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	<updated>2026-05-15T02:21:00Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kloth_IronTongue&amp;diff=281174</id>
		<title>Kloth IronTongue</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kloth_IronTongue&amp;diff=281174"/>
		<updated>2015-04-14T12:46:50Z</updated>

		<summary type="html">&lt;p&gt;Navaren: Created page with &amp;quot;Back to East March  Picture: http://i.imgur.com/9ukOwrg.jpg  ==Personal Data== &amp;#039;&amp;#039;&amp;#039;Name:&amp;#039;&amp;#039;&amp;#039; Kloth IronTongue&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Gender:&amp;#039;&amp;#039;&amp;#039; Male&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Race:&amp;#039;&amp;#039;&amp;#039; Hobgoblin (http://www.d2...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[East March]]&lt;br /&gt;
&lt;br /&gt;
Picture: http://i.imgur.com/9ukOwrg.jpg&lt;br /&gt;
&lt;br /&gt;
==Personal Data==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Kloth IronTongue&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Hobgoblin (http://www.d20pfsrd.com/races/other-races/featured-races/arg-hobgoblin)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Shaman 1 (http://www.d20pfsrd.com/classes/hybrid-classes/shaman)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; True Neutral&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&#039;&#039;&#039; Forsworn of the First, Warden of the Battlesoul&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&#039;&#039;&#039;Strength&#039;&#039;&#039; 14/+2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14/+2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution&#039;&#039;&#039; 12/+1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 12/+1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 16/+3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma&#039;&#039;&#039; 11/+0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +6 (+2 Dex; +4 Familiar)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HD:&#039;&#039;&#039; 1D8+1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 15&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMB:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMD:&#039;&#039;&#039; +4(+6 vs Disarm)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; +1 (+1 con)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ref:&#039;&#039;&#039; +2 (+2 dex)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will:&#039;&#039;&#039; +5 (+3 wis +2 class)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Glaive:&#039;&#039;&#039; Attack Bonus +4 DMG 1d8+3&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
Intimidate +5 (+7 to Demoralize Foes) &amp;lt;br&amp;gt;&lt;br /&gt;
Perception +4(+7) &amp;lt;br&amp;gt;&lt;br /&gt;
Sense Motive +4&amp;lt;br&amp;gt;&lt;br /&gt;
Spellcraft +5 &amp;lt;br&amp;gt;&lt;br /&gt;
Know (Religion) +5&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; Weapon Focus: Glaive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Familiar:&#039;&#039;&#039; Alertness(When Familiar is in Arms Length)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
&#039;&#039;&#039;Heirloom Weapon&#039;&#039;&#039;: You carry a weapon that has been passed down from generation to generation in your family; Gain Proficiency with chosen weapon (Glaive)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Iron Grip&#039;&#039;&#039;: You gain a +2 Trait bonus to your CMD against disarm attempts&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Guild Features==&lt;br /&gt;
&#039;&#039;&#039;Bonus Weapon&#039;&#039;&#039;:+1 Glaive&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies&#039;&#039;&#039;: All simple weapons&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies&#039;&#039;&#039;: Light Armor and Medium Armor&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Osirions (Shaman)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: Humanoid (Goblinoid)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 30 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Hobgoblins can see perfectly in the dark up to 60 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fearsome&#039;&#039;&#039;: Some hobgoblins scorn caution and subtlety for swagger and bluster. Hobgoblins with this racial trait gain a +4 racial bonus on Intimidate checks. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
0th: 3 &amp;lt;br&amp;gt;&lt;br /&gt;
1st: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit: 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spirit==&lt;br /&gt;
Battle (General Saubal IceHeart, First among Heroes)&lt;br /&gt;
===Spirit Magic Spells=== &lt;br /&gt;
Enlarge Person (1st), Fog Cloud (2nd), Magic Vestment (3rd)&lt;br /&gt;
===Bonus Hexes===&lt;br /&gt;
Battle Master, Battle Ward, Curse of Suffering, Eyes of Battle, Hampering Hex&lt;br /&gt;
===Spirit Animal Modifier===&lt;br /&gt;
Increase Natural armor bonus +2&lt;br /&gt;
===Spirit Ability===&lt;br /&gt;
Battle Spirit (Su): A shaman surrounds herself with the spirit of battle. Allies within 30 feet of the shaman (including the shaman) receive a +1 morale bonus on attack rolls and weapon damage rolls. The shaman can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive.&lt;br /&gt;
&lt;br /&gt;
==Spirit Animal==&lt;br /&gt;
Compsognathus: Tiny Animal&lt;br /&gt;
Init +6; Senses low-light vision, scent; Perception +4&amp;lt;br&amp;gt;&lt;br /&gt;
AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)&amp;lt;br&amp;gt;&lt;br /&gt;
hp 6 (1d8+2)&amp;lt;br&amp;gt;&lt;br /&gt;
Fort +4, Ref +4, Will +0&amp;lt;br&amp;gt;&lt;br /&gt;
Speed 40 ft., swim 20 ft.&amp;lt;br&amp;gt;&lt;br /&gt;
Melee bite +1 (1d3–1 plus poison)&amp;lt;br&amp;gt;&lt;br /&gt;
Space 2-1/2 ft.; Reach 0 ft.&amp;lt;br&amp;gt;&lt;br /&gt;
Str 8, Dex 15, Con 14, Int 6, Wis 11, Cha 5&amp;lt;br&amp;gt;&lt;br /&gt;
Base Atk +0; CMB +0; CMD 9 &amp;lt;br&amp;gt;&lt;br /&gt;
Feats Improved Initiative &amp;lt;br&amp;gt;&lt;br /&gt;
Skills Perception +4, Swim +10 &amp;lt;br&amp;gt;&lt;br /&gt;
Familiar: The master of a compsognathus familiar gains a +4 bonus on Initiative checks.&amp;lt;br&amp;gt;&lt;br /&gt;
Poison (Ex): Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Explorer&#039;s Outfit (free)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Glaive(free)&amp;lt;br&amp;gt;&lt;br /&gt;
Armored Kilt 20gh&amp;lt;br&amp;gt;&lt;br /&gt;
Leather Armor 10gh&amp;lt;br&amp;gt;&lt;br /&gt;
Sickle 6gh&amp;lt;br&amp;gt;&lt;br /&gt;
Shaman&#039;s Kit (Backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.) 9gh&amp;lt;br&amp;gt;&lt;br /&gt;
Familiar Satchel 25gh&amp;lt;br&amp;gt;&lt;br /&gt;
Hobgoblin War Draught x3 30gh&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available&#039;&#039;&#039;: 80gh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spent&#039;&#039;&#039;: 100gh&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pirates_-_On_til_Morn!/Johannes&amp;diff=278438</id>
		<title>Pirates - On til Morn!/Johannes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pirates_-_On_til_Morn!/Johannes&amp;diff=278438"/>
		<updated>2015-02-25T15:25:48Z</updated>

		<summary type="html">&lt;p&gt;Navaren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Johannes &#039;Jan&#039; Ruig&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ex Slave (Dutch)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
* AGI d8&lt;br /&gt;
* SMA d6&lt;br /&gt;
* SPI d6&lt;br /&gt;
* STR d8&lt;br /&gt;
* Vig d6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Derived Stats:&#039;&#039;&#039;&lt;br /&gt;
* Charisma: -2 (-2 from Outsider when dealing with slave-owners)&lt;br /&gt;
* Pace: 6&lt;br /&gt;
* Parry: 6&lt;br /&gt;
* Toughness: 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fame&#039;&#039;&#039;&lt;br /&gt;
*Dutch - 0&lt;br /&gt;
*English - 4&lt;br /&gt;
*French - 0&lt;br /&gt;
*Spanish - 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Dutch Creole, Dutch, English&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
* Boating d6&lt;br /&gt;
* Climbing: d8&lt;br /&gt;
* Fighting: d8&lt;br /&gt;
* Intimidate: d6&lt;br /&gt;
* Notice: d4&lt;br /&gt;
* Repair: d6&lt;br /&gt;
* Shooting: d6&lt;br /&gt;
* Throwing: d8&lt;br /&gt;
* Streetwise d4&lt;br /&gt;
* Navigation d4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges:&#039;&#039;&#039;&lt;br /&gt;
* Ambidextorus: No Off-Hand penalties&lt;br /&gt;
* Command: +1 to troops recovering from being Shaken within 5”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hinderances:&#039;&#039;&#039; (4 Points)&lt;br /&gt;
* Outsider - Freed Slave (Minor)&lt;br /&gt;
* Ugly (Minor)&lt;br /&gt;
* Vengeful - British Slavers (Major)&lt;br /&gt;
* Heroic (Major)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spend Explanation:&#039;&#039;&#039; Command bought with Human; STR d8 bought with Vegeful; Ambidextorous bought with Heroic; Shooting d6 bought with Outsider and Ugly&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mercy&amp;diff=277757</id>
		<title>Mercy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mercy&amp;diff=277757"/>
		<updated>2015-02-10T14:53:22Z</updated>

		<summary type="html">&lt;p&gt;Navaren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Evan &amp;quot;Mercy&amp;quot; Phillips is a character in the [[Justicars: For Great Justice! | Justicars]] game on Rpg.net.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stats: ===&lt;br /&gt;
==== Qualities ====&lt;br /&gt;
*Connection: Mentored by the Master Magus - Mercy is being trained in the heroic arts and the harnessing of his skills by Septagram.&lt;br /&gt;
*Motivation: Inspired by Justice - Evan wants to prove to himself and his new found associates that he can be a hero.&lt;br /&gt;
&lt;br /&gt;
==== Challenges ====&lt;br /&gt;
*Social: Mystic Runaway - Evan currently lives in the mystic community center that Dashiell Morgan and Jack Kent helped to estabilsh in the wake of the events on the day of the Mystic Pride Parade. He has the back-swept pointed ears of his elven heritage and the canted cat-like eyes that glow when his danger sense is activated.&lt;br /&gt;
*Personal: A Mother&#039;s Secrets - The woman Evan knows as his mother clearly knows more about his powers and secrets than she was willing to tell him. According to Septagram the locket that she gifted him was created by a powerful witch or wizard. Evan is terrified of the day his mentor asks him to pursue it.&lt;br /&gt;
&lt;br /&gt;
==== Derived Stats ====&lt;br /&gt;
Determination: 4 (used Knight form for calc)&amp;lt;br&amp;gt;&lt;br /&gt;
Squire Stamina: 6&amp;lt;br&amp;gt;&lt;br /&gt;
Knight Stamina: 8&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Alter Ego Forms ====&lt;br /&gt;
===== Squire Form =====&lt;br /&gt;
Origin: Birthright (+2 to power level; Used for Danger Sense)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Prowess 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Coordination 3&amp;lt;br&amp;gt;&lt;br /&gt;
Strength 3&amp;lt;br&amp;gt;&lt;br /&gt;
Intellect 4&amp;lt;br&amp;gt;&lt;br /&gt;
Awareness 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Willpower 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Danger Sense 3&amp;lt;br&amp;gt;&lt;br /&gt;
Super Senses: Extended Sight 2&amp;lt;br&amp;gt;&lt;br /&gt;
Super Senses: Extended Hearing 2&amp;lt;br&amp;gt;&lt;br /&gt;
Regeneration 5&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialties&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Expert Stealth&amp;lt;br&amp;gt;&lt;br /&gt;
Occult&amp;lt;br&amp;gt;&lt;br /&gt;
===== Knight Form =====&lt;br /&gt;
Origin: Birthright (+2 to power level; Used for Strike)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Prowess 6&amp;lt;br&amp;gt;&lt;br /&gt;
Coordination 4&amp;lt;br&amp;gt;&lt;br /&gt;
Strength 5&amp;lt;br&amp;gt;&lt;br /&gt;
Intellect 4&amp;lt;br&amp;gt;&lt;br /&gt;
Awareness 2&amp;lt;br&amp;gt;&lt;br /&gt;
Willpower 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Alter Ego: 1 Squire Form&amp;lt;br&amp;gt;&lt;br /&gt;
Strike (Slashing) 7&amp;lt;br&amp;gt;&lt;br /&gt;
Force Field 6&amp;lt;br&amp;gt;&lt;br /&gt;
Reflection 3&amp;lt;br&amp;gt;&lt;br /&gt;
Fast Attack 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialties&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Master Weapons: Blades&amp;lt;br&amp;gt;&lt;br /&gt;
Occult&amp;lt;br&amp;gt;&lt;br /&gt;
=== Background ===&lt;br /&gt;
Evan Phillips mystic heritage appeared around his 7th birthday when his eyes began to glow right before he fell down a flight of steps in his mother&#039;s apartment building. Even though he felt every bump bruise and broken bone they had all healed by the time he and his mother had reached the ER. Soon after that his mother gave him a necklace with a small locket on it. Inside there was an old picture of her as young woman and a pair of dried rose petals. Emblazoned on the front was a Templar cross. She said that it was so she would always be around to protect him and made him swear never to take it off.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Because of his pointed ears and weird cat-like eyes Evan became the target of a vicious group of bullies who reveled in the fact that Evan&#039;s regeneration made it so there was never any proof that they had done anything. Unfortunately Evan lacked any real skills to defend himself so even though he knew they were coming he could do little about their assaults on him. His bullies would often beat him until he begged for god&#039;s mercy since he was inhuman. It wasn&#039;t until he cried those words out that they would stop the abuses.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
He soon ran away from home and from school when his mother wouldn&#039;t take up his cause, telling him that as long as he wore the locket she was there for him.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
He eventually fell in with Kracken&#039;s small army of mystic teens as they didn&#039;t look down on him for his weird ears and eyes. He quickly felt at home and was even willing to go along with Kracken&#039;s plans because his bullies deserved it. It was only after seeing [[Septagram]], [[Amarantine]] and the rest of the Justicars attempt a peaceful encounter with his new leader, the Evan realized that revenge was not the right idea. When Septagram offered to train the mystics to harness their powers Evan leapt at the chance.&lt;br /&gt;
&lt;br /&gt;
Soon his new mentor discovered that the strange locket with its rare rose petals was heavily enchanted and he asked Evan to remove it. The moment he did there was a flash of light and suddenly the small weak Evan Phillips stood at least a foot and a half taller, and had piled tons of muscle on to his frame. Moments later a glowing energy steeled around the shocked young man, forming into armor a sword and shield of pure concentrated Magical Energy. &lt;br /&gt;
&lt;br /&gt;
Now Septagram knew why the borrowed powers of the mystics had manifested as the arms and armor of Folklore, somehow Evan had become a focusing point for that power and his suppressed strength had shaped the borrowed power in the same way that re-bar shapes the concrete around it.&lt;br /&gt;
&lt;br /&gt;
Now the young man has joined the Justicars as MERCY, his fae heritage serving him well as a scout and when he is forced to fight he is able to yank his locket from around his neck and assume the glowing mantle of the Knight of Mercy.&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ibis&amp;diff=277585</id>
		<title>Ibis</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ibis&amp;diff=277585"/>
		<updated>2015-02-09T01:18:42Z</updated>

