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	<id>https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Meriss</id>
	<title>RPGnet - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Meriss"/>
	<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php/Special:Contributions/Meriss"/>
	<updated>2026-05-15T08:17:05Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magical_Girl_Gangs&amp;diff=450639</id>
		<title>Magical Girl Gangs</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magical_Girl_Gangs&amp;diff=450639"/>
		<updated>2024-01-25T18:41:52Z</updated>

		<summary type="html">&lt;p&gt;Meriss: /* Magical Girl Gangs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Magical Girl Gangs =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the Campaign Wiki for [https://forum.rpg.net/index.php?members/meriss.39739/ Meriss&#039;s] [https://fate-srd.com/ Fate] game &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;World Build Document&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inspirations:&lt;br /&gt;
&lt;br /&gt;
Madoka Magica Gangster Rap AMVs&lt;br /&gt;
&lt;br /&gt;
Tokyo Revengers&lt;br /&gt;
&lt;br /&gt;
Sailor Moon&lt;br /&gt;
&lt;br /&gt;
Madoka Magica&lt;br /&gt;
&lt;br /&gt;
Yuki Yuna is a Hero&lt;br /&gt;
&lt;br /&gt;
River City Girls&lt;br /&gt;
&lt;br /&gt;
Skullgirls&lt;br /&gt;
&lt;br /&gt;
Kill la Kill&lt;br /&gt;
&lt;br /&gt;
All My Friends are Heathens by Twenty One Pilots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Recommendations:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sleepless Domain&lt;br /&gt;
&lt;br /&gt;
Sparkling Generation Valkyrie Yuuki&lt;br /&gt;
&lt;br /&gt;
Sailor Nothing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Themes:&lt;br /&gt;
&lt;br /&gt;
Violence is Always the Answer &lt;br /&gt;
&lt;br /&gt;
Freedom vs Control &lt;br /&gt;
&lt;br /&gt;
Action and Reaction&lt;br /&gt;
&lt;br /&gt;
Innocence vs Corruption&lt;br /&gt;
&lt;br /&gt;
Gender Identity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tenets/Elements: &lt;br /&gt;
&lt;br /&gt;
Magical Powers&lt;br /&gt;
&lt;br /&gt;
Fae Magic&lt;br /&gt;
&lt;br /&gt;
The Authority/The Patriarchy/The Man&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magical girls===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The authority===&lt;br /&gt;
&lt;br /&gt;
===Other threats===&lt;br /&gt;
&lt;br /&gt;
===The Fey===&lt;br /&gt;
&lt;br /&gt;
===The Academy===&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Mundane Name&lt;br /&gt;
! Magical name&lt;br /&gt;
! High Concepts&lt;br /&gt;
! Player&lt;br /&gt;
! Link&lt;br /&gt;
|-&lt;br /&gt;
| Marry Miller&lt;br /&gt;
| Lyrical Shrike&lt;br /&gt;
| Chair Bound Musical Soul/Monster Hunter First, Everything Else Later&lt;br /&gt;
| [[User:Herodarwin|Herodarwin]]&lt;br /&gt;
| [[Magical_Girl_Gangs:Lyrical_Shrike|SHEET]]&lt;br /&gt;
|-&lt;br /&gt;
| Yen Inoue&lt;br /&gt;
| Moonlight Maestro&lt;br /&gt;
| Body in STEM, Soul in Art/Untrammeled Imagination&lt;br /&gt;
| [[User:Dersen_Lowery|Dersen Lowery]]&lt;br /&gt;
| [[Magical_Girl_Gangs:Moonlight_Maestro|SHEET]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[Magical_Girl_Gangs:????????|SHEET]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[Magical_Girl_Gangs:????????|SHEET]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[Magical_Girl_Gangs:????????|SHEET]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Magical_Girl_Gangs:Character_Template|Character Template]]&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
Shiroko Yukibara&lt;br /&gt;
&lt;br /&gt;
Akaiko Yukibara&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/meta-interest-check-worldbuilding.914978/page-2#post-25009400 Recruitment Thread]&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/ IC Link]&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/ OOC Link]&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magical_Girl_Gangs&amp;diff=450638</id>
		<title>Magical Girl Gangs</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magical_Girl_Gangs&amp;diff=450638"/>
		<updated>2024-01-25T18:41:32Z</updated>

		<summary type="html">&lt;p&gt;Meriss: /* Magical Girl Gangs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Magical Girl Gangs =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the Campaign Wiki for [https://forum.rpg.net/index.php?members/meriss.39739/ Meriss&#039;s] [https://fate-srd.com/ Fate] game &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;World Build Document&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inspirations:&lt;br /&gt;
&lt;br /&gt;
Madoka Magica Gangster Rap AMVs&lt;br /&gt;
&lt;br /&gt;
Tokyo Revengers&lt;br /&gt;
&lt;br /&gt;
Sailor Moon&lt;br /&gt;
&lt;br /&gt;
Madoka Magica&lt;br /&gt;
&lt;br /&gt;
Yuki Yuna is a Hero&lt;br /&gt;
&lt;br /&gt;
River City Girls&lt;br /&gt;
&lt;br /&gt;
Skullgirls&lt;br /&gt;
&lt;br /&gt;
Kill la Kill&lt;br /&gt;
&lt;br /&gt;
All My Friends are Heathens by Twenty One Pilots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Recommendations:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sleepless Domain&lt;br /&gt;
&lt;br /&gt;
Sparkling Generation Valkyrie Yuuki&lt;br /&gt;
&lt;br /&gt;
Sailor Nothing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Themes:&lt;br /&gt;
Violence is Always the Answer &lt;br /&gt;
&lt;br /&gt;
Freedom vs Control &lt;br /&gt;
&lt;br /&gt;
Action and Reaction&lt;br /&gt;
&lt;br /&gt;
Innocence vs Corruption&lt;br /&gt;
&lt;br /&gt;
Gender Identity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tenets/Elements: &lt;br /&gt;
&lt;br /&gt;
Magical Powers&lt;br /&gt;
&lt;br /&gt;
Fae Magic&lt;br /&gt;
&lt;br /&gt;
The Authority/The Patriarchy/The Man&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magical girls===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The authority===&lt;br /&gt;
&lt;br /&gt;
===Other threats===&lt;br /&gt;
&lt;br /&gt;
===The Fey===&lt;br /&gt;
&lt;br /&gt;
===The Academy===&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Mundane Name&lt;br /&gt;
! Magical name&lt;br /&gt;
! High Concepts&lt;br /&gt;
! Player&lt;br /&gt;
! Link&lt;br /&gt;
|-&lt;br /&gt;
| Marry Miller&lt;br /&gt;
| Lyrical Shrike&lt;br /&gt;
| Chair Bound Musical Soul/Monster Hunter First, Everything Else Later&lt;br /&gt;
| [[User:Herodarwin|Herodarwin]]&lt;br /&gt;
| [[Magical_Girl_Gangs:Lyrical_Shrike|SHEET]]&lt;br /&gt;
|-&lt;br /&gt;
| Yen Inoue&lt;br /&gt;
| Moonlight Maestro&lt;br /&gt;
| Body in STEM, Soul in Art/Untrammeled Imagination&lt;br /&gt;
| [[User:Dersen_Lowery|Dersen Lowery]]&lt;br /&gt;
| [[Magical_Girl_Gangs:Moonlight_Maestro|SHEET]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[Magical_Girl_Gangs:????????|SHEET]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[Magical_Girl_Gangs:????????|SHEET]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[Magical_Girl_Gangs:????????|SHEET]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Magical_Girl_Gangs:Character_Template|Character Template]]&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
Shiroko Yukibara&lt;br /&gt;
&lt;br /&gt;
Akaiko Yukibara&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/meta-interest-check-worldbuilding.914978/page-2#post-25009400 Recruitment Thread]&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/ IC Link]&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/ OOC Link]&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magical_Girl_Gangs&amp;diff=450637</id>
		<title>Magical Girl Gangs</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magical_Girl_Gangs&amp;diff=450637"/>
		<updated>2024-01-25T18:41:17Z</updated>

		<summary type="html">&lt;p&gt;Meriss: /* Magical Girl Gangs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Magical Girl Gangs =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the Campaign Wiki for [https://forum.rpg.net/index.php?members/meriss.39739/ Meriss&#039;s] [https://fate-srd.com/ Fate] game &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;World Build Document&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inspirations:&lt;br /&gt;
&lt;br /&gt;
Madoka Magica Gangster Rap AMVs&lt;br /&gt;
&lt;br /&gt;
Tokyo Revengers&lt;br /&gt;
&lt;br /&gt;
Sailor Moon&lt;br /&gt;
&lt;br /&gt;
Madoka Magica&lt;br /&gt;
&lt;br /&gt;
Yuki Yuna is a Hero&lt;br /&gt;
&lt;br /&gt;
River City Girls&lt;br /&gt;
&lt;br /&gt;
Skullgirls&lt;br /&gt;
&lt;br /&gt;
Kill la Kill&lt;br /&gt;
&lt;br /&gt;
All My Friends are Heathens by Twenty One Pilots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Recommendations:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sleepless Domain&lt;br /&gt;
&lt;br /&gt;
Sparkling Generation Valkyrie Yuuki&lt;br /&gt;
&lt;br /&gt;
Sailor Nothing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Themes:&lt;br /&gt;
Violence is Always the Answer &lt;br /&gt;
&lt;br /&gt;
Freedom vs Control &lt;br /&gt;
&lt;br /&gt;
Action and Reaction&lt;br /&gt;
&lt;br /&gt;
Innocence vs Corruption&lt;br /&gt;
&lt;br /&gt;
Gender Identity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tenets/Elements: &lt;br /&gt;
&lt;br /&gt;
Magical Powers&lt;br /&gt;
&lt;br /&gt;
Fae Magic&lt;br /&gt;
&lt;br /&gt;
The Authority/The Patriarchy/The Man&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magical girls===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The authority===&lt;br /&gt;
&lt;br /&gt;
===Other threats===&lt;br /&gt;
&lt;br /&gt;
===The Fey===&lt;br /&gt;
&lt;br /&gt;
===The Academy===&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Mundane Name&lt;br /&gt;
! Magical name&lt;br /&gt;
! High Concepts&lt;br /&gt;
! Player&lt;br /&gt;
! Link&lt;br /&gt;
|-&lt;br /&gt;
| Marry Miller&lt;br /&gt;
| Lyrical Shrike&lt;br /&gt;
| Chair Bound Musical Soul/Monster Hunter First, Everything Else Later&lt;br /&gt;
| [[User:Herodarwin|Herodarwin]]&lt;br /&gt;
| [[Magical_Girl_Gangs:Lyrical_Shrike|SHEET]]&lt;br /&gt;
|-&lt;br /&gt;
| Yen Inoue&lt;br /&gt;
| Moonlight Maestro&lt;br /&gt;
| Body in STEM, Soul in Art/Untrammeled Imagination&lt;br /&gt;
| [[User:Dersen_Lowery|Dersen Lowery]]&lt;br /&gt;
| [[Magical_Girl_Gangs:Moonlight_Maestro|SHEET]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[Magical_Girl_Gangs:????????|SHEET]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[Magical_Girl_Gangs:????????|SHEET]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[Magical_Girl_Gangs:????????|SHEET]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Magical_Girl_Gangs:Character_Template|Character Template]]&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
Shiroko Yukibara&lt;br /&gt;
&lt;br /&gt;
Akaiko Yukibara&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/meta-interest-check-worldbuilding.914978/page-2#post-25009400 Recruitment Thread]&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/ IC Link]&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/ OOC Link]&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magical_Girl_Gangs&amp;diff=450636</id>
		<title>Magical Girl Gangs</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magical_Girl_Gangs&amp;diff=450636"/>
		<updated>2024-01-25T18:40:40Z</updated>

		<summary type="html">&lt;p&gt;Meriss: /* NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Magical Girl Gangs =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the Campaign Wiki for [https://forum.rpg.net/index.php?members/meriss.39739/ Meriss&#039;s] [https://fate-srd.com/ Fate] game &lt;br /&gt;
&lt;br /&gt;
World Build Document&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inspirations:&lt;br /&gt;
&lt;br /&gt;
Madoka Magica Gangster Rap AMVs&lt;br /&gt;
&lt;br /&gt;
Tokyo Revengers&lt;br /&gt;
&lt;br /&gt;
Sailor Moon&lt;br /&gt;
&lt;br /&gt;
Madoka Magica&lt;br /&gt;
&lt;br /&gt;
Yuki Yuna is a Hero&lt;br /&gt;
&lt;br /&gt;
River City Girls&lt;br /&gt;
&lt;br /&gt;
Skullgirls&lt;br /&gt;
&lt;br /&gt;
Kill la Kill&lt;br /&gt;
&lt;br /&gt;
All My Friends are Heathens by Twenty One Pilots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Recommendations:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sleepless Domain&lt;br /&gt;
&lt;br /&gt;
Sparkling Generation Valkyrie Yuuki&lt;br /&gt;
&lt;br /&gt;
Sailor Nothing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Themes:&lt;br /&gt;
Violence is Always the Answer &lt;br /&gt;
&lt;br /&gt;
Freedom vs Control &lt;br /&gt;
&lt;br /&gt;
Action and Reaction&lt;br /&gt;
&lt;br /&gt;
Innocence vs Corruption&lt;br /&gt;
&lt;br /&gt;
Gender Identity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tenets/Elements: &lt;br /&gt;
&lt;br /&gt;
Magical Powers&lt;br /&gt;
&lt;br /&gt;
Fae Magic&lt;br /&gt;
&lt;br /&gt;
The Authority/The Patriarchy/The Man&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magical girls===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The authority===&lt;br /&gt;
&lt;br /&gt;
===Other threats===&lt;br /&gt;
&lt;br /&gt;
===The Fey===&lt;br /&gt;
&lt;br /&gt;
===The Academy===&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Mundane Name&lt;br /&gt;
! Magical name&lt;br /&gt;
! High Concepts&lt;br /&gt;
! Player&lt;br /&gt;
! Link&lt;br /&gt;
|-&lt;br /&gt;
| Marry Miller&lt;br /&gt;
| Lyrical Shrike&lt;br /&gt;
| Chair Bound Musical Soul/Monster Hunter First, Everything Else Later&lt;br /&gt;
| [[User:Herodarwin|Herodarwin]]&lt;br /&gt;
| [[Magical_Girl_Gangs:Lyrical_Shrike|SHEET]]&lt;br /&gt;
|-&lt;br /&gt;
| Yen Inoue&lt;br /&gt;
| Moonlight Maestro&lt;br /&gt;
| Body in STEM, Soul in Art/Untrammeled Imagination&lt;br /&gt;
| [[User:Dersen_Lowery|Dersen Lowery]]&lt;br /&gt;
| [[Magical_Girl_Gangs:Moonlight_Maestro|SHEET]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[Magical_Girl_Gangs:????????|SHEET]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[Magical_Girl_Gangs:????????|SHEET]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[Magical_Girl_Gangs:????????|SHEET]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Magical_Girl_Gangs:Character_Template|Character Template]]&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
Shiroko Yukibara&lt;br /&gt;
&lt;br /&gt;
Akaiko Yukibara&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/meta-interest-check-worldbuilding.914978/page-2#post-25009400 Recruitment Thread]&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/ IC Link]&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/ OOC Link]&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magical_Girl_Gangs&amp;diff=446978</id>
		<title>Magical Girl Gangs</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magical_Girl_Gangs&amp;diff=446978"/>
		<updated>2023-11-30T13:58:54Z</updated>

		<summary type="html">&lt;p&gt;Meriss: /* Magical Girl Gangs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Magical Girl Gangs =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the Campaign Wiki for [https://forum.rpg.net/index.php?members/meriss.39739/ Meriss&#039;s] [https://fate-srd.com/ Fate] game &lt;br /&gt;
&lt;br /&gt;
World Build Document&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inspirations:&lt;br /&gt;
&lt;br /&gt;
Madoka Magica Gangster Rap AMVs&lt;br /&gt;
&lt;br /&gt;
Tokyo Revengers&lt;br /&gt;
&lt;br /&gt;
Sailor Moon&lt;br /&gt;
&lt;br /&gt;
Madoka Magica&lt;br /&gt;
&lt;br /&gt;
Yuki Yuna is a Hero&lt;br /&gt;
&lt;br /&gt;
River City Girls&lt;br /&gt;
&lt;br /&gt;
Skullgirls&lt;br /&gt;
&lt;br /&gt;
Kill la Kill&lt;br /&gt;
&lt;br /&gt;
All My Friends are Heathens by Twenty One Pilots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Recommendations:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sleepless Domain&lt;br /&gt;
&lt;br /&gt;
Sparkling Generation Valkyrie Yuuki&lt;br /&gt;
&lt;br /&gt;
Sailor Nothing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Themes:&lt;br /&gt;
Violence is Always the Answer &lt;br /&gt;
&lt;br /&gt;
Freedom vs Control &lt;br /&gt;
&lt;br /&gt;
Action and Reaction&lt;br /&gt;
&lt;br /&gt;
Innocence vs Corruption&lt;br /&gt;
&lt;br /&gt;
Gender Identity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tenets/Elements: &lt;br /&gt;
&lt;br /&gt;
Magical Powers&lt;br /&gt;
&lt;br /&gt;
Fae Magic&lt;br /&gt;
&lt;br /&gt;
The Authority/The Patriarchy/The Man&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magical girls===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The authority===&lt;br /&gt;
&lt;br /&gt;
===Other threats===&lt;br /&gt;
&lt;br /&gt;
===The Fey===&lt;br /&gt;
&lt;br /&gt;
===The Academy===&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Mundane Name&lt;br /&gt;
! Magical name&lt;br /&gt;
! High Concepts&lt;br /&gt;
! Player&lt;br /&gt;
! Link&lt;br /&gt;
|-&lt;br /&gt;
| Marry Miller&lt;br /&gt;
| Lyrical Shrike&lt;br /&gt;
| Chair Bound Musical Soul/Monster Hunter First, Everything Else Later&lt;br /&gt;
| [[User:Herodarwin|Herodarwin]]&lt;br /&gt;
| [[Magical_Girl_Gangs:Lyrical_Shrike|SHEET]]&lt;br /&gt;
|-&lt;br /&gt;
| Yen Inoue&lt;br /&gt;
| Moonlight Maestro&lt;br /&gt;
| Body in STEM, Soul in Art/Untrammeled Imagination&lt;br /&gt;
| [[User:Dersen_Lowery|Dersen Lowery]]&lt;br /&gt;
| [[Magical_Girl_Gangs:Moonlight_Maestro|SHEET]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[Magical_Girl_Gangs:????????|SHEET]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[Magical_Girl_Gangs:????????|SHEET]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[Magical_Girl_Gangs:????????|SHEET]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Magical_Girl_Gangs:Character_Template|Character Template]]&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/meta-interest-check-worldbuilding.914978/page-2#post-25009400 Recruitment Thread]&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/ IC Link]&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/ OOC Link]&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magical_Girl_Gangs&amp;diff=446977</id>
		<title>Magical Girl Gangs</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magical_Girl_Gangs&amp;diff=446977"/>
		<updated>2023-11-30T13:58:30Z</updated>

		<summary type="html">&lt;p&gt;Meriss: /* Magical Girl Gangs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Magical Girl Gangs =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the Campaign Wiki for [https://forum.rpg.net/index.php?members/meriss.39739/ Meriss&#039;s] [https://fate-srd.com/ Fate] game &lt;br /&gt;
&lt;br /&gt;
World Build Document&lt;br /&gt;
Inspirations:&lt;br /&gt;
&lt;br /&gt;
Madoka Magica Gangster Rap AMVs&lt;br /&gt;
&lt;br /&gt;
Tokyo Revengers&lt;br /&gt;
&lt;br /&gt;
Sailor Moon&lt;br /&gt;
&lt;br /&gt;
Madoka Magica&lt;br /&gt;
&lt;br /&gt;
Yuki Yuna is a Hero&lt;br /&gt;
&lt;br /&gt;
River City Girls&lt;br /&gt;
&lt;br /&gt;
Skullgirls&lt;br /&gt;
&lt;br /&gt;
Kill la Kill&lt;br /&gt;
&lt;br /&gt;
All My Friends are Heathens by Twenty One Pilots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Recommendations:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sleepless Domain&lt;br /&gt;
&lt;br /&gt;
Sparkling Generation Valkyrie Yuuki&lt;br /&gt;
&lt;br /&gt;
Sailor Nothing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Themes:&lt;br /&gt;
Violence is Always the Answer &lt;br /&gt;
&lt;br /&gt;
Freedom vs Control &lt;br /&gt;
&lt;br /&gt;
Action and Reaction&lt;br /&gt;
&lt;br /&gt;
Innocence vs Corruption&lt;br /&gt;
&lt;br /&gt;
Gender Identity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tenets/Elements: &lt;br /&gt;
&lt;br /&gt;
Magical Powers&lt;br /&gt;
&lt;br /&gt;
Fae Magic&lt;br /&gt;
&lt;br /&gt;
The Authority/The Patriarchy/The Man&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magical girls===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The authority===&lt;br /&gt;
&lt;br /&gt;
===Other threats===&lt;br /&gt;
&lt;br /&gt;
===The Fey===&lt;br /&gt;
&lt;br /&gt;
===The Academy===&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Mundane Name&lt;br /&gt;
! Magical name&lt;br /&gt;
! High Concepts&lt;br /&gt;
! Player&lt;br /&gt;
! Link&lt;br /&gt;
|-&lt;br /&gt;
| Marry Miller&lt;br /&gt;
| Lyrical Shrike&lt;br /&gt;
| Chair Bound Musical Soul/Monster Hunter First, Everything Else Later&lt;br /&gt;
| [[User:Herodarwin|Herodarwin]]&lt;br /&gt;
| [[Magical_Girl_Gangs:Lyrical_Shrike|SHEET]]&lt;br /&gt;
|-&lt;br /&gt;
| Yen Inoue&lt;br /&gt;
| Moonlight Maestro&lt;br /&gt;
| Body in STEM, Soul in Art/Untrammeled Imagination&lt;br /&gt;
| [[User:Dersen_Lowery|Dersen Lowery]]&lt;br /&gt;
| [[Magical_Girl_Gangs:Moonlight_Maestro|SHEET]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[Magical_Girl_Gangs:????????|SHEET]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[Magical_Girl_Gangs:????????|SHEET]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[Magical_Girl_Gangs:????????|SHEET]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Magical_Girl_Gangs:Character_Template|Character Template]]&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/meta-interest-check-worldbuilding.914978/page-2#post-25009400 Recruitment Thread]&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/ IC Link]&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/ OOC Link]&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magical_Girl_Gangs&amp;diff=446976</id>
		<title>Magical Girl Gangs</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magical_Girl_Gangs&amp;diff=446976"/>
		<updated>2023-11-30T13:55:52Z</updated>

		<summary type="html">&lt;p&gt;Meriss: /* Magical Girl Gangs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Magical Girl Gangs =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the Campaign Wiki for [https://forum.rpg.net/index.php?members/meriss.39739/ Meriss&#039;s] [https://fate-srd.com/ Fate] game &lt;br /&gt;
&lt;br /&gt;
World Build Document&lt;br /&gt;
Inspirations:&lt;br /&gt;
&lt;br /&gt;
Madoka Magica Gangster Rap AMVs&lt;br /&gt;
Tokyo Revengers&lt;br /&gt;
Sailor Moon&lt;br /&gt;
Madoka Magica&lt;br /&gt;
Yuki Yuna is a Hero&lt;br /&gt;
River City Girls&lt;br /&gt;
Skullgirls&lt;br /&gt;
Kill la Kill&lt;br /&gt;
All My Friends are Heathens by Twenty One Pilots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Recommendations:&lt;br /&gt;
Sleepless Domain&lt;br /&gt;
Sparkling Generation Valkyrie Yuuki&lt;br /&gt;
Sailor Nothing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Themes:&lt;br /&gt;
Violence as a solution to all conflicts&lt;br /&gt;
Freedom vs Control &lt;br /&gt;
Action and Reaction&lt;br /&gt;
Innocence vs Corruption&lt;br /&gt;
Gender Identity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tenets/Elements: &lt;br /&gt;
(These are some of the core elements I would like to incorporate into the world/game)&lt;br /&gt;
Magical Powers&lt;br /&gt;
Fae Magic&lt;br /&gt;
The Authority/The Patriarchy/The Man&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magical girls===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The authority===&lt;br /&gt;
&lt;br /&gt;
===Other threats===&lt;br /&gt;
&lt;br /&gt;
===The Fey===&lt;br /&gt;
&lt;br /&gt;
===The Academy===&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Mundane Name&lt;br /&gt;
! Magical name&lt;br /&gt;
! High Concepts&lt;br /&gt;
! Player&lt;br /&gt;
! Link&lt;br /&gt;
|-&lt;br /&gt;
| Marry Miller&lt;br /&gt;
| Lyrical Shrike&lt;br /&gt;
| Chair Bound Musical Soul/Monster Hunter First, Everything Else Later&lt;br /&gt;
| [[User:Herodarwin|Herodarwin]]&lt;br /&gt;
| [[Magical_Girl_Gangs:Lyrical_Shrike|SHEET]]&lt;br /&gt;
|-&lt;br /&gt;
| Yen Inoue&lt;br /&gt;
| Moonlight Maestro&lt;br /&gt;
| Body in STEM, Soul in Art/Untrammeled Imagination&lt;br /&gt;
| [[User:Dersen_Lowery|Dersen Lowery]]&lt;br /&gt;
| [[Magical_Girl_Gangs:Moonlight_Maestro|SHEET]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[Magical_Girl_Gangs:????????|SHEET]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[Magical_Girl_Gangs:????????|SHEET]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[Magical_Girl_Gangs:????????|SHEET]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Magical_Girl_Gangs:Character_Template|Character Template]]&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/meta-interest-check-worldbuilding.914978/page-2#post-25009400 Recruitment Thread]&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/ IC Link]&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/ OOC Link]&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magical_Girl_Gangs&amp;diff=446742</id>
		<title>Magical Girl Gangs</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magical_Girl_Gangs&amp;diff=446742"/>
		<updated>2023-11-24T19:27:08Z</updated>

		<summary type="html">&lt;p&gt;Meriss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magical Girl Gangs&lt;br /&gt;
&lt;br /&gt;
This is the Campaign Wiki for Meriss&#039;s[https://forum.rpg.net/index.php?members/meriss.39739/] Fate[https://fate-srd.com/] Game&lt;br /&gt;
World Build Document&lt;br /&gt;
&lt;br /&gt;
Recruitment Thread&lt;br /&gt;
&lt;br /&gt;
Characters&lt;br /&gt;
&lt;br /&gt;
NPCs&lt;br /&gt;
&lt;br /&gt;
IC Link&lt;br /&gt;
OOC Link&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magical_Girl_Gangs&amp;diff=446741</id>
		<title>Magical Girl Gangs</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magical_Girl_Gangs&amp;diff=446741"/>
		<updated>2023-11-24T19:25:48Z</updated>

		<summary type="html">&lt;p&gt;Meriss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magical Girl Gangs&lt;br /&gt;
&lt;br /&gt;
This is the Campaign Wiki for [https://forum.rpg.net/index.php?members/meriss.39739/]Meriss [https://fate-srd.com/]Fate game&lt;br /&gt;
&lt;br /&gt;
World Build Document&lt;br /&gt;
&lt;br /&gt;
Recruitment Thread&lt;br /&gt;
&lt;br /&gt;
Characters&lt;br /&gt;
&lt;br /&gt;
NPCs&lt;br /&gt;
&lt;br /&gt;
IC Link&lt;br /&gt;
OOC Link&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magical_Girl_Gangs&amp;diff=446740</id>
		<title>Magical Girl Gangs</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magical_Girl_Gangs&amp;diff=446740"/>
		<updated>2023-11-24T19:24:16Z</updated>

		<summary type="html">&lt;p&gt;Meriss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magical Girl Gangs&lt;br /&gt;
&lt;br /&gt;
This is the Campaign Wiki for [URL=https://forum.rpg.net/index.php?members/meriss.39739/]Meriss[/url] [url=&lt;br /&gt;
&lt;br /&gt;
World Build Document&lt;br /&gt;
&lt;br /&gt;
Recruitment Thread&lt;br /&gt;
&lt;br /&gt;
Characters&lt;br /&gt;
&lt;br /&gt;
NPCs&lt;br /&gt;
&lt;br /&gt;
IC Link&lt;br /&gt;
OOC Link&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magical_Girl_Gangs&amp;diff=446739</id>
		<title>Magical Girl Gangs</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magical_Girl_Gangs&amp;diff=446739"/>
		<updated>2023-11-24T19:23:08Z</updated>

