Psychic to keep it easy, but just ask if you&#039;d like an Adventurer, a Prismatic True AI, or a magic class.&lt;br /&gt;
*In addition to the True AI class (as a Prismatic) and various origin foci, these classes from Codex of the Black Sun are available: Arcane Expert, Arcane Warrior, Free Nexus, Rectifier, Sunblade, War Mage, and Yama King.&lt;br /&gt;
*These origin foci are available:&lt;br /&gt;
**&#039;&#039;&#039;Cyborg.&#039;&#039;&#039; You begin play with 30,000 credits of cyberware. You have bonus System Strain that only counts for absorbing cyberware penalties; this is equal to half your level, rounded up. Once in play, new cyberware only costs half as much as usual for you due to your tuned physiology.&lt;br /&gt;
**&#039;&#039;&#039;Drone Keeper.&#039;&#039;&#039; You have a cybernetic drone control link that doesn&#039;t cost you System Strain. You can freely jury-rig together drones or drone fittings worth 2,500 credits given 24 hours, assuming you&#039;re not completely isolated from any semi-plausible source of scrap or salvage and have at least a portable toolkit with you. This jury-rig limit rises to 5,000 credits at level 3, 10,000 at level 7, and 25,000 at level 10. Changing your allocated jury-rig budget, such as from one drone to a different drone, takes 24 hours. (This focus can also be used for a Hanseongin varietal called Falconers.)&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Harpies,&#039;&#039;&#039; who are given wings to act as travelers, messengers, and explorers. Harpies can fly under normal gravity conditions with their Move Action and never take more than 1d4 falling damage while conscious. They have integral low-light and thermal vision, as per Panspectral Optics cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Basilisks,&#039;&#039;&#039; who are given weapons to hunt dangerous predators, but often become sectarian warriors or glory-seeking brawlers. They tend to be strongly devoted to a cause. Basilisks have integral weapons and armor as per Body Arsenal Array and Dermal Armor cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Eels,&#039;&#039;&#039; who are given bioelectricity to recover data from lost ruins on Hanseong&#039;s shrouded surface. Eels have a fine electrical mesh on their hands as per Eelskin Capacitor Mesh cyberware, and often wear gloves. They have an integral computer that acts as a black slab (SWN page 72.)&lt;br /&gt;
**&#039;&#039;&#039;Transhuman.&#039;&#039;&#039; You have a soulstone that records your experiences and can be transferred between specially-prepared bodies, or shells. Create your PC as per page 253. Ignore paragraphs 2 and 3 about polities and 6 about equipment. Pick the Nat shell. Your soulstone must be brought back to the inception tank at HQ to be restored into a new shell, when a shell becomes available. (This will be challenging and likely require a mission to secure one.)&lt;br /&gt;
==Advancement==&lt;br /&gt;
Both of your PCs accumulate XP at the same rate: when one gains XP, the other gains the same amount. XP is generally granted to characters for:&lt;br /&gt;
*Surviving the mission&lt;br /&gt;
*Completing the mission objective&lt;br /&gt;
*Completing a bonus objective or target of opportunity&lt;br /&gt;
*Achieving or significantly advancing their Goal&lt;br /&gt;
=Setting=&lt;br /&gt;
[https://sectorswithoutnumber.com/sector/TRhvyTcXqGTkRtSbVemd Sector Map]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Brief History of Prismatic Spray Sector&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Era 1 began with the spike drive and colonization from Earth; it was the Era of the Mandate.&lt;br /&gt;
Era 2 began with the Scream and great works of magic; it was the Era of the Weave.&lt;br /&gt;
Era 3 began with the Unweaving and the first metastorm; it was the Era of Division.&lt;br /&gt;
Era 4 began with the Prism and the end of the third metastorm; its history is unwritten.&lt;br /&gt;
&lt;br /&gt;
We&#039;re 15 years into Era 4. The last years of Era 3 were marked by a sector-wide war between two rival powers, the hegemonic State of Grace (technical, spiritual) and the rising Amity Alliance (magical, rational.) When the Great Metastorm subsided and long-distance spike drills became feasible again, the War of Grace and Amity explosively escalated, and it soon saw the arrival of the Prism, a highly advanced traveling fleet of AI with a complex color-based culture. Grace attacked them first (perhaps due to Amity trickery,) and so the Prism intervened on Amity&#039;s side, defeating the State of Grace at the Battle of Auld Nine and fully blockading their homeworld, where the Prismatic Fleet remains anchored. The powers of the sector soon learned that the Prism did not see organic planetary governments as their peers and had no interest in playing ball with them.&lt;br /&gt;
&lt;br /&gt;
*What does it all mean? You&#039;re in a sector with a long history that&#039;s recovered/ing from a war, magic and psi and other metaspace-phenomena are well-known, transhuman and posthuman cultures are budding, and people are conscious that a new era is starting. Y2K in space!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JEHUTY&#039;&#039;&#039; is one of the unexpected new syntheses emergent in Era 4. The agency is the fruitful merger between Blade Broken Peace Services, a &amp;quot;private peace company&amp;quot; founded in the last years of the War; and the Mountain, an esoteric order of wandering peacekeepers dating back to the Weave, if not before. The idealism and purpose of Blade Broken mixed well with the tradition and discipline of the Mountain, and 10 years ago the leaders of both (spurred on by a cross-faction adventuring party) made a concord to integrate with each other into a new agency: JEHUTY, named for an ancient Earth divinity of science-magic, wisdom, and judgment. The agency&#039;s mission is to disarm, decommission, and demobilize by any means necessary works of harmful technology (including psitech, arcanotech, and deadly catch-all maltech) leftover from the War of Grace and Amity.&lt;br /&gt;
&lt;br /&gt;
There are some other agencies in the former State of Grace that you should be aware of.&lt;br /&gt;
*&#039;&#039;&#039;The Others&#039;&#039;&#039; (the Other Side of the Mountain, Montagnards): for at least some of you, former comrades. A sect of the Mountain (needless to say, they think of themselves as the Mountain and you as the sect) more interested in &amp;quot;peacekeeping&amp;quot; for profit through bounty hunting and maintaining honor among thieves. Based in the Lagrange system, near Cirfant.&lt;br /&gt;