		<summary type="html">&lt;p&gt;Navaren: Created page with &amp;quot;Anna Astin, aka Ibis, Daughter of Thoth is a character in the  Justicars game on Rpg.net.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;  === Stats === ==== Abilities ==== Prowess...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anna Astin, aka Ibis, Daughter of Thoth is a character in the [[Justicars: For Great Justice! | Justicars]] game on Rpg.net.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
Prowess	        2&amp;lt;br&amp;gt;&lt;br /&gt;
Coordination    3&amp;lt;br&amp;gt;&lt;br /&gt;
Strength	3&amp;lt;br&amp;gt;&lt;br /&gt;
Intellect	4&amp;lt;br&amp;gt;&lt;br /&gt;
Awareness	4&amp;lt;br&amp;gt;&lt;br /&gt;
Willpower	4&amp;lt;br&amp;gt;&lt;br /&gt;
Stamina: 7&amp;lt;br&amp;gt;&lt;br /&gt;
Determination: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Specialties ==== &lt;br /&gt;
*Anthropology &lt;br /&gt;
*Archaeology &lt;br /&gt;
*Occult&lt;br /&gt;
==== Powers ====&lt;br /&gt;
*Element Control: Air 7 (Attack; Defend; Move:Flight)&lt;br /&gt;
*Flight 7&lt;br /&gt;
*Animal Control (Birds Only, +2 bonus to power level) 3&lt;br /&gt;
*Detect Magic 3&lt;br /&gt;
*ESP 3&lt;br /&gt;
*Precognition 3&lt;br /&gt;
==== Qualities ====&lt;br /&gt;
*Archetype: Demigod&lt;br /&gt;
*Connections: Campaign City University&lt;br /&gt;
*Epithet: Daughter of Thoth&lt;br /&gt;
*Identity: Up-And-Coming Cultural Anthropologist&lt;br /&gt;
*Motivation: “I must make my fathers proud!” &lt;br /&gt;
==== Challenges ====&lt;br /&gt;
*Enemy: Pharaoh (Sean Tyson, cousin. Earth Controller, add Shaping, Leaping instead of Flight, no Sensory Powers, More fit and athletic, less Awareness, military skills).&lt;br /&gt;
*Personal: Achluophobia&lt;br /&gt;
*Personal: Thrust Into The Mythic World (Harry Potter/Percy Jackson Syndrome)&lt;br /&gt;
*Social: Being a Pagan Magical Egyptian Demigoddess causes bigotry in some.&lt;br /&gt;
*Weakness: Must be able to verbally command winds to use powers.&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
Falling rocks. Stone, sand. Dark, Choking... &amp;quot;Daddy?!?!!?&amp;quot; Anna Astin felt six years old, calling out for her father. “Dark Dark Dark.. not good at dark, no no no no no no...”A soft groaning answered from the darkness. Desperately fighting off her burgeoning panic attack, Anna hastily made sure she was uninjured, and fumblingly dug out her flashlight, nearly dropping it twice. The bright LEDs clicked on, and the shakes turned into mere trembling as the nightmarish blackness lit up.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Dad, hang on!&amp;quot; Breathing, then coughing, but the dust was already clearing. Part of the collapse of the old tomb must have opened vent holes to the surface. “Dad?”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weak coughing.. wet. Wet is bad. Finding him at last amid the rubble, Anna gasped. The golden Was, the ceremonial spear of Thoth, had impaled him as the stone statue of the Zeus of the Egyptian Ogdoad pantheon fell across him. He was bleeding out. The statue weighed hundreds of pounds. A dozen men could not have budged it, but the young Cultural Anthropologist was sure as hell going to try. She braced herself, but her father spoke. Weakly, the slight Middle Eastern accent he usually suppressed now thick and strained. A bubbling hiss accentuated each breath. “No... No, do not. It is too late. Too late, my Master has taken me. I have finally fulfilled my Oath, and will be taken on the Solar Boat to his side.” &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
He was delirious. There was no trace of the radios. Her cell phone was with her kit in the chamber before this one. The collapse had been their fault, breaking through the ancient walls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“Daddy...”&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“No, no, my little Ibis.” A tear finally broke through, one of many, at the sound of his pet name for her. “I am not... “ wracking coughs sprayed blood from the hole in his chest onto the statue.” One last breath, a wet pop. Harsh whipser. “Tell you.. in a minute... Take... and.. read... Thisssssssss”... the hissing stopped. Silence. She looked down, in his hand was an ancient scroll, written in hieroglyphics. It was his last request. She spoke the ancient language aloud. “Amon Ra, Amon Dei...Suei Ahara maktubs, Imastsiei baiá﻿ Imanti insupi insitsuei.... Iatuei, iatuei, iatuei!” … “The book of the Dead? But..”&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
She was startled by a golden flash of light. “DAUGHTER.” The voice was echoing, omnipresent, like IMAX Surround Sound times a billion. She looked up and gasped, dropping both the parchment and her flashlight.  The man depicted in the statue with the strange Ibis head stood next to her father, who was see-through and blue, like a bad George Lucas edit. He smiles. “Not me. I was trying to tell you. I am not actually your father. I am the last High Priest of my Lord Thoth.”&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“I... got hit on the head.. or passed out. Yes. Hypoxia. That explains...”&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“IT IS TIME, MY DAUGHTER. PRIEST, SAY YOUR FAREWELLS. THE LAND OF TWO FIELDS AWAITS.”&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The golden glow spread, and became a river of light. An ancient style boat floated toward them and paused. Impossibly, her mother was aboard, even though she had passed on a year ago. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“I loved you like my own, Anna. And I am proud of you. Now, please. Make your real father proud also.”&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“FAREWELL PRIEST. YOU HAVE DONE WELL. GO TO YOUR REWARD.”&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Her … Step? Father boarded the boat. He embraced her mother, who blew her a kiss. Rather quickly, but somehow unhurried, the boat seemed to get smaller and smaller without actually moving, until only the river remained. Thoth reached up, and removed his head. No, wait. He removed an Ibis-shaped helmet. Strange glowing symbols and a hint of images were briefly visible within. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“My daughter. Forgive the badges of office. The priests feel better with them on.”&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Anna was hyperventilating. “Thoth.. My.. I... Thoth was.. A&#039;an.. and Asten.. Anna.. Astin... I..” She fainted as the elder deity chuckled fondly.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When she awoke, Anna was in the hospital. She was released, and thought nothing more of her sad hallucinations as she prepared to bury her father. When the funeral was over, a strangely familiar man approached her, introducing himself as her Father&#039;s solicitor in Cairo. He gave her an envelope. Within was a key and an address. When she looked back up, he was gone.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
That evening, Anna prepared to remove her father&#039;s final stored possessions. The neighbourhood was older, and not entirely safe. Seedy street bazaars lined cramped alleyways. The rickety old gate-lock on the dilapidated building she finally found after several wrong turns protested, but gave way. It seemed to have not been used in decades. Within, there was a simple rectangular dinner table, draped in black cloth. A letter on parchment rolled up and tied with a green silk ribbon. It was short, simple and to the point. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“Speak your name, and know the truth. --Daddy.”&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“Speak my name? Anna? Annie? ...no, no one calls me Annie, not twice, anyway... Anna Astin?” She pondered the way he signed it. Daddy. Her father called her Anna. Her Daddy called her....&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“Ibis.”&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The tablecloth tented up and then fell off as a golden glow came from beneath. Within lay ancient, but somehow brand new, ceremonial reignments. The holy icons of Thoth. “I thought these were myths. They must be reproductions...”&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
She reached out to examine the chestplate. The world faded into golden light. When her eyes cleared, she was standing in front of.. “No way.... A pyramid. A brand new.. Pyramid. No. Way.”&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“Oh yes, yes way, as I believe the young say these days.”&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It was the voice from the tomb. She took a deep breath, and turned around. “Thoth...”&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The old man was kindly, but looked like he could be severe in an instant. Wise, and...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“You look like Gandalf. Or maybe Dumbledore.”&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
He laughed merrily. “Dumbledore looks more like Wotan. Anyway, dear daughter, it is time you took up the family business. Before your nephew awakens.”&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“I.. my.. what? Who?”&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The deity smiled, looking decidedly more like Santa Claus. “I know what you are thinking. Still Wotan.” He motioned to a bench nearby. A reflecting pool on the way startled her. She was wearing the ancient artifacts from the table.&amp;lt;br&amp;gt;&lt;br /&gt;
“Oh, yes, yes, those are yours. They awoke the power within you, what Zeus and his ilk called Demigods. Now, we have very little time. Your nephew is about to make his own discoveries.”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“The only nephew I have is Sean, he&#039;s in the Army, over in Iraq.”&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“Yes, yes. Sean Tyson. Who is, you see, another Demigod. The son of Set. And his father is making plans to bring back the good old days. He can&#039;t see how much better it is now than when we were stomping around.&amp;quot; He reached out to fondly touch her chin. &amp;lt;br&amp;gt;&lt;br /&gt;
“You kids these days, you seem to have it more or less in hand. Chaotic, but then, it was in our day too. Now, no more time for this.”&amp;lt;br&amp;gt;&lt;br /&gt;
Thoth placed his hand on the chestplate, which glowed golden. When the light faded, she stood on the roof of the building, knowledge now flooding her mind. A cool breeze blew, and she called for it. Ibis was borne away to protect her home, and make her fathers proud.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Justicars:_For_Great_Justice!&amp;diff=277584</id>
		<title>Justicars: For Great Justice!</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Justicars:_For_Great_Justice!&amp;diff=277584"/>
		<updated>2015-02-09T01:00:05Z</updated>

		<summary type="html">&lt;p&gt;Navaren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Annals of the Justicars Universe. &lt;br /&gt;
&lt;br /&gt;
Justicars is a Fate Accelerated game run by SilvercatMoonpaw.&lt;br /&gt;
Justicars has been restarted as an ICONS game, still helmed by SilvercatMoonpaw&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?737891-Justicars In Character Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?737964-Justicars Out of Character Thread]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Heroes ==&lt;br /&gt;
&#039;&#039;&#039;[[Justicars]]&#039;&#039;&#039; &lt;br /&gt;
*[[Septagram]]&lt;br /&gt;
*[[Justicars:_For_Great_Justice!/Duke Chronos|Duke Chronos]] &lt;br /&gt;
*[[Amarantine]]&lt;br /&gt;
*[[Ibis]]&lt;br /&gt;
*[[Mercy]]&lt;br /&gt;
*[[Justicars:_For_Great_Justice!/Nexus|Nexus]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[The Science Five]]&#039;&#039;&#039; &lt;br /&gt;
*Alison &amp;quot;Alligator&amp;quot; Tsukuda&lt;br /&gt;
*Demyan &amp;quot;Demo&amp;quot; Wolanski&lt;br /&gt;
*Hjordis Armannsson&lt;br /&gt;
*Adamas Ozolins&lt;br /&gt;
*Avra Raskoph&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;LANTERN (League of Allied Nations&#039; Taskforce for Encounter, Response, and Negotiation)&#039;&#039;&#039;&lt;br /&gt;
* Setting&#039;s world super-police analogue.&lt;br /&gt;
* Miss Olivia Mandale, director&lt;br /&gt;
* The Silver Fox, aftermath clean-up, office gossip&lt;br /&gt;
&lt;br /&gt;
== Villains ==&lt;br /&gt;
=== [[Nazis]] === &lt;br /&gt;
*Biestfurher, Nazi Master of the Wild Force&lt;br /&gt;
*Lorelei, Hydrokenetic Nazi Supersoldier &lt;br /&gt;
*Grendel, Animalistic Human Tank, The Butcher of Normandy&lt;br /&gt;
&lt;br /&gt;
=== Modern Villains ===&lt;br /&gt;
*Doc Abominable (Mentioned Only)&lt;br /&gt;
&lt;br /&gt;
== Beings from Other Realms ==&lt;br /&gt;
=== Aliens ===&lt;br /&gt;
*Nuru: Space empire of human offshoots who think they&#039;re descended from an ancient advanced empire from Earth&#039;s prehistory, i.e. &amp;quot;Atlantis&amp;quot;. Massive racists against non-humans. Even gave a &amp;quot;ancient advanced humans&#039; burden&amp;quot; justification for trying to invade Earth. Ruled by philosopher kings. Their best soldiers are the result of breeding programs to produce superhumans.&lt;br /&gt;
=== Subterraneans ===&lt;br /&gt;
*Horned Ones: Live in D&#039;yavol&#039;skiy Polyy (Devil&#039;s Floors), ruled by king Wels.&lt;br /&gt;
=== Extra-dimensionals ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nyonia:&#039;&#039;&#039; A world where the Roman Empire never fell. The Empire does not cover the entire world, but all of Europe and most of the North and South American continents are under its control. Currently ruled by the Empress Gaius Justinian Theodora. Members of her Praetorian guard have been known to come from there to test this world&#039;s fitness to join the Empire. They&#039;ve all gone without major incident, and none have ever said what their conclusions were.&lt;br /&gt;
&lt;br /&gt;
== Cosmic Entities ==&lt;br /&gt;
*The Powers that Be&lt;br /&gt;
*[[The Patrons (Spfumato, Chiarascuro, Cangiante, Unione)]]&lt;br /&gt;
&lt;br /&gt;
== Superhuman Types ==&lt;br /&gt;
*&#039;&#039;&#039;[[Mystic]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Super-soldier Serum Recipient]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Eras ==&lt;br /&gt;
*&amp;quot;Atlantis&amp;quot;&lt;br /&gt;
*Wild Earth&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mercy&amp;diff=277449</id>
		<title>Mercy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mercy&amp;diff=277449"/>
		<updated>2015-02-06T17:16:46Z</updated>

		<summary type="html">&lt;p&gt;Navaren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Evan &amp;quot;Mercy&amp;quot; Phillips is a character in the [[Justicars: For Great Justice! | Justicars]] game on Rpg.net.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stats: ===&lt;br /&gt;
==== Qualities ====&lt;br /&gt;
*Connection: Mentored by the Master Magus - Mercy is being trained in the heroic arts and the harnessing of his skills by Septagram.&lt;br /&gt;
*Motivation: Inspired by Justice - Evan wants to prove to himself and his new found associates that he can be a hero.&lt;br /&gt;
&lt;br /&gt;
==== Challenges ====&lt;br /&gt;
*Social: Mystic Runaway - Evan currently lives in the mystic community center that Dashiell Morgan and Jack Kent helped to estabilsh in the wake of the events on the day of the Mystic Pride Parade. He has the back-swept pointed ears of his elven heritage and the canted cat-like eyes that glow when his danger sense is activated.&lt;br /&gt;
*Personal: A Mother&#039;s Secrets - The woman Evan knows as his mother clearly knows more about his powers and secrets than she was willing to tell him. According to Septagram the locket that she gifted him was created by a powerful witch or wizard. Evan is terrified of the day his mentor asks him to pursue it.&lt;br /&gt;
==== Alter Ego Forms ====&lt;br /&gt;
===== Squire Form =====&lt;br /&gt;
Origin: Birthright (+2 to power level; Used for Danger Sense)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Prowess 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Coordination 3&amp;lt;br&amp;gt;&lt;br /&gt;
Strength 3&amp;lt;br&amp;gt;&lt;br /&gt;
Intellect 4&amp;lt;br&amp;gt;&lt;br /&gt;
Awareness 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Willpower 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Danger Sense 3&amp;lt;br&amp;gt;&lt;br /&gt;
Super Senses: Extended Sight 2&amp;lt;br&amp;gt;&lt;br /&gt;
Super Senses: Extended Hearing 2&amp;lt;br&amp;gt;&lt;br /&gt;
Regeneration 5&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialties&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Expert Stealth&amp;lt;br&amp;gt;&lt;br /&gt;
Occult&amp;lt;br&amp;gt;&lt;br /&gt;
===== Knight Form =====&lt;br /&gt;
Origin: Birthright (+2 to power level; Used for Strike)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Prowess 6&amp;lt;br&amp;gt;&lt;br /&gt;
Coordination 4&amp;lt;br&amp;gt;&lt;br /&gt;
Strength 5&amp;lt;br&amp;gt;&lt;br /&gt;
Intellect 4&amp;lt;br&amp;gt;&lt;br /&gt;
Awareness 2&amp;lt;br&amp;gt;&lt;br /&gt;
Willpower 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Alter Ego: 1 Squire Form&amp;lt;br&amp;gt;&lt;br /&gt;
Strike (Slashing) 7&amp;lt;br&amp;gt;&lt;br /&gt;
Force Field 6&amp;lt;br&amp;gt;&lt;br /&gt;
Reflection 3&amp;lt;br&amp;gt;&lt;br /&gt;
Fast Attack 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialties&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Master Weapons: Blades&amp;lt;br&amp;gt;&lt;br /&gt;
Occult&amp;lt;br&amp;gt;&lt;br /&gt;
=== Background ===&lt;br /&gt;
Evan Phillips mystic heritage appeared around his 7th birthday when his eyes began to glow right before he fell down a flight of steps in his mother&#039;s apartment building. Even though he felt every bump bruise and broken bone they had all healed by the time he and his mother had reached the ER. Soon after that his mother gave him a necklace with a small locket on it. Inside there was an old picture of her as young woman and a pair of dried rose petals. Emblazoned on the front was a Templar cross. She said that it was so she would always be around to protect him and made him swear never to take it off.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Because of his pointed ears and weird cat-like eyes Evan became the target of a vicious group of bullies who reveled in the fact that Evan&#039;s regeneration made it so there was never any proof that they had done anything. Unfortunately Evan lacked any real skills to defend himself so even though he knew they were coming he could do little about their assaults on him. His bullies would often beat him until he begged for god&#039;s mercy since he was inhuman. It wasn&#039;t until he cried those words out that they would stop the abuses.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
He soon ran away from home and from school when his mother wouldn&#039;t take up his cause, telling him that as long as he wore the locket she was there for him.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
He eventually fell in with Kracken&#039;s small army of mystic teens as they didn&#039;t look down on him for his weird ears and eyes. He quickly felt at home and was even willing to go along with Kracken&#039;s plans because his bullies deserved it. It was only after seeing [[Septagram]], [[Amarantine]] and the rest of the Justicars attempt a peaceful encounter with his new leader, the Evan realized that revenge was not the right idea. When Septagram offered to train the mystics to harness their powers Evan leapt at the chance.&lt;br /&gt;
&lt;br /&gt;
Soon his new mentor discovered that the strange locket with its rare rose petals was heavily enchanted and he asked Evan to remove it. The moment he did there was a flash of light and suddenly the small weak Evan Phillips stood at least a foot and a half taller, and had piled tons of muscle on to his frame. Moments later a glowing energy steeled around the shocked young man, forming into armor a sword and shield of pure concentrated Magical Energy. &lt;br /&gt;
&lt;br /&gt;
Now Septagram knew why the borrowed powers of the mystics had manifested as the arms and armor of Folklore, somehow Evan had become a focusing point for that power and his suppressed strength had shaped the borrowed power in the same way that re-bar shapes the concrete around it.&lt;br /&gt;
&lt;br /&gt;
Now the young man has joined the Justicars as MERCY, his fae heritage serving him well as a scout and when he is forced to fight he is able to yank his locket from around his neck and assume the glowing mantle of the Knight of Mercy.&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mercy&amp;diff=277448</id>
		<title>Mercy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mercy&amp;diff=277448"/>
		<updated>2015-02-06T17:16:04Z</updated>

		<summary type="html">&lt;p&gt;Navaren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Evan &amp;quot;Mercy&amp;quot; Phillips is a character in the [[Justicars: For Great Justice! | Justicars]] game on Rpg.net.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stats: ===&lt;br /&gt;
==== Qualities ====&lt;br /&gt;
*Connection: Mentored by the Master Magus - Mercy is being trained in the heroic arts and the harnessing of his skills by Septagram.&lt;br /&gt;
*Motivation: Inspired by Justice - Evan wants to prove to himself and his new found associates that he can be a hero.&lt;br /&gt;
&lt;br /&gt;
==== Challenges ====&lt;br /&gt;
*Social: Mystic Runaway - Evan currently lives in the mystic community center that Dashiell Morgan and Jack Kent helped to estabilsh in the wake of the events on the day of the Mystic Pride Parade. He has the back-swept pointed ears of his elven heritage and the canted cat-like eyes that glow when his danger sense is activated.&lt;br /&gt;
*Personal: A Mother&#039;s Secrets - The woman Evan knows as his mother clearly knows more about his powers and secrets than she was willing to tell him. According to Septagram the locket that she gifted him was created by a powerful witch or wizard. Evan is terrified of the day his mentor asks him to pursue it.&lt;br /&gt;
==== Alter Ego Forms ====&lt;br /&gt;
===== Squire Form =====&lt;br /&gt;
Origin: Birthright (+2 to power level; Used for Danger Sense)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
Prowess 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Coordination 3&amp;lt;br&amp;gt;&lt;br /&gt;
Strength 3&amp;lt;br&amp;gt;&lt;br /&gt;
Intellect 4&amp;lt;br&amp;gt;&lt;br /&gt;
Awareness 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Willpower 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
Danger Sense 3&amp;lt;br&amp;gt;&lt;br /&gt;
Super Senses: Extended Sight 2&amp;lt;br&amp;gt;&lt;br /&gt;
Super Senses: Extended Hearing 2&amp;lt;br&amp;gt;&lt;br /&gt;
Regeneration 5&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialties&#039;&#039;&#039;&lt;br /&gt;
Expert Stealth&amp;lt;br&amp;gt;&lt;br /&gt;
Occult&amp;lt;br&amp;gt;&lt;br /&gt;
===== Knight Form =====&lt;br /&gt;
Origin: Birthright (+2 to power level; Used for Strike)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
Prowess 6&amp;lt;br&amp;gt;&lt;br /&gt;
Coordination 4&amp;lt;br&amp;gt;&lt;br /&gt;
Strength 5&amp;lt;br&amp;gt;&lt;br /&gt;
Intellect 4&amp;lt;br&amp;gt;&lt;br /&gt;
Awareness 2&amp;lt;br&amp;gt;&lt;br /&gt;
Willpower 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
Alter Ego: 1 Squire Form&amp;lt;br&amp;gt;&lt;br /&gt;
Strike (Slashing) 7&amp;lt;br&amp;gt;&lt;br /&gt;
Force Field 6&amp;lt;br&amp;gt;&lt;br /&gt;
Reflection 3&amp;lt;br&amp;gt;&lt;br /&gt;
Fast Attack 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialties&#039;&#039;&#039;&lt;br /&gt;
Master Weapons: Blades&amp;lt;br&amp;gt;&lt;br /&gt;
Occult&amp;lt;br&amp;gt;&lt;br /&gt;
=== Background ===&lt;br /&gt;
Evan Phillips mystic heritage appeared around his 7th birthday when his eyes began to glow right before he fell down a flight of steps in his mother&#039;s apartment building. Even though he felt every bump bruise and broken bone they had all healed by the time he and his mother had reached the ER. Soon after that his mother gave him a necklace with a small locket on it. Inside there was an old picture of her as young woman and a pair of dried rose petals. Emblazoned on the front was a Templar cross. She said that it was so she would always be around to protect him and made him swear never to take it off.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Because of his pointed ears and weird cat-like eyes Evan became the target of a vicious group of bullies who reveled in the fact that Evan&#039;s regeneration made it so there was never any proof that they had done anything. Unfortunately Evan lacked any real skills to defend himself so even though he knew they were coming he could do little about their assaults on him. His bullies would often beat him until he begged for god&#039;s mercy since he was inhuman. It wasn&#039;t until he cried those words out that they would stop the abuses.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
He soon ran away from home and from school when his mother wouldn&#039;t take up his cause, telling him that as long as he wore the locket she was there for him.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
He eventually fell in with Kracken&#039;s small army of mystic teens as they didn&#039;t look down on him for his weird ears and eyes. He quickly felt at home and was even willing to go along with Kracken&#039;s plans because his bullies deserved it. It was only after seeing [[Septagram]], [[Amarantine]] and the rest of the Justicars attempt a peaceful encounter with his new leader, the Evan realized that revenge was not the right idea. When Septagram offered to train the mystics to harness their powers Evan leapt at the chance.&lt;br /&gt;
&lt;br /&gt;
Soon his new mentor discovered that the strange locket with its rare rose petals was heavily enchanted and he asked Evan to remove it. The moment he did there was a flash of light and suddenly the small weak Evan Phillips stood at least a foot and a half taller, and had piled tons of muscle on to his frame. Moments later a glowing energy steeled around the shocked young man, forming into armor a sword and shield of pure concentrated Magical Energy. &lt;br /&gt;
&lt;br /&gt;
Now Septagram knew why the borrowed powers of the mystics had manifested as the arms and armor of Folklore, somehow Evan had become a focusing point for that power and his suppressed strength had shaped the borrowed power in the same way that re-bar shapes the concrete around it.&lt;br /&gt;
&lt;br /&gt;
Now the young man has joined the Justicars as MERCY, his fae heritage serving him well as a scout and when he is forced to fight he is able to yank his locket from around his neck and assume the glowing mantle of the Knight of Mercy.&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mercy&amp;diff=277447</id>
		<title>Mercy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mercy&amp;diff=277447"/>
		<updated>2015-02-06T17:14:59Z</updated>