		<summary type="html">&lt;p&gt;Meriss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magical Girl Gangs&lt;br /&gt;
&lt;br /&gt;
This is the Campaign Wiki for [URL=ttps://forum.rpg.net/index.php?members/meriss.39739/]Meriss[/url] [url=&lt;br /&gt;
&lt;br /&gt;
World Build Document&lt;br /&gt;
&lt;br /&gt;
Recruitment Thread&lt;br /&gt;
&lt;br /&gt;
Characters&lt;br /&gt;
&lt;br /&gt;
NPCs&lt;br /&gt;
&lt;br /&gt;
IC Link&lt;br /&gt;
OOC Link&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magical_Girl_Gangs&amp;diff=446738</id>
		<title>Magical Girl Gangs</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magical_Girl_Gangs&amp;diff=446738"/>
		<updated>2023-11-24T19:19:08Z</updated>

		<summary type="html">&lt;p&gt;Meriss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magical Girl Gangs&lt;br /&gt;
&lt;br /&gt;
This is the Campaign Wiki for Meriss Fate game&lt;br /&gt;
&lt;br /&gt;
World Build Document&lt;br /&gt;
&lt;br /&gt;
Recruitment Thread&lt;br /&gt;
&lt;br /&gt;
Characters&lt;br /&gt;
&lt;br /&gt;
NPCs&lt;br /&gt;
&lt;br /&gt;
IC Link&lt;br /&gt;
OOC Link&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magical_Girl_Gangs&amp;diff=446736</id>
		<title>Magical Girl Gangs</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magical_Girl_Gangs&amp;diff=446736"/>
		<updated>2023-11-24T13:59:31Z</updated>

		<summary type="html">&lt;p&gt;Meriss: Created page with &amp;quot;Magical Girl Gangs  This is the Campaign Wiki for Meriss Fate game&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magical Girl Gangs&lt;br /&gt;
&lt;br /&gt;
This is the Campaign Wiki for Meriss Fate game&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=386294</id>
		<title>Masks Grim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=386294"/>
		<updated>2020-08-15T03:19:42Z</updated>

		<summary type="html">&lt;p&gt;Meriss: /* The Bull */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Bull=&lt;br /&gt;
&lt;br /&gt;
GRIM&amp;lt;br&amp;gt;&lt;br /&gt;
REAL NAME: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Look&amp;lt;br&amp;gt;&lt;br /&gt;
• ambiguous&amp;lt;br&amp;gt;&lt;br /&gt;
• unclear&amp;lt;br&amp;gt;&lt;br /&gt;
• calloused hands&amp;lt;br&amp;gt;&lt;br /&gt;
• baggy clothing&amp;lt;br&amp;gt;&lt;br /&gt;
• no costume&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities&amp;lt;br&amp;gt;&lt;br /&gt;
Someone or something changed you, made you into a perfect weapon: superhumanly tough, incredibly strong, and uniquely skilled at fighting.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Labels&amp;lt;br&amp;gt;&lt;br /&gt;
DANGER +2&amp;lt;br&amp;gt;&lt;br /&gt;
FREAK +2&amp;lt;br&amp;gt;&lt;br /&gt;
SAVIOR -1&amp;lt;br&amp;gt;&lt;br /&gt;
SUPERIOR 0&amp;lt;br&amp;gt;&lt;br /&gt;
MUNDANE -1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conditions&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Afraid (-2 to directly engage a threat)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Angry (-2 to comfort or support or pierce the mask) &amp;lt;br&amp;gt;&lt;br /&gt;
❑ Guilty (-2 to provoke someone or assess the situation)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Hopeless (-2 to unleash your powers)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Insecure (-2 to defend someone or reject others’ influence)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backstory&amp;lt;br&amp;gt;&lt;br /&gt;
• Who changed you? &#039;&#039;I don&#039;t know. I only heard the word &amp;quot;Winter&amp;quot; in English once. &#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
• How did you escape from them? &#039;&#039;I don&#039;t know. I just started punching.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
• Who, outside the team, tries to take care of you now? &#039;&#039;There&#039;s a woman. Her name is Mary, I think? She says she&#039;s my mother. I don&#039;t know...&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
• Why do you try to be a hero? &#039;&#039;I mean if you&#039;re going to punch people and things for a living it might as well be for a good cause.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
• Why do you care about the team? &#039;&#039;Everyone feels like family. Yes, even the weird alien monster doll. I don&#039;t know why.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When our team first came together...&amp;lt;br&amp;gt;&lt;br /&gt;
We defeated a dangerous enemy. Who or what was it?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Relationships&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue is your love. You’ve opened up to them about the worst parts of your past.&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette is your rival. They tried to control you at a crucial moment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Influence&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue 1&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bull Moves&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Punch everyone: Whenever you charge into a fight without hedging your bets, you can shift &lt;br /&gt;
your Danger up and any other Label down.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ There when it matters: When you defend &lt;br /&gt;
someone, on a hit you can hold 1 instead of &lt;br /&gt;
choosing one from the list. Spend your hold when &lt;br /&gt;
they are in danger later to arrive on the scene &lt;br /&gt;
ready to help.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Bull’s Heart&amp;lt;br&amp;gt;&lt;br /&gt;
You always have exactly one love and one rival. You can change your love or rival at any time; give the new subject of your affections or disdain Influence over you. Take +1 ongoing to any action that impresses your love or frustrates your rival.&amp;lt;br&amp;gt;&lt;br /&gt;
Love: Ingenue&amp;lt;br&amp;gt;&lt;br /&gt;
Rival: Flechette&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
❑ Defender: When you leap to defend your love or rival in battle, roll + Danger instead of + Savior to defend them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Moment of Truth &amp;lt;br&amp;gt;&lt;br /&gt;
This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you?&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who &lt;br /&gt;
changed you know exactly where to find you...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Team Moves&amp;lt;br&amp;gt;&lt;br /&gt;
When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you share a vulnerability or weakness with someone, give them Influence and hold 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spend that hold to help them as if it were Team in the pool.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
POTENTIAL &amp;gt;&amp;gt;&amp;gt;&amp;gt;✓ &amp;gt;&amp;gt;&amp;gt;&amp;gt;✓ &amp;gt;&amp;gt;&amp;gt;&amp;gt;✓ &amp;gt;&amp;gt;&amp;gt;&amp;gt;✓ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;lt;br&amp;gt;&lt;br /&gt;
4/5&lt;br /&gt;
Every time you roll a miss on a move, mark potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Advancement&amp;lt;br&amp;gt;&lt;br /&gt;
When you fill your potential track, you advance. Choose from the list below.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take another move from your playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take another move from your playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take a move from another playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take a move from another playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Someone permanently loses Influence over you; &lt;br /&gt;
add +1 to a Label&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Rearrange your Labels as you choose, and add &lt;br /&gt;
+1 to a Label&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Unlock your Moment of Truth&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Choose another two roles for The Bull’s Heart&amp;lt;br&amp;gt;&lt;br /&gt;
When you’ve taken five advances from the top list, you can take advances from the list below.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Unlock your Moment of Truth after it’s been used once.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Change playbooks&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take an adult move&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take an adult move&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Lock a Label, and add +1 to a Label of your &lt;br /&gt;
choice&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Retire from the life or become a paragon of the&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D_5E:_Smallfolk_Character_2&amp;diff=385490</id>
		<title>D&amp;D 5E: Smallfolk Character 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D_5E:_Smallfolk_Character_2&amp;diff=385490"/>
		<updated>2020-08-03T21:13:50Z</updated>

		<summary type="html">&lt;p&gt;Meriss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[D%26D_5E:_Smallfolk_of_Dragon%27s_Reach | &amp;lt; &amp;lt; &amp;lt; Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;CG Male Lightfoot Halfling Monster Hunter Ranger 3&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Background: Outlander&lt;br /&gt;
*Age: 50&lt;br /&gt;
*Height: 3&#039;0&amp;quot;&lt;br /&gt;
*Weight: 34lbs&lt;br /&gt;
*Personality Trait: I watch over my friends as if they were a litter of newborn pups.&lt;br /&gt;
*Ideal: Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)&lt;br /&gt;
*Bond: My family, clan, or tribe is the most important thing in my life, even when they are far from me.&lt;br /&gt;
*Flaw: I am slow to trust members of other races, tribes, and societies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Scores&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Strength 14 (+2)&lt;br /&gt;
*Dexterity 17 (+3)&lt;br /&gt;
*Constitution 12 (+1)&lt;br /&gt;
*Intelligence 11 (0)&lt;br /&gt;
*Wisdom 13 (+2)&lt;br /&gt;
*Charisma 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*AC: 16&lt;br /&gt;
*HP: 25/25&lt;br /&gt;
*Speed: 25&#039;&lt;br /&gt;
*Proficiency: +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Melee Attack: Short sword +5, damage 1d6+2&lt;br /&gt;
*Ranged Attack: Longbow +5, damage 1d6+3&lt;br /&gt;
*Spell Save DC: 11&lt;br /&gt;
*Spell Attack: +3&lt;br /&gt;
*Spells Known: (1st) &#039;&#039;Hunter&#039;s Mark&#039;&#039;; &#039;&#039;Entangling Strike&#039;&#039;; &#039;&#039;Hail of Thorns&#039;&#039;; &#039;&#039;Protection from Good and Evil&#039;&#039;&lt;br /&gt;
*Spell Slots: 3/3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Strength +4&lt;br /&gt;
*Dexterity +5&lt;br /&gt;
*Constitution +1&lt;br /&gt;
*Intelligence +0&lt;br /&gt;
*Wisdom +2&lt;br /&gt;
*Charisma -1&lt;br /&gt;
*Advantage vs fear&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages Known&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Common&lt;br /&gt;
*Halfling&lt;br /&gt;
*Infernal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Armor: Light armor, medium armor, shields&lt;br /&gt;
*Weapons: Simple weapons, martial weapons&lt;br /&gt;
*Musical instruments: Pan flute (heirloom)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Acrobatics +3&lt;br /&gt;
*Animal Handling +1&lt;br /&gt;
*Arcana 0&lt;br /&gt;
*Athletics +4&lt;br /&gt;
*Deception -1&lt;br /&gt;
*History 0&lt;br /&gt;
*Insight +1&lt;br /&gt;
*Intimidation -1&lt;br /&gt;
*Investigation +2&lt;br /&gt;
*Medicine +1&lt;br /&gt;
*Nature 0&lt;br /&gt;
*Perception +4&lt;br /&gt;
*Performance -1&lt;br /&gt;
*Persuasion -1&lt;br /&gt;
*Religion 0&lt;br /&gt;
*Sleight of Hand +3&lt;br /&gt;
*Stealth +5&lt;br /&gt;
*Survival +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount&#039;&#039;&#039;&lt;br /&gt;
Wrath aka Furious Wrath, son of Righteous Fury out of Snapjaw.&lt;br /&gt;
&lt;br /&gt;
Mastiff&lt;br /&gt;
*Armor Class 12&lt;br /&gt;
*Hit Points 5 (1d8+1)&lt;br /&gt;
*Speed 40 ft.&lt;br /&gt;
*STR 13 (+1)&lt;br /&gt;
*DEX 14 (+2)&lt;br /&gt;
*CON 12 (+1)&lt;br /&gt;
*INT 3 (-4)&lt;br /&gt;
*WIS 12 (+1)&lt;br /&gt;
*CHA 7 (-2)&lt;br /&gt;
Skills&lt;br /&gt;
*Perception +3&lt;br /&gt;
Senses&lt;br /&gt;
*Passive Perception 13&lt;br /&gt;
&lt;br /&gt;
*Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.&lt;br /&gt;
&lt;br /&gt;
Actions&lt;br /&gt;
*Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*n/a&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.&lt;br /&gt;
*Brave. You have advantage on saving throws against being frightened.&lt;br /&gt;
*Nimble. You can move through the space of any creature that is of a size larger than yours.&lt;br /&gt;
*Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.&lt;br /&gt;
*Seeds of Life: All Halflings carry a small bag of seeds, planting them occasionally in particularly barren places to encourage growth and life. At need, a halfling can instead make a poultice of the (ground-up) seeds that can be used on one person&#039;s wounds for 2d8 + the halfling&#039;s character level of healing. The halfling can replenish their seeds by the end of the next long rest (Note: underground this will mean myconid spoors or tuber trimmings and at sea it will mean algae or floating sea plants)​&lt;br /&gt;
​&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;&lt;br /&gt;
*Favored Enemy: Fiends&lt;br /&gt;
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.&lt;br /&gt;
&lt;br /&gt;
You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.&lt;br /&gt;
&lt;br /&gt;
*Natural Explorer&lt;br /&gt;
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:&lt;br /&gt;
&lt;br /&gt;
• You ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
• You have advantage on initiative rolls.&lt;br /&gt;
&lt;br /&gt;
• On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.&lt;br /&gt;
&lt;br /&gt;
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:&lt;br /&gt;
&lt;br /&gt;
• Difficult terrain doesn’t slow your group’s travel.&lt;br /&gt;
&lt;br /&gt;
• Your group can’t become lost except by magical means.&lt;br /&gt;
&lt;br /&gt;
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.&lt;br /&gt;
&lt;br /&gt;
• If you are traveling alone, you can move stealthily at a normal pace.&lt;br /&gt;
&lt;br /&gt;
• When you forage, you find twice as much food as you normally would.&lt;br /&gt;
&lt;br /&gt;
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.&lt;br /&gt;
&lt;br /&gt;
*Archery&lt;br /&gt;
You gain a +2 bonus to attack rolls you make with ranged weapons.&lt;br /&gt;
&lt;br /&gt;
*Primeval Awareness&lt;br /&gt;
Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.&lt;br /&gt;
&lt;br /&gt;
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.&lt;br /&gt;
&lt;br /&gt;
You cannot use this ability against a creature that you have attacked within the past 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.&lt;br /&gt;
&lt;br /&gt;
If there are multiple groups of your favored enemies within range, you learn this information for each group.&lt;br /&gt;
&lt;br /&gt;
*Conclave: Monster Slayer&lt;br /&gt;
*Monster Slayer Magic&lt;br /&gt;
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn&#039;t count against the number of ranger spells you know.&lt;br /&gt;
&#039;&#039;Protection from Evil and Good&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Hunter&#039;s Sense&lt;br /&gt;
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
*Slayer&#039;s Prey&lt;br /&gt;
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.&lt;br /&gt;
&lt;br /&gt;
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.&lt;br /&gt;
&lt;br /&gt;
Origin: Forester&lt;br /&gt;
&lt;br /&gt;
*Feature: Wanderer&lt;br /&gt;
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*A staff&lt;br /&gt;
*A hunting trap&lt;br /&gt;
*A trophy from an animal you killed&lt;br /&gt;
*A set of traveler&#039;s clothes&lt;br /&gt;
*A belt pouch containing 10 gp&lt;br /&gt;
*Arrows x 20&lt;br /&gt;
*Backpack&lt;br /&gt;
*Bedroll&lt;br /&gt;
*Longbow&lt;br /&gt;
*Mess Kit&lt;br /&gt;
*Rations (1 day) x 10&lt;br /&gt;
*Rope, Hempen (50 feet)&lt;br /&gt;
*Scale Mail&lt;br /&gt;
*Shortsword&lt;br /&gt;
*Shortsword&lt;br /&gt;
*Pan Flute (heirloom)&lt;br /&gt;
*Tinderbox&lt;br /&gt;
*Torch&lt;br /&gt;
*Waterskin&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[D%26D_5E:_Smallfolk_of_Dragon%27s_Reach | Back to Main Page]]==&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D_5E:_Smallfolk_Character_2&amp;diff=385489</id>
		<title>D&amp;D 5E: Smallfolk Character 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D_5E:_Smallfolk_Character_2&amp;diff=385489"/>
		<updated>2020-08-03T21:09:25Z</updated>

		<summary type="html">&lt;p&gt;Meriss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[D%26D_5E:_Smallfolk_of_Dragon%27s_Reach | &amp;lt; &amp;lt; &amp;lt; Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;CG Male Lightfoot Halfling Monster Hunter Ranger 3&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Background: Outlander&lt;br /&gt;
*Age: 50&lt;br /&gt;
*Height: 3&#039;0&amp;quot;&lt;br /&gt;
*Weight: 34lbs&lt;br /&gt;
*Personality Trait: I watch over my friends as if they were a litter of newborn pups.&lt;br /&gt;
*Ideal: Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)&lt;br /&gt;
*Bond: My family, clan, or tribe is the most important thing in my life, even when they are far from me.&lt;br /&gt;
*Flaw: I am slow to trust members of other races, tribes, and societies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Scores&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Strength 14 (+2)&lt;br /&gt;
*Dexterity 17 (+3)&lt;br /&gt;
*Constitution 12 (+1)&lt;br /&gt;
*Intelligence 11 (0)&lt;br /&gt;
*Wisdom 13 (+2)&lt;br /&gt;
*Charisma 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*AC: 16&lt;br /&gt;
*HP: 25/25&lt;br /&gt;
*Speed: 25&#039;&lt;br /&gt;
*Proficiency: +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Melee Attack: Short sword +5, damage 1d6+2&lt;br /&gt;
*Ranged Attack: Longbow +5, damage 1d6+3&lt;br /&gt;
*Spell Save DC: 11&lt;br /&gt;
*Spell Attack: +3&lt;br /&gt;
*Spells Known: (1st) &#039;&#039;Hunter&#039;s Mark&#039;&#039;; &#039;&#039;Entangling Strike&#039;&#039;; &#039;&#039;Hail of Thorns&#039;&#039;; &#039;&#039;Protection from Good and Evil&#039;&#039;&lt;br /&gt;
*Spell Slots: 3/3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Strength +4&lt;br /&gt;
*Dexterity +5&lt;br /&gt;
*Constitution +1&lt;br /&gt;
*Intelligence +0&lt;br /&gt;
*Wisdom +2&lt;br /&gt;
*Charisma -1&lt;br /&gt;
*Advantage vs fear&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages Known&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Common&lt;br /&gt;
*Halfling&lt;br /&gt;
*Infernal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Armor: Light armor, medium armor, shields&lt;br /&gt;
*Weapons: Simple weapons, martial weapons&lt;br /&gt;
*Musical instruments: Pan flute (heirloom)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Acrobatics +3&lt;br /&gt;
*Animal Handling +1&lt;br /&gt;
*Arcana 0&lt;br /&gt;
*Athletics +4&lt;br /&gt;
*Deception -1&lt;br /&gt;
*History 0&lt;br /&gt;
*Insight +1&lt;br /&gt;
*Intimidation -1&lt;br /&gt;
*Investigation +2&lt;br /&gt;
*Medicine +1&lt;br /&gt;
*Nature 0&lt;br /&gt;
*Perception +4&lt;br /&gt;
*Performance -1&lt;br /&gt;
*Persuasion -1&lt;br /&gt;
*Religion 0&lt;br /&gt;
*Sleight of Hand +3&lt;br /&gt;
*Stealth +5&lt;br /&gt;
*Survival +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount&#039;&#039;&#039;&lt;br /&gt;
Wrath aka Furious Wrath, son of Righteous Fury out of Snapjaw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*n/a&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.&lt;br /&gt;
*Brave. You have advantage on saving throws against being frightened.&lt;br /&gt;
*Nimble. You can move through the space of any creature that is of a size larger than yours.&lt;br /&gt;
*Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.&lt;br /&gt;
*Seeds of Life: All Halflings carry a small bag of seeds, planting them occasionally in particularly barren places to encourage growth and life. At need, a halfling can instead make a poultice of the (ground-up) seeds that can be used on one person&#039;s wounds for 2d8 + the halfling&#039;s character level of healing. The halfling can replenish their seeds by the end of the next long rest (Note: underground this will mean myconid spoors or tuber trimmings and at sea it will mean algae or floating sea plants)​&lt;br /&gt;
​&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;&lt;br /&gt;
*Favored Enemy: Fiends&lt;br /&gt;
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.&lt;br /&gt;
&lt;br /&gt;
You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.&lt;br /&gt;
&lt;br /&gt;
*Natural Explorer&lt;br /&gt;
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:&lt;br /&gt;
&lt;br /&gt;
• You ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
• You have advantage on initiative rolls.&lt;br /&gt;
&lt;br /&gt;
• On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.&lt;br /&gt;
&lt;br /&gt;
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:&lt;br /&gt;
&lt;br /&gt;
• Difficult terrain doesn’t slow your group’s travel.&lt;br /&gt;
&lt;br /&gt;
• Your group can’t become lost except by magical means.&lt;br /&gt;
&lt;br /&gt;
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.&lt;br /&gt;
&lt;br /&gt;
• If you are traveling alone, you can move stealthily at a normal pace.&lt;br /&gt;
&lt;br /&gt;
• When you forage, you find twice as much food as you normally would.&lt;br /&gt;
&lt;br /&gt;
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.&lt;br /&gt;
&lt;br /&gt;
*Archery&lt;br /&gt;
You gain a +2 bonus to attack rolls you make with ranged weapons.&lt;br /&gt;
&lt;br /&gt;
*Primeval Awareness&lt;br /&gt;
Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.&lt;br /&gt;
&lt;br /&gt;
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.&lt;br /&gt;
&lt;br /&gt;
You cannot use this ability against a creature that you have attacked within the past 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.&lt;br /&gt;
&lt;br /&gt;
If there are multiple groups of your favored enemies within range, you learn this information for each group.&lt;br /&gt;
&lt;br /&gt;
*Conclave: Monster Slayer&lt;br /&gt;
*Monster Slayer Magic&lt;br /&gt;
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn&#039;t count against the number of ranger spells you know.&lt;br /&gt;
&#039;&#039;Protection from Evil and Good&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Hunter&#039;s Sense&lt;br /&gt;
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
*Slayer&#039;s Prey&lt;br /&gt;
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.&lt;br /&gt;
&lt;br /&gt;
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.&lt;br /&gt;
&lt;br /&gt;
Origin: Forester&lt;br /&gt;
&lt;br /&gt;
*Feature: Wanderer&lt;br /&gt;
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*A staff&lt;br /&gt;
*A hunting trap&lt;br /&gt;
*A trophy from an animal you killed&lt;br /&gt;
*A set of traveler&#039;s clothes&lt;br /&gt;
*A belt pouch containing 10 gp&lt;br /&gt;
*Arrows x 20&lt;br /&gt;
*Backpack&lt;br /&gt;
*Bedroll&lt;br /&gt;
*Longbow&lt;br /&gt;
*Mess Kit&lt;br /&gt;
*Rations (1 day) x 10&lt;br /&gt;
*Rope, Hempen (50 feet)&lt;br /&gt;
*Scale Mail&lt;br /&gt;
*Shortsword&lt;br /&gt;
*Shortsword&lt;br /&gt;
*Pan Flute (heirloom)&lt;br /&gt;
*Tinderbox&lt;br /&gt;
*Torch&lt;br /&gt;
*Waterskin&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[D%26D_5E:_Smallfolk_of_Dragon%27s_Reach | Back to Main Page]]==&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D_5E:_Smallfolk_Character_2&amp;diff=385452</id>
		<title>D&amp;D 5E: Smallfolk Character 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D_5E:_Smallfolk_Character_2&amp;diff=385452"/>
		<updated>2020-08-03T01:00:40Z</updated>

		<summary type="html">&lt;p&gt;Meriss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[D%26D_5E:_Smallfolk_of_Dragon%27s_Reach | &amp;lt; &amp;lt; &amp;lt; Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;CG Male Lightfoot Halfling Monster Hunter Ranger 3&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Background: Outlander&lt;br /&gt;
*Age: 50&lt;br /&gt;
*Height: &lt;br /&gt;
*Weight:&lt;br /&gt;
*Personality Trait: I watch over my friends as if they were a litter of newborn pups.&lt;br /&gt;
*Ideal: Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)&lt;br /&gt;
*Bond: My family, clan, or tribe is the most important thing in my life, even when they are far from me.&lt;br /&gt;
*Flaw: I am slow to trust members of other races, tribes, and societies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Scores&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Strength 14 (+2)&lt;br /&gt;
*Dexterity 17 (+3)&lt;br /&gt;
*Constitution 12 (+1)&lt;br /&gt;
*Intelligence 11 (0)&lt;br /&gt;
*Wisdom 13 (+2)&lt;br /&gt;
*Charisma 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*AC: 16&lt;br /&gt;
*HP:&lt;br /&gt;
*Speed: 25&#039;&lt;br /&gt;
*Proficiency: +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Melee Attack: Short sword +5, damage 1d6+2&lt;br /&gt;
*Ranged Attack: Longbow +5, damage 1d6+3&lt;br /&gt;
*Spell Save DC: 11&lt;br /&gt;
*Spell Attack: +3&lt;br /&gt;
*Spells Known: (1st) &#039;&#039;Hunter&#039;s Mark&#039;&#039;; &#039;&#039;Entangling Strike&#039;&#039;; &#039;&#039;Hail of Thorns&#039;&#039;; &#039;&#039;Protection from Good and Evil&#039;&#039;&lt;br /&gt;
*Spell Slots: 3/3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Strength +4&lt;br /&gt;
*Dexterity +5&lt;br /&gt;
*Constitution +1&lt;br /&gt;
*Intelligence +0&lt;br /&gt;
*Wisdom +2&lt;br /&gt;
*Charisma -1&lt;br /&gt;
*Advantage vs fear&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages Known&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Common&lt;br /&gt;
*Halfling&lt;br /&gt;
*Infernal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Armor: Light armor, medium armor, shields&lt;br /&gt;
*Weapons: Simple weapons, martial weapons&lt;br /&gt;
*Musical instruments: Pan flute&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Acrobatics +3&lt;br /&gt;
*Animal Handling +1&lt;br /&gt;
*Arcana 0&lt;br /&gt;
*Athletics +4&lt;br /&gt;
*Deception -1&lt;br /&gt;
*History 0&lt;br /&gt;
*Insight +1&lt;br /&gt;
*Intimidation -1&lt;br /&gt;
*Investigation +2&lt;br /&gt;
*Medicine +1&lt;br /&gt;
*Nature 0&lt;br /&gt;
*Perception +4&lt;br /&gt;
*Performance -1&lt;br /&gt;
*Persuasion -1&lt;br /&gt;
*Religion 0&lt;br /&gt;
*Sleight of Hand +3&lt;br /&gt;
*Stealth +5&lt;br /&gt;
*Survival +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*n/a&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.&lt;br /&gt;
*Brave. You have advantage on saving throws against being frightened.&lt;br /&gt;
*Nimble. You can move through the space of any creature that is of a size larger than yours.&lt;br /&gt;
*Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.&lt;br /&gt;
*Seeds of Life: All Halflings carry a small bag of seeds, planting them occasionally in particularly barren places to encourage growth and life. At need, a halfling can instead make a poultice of the (ground-up) seeds that can be used on one person&#039;s wounds for 2d8 + the halfling&#039;s character level of healing. The halfling can replenish their seeds by the end of the next long rest (Note: underground this will mean myconid spoors or tuber trimmings and at sea it will mean algae or floating sea plants)​&lt;br /&gt;
​&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;&lt;br /&gt;
*Favored Enemy: Fiends&lt;br /&gt;
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.&lt;br /&gt;
&lt;br /&gt;
You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.&lt;br /&gt;
&lt;br /&gt;
*Natural Explorer&lt;br /&gt;
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:&lt;br /&gt;
&lt;br /&gt;
• You ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
• You have advantage on initiative rolls.&lt;br /&gt;
&lt;br /&gt;
• On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.&lt;br /&gt;
&lt;br /&gt;
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:&lt;br /&gt;
&lt;br /&gt;
• Difficult terrain doesn’t slow your group’s travel.&lt;br /&gt;
&lt;br /&gt;
• Your group can’t become lost except by magical means.&lt;br /&gt;
&lt;br /&gt;
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.&lt;br /&gt;
&lt;br /&gt;
• If you are traveling alone, you can move stealthily at a normal pace.&lt;br /&gt;
&lt;br /&gt;
• When you forage, you find twice as much food as you normally would.&lt;br /&gt;
&lt;br /&gt;
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.&lt;br /&gt;
&lt;br /&gt;
*Archery&lt;br /&gt;
You gain a +2 bonus to attack rolls you make with ranged weapons.&lt;br /&gt;
&lt;br /&gt;
*Primeval Awareness&lt;br /&gt;
Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.&lt;br /&gt;
&lt;br /&gt;
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.&lt;br /&gt;
&lt;br /&gt;
You cannot use this ability against a creature that you have attacked within the past 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.&lt;br /&gt;
&lt;br /&gt;
If there are multiple groups of your favored enemies within range, you learn this information for each group.&lt;br /&gt;
&lt;br /&gt;
*Conclave: Monster Slayer&lt;br /&gt;
*Monster Slayer Magic&lt;br /&gt;
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn&#039;t count against the number of ranger spells you know.&lt;br /&gt;
&#039;&#039;Protection from Evil and Good&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Hunter&#039;s Sense&lt;br /&gt;
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
*Slayer&#039;s Prey&lt;br /&gt;
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.&lt;br /&gt;
&lt;br /&gt;
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.&lt;br /&gt;
&lt;br /&gt;
Origin: Forester&lt;br /&gt;
&lt;br /&gt;
*Feature: Wanderer&lt;br /&gt;
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*A staff&lt;br /&gt;
*A hunting trap&lt;br /&gt;
*A trophy from an animal you killed&lt;br /&gt;
*A set of traveler&#039;s clothes&lt;br /&gt;
*A belt pouch containing 10 gp&lt;br /&gt;
*Arrows x 20&lt;br /&gt;
*Backpack&lt;br /&gt;
*Bedroll&lt;br /&gt;
*Longbow&lt;br /&gt;
*Mess Kit&lt;br /&gt;
*Rations (1 day) x 10&lt;br /&gt;
*Rope, Hempen (50 feet)&lt;br /&gt;
*Scale Mail&lt;br /&gt;
*Shortsword&lt;br /&gt;
*Shortsword&lt;br /&gt;
*Pan Flute&lt;br /&gt;
*Tinderbox&lt;br /&gt;
*Torch&lt;br /&gt;
*Waterskin&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[D%26D_5E:_Smallfolk_of_Dragon%27s_Reach | Back to Main Page]]==&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D_5E:_Smallfolk_Character_2&amp;diff=385441</id>
		<title>D&amp;D 5E: Smallfolk Character 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D_5E:_Smallfolk_Character_2&amp;diff=385441"/>
		<updated>2020-08-02T23:59:55Z</updated>