*&#039;&#039;&#039;VIPER&#039;&#039;&#039; (Fifth Division, D5): the external intelligence bureau of Itamaraty&#039;s planetary government. Tired of being a Gracious client, the planet is asserting its independence and pursuing its own goals in the sector. The highly-trained, exceptionally-qualified agents of VIPER help them punch above their weight. Based on Itamaraty.&lt;br /&gt;
*&#039;&#039;&#039;INDIGO&#039;&#039;&#039; (Indigo Union Freely Assembled, the Rectifiers): a counter-hegemonic network of dissidents, magic users, psychics, and the posthuman-curious who see the Prismatic Fleet as a potential model for the transhuman leap. Not obedience: cooperation and mutual exchange. Many Rectifiers were neutral medics and healers during the War - they&#039;re sick of the fighting. Known to operate in Evergreen.&lt;br /&gt;
&lt;br /&gt;
These are the worlds in or near the former State of Grace, with their cultural root for character detail and inspiration purposes.&lt;br /&gt;
*&#039;&#039;&#039;Grace&#039;&#039;&#039;. Highly developed and populous, ruled by an increasingly-despised representative world government, widespread spiritual ideology gave legitimacy to its rulers, blockaded by the Prism to end the War 15 years ago, temperate-to-warm, TL4+. [South Indian, especially Tamil and Sinhalese, but many different cultures.]&lt;br /&gt;
*&#039;&#039;&#039;Stoke&#039;&#039;&#039;. A million people in the underground canyon cities around the Old Machines, former Grace client seeking new independent purpose for its industry, people increasingly squeezed by debt crisis as embattled Grace-loyal ruling class bunkers down, cold, TL4+. [Ancient Mesopotamia+Classical Levant+Saarland industrial region.]&lt;br /&gt;
*&#039;&#039;&#039;Evergreen&#039;&#039;&#039;. Union of asteroid habitats and space stations around a pleasantly-glowing destroyed world, hosts many refugees, comfortable and forward-looking, TL4. [newly-decolonized West and East Africa, USA in 1960 as seen from abroad through rose-colored glasses.]&lt;br /&gt;
*&#039;&#039;&#039;Vuor&#039;&#039;&#039;. Bubble cities on a frozen surface, wracked by low-intensity civil conflict for generations and finally emerging into something new, developed precision war magic and tech to avoid the unspeakable crime of damaging the habitats, formerly provided Grace elite warriors, TL3. [Former Yugoslavia, Belarus, Ukraine.]&lt;br /&gt;
*&#039;&#039;&#039;Itamaraty&#039;&#039;&#039;. Stormy world with massive colorful clouds and rich wild botany, elaborate structures above and underground to protect from dangerous weather, governed by ubiquitous examination system testing intellectual and cultural skills (meteorological engineering is one thing but the dance portion is a killer,) colorful mask-wearing mandatory for survival in thick atmosphere, temperate, TL4. [historical Mesoamerica and modern Central America+classical Chinese examination system.]&lt;br /&gt;
*&#039;&#039;&#039;Sycamore&#039;&#039;&#039;. Isolated world recently reconnected to wider sector in Era 4 by shifting metaspace lanes, fears psychics due to long-ago crisis, deeply alien biosphere respected spiritually and kept separate from human-miscible ecosystems, rich in a natural resource that could replace Cirfant dioxis as the key to spike drive creation, now subject to a gold rush by offworld speculators and corps who call the unwelcoming world &amp;quot;Sycorax,&amp;quot; temperate-to-cold, TL3. [Siberia, Manchuria, Hokkaido.]&lt;br /&gt;
*&#039;&#039;&#039;Cirfant&#039;&#039;&#039;. Gas giant orbited by stations, moons, and floating dioxis distilleries (the critical ingredient to spike drive creation,) governed by feuding swashbuckling noble houses, policed by their space pirate allies, worked by an oppressed underclass of gas miners, TL4. [French colonial cultures such as in Algeria and Indochina.]&lt;br /&gt;
&lt;br /&gt;
These are some other important worlds in the sector.&lt;br /&gt;
*&#039;&#039;&#039;Moresnet&#039;&#039;&#039;. Recently reconnected to wider sector, everyday magical presence, anarchist, TL4. [Philippines+Indonesia.]&lt;br /&gt;
*&#039;&#039;&#039;Hanseong&#039;&#039;&#039;. Posthuman-inhabited floating islands above a cloud sea that get stranger the further out you go, TL4. [Very loosely Korea + Le Guin.]&lt;br /&gt;
*&#039;&#039;&#039;Aeaea&#039;&#039;&#039;. Handful of islands and floating structures above undersea culture of the posthuman Nereid hive mind, TL3. [Very loosely Greece.]&lt;br /&gt;
*&#039;&#039;&#039;Amity&#039;&#039;&#039;. Ascendant rival to fallen Grace, cultural imperialist, engineered biosphere, led by the Lieges of the Real magical-economic order, TL4+. [Very loosely Iceland+Norway.]&lt;br /&gt;
&lt;br /&gt;
==Important Posts==&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23671980 game pitch]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674363 basic setting]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674465 what happened to evergreen]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675007 agency elements]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675712 what is the prism]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677339 agency official creation + character inspiration pictures]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677342 player character creation]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678544 broken blade and the mountain, agency background, reference music]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678708 homeworlds available]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678894 deep dive into grace and stoke]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23679862 deep dive into itamaraty and sycamore]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=392467</id>
		<title>SWN: Hand of Jehuty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=392467"/>
		<updated>2021-01-10T01:37:30Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: /* Agents */  links to character pages added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/ Recruitment] | OOC | IC&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
[[Stars Without Number Revised Sheet]]&lt;br /&gt;
==Agents==&lt;br /&gt;
*&#039;&#039;Atlictoatl&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Earis ir&#039;Delan (VIPER)&#039;&#039;&#039;, L2 Arcane Expert/Restricted Telepath, HP 12/12 | System Shock 0 | AC x | Initiative +1 | Effort 4/4&lt;br /&gt;