		<summary type="html">&lt;p&gt;Navaren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Evan &amp;quot;Mercy&amp;quot; Phillips is a character in the [[Justicars: For Great Justice! | Justicars]] game on Rpg.net.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stats: ===&lt;br /&gt;
==== Qualities ====&lt;br /&gt;
*Connection: Mentored by the Master Magus - Mercy is being trained in the heroic arts and the harnessing of his skills by Septagram.&lt;br /&gt;
*Motivation: Inspired by Justice - Evan wants to prove to himself and his new found associates that he can be a hero.&lt;br /&gt;
&lt;br /&gt;
==== Challenges ====&lt;br /&gt;
*Social: Mystic Runaway - Evan currently lives in the mystic community center that Dashiell Morgan and Jack Kent helped to estabilsh in the wake of the events on the day of the Mystic Pride Parade. He has the back-swept pointed ears of his elven heritage and the canted cat-like eyes that glow when his danger sense is activated.&lt;br /&gt;
*Personal: A Mother&#039;s Secrets - The woman Evan knows as his mother clearly knows more about his powers and secrets than she was willing to tell him. According to Septagram the locket that she gifted him was created by a powerful witch or wizard. Evan is terrified of the day his mentor asks him to pursue it.&lt;br /&gt;
==== Alter Ego Forms ====&lt;br /&gt;
===== Squire Form =====&lt;br /&gt;
Origin: Birthright (+2 to power level; Used for Danger Sense)&lt;br /&gt;
&lt;br /&gt;
Abilities&lt;br /&gt;
Prowess 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Coordination 3&amp;lt;br&amp;gt;&lt;br /&gt;
Strength 3&amp;lt;br&amp;gt;&lt;br /&gt;
Intellect 4&amp;lt;br&amp;gt;&lt;br /&gt;
Awareness 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Willpower 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Powers&lt;br /&gt;
Danger Sense 3&amp;lt;br&amp;gt;&lt;br /&gt;
Super Senses: Extended Sight 2&amp;lt;br&amp;gt;&lt;br /&gt;
Super Senses: Extended Hearing 2&amp;lt;br&amp;gt;&lt;br /&gt;
Regeneration 5&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specialties&lt;br /&gt;
Expert Stealth&amp;lt;br&amp;gt;&lt;br /&gt;
Occult&amp;lt;br&amp;gt;&lt;br /&gt;
===== Knight Form =====&lt;br /&gt;
Origin: Birthright (+2 to power level; Used for Strike)&lt;br /&gt;
&lt;br /&gt;
Abilities&lt;br /&gt;
Prowess 6&amp;lt;br&amp;gt;&lt;br /&gt;
Coordination 4&amp;lt;br&amp;gt;&lt;br /&gt;
Strength 5&amp;lt;br&amp;gt;&lt;br /&gt;
Intellect 4&amp;lt;br&amp;gt;&lt;br /&gt;
Awareness 2&amp;lt;br&amp;gt;&lt;br /&gt;
Willpower 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Powers&lt;br /&gt;
Alter Ego: 1 Squire Form&amp;lt;br&amp;gt;&lt;br /&gt;
Strike (Slashing) 7&amp;lt;br&amp;gt;&lt;br /&gt;
Force Field 6&amp;lt;br&amp;gt;&lt;br /&gt;
Reflection 3&amp;lt;br&amp;gt;&lt;br /&gt;
Fast Attack 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specialties&lt;br /&gt;
Master Weapons: Blades&amp;lt;br&amp;gt;&lt;br /&gt;
Occult&amp;lt;br&amp;gt;&lt;br /&gt;
=== Background ===&lt;br /&gt;
Evan Phillips mystic heritage appeared around his 7th birthday when his eyes began to glow right before he fell down a flight of steps in his mother&#039;s apartment building. Even though he felt every bump bruise and broken bone they had all healed by the time he and his mother had reached the ER. Soon after that his mother gave him a necklace with a small locket on it. Inside there was an old picture of her as young woman and a pair of dried rose petals. Emblazoned on the front was a Templar cross. She said that it was so she would always be around to protect him and made him swear never to take it off.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Because of his pointed ears and weird cat-like eyes Evan became the target of a vicious group of bullies who reveled in the fact that Evan&#039;s regeneration made it so there was never any proof that they had done anything. Unfortunately Evan lacked any real skills to defend himself so even though he knew they were coming he could do little about their assaults on him. His bullies would often beat him until he begged for god&#039;s mercy since he was inhuman. It wasn&#039;t until he cried those words out that they would stop the abuses.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
He soon ran away from home and from school when his mother wouldn&#039;t take up his cause, telling him that as long as he wore the locket she was there for him.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
He eventually fell in with Kracken&#039;s small army of mystic teens as they didn&#039;t look down on him for his weird ears and eyes. He quickly felt at home and was even willing to go along with Kracken&#039;s plans because his bullies deserved it. It was only after seeing [[Septagram]], [[Amarantine]] and the rest of the Justicars attempt a peaceful encounter with his new leader, the Evan realized that revenge was not the right idea. When Septagram offered to train the mystics to harness their powers Evan leapt at the chance.&lt;br /&gt;
&lt;br /&gt;
Soon his new mentor discovered that the strange locket with its rare rose petals was heavily enchanted and he asked Evan to remove it. The moment he did there was a flash of light and suddenly the small weak Evan Phillips stood at least a foot and a half taller, and had piled tons of muscle on to his frame. Moments later a glowing energy steeled around the shocked young man, forming into armor a sword and shield of pure concentrated Magical Energy. &lt;br /&gt;
&lt;br /&gt;
Now Septagram knew why the borrowed powers of the mystics had manifested as the arms and armor of Folklore, somehow Evan had become a focusing point for that power and his suppressed strength had shaped the borrowed power in the same way that re-bar shapes the concrete around it.&lt;br /&gt;
&lt;br /&gt;
Now the young man has joined the Justicars as MERCY, his fae heritage serving him well as a scout and when he is forced to fight he is able to yank his locket from around his neck and assume the glowing mantle of the Knight of Mercy.&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Justicars:_For_Great_Justice!&amp;diff=277446</id>
		<title>Justicars: For Great Justice!</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Justicars:_For_Great_Justice!&amp;diff=277446"/>
		<updated>2015-02-06T17:04:05Z</updated>

		<summary type="html">&lt;p&gt;Navaren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Annals of the Justicars Universe. &lt;br /&gt;
&lt;br /&gt;
Justicars is a Fate Accelerated game run by SilvercatMoonpaw.&lt;br /&gt;
Justicars has been restarted as an ICONS game, still helmed by SilvercatMoonpaw&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?737891-Justicars In Character Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?737964-Justicars Out of Character Thread]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Heroes ==&lt;br /&gt;
&#039;&#039;&#039;[[Justicars]]&#039;&#039;&#039; &lt;br /&gt;
*[[Septagram]]&lt;br /&gt;
*[[Justicars:_For_Great_Justice!/Duke Chronos|Duke Chronos]] &lt;br /&gt;
*[[Amarantine]]&lt;br /&gt;
*[[Mercy]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[The Science Five]]&#039;&#039;&#039; &lt;br /&gt;
*Alison &amp;quot;Alligator&amp;quot; Tsukuda&lt;br /&gt;
*Demyan &amp;quot;Demo&amp;quot; Wolanski&lt;br /&gt;
*Hjordis Armannsson&lt;br /&gt;
*Adamas Ozolins&lt;br /&gt;
*Avra Raskoph&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;LANTERN (League of Allied Nations&#039; Taskforce for Encounter, Response, and Negotiation)&#039;&#039;&#039;&lt;br /&gt;
* Setting&#039;s world super-police analogue.&lt;br /&gt;
* Miss Olivia Mandale, director&lt;br /&gt;
* The Silver Fox, aftermath clean-up, office gossip&lt;br /&gt;
&lt;br /&gt;
== Villains ==&lt;br /&gt;
=== [[Nazis]] === &lt;br /&gt;
*Biestfurher, Nazi Master of the Wild Force&lt;br /&gt;
*Lorelei, Hydrokenetic Nazi Supersoldier &lt;br /&gt;
*Grendel, Animalistic Human Tank, The Butcher of Normandy&lt;br /&gt;
&lt;br /&gt;
=== Modern Villains ===&lt;br /&gt;
*Doc Abominable (Mentioned Only)&lt;br /&gt;
&lt;br /&gt;
== Beings from Other Realms ==&lt;br /&gt;
=== Aliens ===&lt;br /&gt;
*Nuru: Space empire of human offshoots who think they&#039;re descended from an ancient advanced empire from Earth&#039;s prehistory, i.e. &amp;quot;Atlantis&amp;quot;. Massive racists against non-humans. Even gave a &amp;quot;ancient advanced humans&#039; burden&amp;quot; justification for trying to invade Earth. Ruled by philosopher kings. Their best soldiers are the result of breeding programs to produce superhumans.&lt;br /&gt;
=== Subterraneans ===&lt;br /&gt;
*Horned Ones: Live in D&#039;yavol&#039;skiy Polyy (Devil&#039;s Floors), ruled by king Wels.&lt;br /&gt;
=== Extra-dimensionals ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nyonia:&#039;&#039;&#039; A world where the Roman Empire never fell. The Empire does not cover the entire world, but all of Europe and most of the North and South American continents are under its control. Currently ruled by the Empress Gaius Justinian Theodora. Members of her Praetorian guard have been known to come from there to test this world&#039;s fitness to join the Empire. They&#039;ve all gone without major incident, and none have ever said what their conclusions were.&lt;br /&gt;
&lt;br /&gt;
== Cosmic Entities ==&lt;br /&gt;
*The Powers that Be&lt;br /&gt;
*[[The Patrons (Spfumato, Chiarascuro, Cangiante, Unione)]]&lt;br /&gt;
&lt;br /&gt;
== Superhuman Types ==&lt;br /&gt;
*&#039;&#039;&#039;[[Mystic]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Super-soldier Serum Recipient]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Eras ==&lt;br /&gt;
*&amp;quot;Atlantis&amp;quot;&lt;br /&gt;
*Wild Earth&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mercy&amp;diff=277445</id>
		<title>Mercy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mercy&amp;diff=277445"/>
		<updated>2015-02-06T17:01:55Z</updated>

		<summary type="html">&lt;p&gt;Navaren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mercy is a character in the [[Justicars: For Great Justice! | Justicars]] game on Rpg.net.&lt;br /&gt;
&lt;br /&gt;
Origin: Birthright&amp;lt;BR&amp;gt; &lt;br /&gt;
Name:Evan Phillips&lt;br /&gt;
&lt;br /&gt;
Background:&amp;lt;br&amp;gt;&lt;br /&gt;
Evan Phillips mystic heritage appeared around his 7th birthday when his eyes began to glow right before he fell down a flight of steps in his mother&#039;s apartment building. Even though he felt every bump bruise and broken bone they had all healed by the time he and his mother had reached the ER. Soon after that his mother gave him a necklace with a small locket on it. Inside there was an old picture of her as young woman and a pair of dried rose petals. Emblazoned on the front was a Templar cross. She said that it was so she would always be around to protect him and made him swear never to take it off.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Because of his pointed ears and weird cat-like eyes Evan became the target of a vicious group of bullies who reveled in the fact that Evan&#039;s regeneration made it so there was never any proof that they had done anything. Unfortunately Evan lacked any real skills to defend himself so even though he knew they were coming he could do little about their assaults on him. His bullies would often beat him until he begged for god&#039;s mercy since he was inhuman. It wasn&#039;t until he cried those words out that they would stop the abuses.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
He soon ran away from home and from school when his mother wouldn&#039;t take up his cause, telling him that as long as he wore the locket she was there for him.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
He eventually fell in with Kracken&#039;s small army of mystic teens as they didn&#039;t look down on him for his weird ears and eyes. He quickly felt at home and was even willing to go along with Kracken&#039;s plans because his bullies deserved it. It was only after seeing [[Septagram]], [[Amarantine]] and the rest of the Justicars attempt a peaceful encounter with his new leader, the Evan realized that revenge was not the right idea. When Septagram offered to train the mystics to harness their powers Evan leapt at the chance.&lt;br /&gt;
&lt;br /&gt;
Soon his new mentor discovered that the strange locket with its rare rose petals was heavily enchanted and he asked Evan to remove it. The moment he did there was a flash of light and suddenly the small weak Evan Phillips stood at least a foot and a half taller, and had piled tons of muscle on to his frame. Moments later a glowing energy steeled around the shocked young man, forming into armor a sword and shield of pure concentrated Magical Energy. &lt;br /&gt;
&lt;br /&gt;
Now Septagram knew why the borrowed powers of the mystics had manifested as the arms and armor of Folklore, somehow Evan had become a focusing point for that power and his suppressed strength had shaped the borrowed power in the same way that re-bar shapes the concrete around it.&lt;br /&gt;
&lt;br /&gt;
Now the young man has joined the Justicars as MERCY, his fae heritage serving him well as a scout and when he is forced to fight he is able to yank his locket from around his neck and assume the glowing mantle of the Knight of Mercy.&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mercy&amp;diff=277444</id>
		<title>Mercy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mercy&amp;diff=277444"/>
		<updated>2015-02-06T17:01:12Z</updated>

		<summary type="html">&lt;p&gt;Navaren: Created page with &amp;quot;Mercy is a character in the  Justicars game on Rpg.net.  Origin: Birthright  Name:Evan Phillips  Background: Evan Phillips mystic heritage a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mercy is a character in the [[Justicars: For Great Justice! | Justicars]] game on Rpg.net.&lt;br /&gt;
&lt;br /&gt;
Origin: Birthright &lt;br /&gt;
Name:Evan Phillips&lt;br /&gt;
&lt;br /&gt;
Background:&lt;br /&gt;
Evan Phillips mystic heritage appeared around his 7th birthday when his eyes began to glow right before he fell down a flight of steps in his mother&#039;s apartment building. Even though he felt every bump bruise and broken bone they had all healed by the time he and his mother had reached the ER. Soon after that his mother gave him a necklace with a small locket on it. Inside there was an old picture of her as young woman and a pair of dried rose petals. Emblazoned on the front was a Templar cross. She said that it was so she would always be around to protect him and made him swear never to take it off.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Because of his pointed ears and weird cat-like eyes Evan became the target of a vicious group of bullies who reveled in the fact that Evan&#039;s regeneration made it so there was never any proof that they had done anything. Unfortunately Evan lacked any real skills to defend himself so even though he knew they were coming he could do little about their assaults on him. His bullies would often beat him until he begged for god&#039;s mercy since he was inhuman. It wasn&#039;t until he cried those words out that they would stop the abuses.&lt;br /&gt;
&lt;br /&gt;
He soon ran away from home and from school when his mother wouldn&#039;t take up his cause, telling him that as long as he wore the locket she was there for him.&lt;br /&gt;
&lt;br /&gt;
He eventually fell in with Kracken&#039;s small army of mystic teens as they didn&#039;t look down on him for his weird ears and eyes. He quickly felt at home and was even willing to go along with Kracken&#039;s plans because his bullies deserved it. It was only after seeing [[Septagram]], [[Amarantine]] and the rest of the Justicars attempt a peaceful encounter with his new leader, the Evan realized that revenge was not the right idea. When Septagram offered to train the mystics to harness their powers Evan leapt at the chance.&lt;br /&gt;
&lt;br /&gt;
Soon his new mentor discovered that the strange locket with its rare rose petals was heavily enchanted and he asked Evan to remove it. The moment he did there was a flash of light and suddenly the small weak Evan Phillips stood at least a foot and a half taller, and had piled tons of muscle on to his frame. Moments later a glowing energy steeled around the shocked young man, forming into armor a sword and shield of pure concentrated Magical Energy. &lt;br /&gt;
&lt;br /&gt;
Now Septagram knew why the borrowed powers of the mystics had manifested as the arms and armor of Folklore, somehow Evan had become a focusing point for that power and his suppressed strength had shaped the borrowed power in the same way that re-bar shapes the concrete around it.&lt;br /&gt;
&lt;br /&gt;
Now the young man has joined the Justicars as MERCY, his fae heritage serving him well as a scout and when he is forced to fight he is able to yank his locket from around his neck and assume the glowing mantle of the Knight of Mercy.&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Septagram&amp;diff=277443</id>
		<title>Septagram</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Septagram&amp;diff=277443"/>
		<updated>2015-02-06T16:56:53Z</updated>