		<summary type="html">&lt;p&gt;Meriss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[D%26D_5E:_Smallfolk_of_Dragon%27s_Reach | &amp;lt; &amp;lt; &amp;lt; Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;CG Male Lightfoot Halfling Monster Hunter Ranger 3&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Background: Outlander&lt;br /&gt;
*Age: 50&lt;br /&gt;
*Height: &lt;br /&gt;
*Weight:&lt;br /&gt;
*Personality Trait: I watch over my friends as if they were a litter of newborn pups.&lt;br /&gt;
*Ideal: Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)&lt;br /&gt;
*Bond: My family, clan, or tribe is the most important thing in my life, even when they are far from me.&lt;br /&gt;
*Flaw: I am slow to trust members of other races, tribes, and societies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Scores&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Strength 14 (+2)&lt;br /&gt;
*Dexterity 17 (+3)&lt;br /&gt;
*Constitution 12 (+1)&lt;br /&gt;
*Intelligence 11 (0)&lt;br /&gt;
*Wisdom 13 (+2)&lt;br /&gt;
*Charisma 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*AC: 16&lt;br /&gt;
*HP:&lt;br /&gt;
*Speed: 25&#039;&lt;br /&gt;
*Proficiency: +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Melee Attack: Short sword +5, damage 1d6+2&lt;br /&gt;
*Ranged Attack: Longbow +5, damage 1d6+3&lt;br /&gt;
*Spell Save DC: 11&lt;br /&gt;
*Spells Known: (1st) &#039;&#039;Hunter&#039;s Mark&#039;&#039;; &#039;&#039;Entangling Strike&#039;&#039;; &#039;&#039;Hail of Thorns&#039;&#039;; &#039;&#039;Protection from Good and Evil&#039;&#039;&lt;br /&gt;
*Spell Slots: 3/3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Strength +4&lt;br /&gt;
*Dexterity +5&lt;br /&gt;
*Constitution +1&lt;br /&gt;
*Intelligence +0&lt;br /&gt;
*Wisdom +2&lt;br /&gt;
*Charisma -1&lt;br /&gt;
*Advantage vs fear&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages Known&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Common&lt;br /&gt;
*Halfling&lt;br /&gt;
*Infernal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Armor: Light armor, medium armor, shields&lt;br /&gt;
*Weapons: Simple weapons, martial weapons&lt;br /&gt;
*Musical instruments: Pan flute&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Acrobatics +3&lt;br /&gt;
*Animal Handling +1&lt;br /&gt;
*Arcana 0&lt;br /&gt;
*Athletics +4&lt;br /&gt;
*Deception -1&lt;br /&gt;
*History 0&lt;br /&gt;
*Insight +1&lt;br /&gt;
*Intimidation -1&lt;br /&gt;
*Investigation +2&lt;br /&gt;
*Medicine +1&lt;br /&gt;
*Nature 0&lt;br /&gt;
*Perception +4&lt;br /&gt;
*Performance -1&lt;br /&gt;
*Persuasion -1&lt;br /&gt;
*Religion 0&lt;br /&gt;
*Sleight of Hand +3&lt;br /&gt;
*Stealth +5&lt;br /&gt;
*Survival +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*n/a&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.&lt;br /&gt;
*Brave. You have advantage on saving throws against being frightened.&lt;br /&gt;
*Nimble. You can move through the space of any creature that is of a size larger than yours.&lt;br /&gt;
*Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.&lt;br /&gt;
*Seeds of Life: All Halflings carry a small bag of seeds, planting them occasionally in particularly barren places to encourage growth and life. At need, a halfling can instead make a poultice of the (ground-up) seeds that can be used on one person&#039;s wounds for 2d8 + the halfling&#039;s character level of healing. The halfling can replenish their seeds by the end of the next long rest (Note: underground this will mean myconid spoors or tuber trimmings and at sea it will mean algae or floating sea plants)​&lt;br /&gt;
​&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;&lt;br /&gt;
*Favored Enemy: Fiends&lt;br /&gt;
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.&lt;br /&gt;
&lt;br /&gt;
You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.&lt;br /&gt;
&lt;br /&gt;
*Natural Explorer&lt;br /&gt;
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:&lt;br /&gt;
&lt;br /&gt;
• You ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
• You have advantage on initiative rolls.&lt;br /&gt;
&lt;br /&gt;
• On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.&lt;br /&gt;
&lt;br /&gt;
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:&lt;br /&gt;
&lt;br /&gt;
• Difficult terrain doesn’t slow your group’s travel.&lt;br /&gt;
&lt;br /&gt;
• Your group can’t become lost except by magical means.&lt;br /&gt;
&lt;br /&gt;
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.&lt;br /&gt;
&lt;br /&gt;
• If you are traveling alone, you can move stealthily at a normal pace.&lt;br /&gt;
&lt;br /&gt;
• When you forage, you find twice as much food as you normally would.&lt;br /&gt;
&lt;br /&gt;
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.&lt;br /&gt;
&lt;br /&gt;
*Archery&lt;br /&gt;
You gain a +2 bonus to attack rolls you make with ranged weapons.&lt;br /&gt;
&lt;br /&gt;
*Primeval Awareness&lt;br /&gt;
Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.&lt;br /&gt;
&lt;br /&gt;
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.&lt;br /&gt;
&lt;br /&gt;
You cannot use this ability against a creature that you have attacked within the past 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.&lt;br /&gt;
&lt;br /&gt;
If there are multiple groups of your favored enemies within range, you learn this information for each group.&lt;br /&gt;
&lt;br /&gt;
*Conclave: Monster Slayer&lt;br /&gt;
*Monster Slayer Magic&lt;br /&gt;
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn&#039;t count against the number of ranger spells you know.&lt;br /&gt;
&#039;&#039;Protection from Evil and Good&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Hunter&#039;s Sense&lt;br /&gt;
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
*Slayer&#039;s Prey&lt;br /&gt;
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.&lt;br /&gt;
&lt;br /&gt;
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.&lt;br /&gt;
&lt;br /&gt;
Origin: Forester&lt;br /&gt;
&lt;br /&gt;
*Feature: Wanderer&lt;br /&gt;
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*A staff&lt;br /&gt;
*A hunting trap&lt;br /&gt;
*A trophy from an animal you killed&lt;br /&gt;
*A set of traveler&#039;s clothes&lt;br /&gt;
*A belt pouch containing 10 gp&lt;br /&gt;
*Arrows x 20&lt;br /&gt;
*Backpack&lt;br /&gt;
*Bedroll&lt;br /&gt;
*Longbow&lt;br /&gt;
*Mess Kit&lt;br /&gt;
*Rations (1 day) x 10&lt;br /&gt;
*Rope, Hempen (50 feet)&lt;br /&gt;
*Scale Mail&lt;br /&gt;
*Shortsword&lt;br /&gt;
*Shortsword&lt;br /&gt;
*Pan Flute&lt;br /&gt;
*Tinderbox&lt;br /&gt;
*Torch&lt;br /&gt;
*Waterskin&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[D%26D_5E:_Smallfolk_of_Dragon%27s_Reach | Back to Main Page]]==&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D_5E:_Smallfolk_Character_2&amp;diff=385440</id>
		<title>D&amp;D 5E: Smallfolk Character 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D_5E:_Smallfolk_Character_2&amp;diff=385440"/>
		<updated>2020-08-02T23:58:42Z</updated>

		<summary type="html">&lt;p&gt;Meriss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[D%26D_5E:_Smallfolk_of_Dragon%27s_Reach | &amp;lt; &amp;lt; &amp;lt; Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;CG Male Lightfoot Halfling Monster Hunter Ranger 3&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Background: Outlander&lt;br /&gt;
*Age: 50&lt;br /&gt;
*Height: &lt;br /&gt;
*Weight:&lt;br /&gt;
*Personality Trait: I watch over my friends as if they were a litter of newborn pups.&lt;br /&gt;
*Ideal: Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)&lt;br /&gt;
*Bond: My family, clan, or tribe is the most important thing in my life, even when they are far from me.&lt;br /&gt;
*Flaw: I am slow to trust members of other races, tribes, and societies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Scores&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Strength 14 (+2)&lt;br /&gt;
*Dexterity 17 (+3)&lt;br /&gt;
*Constitution 12 (+1)&lt;br /&gt;
*Intelligence 11 (0)&lt;br /&gt;
*Wisdom 13 (+2)&lt;br /&gt;
*Charisma 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*AC: 16&lt;br /&gt;
*HP:&lt;br /&gt;
*Speed: 25&#039;&lt;br /&gt;
*Proficiency: +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Melee Attack: Short sword +5, damage 1d6+2&lt;br /&gt;
*Ranged Attack: Longbow +5, damage 1d6+3&lt;br /&gt;
*Spell Save DC: 11&lt;br /&gt;
*Spells Known: (1st) &#039;&#039;Hunter&#039;s Mark&#039;&#039;; &#039;&#039;Entangling Strike&#039;&#039;; &#039;&#039;Hail of Thorns&#039;&#039;; &#039;&#039;Protection from Good and Evil&#039;&#039;&lt;br /&gt;
*Spell Slots: 3/3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Strength +4&lt;br /&gt;
*Dexterity +5&lt;br /&gt;
*Constitution +1&lt;br /&gt;
*Intelligence +0&lt;br /&gt;
*Wisdom +2&lt;br /&gt;
*Charisma -1&lt;br /&gt;
*Advantage vs fear&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages Known&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Common&lt;br /&gt;
*Halfling&lt;br /&gt;
*Infernal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Armor: Light armor, medium armor, shields&lt;br /&gt;
*Weapons: Simple weapons, martial weapons&lt;br /&gt;
*Musical instruments: Pan flute&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Acrobatics +3&lt;br /&gt;
*Animal Handling +1&lt;br /&gt;
*Arcana 0&lt;br /&gt;
*Athletics +4&lt;br /&gt;
*Deception -1&lt;br /&gt;
*History 0&lt;br /&gt;
*Insight +1&lt;br /&gt;
*Intimidation -1&lt;br /&gt;
*Investigation +2&lt;br /&gt;
*Medicine +1&lt;br /&gt;
*Nature 0&lt;br /&gt;
*Perception +4&lt;br /&gt;
*Performance -1&lt;br /&gt;
*Persuasion -1&lt;br /&gt;
*Religion 0&lt;br /&gt;
*Sleight of Hand +3&lt;br /&gt;
*Stealth +5&lt;br /&gt;
*Survival +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*n/a&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.&lt;br /&gt;
*Brave. You have advantage on saving throws against being frightened.&lt;br /&gt;
*Nimble. You can move through the space of any creature that is of a size larger than yours.&lt;br /&gt;
*Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.&lt;br /&gt;
*Seeds of Life: All Halflings carry a small bag of seeds, planting them occasionally in particularly barren places to encourage growth and life. At need, a halfling can instead make a poultice of the (ground-up) seeds that can be used on one person&#039;s wounds for 2d8 + the halfling&#039;s character level of healing. The halfling can replenish their seeds by the end of the next long rest (Note: underground this will mean myconid spoors or tuber trimmings and at sea it will mean algae or floating sea plants)​&lt;br /&gt;
​&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;&lt;br /&gt;
*Favored Enemy: Fiends&lt;br /&gt;
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.&lt;br /&gt;
&lt;br /&gt;
You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.&lt;br /&gt;
&lt;br /&gt;
*Natural Explorer&lt;br /&gt;
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:&lt;br /&gt;
&lt;br /&gt;
• You ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
• You have advantage on initiative rolls.&lt;br /&gt;
&lt;br /&gt;
• On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.&lt;br /&gt;
&lt;br /&gt;
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:&lt;br /&gt;
&lt;br /&gt;
• Difficult terrain doesn’t slow your group’s travel.&lt;br /&gt;
&lt;br /&gt;
• Your group can’t become lost except by magical means.&lt;br /&gt;
&lt;br /&gt;
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.&lt;br /&gt;
&lt;br /&gt;
• If you are traveling alone, you can move stealthily at a normal pace.&lt;br /&gt;
&lt;br /&gt;
• When you forage, you find twice as much food as you normally would.&lt;br /&gt;
&lt;br /&gt;
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.&lt;br /&gt;
&lt;br /&gt;
*Archery&lt;br /&gt;
You gain a +2 bonus to attack rolls you make with ranged weapons.&lt;br /&gt;
&lt;br /&gt;
*Primeval Awareness&lt;br /&gt;
Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.&lt;br /&gt;
&lt;br /&gt;
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.&lt;br /&gt;
&lt;br /&gt;
You cannot use this ability against a creature that you have attacked within the past 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.&lt;br /&gt;
&lt;br /&gt;
If there are multiple groups of your favored enemies within range, you learn this information for each group.&lt;br /&gt;
&lt;br /&gt;
*Monster Slayer Conclave&lt;br /&gt;
*Monster Slayer Magic&lt;br /&gt;
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn&#039;t count against the number of ranger spells you know.&lt;br /&gt;
&#039;&#039;Protection from Evil and Good&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Hunter&#039;s Sense&lt;br /&gt;
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
*Slayer&#039;s Prey&lt;br /&gt;
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.&lt;br /&gt;
&lt;br /&gt;
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.&lt;br /&gt;
&lt;br /&gt;
Origin: Forester&lt;br /&gt;
&lt;br /&gt;
*Feature: Wanderer&lt;br /&gt;
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*A staff&lt;br /&gt;
*A hunting trap&lt;br /&gt;
*A trophy from an animal you killed&lt;br /&gt;
*A set of traveler&#039;s clothes&lt;br /&gt;
*A belt pouch containing 10 gp&lt;br /&gt;
*Arrows x 20&lt;br /&gt;
*Backpack&lt;br /&gt;
*Bedroll&lt;br /&gt;
*Longbow&lt;br /&gt;
*Mess Kit&lt;br /&gt;
*Rations (1 day) x 10&lt;br /&gt;
*Rope, Hempen (50 feet)&lt;br /&gt;
*Scale Mail&lt;br /&gt;
*Shortsword&lt;br /&gt;
*Shortsword&lt;br /&gt;
*Pan Flute&lt;br /&gt;
*Tinderbox&lt;br /&gt;
*Torch&lt;br /&gt;
*Waterskin&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[D%26D_5E:_Smallfolk_of_Dragon%27s_Reach | Back to Main Page]]==&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D_5E:_Smallfolk_Character_2&amp;diff=385439</id>
		<title>D&amp;D 5E: Smallfolk Character 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D_5E:_Smallfolk_Character_2&amp;diff=385439"/>
		<updated>2020-08-02T23:55:16Z</updated>

		<summary type="html">&lt;p&gt;Meriss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[D%26D_5E:_Smallfolk_of_Dragon%27s_Reach | &amp;lt; &amp;lt; &amp;lt; Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;CG Male Lightfoot Halfling Monster Hunter Ranger 3&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Background: Outlander&lt;br /&gt;
*Age: 50&lt;br /&gt;
*Height: &lt;br /&gt;
*Weight:&lt;br /&gt;
*Personality Trait: I watch over my friends as if they were a litter of newborn pups.&lt;br /&gt;
*Ideal: Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)&lt;br /&gt;
*Bond: My family, clan, or tribe is the most important thing in my life, even when they are far from me.&lt;br /&gt;
*Flaw: I am slow to trust members of other races, tribes, and societies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Scores&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Strength 14 (+2)&lt;br /&gt;
*Dexterity 17 (+3)&lt;br /&gt;
*Constitution 12 (+1)&lt;br /&gt;
*Intelligence 11 (0)&lt;br /&gt;
*Wisdom 13 (+2)&lt;br /&gt;
*Charisma 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*AC: 16&lt;br /&gt;
*HP:&lt;br /&gt;
*Speed: 25&#039;&lt;br /&gt;
*Proficiency: +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Melee Attack: Short sword +5, damage 1d6+2&lt;br /&gt;
*Ranged Attack: Longbow +5, damage 1d6+3&lt;br /&gt;
*Spell Save DC: 11&lt;br /&gt;
*Spells Known: (1st) &#039;&#039;Hunter&#039;s Mark&#039;&#039;; &#039;&#039;Entangling Strike&#039;&#039;; &#039;&#039;Hail of Thorns&#039;&#039;; &#039;&#039;Protection from Good and Evil&#039;&#039;&lt;br /&gt;
*Spell Slots: 3/3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Strength +4&lt;br /&gt;
*Dexterity +5&lt;br /&gt;
*Constitution +1&lt;br /&gt;
*Intelligence +0&lt;br /&gt;
*Wisdom +2&lt;br /&gt;
*Charisma -1&lt;br /&gt;
*Advantage vs fear&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages Known&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Common&lt;br /&gt;
*Halfling&lt;br /&gt;
*Infernal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Armor: Light armor, medium armor, shields&lt;br /&gt;
*Weapons: Simple weapons, martial weapons&lt;br /&gt;
*Musical instruments: Pan flute&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Acrobatics +3&lt;br /&gt;
*Animal Handling +1&lt;br /&gt;
*Arcana 0&lt;br /&gt;
*Athletics +4&lt;br /&gt;
*Deception -1&lt;br /&gt;
*History 0&lt;br /&gt;
*Insight +1&lt;br /&gt;
*Intimidation -1&lt;br /&gt;
*Investigation +2&lt;br /&gt;
*Medicine +1&lt;br /&gt;
*Nature 0&lt;br /&gt;
*Perception +4&lt;br /&gt;
*Performance -1&lt;br /&gt;
*Persuasion -1&lt;br /&gt;
*Religion 0&lt;br /&gt;
*Sleight of Hand +3&lt;br /&gt;
*Stealth +5&lt;br /&gt;
*Survival +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*n/a&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.&lt;br /&gt;
*Brave. You have advantage on saving throws against being frightened.&lt;br /&gt;
*Nimble. You can move through the space of any creature that is of a size larger than yours.&lt;br /&gt;
*Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;&lt;br /&gt;
*Favored Enemy: Fiends&lt;br /&gt;
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.&lt;br /&gt;
&lt;br /&gt;
You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.&lt;br /&gt;
&lt;br /&gt;
*Natural Explorer&lt;br /&gt;
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:&lt;br /&gt;
&lt;br /&gt;
• You ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
• You have advantage on initiative rolls.&lt;br /&gt;
&lt;br /&gt;
• On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.&lt;br /&gt;
&lt;br /&gt;
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:&lt;br /&gt;
&lt;br /&gt;
• Difficult terrain doesn’t slow your group’s travel.&lt;br /&gt;
&lt;br /&gt;
• Your group can’t become lost except by magical means.&lt;br /&gt;
&lt;br /&gt;
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.&lt;br /&gt;
&lt;br /&gt;
• If you are traveling alone, you can move stealthily at a normal pace.&lt;br /&gt;
&lt;br /&gt;
• When you forage, you find twice as much food as you normally would.&lt;br /&gt;
&lt;br /&gt;
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.&lt;br /&gt;
&lt;br /&gt;
*Archery&lt;br /&gt;
You gain a +2 bonus to attack rolls you make with ranged weapons.&lt;br /&gt;
&lt;br /&gt;
*Primeval Awareness&lt;br /&gt;
Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.&lt;br /&gt;
&lt;br /&gt;
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.&lt;br /&gt;
&lt;br /&gt;
You cannot use this ability against a creature that you have attacked within the past 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.&lt;br /&gt;
&lt;br /&gt;
If there are multiple groups of your favored enemies within range, you learn this information for each group.&lt;br /&gt;
&lt;br /&gt;
*Monster Slayer Conclave&lt;br /&gt;
*Monster Slayer Magic&lt;br /&gt;
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn&#039;t count against the number of ranger spells you know.&lt;br /&gt;
&#039;&#039;Protection from Evil and Good&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Hunter&#039;s Sense&lt;br /&gt;
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
*Slayer&#039;s Prey&lt;br /&gt;
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.&lt;br /&gt;
&lt;br /&gt;
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.&lt;br /&gt;
&lt;br /&gt;
Origin: Forester&lt;br /&gt;
&lt;br /&gt;
*Feature: Wanderer&lt;br /&gt;
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*A staff&lt;br /&gt;
*A hunting trap&lt;br /&gt;
*A trophy from an animal you killed&lt;br /&gt;
*A set of traveler&#039;s clothes&lt;br /&gt;
*A belt pouch containing 10 gp&lt;br /&gt;
*Arrows x 20&lt;br /&gt;
*Backpack&lt;br /&gt;
*Bedroll&lt;br /&gt;
*Longbow&lt;br /&gt;
*Mess Kit&lt;br /&gt;
*Rations (1 day) x 10&lt;br /&gt;
*Rope, Hempen (50 feet)&lt;br /&gt;
*Scale Mail&lt;br /&gt;
*Shortsword&lt;br /&gt;
*Shortsword&lt;br /&gt;
*Pan Flute&lt;br /&gt;
*Tinderbox&lt;br /&gt;
*Torch&lt;br /&gt;
*Waterskin&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[D%26D_5E:_Smallfolk_of_Dragon%27s_Reach | Back to Main Page]]==&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D_5E:_Smallfolk_Character_2&amp;diff=385398</id>
		<title>D&amp;D 5E: Smallfolk Character 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D_5E:_Smallfolk_Character_2&amp;diff=385398"/>
		<updated>2020-08-02T17:54:06Z</updated>

		<summary type="html">&lt;p&gt;Meriss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;CG Male Lightfoot Halfling Monster Hunter Ranger 3&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Background: Outlander&lt;br /&gt;
*Age: 50&lt;br /&gt;
*Height: &lt;br /&gt;
*Weight:&lt;br /&gt;
*Personality Trait: I watch over my friends as if they were a litter of newborn pups.&lt;br /&gt;
*Ideal: Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)&lt;br /&gt;
*Bond: My family, clan, or tribe is the most important thing in my life, even when they are far from me.&lt;br /&gt;
*Flaw: I am slow to trust members of other races, tribes, and societies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Scores&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Strength 14 (+2)&lt;br /&gt;
*Dexterity 17 (+3)&lt;br /&gt;
*Constitution 12 (+1)&lt;br /&gt;
*Intelligence 11 (0)&lt;br /&gt;
*Wisdom 13 (+2)&lt;br /&gt;
*Charisma 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*AC: &lt;br /&gt;
*HP:&lt;br /&gt;
*Speed: 25&#039;&lt;br /&gt;
*Proficiency: +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Melee Attack: Short sword +5, damage 1d6+3&lt;br /&gt;
*Ranged Attack: Shortbow +5, damage 1d6+3&lt;br /&gt;
*Spell Save DC: 13&lt;br /&gt;
*Cantrips Known: &#039;&#039;Minor Illusion, Prestidigitation, Vicious Mockery&#039;&#039;&lt;br /&gt;
*Spells Known: (1st) &#039;&#039;Dissonant Whispers, Healing Word, Heroism, Tasha’s Hideous Laughter&#039;&#039; (2nd) &#039;&#039;Enhance Ability, Phantasmal Force&#039;&#039;&lt;br /&gt;
*Spell Slots: 4/2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Strength -1&lt;br /&gt;
*Dexterity +5&lt;br /&gt;
*Constitution +1&lt;br /&gt;
*Intelligence +0&lt;br /&gt;
*Wisdom +1&lt;br /&gt;
*Charisma +5&lt;br /&gt;
*Advantage vs fear&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages Known&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Common&lt;br /&gt;
*Halfling&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Light armor&lt;br /&gt;
*Simple weapons, hand crossbows, longswords, rapiers, shortswords&lt;br /&gt;
*Artisan’s tools (woodcarver)&lt;br /&gt;
*Musical instruments (drum, dulcimer, viol)&lt;br /&gt;
*Vehicles (land)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Animal Handling +3&lt;br /&gt;
*Arcana +2&lt;br /&gt;
*Deception +5&lt;br /&gt;
*Persuasion +5&lt;br /&gt;
*Insight +3&lt;br /&gt;
*&#039;&#039;&#039;Intimidate +7&#039;&#039;&#039;&lt;br /&gt;
*Perception +3&lt;br /&gt;
*&#039;&#039;&#039;Religion +4&#039;&#039;&#039;&lt;br /&gt;
*+1 proficiency on all untrained skills&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*n/a&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.&lt;br /&gt;
*Brave. You have advantage on saving throws against being frightened.&lt;br /&gt;
*Nimble. You can move through the space of any creature that is of a size larger than yours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Defining Event: I stood alone against a terrible monster known as the Ugly Bird.&lt;br /&gt;
*Rustic Hospitality. Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.&lt;br /&gt;
*Ritual Casting&lt;br /&gt;
*Bardic Inspiration: Bonus action, 3/day, inspiration die d6. Refreshes on long rest.&lt;br /&gt;
*Jack of All Trades: Add half your proficiency bonus, rounded down, to any ability check you make that doesn&#039;t already include your proficiency bonus.&lt;br /&gt;
*Expertise: Double proficiency bonus with Intimidate and Religion&lt;br /&gt;
*Song of Rest: You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.&lt;br /&gt;
*Cutting Words: When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature&#039;s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can&#039;t hear you or if it&#039;s immune to being charmed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Short sword&lt;br /&gt;
*Shortbow w/20 arrows&lt;br /&gt;
*Dagger&lt;br /&gt;
*Leather armor&lt;br /&gt;
*Woodcarver’s tools&lt;br /&gt;
*Viol&lt;br /&gt;
*Shovel&lt;br /&gt;
*Iron pot&lt;br /&gt;
*Entertainer’s pack&lt;br /&gt;
*Set of common clothes&lt;br /&gt;
*Belt pouch&lt;br /&gt;
*9 gp&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D_5E:_Smallfolk_of_Dragon%27s_Reach&amp;diff=385282</id>
		<title>D&amp;D 5E: Smallfolk of Dragon&#039;s Reach</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D_5E:_Smallfolk_of_Dragon%27s_Reach&amp;diff=385282"/>
		<updated>2020-08-01T11:55:21Z</updated>