**&#039;&#039;&#039;Mal-chin Doubt-eater 23 [[JEHUTY Profile: RHINO | (RHINO)]]&#039;&#039;&#039;, L2 Arcane Warrior, HP 17/17 | System Shock 0 | AC 17 | Initiative +1 | Warrior Ability 1/1&lt;br /&gt;
*&#039;&#039;Caiphon&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Marys Sante [[JEHUTY Profile: MONUMENT | (MONUMENT)]]&#039;&#039;&#039;, L2 War Mage, HP 7/7 | System Shock 0 | AC 14 | Initiative +1 | Spell Casts: L1: 4/4&lt;br /&gt;
**&#039;&#039;&#039;Stygian Blue [[JEHUTY Profile: BLUE | (BLUE)]]&#039;&#039;&#039;, L2 Prismatic AI, HP 6/6 or 11/11 | System Shock 0 | AC 13 | Initiative +0 or +1 | Processing 2/2&lt;br /&gt;
*&#039;&#039;Cannonball&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Kalli Duclair [[JEHUTY Profile: NIMBUS | (NIMBUS)]]&#039;&#039;&#039;, L2 Transhuman Expert, HP 15/15 | System Shock 0 | AC 15 | Initiative +2 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Peace Wrapped in Starlight [[JEHUTY Profile: CLARION | (CLARION)]]&#039;&#039;&#039;, L2 Sunblade, HP 6/6 | System Shock 0 | AC 19(!) | Initiative +1, Alert | Effort 3/3&lt;br /&gt;
*&#039;&#039;MonsterMash&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Rufus Wyndot [[JEHUTY Profile: MANTIS | (MANTIS)]]&#039;&#039;&#039;, L2 Expert, HP 9/9 | System Shock 0 | AC 13 | Initiative +1 | Expert Ability 1/1&lt;br /&gt;
**Name, L2 Expert, HP 10/10 | System Shock 0 | AC 14 | Initiative +2, thermal vision/Terminal Reflection | Expert Ability 1/1 | Spell Casts: L1: 5/5 L2: 2/2 | Effort 5/5 | Processing 3/3&lt;br /&gt;
*&#039;&#039;Niihue&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Javier Morales [[JEHUTY Profile: SPIRIT | (SPIRIT)]]&#039;&#039;&#039;, L2 Psychic/Warrior, HP 10/10 | System Shock 0 | AC x | Initiative +1, Intuitive Response | Effort 4/4&lt;br /&gt;
**&#039;&#039;&#039;Mei Kirishima [[JEHUTY Profile: ANGEL | (ANGEL)]]&#039;&#039;&#039;, L2 Expert, HP 10/10 | System Shock 0 | AC 14 | Initiative +0 | Expert Ability 1/1&lt;br /&gt;
*&#039;&#039;Stinkyfool&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Darius [[JEHUTY Profile: FLOAT | (FLOAT)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 13 | Initiative +0, Alert | Warrior Ability 1/1&lt;br /&gt;
**Name, L2 Psychic, HP 10/10 | System Shock 0 | AC 13 | Initiative +0 | Effort 4/4&lt;br /&gt;
&lt;br /&gt;
==Officials==&lt;br /&gt;
&#039;&#039;&#039;Wizened Ivy,&#039;&#039;&#039; Director of JEHUTY, played by Atlictoatl&lt;br /&gt;
*Considers the interests of the agency as a whole.&lt;br /&gt;
*Mountain Sunblade wounded in action. Hopes to elevate a field agent into the office.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punished Spider,&#039;&#039;&#039; Ministry of Correction, played by Niihue&lt;br /&gt;
*Responds to threats to the agency itself and those it protects: the peace-loving people of the sector, in principle.&lt;br /&gt;
*Mountain-raised pious believer in the cause. Completely bald, facial tattoos over burn scar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crazy Vulture,&#039;&#039;&#039; Bureau of Clarity, played by Cannonball&lt;br /&gt;
*Identifies dangerous tech in the wrong hands, assembles field teams, and removes it.&lt;br /&gt;
*Broken Blade accountant. War refugee who lost their family to stray ordinance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild Duck,&#039;&#039;&#039; Vision Section, played by MonsterMash&lt;br /&gt;
*Researches new technology, psi, magic, and other tools, and equips the agency with them.&lt;br /&gt;
*Broken Blade technician. Convinced that there&#039;s a still-hidden power at work in the sector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Propitious Beetle,&#039;&#039;&#039; Foundation Division, played by Caiphon&lt;br /&gt;
*Maintains support staff: medics, accountants, janitors, and the NGO side of things.&lt;br /&gt;
*Early Blade field operative. Badly wounded on a field mission and presumed lost, but returned, with deeper passion than ever to continue the work. Walks with a limp. Kindly old grampa who won&#039;t back down when you refuse your holiday gifts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Angel Pentecost&amp;quot;,&#039;&#039;&#039; Department of Peace, played by stinkyfool&lt;br /&gt;
*Ensures that the agency is embodying, synthesizing, and acting on the values of both Mountain and Blade.&lt;br /&gt;
*Near-death experience led to deep personality change. Seems high but isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
==Agency==&lt;br /&gt;
&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; Stoke&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections&#039;&#039;&#039; 1, &#039;&#039;&#039;Infiltration&#039;&#039;&#039; 0, &#039;&#039;&#039;Mobility&#039;&#039;&#039; 3, &#039;&#039;&#039;Muscle&#039;&#039;&#039; 3, &#039;&#039;&#039;Resources&#039;&#039;&#039; 1, &#039;&#039;&#039;Security&#039;&#039;&#039; 1, &#039;&#039;&#039;Tech&#039;&#039;&#039; 1&lt;br /&gt;
*Black Codex 1&lt;br /&gt;
**All agents gain Fix-0, Know-0, or Program-0 relating to maltech. &#039;&#039;&#039;+1 Tech&#039;&#039;&#039;&lt;br /&gt;
***A vault deep in the cliffside containing paper printouts, technical labs, and closed computer networks fully detached from the outside and each other.&lt;br /&gt;
*Front Business 1&lt;br /&gt;
**The agency has a front business that explains modest wealth. &#039;&#039;&#039;+1 Resources&#039;&#039;&#039;&lt;br /&gt;
***Blade Broken Peace Services continues to operate as a private peace company, taking contracts and laundering credits.&lt;br /&gt;
*Hidden Strings 1&lt;br /&gt;
**The agency has unofficial friends in numerous government departments, and can often get minor regulations bent. &#039;&#039;&#039;+1 Connections&#039;&#039;&#039;&lt;br /&gt;
***A cabal within Stoke&#039;s government not devoted to the Exarchate still deeply respects the Mountain and believes in their mission.&lt;br /&gt;
*Starships 2&lt;br /&gt;
**The agency has a free trader and the crew and facilities to keep it functional.&lt;br /&gt;
**The agency has a frigate and three free traders under its control. &#039;&#039;&#039;+3 Muscle&#039;&#039;&#039;&lt;br /&gt;
***Stoke&#039;s shipyards have produced a sizable navy; they can spare the &amp;quot;training flotilla&amp;quot; consisting of frigate &#039;&#039;Sharur&#039;&#039; and free traders &#039;&#039;Antu, Haya,&#039;&#039; and &#039;&#039;Ishum.&#039;&#039;&lt;br /&gt;
*Tradition 1&lt;br /&gt;
**The agency is dedicated, united, and has a history of accomplishment. &#039;&#039;&#039;+1 Security&#039;&#039;&#039;&lt;br /&gt;
***The inherited traditions of the Mountain, together with Blade Broken&#039;s altruistic mission, motivate JEHUTY personnel more than money.&lt;br /&gt;
*Transport 2&lt;br /&gt;