		<summary type="html">&lt;p&gt;Navaren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Septagram, The Multitude&#039;s Mightiest Magus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Septagram is a Non Player Character in the [[Justicars: For Great Justice! |Justicars]] game on RPG.net.&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
When superpowered beings first made their reappearance during World War II, Septagram was one of those that pitched in for the Allied cause, working tirelessly to prevent the perversions of science and magic that the Axis war machine had created from becoming an unstoppable menace.&lt;br /&gt;
&lt;br /&gt;
Alister Tobias Mordred Rasputin Eliphas Szandor O&#039;Kent is the final product of generations of attempts to access supreme cosmic power in a human form. The program succeeded, however Septagram is bound by the same cosmic dictates that those mighty beings are bound to.&lt;br /&gt;
&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
Septagram stands approximately 6 foot 5 and has broad shoulders, a cleft chin and bright shining blue eyes. His dark hair seems to wave in the breeze even when there isn&#039;t an apparent source. He wears a formfitting black supersuit featuring a white seven pointed star trapped within a seven sided sigil. This is matched with a white and silver roman style cape fastened over one shoulder with a gleaming black gem.&lt;br /&gt;
&lt;br /&gt;
His alterego, Ace Journalist Jack Kent tends to dress in light linen suits with sneakers and his eyes appear darker than Septagram&#039;s.&lt;br /&gt;
&lt;br /&gt;
After the events of Pride Day, Septagram has taken a step back from superheroics, mentoring several of the Mystic runaways that he met. Most notably [[Mercy]], The Mystic Knight.&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Justicars:_For_Great_Justice!&amp;diff=277442</id>
		<title>Justicars: For Great Justice!</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Justicars:_For_Great_Justice!&amp;diff=277442"/>
		<updated>2015-02-06T16:53:56Z</updated>

		<summary type="html">&lt;p&gt;Navaren: /* Heroes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Annals of the Justicars Universe. &lt;br /&gt;
&lt;br /&gt;
Justicars is a Fate Accelerated game run by SilvercatMoonpaw.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?737891-Justicars In Character Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?737964-Justicars Out of Character Thread]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Heroes ==&lt;br /&gt;
&#039;&#039;&#039;[[Justicars]]&#039;&#039;&#039; &lt;br /&gt;
*[[Septagram]]&lt;br /&gt;
*[[Justicars:_For_Great_Justice!/Duke Chronos|Duke Chronos]] &lt;br /&gt;
*[[Amarantine]]&lt;br /&gt;
*[[Mercy]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[The Science Five]]&#039;&#039;&#039; &lt;br /&gt;
*Alison &amp;quot;Alligator&amp;quot; Tsukuda&lt;br /&gt;
*Demyan &amp;quot;Demo&amp;quot; Wolanski&lt;br /&gt;
*Hjordis Armannsson&lt;br /&gt;
*Adamas Ozolins&lt;br /&gt;
*Avra Raskoph&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;LANTERN (League of Allied Nations&#039; Taskforce for Encounter, Response, and Negotiation)&#039;&#039;&#039;&lt;br /&gt;
* Setting&#039;s world super-police analogue.&lt;br /&gt;
* Miss Olivia Mandale, director&lt;br /&gt;
* The Silver Fox, aftermath clean-up, office gossip&lt;br /&gt;
&lt;br /&gt;
== Villains ==&lt;br /&gt;
=== [[Nazis]] === &lt;br /&gt;
*Biestfurher, Nazi Master of the Wild Force&lt;br /&gt;
*Lorelei, Hydrokenetic Nazi Supersoldier &lt;br /&gt;
*Grendel, Animalistic Human Tank, The Butcher of Normandy&lt;br /&gt;
&lt;br /&gt;
=== Modern Villains ===&lt;br /&gt;
*Doc Abominable (Mentioned Only)&lt;br /&gt;
&lt;br /&gt;
== Beings from Other Realms ==&lt;br /&gt;
=== Aliens ===&lt;br /&gt;
*Nuru: Space empire of human offshoots who think they&#039;re descended from an ancient advanced empire from Earth&#039;s prehistory, i.e. &amp;quot;Atlantis&amp;quot;. Massive racists against non-humans. Even gave a &amp;quot;ancient advanced humans&#039; burden&amp;quot; justification for trying to invade Earth. Ruled by philosopher kings. Their best soldiers are the result of breeding programs to produce superhumans.&lt;br /&gt;
=== Subterraneans ===&lt;br /&gt;
*Horned Ones: Live in D&#039;yavol&#039;skiy Polyy (Devil&#039;s Floors), ruled by king Wels.&lt;br /&gt;
=== Extra-dimensionals ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nyonia:&#039;&#039;&#039; A world where the Roman Empire never fell. The Empire does not cover the entire world, but all of Europe and most of the North and South American continents are under its control. Currently ruled by the Empress Gaius Justinian Theodora. Members of her Praetorian guard have been known to come from there to test this world&#039;s fitness to join the Empire. They&#039;ve all gone without major incident, and none have ever said what their conclusions were.&lt;br /&gt;
&lt;br /&gt;
== Cosmic Entities ==&lt;br /&gt;
*The Powers that Be&lt;br /&gt;
*[[The Patrons (Spfumato, Chiarascuro, Cangiante, Unione)]]&lt;br /&gt;
&lt;br /&gt;
== Superhuman Types ==&lt;br /&gt;
*&#039;&#039;&#039;[[Mystic]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Super-soldier Serum Recipient]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Eras ==&lt;br /&gt;
*&amp;quot;Atlantis&amp;quot;&lt;br /&gt;
*Wild Earth&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lieutenant_Paul_Patterson&amp;diff=276358</id>
		<title>Lieutenant Paul Patterson</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lieutenant_Paul_Patterson&amp;diff=276358"/>
		<updated>2015-01-24T05:52:24Z</updated>

		<summary type="html">&lt;p&gt;Navaren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Paul &amp;quot;Neizghání&amp;quot; Patterson&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
Agility d10&lt;br /&gt;
Smarts d6&lt;br /&gt;
Spirit d6&lt;br /&gt;
Strength d6&lt;br /&gt;
Vigor d6&lt;br /&gt;
&lt;br /&gt;
Derived&lt;br /&gt;
Pace 6&lt;br /&gt;
Parry 7&lt;br /&gt;
Charisma 0&lt;br /&gt;
Toughness 5&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
Pilot d6&lt;br /&gt;
Fighting d6&lt;br /&gt;
Shooting d10&lt;br /&gt;
Riding d6&lt;br /&gt;
Gambling d4&lt;br /&gt;
Notice d4&lt;br /&gt;
Investigation d6&lt;br /&gt;
Knowledge (Ways of the Dine) d4&lt;br /&gt;
Knowledge (Military Tradition) d4&lt;br /&gt;
Knowledge (Navigation) d4&lt;br /&gt;
&lt;br /&gt;
Edges&lt;br /&gt;
Trademark Weapon Sandy, Colt SAA M1902 &lt;br /&gt;
Quick Draw&lt;br /&gt;
Steady Hands&lt;br /&gt;
&lt;br /&gt;
Hindrances&lt;br /&gt;
Curious (Major)&lt;br /&gt;
Loyal (minor)&lt;br /&gt;
Quirk: draws and spins his gun while bored (minor)&lt;br /&gt;
&lt;br /&gt;
Spent Advancements&lt;br /&gt;
Trademark Weapon (Human), Quick Draw, Spirit to d6 (Granted Advances) Agility to d10 (Curious) Steady Hands (Loyal; Quirk)&lt;br /&gt;
&lt;br /&gt;
Background: &lt;br /&gt;
	Paul &amp;quot;Neizghání&amp;quot; Patterson grew up a rancher&#039;s son on grazing lands just outside of the traditional lands of the Navajo Nation, and as a kid he loved to sneak onto the reservation and pester the elders there. After an eventful summer, one of the old medicine men decided to teach him the rituals of and customes of his people, and gave him the name &amp;quot;Neizghání&amp;quot; which means Monster Slayer in the Navajo language. &lt;br /&gt;
	After a childhood of getting into fights and sneaking onto the reservation, a local rancher turned Sheriff that had rode with the 1st Volunteer Cavalry in the Spanish-American War decided that the boy needed discipline. He sponsored Paul for the newly renamed Citadel Military College in South Carolina. &lt;br /&gt;
	Once Paul graduated the man gave him the Colt Single Action Army 1902 Artillery Model that he had carried with the Rough Riders at San Juan Hill. Paul named the gorgeous Colt Sandy and has carried it with him ever since. When the war broke out, Paul headed for Canada and joined up, quickly being transferred to the Royal Flying Corps when they ran out of bodies.&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pirates_-_On_til_Morn!/Johannes&amp;diff=276185</id>
		<title>Pirates - On til Morn!/Johannes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pirates_-_On_til_Morn!/Johannes&amp;diff=276185"/>
		<updated>2015-01-22T05:43:07Z</updated>

		<summary type="html">&lt;p&gt;Navaren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Johannes &#039;Jan&#039; Ruig&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ex Slave (Dutch)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
* AGI d8&lt;br /&gt;
* SMA d6&lt;br /&gt;
* SPI d6&lt;br /&gt;
* STR d8&lt;br /&gt;
* Vig d6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Derived Stats:&#039;&#039;&#039;&lt;br /&gt;
* Charisma: -2 (-2 from Outsider when dealing with slave-owners)&lt;br /&gt;
* Pace: 6&lt;br /&gt;
* Parry: 6&lt;br /&gt;
* Toughness: 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fame&#039;&#039;&#039;&lt;br /&gt;
*Dutch - 0&lt;br /&gt;
*English - 1&lt;br /&gt;
*French - 0&lt;br /&gt;
*Spanish - 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Dutch Creole, Dutch, English&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
* Boating d6&lt;br /&gt;
* Climbing: d8&lt;br /&gt;
* Fighting: d8&lt;br /&gt;
* Intimidate: d6&lt;br /&gt;
* Notice: d4&lt;br /&gt;
* Repair: d6&lt;br /&gt;
* Shooting: d6&lt;br /&gt;
* Throwing: d8&lt;br /&gt;
* Streetwise d4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges:&#039;&#039;&#039;&lt;br /&gt;
* Ambidextorus: No Off-Hand penalties&lt;br /&gt;
* Command: +1 to troops recovering from being Shaken within 5”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hinderances:&#039;&#039;&#039; (4 Points)&lt;br /&gt;
* Outsider - Freed Slave (Minor)&lt;br /&gt;
* Ugly (Minor)&lt;br /&gt;
* Vengeful - British Slavers (Major)&lt;br /&gt;
* Heroic (Major)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spend Explanation:&#039;&#039;&#039; Command bought with Human; STR d8 bought with Vegeful; Ambidextorous bought with Heroic; Shooting d6 bought with Outsider and Ugly&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lieutenant_Paul_Patterson&amp;diff=275842</id>
		<title>Lieutenant Paul Patterson</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lieutenant_Paul_Patterson&amp;diff=275842"/>
		<updated>2015-01-16T01:54:34Z</updated>

		<summary type="html">&lt;p&gt;Navaren: Created page with &amp;quot;Paul &amp;quot;Neizghání&amp;quot; Patterson  Traits Agility d10 Smarts d6 Spirit d6 Strength d6 Vigor d6  Derived Pace 6 Parry 7 Charisma 0 Toughness 5  Skills Pilot d4 Fighting d6 Shooting ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Paul &amp;quot;Neizghání&amp;quot; Patterson&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
Agility d10&lt;br /&gt;
Smarts d6&lt;br /&gt;
Spirit d6&lt;br /&gt;
Strength d6&lt;br /&gt;
Vigor d6&lt;br /&gt;
&lt;br /&gt;
Derived&lt;br /&gt;
Pace 6&lt;br /&gt;
Parry 7&lt;br /&gt;
Charisma 0&lt;br /&gt;
Toughness 5&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
Pilot d4&lt;br /&gt;
Fighting d6&lt;br /&gt;
Shooting d10&lt;br /&gt;
Riding d6&lt;br /&gt;
Gambling d4&lt;br /&gt;
Notice d4&lt;br /&gt;
Investigation d4&lt;br /&gt;
Knowledge (Ways of the Dine) d4&lt;br /&gt;
Knowledge (Military Tradition) d4&lt;br /&gt;
Knowledge (Navigation) d4&lt;br /&gt;
&lt;br /&gt;
Edges&lt;br /&gt;
Trademark Weapon Sandy, Colt SAA M1902 &lt;br /&gt;
Quick Draw&lt;br /&gt;
Steady Hands&lt;br /&gt;
&lt;br /&gt;
Hindrances&lt;br /&gt;
Curious (Major)&lt;br /&gt;
Loyal (minor)&lt;br /&gt;
Quirk: draws and spins his gun while bored (minor)&lt;br /&gt;
&lt;br /&gt;
Spent Advancements&lt;br /&gt;
Trademark Weapon (Human), Quick Draw, Spirit to d6 (Granted Advances) Agility to d10 (Curious) Steady Hands (Loyal; Quirk)&lt;br /&gt;
&lt;br /&gt;
Background: &lt;br /&gt;
	Paul &amp;quot;Neizghání&amp;quot; Patterson grew up a rancher&#039;s son on grazing lands just outside of the traditional lands of the Navajo Nation, and as a kid he loved to sneak onto the reservation and pester the elders there. After an eventful summer, one of the old medicine men decided to teach him the rituals of and customes of his people, and gave him the name &amp;quot;Neizghání&amp;quot; which means Monster Slayer in the Navajo language. &lt;br /&gt;
	After a childhood of getting into fights and sneaking onto the reservation, a local rancher turned Sheriff that had rode with the 1st Volunteer Cavalry in the Spanish-American War decided that the boy needed discipline. He sponsored Paul for the newly renamed Citadel Military College in South Carolina. &lt;br /&gt;
	Once Paul graduated the man gave him the Colt Single Action Army 1902 Artillery Model that he had carried with the Rough Riders at San Juan Hill. Paul named the gorgeous Colt Sandy and has carried it with him ever since. When the war broke out, Paul headed for Canada and joined up, quickly being transferred to the Royal Flying Corps when they ran out of bodies.&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pirates_-_On_til_Morn!/Johannes&amp;diff=274261</id>
		<title>Pirates - On til Morn!/Johannes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pirates_-_On_til_Morn!/Johannes&amp;diff=274261"/>
		<updated>2014-12-16T04:12:19Z</updated>

		<summary type="html">&lt;p&gt;Navaren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Johannes &#039;Jan&#039; Ruig&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ex Slave (Dutch)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
* AGI d8&lt;br /&gt;
* SMA d6&lt;br /&gt;
* SPI d6&lt;br /&gt;
* STR d8&lt;br /&gt;
* Vig d6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Derived Stats:&#039;&#039;&#039;&lt;br /&gt;
* Charisma: -2 (-2 from Outsider when dealing with slave-owners)&lt;br /&gt;
* Pace: 6&lt;br /&gt;
* Parry: 6&lt;br /&gt;
* Toughness: 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fame&#039;&#039;&#039;&lt;br /&gt;
*Dutch - 0&lt;br /&gt;
*English - 0&lt;br /&gt;
*French - 0&lt;br /&gt;
*Spanish - 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Dutch Creole, Dutch, English&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
* Boating d6&lt;br /&gt;
* Climbing: d8&lt;br /&gt;
* Fighting: d8&lt;br /&gt;
* Intimidate: d6&lt;br /&gt;
* Notice: d4&lt;br /&gt;
* Repair: d6&lt;br /&gt;
* Shooting: d6&lt;br /&gt;
* Throwing: d8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges:&#039;&#039;&#039;&lt;br /&gt;
* Ambidextorus: No Off-Hand penalties&lt;br /&gt;
* Command: +1 to troops recovering from being Shaken within 5”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hinderances:&#039;&#039;&#039; (4 Points)&lt;br /&gt;
* Outsider - Freed Slave (Minor)&lt;br /&gt;
* Ugly (Minor)&lt;br /&gt;
* Vengeful - British Slavers (Major)&lt;br /&gt;
* Heroic (Major)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spend Explanation:&#039;&#039;&#039; Command bought with Human; STR d8 bought with Vegeful; Ambidextorous bought with Heroic; Shooting d6 bought with Outsider and Ugly&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Justicars:_For_Great_Justice!&amp;diff=274004</id>
		<title>Justicars: For Great Justice!</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Justicars:_For_Great_Justice!&amp;diff=274004"/>
		<updated>2014-12-09T23:55:42Z</updated>

		<summary type="html">&lt;p&gt;Navaren: /* Eras */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Annals of the Justicars Universe. &lt;br /&gt;
&lt;br /&gt;
Justicars is a Fate Accelerated game run by SilvercatMoonpaw.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?737891-Justicars In Character Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?737964-Justicars Out of Character Thread]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Heroes ==&lt;br /&gt;
&#039;&#039;&#039;[[Justicars]]&#039;&#039;&#039; &lt;br /&gt;
*[[Septagram]]&lt;br /&gt;
*[[Duke Chronos]] &lt;br /&gt;
*[[Amarantine]]&lt;br /&gt;
*[[Micronomous]]&lt;br /&gt;
*[[Princess Fiona]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[The Science Five]]&#039;&#039;&#039; &lt;br /&gt;
*[[Alison &amp;quot;Alligator&amp;quot; Tsukuda]] &lt;br /&gt;
*[[Demyan &amp;quot;Demo&amp;quot; Wolanski]] &lt;br /&gt;
*[[Hjordis Armannsson]] &lt;br /&gt;
*[[Adamas Ozolins]] &lt;br /&gt;
*[[Avra Raskoph]]&lt;br /&gt;
&lt;br /&gt;
== Villains ==&lt;br /&gt;
=== Nazis === &lt;br /&gt;
*Biestfurher, Nazi Master of the Wild Force&lt;br /&gt;
*Lorelei, Hydrokenetic Nazi Supersoldier &lt;br /&gt;
*Grendel, Animalistic Human Tank, The Butcher of Normandy&lt;br /&gt;
=== Modern Villains ===&lt;br /&gt;
*Doc Abominable (Mentioned Only)&lt;br /&gt;
&lt;br /&gt;
== Beings from Other Realms ==&lt;br /&gt;
=== Aliens, Subterraneans, Extra-dimensionals ===&lt;br /&gt;
*Nuru, Alien Race that claims to be decendents of the Atlanteans&lt;br /&gt;
*Horned Ones, a subteranean race&lt;br /&gt;
&lt;br /&gt;
== Cosmic Entities ==&lt;br /&gt;
*The Powers that Be&lt;br /&gt;
*The Patrons (Spfumato, Chiarascuro)&lt;br /&gt;
&lt;br /&gt;
== Superhuman Types ==&lt;br /&gt;
*Mystic&lt;br /&gt;
*Super-soldier Serum Recipient&lt;br /&gt;
&lt;br /&gt;
== Eras ==&lt;br /&gt;
*&amp;quot;Atlantis&amp;quot;&lt;br /&gt;
*Wild Earth&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Justicars:_For_Great_Justice!&amp;diff=274003</id>
		<title>Justicars: For Great Justice!</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Justicars:_For_Great_Justice!&amp;diff=274003"/>
		<updated>2014-12-09T23:55:19Z</updated>