		<summary type="html">&lt;p&gt;Meriss: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[File:Smallfolk0001.png|500px|center]]&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Character&lt;br /&gt;
! Race / Role&lt;br /&gt;
! Player&lt;br /&gt;
! Level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[D&amp;amp;D_5E:_Smallfolk_Character_1 | Brekki Longtoes]]&#039;&#039;&#039;&lt;br /&gt;
| [https://www.5esrd.com/races/3rd-party-publisher-races/dire-rugrat-publishing/grippli Grippli] [https://www.5esrd.com/classes/ranger Ranger]&lt;br /&gt;
| [https://forum.rpg.net/index.php?members/max.462/ Max]&lt;br /&gt;
! 3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[D&amp;amp;D_5E:_Smallfolk_Character_2 | Helmut the Trekker]]&#039;&#039;&#039;&lt;br /&gt;
| Halfling Ranger&lt;br /&gt;
| [https://forum.rpg.net/index.php?members/meriss.39739/ Meriss]&lt;br /&gt;
! 3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Jonnalyn Silver]]&#039;&#039;&#039;&lt;br /&gt;
| Halfling Bard&lt;br /&gt;
| [https://forum.rpg.net/index.php?members/talisman.167661/ Talisman]&lt;br /&gt;
! 3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[D&amp;amp;D_5E:_Smallfolk_Character_4 | Rosto Sesskarr]]&#039;&#039;&#039;&lt;br /&gt;
| Kobold [https://media.wizards.com/2019/dnd/downloads/UA-Artificer2-2019.pdf Artificer]&lt;br /&gt;
| [https://forum.rpg.net/index.php?members/garyfury.7014/ Garyfury]&lt;br /&gt;
! 3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[D&amp;amp;D_5E:_Smallfolk_Character_5 | Character 5]]&#039;&#039;&#039;&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
! 3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&#039;&#039;&#039;DM&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|Shenanigans &amp;amp; Misdemeanors&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;[https://forum.rpg.net/member.php?70442-brahnamin kokopelli]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Combat Table ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Character&lt;br /&gt;
! INIT&lt;br /&gt;
! AC&lt;br /&gt;
| HP&lt;br /&gt;
| Spell&amp;lt;br&amp;gt; Slots&lt;br /&gt;
! Spell&amp;lt;br&amp;gt; DC&lt;br /&gt;
! HERO&amp;lt;br&amp;gt; Points&lt;br /&gt;
| Resources&amp;lt;br&amp;gt; Used&lt;br /&gt;
| Attribute&amp;lt;br&amp;gt; Modifiers&lt;br /&gt;
| Passive&amp;lt;br&amp;gt; Per/Inv&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Character Name&#039;&#039;&#039;&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
| x/&#039;&#039;&#039;&amp;lt;U&amp;gt;x&amp;lt;/U&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
! &lt;br /&gt;
! 6&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;ST&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;DE&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;CO&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;IN&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;WI&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;CH&#039;&#039;&#039;&amp;lt;br&amp;gt;  &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Character Name&#039;&#039;&#039;&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
| x/&#039;&#039;&#039;&amp;lt;U&amp;gt;x&amp;lt;/U&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
! &lt;br /&gt;
! 6&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;ST&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;DE&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;CO&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;IN&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;WI&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;CH&#039;&#039;&#039;&amp;lt;br&amp;gt;  &lt;br /&gt;
&#039;&#039;&#039;CH&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Character Name&#039;&#039;&#039;&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
| x/&#039;&#039;&#039;&amp;lt;U&amp;gt;x&amp;lt;/U&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
! &lt;br /&gt;
! 6&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;ST&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;DE&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;CO&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;IN&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;WI&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;CH&#039;&#039;&#039;&amp;lt;br&amp;gt;  &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Character Name&#039;&#039;&#039;&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
| x/&#039;&#039;&#039;&amp;lt;U&amp;gt;x&amp;lt;/U&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
! &lt;br /&gt;
! 6&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;ST&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;DE&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;CO&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;IN&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;WI&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;CH&#039;&#039;&#039;&amp;lt;br&amp;gt;  &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Character Name&#039;&#039;&#039;&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
| x/&#039;&#039;&#039;&amp;lt;U&amp;gt;x&amp;lt;/U&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
! &lt;br /&gt;
! 6&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;ST&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;DE&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;CO&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;IN&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;WI&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;CH&#039;&#039;&#039;&amp;lt;br&amp;gt;  &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;indicates featured saves&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Setting ==&lt;br /&gt;
&lt;br /&gt;
[[File:DRA0001.png|600px|center]]&lt;br /&gt;
&lt;br /&gt;
== The Islands of the Archipelago ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Alichokka&amp;lt;/u&amp;gt;===&lt;br /&gt;
Alichokka is the main island of the archipelago and virtually all smallfolk are represented here. Like most of the islands of Dragon&#039;s Reach, the northern shoreline of the island is made up almost entirely of cliffs. The center north-western portion of the island rises sharply to a single green peak.&lt;br /&gt;
* &#039;&#039;&#039;The Hall of the Mountain King -&#039;&#039;&#039; Underneath the single high mountain of Alichokka lie the warrens and labyrinths of the gnomes and the small dwarves of the reach. Kobolds and Goblins also dwell beneath the mountain, but far lower than the dwarves typically go.&lt;br /&gt;
* &#039;&#039;&#039;The North Fjord -&#039;&#039;&#039; Between the Northwest and Northeast halves of the great isle is a long and deep four-pronged fjord, the edges of which are inhabited by the coastal halflings.&lt;br /&gt;
* &#039;&#039;&#039;Blackwater Brake -&#039;&#039;&#039; The south-western cape of the island is a great swampland, primarily inhabited by the Grippli. Goblins live here as well.&lt;br /&gt;
* &#039;&#039;&#039;The Eastern Moors -&#039;&#039;&#039; Nearly the entire eastern side of the great island is the province of the lowland clans of human folk, mostly fishers and farmers, but small settlements of gnomes and halflings can also be found.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Faer&amp;lt;/u&amp;gt;===&lt;br /&gt;
Faer is the most cosmopolitan of the isles of the Reach, with the races of many small folk living shoulder to shoulder. Faer&#039;s prime purpose is as the archipelago&#039;s primary ports of trade.&lt;br /&gt;
* &#039;&#039;&#039;Trader Down -&#039;&#039;&#039; Located on the deep harbor in the southwest corner of the island, Trader Down is the major port of Faer and the closest thing in Dragon&#039;s Reach to an actual city. Goods from all over the archipelago may be found in Trader Down.&lt;br /&gt;
* &#039;&#039;&#039;Northport -&#039;&#039;&#039; Located in a tight bay at the northern end of the island, Northport is dug straight into the sea-facing cliffs and has an underground Harbour that the tallest ships can only access at low tide. Northport is primarily an expansive fishing village, but it is said to be a place to receive illicit and smuggled goods.&lt;br /&gt;
* &#039;&#039;&#039;The Midlands -&#039;&#039;&#039; The center of Faer is lush farmland primarily cultivated by human clans settled in small cooperative villages.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Ki&amp;lt;/u&amp;gt;===&lt;br /&gt;
Ki is the smallest and wildest of the islands that are more than rocks standing up over the waves. Halflings and gnomes have been known to land there to resupply or - rarely - to trade, but it is mostly inhabited by goblins, Kobolds, and a small tribe of wood elves.&lt;br /&gt;
* &#039;&#039;&#039;Ijon Tower -&#039;&#039;&#039; Ijon Tower is a monastery perched on the north cliffline of Ki. It takes adherents of all races.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Rune&amp;lt;/u&amp;gt;===&lt;br /&gt;
The Island of Rune is inhabited almost entirely by a moiety of sea giants and coastal halflings whose lives and tribes and lands and professions are so closely intertwined that it is believed that neither could long survive without the other. The Giants are small for their kind, standing only about 9 feet at maturity, and are said to be great practitioners of elemental magics. Particularly magics of air and storm and sea. Suspended walkways of wood and land roads of stone connect every home and village on the island, none of which are named.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;The Outer Reach&amp;lt;/u&amp;gt;===&lt;br /&gt;
The islands to the north-east are mostly uninhabitable, bearing only the hardiest and shortest vegetation. Mostly it&#039;s just violent seas and rock and dragons.&lt;br /&gt;
&lt;br /&gt;
== The Seas of the Archipelago ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;The Winward Sea&amp;lt;/u&amp;gt;===&lt;br /&gt;
The winds around Dragon&#039;s Reach typically blow in from the north, so the seas to the north are called the Windward Sea&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;The Leeward Sea&amp;lt;/u&amp;gt;===&lt;br /&gt;
On the south side of the archipelago, the winds tend to blow away from the isles, so the seas to the south are known as the Leeward Sea.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Treacher&#039;s Deep&amp;lt;/u&amp;gt;===&lt;br /&gt;
To the west of the Reach is a chasm of great depth at the bottom of the sea floor that has never been measured. Even the dragons won&#039;t go there. Strange things are said to come up from the trench at odd times.&lt;br /&gt;
&lt;br /&gt;
== Metagame Tools ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Threads&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-development-d-d-5e-smallfolk-of-dragons-reach.867427/ Development Thread]&lt;br /&gt;
&lt;br /&gt;
OOC Thread&lt;br /&gt;
&lt;br /&gt;
IC Thread&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;&#039;&#039;&#039;Resources&#039;&#039;&#039;&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
[https://roll20.net/compendium/dnd5e/BookIndex Roll 20] - 5e Online.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread] - If you can&#039;t post for whatever reason let us know here or in OOC.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;&#039;&#039;&#039;Expectations&#039;&#039;&#039;&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Post Frequency&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*I am asking for a &#039;&#039;daily&#039;&#039; posting commitment for this game as a general rule, with the understanding that posting might be less frequent on weekends and holidays.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Post Absences&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If you will &#039;&#039;not&#039;&#039; be able to post, for whatever reason, please ping us in OOC so we know what is going on or post to the [https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread] (I pretty much check that thing every time it lights up).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Post Formatting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Please include the following header at the top of each IC Post: &lt;br /&gt;
::&#039;&#039;&#039;Character Name&#039;&#039;&#039; [AC ? | HP Current/&#039;&#039;&#039;Max&#039;&#039;&#039; | Spell DC ? (if applicable)]&lt;br /&gt;
&lt;br /&gt;
*OOC blocks are fine for showing dice rolls and brief OOC comments directly related to a particular post. Please sblock if you need to include large blocks of text related to your IC post. All other OOC content should go in the OOC thread itself.&lt;br /&gt;
&lt;br /&gt;
*Please link your results back to your dice roller.&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D_5E:_Smallfolk_of_Dragon%27s_Reach&amp;diff=385281</id>
		<title>D&amp;D 5E: Smallfolk of Dragon&#039;s Reach</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D_5E:_Smallfolk_of_Dragon%27s_Reach&amp;diff=385281"/>
		<updated>2020-08-01T11:54:57Z</updated>

		<summary type="html">&lt;p&gt;Meriss: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[File:Smallfolk0001.png|500px|center]]&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Character&lt;br /&gt;
! Race / Role&lt;br /&gt;
! Player&lt;br /&gt;
! Level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[D&amp;amp;D_5E:_Smallfolk_Character_1 | Brekki Longtoes]]&#039;&#039;&#039;&lt;br /&gt;
| [https://www.5esrd.com/races/3rd-party-publisher-races/dire-rugrat-publishing/grippli Grippli] [https://www.5esrd.com/classes/ranger Ranger]&lt;br /&gt;
| [https://forum.rpg.net/index.php?members/max.462/ Max]&lt;br /&gt;
! 3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[D&amp;amp;D_5E:_Smallfolk_Character_2 | Helmut]]&#039;&#039;&#039;&lt;br /&gt;
| Halfling Ranger&lt;br /&gt;
| [https://forum.rpg.net/index.php?members/meriss.39739/ Meriss]&lt;br /&gt;
! 3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Jonnalyn Silver]]&#039;&#039;&#039;&lt;br /&gt;
| Halfling Bard&lt;br /&gt;
| [https://forum.rpg.net/index.php?members/talisman.167661/ Talisman]&lt;br /&gt;
! 3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[D&amp;amp;D_5E:_Smallfolk_Character_4 | Rosto Sesskarr]]&#039;&#039;&#039;&lt;br /&gt;
| Kobold [https://media.wizards.com/2019/dnd/downloads/UA-Artificer2-2019.pdf Artificer]&lt;br /&gt;
| [https://forum.rpg.net/index.php?members/garyfury.7014/ Garyfury]&lt;br /&gt;
! 3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[D&amp;amp;D_5E:_Smallfolk_Character_5 | Character 5]]&#039;&#039;&#039;&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
! 3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&#039;&#039;&#039;DM&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|Shenanigans &amp;amp; Misdemeanors&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;[https://forum.rpg.net/member.php?70442-brahnamin kokopelli]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Combat Table ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Character&lt;br /&gt;
! INIT&lt;br /&gt;
! AC&lt;br /&gt;
| HP&lt;br /&gt;
| Spell&amp;lt;br&amp;gt; Slots&lt;br /&gt;
! Spell&amp;lt;br&amp;gt; DC&lt;br /&gt;
! HERO&amp;lt;br&amp;gt; Points&lt;br /&gt;
| Resources&amp;lt;br&amp;gt; Used&lt;br /&gt;
| Attribute&amp;lt;br&amp;gt; Modifiers&lt;br /&gt;
| Passive&amp;lt;br&amp;gt; Per/Inv&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Character Name&#039;&#039;&#039;&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
| x/&#039;&#039;&#039;&amp;lt;U&amp;gt;x&amp;lt;/U&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
! &lt;br /&gt;
! 6&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;ST&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;DE&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;CO&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;IN&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;WI&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;CH&#039;&#039;&#039;&amp;lt;br&amp;gt;  &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Character Name&#039;&#039;&#039;&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
| x/&#039;&#039;&#039;&amp;lt;U&amp;gt;x&amp;lt;/U&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
! &lt;br /&gt;
! 6&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;ST&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;DE&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;CO&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;IN&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;WI&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;CH&#039;&#039;&#039;&amp;lt;br&amp;gt;  &lt;br /&gt;
&#039;&#039;&#039;CH&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Character Name&#039;&#039;&#039;&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
| x/&#039;&#039;&#039;&amp;lt;U&amp;gt;x&amp;lt;/U&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
! &lt;br /&gt;
! 6&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;ST&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;DE&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;CO&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;IN&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;WI&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;CH&#039;&#039;&#039;&amp;lt;br&amp;gt;  &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Character Name&#039;&#039;&#039;&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
| x/&#039;&#039;&#039;&amp;lt;U&amp;gt;x&amp;lt;/U&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
! &lt;br /&gt;
! 6&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;ST&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;DE&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;CO&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;IN&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;WI&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;CH&#039;&#039;&#039;&amp;lt;br&amp;gt;  &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Character Name&#039;&#039;&#039;&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
| x/&#039;&#039;&#039;&amp;lt;U&amp;gt;x&amp;lt;/U&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
! &lt;br /&gt;
! 6&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;ST&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;DE&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;CO&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;IN&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;WI&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;CH&#039;&#039;&#039;&amp;lt;br&amp;gt;  &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;indicates featured saves&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Setting ==&lt;br /&gt;
&lt;br /&gt;
[[File:DRA0001.png|600px|center]]&lt;br /&gt;
&lt;br /&gt;
== The Islands of the Archipelago ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Alichokka&amp;lt;/u&amp;gt;===&lt;br /&gt;
Alichokka is the main island of the archipelago and virtually all smallfolk are represented here. Like most of the islands of Dragon&#039;s Reach, the northern shoreline of the island is made up almost entirely of cliffs. The center north-western portion of the island rises sharply to a single green peak.&lt;br /&gt;
* &#039;&#039;&#039;The Hall of the Mountain King -&#039;&#039;&#039; Underneath the single high mountain of Alichokka lie the warrens and labyrinths of the gnomes and the small dwarves of the reach. Kobolds and Goblins also dwell beneath the mountain, but far lower than the dwarves typically go.&lt;br /&gt;
* &#039;&#039;&#039;The North Fjord -&#039;&#039;&#039; Between the Northwest and Northeast halves of the great isle is a long and deep four-pronged fjord, the edges of which are inhabited by the coastal halflings.&lt;br /&gt;
* &#039;&#039;&#039;Blackwater Brake -&#039;&#039;&#039; The south-western cape of the island is a great swampland, primarily inhabited by the Grippli. Goblins live here as well.&lt;br /&gt;
* &#039;&#039;&#039;The Eastern Moors -&#039;&#039;&#039; Nearly the entire eastern side of the great island is the province of the lowland clans of human folk, mostly fishers and farmers, but small settlements of gnomes and halflings can also be found.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Faer&amp;lt;/u&amp;gt;===&lt;br /&gt;
Faer is the most cosmopolitan of the isles of the Reach, with the races of many small folk living shoulder to shoulder. Faer&#039;s prime purpose is as the archipelago&#039;s primary ports of trade.&lt;br /&gt;
* &#039;&#039;&#039;Trader Down -&#039;&#039;&#039; Located on the deep harbor in the southwest corner of the island, Trader Down is the major port of Faer and the closest thing in Dragon&#039;s Reach to an actual city. Goods from all over the archipelago may be found in Trader Down.&lt;br /&gt;
* &#039;&#039;&#039;Northport -&#039;&#039;&#039; Located in a tight bay at the northern end of the island, Northport is dug straight into the sea-facing cliffs and has an underground Harbour that the tallest ships can only access at low tide. Northport is primarily an expansive fishing village, but it is said to be a place to receive illicit and smuggled goods.&lt;br /&gt;
* &#039;&#039;&#039;The Midlands -&#039;&#039;&#039; The center of Faer is lush farmland primarily cultivated by human clans settled in small cooperative villages.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Ki&amp;lt;/u&amp;gt;===&lt;br /&gt;
Ki is the smallest and wildest of the islands that are more than rocks standing up over the waves. Halflings and gnomes have been known to land there to resupply or - rarely - to trade, but it is mostly inhabited by goblins, Kobolds, and a small tribe of wood elves.&lt;br /&gt;
* &#039;&#039;&#039;Ijon Tower -&#039;&#039;&#039; Ijon Tower is a monastery perched on the north cliffline of Ki. It takes adherents of all races.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Rune&amp;lt;/u&amp;gt;===&lt;br /&gt;
The Island of Rune is inhabited almost entirely by a moiety of sea giants and coastal halflings whose lives and tribes and lands and professions are so closely intertwined that it is believed that neither could long survive without the other. The Giants are small for their kind, standing only about 9 feet at maturity, and are said to be great practitioners of elemental magics. Particularly magics of air and storm and sea. Suspended walkways of wood and land roads of stone connect every home and village on the island, none of which are named.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;The Outer Reach&amp;lt;/u&amp;gt;===&lt;br /&gt;
The islands to the north-east are mostly uninhabitable, bearing only the hardiest and shortest vegetation. Mostly it&#039;s just violent seas and rock and dragons.&lt;br /&gt;
&lt;br /&gt;
== The Seas of the Archipelago ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;The Winward Sea&amp;lt;/u&amp;gt;===&lt;br /&gt;
The winds around Dragon&#039;s Reach typically blow in from the north, so the seas to the north are called the Windward Sea&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;The Leeward Sea&amp;lt;/u&amp;gt;===&lt;br /&gt;
On the south side of the archipelago, the winds tend to blow away from the isles, so the seas to the south are known as the Leeward Sea.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Treacher&#039;s Deep&amp;lt;/u&amp;gt;===&lt;br /&gt;
To the west of the Reach is a chasm of great depth at the bottom of the sea floor that has never been measured. Even the dragons won&#039;t go there. Strange things are said to come up from the trench at odd times.&lt;br /&gt;
&lt;br /&gt;
== Metagame Tools ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Threads&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-development-d-d-5e-smallfolk-of-dragons-reach.867427/ Development Thread]&lt;br /&gt;
&lt;br /&gt;
OOC Thread&lt;br /&gt;
&lt;br /&gt;
IC Thread&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;&#039;&#039;&#039;Resources&#039;&#039;&#039;&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
[https://roll20.net/compendium/dnd5e/BookIndex Roll 20] - 5e Online.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread] - If you can&#039;t post for whatever reason let us know here or in OOC.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;&#039;&#039;&#039;Expectations&#039;&#039;&#039;&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Post Frequency&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*I am asking for a &#039;&#039;daily&#039;&#039; posting commitment for this game as a general rule, with the understanding that posting might be less frequent on weekends and holidays.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Post Absences&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If you will &#039;&#039;not&#039;&#039; be able to post, for whatever reason, please ping us in OOC so we know what is going on or post to the [https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread] (I pretty much check that thing every time it lights up).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Post Formatting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Please include the following header at the top of each IC Post: &lt;br /&gt;
::&#039;&#039;&#039;Character Name&#039;&#039;&#039; [AC ? | HP Current/&#039;&#039;&#039;Max&#039;&#039;&#039; | Spell DC ? (if applicable)]&lt;br /&gt;
&lt;br /&gt;
*OOC blocks are fine for showing dice rolls and brief OOC comments directly related to a particular post. Please sblock if you need to include large blocks of text related to your IC post. All other OOC content should go in the OOC thread itself.&lt;br /&gt;
&lt;br /&gt;
*Please link your results back to your dice roller.&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D_5E:_Smallfolk_Character_2&amp;diff=385280</id>
		<title>D&amp;D 5E: Smallfolk Character 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D_5E:_Smallfolk_Character_2&amp;diff=385280"/>
		<updated>2020-08-01T11:44:19Z</updated>

		<summary type="html">&lt;p&gt;Meriss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;CG Male Lightfoot Halfling Monster Hunter Ranger 3&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Background: &lt;br /&gt;
*Age: 50&lt;br /&gt;
*Height: &lt;br /&gt;
*Weight:&lt;br /&gt;
*Personality:&lt;br /&gt;
*Ideal:&lt;br /&gt;
*Bond: &lt;br /&gt;
*Flaw: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Scores&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Dexterity 16 (+3)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Intelligence 10 (-)&lt;br /&gt;
*Wisdom 12 (+1)&lt;br /&gt;
*Charisma 16 (+3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*AC: 14 (leather armor + Dex)&lt;br /&gt;
*HP: 21&lt;br /&gt;
*Speed: 25&#039;&lt;br /&gt;
*Proficiency: +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Melee Attack: Short sword +5, damage 1d6+3&lt;br /&gt;
*Ranged Attack: Shortbow +5, damage 1d6+3&lt;br /&gt;
*Spell Save DC: 13&lt;br /&gt;
*Cantrips Known: &#039;&#039;Minor Illusion, Prestidigitation, Vicious Mockery&#039;&#039;&lt;br /&gt;
*Spells Known: (1st) &#039;&#039;Dissonant Whispers, Healing Word, Heroism, Tasha’s Hideous Laughter&#039;&#039; (2nd) &#039;&#039;Enhance Ability, Phantasmal Force&#039;&#039;&lt;br /&gt;
*Spell Slots: 4/2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Strength -1&lt;br /&gt;
*Dexterity +5&lt;br /&gt;
*Constitution +1&lt;br /&gt;
*Intelligence +0&lt;br /&gt;
*Wisdom +1&lt;br /&gt;
*Charisma +5&lt;br /&gt;
*Advantage vs fear&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages Known&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Common&lt;br /&gt;
*Halfling&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Light armor&lt;br /&gt;
*Simple weapons, hand crossbows, longswords, rapiers, shortswords&lt;br /&gt;
*Artisan’s tools (woodcarver)&lt;br /&gt;
*Musical instruments (drum, dulcimer, viol)&lt;br /&gt;
*Vehicles (land)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Animal Handling +3&lt;br /&gt;
*Arcana +2&lt;br /&gt;
*Deception +5&lt;br /&gt;
*Persuasion +5&lt;br /&gt;
*Insight +3&lt;br /&gt;
*&#039;&#039;&#039;Intimidate +7&#039;&#039;&#039;&lt;br /&gt;
*Perception +3&lt;br /&gt;
*&#039;&#039;&#039;Religion +4&#039;&#039;&#039;&lt;br /&gt;
*+1 proficiency on all untrained skills&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*n/a&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.&lt;br /&gt;
*Brave. You have advantage on saving throws against being frightened.&lt;br /&gt;
*Nimble. You can move through the space of any creature that is of a size larger than yours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Defining Event: I stood alone against a terrible monster known as the Ugly Bird.&lt;br /&gt;
*Rustic Hospitality. Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.&lt;br /&gt;
*Ritual Casting&lt;br /&gt;
*Bardic Inspiration: Bonus action, 3/day, inspiration die d6. Refreshes on long rest.&lt;br /&gt;
*Jack of All Trades: Add half your proficiency bonus, rounded down, to any ability check you make that doesn&#039;t already include your proficiency bonus.&lt;br /&gt;
*Expertise: Double proficiency bonus with Intimidate and Religion&lt;br /&gt;
*Song of Rest: You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.&lt;br /&gt;
*Cutting Words: When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature&#039;s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can&#039;t hear you or if it&#039;s immune to being charmed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Short sword&lt;br /&gt;
*Shortbow w/20 arrows&lt;br /&gt;
*Dagger&lt;br /&gt;
*Leather armor&lt;br /&gt;
*Woodcarver’s tools&lt;br /&gt;
*Viol&lt;br /&gt;
*Shovel&lt;br /&gt;
*Iron pot&lt;br /&gt;
*Entertainer’s pack&lt;br /&gt;
*Set of common clothes&lt;br /&gt;
*Belt pouch&lt;br /&gt;
*9 gp&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D_5E:_Smallfolk_Character_2&amp;diff=385279</id>
		<title>D&amp;D 5E: Smallfolk Character 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D_5E:_Smallfolk_Character_2&amp;diff=385279"/>
		<updated>2020-08-01T11:43:51Z</updated>

		<summary type="html">&lt;p&gt;Meriss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;CG Male Lightfoot Halfling Monster Hunter Ranger 3&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Background: &lt;br /&gt;
*Age: &lt;br /&gt;
*Height: &lt;br /&gt;
*Weight: 46 &lt;br /&gt;
*Personality:&lt;br /&gt;
*Ideal:&lt;br /&gt;
*Bond: &lt;br /&gt;
*Flaw: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Scores&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Dexterity 16 (+3)&lt;br /&gt;
*Constitution 13 (+1)&lt;br /&gt;
*Intelligence 10 (-)&lt;br /&gt;
*Wisdom 12 (+1)&lt;br /&gt;
*Charisma 16 (+3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*AC: 14 (leather armor + Dex)&lt;br /&gt;
*HP: 21&lt;br /&gt;
*Speed: 25&#039;&lt;br /&gt;
*Proficiency: +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Melee Attack: Short sword +5, damage 1d6+3&lt;br /&gt;
*Ranged Attack: Shortbow +5, damage 1d6+3&lt;br /&gt;
*Spell Save DC: 13&lt;br /&gt;
*Cantrips Known: &#039;&#039;Minor Illusion, Prestidigitation, Vicious Mockery&#039;&#039;&lt;br /&gt;
*Spells Known: (1st) &#039;&#039;Dissonant Whispers, Healing Word, Heroism, Tasha’s Hideous Laughter&#039;&#039; (2nd) &#039;&#039;Enhance Ability, Phantasmal Force&#039;&#039;&lt;br /&gt;
*Spell Slots: 4/2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Strength -1&lt;br /&gt;
*Dexterity +5&lt;br /&gt;
*Constitution +1&lt;br /&gt;
*Intelligence +0&lt;br /&gt;
*Wisdom +1&lt;br /&gt;
*Charisma +5&lt;br /&gt;
*Advantage vs fear&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages Known&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Common&lt;br /&gt;
*Halfling&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Light armor&lt;br /&gt;
*Simple weapons, hand crossbows, longswords, rapiers, shortswords&lt;br /&gt;
*Artisan’s tools (woodcarver)&lt;br /&gt;
*Musical instruments (drum, dulcimer, viol)&lt;br /&gt;
*Vehicles (land)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Animal Handling +3&lt;br /&gt;
*Arcana +2&lt;br /&gt;
*Deception +5&lt;br /&gt;
*Persuasion +5&lt;br /&gt;
*Insight +3&lt;br /&gt;
*&#039;&#039;&#039;Intimidate +7&#039;&#039;&#039;&lt;br /&gt;
*Perception +3&lt;br /&gt;
*&#039;&#039;&#039;Religion +4&#039;&#039;&#039;&lt;br /&gt;
*+1 proficiency on all untrained skills&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*n/a&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.&lt;br /&gt;
*Brave. You have advantage on saving throws against being frightened.&lt;br /&gt;
*Nimble. You can move through the space of any creature that is of a size larger than yours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Defining Event: I stood alone against a terrible monster known as the Ugly Bird.&lt;br /&gt;
*Rustic Hospitality. Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.&lt;br /&gt;
*Ritual Casting&lt;br /&gt;
*Bardic Inspiration: Bonus action, 3/day, inspiration die d6. Refreshes on long rest.&lt;br /&gt;
*Jack of All Trades: Add half your proficiency bonus, rounded down, to any ability check you make that doesn&#039;t already include your proficiency bonus.&lt;br /&gt;
*Expertise: Double proficiency bonus with Intimidate and Religion&lt;br /&gt;
*Song of Rest: You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.&lt;br /&gt;
*Cutting Words: When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature&#039;s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can&#039;t hear you or if it&#039;s immune to being charmed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Short sword&lt;br /&gt;
*Shortbow w/20 arrows&lt;br /&gt;
*Dagger&lt;br /&gt;
*Leather armor&lt;br /&gt;
*Woodcarver’s tools&lt;br /&gt;
*Viol&lt;br /&gt;
*Shovel&lt;br /&gt;
*Iron pot&lt;br /&gt;
*Entertainer’s pack&lt;br /&gt;
*Set of common clothes&lt;br /&gt;
*Belt pouch&lt;br /&gt;
*9 gp&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D_5E:_Smallfolk_Character_2&amp;diff=385278</id>
		<title>D&amp;D 5E: Smallfolk Character 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D_5E:_Smallfolk_Character_2&amp;diff=385278"/>
		<updated>2020-08-01T11:41:07Z</updated>