**Grav flyers and covert drops are available on the agency’s home planet.&lt;br /&gt;
**Fast smuggler runs of up to 50 tons to any world within 2 hexes of an agency station. &#039;&#039;&#039;+3 Mobility&#039;&#039;&#039;&lt;br /&gt;
***On top of the agency&#039;s owned grav flyers and other vehicles, they maintain relationships with humanitarian-inclined smugglers used to delivering relief under cover.&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;br /&gt;
==Agency Turn==&lt;br /&gt;
I&#039;ll just link the handout explaining these rules here.&lt;br /&gt;
&lt;br /&gt;
[https://i.imgur.com/5BNaJyT.png What is an Agency?]&lt;br /&gt;
[https://i.imgur.com/aoBQCGt.png Agency Actions]&lt;br /&gt;
[https://i.imgur.com/HVTBtOx.png Agency Elements 1]&lt;br /&gt;
[https://i.imgur.com/wKDnHSK.png Agency Elements 2]&lt;br /&gt;
==Character Creation==&lt;br /&gt;
*As per book with these changes.&lt;br /&gt;
*Roll 3D6 6 times down the line to generate an array of stats in order. When creating a new PC, do this two times and pick the array you prefer.&lt;br /&gt;
*Characters start at Level 2. They have a free skill-0 in Fix, Know, or Program from the Black Codex element.&lt;br /&gt;
*Instead of creating your own character, you can have the DM randomly generate a character for you. By default this is limited to Warrior, Expert, and Psychic to keep it easy, but just ask if you&#039;d like an Adventurer, a Prismatic True AI, or a magic class.&lt;br /&gt;
*In addition to the True AI class (as a Prismatic) and various origin foci, these classes from Codex of the Black Sun are available: Arcane Expert, Arcane Warrior, Free Nexus, Rectifier, Sunblade, War Mage, and Yama King.&lt;br /&gt;
*These origin foci are available:&lt;br /&gt;
**&#039;&#039;&#039;Cyborg.&#039;&#039;&#039; You begin play with 30,000 credits of cyberware. You have bonus System Strain that only counts for absorbing cyberware penalties; this is equal to half your level, rounded up. Once in play, new cyberware only costs half as much as usual for you due to your tuned physiology.&lt;br /&gt;
**&#039;&#039;&#039;Drone Keeper.&#039;&#039;&#039; You have a cybernetic drone control link that doesn&#039;t cost you System Strain. You can freely jury-rig together drones or drone fittings worth 2,500 credits given 24 hours, assuming you&#039;re not completely isolated from any semi-plausible source of scrap or salvage and have at least a portable toolkit with you. This jury-rig limit rises to 5,000 credits at level 3, 10,000 at level 7, and 25,000 at level 10. Changing your allocated jury-rig budget, such as from one drone to a different drone, takes 24 hours. (This focus can also be used for a Hanseongin varietal called Falconers.)&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Harpies,&#039;&#039;&#039; who are given wings to act as travelers, messengers, and explorers. Harpies can fly under normal gravity conditions with their Move Action and never take more than 1d4 falling damage while conscious. They have integral low-light and thermal vision, as per Panspectral Optics cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Basilisks,&#039;&#039;&#039; who are given weapons to hunt dangerous predators, but often become sectarian warriors or glory-seeking brawlers. They tend to be strongly devoted to a cause. Basilisks have integral weapons and armor as per Body Arsenal Array and Dermal Armor cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Eels,&#039;&#039;&#039; who are given bioelectricity to recover data from lost ruins on Hanseong&#039;s shrouded surface. Eels have a fine electrical mesh on their hands as per Eelskin Capacitor Mesh cyberware, and often wear gloves. They have an integral computer that acts as a black slab (SWN page 72.)&lt;br /&gt;
**&#039;&#039;&#039;Transhuman.&#039;&#039;&#039; You have a soulstone that records your experiences and can be transferred between specially-prepared bodies, or shells. Create your PC as per page 253. Ignore paragraphs 2 and 3 about polities and 6 about equipment. Pick the Nat shell. Your soulstone must be brought back to the inception tank at HQ to be restored into a new shell, when a shell becomes available. (This will be challenging and likely require a mission to secure one.)&lt;br /&gt;
==Advancement==&lt;br /&gt;
Both of your PCs accumulate XP at the same rate: when one gains XP, the other gains the same amount. XP is generally granted to characters for:&lt;br /&gt;
*Surviving the mission&lt;br /&gt;
*Completing the mission objective&lt;br /&gt;
*Completing a bonus objective or target of opportunity&lt;br /&gt;
*Achieving or significantly advancing their Goal&lt;br /&gt;
=Setting=&lt;br /&gt;
[https://sectorswithoutnumber.com/sector/TRhvyTcXqGTkRtSbVemd Sector Map]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Brief History of Prismatic Spray Sector&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Era 1 began with the spike drive and colonization from Earth; it was the Era of the Mandate.&lt;br /&gt;
Era 2 began with the Scream and great works of magic; it was the Era of the Weave.&lt;br /&gt;
Era 3 began with the Unweaving and the first metastorm; it was the Era of Division.&lt;br /&gt;
Era 4 began with the Prism and the end of the third metastorm; its history is unwritten.&lt;br /&gt;
&lt;br /&gt;
We&#039;re 15 years into Era 4. The last years of Era 3 were marked by a sector-wide war between two rival powers, the hegemonic State of Grace (technical, spiritual) and the rising Amity Alliance (magical, rational.) When the Great Metastorm subsided and long-distance spike drills became feasible again, the War of Grace and Amity explosively escalated, and it soon saw the arrival of the Prism, a highly advanced traveling fleet of AI with a complex color-based culture. Grace attacked them first (perhaps due to Amity trickery,) and so the Prism intervened on Amity&#039;s side, defeating the State of Grace at the Battle of Auld Nine and fully blockading their homeworld, where the Prismatic Fleet remains anchored. The powers of the sector soon learned that the Prism did not see organic planetary governments as their peers and had no interest in playing ball with them.&lt;br /&gt;
&lt;br /&gt;