		<summary type="html">&lt;p&gt;Navaren: /* Aliens, Subterraneans, Extra-dimensionals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Annals of the Justicars Universe. &lt;br /&gt;
&lt;br /&gt;
Justicars is a Fate Accelerated game run by SilvercatMoonpaw.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?737891-Justicars In Character Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?737964-Justicars Out of Character Thread]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Heroes ==&lt;br /&gt;
&#039;&#039;&#039;[[Justicars]]&#039;&#039;&#039; &lt;br /&gt;
*[[Septagram]]&lt;br /&gt;
*[[Duke Chronos]] &lt;br /&gt;
*[[Amarantine]]&lt;br /&gt;
*[[Micronomous]]&lt;br /&gt;
*[[Princess Fiona]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[The Science Five]]&#039;&#039;&#039; &lt;br /&gt;
*[[Alison &amp;quot;Alligator&amp;quot; Tsukuda]] &lt;br /&gt;
*[[Demyan &amp;quot;Demo&amp;quot; Wolanski]] &lt;br /&gt;
*[[Hjordis Armannsson]] &lt;br /&gt;
*[[Adamas Ozolins]] &lt;br /&gt;
*[[Avra Raskoph]]&lt;br /&gt;
&lt;br /&gt;
== Villains ==&lt;br /&gt;
=== Nazis === &lt;br /&gt;
*Biestfurher, Nazi Master of the Wild Force&lt;br /&gt;
*Lorelei, Hydrokenetic Nazi Supersoldier &lt;br /&gt;
*Grendel, Animalistic Human Tank, The Butcher of Normandy&lt;br /&gt;
=== Modern Villains ===&lt;br /&gt;
*Doc Abominable (Mentioned Only)&lt;br /&gt;
&lt;br /&gt;
== Beings from Other Realms ==&lt;br /&gt;
=== Aliens, Subterraneans, Extra-dimensionals ===&lt;br /&gt;
*Nuru, Alien Race that claims to be decendents of the Atlanteans&lt;br /&gt;
*Horned Ones, a subteranean race&lt;br /&gt;
&lt;br /&gt;
== Cosmic Entities ==&lt;br /&gt;
*The Powers that Be&lt;br /&gt;
*The Patrons (Spfumato, Chiarascuro)&lt;br /&gt;
&lt;br /&gt;
== Superhuman Types ==&lt;br /&gt;
*Mystic&lt;br /&gt;
*Super-soldier Serum Recipient&lt;br /&gt;
&lt;br /&gt;
== Eras ==&lt;br /&gt;
&amp;quot;Atlantis&amp;quot;&lt;br /&gt;
Wild Earth&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Justicars:_For_Great_Justice!&amp;diff=274002</id>
		<title>Justicars: For Great Justice!</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Justicars:_For_Great_Justice!&amp;diff=274002"/>
		<updated>2014-12-09T23:54:25Z</updated>

		<summary type="html">&lt;p&gt;Navaren: /* Villains */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Annals of the Justicars Universe. &lt;br /&gt;
&lt;br /&gt;
Justicars is a Fate Accelerated game run by SilvercatMoonpaw.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?737891-Justicars In Character Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?737964-Justicars Out of Character Thread]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Heroes ==&lt;br /&gt;
&#039;&#039;&#039;[[Justicars]]&#039;&#039;&#039; &lt;br /&gt;
*[[Septagram]]&lt;br /&gt;
*[[Duke Chronos]] &lt;br /&gt;
*[[Amarantine]]&lt;br /&gt;
*[[Micronomous]]&lt;br /&gt;
*[[Princess Fiona]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[The Science Five]]&#039;&#039;&#039; &lt;br /&gt;
*[[Alison &amp;quot;Alligator&amp;quot; Tsukuda]] &lt;br /&gt;
*[[Demyan &amp;quot;Demo&amp;quot; Wolanski]] &lt;br /&gt;
*[[Hjordis Armannsson]] &lt;br /&gt;
*[[Adamas Ozolins]] &lt;br /&gt;
*[[Avra Raskoph]]&lt;br /&gt;
&lt;br /&gt;
== Villains ==&lt;br /&gt;
=== Nazis === &lt;br /&gt;
*Biestfurher, Nazi Master of the Wild Force&lt;br /&gt;
*Lorelei, Hydrokenetic Nazi Supersoldier &lt;br /&gt;
*Grendel, Animalistic Human Tank, The Butcher of Normandy&lt;br /&gt;
=== Modern Villains ===&lt;br /&gt;
*Doc Abominable (Mentioned Only)&lt;br /&gt;
&lt;br /&gt;
== Beings from Other Realms ==&lt;br /&gt;
=== Aliens, Subterraneans, Extra-dimensionals ===&lt;br /&gt;
Nuru&lt;br /&gt;
Horned Ones&lt;br /&gt;
== Cosmic Entities ==&lt;br /&gt;
*The Powers that Be&lt;br /&gt;
*The Patrons (Spfumato, Chiarascuro)&lt;br /&gt;
&lt;br /&gt;
== Superhuman Types ==&lt;br /&gt;
*Mystic&lt;br /&gt;
*Super-soldier Serum Recipient&lt;br /&gt;
&lt;br /&gt;
== Eras ==&lt;br /&gt;
&amp;quot;Atlantis&amp;quot;&lt;br /&gt;
Wild Earth&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Justicars:_For_Great_Justice!&amp;diff=274001</id>
		<title>Justicars: For Great Justice!</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Justicars:_For_Great_Justice!&amp;diff=274001"/>
		<updated>2014-12-09T23:51:51Z</updated>

		<summary type="html">&lt;p&gt;Navaren: /* Superhuman Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Annals of the Justicars Universe. &lt;br /&gt;
&lt;br /&gt;
Justicars is a Fate Accelerated game run by SilvercatMoonpaw.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?737891-Justicars In Character Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?737964-Justicars Out of Character Thread]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Heroes ==&lt;br /&gt;
&#039;&#039;&#039;[[Justicars]]&#039;&#039;&#039; &lt;br /&gt;
*[[Septagram]]&lt;br /&gt;
*[[Duke Chronos]] &lt;br /&gt;
*[[Amarantine]]&lt;br /&gt;
*[[Micronomous]]&lt;br /&gt;
*[[Princess Fiona]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[The Science Five]]&#039;&#039;&#039; &lt;br /&gt;
*[[Alison &amp;quot;Alligator&amp;quot; Tsukuda]] &lt;br /&gt;
*[[Demyan &amp;quot;Demo&amp;quot; Wolanski]] &lt;br /&gt;
*[[Hjordis Armannsson]] &lt;br /&gt;
*[[Adamas Ozolins]] &lt;br /&gt;
*[[Avra Raskoph]]&lt;br /&gt;
&lt;br /&gt;
== Villains ==&lt;br /&gt;
Nazis (Biestfurher, Lorelei, Grendel)&lt;br /&gt;
== Beings from Other Realms ==&lt;br /&gt;
=== Aliens, Subterraneans, Extra-dimensionals ===&lt;br /&gt;
Nuru&lt;br /&gt;
Horned Ones&lt;br /&gt;
== Cosmic Entities ==&lt;br /&gt;
*The Powers that Be&lt;br /&gt;
*The Patrons (Spfumato, Chiarascuro)&lt;br /&gt;
&lt;br /&gt;
== Superhuman Types ==&lt;br /&gt;
*Mystic&lt;br /&gt;
*Super-soldier Serum Recipient&lt;br /&gt;
&lt;br /&gt;
== Eras ==&lt;br /&gt;
&amp;quot;Atlantis&amp;quot;&lt;br /&gt;
Wild Earth&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Justicars:_For_Great_Justice!&amp;diff=274000</id>
		<title>Justicars: For Great Justice!</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Justicars:_For_Great_Justice!&amp;diff=274000"/>
		<updated>2014-12-09T23:51:35Z</updated>

		<summary type="html">&lt;p&gt;Navaren: /* Cosmic Entities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Annals of the Justicars Universe. &lt;br /&gt;
&lt;br /&gt;
Justicars is a Fate Accelerated game run by SilvercatMoonpaw.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?737891-Justicars In Character Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?737964-Justicars Out of Character Thread]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Heroes ==&lt;br /&gt;
&#039;&#039;&#039;[[Justicars]]&#039;&#039;&#039; &lt;br /&gt;
*[[Septagram]]&lt;br /&gt;
*[[Duke Chronos]] &lt;br /&gt;
*[[Amarantine]]&lt;br /&gt;
*[[Micronomous]]&lt;br /&gt;
*[[Princess Fiona]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[The Science Five]]&#039;&#039;&#039; &lt;br /&gt;
*[[Alison &amp;quot;Alligator&amp;quot; Tsukuda]] &lt;br /&gt;
*[[Demyan &amp;quot;Demo&amp;quot; Wolanski]] &lt;br /&gt;
*[[Hjordis Armannsson]] &lt;br /&gt;
*[[Adamas Ozolins]] &lt;br /&gt;
*[[Avra Raskoph]]&lt;br /&gt;
&lt;br /&gt;
== Villains ==&lt;br /&gt;
Nazis (Biestfurher, Lorelei, Grendel)&lt;br /&gt;
== Beings from Other Realms ==&lt;br /&gt;
=== Aliens, Subterraneans, Extra-dimensionals ===&lt;br /&gt;
Nuru&lt;br /&gt;
Horned Ones&lt;br /&gt;
== Cosmic Entities ==&lt;br /&gt;
*The Powers that Be&lt;br /&gt;
*The Patrons (Spfumato, Chiarascuro)&lt;br /&gt;
&lt;br /&gt;
== Superhuman Types ==&lt;br /&gt;
Mystic&lt;br /&gt;
Super-soldier Serum Recipient&lt;br /&gt;
== Eras ==&lt;br /&gt;
&amp;quot;Atlantis&amp;quot;&lt;br /&gt;
Wild Earth&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Septagram&amp;diff=273999</id>
		<title>Septagram</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Septagram&amp;diff=273999"/>
		<updated>2014-12-09T23:51:04Z</updated>

		<summary type="html">&lt;p&gt;Navaren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Septagram, The Multitude&#039;s Mightiest Magus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Septagram is a character in the [[Justicars: For Great Justice! |Justicars]] game on RPG.net.&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
When superpowered beings first made their reappearance during World War II, Septagram was one of those that pitched in for the Allied cause, working tirelessly to prevent the perversions of science and magic that the Axis war machine had created from becoming an unstoppable menace.&lt;br /&gt;
&lt;br /&gt;
Alister Tobias Mordred Rasputin Eliphas Szandor O&#039;Kent is the final product of generations of attempts to access supreme cosmic power in a human form. The program succeeded, however Septagram is bound by the same cosmic dictates that those mighty beings are bound to.&lt;br /&gt;
&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
Septagram stands approximately 6 foot 5 and has broad shoulders, a cleft chin and bright shining blue eyes. His dark hair seems to wave in the breeze even when there isn&#039;t an apparent source. He wears a formfitting black supersuit featuring a white seven pointed star trapped within a seven sided sigil. This is matched with a white and silver roman style cape fastened over one shoulder with a gleaming black gem.&lt;br /&gt;
&lt;br /&gt;
His alterego, Ace Journalist Al Kent tends to dress in light linen suits with sneakers and his eyes appear darker than Septagram&#039;s.&lt;br /&gt;
&lt;br /&gt;
=== Aspects ===&lt;br /&gt;
==== High Concept ====&lt;br /&gt;
&#039;&#039;The Multitude&#039;s Mightest Magus&#039;&#039; - Septagram is the product of a mystical breeding program led by the Hidden Order of Magi. He is the Seventh Son of a Seventh Son to the Seventh Power and that means his mystic strength is second only to the Powers that Be.&lt;br /&gt;
==== Trouble ====&lt;br /&gt;
&#039;&#039;Dictates of the Powers that Be&#039;&#039; - The Supreme Cosmic Entities that control the multiverse forbid Septagram from using his extreme power to bring direct harm to a person.&lt;br /&gt;
==== Teamup Aspect ====&lt;br /&gt;
&#039;&#039;Ageless Crusader for Justice&#039;&#039; - Septagram was there when the first superheroes emerged during WWII as a member of the OSI founded International Alliance of Justice. In our time he stands as a founding member of The Justicars.&lt;br /&gt;
==== Other Aspects ====&lt;br /&gt;
&#039;&#039;Never Sleeps Soundly&#039;&#039; - The echos and reverberations of 7 generations of sorcerous wisdom are accessible to Septagram, but he must contend with their nightmares as if they were his own.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Mark of the Magus&#039;&#039; - The Seven Pointed Star of the hidden order is burned onto each of Septagram&#039;s palms and he channels his power through these mystic sigils of binding and control. Those things that have been touched by his power tend to bear some mystic resonance as a result.&lt;br /&gt;
&lt;br /&gt;
=== Approaches ===&lt;br /&gt;
*Flashy +3&lt;br /&gt;
*Forceful +2&lt;br /&gt;
*Clever +2&lt;br /&gt;
*Quick +1&lt;br /&gt;
*Careful +1&lt;br /&gt;
*Stealthy +0&lt;br /&gt;
&lt;br /&gt;
=== Stunts ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Secrets of the Ancients&#039;&#039; - Because Septagram has access to the secrets of the ancients he gets a +2 when cleverly attempting to solve a riddle or decipher an ancient technology.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Seven Generations of Sorcerous Strength&#039;&#039; - Because Septagram has such tremendous power, he gets a +2 when he Overcomes an Obstacle in a forceful manner.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;I Cheat...&#039;&#039; - Septagram gets a +2 when he flashily Creates and Advantage using the environment or other indirect means.&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Septagram&amp;diff=273998</id>
		<title>Septagram</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Septagram&amp;diff=273998"/>
		<updated>2014-12-09T23:49:18Z</updated>

		<summary type="html">&lt;p&gt;Navaren: Created page with &amp;quot;Septagram, The Multitude&amp;#039;s Mightiest Magus  === Background === When superpowered beings first made their reappearance during World War II, Septagram was one of those that pitc...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Septagram, The Multitude&#039;s Mightiest Magus&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
When superpowered beings first made their reappearance during World War II, Septagram was one of those that pitched in for the Allied cause, working tirelessly to prevent the perversions of science and magic that the Axis war machine had created from becoming an unstoppable menace.&lt;br /&gt;
&lt;br /&gt;
Alister Tobias Mordred Rasputin Eliphas Szandor O&#039;Kent is the final product of generations of attempts to access supreme cosmic power in a human form. The program succeeded, however Septagram is bound by the same cosmic dictates that those mighty beings are bound to.&lt;br /&gt;
&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
Septagram stands approximately 6 foot 5 and has broad shoulders, a cleft chin and bright shining blue eyes. His dark hair seems to wave in the breeze even when there isn&#039;t an apparent source. He wears a formfitting black supersuit featuring a white seven pointed star trapped within a seven sided sigil. This is matched with a white and silver roman style cape fastened over one shoulder with a gleaming black gem.&lt;br /&gt;
&lt;br /&gt;
His alterego, Ace Journalist Al Kent tends to dress in light linen suits with sneakers and his eyes appear darker than Septagram&#039;s.&lt;br /&gt;
&lt;br /&gt;
=== Aspects ===&lt;br /&gt;
==== High Concept ====&lt;br /&gt;
&#039;&#039;The Multitude&#039;s Mightest Magus&#039;&#039; - Septagram is the product of a mystical breeding program led by the Hidden Order of Magi. He is the Seventh Son of a Seventh Son to the Seventh Power and that means his mystic strength is second only to the Powers that Be.&lt;br /&gt;
==== Trouble ====&lt;br /&gt;
&#039;&#039;Dictates of the Powers that Be&#039;&#039; - The Supreme Cosmic Entities that control the multiverse forbid Septagram from using his extreme power to bring direct harm to a person.&lt;br /&gt;
==== Teamup Aspect ====&lt;br /&gt;
&#039;&#039;Ageless Crusader for Justice&#039;&#039; - Septagram was there when the first superheroes emerged during WWII as a member of the OSI founded International Alliance of Justice. In our time he stands as a founding member of The Justicars.&lt;br /&gt;
==== Other Aspects ====&lt;br /&gt;
&#039;&#039;Never Sleeps Soundly&#039;&#039; - The echos and reverberations of 7 generations of sorcerous wisdom are accessible to Septagram, but he must contend with their nightmares as if they were his own.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Mark of the Magus&#039;&#039; - The Seven Pointed Star of the hidden order is burned onto each of Septagram&#039;s palms and he channels his power through these mystic sigils of binding and control. Those things that have been touched by his power tend to bear some mystic resonance as a result.&lt;br /&gt;
&lt;br /&gt;
=== Approaches ===&lt;br /&gt;
*Flashy +3&lt;br /&gt;
*Forceful +2&lt;br /&gt;
*Clever +2&lt;br /&gt;
*Quick +1&lt;br /&gt;
*Careful +1&lt;br /&gt;
*Stealthy +0&lt;br /&gt;
&lt;br /&gt;
=== Stunts ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Secrets of the Ancients&#039;&#039; - Because Septagram has access to the secrets of the ancients he gets a +2 when cleverly attempting to solve a riddle or decipher an ancient technology.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Seven Generations of Sorcerous Strength&#039;&#039; - Because Septagram has such tremendous power, he gets a +2 when he Overcomes an Obstacle in a forceful manner.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;I Cheat...&#039;&#039; - Septagram gets a +2 when he flashily Creates and Advantage using the environment or other indirect means.&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Justicars:_For_Great_Justice!&amp;diff=273997</id>
		<title>Justicars: For Great Justice!</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Justicars:_For_Great_Justice!&amp;diff=273997"/>
		<updated>2014-12-09T23:37:52Z</updated>