		<summary type="html">&lt;p&gt;Meriss: Created blank page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D_5E:_Smallfolk_of_Dragon%27s_Reach&amp;diff=385277</id>
		<title>D&amp;D 5E: Smallfolk of Dragon&#039;s Reach</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D_5E:_Smallfolk_of_Dragon%27s_Reach&amp;diff=385277"/>
		<updated>2020-08-01T11:40:46Z</updated>

		<summary type="html">&lt;p&gt;Meriss: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[File:Smallfolk0001.png|500px|center]]&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Character&lt;br /&gt;
! Race / Role&lt;br /&gt;
! Player&lt;br /&gt;
! Level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[D&amp;amp;D_5E:_Smallfolk_Character_1 | Brekki Longtoes]]&#039;&#039;&#039;&lt;br /&gt;
| [https://www.5esrd.com/races/3rd-party-publisher-races/dire-rugrat-publishing/grippli Grippli] [https://www.5esrd.com/classes/ranger Ranger]&lt;br /&gt;
| [https://forum.rpg.net/index.php?members/max.462/ Max]&lt;br /&gt;
! 3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[D&amp;amp;D_5E:_Smallfolk_Character_2 | Helmut]]&#039;&#039;&#039;&lt;br /&gt;
| ?&lt;br /&gt;
| [https://forum.rpg.net/index.php?members/meriss.39739/ Meriss]&lt;br /&gt;
! 3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Jonnalyn Silver]]&#039;&#039;&#039;&lt;br /&gt;
| Halfling Bard&lt;br /&gt;
| [https://forum.rpg.net/index.php?members/talisman.167661/ Talisman]&lt;br /&gt;
! 3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[D&amp;amp;D_5E:_Smallfolk_Character_4 | Rosto Sesskarr]]&#039;&#039;&#039;&lt;br /&gt;
| Kobold [https://media.wizards.com/2019/dnd/downloads/UA-Artificer2-2019.pdf Artificer]&lt;br /&gt;
| [https://forum.rpg.net/index.php?members/garyfury.7014/ Garyfury]&lt;br /&gt;
! 3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[D&amp;amp;D_5E:_Smallfolk_Character_5 | Character 5]]&#039;&#039;&#039;&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
! 3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&#039;&#039;&#039;DM&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|Shenanigans &amp;amp; Misdemeanors&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;[https://forum.rpg.net/member.php?70442-brahnamin kokopelli]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Combat Table ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Character&lt;br /&gt;
! INIT&lt;br /&gt;
! AC&lt;br /&gt;
| HP&lt;br /&gt;
| Spell&amp;lt;br&amp;gt; Slots&lt;br /&gt;
! Spell&amp;lt;br&amp;gt; DC&lt;br /&gt;
! HERO&amp;lt;br&amp;gt; Points&lt;br /&gt;
| Resources&amp;lt;br&amp;gt; Used&lt;br /&gt;
| Attribute&amp;lt;br&amp;gt; Modifiers&lt;br /&gt;
| Passive&amp;lt;br&amp;gt; Per/Inv&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Character Name&#039;&#039;&#039;&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
| x/&#039;&#039;&#039;&amp;lt;U&amp;gt;x&amp;lt;/U&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
! &lt;br /&gt;
! 6&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;ST&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;DE&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;CO&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;IN&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;WI&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;CH&#039;&#039;&#039;&amp;lt;br&amp;gt;  &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Character Name&#039;&#039;&#039;&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
| x/&#039;&#039;&#039;&amp;lt;U&amp;gt;x&amp;lt;/U&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
! &lt;br /&gt;
! 6&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;ST&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;DE&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;CO&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;IN&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;WI&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;CH&#039;&#039;&#039;&amp;lt;br&amp;gt;  &lt;br /&gt;
&#039;&#039;&#039;CH&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Character Name&#039;&#039;&#039;&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
| x/&#039;&#039;&#039;&amp;lt;U&amp;gt;x&amp;lt;/U&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
! &lt;br /&gt;
! 6&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;ST&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;DE&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;CO&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;IN&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;WI&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;CH&#039;&#039;&#039;&amp;lt;br&amp;gt;  &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Character Name&#039;&#039;&#039;&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
| x/&#039;&#039;&#039;&amp;lt;U&amp;gt;x&amp;lt;/U&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
! &lt;br /&gt;
! 6&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;ST&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;DE&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;CO&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;IN&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;WI&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;CH&#039;&#039;&#039;&amp;lt;br&amp;gt;  &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Character Name&#039;&#039;&#039;&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
| x/&#039;&#039;&#039;&amp;lt;U&amp;gt;x&amp;lt;/U&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
! &lt;br /&gt;
! 6&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;ST&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;DE&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;CO&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;IN&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;WI&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;CH&#039;&#039;&#039;&amp;lt;br&amp;gt;  &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;indicates featured saves&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Setting ==&lt;br /&gt;
&lt;br /&gt;
[[File:DRA0001.png|600px|center]]&lt;br /&gt;
&lt;br /&gt;
== The Islands of the Archipelago ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Alichokka&amp;lt;/u&amp;gt;===&lt;br /&gt;
Alichokka is the main island of the archipelago and virtually all smallfolk are represented here. Like most of the islands of Dragon&#039;s Reach, the northern shoreline of the island is made up almost entirely of cliffs. The center north-western portion of the island rises sharply to a single green peak.&lt;br /&gt;
* &#039;&#039;&#039;The Hall of the Mountain King -&#039;&#039;&#039; Underneath the single high mountain of Alichokka lie the warrens and labyrinths of the gnomes and the small dwarves of the reach. Kobolds and Goblins also dwell beneath the mountain, but far lower than the dwarves typically go.&lt;br /&gt;
* &#039;&#039;&#039;The North Fjord -&#039;&#039;&#039; Between the Northwest and Northeast halves of the great isle is a long and deep four-pronged fjord, the edges of which are inhabited by the coastal halflings.&lt;br /&gt;
* &#039;&#039;&#039;Blackwater Brake -&#039;&#039;&#039; The south-western cape of the island is a great swampland, primarily inhabited by the Grippli. Goblins live here as well.&lt;br /&gt;
* &#039;&#039;&#039;The Eastern Moors -&#039;&#039;&#039; Nearly the entire eastern side of the great island is the province of the lowland clans of human folk, mostly fishers and farmers, but small settlements of gnomes and halflings can also be found.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Faer&amp;lt;/u&amp;gt;===&lt;br /&gt;
Faer is the most cosmopolitan of the isles of the Reach, with the races of many small folk living shoulder to shoulder. Faer&#039;s prime purpose is as the archipelago&#039;s primary ports of trade.&lt;br /&gt;
* &#039;&#039;&#039;Trader Down -&#039;&#039;&#039; Located on the deep harbor in the southwest corner of the island, Trader Down is the major port of Faer and the closest thing in Dragon&#039;s Reach to an actual city. Goods from all over the archipelago may be found in Trader Down.&lt;br /&gt;
* &#039;&#039;&#039;Northport -&#039;&#039;&#039; Located in a tight bay at the northern end of the island, Northport is dug straight into the sea-facing cliffs and has an underground Harbour that the tallest ships can only access at low tide. Northport is primarily an expansive fishing village, but it is said to be a place to receive illicit and smuggled goods.&lt;br /&gt;
* &#039;&#039;&#039;The Midlands -&#039;&#039;&#039; The center of Faer is lush farmland primarily cultivated by human clans settled in small cooperative villages.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Ki&amp;lt;/u&amp;gt;===&lt;br /&gt;
Ki is the smallest and wildest of the islands that are more than rocks standing up over the waves. Halflings and gnomes have been known to land there to resupply or - rarely - to trade, but it is mostly inhabited by goblins, Kobolds, and a small tribe of wood elves.&lt;br /&gt;
* &#039;&#039;&#039;Ijon Tower -&#039;&#039;&#039; Ijon Tower is a monastery perched on the north cliffline of Ki. It takes adherents of all races.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Rune&amp;lt;/u&amp;gt;===&lt;br /&gt;
The Island of Rune is inhabited almost entirely by a moiety of sea giants and coastal halflings whose lives and tribes and lands and professions are so closely intertwined that it is believed that neither could long survive without the other. The Giants are small for their kind, standing only about 9 feet at maturity, and are said to be great practitioners of elemental magics. Particularly magics of air and storm and sea. Suspended walkways of wood and land roads of stone connect every home and village on the island, none of which are named.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;The Outer Reach&amp;lt;/u&amp;gt;===&lt;br /&gt;
The islands to the north-east are mostly uninhabitable, bearing only the hardiest and shortest vegetation. Mostly it&#039;s just violent seas and rock and dragons.&lt;br /&gt;
&lt;br /&gt;
== The Seas of the Archipelago ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;The Winward Sea&amp;lt;/u&amp;gt;===&lt;br /&gt;
The winds around Dragon&#039;s Reach typically blow in from the north, so the seas to the north are called the Windward Sea&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;The Leeward Sea&amp;lt;/u&amp;gt;===&lt;br /&gt;
On the south side of the archipelago, the winds tend to blow away from the isles, so the seas to the south are known as the Leeward Sea.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Treacher&#039;s Deep&amp;lt;/u&amp;gt;===&lt;br /&gt;
To the west of the Reach is a chasm of great depth at the bottom of the sea floor that has never been measured. Even the dragons won&#039;t go there. Strange things are said to come up from the trench at odd times.&lt;br /&gt;
&lt;br /&gt;
== Metagame Tools ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Threads&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-development-d-d-5e-smallfolk-of-dragons-reach.867427/ Development Thread]&lt;br /&gt;
&lt;br /&gt;
OOC Thread&lt;br /&gt;
&lt;br /&gt;
IC Thread&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;&#039;&#039;&#039;Resources&#039;&#039;&#039;&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
[https://roll20.net/compendium/dnd5e/BookIndex Roll 20] - 5e Online.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread] - If you can&#039;t post for whatever reason let us know here or in OOC.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;&#039;&#039;&#039;Expectations&#039;&#039;&#039;&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Post Frequency&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*I am asking for a &#039;&#039;daily&#039;&#039; posting commitment for this game as a general rule, with the understanding that posting might be less frequent on weekends and holidays.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Post Absences&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If you will &#039;&#039;not&#039;&#039; be able to post, for whatever reason, please ping us in OOC so we know what is going on or post to the [https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread] (I pretty much check that thing every time it lights up).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Post Formatting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Please include the following header at the top of each IC Post: &lt;br /&gt;
::&#039;&#039;&#039;Character Name&#039;&#039;&#039; [AC ? | HP Current/&#039;&#039;&#039;Max&#039;&#039;&#039; | Spell DC ? (if applicable)]&lt;br /&gt;
&lt;br /&gt;
*OOC blocks are fine for showing dice rolls and brief OOC comments directly related to a particular post. Please sblock if you need to include large blocks of text related to your IC post. All other OOC content should go in the OOC thread itself.&lt;br /&gt;
&lt;br /&gt;
*Please link your results back to your dice roller.&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=384860</id>
		<title>Masks Grim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=384860"/>
		<updated>2020-07-25T03:25:18Z</updated>

		<summary type="html">&lt;p&gt;Meriss: /* The Bull */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Bull=&lt;br /&gt;
&lt;br /&gt;
GRIM&amp;lt;br&amp;gt;&lt;br /&gt;
REAL NAME: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Look&amp;lt;br&amp;gt;&lt;br /&gt;
• ambiguous&amp;lt;br&amp;gt;&lt;br /&gt;
• unclear&amp;lt;br&amp;gt;&lt;br /&gt;
• calloused hands&amp;lt;br&amp;gt;&lt;br /&gt;
• baggy clothing&amp;lt;br&amp;gt;&lt;br /&gt;
• no costume&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities&amp;lt;br&amp;gt;&lt;br /&gt;
Someone or something changed you, made you into a perfect weapon: superhumanly tough, incredibly strong, and uniquely skilled at fighting.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Labels&amp;lt;br&amp;gt;&lt;br /&gt;
DANGER +2&amp;lt;br&amp;gt;&lt;br /&gt;
FREAK +2&amp;lt;br&amp;gt;&lt;br /&gt;
SAVIOR -1&amp;lt;br&amp;gt;&lt;br /&gt;
SUPERIOR 0&amp;lt;br&amp;gt;&lt;br /&gt;
MUNDANE -1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conditions&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Afraid (-2 to directly engage a threat)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Angry (-2 to comfort or support or pierce the mask) &amp;lt;br&amp;gt;&lt;br /&gt;
❑ Guilty (-2 to provoke someone or assess the situation)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Hopeless (-2 to unleash your powers)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Insecure (-2 to defend someone or reject others’ influence)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backstory&amp;lt;br&amp;gt;&lt;br /&gt;
• Who changed you? &#039;&#039;I don&#039;t know. I only heard the word &amp;quot;Winter&amp;quot; in English once. &#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
• How did you escape from them? &#039;&#039;I don&#039;t know. I just started punching.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
• Who, outside the team, tries to take care of you now? &#039;&#039;There&#039;s a woman. Her name is Mary, I think? She says she&#039;s my mother. I don&#039;t know...&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
• Why do you try to be a hero? &#039;&#039;I mean if you&#039;re going to punch people and things for a living it might as well be for a good cause.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
• Why do you care about the team? &#039;&#039;Everyone feels like family. Yes, even the weird alien monster doll. I don&#039;t know why.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When our team first came together...&amp;lt;br&amp;gt;&lt;br /&gt;
We defeated a dangerous enemy. Who or what was it?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Relationships&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue is your love. You’ve opened up to them about the worst parts of your past.&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette is your rival. They tried to control you at a crucial moment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Influence&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue 1&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bull Moves&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Punch everyone: Whenever you charge into a fight without hedging your bets, you can shift &lt;br /&gt;
your Danger up and any other Label down.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ There when it matters: When you defend &lt;br /&gt;
someone, on a hit you can hold 1 instead of &lt;br /&gt;
choosing one from the list. Spend your hold when &lt;br /&gt;
they are in danger later to arrive on the scene &lt;br /&gt;
ready to help.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Bull’s Heart&amp;lt;br&amp;gt;&lt;br /&gt;
You always have exactly one love and one rival. You can change your love or rival at any time; give the new subject of your affections or disdain Influence over you. Take +1 ongoing to any action that impresses your love or frustrates your rival.&amp;lt;br&amp;gt;&lt;br /&gt;
Love: Ingenue&amp;lt;br&amp;gt;&lt;br /&gt;
Rival: Flechette&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
❑ Defender: When you leap to defend your love or rival in battle, roll + Danger instead of + Savior to defend them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Moment of Truth &amp;lt;br&amp;gt;&lt;br /&gt;
This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you?&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who &lt;br /&gt;
changed you know exactly where to find you...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Team Moves&amp;lt;br&amp;gt;&lt;br /&gt;
When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you share a vulnerability or weakness with someone, give them Influence and hold 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spend that hold to help them as if it were Team in the pool.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
POTENTIAL &amp;gt;&amp;gt;&amp;gt;&amp;gt;✓ &amp;gt;&amp;gt;&amp;gt;&amp;gt;✓ &amp;gt;&amp;gt;&amp;gt;&amp;gt;✓ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;lt;br&amp;gt;&lt;br /&gt;
3/5&lt;br /&gt;
Every time you roll a miss on a move, mark potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Advancement&amp;lt;br&amp;gt;&lt;br /&gt;
When you fill your potential track, you advance. Choose from the list below.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take another move from your playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take another move from your playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take a move from another playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take a move from another playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Someone permanently loses Influence over you; &lt;br /&gt;
add +1 to a Label&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Rearrange your Labels as you choose, and add &lt;br /&gt;
+1 to a Label&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Unlock your Moment of Truth&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Choose another two roles for The Bull’s Heart&amp;lt;br&amp;gt;&lt;br /&gt;
When you’ve taken five advances from the top list, you can take advances from the list below.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Unlock your Moment of Truth after it’s been used once.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Change playbooks&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take an adult move&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take an adult move&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Lock a Label, and add +1 to a Label of your &lt;br /&gt;
choice&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Retire from the life or become a paragon of the&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380899</id>
		<title>Masks Grim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380899"/>
		<updated>2020-05-29T04:10:56Z</updated>

		<summary type="html">&lt;p&gt;Meriss: /* The Bull */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Bull=&lt;br /&gt;
&lt;br /&gt;
GRIM&amp;lt;br&amp;gt;&lt;br /&gt;
REAL NAME: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Look&amp;lt;br&amp;gt;&lt;br /&gt;
• ambiguous&amp;lt;br&amp;gt;&lt;br /&gt;
• unclear&amp;lt;br&amp;gt;&lt;br /&gt;
• calloused hands&amp;lt;br&amp;gt;&lt;br /&gt;
• baggy clothing&amp;lt;br&amp;gt;&lt;br /&gt;
• no costume&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities&amp;lt;br&amp;gt;&lt;br /&gt;
Someone or something changed you, made you into a perfect weapon: superhumanly tough, incredibly strong, and uniquely skilled at fighting.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Labels&amp;lt;br&amp;gt;&lt;br /&gt;
DANGER +2&amp;lt;br&amp;gt;&lt;br /&gt;
FREAK +2&amp;lt;br&amp;gt;&lt;br /&gt;
SAVIOR -1&amp;lt;br&amp;gt;&lt;br /&gt;
SUPERIOR 0&amp;lt;br&amp;gt;&lt;br /&gt;
MUNDANE -1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conditions&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Afraid (-2 to directly engage a threat)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Angry (-2 to comfort or support or pierce the mask) &amp;lt;br&amp;gt;&lt;br /&gt;
❑ Guilty (-2 to provoke someone or assess the situation)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Hopeless (-2 to unleash your powers)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Insecure (-2 to defend someone or reject others’ influence)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backstory&amp;lt;br&amp;gt;&lt;br /&gt;
• Who changed you? &#039;&#039;I don&#039;t know. I only heard the word &amp;quot;Winter&amp;quot; in English once. &#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
• How did you escape from them? &#039;&#039;I don&#039;t know. I just started punching.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
• Who, outside the team, tries to take care of you now? &#039;&#039;There&#039;s a woman. Her name is Mary, I think? She says she&#039;s my mother. I don&#039;t know...&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
• Why do you try to be a hero? &#039;&#039;I mean if you&#039;re going to punch people and things for a living it might as well be for a good cause.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
• Why do you care about the team? &#039;&#039;Everyone feels like family. Yes, even the weird alien monster doll. I don&#039;t know why.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When our team first came together...&amp;lt;br&amp;gt;&lt;br /&gt;
We defeated a dangerous enemy. Who or what was it?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Relationships&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue is your love. You’ve opened up to them about the worst parts of your past.&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette is your rival. They tried to control you at a crucial moment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Influence&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue 1&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bull Moves&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Punch everyone: Whenever you charge into a fight without hedging your bets, you can shift &lt;br /&gt;
your Danger up and any other Label down.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ There when it matters: When you defend &lt;br /&gt;
someone, on a hit you can hold 1 instead of &lt;br /&gt;
choosing one from the list. Spend your hold when &lt;br /&gt;
they are in danger later to arrive on the scene &lt;br /&gt;
ready to help.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Bull’s Heart&amp;lt;br&amp;gt;&lt;br /&gt;
You always have exactly one love and one rival. You can change your love or rival at any time; give the new subject of your affections or disdain Influence over you. Take +1 ongoing to any action that impresses your love or frustrates your rival.&amp;lt;br&amp;gt;&lt;br /&gt;
Love: Ingenue&amp;lt;br&amp;gt;&lt;br /&gt;
Rival: Flechette&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
❑ Defender: When you leap to defend your love or rival in battle, roll + Danger instead of + Savior to defend them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Moment of Truth &amp;lt;br&amp;gt;&lt;br /&gt;
This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you?&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who &lt;br /&gt;
changed you know exactly where to find you...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Team Moves&amp;lt;br&amp;gt;&lt;br /&gt;
When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you share a vulnerability or weakness with someone, give them Influence and hold 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spend that hold to help them as if it were Team in the pool.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
POTENTIAL &amp;gt;&amp;gt;&amp;gt;&amp;gt;✓ &amp;gt;&amp;gt;&amp;gt;&amp;gt;✓ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;lt;br&amp;gt;&lt;br /&gt;
2/5&lt;br /&gt;
Every time you roll a miss on a move, mark potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Advancement&amp;lt;br&amp;gt;&lt;br /&gt;
When you fill your potential track, you advance. Choose from the list below.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take another move from your playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take another move from your playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take a move from another playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take a move from another playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Someone permanently loses Influence over you; &lt;br /&gt;
add +1 to a Label&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Rearrange your Labels as you choose, and add &lt;br /&gt;
+1 to a Label&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Unlock your Moment of Truth&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Choose another two roles for The Bull’s Heart&amp;lt;br&amp;gt;&lt;br /&gt;
When you’ve taken five advances from the top list, you can take advances from the list below.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Unlock your Moment of Truth after it’s been used once.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Change playbooks&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take an adult move&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take an adult move&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Lock a Label, and add +1 to a Label of your &lt;br /&gt;
choice&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Retire from the life or become a paragon of the&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380898</id>
		<title>Masks Grim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380898"/>
		<updated>2020-05-29T02:53:27Z</updated>

		<summary type="html">&lt;p&gt;Meriss: /* The Bull */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Bull=&lt;br /&gt;
&lt;br /&gt;
GRIM&amp;lt;br&amp;gt;&lt;br /&gt;
REAL NAME: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Look&amp;lt;br&amp;gt;&lt;br /&gt;
• ambiguous&amp;lt;br&amp;gt;&lt;br /&gt;
• unclear&amp;lt;br&amp;gt;&lt;br /&gt;
• calloused hands&amp;lt;br&amp;gt;&lt;br /&gt;
• baggy clothing&amp;lt;br&amp;gt;&lt;br /&gt;
• no costume&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities&amp;lt;br&amp;gt;&lt;br /&gt;
Someone or something changed you, made you into a perfect weapon: superhumanly tough, incredibly strong, and uniquely skilled at fighting.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Labels&amp;lt;br&amp;gt;&lt;br /&gt;
DANGER +2&amp;lt;br&amp;gt;&lt;br /&gt;
FREAK +2&amp;lt;br&amp;gt;&lt;br /&gt;
SAVIOR -1&amp;lt;br&amp;gt;&lt;br /&gt;
SUPERIOR 0&amp;lt;br&amp;gt;&lt;br /&gt;
MUNDANE -1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conditions&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Afraid (-2 to directly engage a threat)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Angry (-2 to comfort or support or pierce the mask) &amp;lt;br&amp;gt;&lt;br /&gt;
❑ Guilty (-2 to provoke someone or assess the situation)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Hopeless (-2 to unleash your powers)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Insecure (-2 to defend someone or reject others’ influence)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backstory&amp;lt;br&amp;gt;&lt;br /&gt;
• Who changed you? &#039;&#039;I don&#039;t know. I only heard the word &amp;quot;Winter&amp;quot; in English once. &#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
• How did you escape from them? &#039;&#039;I don&#039;t know. I just started punching.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
• Who, outside the team, tries to take care of you now? &#039;&#039;There&#039;s a woman. Her name is Mary, I think? She says she&#039;s my mother. I don&#039;t know...&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
• Why do you try to be a hero? &#039;&#039;I mean if you&#039;re going to punch people and things for a living it might as well be for a good cause.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
• Why do you care about the team? &#039;&#039;Everyone feels like family. Yes, even the weird alien monster doll. I don&#039;t know why.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When our team first came together...&amp;lt;br&amp;gt;&lt;br /&gt;
We defeated a dangerous enemy. Who or what was it?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Relationships&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue is your love. You’ve opened up to them about the worst parts of your past.&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette is your rival. They tried to control you at a crucial moment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Influence&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue 1&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bull Moves&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Punch everyone: Whenever you charge into a fight without hedging your bets, you can shift &lt;br /&gt;
your Danger up and any other Label down.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ There when it matters: When you defend &lt;br /&gt;
someone, on a hit you can hold 1 instead of &lt;br /&gt;
choosing one from the list. Spend your hold when &lt;br /&gt;
they are in danger later to arrive on the scene &lt;br /&gt;
ready to help.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Bull’s Heart&amp;lt;br&amp;gt;&lt;br /&gt;
You always have exactly one love and one rival. You can change your love or rival at any time; give the new subject of your affections or disdain Influence over you. Take +1 ongoing to any action that impresses your love or frustrates your rival.&amp;lt;br&amp;gt;&lt;br /&gt;
Love: Ingenue&amp;lt;br&amp;gt;&lt;br /&gt;
Rival: Flechette&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
❑ Defender: When you leap to defend your love or rival in battle, roll + Danger instead of + Savior to defend them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Moment of Truth &amp;lt;br&amp;gt;&lt;br /&gt;
This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you?&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who &lt;br /&gt;
changed you know exactly where to find you...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Team Moves&amp;lt;br&amp;gt;&lt;br /&gt;
When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you share a vulnerability or weakness with someone, give them Influence and hold 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spend that hold to help them as if it were Team in the pool.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
POTENTIAL ✓ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &lt;br /&gt;
Every time you roll a miss on a move, mark potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Advancement&amp;lt;br&amp;gt;&lt;br /&gt;
When you fill your potential track, you advance. Choose from the list below.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take another move from your playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take another move from your playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take a move from another playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take a move from another playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Someone permanently loses Influence over you; &lt;br /&gt;
add +1 to a Label&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Rearrange your Labels as you choose, and add &lt;br /&gt;
+1 to a Label&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Unlock your Moment of Truth&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Choose another two roles for The Bull’s Heart&amp;lt;br&amp;gt;&lt;br /&gt;
When you’ve taken five advances from the top list, you can take advances from the list below.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Unlock your Moment of Truth after it’s been used once.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Change playbooks&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take an adult move&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take an adult move&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Lock a Label, and add +1 to a Label of your &lt;br /&gt;
choice&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Retire from the life or become a paragon of the&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380380</id>
		<title>Masks Grim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380380"/>
		<updated>2020-05-22T03:44:48Z</updated>