*What does it all mean? You&#039;re in a sector with a long history that&#039;s recovered/ing from a war, magic and psi and other metaspace-phenomena are well-known, transhuman and posthuman cultures are budding, and people are conscious that a new era is starting. Y2K in space!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JEHUTY&#039;&#039;&#039; is one of the unexpected new syntheses emergent in Era 4. The agency is the fruitful merger between Blade Broken Peace Services, a &amp;quot;private peace company&amp;quot; founded in the last years of the War; and the Mountain, an esoteric order of wandering peacekeepers dating back to the Weave, if not before. The idealism and purpose of Blade Broken mixed well with the tradition and discipline of the Mountain, and 10 years ago the leaders of both (spurred on by a cross-faction adventuring party) made a concord to integrate with each other into a new agency: JEHUTY, named for an ancient Earth divinity of science-magic, wisdom, and judgment. The agency&#039;s mission is to disarm, decommission, and demobilize by any means necessary works of harmful technology (including psitech, arcanotech, and deadly catch-all maltech) leftover from the War of Grace and Amity.&lt;br /&gt;
&lt;br /&gt;
There are some other agencies in the former State of Grace that you should be aware of.&lt;br /&gt;
*&#039;&#039;&#039;The Others&#039;&#039;&#039; (the Other Side of the Mountain, Montagnards): for at least some of you, former comrades. A sect of the Mountain (needless to say, they think of themselves as the Mountain and you as the sect) more interested in &amp;quot;peacekeeping&amp;quot; for profit through bounty hunting and maintaining honor among thieves. Based in the Lagrange system, near Cirfant.&lt;br /&gt;
*&#039;&#039;&#039;VIPER&#039;&#039;&#039; (Fifth Division, D5): the external intelligence bureau of Itamaraty&#039;s planetary government. Tired of being a Gracious client, the planet is asserting its independence and pursuing its own goals in the sector. The highly-trained, exceptionally-qualified agents of VIPER help them punch above their weight. Based on Itamaraty.&lt;br /&gt;
*&#039;&#039;&#039;INDIGO&#039;&#039;&#039; (Indigo Union Freely Assembled, the Rectifiers): a counter-hegemonic network of dissidents, magic users, psychics, and the posthuman-curious who see the Prismatic Fleet as a potential model for the transhuman leap. Not obedience: cooperation and mutual exchange. Many Rectifiers were neutral medics and healers during the War - they&#039;re sick of the fighting. Known to operate in Evergreen.&lt;br /&gt;
&lt;br /&gt;
These are the worlds in or near the former State of Grace, with their cultural root for character detail and inspiration purposes.&lt;br /&gt;
*&#039;&#039;&#039;Grace&#039;&#039;&#039;. Highly developed and populous, ruled by an increasingly-despised representative world government, widespread spiritual ideology gave legitimacy to its rulers, blockaded by the Prism to end the War 15 years ago, temperate-to-warm, TL4+. [South Indian, especially Tamil and Sinhalese, but many different cultures.]&lt;br /&gt;
*&#039;&#039;&#039;Stoke&#039;&#039;&#039;. A million people in the underground canyon cities around the Old Machines, former Grace client seeking new independent purpose for its industry, people increasingly squeezed by debt crisis as embattled Grace-loyal ruling class bunkers down, cold, TL4+. [Ancient Mesopotamia+Classical Levant+Saarland industrial region.]&lt;br /&gt;
*&#039;&#039;&#039;Evergreen&#039;&#039;&#039;. Union of asteroid habitats and space stations around a pleasantly-glowing destroyed world, hosts many refugees, comfortable and forward-looking, TL4. [newly-decolonized West and East Africa, USA in 1960 as seen from abroad through rose-colored glasses.]&lt;br /&gt;
*&#039;&#039;&#039;Vuor&#039;&#039;&#039;. Bubble cities on a frozen surface, wracked by low-intensity civil conflict for generations and finally emerging into something new, developed precision war magic and tech to avoid the unspeakable crime of damaging the habitats, formerly provided Grace elite warriors, TL3. [Former Yugoslavia, Belarus, Ukraine.]&lt;br /&gt;
*&#039;&#039;&#039;Itamaraty&#039;&#039;&#039;. Stormy world with massive colorful clouds and rich wild botany, elaborate structures above and underground to protect from dangerous weather, governed by ubiquitous examination system testing intellectual and cultural skills (meteorological engineering is one thing but the dance portion is a killer,) colorful mask-wearing mandatory for survival in thick atmosphere, temperate, TL4. [historical Mesoamerica and modern Central America+classical Chinese examination system.]&lt;br /&gt;
*&#039;&#039;&#039;Sycamore&#039;&#039;&#039;. Isolated world recently reconnected to wider sector in Era 4 by shifting metaspace lanes, fears psychics due to long-ago crisis, deeply alien biosphere respected spiritually and kept separate from human-miscible ecosystems, rich in a natural resource that could replace Cirfant dioxis as the key to spike drive creation, now subject to a gold rush by offworld speculators and corps who call the unwelcoming world &amp;quot;Sycorax,&amp;quot; temperate-to-cold, TL3. [Siberia, Manchuria, Hokkaido.]&lt;br /&gt;
*&#039;&#039;&#039;Cirfant&#039;&#039;&#039;. Gas giant orbited by stations, moons, and floating dioxis distilleries (the critical ingredient to spike drive creation,) governed by feuding swashbuckling noble houses, policed by their space pirate allies, worked by an oppressed underclass of gas miners, TL4. [French colonial cultures such as in Algeria and Indochina.]&lt;br /&gt;
&lt;br /&gt;
These are some other important worlds in the sector.&lt;br /&gt;
*&#039;&#039;&#039;Moresnet&#039;&#039;&#039;. Recently reconnected to wider sector, everyday magical presence, anarchist, TL4. [Philippines+Indonesia.]&lt;br /&gt;
*&#039;&#039;&#039;Hanseong&#039;&#039;&#039;. Posthuman-inhabited floating islands above a cloud sea that get stranger the further out you go, TL4. [Very loosely Korea + Le Guin.]&lt;br /&gt;
*&#039;&#039;&#039;Aeaea&#039;&#039;&#039;. Handful of islands and floating structures above undersea culture of the posthuman Nereid hive mind, TL3. [Very loosely Greece.]&lt;br /&gt;
*&#039;&#039;&#039;Amity&#039;&#039;&#039;. Ascendant rival to fallen Grace, cultural imperialist, engineered biosphere, led by the Lieges of the Real magical-economic order, TL4+. [Very loosely Iceland+Norway.]&lt;br /&gt;
&lt;br /&gt;