		<summary type="html">&lt;p&gt;Navaren: /* Heroes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Annals of the Justicars Universe. &lt;br /&gt;
&lt;br /&gt;
Justicars is a Fate Accelerated game run by SilvercatMoonpaw.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?737891-Justicars In Character Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?737964-Justicars Out of Character Thread]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Heroes ==&lt;br /&gt;
&#039;&#039;&#039;[[Justicars]]&#039;&#039;&#039; &lt;br /&gt;
*[[Septagram]]&lt;br /&gt;
*[[Duke Chronos]] &lt;br /&gt;
*[[Amarantine]]&lt;br /&gt;
*[[Micronomous]]&lt;br /&gt;
*[[Princess Fiona]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[The Science Five]]&#039;&#039;&#039; &lt;br /&gt;
*[[Alison &amp;quot;Alligator&amp;quot; Tsukuda]] &lt;br /&gt;
*[[Demyan &amp;quot;Demo&amp;quot; Wolanski]] &lt;br /&gt;
*[[Hjordis Armannsson]] &lt;br /&gt;
*[[Adamas Ozolins]] &lt;br /&gt;
*[[Avra Raskoph]]&lt;br /&gt;
&lt;br /&gt;
== Villains ==&lt;br /&gt;
Nazis (Biestfurher, Lorelei, Grendel)&lt;br /&gt;
== Beings from Other Realms ==&lt;br /&gt;
=== Aliens, Subterraneans, Extra-dimensionals ===&lt;br /&gt;
Nuru&lt;br /&gt;
Horned Ones&lt;br /&gt;
== Cosmic Entities ==&lt;br /&gt;
The Powers that Be&lt;br /&gt;
The Patrons (Spfumato, Chiarascuro)&lt;br /&gt;
== Superhuman Types ==&lt;br /&gt;
Mystic&lt;br /&gt;
Super-soldier Serum Recipient&lt;br /&gt;
== Eras ==&lt;br /&gt;
&amp;quot;Atlantis&amp;quot;&lt;br /&gt;
Wild Earth&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Justicars:_For_Great_Justice!&amp;diff=273996</id>
		<title>Justicars: For Great Justice!</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Justicars:_For_Great_Justice!&amp;diff=273996"/>
		<updated>2014-12-09T23:37:37Z</updated>

		<summary type="html">&lt;p&gt;Navaren: /* Heroes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Annals of the Justicars Universe. &lt;br /&gt;
&lt;br /&gt;
Justicars is a Fate Accelerated game run by SilvercatMoonpaw.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?737891-Justicars In Character Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?737964-Justicars Out of Character Thread]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Heroes ==&lt;br /&gt;
&#039;&#039;&#039;[[Justicars]]&#039;&#039;&#039; &lt;br /&gt;
*[[Septagram]]&lt;br /&gt;
*[[Duke Chronos]] &lt;br /&gt;
*[[Amarantine]]&lt;br /&gt;
*[[Micronomous]]&lt;br /&gt;
*[[Princess Fiona]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[The Science Five]]&#039;&#039;&#039; &lt;br /&gt;
*[[Alison &amp;quot;Alligator&amp;quot; Tsukuda]] &lt;br /&gt;
*[[Demyan &amp;quot;Demo&amp;quot; Wolanski]] &lt;br /&gt;
*[[Hjordis Armannsson]] &lt;br /&gt;
*[[Adamas Ozolins]] &lt;br /&gt;
*[[Avra Raskoph]]&lt;br /&gt;
&lt;br /&gt;
== Villains ==&lt;br /&gt;
Nazis (Biestfurher, Lorelei, Grendel)&lt;br /&gt;
== Beings from Other Realms ==&lt;br /&gt;
=== Aliens, Subterraneans, Extra-dimensionals ===&lt;br /&gt;
Nuru&lt;br /&gt;
Horned Ones&lt;br /&gt;
== Cosmic Entities ==&lt;br /&gt;
The Powers that Be&lt;br /&gt;
The Patrons (Spfumato, Chiarascuro)&lt;br /&gt;
== Superhuman Types ==&lt;br /&gt;
Mystic&lt;br /&gt;
Super-soldier Serum Recipient&lt;br /&gt;
== Eras ==&lt;br /&gt;
&amp;quot;Atlantis&amp;quot;&lt;br /&gt;
Wild Earth&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Justicars:_For_Great_Justice!&amp;diff=273995</id>
		<title>Justicars: For Great Justice!</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Justicars:_For_Great_Justice!&amp;diff=273995"/>
		<updated>2014-12-09T23:32:11Z</updated>

		<summary type="html">&lt;p&gt;Navaren: /* Heroes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Annals of the Justicars Universe. &lt;br /&gt;
&lt;br /&gt;
Justicars is a Fate Accelerated game run by SilvercatMoonpaw.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?737891-Justicars In Character Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?737964-Justicars Out of Character Thread]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Heroes ==&lt;br /&gt;
Justicars (Septagram, Duke Chronos, Amarantine, Micronomous, Princess Fiona)&lt;br /&gt;
&amp;lt;br&amp;gt;The Science Five (Alison &amp;quot;Alligator&amp;quot; Tsukuda, Demyan &amp;quot;Demo&amp;quot; Wolanski, Hjordis Armannsson, Adamas Ozolins, Avra Raskoph)&lt;br /&gt;
&lt;br /&gt;
== Villains ==&lt;br /&gt;
Nazis (Biestfurher, Lorelei, Grendel)&lt;br /&gt;
== Beings from Other Realms ==&lt;br /&gt;
=== Aliens, Subterraneans, Extra-dimensionals ===&lt;br /&gt;
Nuru&lt;br /&gt;
Horned Ones&lt;br /&gt;
== Cosmic Entities ==&lt;br /&gt;
The Powers that Be&lt;br /&gt;
The Patrons (Spfumato, Chiarascuro)&lt;br /&gt;
== Superhuman Types ==&lt;br /&gt;
Mystic&lt;br /&gt;
Super-soldier Serum Recipient&lt;br /&gt;
== Eras ==&lt;br /&gt;
&amp;quot;Atlantis&amp;quot;&lt;br /&gt;
Wild Earth&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Justicars:_For_Great_Justice!&amp;diff=273994</id>
		<title>Justicars: For Great Justice!</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Justicars:_For_Great_Justice!&amp;diff=273994"/>
		<updated>2014-12-09T23:32:01Z</updated>

		<summary type="html">&lt;p&gt;Navaren: /* Heroes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Annals of the Justicars Universe. &lt;br /&gt;
&lt;br /&gt;
Justicars is a Fate Accelerated game run by SilvercatMoonpaw.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?737891-Justicars In Character Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?737964-Justicars Out of Character Thread]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Heroes ==&lt;br /&gt;
&amp;lt;br&amp;gt;Justicars (Septagram, Duke Chronos, Amarantine, Micronomous, Princess Fiona)&lt;br /&gt;
&amp;lt;br&amp;gt;The Science Five (Alison &amp;quot;Alligator&amp;quot; Tsukuda, Demyan &amp;quot;Demo&amp;quot; Wolanski, Hjordis Armannsson, Adamas Ozolins, Avra Raskoph)&lt;br /&gt;
&lt;br /&gt;
== Villains ==&lt;br /&gt;
Nazis (Biestfurher, Lorelei, Grendel)&lt;br /&gt;
== Beings from Other Realms ==&lt;br /&gt;
=== Aliens, Subterraneans, Extra-dimensionals ===&lt;br /&gt;
Nuru&lt;br /&gt;
Horned Ones&lt;br /&gt;
== Cosmic Entities ==&lt;br /&gt;
The Powers that Be&lt;br /&gt;
The Patrons (Spfumato, Chiarascuro)&lt;br /&gt;
== Superhuman Types ==&lt;br /&gt;
Mystic&lt;br /&gt;
Super-soldier Serum Recipient&lt;br /&gt;
== Eras ==&lt;br /&gt;
&amp;quot;Atlantis&amp;quot;&lt;br /&gt;
Wild Earth&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Justicars:_For_Great_Justice!&amp;diff=273993</id>
		<title>Justicars: For Great Justice!</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Justicars:_For_Great_Justice!&amp;diff=273993"/>
		<updated>2014-12-09T23:30:12Z</updated>

		<summary type="html">&lt;p&gt;Navaren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Annals of the Justicars Universe. &lt;br /&gt;
&lt;br /&gt;
Justicars is a Fate Accelerated game run by SilvercatMoonpaw.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?737891-Justicars In Character Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?737964-Justicars Out of Character Thread]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Heroes ==&lt;br /&gt;
Justicars (Septagram, Duke Chronos, Amarantine, Micronomous, Princess Fiona)&lt;br /&gt;
The Science Five (Alison &amp;quot;Alligator&amp;quot; Tsukuda, Demyan &amp;quot;Demo&amp;quot; Wolanski, Hjordis Armannsson, Adamas Ozolins, Avra Raskoph)&lt;br /&gt;
== Villains ==&lt;br /&gt;
Nazis (Biestfurher, Lorelei, Grendel)&lt;br /&gt;
== Beings from Other Realms ==&lt;br /&gt;
=== Aliens, Subterraneans, Extra-dimensionals ===&lt;br /&gt;
Nuru&lt;br /&gt;
Horned Ones&lt;br /&gt;
== Cosmic Entities ==&lt;br /&gt;
The Powers that Be&lt;br /&gt;
The Patrons (Spfumato, Chiarascuro)&lt;br /&gt;
== Superhuman Types ==&lt;br /&gt;
Mystic&lt;br /&gt;
Super-soldier Serum Recipient&lt;br /&gt;
== Eras ==&lt;br /&gt;
&amp;quot;Atlantis&amp;quot;&lt;br /&gt;
Wild Earth&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Justicars:_For_Great_Justice!&amp;diff=273992</id>
		<title>Justicars: For Great Justice!</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Justicars:_For_Great_Justice!&amp;diff=273992"/>
		<updated>2014-12-09T23:29:08Z</updated>

		<summary type="html">&lt;p&gt;Navaren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Annals of the Justicars Universe. &lt;br /&gt;
&lt;br /&gt;
Justicars is a Fate Accelerated game run by SilvercatMoonpaw.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?737891-Justicars In Character Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?737964-Justicars Out of Character Thread]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Heroes ==&lt;br /&gt;
--Justicars (Septagram, Duke Chronos, Amarantine, Micronomous, Princess Fiona)&lt;br /&gt;
--The Science Five (Alison &amp;quot;Alligator&amp;quot; Tsukuda, Demyan &amp;quot;Demo&amp;quot; Wolanski, Hjordis Armannsson, Adamas Ozolins, Avra Raskoph)&lt;br /&gt;
== Villains ==&lt;br /&gt;
--Nazis (Biestfurher, Lorelei, Grendel)&lt;br /&gt;
== Beings from Other Realms ==&lt;br /&gt;
=== Aliens, Subterraneans, Extra-dimensionals ===&lt;br /&gt;
--Nuru&lt;br /&gt;
--Horned Ones&lt;br /&gt;
== Cosmic Entities ==&lt;br /&gt;
--The Patrons (Spfumato, Chiarascuro)&lt;br /&gt;
== Superhuman Types ==&lt;br /&gt;
--Mystic&lt;br /&gt;
--Super-soldier Serum Recipient&lt;br /&gt;
== Eras ==&lt;br /&gt;
--&amp;quot;Atlantis&amp;quot;&lt;br /&gt;
--Wild Earth&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Justicars:_For_Great_Justice!&amp;diff=273991</id>
		<title>Justicars: For Great Justice!</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Justicars:_For_Great_Justice!&amp;diff=273991"/>
		<updated>2014-12-09T23:26:04Z</updated>

		<summary type="html">&lt;p&gt;Navaren: Created page with &amp;quot;Welcome to the Annals of the Justicars Universe.   Justicars is a Fate Accelerated game run by SilvercatMoonpaw.  [http://forum.rpg.net/showthread.php?737891-Justicars In Char...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Annals of the Justicars Universe. &lt;br /&gt;
&lt;br /&gt;
Justicars is a Fate Accelerated game run by SilvercatMoonpaw.&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?737891-Justicars In Character Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?737964-Justicars Out of Character Thread]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Heroes&lt;br /&gt;
--Justicars (Septagram, Duke Chronos, Amarantine, Micronomous, Princess Fiona)&lt;br /&gt;
--The Science Five (Alison &amp;quot;Alligator&amp;quot; Tsukuda, Demyan &amp;quot;Demo&amp;quot; Wolanski, Hjordis Armannsson, Adamas Ozolins, Avra Raskoph)&lt;br /&gt;
* Villains&lt;br /&gt;
--Nazis (Biestfurher, Lorelei, Grendel)&lt;br /&gt;
* Beings from Other Realms (i.e. Aliens, Subterraneans, Extra-dimensionals)&lt;br /&gt;
--Nuru&lt;br /&gt;
--Horned Ones&lt;br /&gt;
* Cosmic Entities&lt;br /&gt;
--The Patrons (Spfumato, Chiarascuro)&lt;br /&gt;
* Eras&lt;br /&gt;
--&amp;quot;Atlantis&amp;quot;&lt;br /&gt;
--Wild Earth&lt;br /&gt;
* Superhuman Types&lt;br /&gt;
--Mystic&lt;br /&gt;
--Super-soldier Serum Recipient&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Road_through_the_Ruins&amp;diff=272386</id>
		<title>Road through the Ruins</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Road_through_the_Ruins&amp;diff=272386"/>
		<updated>2014-10-26T17:35:15Z</updated>