		<summary type="html">&lt;p&gt;Meriss: /* The Bull */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Bull=&lt;br /&gt;
&lt;br /&gt;
GRIM&amp;lt;br&amp;gt;&lt;br /&gt;
REAL NAME: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Look&amp;lt;br&amp;gt;&lt;br /&gt;
• ambiguous&amp;lt;br&amp;gt;&lt;br /&gt;
• unclear&amp;lt;br&amp;gt;&lt;br /&gt;
• calloused hands&amp;lt;br&amp;gt;&lt;br /&gt;
• baggy clothing&amp;lt;br&amp;gt;&lt;br /&gt;
• no costume&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities&amp;lt;br&amp;gt;&lt;br /&gt;
Someone or something changed you, made you into a perfect weapon: superhumanly tough, incredibly strong, and uniquely skilled at fighting.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Labels&amp;lt;br&amp;gt;&lt;br /&gt;
DANGER +2&amp;lt;br&amp;gt;&lt;br /&gt;
FREAK +2&amp;lt;br&amp;gt;&lt;br /&gt;
SAVIOR -1&amp;lt;br&amp;gt;&lt;br /&gt;
SUPERIOR 0&amp;lt;br&amp;gt;&lt;br /&gt;
MUNDANE -1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conditions&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Afraid (-2 to directly engage a threat)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Angry (-2 to comfort or support or pierce the mask) &amp;lt;br&amp;gt;&lt;br /&gt;
❑ Guilty (-2 to provoke someone or assess the situation)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Hopeless (-2 to unleash your powers)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Insecure (-2 to defend someone or reject others’ influence)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backstory&amp;lt;br&amp;gt;&lt;br /&gt;
• Who changed you? I don&#039;t know. I only heard the word &amp;quot;Winter&amp;quot; in English once. &amp;lt;br&amp;gt;&lt;br /&gt;
• How did you escape from them? I don&#039;t know. I just started punching.&amp;lt;br&amp;gt;&lt;br /&gt;
• Who, outside the team, tries to take care of you now? There&#039;s a woman. Her name is Mary, I think? She says she&#039;s my mother. I don&#039;t know...&amp;lt;br&amp;gt;&lt;br /&gt;
• Why do you try to be a hero? I mean if you&#039;re going to punch people and things for a living it might as well be for a good cause.&amp;lt;br&amp;gt;&lt;br /&gt;
• Why do you care about the team? Everyone feels like family. Yes, even the weird alien monster doll. I don&#039;t know why.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When our team first came together...&amp;lt;br&amp;gt;&lt;br /&gt;
We defeated a dangerous enemy. Who or what was it?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Relationships&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue is your love. You’ve opened up to them about the worst parts of your past.&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette is your rival. They tried to control you at a crucial moment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Influence&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue 1&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bull Moves&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Punch everyone: Whenever you charge into a fight without hedging your bets, you can shift &lt;br /&gt;
your Danger up and any other Label down.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ There when it matters: When you defend &lt;br /&gt;
someone, on a hit you can hold 1 instead of &lt;br /&gt;
choosing one from the list. Spend your hold when &lt;br /&gt;
they are in danger later to arrive on the scene &lt;br /&gt;
ready to help.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Bull’s Heart&amp;lt;br&amp;gt;&lt;br /&gt;
You always have exactly one love and one rival. You can change your love or rival at any time; give the new subject of your affections or disdain Influence over you. Take +1 ongoing to any action that impresses your love or frustrates your rival.&amp;lt;br&amp;gt;&lt;br /&gt;
Love: Ingenue&amp;lt;br&amp;gt;&lt;br /&gt;
Rival: Flechette&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
❑ Defender: When you leap to defend your love or rival in battle, roll + Danger instead of + Savior to defend them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Moment of Truth &amp;lt;br&amp;gt;&lt;br /&gt;
This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you?&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who &lt;br /&gt;
changed you know exactly where to find you...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Team Moves&amp;lt;br&amp;gt;&lt;br /&gt;
When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you share a vulnerability or weakness with someone, give them Influence and hold 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spend that hold to help them as if it were Team in the pool.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
POTENTIAL ✓ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &lt;br /&gt;
Every time you roll a miss on a move, mark potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Advancement&amp;lt;br&amp;gt;&lt;br /&gt;
When you fill your potential track, you advance. Choose from the list below.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take another move from your playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take another move from your playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take a move from another playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take a move from another playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Someone permanently loses Influence over you; &lt;br /&gt;
add +1 to a Label&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Rearrange your Labels as you choose, and add &lt;br /&gt;
+1 to a Label&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Unlock your Moment of Truth&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Choose another two roles for The Bull’s Heart&amp;lt;br&amp;gt;&lt;br /&gt;
When you’ve taken five advances from the top list, you can take advances from the list below.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Unlock your Moment of Truth after it’s been used once.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Change playbooks&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take an adult move&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take an adult move&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Lock a Label, and add +1 to a Label of your &lt;br /&gt;
choice&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Retire from the life or become a paragon of the&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380379</id>
		<title>Masks Grim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380379"/>
		<updated>2020-05-22T03:42:33Z</updated>

		<summary type="html">&lt;p&gt;Meriss: /* The Bull */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Bull=&lt;br /&gt;
&lt;br /&gt;
GRIM&amp;lt;br&amp;gt;&lt;br /&gt;
REAL NAME: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Look&amp;lt;br&amp;gt;&lt;br /&gt;
• ambiguous&amp;lt;br&amp;gt;&lt;br /&gt;
• unclear&amp;lt;br&amp;gt;&lt;br /&gt;
• calloused hands&amp;lt;br&amp;gt;&lt;br /&gt;
• baggy clothing&amp;lt;br&amp;gt;&lt;br /&gt;
• no costume&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities&amp;lt;br&amp;gt;&lt;br /&gt;
Someone or something changed you, made you into a perfect weapon: superhumanly tough, incredibly strong, and uniquely skilled at fighting.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Labels&amp;lt;br&amp;gt;&lt;br /&gt;
DANGER +2&amp;lt;br&amp;gt;&lt;br /&gt;
FREAK +3&amp;lt;br&amp;gt;&lt;br /&gt;
SAVIOR -1&amp;lt;br&amp;gt;&lt;br /&gt;
SUPERIOR 0&amp;lt;br&amp;gt;&lt;br /&gt;
MUNDANE -1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conditions&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Afraid (-2 to directly engage a threat)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Angry (-2 to comfort or support or pierce the mask) &amp;lt;br&amp;gt;&lt;br /&gt;
❑ Guilty (-2 to provoke someone or assess the situation)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Hopeless (-2 to unleash your powers)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Insecure (-2 to defend someone or reject others’ influence)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backstory&amp;lt;br&amp;gt;&lt;br /&gt;
• Who changed you? I don&#039;t know. I only heard the word &amp;quot;Winter&amp;quot; in English once. &amp;lt;br&amp;gt;&lt;br /&gt;
• How did you escape from them? I don&#039;t know. I just started punching.&amp;lt;br&amp;gt;&lt;br /&gt;
• Who, outside the team, tries to take care of you now? There&#039;s a woman. Her name is Mary, I think? She says she&#039;s my mother. I don&#039;t know...&amp;lt;br&amp;gt;&lt;br /&gt;
• Why do you try to be a hero? I mean if you&#039;re going to punch people and things for a living it might as well be for a good cause.&amp;lt;br&amp;gt;&lt;br /&gt;
• Why do you care about the team? Everyone feels like family. Yes, even the weird alien monster doll. I don&#039;t know why.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When our team first came together...&amp;lt;br&amp;gt;&lt;br /&gt;
We defeated a dangerous enemy. Who or what was it?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Relationships&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue is your love. You’ve opened up to them about the worst parts of your past.&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette is your rival. They tried to control you at a crucial moment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Influence&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue 1&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bull Moves&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Punch everyone: Whenever you charge into a fight without hedging your bets, you can shift &lt;br /&gt;
your Danger up and any other Label down.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ There when it matters: When you defend &lt;br /&gt;
someone, on a hit you can hold 1 instead of &lt;br /&gt;
choosing one from the list. Spend your hold when &lt;br /&gt;
they are in danger later to arrive on the scene &lt;br /&gt;
ready to help.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Bull’s Heart&amp;lt;br&amp;gt;&lt;br /&gt;
You always have exactly one love and one rival. You can change your love or rival at any time; give the new subject of your affections or disdain Influence over you. Take +1 ongoing to any action that impresses your love or frustrates your rival.&amp;lt;br&amp;gt;&lt;br /&gt;
Love: Ingenue&amp;lt;br&amp;gt;&lt;br /&gt;
Rival: Flechette&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
❑ Defender: When you leap to defend your love or rival in battle, roll + Danger instead of + Savior to defend them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Moment of Truth &amp;lt;br&amp;gt;&lt;br /&gt;
This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you?&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who &lt;br /&gt;
changed you know exactly where to find you...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Team Moves&amp;lt;br&amp;gt;&lt;br /&gt;
When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you share a vulnerability or weakness with someone, give them Influence and hold 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spend that hold to help them as if it were Team in the pool.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
POTENTIAL ✓ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &lt;br /&gt;
Every time you roll a miss on a move, mark potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Advancement&amp;lt;br&amp;gt;&lt;br /&gt;
When you fill your potential track, you advance. Choose from the list below.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take another move from your playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take another move from your playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take a move from another playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take a move from another playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Someone permanently loses Influence over you; &lt;br /&gt;
add +1 to a Label&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Rearrange your Labels as you choose, and add &lt;br /&gt;
+1 to a Label&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Unlock your Moment of Truth&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Choose another two roles for The Bull’s Heart&amp;lt;br&amp;gt;&lt;br /&gt;
When you’ve taken five advances from the top list, you can take advances from the list below.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Unlock your Moment of Truth after it’s been used once.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Change playbooks&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take an adult move&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take an adult move&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Lock a Label, and add +1 to a Label of your &lt;br /&gt;
choice&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Retire from the life or become a paragon of the&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380378</id>
		<title>Masks Grim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380378"/>
		<updated>2020-05-22T03:35:21Z</updated>

		<summary type="html">&lt;p&gt;Meriss: /* The Bull */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Bull=&lt;br /&gt;
&lt;br /&gt;
GRIM&amp;lt;br&amp;gt;&lt;br /&gt;
REAL NAME: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Look&amp;lt;br&amp;gt;&lt;br /&gt;
• ambiguous&amp;lt;br&amp;gt;&lt;br /&gt;
• unclear&amp;lt;br&amp;gt;&lt;br /&gt;
• calloused hands&amp;lt;br&amp;gt;&lt;br /&gt;
• baggy clothing&amp;lt;br&amp;gt;&lt;br /&gt;
• no costume&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities&amp;lt;br&amp;gt;&lt;br /&gt;
Someone or something changed you, made you into a perfect weapon: superhumanly tough, incredibly strong, and uniquely skilled at fighting.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Labels&amp;lt;br&amp;gt;&lt;br /&gt;
DANGER +2&amp;lt;br&amp;gt;&lt;br /&gt;
FREAK +3&amp;lt;br&amp;gt;&lt;br /&gt;
SAVIOR -1&amp;lt;br&amp;gt;&lt;br /&gt;
SUPERIOR 0&amp;lt;br&amp;gt;&lt;br /&gt;
MUNDANE -2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conditions&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Afraid (-2 to directly engage a threat)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Angry (-2 to comfort or support or pierce the mask) &amp;lt;br&amp;gt;&lt;br /&gt;
❑ Guilty (-2 to provoke someone or assess the situation)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Hopeless (-2 to unleash your powers)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Insecure (-2 to defend someone or reject others’ influence)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backstory&amp;lt;br&amp;gt;&lt;br /&gt;
• Who changed you? I don&#039;t know. I only heard the word &amp;quot;Winter&amp;quot; in English once. &amp;lt;br&amp;gt;&lt;br /&gt;
• How did you escape from them? I don&#039;t know. I just started punching.&amp;lt;br&amp;gt;&lt;br /&gt;
• Who, outside the team, tries to take care of you now? There&#039;s a woman. Her name is Mary, I think? She says she&#039;s my mother. I don&#039;t know...&amp;lt;br&amp;gt;&lt;br /&gt;
• Why do you try to be a hero? I mean if you&#039;re going to punch people and things for a living it might as well be for a good cause.&amp;lt;br&amp;gt;&lt;br /&gt;
• Why do you care about the team? Everyone feels like family. Yes, even the weird alien monster doll. I don&#039;t know why.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When our team first came together...&amp;lt;br&amp;gt;&lt;br /&gt;
We defeated a dangerous enemy. Who or what was it?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Relationships&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue is your love. You’ve opened up to them about the worst parts of your past.&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette is your rival. They tried to control you at a crucial moment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Influence&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue 1&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bull Moves&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Punch everyone: Whenever you charge into a fight without hedging your bets, you can shift &lt;br /&gt;
your Danger up and any other Label down.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ There when it matters: When you defend &lt;br /&gt;
someone, on a hit you can hold 1 instead of &lt;br /&gt;
choosing one from the list. Spend your hold when &lt;br /&gt;
they are in danger later to arrive on the scene &lt;br /&gt;
ready to help.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Bull’s Heart&amp;lt;br&amp;gt;&lt;br /&gt;
You always have exactly one love and one rival. You can change your love or rival at any time; give the new subject of your affections or disdain Influence over you. Take +1 ongoing to any action that impresses your love or frustrates your rival.&amp;lt;br&amp;gt;&lt;br /&gt;
Love: Ingenue&amp;lt;br&amp;gt;&lt;br /&gt;
Rival: Flechette&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
❑ Defender: When you leap to defend your love or rival in battle, roll + Danger instead of + Savior to defend them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Moment of Truth &amp;lt;br&amp;gt;&lt;br /&gt;
This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you?&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who &lt;br /&gt;
changed you know exactly where to find you...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Team Moves&amp;lt;br&amp;gt;&lt;br /&gt;
When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you share a vulnerability or weakness with someone, give them Influence and hold 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spend that hold to help them as if it were Team in the pool.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
POTENTIAL ✓ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &lt;br /&gt;
Every time you roll a miss on a move, mark potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Advancement&amp;lt;br&amp;gt;&lt;br /&gt;
When you fill your potential track, you advance. Choose from the list below.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take another move from your playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take another move from your playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take a move from another playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take a move from another playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Someone permanently loses Influence over you; &lt;br /&gt;
add +1 to a Label&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Rearrange your Labels as you choose, and add &lt;br /&gt;
+1 to a Label&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Unlock your Moment of Truth&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Choose another two roles for The Bull’s Heart&amp;lt;br&amp;gt;&lt;br /&gt;
When you’ve taken five advances from the top list, you can take advances from the list below.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Unlock your Moment of Truth after it’s been used once.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Change playbooks&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take an adult move&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take an adult move&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Lock a Label, and add +1 to a Label of your &lt;br /&gt;
choice&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Retire from the life or become a paragon of the&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380377</id>
		<title>Masks Grim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380377"/>
		<updated>2020-05-22T03:31:48Z</updated>

		<summary type="html">&lt;p&gt;Meriss: /* The Bull */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Bull=&lt;br /&gt;
&lt;br /&gt;
GRIM&amp;lt;br&amp;gt;&lt;br /&gt;
REAL NAME: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Look&amp;lt;br&amp;gt;&lt;br /&gt;
• ambiguous&amp;lt;br&amp;gt;&lt;br /&gt;
• unclear&amp;lt;br&amp;gt;&lt;br /&gt;
• calloused hands&amp;lt;br&amp;gt;&lt;br /&gt;
• baggy clothing&amp;lt;br&amp;gt;&lt;br /&gt;
• no costume&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities&amp;lt;br&amp;gt;&lt;br /&gt;
Someone or something changed you, made you into a perfect weapon: superhumanly tough, incredibly strong, and uniquely skilled at fighting.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Labels&amp;lt;br&amp;gt;&lt;br /&gt;
DANGER +3&amp;lt;br&amp;gt;&lt;br /&gt;
FREAK +1&amp;lt;br&amp;gt;&lt;br /&gt;
SAVIOR -1&amp;lt;br&amp;gt;&lt;br /&gt;
SUPERIOR 0&amp;lt;br&amp;gt;&lt;br /&gt;
MUNDANE -1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conditions&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Afraid (-2 to directly engage a threat)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Angry (-2 to comfort or support or pierce the mask) &amp;lt;br&amp;gt;&lt;br /&gt;
❑ Guilty (-2 to provoke someone or assess the situation)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Hopeless (-2 to unleash your powers)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Insecure (-2 to defend someone or reject others’ influence)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backstory&amp;lt;br&amp;gt;&lt;br /&gt;
• Who changed you? I don&#039;t know. I only heard the word &amp;quot;Winter&amp;quot; in English once. &amp;lt;br&amp;gt;&lt;br /&gt;
• How did you escape from them? I don&#039;t know. I just started punching.&amp;lt;br&amp;gt;&lt;br /&gt;
• Who, outside the team, tries to take care of you now? There&#039;s a woman. Her name is Mary, I think? She says she&#039;s my mother. I don&#039;t know...&amp;lt;br&amp;gt;&lt;br /&gt;
• Why do you try to be a hero? I mean if you&#039;re going to punch people and things for a living it might as well be for a good cause.&amp;lt;br&amp;gt;&lt;br /&gt;
• Why do you care about the team? Everyone feels like family. Yes, even the weird alien monster doll. I don&#039;t know why.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When our team first came together...&amp;lt;br&amp;gt;&lt;br /&gt;
We defeated a dangerous enemy. Who or what was it?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Relationships&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue is your love. You’ve opened up to them about the worst parts of your past.&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette is your rival. They tried to control you at a crucial moment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Influence&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue 1&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bull Moves&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Punch everyone: Whenever you charge into a fight without hedging your bets, you can shift &lt;br /&gt;
your Danger up and any other Label down.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ There when it matters: When you defend &lt;br /&gt;
someone, on a hit you can hold 1 instead of &lt;br /&gt;
choosing one from the list. Spend your hold when &lt;br /&gt;
they are in danger later to arrive on the scene &lt;br /&gt;
ready to help.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Bull’s Heart&amp;lt;br&amp;gt;&lt;br /&gt;
You always have exactly one love and one rival. You can change your love or rival at any time; give the new subject of your affections or disdain Influence over you. Take +1 ongoing to any action that impresses your love or frustrates your rival.&amp;lt;br&amp;gt;&lt;br /&gt;
Love: Ingenue&amp;lt;br&amp;gt;&lt;br /&gt;
Rival: Flechette&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
❑ Defender: When you leap to defend your love or rival in battle, roll + Danger instead of + Savior to defend them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Moment of Truth &amp;lt;br&amp;gt;&lt;br /&gt;
This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you?&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who &lt;br /&gt;
changed you know exactly where to find you...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Team Moves&amp;lt;br&amp;gt;&lt;br /&gt;
When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you share a vulnerability or weakness with someone, give them Influence and hold 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spend that hold to help them as if it were Team in the pool.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
POTENTIAL ✓ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &lt;br /&gt;
Every time you roll a miss on a move, mark potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Advancement&amp;lt;br&amp;gt;&lt;br /&gt;
When you fill your potential track, you advance. Choose from the list below.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take another move from your playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take another move from your playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take a move from another playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take a move from another playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Someone permanently loses Influence over you; &lt;br /&gt;
add +1 to a Label&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Rearrange your Labels as you choose, and add &lt;br /&gt;
+1 to a Label&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Unlock your Moment of Truth&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Choose another two roles for The Bull’s Heart&amp;lt;br&amp;gt;&lt;br /&gt;
When you’ve taken five advances from the top list, you can take advances from the list below.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Unlock your Moment of Truth after it’s been used once.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Change playbooks&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take an adult move&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take an adult move&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Lock a Label, and add +1 to a Label of your &lt;br /&gt;
choice&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Retire from the life or become a paragon of the&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380373</id>
		<title>Masks Grim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380373"/>
		<updated>2020-05-22T01:59:01Z</updated>

		<summary type="html">&lt;p&gt;Meriss: /* The Bull */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Bull=&lt;br /&gt;
&lt;br /&gt;
GRIM&amp;lt;br&amp;gt;&lt;br /&gt;
REAL NAME: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Look&amp;lt;br&amp;gt;&lt;br /&gt;
• ambiguous&amp;lt;br&amp;gt;&lt;br /&gt;
• unclear&amp;lt;br&amp;gt;&lt;br /&gt;
• calloused hands&amp;lt;br&amp;gt;&lt;br /&gt;
• baggy clothing&amp;lt;br&amp;gt;&lt;br /&gt;
• no costume&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities&amp;lt;br&amp;gt;&lt;br /&gt;
Someone or something changed you, made you into a perfect weapon: superhumanly tough, incredibly strong, and uniquely skilled at fighting.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Labels&amp;lt;br&amp;gt;&lt;br /&gt;
DANGER +3&amp;lt;br&amp;gt;&lt;br /&gt;
FREAK +1&amp;lt;br&amp;gt;&lt;br /&gt;
SAVIOR -1&amp;lt;br&amp;gt;&lt;br /&gt;
SUPERIOR 0&amp;lt;br&amp;gt;&lt;br /&gt;
MUNDANE -1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conditions&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Afraid (-2 to directly engage a threat)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Angry (-2 to comfort or support or pierce the mask) &amp;lt;br&amp;gt;&lt;br /&gt;
❑ Guilty (-2 to provoke someone or assess the situation)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Hopeless (-2 to unleash your powers)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Insecure (-2 to defend someone or reject others’ influence)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backstory&amp;lt;br&amp;gt;&lt;br /&gt;
• Who changed you? I don&#039;t know. I only heard the word &amp;quot;Winter&amp;quot; in English once. &amp;lt;br&amp;gt;&lt;br /&gt;
• How did you escape from them? I don&#039;t know. I just started punching.&amp;lt;br&amp;gt;&lt;br /&gt;
• Who, outside the team, tries to take care of you now? There&#039;s a woman. Her name is Mary, I think? She says she&#039;s my mother. I don&#039;t know...&amp;lt;br&amp;gt;&lt;br /&gt;
• Why do you try to be a hero? I mean if you&#039;re going to punch people and things for a living it might as well be for a good cause.&amp;lt;br&amp;gt;&lt;br /&gt;
• Why do you care about the team? Everyone feels like family. Yes, even the weird alien monster doll. I don&#039;t know why.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When our team first came together...&amp;lt;br&amp;gt;&lt;br /&gt;
We defeated a dangerous enemy. Who or what was it?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Relationships&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue is your love. You’ve opened up to them about the worst parts of your past.&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette is your rival. They tried to control you at a crucial moment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Influence&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue 1&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bull Moves&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Punch everyone: Whenever you charge into a fight without hedging your bets, you can shift &lt;br /&gt;
your Danger up and any other Label down.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ There when it matters: When you defend &lt;br /&gt;
someone, on a hit you can hold 1 instead of &lt;br /&gt;
choosing one from the list. Spend your hold when &lt;br /&gt;
they are in danger later to arrive on the scene &lt;br /&gt;
ready to help.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Bull’s Heart&amp;lt;br&amp;gt;&lt;br /&gt;
You always have exactly one love and one rival. You can change your love or rival at any time; give the new subject of your affections or disdain Influence over you. Take +1 ongoing to any action that impresses your love or frustrates your rival.&amp;lt;br&amp;gt;&lt;br /&gt;
Love: Ingenue&amp;lt;br&amp;gt;&lt;br /&gt;
Rival: Flechette&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
❑ Defender: When you leap to defend your love or rival in battle, roll + Danger instead of + Savior to defend them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Moment of Truth &amp;lt;br&amp;gt;&lt;br /&gt;
This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you?&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who &lt;br /&gt;
changed you know exactly where to find you...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Team Moves&amp;lt;br&amp;gt;&lt;br /&gt;
When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you share a vulnerability or weakness with someone, give them Influence and hold 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spend that hold to help them as if it were Team in the pool.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
POTENTIAL 0&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &lt;br /&gt;
Every time you roll a miss on a move, mark potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Advancement&amp;lt;br&amp;gt;&lt;br /&gt;
When you fill your potential track, you advance. Choose from the list below.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take another move from your playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take another move from your playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take a move from another playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take a move from another playbook&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Someone permanently loses Influence over you; &lt;br /&gt;
add +1 to a Label&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Rearrange your Labels as you choose, and add &lt;br /&gt;
+1 to a Label&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Unlock your Moment of Truth&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Choose another two roles for The Bull’s Heart&amp;lt;br&amp;gt;&lt;br /&gt;
When you’ve taken five advances from the top list, you can take advances from the list below.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Unlock your Moment of Truth after it’s been used once.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Change playbooks&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take an adult move&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Take an adult move&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Lock a Label, and add +1 to a Label of your &lt;br /&gt;
choice&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Retire from the life or become a paragon of the&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380017</id>
		<title>Masks Grim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380017"/>
		<updated>2020-05-14T03:46:47Z</updated>

		<summary type="html">&lt;p&gt;Meriss: /* The Bull */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Bull=&lt;br /&gt;
&lt;br /&gt;
GRIM&amp;lt;br&amp;gt;&lt;br /&gt;
REAL NAME: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Look&amp;lt;br&amp;gt;&lt;br /&gt;
• ambiguous&amp;lt;br&amp;gt;&lt;br /&gt;
• unclear&amp;lt;br&amp;gt;&lt;br /&gt;
• calloused hands&amp;lt;br&amp;gt;&lt;br /&gt;
• baggy clothing&amp;lt;br&amp;gt;&lt;br /&gt;
• no costume&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities&amp;lt;br&amp;gt;&lt;br /&gt;
Someone or something changed you, made you into a perfect weapon: superhumanly tough, incredibly strong, and uniquely skilled at fighting.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Labels&amp;lt;br&amp;gt;&lt;br /&gt;
DANGER +3&amp;lt;br&amp;gt;&lt;br /&gt;
FREAK +2&amp;lt;br&amp;gt;&lt;br /&gt;
SAVIOR -1&amp;lt;br&amp;gt;&lt;br /&gt;
SUPERIOR 0&amp;lt;br&amp;gt;&lt;br /&gt;
MUNDANE -1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conditions&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Afraid (-2 to directly engage a threat)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Angry (-2 to comfort or support or pierce the mask) &amp;lt;br&amp;gt;&lt;br /&gt;
❑ Guilty (-2 to provoke someone or assess the situation)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Hopeless (-2 to unleash your powers)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Insecure (-2 to defend someone or reject others’ influence)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backstory&amp;lt;br&amp;gt;&lt;br /&gt;
• Who changed you? I don&#039;t know. I only heard the word &amp;quot;Winter&amp;quot; in English once. &amp;lt;br&amp;gt;&lt;br /&gt;
• How did you escape from them? I don&#039;t know. I just started punching.&amp;lt;br&amp;gt;&lt;br /&gt;
• Who, outside the team, tries to take care of you now? There&#039;s a woman. Her name is Mary, I think? She says she&#039;s my mother. I don&#039;t know...&amp;lt;br&amp;gt;&lt;br /&gt;
• Why do you try to be a hero? I mean if you&#039;re going to punch people and things for a living it might as well be for a good cause.&amp;lt;br&amp;gt;&lt;br /&gt;
• Why do you care about the team? Everyone feels like family. Yes, even the weird alien monster doll. I don&#039;t know why.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When our team first came together...&amp;lt;br&amp;gt;&lt;br /&gt;
We defeated a dangerous enemy. Who or what was it?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Relationships&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue is your love. You’ve opened up to them about the worst parts of your past.&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette is your rival. They tried to control you at a crucial moment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Influence&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue 1&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bull Moves&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Punch everyone: Whenever you charge into a fight without hedging your bets, you can shift &lt;br /&gt;
your Danger up and any other Label down.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ There when it matters: When you defend &lt;br /&gt;
someone, on a hit you can hold 1 instead of &lt;br /&gt;
choosing one from the list. Spend your hold when &lt;br /&gt;
they are in danger later to arrive on the scene &lt;br /&gt;
ready to help.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Bull’s Heart&amp;lt;br&amp;gt;&lt;br /&gt;
You always have exactly one love and one rival. You can change your love or rival at any time; give the new subject of your affections or disdain Influence over you. Take +1 ongoing to any action that impresses your love or frustrates your rival.&amp;lt;br&amp;gt;&lt;br /&gt;
Love: Ingenue&amp;lt;br&amp;gt;&lt;br /&gt;
Rival: Flechette&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
❑ Defender: When you leap to defend your love or rival in battle, roll + Danger instead of + Savior to defend them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Moment of Truth &amp;lt;br&amp;gt;&lt;br /&gt;
This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you?&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who &lt;br /&gt;
changed you know exactly where to find you...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Team Moves&amp;lt;br&amp;gt;&lt;br /&gt;
When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you share a vulnerability or weakness with someone, give them Influence and hold 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spend that hold to help them as if it were Team in the pool.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
POTENTIAL &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &lt;br /&gt;
Every time you roll a miss on a move, mark potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Advancement&amp;lt;br&amp;gt;&lt;br /&gt;
When you fill your potential track, you advance. Choose from the list below. &lt;br /&gt;
❑ Take another move from your playbook&lt;br /&gt;
❑ Take another move from your playbook&lt;br /&gt;
❑ Take a move from another playbook&lt;br /&gt;
❑ Take a move from another playbook&lt;br /&gt;
❑ Someone permanently loses Influence over you; &lt;br /&gt;
add +1 to a Label&lt;br /&gt;
❑ Rearrange your Labels as you choose, and add &lt;br /&gt;
+1 to a Label &lt;br /&gt;
❑ Unlock your Moment of Truth&lt;br /&gt;
❑ Choose another two roles for The Bull’s Heart&lt;br /&gt;
When you’ve taken five advances from the top list, you can take advances from the list below.&lt;br /&gt;
❑ Unlock your Moment of Truth after it’s been used &lt;br /&gt;
once&lt;br /&gt;
❑ Change playbooks&lt;br /&gt;
❑ Take an adult move&lt;br /&gt;
❑ Take an adult move&lt;br /&gt;
❑ Lock a Label, and add +1 to a Label of your &lt;br /&gt;
choice&lt;br /&gt;
❑ Retire from the life or become a paragon of the&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380013</id>
		<title>Masks Grim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380013"/>
		<updated>2020-05-14T03:09:22Z</updated>