==Important Posts==&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23671980 game pitch]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674363 basic setting]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674465 what happened to evergreen]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675007 agency elements]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675712 what is the prism]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677339 agency official creation + character inspiration pictures]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677342 player character creation]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678544 broken blade and the mountain, agency background, reference music]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678708 homeworlds available]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678894 deep dive into grace and stoke]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23679862 deep dive into itamaraty and sycamore]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_RHINO&amp;diff=392466</id>
		<title>JEHUTY Profile: RHINO</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_RHINO&amp;diff=392466"/>
		<updated>2021-01-10T01:32:42Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: stocking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Advancement==&lt;br /&gt;
*Class:&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 3/6&lt;br /&gt;
*Skill Points Unspent:&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength &lt;br /&gt;
*Dexterity &lt;br /&gt;
*Constitution &lt;br /&gt;
*Intelligence &lt;br /&gt;
*Wisdom  &lt;br /&gt;
*Charisma &lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background:&lt;br /&gt;
*Goal:&lt;br /&gt;
*Homeworld:&lt;br /&gt;
*Languages:&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Skill-0&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Name&lt;br /&gt;
**Effect&lt;br /&gt;
**Level&lt;br /&gt;
&lt;br /&gt;
==Techniques (or) Spells (or) Abilities (or) Routines==&lt;br /&gt;
*Effort:&lt;br /&gt;
*Techniques:&lt;br /&gt;
(or)&lt;br /&gt;
*Spells per day:&lt;br /&gt;
*Spells known&lt;br /&gt;
**1st level:&lt;br /&gt;
**2nd level:&lt;br /&gt;
(or)&lt;br /&gt;
*Sunblade Effort:&lt;br /&gt;
*Abilities:&lt;br /&gt;
(or)&lt;br /&gt;
*Processing:&lt;br /&gt;
*Routines:&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Name&lt;br /&gt;
**Effect&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Melee&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Range:&lt;br /&gt;
**Magazine:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name:&lt;br /&gt;
**AC:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP:&lt;br /&gt;
*System Strain:&lt;br /&gt;
*Base AC:&lt;br /&gt;
*Base Attack Bonus:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: &lt;br /&gt;
**Mental: &lt;br /&gt;
**Evasion: &lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 0/(Half Strength, rounded down)&lt;br /&gt;
**Stowed: 0/(Strength)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Hand_of_Jehuty]]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_MONUMENT&amp;diff=392465</id>
		<title>JEHUTY Profile: MONUMENT</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_MONUMENT&amp;diff=392465"/>
		<updated>2021-01-10T01:32:28Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: stocking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Advancement==&lt;br /&gt;
*Class:&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 3/6&lt;br /&gt;
*Skill Points Unspent:&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength &lt;br /&gt;
*Dexterity &lt;br /&gt;
*Constitution &lt;br /&gt;
*Intelligence &lt;br /&gt;
*Wisdom  &lt;br /&gt;
*Charisma &lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background:&lt;br /&gt;
*Goal:&lt;br /&gt;
*Homeworld:&lt;br /&gt;
*Languages:&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Skill-0&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Name&lt;br /&gt;
**Effect&lt;br /&gt;
**Level&lt;br /&gt;
&lt;br /&gt;
==Techniques (or) Spells (or) Abilities (or) Routines==&lt;br /&gt;
*Effort:&lt;br /&gt;
*Techniques:&lt;br /&gt;
(or)&lt;br /&gt;
*Spells per day:&lt;br /&gt;
*Spells known&lt;br /&gt;
**1st level:&lt;br /&gt;
**2nd level:&lt;br /&gt;
(or)&lt;br /&gt;
*Sunblade Effort:&lt;br /&gt;
*Abilities:&lt;br /&gt;
(or)&lt;br /&gt;
*Processing:&lt;br /&gt;
*Routines:&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Name&lt;br /&gt;
**Effect&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Melee&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Range:&lt;br /&gt;
**Magazine:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name:&lt;br /&gt;
**AC:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP:&lt;br /&gt;
*System Strain:&lt;br /&gt;
*Base AC:&lt;br /&gt;
*Base Attack Bonus:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: &lt;br /&gt;
**Mental: &lt;br /&gt;
**Evasion: &lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 0/(Half Strength, rounded down)&lt;br /&gt;
**Stowed: 0/(Strength)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Hand_of_Jehuty]]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_BLUE&amp;diff=392464</id>
		<title>JEHUTY Profile: BLUE</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_BLUE&amp;diff=392464"/>
		<updated>2021-01-10T01:32:13Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: stocking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Advancement==&lt;br /&gt;
*Class:&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 3/6&lt;br /&gt;
*Skill Points Unspent:&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength &lt;br /&gt;
*Dexterity &lt;br /&gt;
*Constitution &lt;br /&gt;
*Intelligence &lt;br /&gt;
*Wisdom  &lt;br /&gt;
*Charisma &lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background:&lt;br /&gt;
*Goal:&lt;br /&gt;
*Homeworld:&lt;br /&gt;
*Languages:&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Skill-0&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Name&lt;br /&gt;
**Effect&lt;br /&gt;
**Level&lt;br /&gt;
&lt;br /&gt;
==Techniques (or) Spells (or) Abilities (or) Routines==&lt;br /&gt;
*Effort:&lt;br /&gt;
*Techniques:&lt;br /&gt;
(or)&lt;br /&gt;
*Spells per day:&lt;br /&gt;
*Spells known&lt;br /&gt;
**1st level:&lt;br /&gt;
**2nd level:&lt;br /&gt;
(or)&lt;br /&gt;
*Sunblade Effort:&lt;br /&gt;
*Abilities:&lt;br /&gt;
(or)&lt;br /&gt;
*Processing:&lt;br /&gt;
*Routines:&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Name&lt;br /&gt;
**Effect&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Melee&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Range:&lt;br /&gt;
**Magazine:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name:&lt;br /&gt;
**AC:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP:&lt;br /&gt;
*System Strain:&lt;br /&gt;
*Base AC:&lt;br /&gt;