		<summary type="html">&lt;p&gt;Navaren: /* The Cast */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A play-by-post game of Savage Worlds set in the Hyborian Age.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==The Setting==&lt;br /&gt;
&lt;br /&gt;
===The Premise===&lt;br /&gt;
&lt;br /&gt;
The adventure is set in the Hyborian world of Conan, off- stage and probably later than the high heroic action of the Barbarian’s adventures.   It would be about 500 posts long, with characters advancing from mid-novice to mid-Seasoned level.  Characters would be humble villagers fleeing slavers, in this case Argosean mercs working for a corrupt local judge. Travelling across a forbidding tract of Zamoran wilderness to avoid detection, they would encounter monsters, strange villages and ancient ruins. Their goal would be to seek training at the Guild of Slayers in the City of Thieves [mechanically , this would give them a free advance].   Equipped with stronger skills and weapons, they would return to wreak vengeance on their village’s corrupt tormentors. A journey story with a zero-to-minor-hero trajectory and a vengeance pay-off. &lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
&lt;br /&gt;
Your characters would start at mid-Novice level , with two advancements to reflect their promise and inherent heroic potential. Suggested character tropes:&lt;br /&gt;
&lt;br /&gt;
* Sturdy smith’s apprentice&lt;br /&gt;
* Son / daughter of a warrior parent&lt;br /&gt;
* Peltast shepherd, deadly with a sling-shot&lt;br /&gt;
* Animal –whisperer cowherd or village outsider&lt;br /&gt;
* Fledgling witch/ wiseman&lt;br /&gt;
&lt;br /&gt;
==Play Style and House Rules==&lt;br /&gt;
&lt;br /&gt;
[[File:800px-Moabite_Sarcophagus.jpg|right|300px]]&lt;br /&gt;
&lt;br /&gt;
===Style of play===&lt;br /&gt;
&lt;br /&gt;
This is a tough, dark setting which we’d play quite grittily, retaining bennies but with one harsher combat rule (see below) to keep  things  ‘real’. Character death will be possible and even relatively common, especially at the start. It may be that in the course of the adventure you will switch to playing a new character;  either one of the non-wild card extras accompanying the party (elevated to WC status), or a  newly minted ally met along the way.  There will be one advancement penalty for restarting in this way.&lt;br /&gt;
&lt;br /&gt;
Magic exists, but is rare and for this setting/ level should be discrete and low glamour.&lt;br /&gt;
&lt;br /&gt;
Powers similar to ‘hedge magic’ or psychic abilities like telepathy might work best.&lt;br /&gt;
&lt;br /&gt;
===Setting/ house rules===&lt;br /&gt;
&lt;br /&gt;
As villagers you start with only 250 Zamoran stars and with the dangerous status of fleeing peasants absent from their assigned village (=Enemy, authorities; major hindrance).  As humans you get a free Edge, and the compulsory hindrance will buy you 2 more advancements. Only one major, or two minor extra hindrances can be taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gritty combat:&#039;&#039;&#039; 4 cumulative wounds incapacitate as per present rules,  but any single blow inflicting 2 or more wounds (note: two WOUNDS, not just shaken and wound) at once is an  insta-kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;‘Weapon’ proficiencies&#039;&#039;&#039; are needed to use a weapon without a -2 penalty. Each Fighting or Shooting skill die gives you access to two broad classes of weapon, which should be specified by the player. . ‘Simpler’ weapons should usually be selected  first, with proficiencies for expensive or exotic weapons added later . So a character with d4 in fighting could specify  brawling and clubs. Advancing to d6, they could add  spears and swords.  A character with a d4 in shooting might be proficient in slings and shortbows. Note that brawling requires its own proficiency. The ability to throw weapons like axes also needs to be listed as a a separate proficiency.&lt;br /&gt;
&lt;br /&gt;
The&#039;&#039;&#039; Tracking &#039;&#039;&#039;skill is absorbed by Survival , but rolled at -2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Throwing&#039;&#039;&#039; skill is removed and split between Fighting skill, Shooting skill, and Agility attribute as per savagepedia’s House rule 1.1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium shields&#039;&#039;&#039; are counted as giving light cover and &#039;&#039;&#039;large shields&#039;&#039;&#039; medium cover (presumably for both melee and missile purposes) &lt;br /&gt;
&lt;br /&gt;
You can increase your Strength die type by one step when &#039;&#039;&#039;using a weapon in two hands&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[http://westmarchsaga.wikia.com/wiki/Savage_Worlds_Weapons_and_Armor Weapons and Armor list]&lt;br /&gt;
&lt;br /&gt;
===New Edges===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sense Motive.&#039;&#039;&#039;  allows you to use either notice or persuade to read another’s intentions at +2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-level magic&#039;&#039;&#039; (requires d8 in relevant skill):  select a single non-combat skill like notice, repair, or survival. Treat results that give two or more raises as having some slightly preternatural additional  effects (e.g. notice with 2 raises means you ‘feel’ the presence of something that might be hidden from plain sight; Repair with 2 raises allows you to ‘heal’ a broken wheel so the break is no longer visible).  &lt;br /&gt;
&lt;br /&gt;
===PbP  rules===&lt;br /&gt;
&lt;br /&gt;
Daily posting , especially if your character is active and important. Extras, if they are to be active, will be run by players.  I am not keen on  puppeting absent players, so while I appreciate that sometimes people have stuff on (!), I usually ask that this signals that their character is taking a back-seat  for some reason (ill, unsettled, or out of sorts).&lt;br /&gt;
&lt;br /&gt;
==Map of the Road through the Ruins==&lt;br /&gt;
&lt;br /&gt;
[[Map]]&lt;br /&gt;
&lt;br /&gt;
==The Cast==&lt;br /&gt;
&lt;br /&gt;
[[Kar, frail shepherd|&#039;&#039;&#039;Kar&#039;&#039;&#039;, frail shepherd]] (Baeraad)&lt;br /&gt;
&lt;br /&gt;
[[Pavron, the Blind Herbalist|&#039;&#039;&#039;Pavron&#039;&#039;&#039;, the Blind Herbalist]] (Navaren)&lt;br /&gt;
&lt;br /&gt;
[[Sharitha, tomboy archer|&#039;&#039;&#039;Sharitha&#039;&#039;&#039;, tomboy archer]] (Max)&lt;br /&gt;
&lt;br /&gt;
[[Egil, Brythunian mercenary|&#039;&#039;&#039;Egil&#039;&#039;&#039;, Brythunian mercenary]] (Carwyn)&lt;br /&gt;
&lt;br /&gt;
===Extras===&lt;br /&gt;
&lt;br /&gt;
[[Sabria (Right Hand), Kush Amazon|&#039;&#039;&#039;Sabria (Right Hand)&#039;&#039;&#039;, Kush Amazon]] d8 Fighting, d4 Intimidate&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trax the Sneak (Right Hand)&#039;&#039;&#039;, sneak thief: add lockpicking d6, d4 taunt&lt;br /&gt;
&lt;br /&gt;
[[&amp;quot;Wolf&amp;quot;, wild boy|&#039;&#039;&#039;Wolf&#039;&#039;&#039;, wild boy]]. Henchman of Kar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Areth (Animal Companion)&#039;&#039;&#039;, Zamoran Imperial Eagle&lt;br /&gt;
[[File:Hugh Rankin - Shadows in the Moonlight.jpg|right|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not accompanying:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tukumbi, camel trader&#039;s boy: to base stats (see below) add streetwise d6, persuade d4.&lt;br /&gt;
&lt;br /&gt;
Enkara, milita champion I. Increase fighting to d8, add intimidate d4.&lt;br /&gt;
&lt;br /&gt;
Sama, milita champion II. Increase fighting to d8, add taunt d4. Fights with hide shield and axe. Parry 6 with shield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defunct:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zora, scribe&#039;s daughter: add knowledge (culture) d6, knowledge (occult) d4&lt;br /&gt;
&lt;br /&gt;
====Base stats for all extras====&lt;br /&gt;
&lt;br /&gt;
* STR, AGI, SPI, VIG SMA are d6.&lt;br /&gt;
* Climb, fight, notice, repair, shoot, stealth, survival all d6.&lt;br /&gt;
* Hindrance: enemy (feudal overlords)&lt;br /&gt;
* Base derived stats: Parry 5 (6 with spear), Toughness 5.&lt;br /&gt;
* Most villagers carry short spears and a sling. Gear is 100 stars worth of portable travel equipment.&lt;br /&gt;
&lt;br /&gt;
===Money===&lt;br /&gt;
&lt;br /&gt;
* 633 stars (200 in a necklace)&lt;br /&gt;
* now 623 , Pav&#039;s spell materials.&lt;br /&gt;
* 303 stars at time of visit to the Hand&lt;br /&gt;
* 803. Given a 500-star gold talent as a bounty.&lt;br /&gt;
* 860. 57 Zamoran Stars added by new character , Egil&lt;br /&gt;
*800. Inn accommodation and revelry for this adventure.&lt;br /&gt;
* 700. Belongings lost, damaged or spoiled in the tumble under the Tower of the Ape. Replaced in Taza&#039;s bazaar&lt;br /&gt;
&lt;br /&gt;
===The Honored Dead===&lt;br /&gt;
&lt;br /&gt;
[[Ruarc, half-Cimmerian smith|&#039;&#039;&#039;Ruarc&#039;&#039;&#039;, half-Cimmerian smith]], blasted by a psionic devil ape near the city of Taza&lt;br /&gt;
&lt;br /&gt;
==ONE ROLL ENGINE weekly progress==&lt;br /&gt;
&lt;br /&gt;
The journey through the ruins requires 8 weeks travel. Unless the roll indicates otherwise, a group Survival roll is needed or travel rations (10 stars p.p) expended. &lt;br /&gt;
&lt;br /&gt;
Each week roll 6d6. 1s = hurdles..... 2s = monsters ..... 3s = wickedness ..... 4s = ruins ..... 5s = folk .....  6s = bounty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HURDLES (1s)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Single die.&#039;&#039;&#039;  Heat, broken road, little water:  requires a VIG roll or fatigued.&lt;br /&gt;
* &#039;&#039;&#039;Two dice.&#039;&#039;&#039; Illness, burning heat sans shelter, very limited water: requires a VIG roll at -2 or fatigued. Fumble =death. Alt. is week delay. &lt;br /&gt;
* &#039;&#039;&#039;Three or more:&#039;&#039;&#039; total drought, sandstorm, locust swarm. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MONSTERS (2s)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Single die.&#039;&#039;&#039;  Snake bite or scorpion sting. Random target rolls notice or sick (roll VIG or fatigued)&lt;br /&gt;
* &#039;&#039;&#039;Two dice.&#039;&#039;&#039; Threat. Hyena pack, lion, leopard&lt;br /&gt;
* &#039;&#039;&#039;Three dice or more.&#039;&#039;&#039; Major encounter (giant snake, cave bear, etc.) or special monster. &amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WICKEDNESS (3s)&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Single die.&#039;&#039;&#039;  Trickery , theft, sharp practice. &lt;br /&gt;
* &#039;&#039;&#039;Two dice.&#039;&#039;&#039; Banditry, slavery, murder.&lt;br /&gt;
* &#039;&#039;&#039;Three or more.&#039;&#039;&#039; lycanthropy, sorcery, cultism, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RUINS (4s)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Single die.&#039;&#039;&#039; Ruins. Each group notice gains 30 sps of mundane loot p.p.. Fumbles indicate wound due to fall, collapse, snake or scorpion bite.&lt;br /&gt;
* &#039;&#039;&#039;Two dice.&#039;&#039;&#039; Ruins with possible (minor?) monster , trap, treasure. &lt;br /&gt;
* &#039;&#039;&#039;Three or more.&#039;&#039;&#039; Major ruins requiring full-on delve. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FOLK (5s)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Single die.&#039;&#039;&#039;  Shepherds, herders, bandits. Possible trade or scuffle.&lt;br /&gt;
* &#039;&#039;&#039;Two dice.&#039;&#039;&#039; Village with smith, market, specialists.&lt;br /&gt;
* &#039;&#039;&#039;Three or more.&#039;&#039;&#039; Village with major human drama; plea, request, imprisonment, etc   &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BOUNTY (6s)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Single die.&#039;&#039;&#039; Gift, find, superior goods. If in the wild, Minor game (berries, rabbits, fowl, fish). Each survival success and raise nets (30*die) stars of provisions perperson. &lt;br /&gt;
* &#039;&#039;&#039;Two dice.&#039;&#039;&#039; major  gift or purchase opportunity. Major bounty (boar, antelope, wild oxen), natural garden.  Or Natural boon (trainable animal, special hide,  provision, magic plant or medicine). Or well goddess provides minor guidance.&lt;br /&gt;
* &#039;&#039;&#039;Three or more.&#039;&#039;&#039; Found treasure. Ally. Or well goddess provides major guidance, premonition or audience.&lt;br /&gt;
&lt;br /&gt;
==More Background==&lt;br /&gt;
&lt;br /&gt;
The small village of Betzem is a speck on the dusty landscape of Seyara Pronvince in Zamora. Zamora was wrecked by the wars in which Osric and his Asgardians came to power. Towered Seyara, small but splendid, became a backwater in those days. In the time of civil war that followed his death, the province has receded still further , no longer clearly distinguishable from the abandoned region of ruins to its immediate south. &lt;br /&gt;
&lt;br /&gt;
During the time of King Osric, life in Betzem was hard  enough, but  since his death and the subsequent civil war things have taken a turn for the worse. In towered Seyara , the cowardly local governor, fearing his own treacherous allies, squandered gold to purchase Argosean mercenaries,  barracking them throughout the province. Near your home of Betzem, in the hub-town of Jorica, a band of powerful but cruel  mercenaries has been billeted for a long year.  At their hands, your villages and others  have suffered plunder and harassment.  The unruly fighters do what they will, causing chaos in the town and raiding its surrounding settlements  for plunder and sport.  Worse , the district magistrate , Zog, tolerates the mercenaries’ lawlessness, relying on them to collect annual taxes and to enforce his own local law.  Raising taxes in remote villages to unpayable levels, the judge  is carrying out a scheme to enslave debtors and put them to work on his own estate.&lt;br /&gt;
In a few days the self-styled ‘Pythian Band ’ will arrive in the village of Betzem to collect the judge’s dues. Not the exorbitant taxes that they know the village cannot pay, but rather the penalty for non-payment; the best of the youths and maids to work the judge’s estate.&lt;br /&gt;
&lt;br /&gt;
Your characters will be promising youngsters who secretly flee the village to arm, train and plot revenge on the corrupt local judge. Inspired by a message delivered by a local well goddess, your band will travel across the shunned northern wastes of Zamora by an ancient, little used route, crossing lands abandoned centuries earlier when its great aquifers ran dry.  There, the Lady of the Springs vouchsafes, you will encounter ruins, lost villages, hermits and monsters.  The cost will be great. She predicts a third of your group (of a dozen youngsters) will die, and a third abandon the journey. But those that remain and survive to receive training from the Guild of Slayers in the distant City of Thieves  will gain a chance to challenge the wicked judge and his thuggish protectors.&lt;br /&gt;
&lt;br /&gt;
===The (Argosean) Band of Pythos===&lt;br /&gt;
&lt;br /&gt;
[[File: Hoplite.jpg |right |150px]]&lt;br /&gt;
&lt;br /&gt;
Their captain, a  heavily armoured hoplite expert with sword, shield and spear&lt;br /&gt;
&lt;br /&gt;
A Hercules –like giant, with dual mattocks&lt;br /&gt;
&lt;br /&gt;
A lithe javelin thrower and peltast&lt;br /&gt;
&lt;br /&gt;
A (torc-headbanded)  priest of Atlantis , with reputed telekinetic powers&lt;br /&gt;
&lt;br /&gt;
A heartless  female champion&lt;br /&gt;
&lt;br /&gt;
A mocking  soldier philosopher&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pavron,_the_Blind_Herbalist&amp;diff=271258</id>
		<title>Pavron, the Blind Herbalist</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pavron,_the_Blind_Herbalist&amp;diff=271258"/>
		<updated>2014-10-03T15:47:33Z</updated>

		<summary type="html">&lt;p&gt;Navaren: Created page with &amp;quot;Name: Pavron the Blind Herbalist  Description: Pavron has a natural nose for herbs and the elderly wisewoman quickly taught him to be able to feel the differences in similar s...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Name: Pavron the Blind Herbalist&lt;br /&gt;
&lt;br /&gt;
Description: Pavron has a natural nose for herbs and the elderly wisewoman quickly taught him to be able to feel the differences in similar smelling herbs. Despite his blindness Pavron is eager to travel to the Guild of Slayers with his younger half-sister Trax. He knows that with his hedge-magic and masterful knowledge of mixing salves he will be able to craft poisons for his sister&#039;s blades so they can assassinate the clinking, laughing monstrosity that killed the village wisewoman. While wandering in the woods in seach of a special herb to burn at the wisewoman&#039;s funeral  Pavron stumbled upon a Cimmerian Golden Eagle with a wounded wing. He felt an instant and magical connection to the beast and spent all of his skill and Knowledge to heal it, and now the Eagle, named Areth, functions as his eyes as much as his sister Trax.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
AGI d4&lt;br /&gt;
SMA d8&lt;br /&gt;
SPI d10&lt;br /&gt;
STR d4&lt;br /&gt;
Vig d6&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
Healing d8&lt;br /&gt;
Knowledge (Occult) d6&lt;br /&gt;
Knowledge (Herbalism) d6&lt;br /&gt;
Fighting d4 &lt;br /&gt;
Riding d6&lt;br /&gt;
Survival d6&lt;br /&gt;
Hedge Magic d8&lt;br /&gt;
&lt;br /&gt;
Charisma: +0&lt;br /&gt;
Pace: 6&lt;br /&gt;
Parry: 4 (5 with Staff)&lt;br /&gt;
Toughness: 5&lt;br /&gt;
Power Points 15 &lt;br /&gt;
Proficiencies: Staff and dagger&lt;br /&gt;
Powers (2): Elemental Manipulation (Fire, Water)&lt;br /&gt;
&lt;br /&gt;
Edges:&lt;br /&gt;
Hedge Magic - Arcane Background (Blind Edge)&lt;br /&gt;
Beast Bond (Human Edge)&lt;br /&gt;
Beast Master (Advance)&lt;br /&gt;
Healer (Advance) (+2 Bonus to on all healing rolls, confered on up to 5 travel companions as well)&lt;br /&gt;
Low Level Magic (Healing)&lt;br /&gt;
&lt;br /&gt;
Hindrances:&lt;br /&gt;
Enemy – Authorities (Major Used to boost SMA) &lt;br /&gt;
Blind - -6 to physical involving sight, -2 to social (Points used to buy Low Level Magic healing Edge +Hedge Magic Arcane Background)&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
215 Zamoran Stars&lt;br /&gt;
Crude Wooden Staff&lt;br /&gt;
Dagger&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Road_through_the_Ruins&amp;diff=271257</id>
		<title>Road through the Ruins</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Road_through_the_Ruins&amp;diff=271257"/>
		<updated>2014-10-03T15:46:46Z</updated>