		<summary type="html">&lt;p&gt;Meriss: /* The Bull */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Bull=&lt;br /&gt;
&lt;br /&gt;
GRIM&amp;lt;br&amp;gt;&lt;br /&gt;
REAL NAME: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Look&amp;lt;br&amp;gt;&lt;br /&gt;
• ambiguous&amp;lt;br&amp;gt;&lt;br /&gt;
• unclear&amp;lt;br&amp;gt;&lt;br /&gt;
• calloused hands&amp;lt;br&amp;gt;&lt;br /&gt;
• baggy clothing&amp;lt;br&amp;gt;&lt;br /&gt;
• no costume&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities&amp;lt;br&amp;gt;&lt;br /&gt;
Someone or something changed you, made you into a perfect weapon: superhumanly tough, incredibly strong, and uniquely skilled at fighting.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Labels&amp;lt;br&amp;gt;&lt;br /&gt;
DANGER +2&amp;lt;br&amp;gt;&lt;br /&gt;
FREAK +1&amp;lt;br&amp;gt;&lt;br /&gt;
SAVIOR 0&amp;lt;br&amp;gt;&lt;br /&gt;
SUPERIOR +1&amp;lt;br&amp;gt;&lt;br /&gt;
MUNDANE -1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conditions&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Afraid (-2 to directly engage a threat)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Angry (-2 to comfort or support or pierce the mask) &amp;lt;br&amp;gt;&lt;br /&gt;
❑ Guilty (-2 to provoke someone or assess the situation)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Hopeless (-2 to unleash your powers)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Insecure (-2 to defend someone or reject others’ influence)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backstory&amp;lt;br&amp;gt;&lt;br /&gt;
• Who changed you? I don&#039;t know. I only heard the word &amp;quot;Winter&amp;quot; in English once. &amp;lt;br&amp;gt;&lt;br /&gt;
• How did you escape from them? I don&#039;t know. I just started punching.&amp;lt;br&amp;gt;&lt;br /&gt;
• Who, outside the team, tries to take care of you now? There&#039;s a woman. Her name is Mary, I think? She says she&#039;s my mother. I don&#039;t know...&amp;lt;br&amp;gt;&lt;br /&gt;
• Why do you try to be a hero? I mean if you&#039;re going to punch people and things for a living it might as well be for a good cause.&amp;lt;br&amp;gt;&lt;br /&gt;
• Why do you care about the team? Everyone feels like family. Yes, even the weird alien monster doll. I don&#039;t know why.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When our team first came together...&amp;lt;br&amp;gt;&lt;br /&gt;
We defeated a dangerous enemy. Who or what was it?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Relationships&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue is your love. You’ve opened up to them about the worst parts of your past.&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette is your rival. They tried to control you at a crucial moment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Influence&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue 1&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bull Moves&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Punch everyone: Whenever you charge into a fight without hedging your bets, you can shift &lt;br /&gt;
your Danger up and any other Label down.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ There when it matters: When you defend &lt;br /&gt;
someone, on a hit you can hold 1 instead of &lt;br /&gt;
choosing one from the list. Spend your hold when &lt;br /&gt;
they are in danger later to arrive on the scene &lt;br /&gt;
ready to help.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Bull’s Heart&amp;lt;br&amp;gt;&lt;br /&gt;
You always have exactly one love and one rival. You can change your love or rival at any time; give the new subject of your affections or disdain Influence over you. Take +1 ongoing to any action that impresses your love or frustrates your rival.&amp;lt;br&amp;gt;&lt;br /&gt;
Love: Ingenue&amp;lt;br&amp;gt;&lt;br /&gt;
Rival: Flechette&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
❑ Defender: When you leap to defend your love or rival in battle, roll + Danger instead of + Savior to defend them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Moment of Truth &amp;lt;br&amp;gt;&lt;br /&gt;
This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you?&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who &lt;br /&gt;
changed you know exactly where to find you...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Team Moves&amp;lt;br&amp;gt;&lt;br /&gt;
When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you share a vulnerability or weakness with someone, give them Influence and hold 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spend that hold to help them as if it were Team in the pool.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
POTENTIAL &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &lt;br /&gt;
Every time you roll a miss on a move, mark potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Advancement&amp;lt;br&amp;gt;&lt;br /&gt;
When you fill your potential track, you advance. Choose from the list below. &lt;br /&gt;
❑ Take another move from your playbook&lt;br /&gt;
❑ Take another move from your playbook&lt;br /&gt;
❑ Take a move from another playbook&lt;br /&gt;
❑ Take a move from another playbook&lt;br /&gt;
❑ Someone permanently loses Influence over you; &lt;br /&gt;
add +1 to a Label&lt;br /&gt;
❑ Rearrange your Labels as you choose, and add &lt;br /&gt;
+1 to a Label &lt;br /&gt;
❑ Unlock your Moment of Truth&lt;br /&gt;
❑ Choose another two roles for The Bull’s Heart&lt;br /&gt;
When you’ve taken five advances from the top list, you can take advances from the list below.&lt;br /&gt;
❑ Unlock your Moment of Truth after it’s been used &lt;br /&gt;
once&lt;br /&gt;
❑ Change playbooks&lt;br /&gt;
❑ Take an adult move&lt;br /&gt;
❑ Take an adult move&lt;br /&gt;
❑ Lock a Label, and add +1 to a Label of your &lt;br /&gt;
choice&lt;br /&gt;
❑ Retire from the life or become a paragon of the&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380012</id>
		<title>Masks Grim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380012"/>
		<updated>2020-05-14T02:41:09Z</updated>

		<summary type="html">&lt;p&gt;Meriss: /* The Bull */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Bull=&lt;br /&gt;
&lt;br /&gt;
GRIM&amp;lt;br&amp;gt;&lt;br /&gt;
REAL NAME: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Look&amp;lt;br&amp;gt;&lt;br /&gt;
• ambiguous&amp;lt;br&amp;gt;&lt;br /&gt;
• unclear&amp;lt;br&amp;gt;&lt;br /&gt;
• calloused hands&amp;lt;br&amp;gt;&lt;br /&gt;
• baggy clothing&amp;lt;br&amp;gt;&lt;br /&gt;
• no costume&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities&amp;lt;br&amp;gt;&lt;br /&gt;
Someone or something changed you, made you into a perfect weapon: superhumanly tough, incredibly strong, and uniquely skilled at fighting.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Labels&amp;lt;br&amp;gt;&lt;br /&gt;
DANGER +2&amp;lt;br&amp;gt;&lt;br /&gt;
FREAK +1&amp;lt;br&amp;gt;&lt;br /&gt;
SAVIOR 0&amp;lt;br&amp;gt;&lt;br /&gt;
SUPERIOR +1&amp;lt;br&amp;gt;&lt;br /&gt;
MUNDANE -1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conditions&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Afraid (-2 to directly engage a threat)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Angry (-2 to comfort or support or pierce the mask) br&amp;gt;&lt;br /&gt;
❑ Guilty (-2 to provoke someone or assess the situation)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Hopeless (-2 to unleash your powers)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Insecure (-2 to defend someone or reject others’ influence)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backstory&amp;lt;br&amp;gt;&lt;br /&gt;
• Who changed you? I don&#039;t know. I only heard the word &amp;quot;Winter&amp;quot; in English once. &amp;lt;br&amp;gt;&lt;br /&gt;
• How did you escape from them? I don&#039;t know. I just started punching.&amp;lt;br&amp;gt;&lt;br /&gt;
• Who, outside the team, tries to take care of you now? There&#039;s a woman. Her name is Mary, I think? She says she&#039;s my mother. I don&#039;t know...&amp;lt;br&amp;gt;&lt;br /&gt;
• Why do you try to be a hero? I mean if you&#039;re going to punch people and things for a living it might as well be for a good cause.&amp;lt;br&amp;gt;&lt;br /&gt;
• Why do you care about the team? Everyone feels like family. Yes, even the weird alien monster doll. I don&#039;t know why.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When our team first came together...&amp;lt;br&amp;gt;&lt;br /&gt;
We defeated a dangerous enemy. Who or what was it?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Relationships&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue is your love. You’ve opened up to them about the worst parts of your past.&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette is your rival. They tried to control you at a crucial moment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Influence&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue 1&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bull Moves&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Punch everyone: Whenever you charge into a &lt;br /&gt;
fight without hedging your bets, you can shift &lt;br /&gt;
your Danger up and any other Label down.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ There when it matters: When you defend &lt;br /&gt;
someone, on a hit you can hold 1 instead of &lt;br /&gt;
choosing one from the list. Spend your hold when &lt;br /&gt;
they are in danger later to arrive on the scene &lt;br /&gt;
ready to help.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Bull’s Heart&amp;lt;br&amp;gt;&lt;br /&gt;
You always have exactly one love and one rival. You can change your love or rival at any time; give the new subject of your affections or disdain Influence over you. Take +1 ongoing to any action that impresses your love or frustrates your rival.&amp;lt;br&amp;gt;&lt;br /&gt;
Love: Ingenue&amp;lt;br&amp;gt;&lt;br /&gt;
Rival: Flechette&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
❑ Defender: When you leap to defend your love or rival in battle, roll + Danger instead of + Savior to defend them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Moment of Truth &amp;lt;br&amp;gt;&lt;br /&gt;
This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you?&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who &lt;br /&gt;
changed you know exactly where to find you...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Team Moves&amp;lt;br&amp;gt;&lt;br /&gt;
When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you share a vulnerability or weakness with someone, give them Influence and hold 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spend that hold to help them as if it were Team in the pool.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
POTENTIAL &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &amp;gt;&amp;gt;&amp;gt;&amp;gt;❑ &lt;br /&gt;
Every time you roll a miss on a move, mark potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Advancement&amp;lt;br&amp;gt;&lt;br /&gt;
When you fill your potential track, you advance. Choose from the list below. &lt;br /&gt;
❑ Take another move from your playbook&lt;br /&gt;
❑ Take another move from your playbook&lt;br /&gt;
❑ Take a move from another playbook&lt;br /&gt;
❑ Take a move from another playbook&lt;br /&gt;
❑ Someone permanently loses Influence over you; &lt;br /&gt;
add +1 to a Label&lt;br /&gt;
❑ Rearrange your Labels as you choose, and add &lt;br /&gt;
+1 to a Label &lt;br /&gt;
❑ Unlock your Moment of Truth&lt;br /&gt;
❑ Choose another two roles for The Bull’s Heart&lt;br /&gt;
When you’ve taken five advances from the top list, you can take advances from the list below.&lt;br /&gt;
❑ Unlock your Moment of Truth after it’s been used &lt;br /&gt;
once&lt;br /&gt;
❑ Change playbooks&lt;br /&gt;
❑ Take an adult move&lt;br /&gt;
❑ Take an adult move&lt;br /&gt;
❑ Lock a Label, and add +1 to a Label of your &lt;br /&gt;
choice&lt;br /&gt;
❑ Retire from the life or become a paragon of the&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380011</id>
		<title>Masks Grim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380011"/>
		<updated>2020-05-14T01:56:32Z</updated>

		<summary type="html">&lt;p&gt;Meriss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Bull=&lt;br /&gt;
&lt;br /&gt;
GRIM&amp;lt;br&amp;gt;&lt;br /&gt;
REAL NAME: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Look&amp;lt;br&amp;gt;&lt;br /&gt;
• ambiguous&amp;lt;br&amp;gt;&lt;br /&gt;
• unclear&amp;lt;br&amp;gt;&lt;br /&gt;
• calloused hands&amp;lt;br&amp;gt;&lt;br /&gt;
• baggy clothing&amp;lt;br&amp;gt;&lt;br /&gt;
• no costume&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities&amp;lt;br&amp;gt;&lt;br /&gt;
Someone or something changed you, made you into a perfect weapon: superhumanly tough, incredibly strong, and uniquely skilled at fighting.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Labels&amp;lt;br&amp;gt;&lt;br /&gt;
DANGER +2&amp;lt;br&amp;gt;&lt;br /&gt;
FREAK +1&amp;lt;br&amp;gt;&lt;br /&gt;
SAVIOR 0&amp;lt;br&amp;gt;&lt;br /&gt;
SUPERIOR +1&amp;lt;br&amp;gt;&lt;br /&gt;
MUNDANE -1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conditions&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Afraid (-2 to directly engage a threat)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Angry (-2 to comfort or support or pierce the mask) br&amp;gt;&lt;br /&gt;
❑ Guilty (-2 to provoke someone or assess the situation)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Hopeless (-2 to unleash your powers)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Insecure (-2 to defend someone or reject others’ influence)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backstory&amp;lt;br&amp;gt;&lt;br /&gt;
• Who changed you? I don&#039;t know. I only heard the word &amp;quot;Winter&amp;quot; in English once. &amp;lt;br&amp;gt;&lt;br /&gt;
• How did you escape from them? I don&#039;t know. I just started punching.&amp;lt;br&amp;gt;&lt;br /&gt;
• Who, outside the team, tries to take care of you now? There&#039;s a woman. Her name is Mary, I think? She says she&#039;s my mother. I don&#039;t know...&amp;lt;br&amp;gt;&lt;br /&gt;
• Why do you try to be a hero? I mean if you&#039;re going to punch people and things for a living it might as well be for a good cause.&amp;lt;br&amp;gt;&lt;br /&gt;
• Why do you care about the team? Everyone feels like family. Yes, even the weird alien monster doll. I don&#039;t know why.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When our team first came together...&amp;lt;br&amp;gt;&lt;br /&gt;
We defeated a dangerous enemy. Who or what was it?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Relationships&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue is your love. You’ve opened up to them about the worst parts of your past.&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette is your rival. They tried to control you at a crucial moment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Influence&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue 1&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bull Moves&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Punch everyone: Whenever you charge into a &lt;br /&gt;
fight without hedging your bets, you can shift &lt;br /&gt;
your Danger up and any other Label down.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ There when it matters: When you defend &lt;br /&gt;
someone, on a hit you can hold 1 instead of &lt;br /&gt;
choosing one from the list. Spend your hold when &lt;br /&gt;
they are in danger later to arrive on the scene &lt;br /&gt;
ready to help.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Bull’s Heart&amp;lt;br&amp;gt;&lt;br /&gt;
You always have exactly one love and one rival. You can change your love or rival at any time; give the new subject of your affections or disdain Influence over you. Take +1 ongoing to any action that impresses your love or frustrates your rival.&amp;lt;br&amp;gt;&lt;br /&gt;
Love: Ingenue&amp;lt;br&amp;gt;&lt;br /&gt;
Rival: Flechette&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
❑ Defender: When you leap to defend your love or rival in battle, roll + Danger instead of + Savior to defend them.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380010</id>
		<title>Masks Grim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380010"/>
		<updated>2020-05-14T01:55:57Z</updated>

		<summary type="html">&lt;p&gt;Meriss: /* The Bull */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Bull=&lt;br /&gt;
&lt;br /&gt;
GRIM&amp;lt;br&amp;gt;&lt;br /&gt;
REAL NAME: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Look&amp;lt;br&amp;gt;&lt;br /&gt;
• ambiguous&amp;lt;br&amp;gt;&lt;br /&gt;
• unclear&amp;lt;br&amp;gt;&lt;br /&gt;
• calloused hands&amp;lt;br&amp;gt;&lt;br /&gt;
• baggy clothing&amp;lt;br&amp;gt;&lt;br /&gt;
• no costume&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities&amp;lt;br&amp;gt;&lt;br /&gt;
Someone or something changed you, made you into a perfect weapon: superhumanly tough, incredibly strong, and uniquely skilled at fighting.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Labels&amp;lt;br&amp;gt;&lt;br /&gt;
DANGER +2&amp;lt;br&amp;gt;&lt;br /&gt;
FREAK +1&amp;lt;br&amp;gt;&lt;br /&gt;
SAVIOR 0&amp;lt;br&amp;gt;&lt;br /&gt;
SUPERIOR +1&amp;lt;br&amp;gt;&lt;br /&gt;
MUNDANE -1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conditions&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Afraid (-2 to directly engage a threat)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Angry (-2 to comfort or support or pierce the mask) br&amp;gt;&lt;br /&gt;
❑ Guilty (-2 to provoke someone or assess the situation)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Hopeless (-2 to unleash your powers)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Insecure (-2 to defend someone or reject others’ influence)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backstory&amp;lt;br&amp;gt;&lt;br /&gt;
• Who changed you? I don&#039;t know. I only heard the word &amp;quot;Winter&amp;quot; in English once. &amp;lt;br&amp;gt;&lt;br /&gt;
• How did you escape from them? I don&#039;t know. I just started punching.&amp;lt;br&amp;gt;&lt;br /&gt;
• Who, outside the team, tries to take care of you now? There&#039;s a woman. Her name is Mary, I think? She says she&#039;s my mother. I don&#039;t know...&amp;lt;br&amp;gt;&lt;br /&gt;
• Why do you try to be a hero? I mean if you&#039;re going to punch people and things for a living it might as well be for a good cause.&amp;lt;br&amp;gt;&lt;br /&gt;
• Why do you care about the team? Everyone feels like family. Yes, even the weird alien monster doll. I don&#039;t know why.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When our team first came together...&amp;lt;br&amp;gt;&lt;br /&gt;
We defeated a dangerous enemy. Who or what was it?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Relationships&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue is your love. You’ve opened up to them about the worst parts of your past.&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette is your rival. They tried to control you at a crucial moment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Influence&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue 1&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bull Moves&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Punch everyone: Whenever you charge into a &lt;br /&gt;
fight without hedging your bets, you can shift &lt;br /&gt;
your Danger up and any other Label down.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ There when it matters: When you defend &lt;br /&gt;
someone, on a hit you can hold 1 instead of &lt;br /&gt;
choosing one from the list. Spend your hold when &lt;br /&gt;
they are in danger later to arrive on the scene &lt;br /&gt;
ready to help.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Bull’s Heart&amp;lt;br&amp;gt;&lt;br /&gt;
You always have exactly one love and one rival. You can change your love or rival at any time; give the new subject of your affections or disdain Influence over you. Take +1 ongoing to any action that impresses your love or frustrates your rival.&amp;lt;br&amp;gt;&lt;br /&gt;
Love: Ingenue&amp;lt;br&amp;gt;&lt;br /&gt;
Rival: Flechette&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose a role you commonly fulfill for your love or rival:&lt;br /&gt;
❑ Defender: When you leap to defend your love or rival in battle, roll + Danger instead of + Savior to defend them.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380009</id>
		<title>Masks Grim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380009"/>
		<updated>2020-05-14T01:47:48Z</updated>

		<summary type="html">&lt;p&gt;Meriss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Bull=&lt;br /&gt;
&lt;br /&gt;
GRIM&amp;lt;br&amp;gt;&lt;br /&gt;
REAL NAME: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Look&amp;lt;br&amp;gt;&lt;br /&gt;
• ambiguous&amp;lt;br&amp;gt;&lt;br /&gt;
• unclear&amp;lt;br&amp;gt;&lt;br /&gt;
• calloused hands&amp;lt;br&amp;gt;&lt;br /&gt;
• baggy clothing&amp;lt;br&amp;gt;&lt;br /&gt;
• no costume&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities&amp;lt;br&amp;gt;&lt;br /&gt;
Someone or something changed you, made you into a perfect weapon: superhumanly tough, incredibly strong, and uniquely skilled at fighting.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Labels&amp;lt;br&amp;gt;&lt;br /&gt;
DANGER +2&amp;lt;br&amp;gt;&lt;br /&gt;
FREAK +1&amp;lt;br&amp;gt;&lt;br /&gt;
SAVIOR 0&amp;lt;br&amp;gt;&lt;br /&gt;
SUPERIOR +1&amp;lt;br&amp;gt;&lt;br /&gt;
MUNDANE -1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conditions&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Afraid (-2 to directly engage a threat)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Angry (-2 to comfort or support or pierce the mask) br&amp;gt;&lt;br /&gt;
❑ Guilty (-2 to provoke someone or assess the situation)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Hopeless (-2 to unleash your powers)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Insecure (-2 to defend someone or reject others’ influence)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backstory&amp;lt;br&amp;gt;&lt;br /&gt;
• Who changed you?&amp;lt;br&amp;gt; I don&#039;t know. I only heard the word &amp;quot;Winter&amp;quot; in English once&lt;br /&gt;
• How did you escape from them? &amp;lt;br&amp;gt; I don&#039;t know. I just started punching.&lt;br /&gt;
• Who, outside the team, tries to take care of you now?&amp;lt;br&amp;gt; There&#039;s a woman. Her name is Mary, I think? She says she&#039;s my mother. I don&#039;t know... &lt;br /&gt;
• Why do you try to be a hero?&amp;lt;br&amp;gt; I mean if you&#039;re going to punch people and things for a living it might as well be for a good cause&lt;br /&gt;
• Why do you care about the team?&amp;lt;br&amp;gt;Everyone feels like family. Yes, even the weird alien monster doll. I don&#039;t know why &lt;br /&gt;
&lt;br /&gt;
When our team first came together...&lt;br /&gt;
We defeated a dangerous enemy. Who or what was it?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Relationships&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue is your love. You’ve opened up to them about the worst parts of your past.&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette is your rival. They tried to control you at a crucial moment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Influence&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue 1&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bull Moves&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Punch everyone: Whenever you charge into a &lt;br /&gt;
fight without hedging your bets, you can shift &lt;br /&gt;
your Danger up and any other Label down.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ There when it matters: When you defend &lt;br /&gt;
someone, on a hit you can hold 1 instead of &lt;br /&gt;
choosing one from the list. Spend your hold when &lt;br /&gt;
they are in danger later to arrive on the scene &lt;br /&gt;
ready to help.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Bull’s Heart&amp;lt;br&amp;gt;&lt;br /&gt;
You always have exactly one love and one rival. You can change your love or rival at any time; give the new subject of your affections or disdain Influence over you. Take +1 ongoing to any action that impresses your love or frustrates your rival.&amp;lt;br&amp;gt;&lt;br /&gt;
Love: Ingenue&lt;br /&gt;
Rival: Flechette&lt;br /&gt;
&lt;br /&gt;
Choose a role you commonly fulfill for your love or rival:&lt;br /&gt;
❑ Defender: When you leap to defend your love or rival in battle, roll + Danger instead of + Savior to defend them.&lt;br /&gt;
❑ Friend: When you comfort or support your love &lt;br /&gt;
or rival, mark potential on a hit. When your love or rival comforts or supports you, mark potential when they roll a hit.&lt;br /&gt;
❑ Listener: When you pierce the mask of your &lt;br /&gt;
love or rival, you can always let them ask you a &lt;br /&gt;
question to ask them an additional question in &lt;br /&gt;
turn, even on a miss. These additional questions &lt;br /&gt;
do not have to be on the list. &lt;br /&gt;
❑ Enabler: When you provoke your love or rival, &lt;br /&gt;
roll + Danger if you are trying to provoke them to rash or poorly thought out action.&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380008</id>
		<title>Masks Grim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380008"/>
		<updated>2020-05-14T01:38:39Z</updated>

		<summary type="html">&lt;p&gt;Meriss: /* The Bull */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Bull=&lt;br /&gt;
&lt;br /&gt;
GRIM&amp;lt;br&amp;gt;&lt;br /&gt;
REAL NAME: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Look&amp;lt;br&amp;gt;&lt;br /&gt;
• ambiguous&amp;lt;br&amp;gt;&lt;br /&gt;
• unclear&amp;lt;br&amp;gt;&lt;br /&gt;
• calloused hands&amp;lt;br&amp;gt;&lt;br /&gt;
• baggy clothing&amp;lt;br&amp;gt;&lt;br /&gt;
• no costume&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities&amp;lt;br&amp;gt;&lt;br /&gt;
Someone or something changed you, made you into a perfect weapon: superhumanly tough, incredibly strong, and uniquely skilled at fighting.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Labels&amp;lt;br&amp;gt;&lt;br /&gt;
DANGER +2&amp;lt;br&amp;gt;&lt;br /&gt;
FREAK +1&amp;lt;br&amp;gt;&lt;br /&gt;
SAVIOR 0&amp;lt;br&amp;gt;&lt;br /&gt;
SUPERIOR +1&amp;lt;br&amp;gt;&lt;br /&gt;
MUNDANE -1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conditions&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Afraid (-2 to directly engage a threat)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Angry (-2 to comfort or support or pierce the mask) br&amp;gt;&lt;br /&gt;
❑ Guilty (-2 to provoke someone or assess the situation)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Hopeless (-2 to unleash your powers)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Insecure (-2 to defend someone or reject others’ influence)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backstory&amp;lt;br&amp;gt;&lt;br /&gt;
• Who changed you?&amp;lt;br&amp;gt;&lt;br /&gt;
• How did you escape from them? &amp;lt;br&amp;gt;&lt;br /&gt;
• Who, outside the team, tries to take care of you now?&amp;lt;br&amp;gt;&lt;br /&gt;
• Why do you try to be a hero?&amp;lt;br&amp;gt;&lt;br /&gt;
• Why do you care about the team?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When our team first came together...&lt;br /&gt;
We defeated a dangerous enemy. Who or what was it?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Relationships&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue is your love. You’ve opened up to them about the worst parts of your past.&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette is your rival. They tried to control you at a crucial moment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Influence&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue 1&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bull Moves&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Punch everyone: Whenever you charge into a &lt;br /&gt;
fight without hedging your bets, you can shift &lt;br /&gt;
your Danger up and any other Label down.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ There when it matters: When you defend &lt;br /&gt;
someone, on a hit you can hold 1 instead of &lt;br /&gt;
choosing one from the list. Spend your hold when &lt;br /&gt;
they are in danger later to arrive on the scene &lt;br /&gt;
ready to help.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Bull’s Heart&amp;lt;br&amp;gt;&lt;br /&gt;
You always have exactly one love and one rival. You can change your love or rival at any time; give the new subject of your affections or disdain Influence over you. Take +1 ongoing to any action that impresses your love or frustrates your rival.&amp;lt;br&amp;gt;&lt;br /&gt;
Love: Ingenue&lt;br /&gt;
Rival: Flechette&lt;br /&gt;
&lt;br /&gt;
Choose a role you commonly fulfill for your love or rival:&lt;br /&gt;
❑ Defender: When you leap to defend your love or rival in battle, roll + Danger instead of + Savior to defend them.&lt;br /&gt;
❑ Friend: When you comfort or support your love &lt;br /&gt;
or rival, mark potential on a hit. When your love or rival comforts or supports you, mark potential when they roll a hit.&lt;br /&gt;
❑ Listener: When you pierce the mask of your &lt;br /&gt;
love or rival, you can always let them ask you a &lt;br /&gt;
question to ask them an additional question in &lt;br /&gt;
turn, even on a miss. These additional questions &lt;br /&gt;
do not have to be on the list. &lt;br /&gt;
❑ Enabler: When you provoke your love or rival, &lt;br /&gt;
roll + Danger if you are trying to provoke them to rash or poorly thought out action.&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380007</id>
		<title>Masks Grim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380007"/>
		<updated>2020-05-14T01:35:29Z</updated>