*Base Attack Bonus:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: &lt;br /&gt;
**Mental: &lt;br /&gt;
**Evasion: &lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 0/(Half Strength, rounded down)&lt;br /&gt;
**Stowed: 0/(Strength)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Hand_of_Jehuty]]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_NIMBUS&amp;diff=392463</id>
		<title>JEHUTY Profile: NIMBUS</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_NIMBUS&amp;diff=392463"/>
		<updated>2021-01-10T01:31:57Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: stocking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Advancement==&lt;br /&gt;
*Class:&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 3/6&lt;br /&gt;
*Skill Points Unspent:&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength &lt;br /&gt;
*Dexterity &lt;br /&gt;
*Constitution &lt;br /&gt;
*Intelligence &lt;br /&gt;
*Wisdom  &lt;br /&gt;
*Charisma &lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background:&lt;br /&gt;
*Goal:&lt;br /&gt;
*Homeworld:&lt;br /&gt;
*Languages:&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Skill-0&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Name&lt;br /&gt;
**Effect&lt;br /&gt;
**Level&lt;br /&gt;
&lt;br /&gt;
==Techniques (or) Spells (or) Abilities (or) Routines==&lt;br /&gt;
*Effort:&lt;br /&gt;
*Techniques:&lt;br /&gt;
(or)&lt;br /&gt;
*Spells per day:&lt;br /&gt;
*Spells known&lt;br /&gt;
**1st level:&lt;br /&gt;
**2nd level:&lt;br /&gt;
(or)&lt;br /&gt;
*Sunblade Effort:&lt;br /&gt;
*Abilities:&lt;br /&gt;
(or)&lt;br /&gt;
*Processing:&lt;br /&gt;
*Routines:&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Name&lt;br /&gt;
**Effect&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Melee&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Range:&lt;br /&gt;
**Magazine:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name:&lt;br /&gt;
**AC:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP:&lt;br /&gt;
*System Strain:&lt;br /&gt;
*Base AC:&lt;br /&gt;
*Base Attack Bonus:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: &lt;br /&gt;
**Mental: &lt;br /&gt;
**Evasion: &lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 0/(Half Strength, rounded down)&lt;br /&gt;
**Stowed: 0/(Strength)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Hand_of_Jehuty]]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_CLARION&amp;diff=392462</id>
		<title>JEHUTY Profile: CLARION</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_CLARION&amp;diff=392462"/>
		<updated>2021-01-10T01:31:40Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: stocking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Advancement==&lt;br /&gt;
*Class:&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 3/6&lt;br /&gt;
*Skill Points Unspent:&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength &lt;br /&gt;
*Dexterity &lt;br /&gt;
*Constitution &lt;br /&gt;
*Intelligence &lt;br /&gt;
*Wisdom  &lt;br /&gt;
*Charisma &lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background:&lt;br /&gt;
*Goal:&lt;br /&gt;
*Homeworld:&lt;br /&gt;
*Languages:&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Skill-0&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Name&lt;br /&gt;
**Effect&lt;br /&gt;
**Level&lt;br /&gt;
&lt;br /&gt;
==Techniques (or) Spells (or) Abilities (or) Routines==&lt;br /&gt;
*Effort:&lt;br /&gt;
*Techniques:&lt;br /&gt;
(or)&lt;br /&gt;
*Spells per day:&lt;br /&gt;
*Spells known&lt;br /&gt;
**1st level:&lt;br /&gt;
**2nd level:&lt;br /&gt;
(or)&lt;br /&gt;
*Sunblade Effort:&lt;br /&gt;
*Abilities:&lt;br /&gt;
(or)&lt;br /&gt;
*Processing:&lt;br /&gt;
*Routines:&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Name&lt;br /&gt;
**Effect&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Melee&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Range:&lt;br /&gt;
**Magazine:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name:&lt;br /&gt;
**AC:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP:&lt;br /&gt;
*System Strain:&lt;br /&gt;
*Base AC:&lt;br /&gt;
*Base Attack Bonus:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: &lt;br /&gt;
**Mental: &lt;br /&gt;
**Evasion: &lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 0/(Half Strength, rounded down)&lt;br /&gt;
**Stowed: 0/(Strength)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Hand_of_Jehuty]]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_MANTIS&amp;diff=392461</id>
		<title>JEHUTY Profile: MANTIS</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_MANTIS&amp;diff=392461"/>
		<updated>2021-01-10T01:31:24Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: stocking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Advancement==&lt;br /&gt;
*Class:&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 3/6&lt;br /&gt;
*Skill Points Unspent:&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength &lt;br /&gt;
*Dexterity &lt;br /&gt;
*Constitution &lt;br /&gt;
*Intelligence &lt;br /&gt;
*Wisdom  &lt;br /&gt;
*Charisma &lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background:&lt;br /&gt;
*Goal:&lt;br /&gt;
*Homeworld:&lt;br /&gt;
*Languages:&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Skill-0&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Name&lt;br /&gt;
**Effect&lt;br /&gt;
**Level&lt;br /&gt;
&lt;br /&gt;
==Techniques (or) Spells (or) Abilities (or) Routines==&lt;br /&gt;
*Effort:&lt;br /&gt;
*Techniques:&lt;br /&gt;
(or)&lt;br /&gt;
*Spells per day:&lt;br /&gt;
*Spells known&lt;br /&gt;
**1st level:&lt;br /&gt;
**2nd level:&lt;br /&gt;
(or)&lt;br /&gt;
*Sunblade Effort:&lt;br /&gt;
*Abilities:&lt;br /&gt;
(or)&lt;br /&gt;
*Processing:&lt;br /&gt;
*Routines:&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Name&lt;br /&gt;
**Effect&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Melee&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Range:&lt;br /&gt;
**Magazine:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name:&lt;br /&gt;
**AC:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP:&lt;br /&gt;
*System Strain:&lt;br /&gt;
*Base AC:&lt;br /&gt;
*Base Attack Bonus:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: &lt;br /&gt;
**Mental: &lt;br /&gt;
**Evasion: &lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 0/(Half Strength, rounded down)&lt;br /&gt;
**Stowed: 0/(Strength)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Hand_of_Jehuty]]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_SPIRIT&amp;diff=392460</id>
		<title>JEHUTY Profile: SPIRIT</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_SPIRIT&amp;diff=392460"/>
		<updated>2021-01-10T01:31:05Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: stocking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Advancement==&lt;br /&gt;
*Class:&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 3/6&lt;br /&gt;
*Skill Points Unspent:&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength &lt;br /&gt;
*Dexterity &lt;br /&gt;
*Constitution &lt;br /&gt;
*Intelligence &lt;br /&gt;
*Wisdom  &lt;br /&gt;
*Charisma &lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background:&lt;br /&gt;
*Goal:&lt;br /&gt;
*Homeworld:&lt;br /&gt;
*Languages:&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Skill-0&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Name&lt;br /&gt;
**Effect&lt;br /&gt;
**Level&lt;br /&gt;
&lt;br /&gt;
==Techniques (or) Spells (or) Abilities (or) Routines==&lt;br /&gt;
*Effort:&lt;br /&gt;
*Techniques:&lt;br /&gt;
(or)&lt;br /&gt;
*Spells per day:&lt;br /&gt;
*Spells known&lt;br /&gt;
**1st level:&lt;br /&gt;
**2nd level:&lt;br /&gt;
(or)&lt;br /&gt;
*Sunblade Effort:&lt;br /&gt;
*Abilities:&lt;br /&gt;
(or)&lt;br /&gt;
*Processing:&lt;br /&gt;
*Routines:&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Name&lt;br /&gt;
**Effect&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Melee&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Range:&lt;br /&gt;
**Magazine:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name:&lt;br /&gt;
**AC:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP:&lt;br /&gt;
*System Strain:&lt;br /&gt;
*Base AC:&lt;br /&gt;
*Base Attack Bonus:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: &lt;br /&gt;
**Mental: &lt;br /&gt;
**Evasion: &lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 0/(Half Strength, rounded down)&lt;br /&gt;
**Stowed: 0/(Strength)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Hand_of_Jehuty]]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_ANGEL&amp;diff=392459</id>
		<title>JEHUTY Profile: ANGEL</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_ANGEL&amp;diff=392459"/>
		<updated>2021-01-10T01:30:45Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: stocking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Advancement==&lt;br /&gt;
*Class:&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 3/6&lt;br /&gt;
*Skill Points Unspent:&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength &lt;br /&gt;
*Dexterity &lt;br /&gt;
*Constitution &lt;br /&gt;
*Intelligence &lt;br /&gt;
*Wisdom  &lt;br /&gt;
*Charisma &lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background:&lt;br /&gt;
*Goal:&lt;br /&gt;
*Homeworld:&lt;br /&gt;
*Languages:&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Skill-0&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Name&lt;br /&gt;
**Effect&lt;br /&gt;
**Level&lt;br /&gt;
&lt;br /&gt;
==Techniques (or) Spells (or) Abilities (or) Routines==&lt;br /&gt;
*Effort:&lt;br /&gt;
*Techniques:&lt;br /&gt;
(or)&lt;br /&gt;
*Spells per day:&lt;br /&gt;
*Spells known&lt;br /&gt;
**1st level:&lt;br /&gt;
**2nd level:&lt;br /&gt;
(or)&lt;br /&gt;
*Sunblade Effort:&lt;br /&gt;
*Abilities:&lt;br /&gt;
(or)&lt;br /&gt;
*Processing:&lt;br /&gt;
*Routines:&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Name&lt;br /&gt;
**Effect&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Melee&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Range:&lt;br /&gt;
**Magazine:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name:&lt;br /&gt;
**AC:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP:&lt;br /&gt;
*System Strain:&lt;br /&gt;
*Base AC:&lt;br /&gt;
*Base Attack Bonus:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: &lt;br /&gt;
**Mental: &lt;br /&gt;
**Evasion: &lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 0/(Half Strength, rounded down)&lt;br /&gt;
**Stowed: 0/(Strength)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Hand_of_Jehuty]]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_FLOAT&amp;diff=392458</id>
		<title>JEHUTY Profile: FLOAT</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_FLOAT&amp;diff=392458"/>
		<updated>2021-01-10T01:30:07Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: stocking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Advancement==&lt;br /&gt;
*Class:&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 3/6&lt;br /&gt;
*Skill Points Unspent:&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength &lt;br /&gt;
*Dexterity &lt;br /&gt;
*Constitution &lt;br /&gt;
*Intelligence &lt;br /&gt;
*Wisdom  &lt;br /&gt;
*Charisma &lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background:&lt;br /&gt;
*Goal:&lt;br /&gt;
*Homeworld:&lt;br /&gt;
*Languages:&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Skill-0&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Name&lt;br /&gt;
**Effect&lt;br /&gt;
**Level&lt;br /&gt;
&lt;br /&gt;
==Techniques (or) Spells (or) Abilities (or) Routines==&lt;br /&gt;
*Effort:&lt;br /&gt;
*Techniques:&lt;br /&gt;
(or)&lt;br /&gt;
*Spells per day:&lt;br /&gt;
*Spells known&lt;br /&gt;
**1st level:&lt;br /&gt;
**2nd level:&lt;br /&gt;
(or)&lt;br /&gt;
*Sunblade Effort:&lt;br /&gt;
*Abilities:&lt;br /&gt;
(or)&lt;br /&gt;
*Processing:&lt;br /&gt;
*Routines:&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Name&lt;br /&gt;
**Effect&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Melee&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Ranged&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Range:&lt;br /&gt;
**Magazine:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name:&lt;br /&gt;
**AC:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP:&lt;br /&gt;
*System Strain:&lt;br /&gt;
*Base AC:&lt;br /&gt;
*Base Attack Bonus:&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: &lt;br /&gt;
**Mental: &lt;br /&gt;
**Evasion: &lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 0/(Half Strength, rounded down)&lt;br /&gt;
**Stowed: 0/(Strength)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**.&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Hand_of_Jehuty]]&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_FLOAT&amp;diff=392457</id>
		<title>JEHUTY Profile: FLOAT</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_FLOAT&amp;diff=392457"/>
		<updated>2021-01-10T01:27:23Z</updated>

		<summary type="html">&lt;p&gt;KnockingBox: creating page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;placeholder&lt;/div&gt;</summary>
		<author><name>KnockingBox</name></author>
	</entry>
</feed>