		<summary type="html">&lt;p&gt;Meriss: /* The Bull */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Bull=&lt;br /&gt;
&lt;br /&gt;
GRIM&amp;lt;br&amp;gt;&lt;br /&gt;
REAL NAME: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Look&amp;lt;br&amp;gt;&lt;br /&gt;
• ambiguous&amp;lt;br&amp;gt;&lt;br /&gt;
• unclear&amp;lt;br&amp;gt;&lt;br /&gt;
• calloused hands&amp;lt;br&amp;gt;&lt;br /&gt;
• baggy clothing&amp;lt;br&amp;gt;&lt;br /&gt;
• no costume&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities&amp;lt;br&amp;gt;&lt;br /&gt;
Someone or something changed you, made you into a perfect weapon: superhumanly tough, incredibly strong, and uniquely skilled at fighting. Decide how each of those abilities manifests.&lt;br /&gt;
&lt;br /&gt;
Labels&amp;lt;br&amp;gt;&lt;br /&gt;
DANGER +2&amp;lt;br&amp;gt;&lt;br /&gt;
FREAK +1&amp;lt;br&amp;gt;&lt;br /&gt;
SAVIOR 0&amp;lt;br&amp;gt;&lt;br /&gt;
SUPERIOR +1&amp;lt;br&amp;gt;&lt;br /&gt;
MUNDANE -1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conditions&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Afraid (-2 to directly engage a threat)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Angry (-2 to comfort or support or pierce the mask) br&amp;gt;&lt;br /&gt;
❑ Guilty (-2 to provoke someone or assess the situation)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Hopeless (-2 to unleash your powers)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Insecure (-2 to defend someone or reject others’ influence)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backstory&amp;lt;br&amp;gt;&lt;br /&gt;
• Who changed you?&amp;lt;br&amp;gt;&lt;br /&gt;
• How did you escape from them? &amp;lt;br&amp;gt;&lt;br /&gt;
• Who, outside the team, tries to take care of you now?&amp;lt;br&amp;gt;&lt;br /&gt;
• Why do you try to be a hero?&amp;lt;br&amp;gt;&lt;br /&gt;
• Why do you care about the team?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When our team first came together...&lt;br /&gt;
We defeated a dangerous enemy. Who or what was it?&lt;br /&gt;
&lt;br /&gt;
Relationships&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue is your love. You’ve opened up to them about the worst parts of your past.&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette is your rival. They tried to control you at a crucial moment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Influence&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue 1&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bull Moves&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Punch everyone: Whenever you charge into a &lt;br /&gt;
fight without hedging your bets, you can shift &lt;br /&gt;
your Danger up and any other Label down.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ There when it matters: When you defend &lt;br /&gt;
someone, on a hit you can hold 1 instead of &lt;br /&gt;
choosing one from the list. Spend your hold when &lt;br /&gt;
they are in danger later to arrive on the scene &lt;br /&gt;
ready to help.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Bull’s Heart&amp;lt;br&amp;gt;&lt;br /&gt;
You always have exactly one love and one rival. You can change your love or rival at any time; give &lt;br /&gt;
the new subject of your affections or disdain Influence over you. Take +1 ongoing to any action &lt;br /&gt;
that impresses your love or frustrates your rival. &lt;br /&gt;
Love:&lt;br /&gt;
Rival:&lt;br /&gt;
Choose a role you commonly fulfill for your love or rival:&lt;br /&gt;
❑ Defender: When you leap to defend your love or &lt;br /&gt;
rival in battle, roll + Danger instead of + Savior &lt;br /&gt;
to defend them.&lt;br /&gt;
❑ Friend: When you comfort or support your love &lt;br /&gt;
or rival, mark potential on a hit. When your love &lt;br /&gt;
or rival comforts or supports you, mark potential &lt;br /&gt;
when they roll a hit.&lt;br /&gt;
❑ Listener: When you pierce the mask of your &lt;br /&gt;
love or rival, you can always let them ask you a &lt;br /&gt;
question to ask them an additional question in &lt;br /&gt;
turn, even on a miss. These additional questions &lt;br /&gt;
do not have to be on the list. &lt;br /&gt;
❑ Enabler: When you provoke your love or rival, &lt;br /&gt;
roll + Danger if you are trying to provoke them to &lt;br /&gt;
rash or poorly thought out action.&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380006</id>
		<title>Masks Grim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380006"/>
		<updated>2020-05-14T01:33:25Z</updated>

		<summary type="html">&lt;p&gt;Meriss: /* The Bull */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Bull=&lt;br /&gt;
&lt;br /&gt;
GRIM&amp;lt;br&amp;gt;&lt;br /&gt;
REAL NAME (IF DIFFERENT) Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Look&amp;lt;br&amp;gt;&lt;br /&gt;
• ambiguous&amp;lt;br&amp;gt;&lt;br /&gt;
• unclear&amp;lt;br&amp;gt;&lt;br /&gt;
• calloused hands&amp;lt;br&amp;gt;&lt;br /&gt;
• baggy clothing&amp;lt;br&amp;gt;&lt;br /&gt;
• no costume&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities&amp;lt;br&amp;gt;&lt;br /&gt;
Someone or something changed you, made you into a perfect weapon: superhumanly tough, &lt;br /&gt;
incredibly strong, and uniquely skilled at fighting. Decide how each of those abilities manifests.&lt;br /&gt;
&lt;br /&gt;
Labels&amp;lt;br&amp;gt;&lt;br /&gt;
DANGER +2&amp;lt;br&amp;gt;&lt;br /&gt;
FREAK +1&amp;lt;br&amp;gt;&lt;br /&gt;
SAVIOR 0&amp;lt;br&amp;gt;&lt;br /&gt;
SUPERIOR +1&amp;lt;br&amp;gt;&lt;br /&gt;
MUNDANE -1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conditions&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Afraid (-2 to directly engage a threat)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Angry (-2 to comfort or support or pierce the mask) br&amp;gt;&lt;br /&gt;
❑ Guilty (-2 to provoke someone or assess the situation)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Hopeless (-2 to unleash your powers)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Insecure (-2 to defend someone or reject others’ influence)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backstory&amp;lt;br&amp;gt;&lt;br /&gt;
• Who changed you? &lt;br /&gt;
• How did you escape from them? &lt;br /&gt;
• Who, outside the team, tries to take care of you now?&lt;br /&gt;
• Why do you try to be a hero?&lt;br /&gt;
• Why do you care about the team?&lt;br /&gt;
&lt;br /&gt;
When our team first came together...&lt;br /&gt;
We defeated a dangerous enemy. Who or what was it?&lt;br /&gt;
&lt;br /&gt;
Relationships&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue is your love. You’ve opened up to them about the worst parts of your past.&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette is your rival. They tried to control you at a crucial moment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Influence&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue 1&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bull Moves&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Punch everyone: Whenever you charge into a &lt;br /&gt;
fight without hedging your bets, you can shift &lt;br /&gt;
your Danger up and any other Label down.&amp;lt;br&amp;gt;&lt;br /&gt;
❑ There when it matters: When you defend &lt;br /&gt;
someone, on a hit you can hold 1 instead of &lt;br /&gt;
choosing one from the list. Spend your hold when &lt;br /&gt;
they are in danger later to arrive on the scene &lt;br /&gt;
ready to help.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Bull’s Heart&amp;lt;br&amp;gt;&lt;br /&gt;
You always have exactly one love and one rival. You can change your love or rival at any time; give &lt;br /&gt;
the new subject of your affections or disdain Influence over you. Take +1 ongoing to any action &lt;br /&gt;
that impresses your love or frustrates your rival. &lt;br /&gt;
Love:&lt;br /&gt;
Rival:&lt;br /&gt;
Choose a role you commonly fulfill for your love or rival:&lt;br /&gt;
❑ Defender: When you leap to defend your love or &lt;br /&gt;
rival in battle, roll + Danger instead of + Savior &lt;br /&gt;
to defend them.&lt;br /&gt;
❑ Friend: When you comfort or support your love &lt;br /&gt;
or rival, mark potential on a hit. When your love &lt;br /&gt;
or rival comforts or supports you, mark potential &lt;br /&gt;
when they roll a hit.&lt;br /&gt;
❑ Listener: When you pierce the mask of your &lt;br /&gt;
love or rival, you can always let them ask you a &lt;br /&gt;
question to ask them an additional question in &lt;br /&gt;
turn, even on a miss. These additional questions &lt;br /&gt;
do not have to be on the list. &lt;br /&gt;
❑ Enabler: When you provoke your love or rival, &lt;br /&gt;
roll + Danger if you are trying to provoke them to &lt;br /&gt;
rash or poorly thought out action.&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380005</id>
		<title>Masks Grim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380005"/>
		<updated>2020-05-14T01:28:58Z</updated>

		<summary type="html">&lt;p&gt;Meriss: /* The Bull */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Bull=&lt;br /&gt;
&lt;br /&gt;
GRIM&amp;lt;br&amp;gt;&lt;br /&gt;
REAL NAME (IF DIFFERENT) Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Look&amp;lt;br&amp;gt;&lt;br /&gt;
• ambiguous&amp;lt;br&amp;gt;&lt;br /&gt;
• unclear&amp;lt;br&amp;gt;&lt;br /&gt;
• calloused hands&amp;lt;br&amp;gt;&lt;br /&gt;
• baggy clothing&amp;lt;br&amp;gt;&lt;br /&gt;
• no costume&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities&amp;lt;br&amp;gt;&lt;br /&gt;
Someone or something changed you, made you into a perfect weapon: superhumanly tough, &lt;br /&gt;
incredibly strong, and uniquely skilled at fighting. Decide how each of those abilities manifests.&lt;br /&gt;
&lt;br /&gt;
Labels&amp;lt;br&amp;gt;&lt;br /&gt;
DANGER +2&amp;lt;br&amp;gt;&lt;br /&gt;
FREAK +1&amp;lt;br&amp;gt;&lt;br /&gt;
SAVIOR -1&amp;lt;br&amp;gt;&lt;br /&gt;
SUPERIOR +1&amp;lt;br&amp;gt;&lt;br /&gt;
MUNDANE -1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conditions&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Afraid (-2 to directly engage a threat)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Angry (-2 to comfort or support or pierce the mask) br&amp;gt;&lt;br /&gt;
❑ Guilty (-2 to provoke someone or assess the situation)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Hopeless (-2 to unleash your powers)&amp;lt;br&amp;gt;&lt;br /&gt;
❑ Insecure (-2 to defend someone or reject others’ influence)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backstory&amp;lt;br&amp;gt;&lt;br /&gt;
• Who changed you? &lt;br /&gt;
• How did you escape from them? &lt;br /&gt;
• Who, outside the team, tries to take care of you now?&lt;br /&gt;
• Why do you try to be a hero?&lt;br /&gt;
• Why do you care about the team?&lt;br /&gt;
&lt;br /&gt;
When our team first came together...&lt;br /&gt;
We defeated a dangerous enemy. Who or what was it?&lt;br /&gt;
&lt;br /&gt;
Relationships&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue is your love. You’ve opened up to them about the worst parts of your past.&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette is your rival. They tried to control you at a crucial moment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Influence&amp;lt;br&amp;gt;&lt;br /&gt;
Ingenue 1&amp;lt;br&amp;gt;&lt;br /&gt;
Flechette 1&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380004</id>
		<title>Masks Grim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380004"/>
		<updated>2020-05-14T01:26:58Z</updated>

		<summary type="html">&lt;p&gt;Meriss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Bull=&lt;br /&gt;
&lt;br /&gt;
GRIM&lt;br /&gt;
REAL NAME (IF DIFFERENT) Unknown&lt;br /&gt;
Look&lt;br /&gt;
• ambiguous&lt;br /&gt;
• unclear&lt;br /&gt;
• calloused hands&lt;br /&gt;
• baggy clothing&lt;br /&gt;
• no costume&lt;br /&gt;
&lt;br /&gt;
Abilities&lt;br /&gt;
Someone or something changed you, made you into a perfect weapon: superhumanly tough, &lt;br /&gt;
incredibly strong, and uniquely skilled at fighting. Decide how each of those abilities manifests.&lt;br /&gt;
&lt;br /&gt;
Labels&lt;br /&gt;
(at character creation, add +1 wherever you choose)&lt;br /&gt;
DANGER +2&lt;br /&gt;
FREAK +1&lt;br /&gt;
SAVIOR -1&lt;br /&gt;
SUPERIOR +1&lt;br /&gt;
MUNDANE -1&lt;br /&gt;
&lt;br /&gt;
Conditions&lt;br /&gt;
❑ Afraid (-2 to directly engage a threat)&lt;br /&gt;
❑ Angry (-2 to comfort or support or pierce the mask) &lt;br /&gt;
❑ Guilty (-2 to provoke someone or assess the situation)&lt;br /&gt;
❑ Hopeless (-2 to unleash your powers)&lt;br /&gt;
❑ Insecure (-2 to defend someone or reject others’ influence)&lt;br /&gt;
&lt;br /&gt;
Backstory&lt;br /&gt;
• Who changed you? &lt;br /&gt;
• How did you escape from them? &lt;br /&gt;
• Who, outside the team, tries to take care of you now?&lt;br /&gt;
• Why do you try to be a hero?&lt;br /&gt;
• Why do you care about the team?&lt;br /&gt;
&lt;br /&gt;
When our team first came together...&lt;br /&gt;
We defeated a dangerous enemy. Who or what was it?&lt;br /&gt;
&lt;br /&gt;
Relationships&lt;br /&gt;
Ingenue is your love. You’ve opened up to them about the worst parts of your past.&lt;br /&gt;
Flechette is your rival. They tried to control you at a crucial moment.&lt;br /&gt;
&lt;br /&gt;
Influence&lt;br /&gt;
Ingenue 1&lt;br /&gt;
Flechette 1&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380003</id>
		<title>Masks Grim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380003"/>
		<updated>2020-05-14T01:24:57Z</updated>

		<summary type="html">&lt;p&gt;Meriss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grim&lt;br /&gt;
The Bull&lt;br /&gt;
HERO NAME&lt;br /&gt;
REAL NAME (IF DIFFERENT) &lt;br /&gt;
Look&lt;br /&gt;
• ambiguous&lt;br /&gt;
• unclear&lt;br /&gt;
• calloused hands&lt;br /&gt;
• baggy clothing&lt;br /&gt;
• no costume&lt;br /&gt;
&lt;br /&gt;
Abilities&lt;br /&gt;
Someone or something changed you, made you into a perfect weapon: superhumanly tough, &lt;br /&gt;
incredibly strong, and uniquely skilled at fighting. Decide how each of those abilities manifests.&lt;br /&gt;
&lt;br /&gt;
Labels&lt;br /&gt;
(at character creation, add +1 wherever you choose)&lt;br /&gt;
DANGER +2&lt;br /&gt;
FREAK +1&lt;br /&gt;
SAVIOR -1&lt;br /&gt;
SUPERIOR +1&lt;br /&gt;
MUNDANE -1&lt;br /&gt;
&lt;br /&gt;
Conditions&lt;br /&gt;
❑ Afraid (-2 to directly engage a threat)&lt;br /&gt;
❑ Angry (-2 to comfort or support or pierce the mask) &lt;br /&gt;
❑ Guilty (-2 to provoke someone or assess the situation)&lt;br /&gt;
❑ Hopeless (-2 to unleash your powers)&lt;br /&gt;
❑ Insecure (-2 to defend someone or reject others’ influence)&lt;br /&gt;
&lt;br /&gt;
Backstory&lt;br /&gt;
• Who changed you? &lt;br /&gt;
• How did you escape from them? &lt;br /&gt;
• Who, outside the team, tries to take care of you now?&lt;br /&gt;
• Why do you try to be a hero?&lt;br /&gt;
• Why do you care about the team?&lt;br /&gt;
&lt;br /&gt;
When our team first came together...&lt;br /&gt;
We defeated a dangerous enemy. Who or what was it?&lt;br /&gt;
&lt;br /&gt;
Relationships&lt;br /&gt;
Ingenue is your love. You’ve opened up to them about the worst parts of your past.&lt;br /&gt;
Flechette is your rival. They tried to control you at a crucial moment.&lt;br /&gt;
&lt;br /&gt;
Influence&lt;br /&gt;
Ingenue 1&lt;br /&gt;
Flechette 1&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380002</id>
		<title>Masks Grim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Masks_Grim&amp;diff=380002"/>
		<updated>2020-05-14T01:10:49Z</updated>

		<summary type="html">&lt;p&gt;Meriss: Created page with &amp;quot;Grim The Bull&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grim&lt;br /&gt;
The Bull&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Myron&amp;diff=379607</id>
		<title>Myron</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Myron&amp;diff=379607"/>
		<updated>2020-05-05T18:38:02Z</updated>

		<summary type="html">&lt;p&gt;Meriss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Background&amp;lt;br&amp;gt;&lt;br /&gt;
Myron is the quintessential academic. He&#039;s made a career of teaching young noble wizards. At this point in his career he&#039;s looking forward to retirement. He signed up for this job to build up enough money so he could retire.&lt;br /&gt;
&lt;br /&gt;
HP 43&amp;lt;br&amp;gt;&lt;br /&gt;
Hit Dice 8d6&amp;lt;br&amp;gt;&lt;br /&gt;
Proficiency Bonus + 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Race: Human Variant&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Wizard&amp;lt;br&amp;gt;&lt;br /&gt;
Strength 8 Mod -1&amp;lt;br&amp;gt;&lt;br /&gt;
Dexterity 14 Mod +2&amp;lt;br&amp;gt;&lt;br /&gt;
Constitution 14 Mod +2&amp;lt;br&amp;gt;&lt;br /&gt;
Intelligence 19 Mod +4&amp;lt;br&amp;gt;&lt;br /&gt;
Wisdom 12 Mod +1&amp;lt;br&amp;gt;&lt;br /&gt;
Charisma 10 Mod 0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Saves&amp;lt;br&amp;gt;&lt;br /&gt;
Strength Save -1&amp;lt;br&amp;gt;&lt;br /&gt;
Dexterity Save +2&amp;lt;br&amp;gt;&lt;br /&gt;
Constitution Save +2&amp;lt;br&amp;gt;&lt;br /&gt;
Intelligence Save +7&amp;lt;br&amp;gt;&lt;br /&gt;
Wisdom Save +5&amp;lt;br&amp;gt;&lt;br /&gt;
Charisma Save +3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
Arcana +7&amp;lt;br&amp;gt;&lt;br /&gt;
Insight +5&amp;lt;br&amp;gt;&lt;br /&gt;
Investigation +7&amp;lt;br&amp;gt;&lt;br /&gt;
History +7&amp;lt;br&amp;gt;&lt;br /&gt;
Nature +7&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Feats&amp;lt;br&amp;gt;&lt;br /&gt;
Observant&lt;br /&gt;
Quick to notice details of your environment, you gain the following benefits:&lt;br /&gt;
• Increase your Intelligence or Wisdom score by 1, to a maximum of 20.&lt;br /&gt;
• If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.&lt;br /&gt;
• You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.&lt;br /&gt;
&lt;br /&gt;
Languages&amp;lt;br&amp;gt;&lt;br /&gt;
Dwarven Trade&amp;lt;br&amp;gt;&lt;br /&gt;
Draconic&amp;lt;br&amp;gt;&lt;br /&gt;
Outlander&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Equipment: &lt;br /&gt;
A bottle of black ink&lt;br /&gt;
a quill&lt;br /&gt;
a small knife, &lt;br /&gt;
a letter from a dead colleague posing a question you have not yet been able to answer&lt;br /&gt;
a set of common clothes&lt;br /&gt;
a belt pouch containing 10 gp&lt;br /&gt;
Quarterstaff&lt;br /&gt;
Dagger&lt;br /&gt;
Arcane focus (crystal)&lt;br /&gt;
Scholars pack&lt;br /&gt;
Arcane focus (crystal)&lt;br /&gt;
Arcane focus (orb)&lt;br /&gt;
Component pouch&lt;br /&gt;
&lt;br /&gt;
Magic items&lt;br /&gt;
Features&lt;br /&gt;
&lt;br /&gt;
Arcane Recovery&lt;br /&gt;
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.&lt;br /&gt;
&lt;br /&gt;
Arcane Tradition&lt;br /&gt;
Transmutation&lt;br /&gt;
&lt;br /&gt;
Transmutation Savant&lt;br /&gt;
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.&lt;br /&gt;
&lt;br /&gt;
Minor Alchemy&lt;br /&gt;
Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.&lt;br /&gt;
&lt;br /&gt;
Transmuter’s Stone&lt;br /&gt;
Starting at 6th level, you can spend 8 hours creating a transmuter’s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options:&lt;br /&gt;
• Darkvision out to a range of 60 feet, as described in chapter 8&lt;br /&gt;
• An increase to speed of 10 feet while the creature is unencumbered&lt;br /&gt;
• Proficiency in Constitution saving throws&lt;br /&gt;
• Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)&lt;br /&gt;
Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person. If you create a new transmuter’s stone, the previous one ceases to function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wizard Spells&amp;lt;br&amp;gt;&lt;br /&gt;
Cantrips&amp;lt;br&amp;gt;&lt;br /&gt;
Fire Bolt&amp;lt;br&amp;gt;&lt;br /&gt;
Mage Hand&amp;lt;br&amp;gt;&lt;br /&gt;
Mending&amp;lt;br&amp;gt;&lt;br /&gt;
Message&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spell Book&amp;lt;br&amp;gt;&lt;br /&gt;
Level 1&amp;lt;br&amp;gt;&lt;br /&gt;
Detect Magic&amp;lt;br&amp;gt;&lt;br /&gt;
Find Familiar&amp;lt;br&amp;gt;&lt;br /&gt;
Identify&amp;lt;br&amp;gt;&lt;br /&gt;
Mage Armor&amp;lt;br&amp;gt;&lt;br /&gt;
Unseen Servant&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Level 2&amp;lt;br&amp;gt;&lt;br /&gt;
Alter Self&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
Enlarge/Reduce&amp;lt;br&amp;gt;&lt;br /&gt;
Knock&amp;lt;br&amp;gt;&lt;br /&gt;
Levitate&amp;lt;br&amp;gt;&lt;br /&gt;
Magic Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
Rope Trick&amp;lt;br&amp;gt;&lt;br /&gt;
Spider Climb&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Level 3&amp;lt;br&amp;gt;&lt;br /&gt;
Blink&amp;lt;br&amp;gt;&lt;br /&gt;
Counterspell&amp;lt;br&amp;gt;&lt;br /&gt;
Dispel Magic&amp;lt;br&amp;gt;&lt;br /&gt;
Fly&amp;lt;br&amp;gt;&lt;br /&gt;
Haste&amp;lt;br&amp;gt;&lt;br /&gt;
Slow&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Level 4&amp;lt;br&amp;gt;&lt;br /&gt;
Fabricate&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spell slots&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4, 4, 3, 3, 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Myron is the quintessential academic. He&#039;s made a career of teaching young noble wizards. At this point in his career he&#039;s looking forward to retirement. He signed up for this job to build up enough money so he could retire.&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Myron&amp;diff=379584</id>
		<title>Myron</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Myron&amp;diff=379584"/>
		<updated>2020-05-05T00:14:24Z</updated>

		<summary type="html">&lt;p&gt;Meriss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Background&amp;lt;br&amp;gt;&lt;br /&gt;
Myron is the quintessential academic. He&#039;s made a career of teaching young noble wizards. At this point in his career he&#039;s looking forward to retirement. He signed up for this job to build up enough money so he could retire.&lt;br /&gt;
&lt;br /&gt;
HP 43&amp;lt;br&amp;gt;&lt;br /&gt;
Hit Dice 8d6&amp;lt;br&amp;gt;&lt;br /&gt;
Proficiency Bonus + 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Race: Human Variant&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Wizard&amp;lt;br&amp;gt;&lt;br /&gt;
Strength 8 Mod -1&amp;lt;br&amp;gt;&lt;br /&gt;
Dexterity 14 Mod +2&amp;lt;br&amp;gt;&lt;br /&gt;
Constitution 14 Mod +2&amp;lt;br&amp;gt;&lt;br /&gt;
Intelligence 19 Mod +4&amp;lt;br&amp;gt;&lt;br /&gt;
Wisdom 12 Mod +1&amp;lt;br&amp;gt;&lt;br /&gt;
Charisma 10 Mod 0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Saves&amp;lt;br&amp;gt;&lt;br /&gt;
Strength Save -1&amp;lt;br&amp;gt;&lt;br /&gt;
Dexterity Save +2&amp;lt;br&amp;gt;&lt;br /&gt;
Constitution Save +2&amp;lt;br&amp;gt;&lt;br /&gt;
Intelligence Save +7&amp;lt;br&amp;gt;&lt;br /&gt;
Wisdom Save +5&amp;lt;br&amp;gt;&lt;br /&gt;
Charisma Save +3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
Arcana +7&amp;lt;br&amp;gt;&lt;br /&gt;
Insight +5&amp;lt;br&amp;gt;&lt;br /&gt;
Investigation +7&amp;lt;br&amp;gt;&lt;br /&gt;
History +7&amp;lt;br&amp;gt;&lt;br /&gt;
Nature +7&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Feats&amp;lt;br&amp;gt;&lt;br /&gt;
Observant&lt;br /&gt;
Quick to notice details of your environment, you gain the following benefits:&lt;br /&gt;
• Increase your Intelligence or Wisdom score by 1, to a maximum of 20.&lt;br /&gt;
• If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.&lt;br /&gt;
• You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.&lt;br /&gt;
&lt;br /&gt;
Languages&lt;br /&gt;
Dwarven Trade&amp;lt;br&amp;gt;&lt;br /&gt;
Draconic&amp;lt;br&amp;gt;&lt;br /&gt;
Outlander&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Equipment: &lt;br /&gt;
A bottle of black ink&lt;br /&gt;
a quill&lt;br /&gt;
a small knife, &lt;br /&gt;
a letter from a dead colleague posing a question you have not yet been able to answer&lt;br /&gt;
a set of common clothes&lt;br /&gt;
a belt pouch containing 10 gp&lt;br /&gt;
Quarterstaff&lt;br /&gt;
Dagger&lt;br /&gt;
Arcane focus (crystal)&lt;br /&gt;
Scholars pack&lt;br /&gt;
Arcane focus (crystal)&lt;br /&gt;
Arcane focus (orb)&lt;br /&gt;
Component pouch&lt;br /&gt;
&lt;br /&gt;
Magic items&lt;br /&gt;
Features&lt;br /&gt;
&lt;br /&gt;
Arcane Recovery&lt;br /&gt;
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.&lt;br /&gt;
&lt;br /&gt;
Arcane Tradition&lt;br /&gt;
Transmutation&lt;br /&gt;
&lt;br /&gt;
Transmutation Savant&lt;br /&gt;
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.&lt;br /&gt;
&lt;br /&gt;
Minor Alchemy&lt;br /&gt;
Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.&lt;br /&gt;
&lt;br /&gt;
Transmuter’s Stone&lt;br /&gt;
Starting at 6th level, you can spend 8 hours creating a transmuter’s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options:&lt;br /&gt;
• Darkvision out to a range of 60 feet, as described in chapter 8&lt;br /&gt;
• An increase to speed of 10 feet while the creature is unencumbered&lt;br /&gt;
• Proficiency in Constitution saving throws&lt;br /&gt;
• Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)&lt;br /&gt;
Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person. If you create a new transmuter’s stone, the previous one ceases to function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wizard Spells&lt;br /&gt;
Cantrips&lt;br /&gt;
Fire Bolt&lt;br /&gt;
Mage Hand &lt;br /&gt;
Mending &lt;br /&gt;
Message&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spell Book&lt;br /&gt;
Level 1&amp;lt;br&amp;gt;&lt;br /&gt;
Detect Magic&lt;br /&gt;
Find Familiar&lt;br /&gt;
Identify&lt;br /&gt;
Mage Armor&lt;br /&gt;
Unseen Servant&lt;br /&gt;
&lt;br /&gt;
Level 2&amp;lt;br&amp;gt;&lt;br /&gt;
Alter Self *&lt;br /&gt;
Darkvision *&lt;br /&gt;
Enlarge/Reduce *&lt;br /&gt;
Knock *&lt;br /&gt;
Levitate *&lt;br /&gt;
Magic Weapon&lt;br /&gt;
Rope Trick&lt;br /&gt;
Spider Climb&lt;br /&gt;
&lt;br /&gt;
Level 3&amp;lt;br&amp;gt;&lt;br /&gt;
Blink *&lt;br /&gt;
Counterspell*&lt;br /&gt;
Dispel Magic*&lt;br /&gt;
Fly&lt;br /&gt;
Haste&lt;br /&gt;
Slow&lt;br /&gt;
&lt;br /&gt;
Level 4&lt;br /&gt;
Fabricate&lt;br /&gt;
&lt;br /&gt;
Spell slots&lt;br /&gt;
&lt;br /&gt;
4, 4, 3, 3, 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Myron is the quintessential academic. He&#039;s made a career of teaching young noble wizards. At this point in his career he&#039;s looking forward to retirement. He signed up for this job to build up enough money so he could retire.&lt;/div&gt;</summary>
		<author><name>Meriss</name></author>
	</entry>
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