		<summary type="html">&lt;p&gt;Navaren: /* Extras */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;The Setting&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savage Worlds: The Road through the Ruins&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Premise.&#039;&#039;&#039; The adventure is set in the Hyborian world of Conan, off- stage and probably later than the high heroic action of the Barbarian’s adventures.   It would be about 500 posts long, with characters advancing from mid-novice to mid-Seasoned level.  Characters would be humble villagers fleeing slavers, in this case Argosean mercs working for a corrupt local judge. Travelling across a forbidding tract of Zamoran wilderness to avoid detection, they would encounter monsters, strange villages and ancient ruins. Their goal would be to seek training at the Guild of Slayers in the City of Thieves [mechanically , this would give them a free advance].   Equipped with stronger skills and weapons, they would return to wreak vengeance on their village’s corrupt tormentors. A journey story with a zero-to-minor-hero trajectory and a vengeance pay-off. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Characters:&#039;&#039;&#039; Your characters would start at mid-Novice level , with two advancements to reflect their promise and inherent heroic potential. Suggested character tropes: &amp;lt;br/&amp;gt;&lt;br /&gt;
Sturdy smith’s apprentice&amp;lt;br/&amp;gt;&lt;br /&gt;
Son / daughter of a warrior parent&amp;lt;br/&amp;gt;&lt;br /&gt;
Peltast shepherd, deadly with a sling-shot&amp;lt;br/&amp;gt;&lt;br /&gt;
Animal –whisperer cowherd or village outsider &amp;lt;br/&amp;gt;&lt;br /&gt;
Fledgling witch/ wiseman   &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Style of play:&#039;&#039;&#039; &lt;br /&gt;
[[File:800px-Moabite_Sarcophagus.jpg|left|300px]]&lt;br /&gt;
This is a tough, dark setting which we’d play quite grittily, retaining bennies but with one harsher combat rule (see below) to keep  things  ‘real’. Character death will be possible and even relatively common, especially at the start. It may be that in the course of the adventure you will switch to playing a new character;  either one of the non-wild card extras accompanying the party (elevated to WC status), or a  newly minted ally met along the way.  There will be one advancement penalty for restarting in this way . &lt;br /&gt;
Magic exists, but is rare and for this setting/ level should be discrete and low glamour. &lt;br /&gt;
Powers similar to ‘hedge magic’ or psychic abilities like telepathy might work best. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Setting/ house rules:&#039;&#039;&#039;&lt;br /&gt;
As villagers you start with only 250 Zamoran stars and with the dangerous status of fleeing peasants absent from their assigned village (=Enemy, authorities; major hindrance).  As humans you get a free Edge, and the compulsory hindrance will buy you 2 more advancements. Only one major, or two minor extra hindrances can be taken.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gritty combat:&#039;&#039;&#039; 4 cumulative wounds incapacitate as per present rules,  but any single blow inflicting 2 or more wounds (note: two WOUNDS, not just shaken and wound) at once is an  insta-kill &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;‘Weapon’ proficiencies&#039;&#039;&#039; are needed to use a weapon without a -2 penalty. Each Fighting or Shooting skill die gives you access to two broad classes of weapon, which should be specified by the player. . ‘Simpler’ weapons should usually be selected  first, with proficiencies for expensive or exotic weapons added later . So a character with d4 in fighting could specify  brawling and clubs. Advancing to d6, they could add  spears and swords.  A character with a d4 in shooting might be proficient in slings and shortbows. Note that brawling requires its own proficiency. The ability to throw weapons like axes also needs to be listed as a a separate proficiency.  &amp;lt;br/&amp;gt;&lt;br /&gt;
The&#039;&#039;&#039; Tracking &#039;&#039;&#039;skill is absorbed by Survival , but rolled at -2. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Throwing&#039;&#039;&#039; skill is removed and split between Fighting skill, Shooting skill, and Agility attribute as per savagepedia’s House rule 1.1.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;NEW EDGES:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sense Motive.&#039;&#039;&#039;  allows you to use either notice or persuade to read another’s intentions at +2.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Low-level magic&#039;&#039;&#039; (requires d8 in relevant skill):  select a single non-combat skill like notice, repair, or survival. Treat results that give two or more raises as having some slightly preternatural additional  effects (e.g. notice with 2 raises means you ‘feel’ the presence of something that might be hidden from plain sight; Repair with 2 raises allows you to ‘heal’ a broken wheel so the break is no longer visible).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PbP  rules.&#039;&#039;&#039; Daily posting , especially if your character is active and important. Extras, if they are to be active, will be run by players.  I am not keen on  puppeting absent players, so while I appreciate that sometimes people have stuff on (!), I usually ask that this signals that their character is taking a back-seat  for some reason (ill, unsettled, or out of sorts).&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Map of the Road through the Ruins &#039;&#039;&#039;=&lt;br /&gt;
[[Map]]&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Characters&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
[[ Kar, frail shepherd]]&lt;br /&gt;
&lt;br /&gt;
[[Ruarc, half-Cimmerian smith]]&lt;br /&gt;
&lt;br /&gt;
[[Pavron, the Blind Herbalist]]&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;ONE ROLL ENGINE weekly progress&#039;&#039;&#039;=&lt;br /&gt;
The journey through the ruins requires 8 weeks travel. Unless the roll indicates otherwise, a group Survival roll is needed or travel rations (10 stars p.p) expended. &lt;br /&gt;
&lt;br /&gt;
Each week roll 6d6. 1s=hurdles….. 2s= enemies ….. 3s =ruins……4s= folk ….… 5s= boon ….…  6s=guidance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HURDLES (1s). Single die.&#039;&#039;&#039;  Heat, broken road, little water:  requires a VIG roll or fatigued.&lt;br /&gt;
&#039;&#039;&#039;Two dice.&#039;&#039;&#039; Illness, burning heat sans shelter, very limited water: requires a VIG roll at -2 or fatigued. Fumble =death. Alt. is week delay. &lt;br /&gt;
&#039;&#039;&#039;Three or more:&#039;&#039;&#039; total drought, sandstorm, locust swarm. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;MONSTERS (2s)&#039;&#039;&#039; &#039;&#039;&#039;Single die.&#039;&#039;&#039;  Snake bite or scorpion sting. Random target rolls notice or sick (roll VIG or fatigued)&lt;br /&gt;
&#039;&#039;&#039;Two dice.&#039;&#039;&#039; Threat. Hyena pack, lion, leopard&lt;br /&gt;
&#039;&#039;&#039;Three dice or more.&#039;&#039;&#039; Major encounter (giant snake, cave bear, etc.) or special monster. &amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;WICKEDNESS (3s)&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Single die.&#039;&#039;&#039;  Trickery , theft, sharp practice. &lt;br /&gt;
&#039;&#039;&#039;Two dice.&#039;&#039;&#039; Banditry, slavery, murder.&lt;br /&gt;
&#039;&#039;&#039;Three or more.&#039;&#039;&#039; lycanthropy, sorcery, cultism, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RUINS (4s)&#039;&#039;&#039; &#039;&#039;&#039;Single die.&#039;&#039;&#039; Ruins. Each group notice gains 30 sps of mundane loot p.p.. Fumbles indicate wound due to fall, collapse, snake or scorpion bite. &lt;br /&gt;
&#039;&#039;&#039;Two dice.&#039;&#039;&#039; Ruins with possible (minor?) monster , trap, treasure. &lt;br /&gt;
&#039;&#039;&#039;Three or more.&#039;&#039;&#039; Major ruins requiring full-on delve. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;FOLK (5s) Single die.&#039;&#039;&#039;  Shepherds, herders, bandits. Possible trade or scuffle.&lt;br /&gt;
&#039;&#039;&#039;Two dice.&#039;&#039;&#039; Village with smith, market, specialists.&lt;br /&gt;
&#039;&#039;&#039;Three or more.&#039;&#039;&#039; Village with major human drama; plea, request, imprisonment, etc   &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BOUNTY (6s)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Single die.&#039;&#039;&#039; Gift, find, superior goods. If in the wild, Minor game (berries, rabbits, fowl, fish). Each survival success and raise nets (30*die) stars of provisions perperson. &lt;br /&gt;
&#039;&#039;&#039;Two dice.&#039;&#039;&#039; major  gift or purchase opportunity. Major bounty (boar, antelope, wild oxen), natural garden.  Or Natural boon (trainable animal, special hide,  provision, magic plant or medicine). Or well goddess provides minor guidance. &#039;&#039;&#039;Three or more.&#039;&#039;&#039; Found treasure. Ally. Or well goddess provides major guidance, premonition or audience.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Extras&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zora&#039;&#039;&#039;, scribe&#039;s daughter: add knowledge (culture) d6, knowledge (occult) d4 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trax the Sneak&#039;&#039;&#039;, sneak thief: add lockpicking d6, d4 taunt &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Wolf&amp;quot;&#039;&#039;&#039;, wild boy. Increase survival to d8, knowledge (animals) d4. &amp;lt;br/&amp;gt;&lt;br /&gt;
Base stats for all extras:&amp;lt;br/&amp;gt;&lt;br /&gt;
STR, AGI, SPI, VIG SMA are d6. &amp;lt;br/&amp;gt;&lt;br /&gt;
Climb, fight, notice, repair, shoot, stealth, survival all d6. &amp;lt;br/&amp;gt;&lt;br /&gt;
Hindrance: enemy (feudal overlords) &amp;lt;br/&amp;gt;&lt;br /&gt;
Base derived stats: Parry 5 (6 with spear), Toughness 5 . &amp;lt;br/&amp;gt;&lt;br /&gt;
Most villagers carry short spears and a sling. Gear is 100 stars worth of portable travel equipment. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Areth, Zamoran Imperial Eagle&#039;&#039;&#039;&#039;&lt;br /&gt;
[[File:Hugh Rankin - Shadows in the Moonlight.jpg|right|200px]]&lt;br /&gt;
&lt;br /&gt;
Not accompanying: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tukumbi&#039;&#039;&#039;, camel trader&#039;s boy: to base stats (see below) add streetwise d6, persuade d4. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Enkara&#039;&#039;&#039;, milita champion I. Increase fighting to d8, add intimidate d4. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sama&#039;&#039;&#039;, milita champion II. Increase fighting to d8, add taunt d4. Fights with hide shield and axe. Parry 6 with shield. &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;More Background&#039;&#039;&#039;=&lt;br /&gt;
The small village of Betzem is a speck on the dusty landscape of Seyara Pronvince in Zamora. Zamora was wrecked by the wars in which Osric and his Asgardians came to power. Towered Seyara, small but splendid, became a backwater in those days. In the time of civil war that followed his death, the province has receded still further , no longer clearly distinguishable from the abandoned region of ruins to its immediate south. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
During the time of King Osric, life in Betzem was hard  enough, but  since his death and the subsequent civil war things have taken a turn for the worse. In towered Seyara , the cowardly local governor, fearing his own treacherous allies, squandered gold to purchase Argosean mercenaries,  barracking them throughout the province. Near your home of Betzem, in the hub-town of Jorica, a band of powerful but cruel  mercenaries has been billeted for a long year.  At their hands, your villages and others  have suffered plunder and harassment.  The unruly fighters do what they will, causing chaos in the town and raiding its surrounding settlements  for plunder and sport.  Worse , the district magistrate , Zog, tolerates the mercenaries’ lawlessness, relying on them to collect annual taxes and to enforce his own local law.  Raising taxes in remote villages to unpayable levels, the judge  is carrying out a scheme to enslave debtors and put them to work on his own estate.&lt;br /&gt;
In a few days the self-styled ‘Pythian Band ’ will arrive in the village of Betzem to collect the judge’s dues. Not the exorbitant taxes that they know the village cannot pay, but rather the penalty for non-payment; the best of the youths and maids to work the judge’s estate.&lt;br /&gt;
Your characters will be promising youngsters who secretly flee the village to arm, train and plot revenge on the corrupt local judge. Inspired by a message delivered by a local well goddess, your band will travel across the shunned northern wastes of Zamora by an ancient, little used route, crossing lands abandoned centuries earlier when its great aquifers ran dry.  There, the Lady of the Springs vouchsafes, you will encounter ruins, lost villages, hermits and monsters.  The cost will be great. She predicts a third of your group (of a dozen youngsters) will die, and a third abandon the journey. But those that remain and survive to receive training from the Guild of Slayers in the distant City of Thieves  will gain a chance to challenge the wicked judge and his thuggish protectors.    &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=&#039;&#039;&#039;The (Argosean) Band of Pythos &#039;&#039;&#039;=&lt;br /&gt;
[[File: Hoplite.jpg |left |150px]]&lt;br /&gt;
Their captain, a  heavily armoured hoplite expert with sword, shield and spear &amp;lt;br/&amp;gt;&lt;br /&gt;
A Hercules –like giant, with dual mattocks &amp;lt;br/&amp;gt;&lt;br /&gt;
A lithe javelin thrower and peltast  &amp;lt;br/&amp;gt;&lt;br /&gt;
A (torc-headbanded)  priest of Atlantis , with reputed telekinetic powers &amp;lt;br/&amp;gt;&lt;br /&gt;
A heartless  female champion &amp;lt;br/&amp;gt;&lt;br /&gt;
A mocking  soldier philosopher &amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Road_through_the_Ruins&amp;diff=271256</id>
		<title>Road through the Ruins</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Road_through_the_Ruins&amp;diff=271256"/>
		<updated>2014-10-03T15:45:10Z</updated>

		<summary type="html">&lt;p&gt;Navaren: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;The Setting&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savage Worlds: The Road through the Ruins&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Premise.&#039;&#039;&#039; The adventure is set in the Hyborian world of Conan, off- stage and probably later than the high heroic action of the Barbarian’s adventures.   It would be about 500 posts long, with characters advancing from mid-novice to mid-Seasoned level.  Characters would be humble villagers fleeing slavers, in this case Argosean mercs working for a corrupt local judge. Travelling across a forbidding tract of Zamoran wilderness to avoid detection, they would encounter monsters, strange villages and ancient ruins. Their goal would be to seek training at the Guild of Slayers in the City of Thieves [mechanically , this would give them a free advance].   Equipped with stronger skills and weapons, they would return to wreak vengeance on their village’s corrupt tormentors. A journey story with a zero-to-minor-hero trajectory and a vengeance pay-off. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Characters:&#039;&#039;&#039; Your characters would start at mid-Novice level , with two advancements to reflect their promise and inherent heroic potential. Suggested character tropes: &amp;lt;br/&amp;gt;&lt;br /&gt;
Sturdy smith’s apprentice&amp;lt;br/&amp;gt;&lt;br /&gt;
Son / daughter of a warrior parent&amp;lt;br/&amp;gt;&lt;br /&gt;
Peltast shepherd, deadly with a sling-shot&amp;lt;br/&amp;gt;&lt;br /&gt;
Animal –whisperer cowherd or village outsider &amp;lt;br/&amp;gt;&lt;br /&gt;
Fledgling witch/ wiseman   &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Style of play:&#039;&#039;&#039; &lt;br /&gt;
[[File:800px-Moabite_Sarcophagus.jpg|left|300px]]&lt;br /&gt;
This is a tough, dark setting which we’d play quite grittily, retaining bennies but with one harsher combat rule (see below) to keep  things  ‘real’. Character death will be possible and even relatively common, especially at the start. It may be that in the course of the adventure you will switch to playing a new character;  either one of the non-wild card extras accompanying the party (elevated to WC status), or a  newly minted ally met along the way.  There will be one advancement penalty for restarting in this way . &lt;br /&gt;
Magic exists, but is rare and for this setting/ level should be discrete and low glamour. &lt;br /&gt;
Powers similar to ‘hedge magic’ or psychic abilities like telepathy might work best. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Setting/ house rules:&#039;&#039;&#039;&lt;br /&gt;
As villagers you start with only 250 Zamoran stars and with the dangerous status of fleeing peasants absent from their assigned village (=Enemy, authorities; major hindrance).  As humans you get a free Edge, and the compulsory hindrance will buy you 2 more advancements. Only one major, or two minor extra hindrances can be taken.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gritty combat:&#039;&#039;&#039; 4 cumulative wounds incapacitate as per present rules,  but any single blow inflicting 2 or more wounds (note: two WOUNDS, not just shaken and wound) at once is an  insta-kill &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;‘Weapon’ proficiencies&#039;&#039;&#039; are needed to use a weapon without a -2 penalty. Each Fighting or Shooting skill die gives you access to two broad classes of weapon, which should be specified by the player. . ‘Simpler’ weapons should usually be selected  first, with proficiencies for expensive or exotic weapons added later . So a character with d4 in fighting could specify  brawling and clubs. Advancing to d6, they could add  spears and swords.  A character with a d4 in shooting might be proficient in slings and shortbows. Note that brawling requires its own proficiency. The ability to throw weapons like axes also needs to be listed as a a separate proficiency.  &amp;lt;br/&amp;gt;&lt;br /&gt;
The&#039;&#039;&#039; Tracking &#039;&#039;&#039;skill is absorbed by Survival , but rolled at -2. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Throwing&#039;&#039;&#039; skill is removed and split between Fighting skill, Shooting skill, and Agility attribute as per savagepedia’s House rule 1.1.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;NEW EDGES:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sense Motive.&#039;&#039;&#039;  allows you to use either notice or persuade to read another’s intentions at +2.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Low-level magic&#039;&#039;&#039; (requires d8 in relevant skill):  select a single non-combat skill like notice, repair, or survival. Treat results that give two or more raises as having some slightly preternatural additional  effects (e.g. notice with 2 raises means you ‘feel’ the presence of something that might be hidden from plain sight; Repair with 2 raises allows you to ‘heal’ a broken wheel so the break is no longer visible).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PbP  rules.&#039;&#039;&#039; Daily posting , especially if your character is active and important. Extras, if they are to be active, will be run by players.  I am not keen on  puppeting absent players, so while I appreciate that sometimes people have stuff on (!), I usually ask that this signals that their character is taking a back-seat  for some reason (ill, unsettled, or out of sorts).&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Map of the Road through the Ruins &#039;&#039;&#039;=&lt;br /&gt;
[[Map]]&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Characters&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
[[ Kar, frail shepherd]]&lt;br /&gt;
&lt;br /&gt;
[[Ruarc, half-Cimmerian smith]]&lt;br /&gt;
&lt;br /&gt;
[[Pavron, the Blind Herbalist]]&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;ONE ROLL ENGINE weekly progress&#039;&#039;&#039;=&lt;br /&gt;
The journey through the ruins requires 8 weeks travel. Unless the roll indicates otherwise, a group Survival roll is needed or travel rations (10 stars p.p) expended. &lt;br /&gt;
&lt;br /&gt;
Each week roll 6d6. 1s=hurdles….. 2s= enemies ….. 3s =ruins……4s= folk ….… 5s= boon ….…  6s=guidance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HURDLES (1s). Single die.&#039;&#039;&#039;  Heat, broken road, little water:  requires a VIG roll or fatigued.&lt;br /&gt;
&#039;&#039;&#039;Two dice.&#039;&#039;&#039; Illness, burning heat sans shelter, very limited water: requires a VIG roll at -2 or fatigued. Fumble =death. Alt. is week delay. &lt;br /&gt;
&#039;&#039;&#039;Three or more:&#039;&#039;&#039; total drought, sandstorm, locust swarm. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;MONSTERS (2s)&#039;&#039;&#039; &#039;&#039;&#039;Single die.&#039;&#039;&#039;  Snake bite or scorpion sting. Random target rolls notice or sick (roll VIG or fatigued)&lt;br /&gt;
&#039;&#039;&#039;Two dice.&#039;&#039;&#039; Threat. Hyena pack, lion, leopard&lt;br /&gt;
&#039;&#039;&#039;Three dice or more.&#039;&#039;&#039; Major encounter (giant snake, cave bear, etc.) or special monster. &amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;WICKEDNESS (3s)&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Single die.&#039;&#039;&#039;  Trickery , theft, sharp practice. &lt;br /&gt;
&#039;&#039;&#039;Two dice.&#039;&#039;&#039; Banditry, slavery, murder.&lt;br /&gt;
&#039;&#039;&#039;Three or more.&#039;&#039;&#039; lycanthropy, sorcery, cultism, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RUINS (4s)&#039;&#039;&#039; &#039;&#039;&#039;Single die.&#039;&#039;&#039; Ruins. Each group notice gains 30 sps of mundane loot p.p.. Fumbles indicate wound due to fall, collapse, snake or scorpion bite. &lt;br /&gt;
&#039;&#039;&#039;Two dice.&#039;&#039;&#039; Ruins with possible (minor?) monster , trap, treasure. &lt;br /&gt;
&#039;&#039;&#039;Three or more.&#039;&#039;&#039; Major ruins requiring full-on delve. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;FOLK (5s) Single die.&#039;&#039;&#039;  Shepherds, herders, bandits. Possible trade or scuffle.&lt;br /&gt;
&#039;&#039;&#039;Two dice.&#039;&#039;&#039; Village with smith, market, specialists.&lt;br /&gt;
&#039;&#039;&#039;Three or more.&#039;&#039;&#039; Village with major human drama; plea, request, imprisonment, etc   &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BOUNTY (6s)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Single die.&#039;&#039;&#039; Gift, find, superior goods. If in the wild, Minor game (berries, rabbits, fowl, fish). Each survival success and raise nets (30*die) stars of provisions perperson. &lt;br /&gt;
&#039;&#039;&#039;Two dice.&#039;&#039;&#039; major  gift or purchase opportunity. Major bounty (boar, antelope, wild oxen), natural garden.  Or Natural boon (trainable animal, special hide,  provision, magic plant or medicine). Or well goddess provides minor guidance. &#039;&#039;&#039;Three or more.&#039;&#039;&#039; Found treasure. Ally. Or well goddess provides major guidance, premonition or audience.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Extras&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zora&#039;&#039;&#039;, scribe&#039;s daughter: add knowledge (culture) d6, knowledge (occult) d4 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trax the Sneak&#039;&#039;&#039;, sneak thief: add lockpicking d6, d4 taunt &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Wolf&amp;quot;&#039;&#039;&#039;, wild boy. Increase survival to d8, knowledge (animals) d4. &amp;lt;br/&amp;gt;&lt;br /&gt;
Base stats for all extras:&amp;lt;br/&amp;gt;&lt;br /&gt;
STR, AGI, SPI, VIG SMA are d6. &amp;lt;br/&amp;gt;&lt;br /&gt;
Climb, fight, notice, repair, shoot, stealth, survival all d6. &amp;lt;br/&amp;gt;&lt;br /&gt;
Hindrance: enemy (feudal overlords) &amp;lt;br/&amp;gt;&lt;br /&gt;
Base derived stats: Parry 5 (6 with spear), Toughness 5 . &amp;lt;br/&amp;gt;&lt;br /&gt;
Most villagers carry short spears and a sling. Gear is 100 stars worth of portable travel equipment. &amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Hugh Rankin - Shadows in the Moonlight.jpg|right|200px]]&lt;br /&gt;
&lt;br /&gt;
Not accompanying: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tukumbi&#039;&#039;&#039;, camel trader&#039;s boy: to base stats (see below) add streetwise d6, persuade d4. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Enkara&#039;&#039;&#039;, milita champion I. Increase fighting to d8, add intimidate d4. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sama&#039;&#039;&#039;, milita champion II. Increase fighting to d8, add taunt d4. Fights with hide shield and axe. Parry 6 with shield. &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;More Background&#039;&#039;&#039;=&lt;br /&gt;
The small village of Betzem is a speck on the dusty landscape of Seyara Pronvince in Zamora. Zamora was wrecked by the wars in which Osric and his Asgardians came to power. Towered Seyara, small but splendid, became a backwater in those days. In the time of civil war that followed his death, the province has receded still further , no longer clearly distinguishable from the abandoned region of ruins to its immediate south. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
During the time of King Osric, life in Betzem was hard  enough, but  since his death and the subsequent civil war things have taken a turn for the worse. In towered Seyara , the cowardly local governor, fearing his own treacherous allies, squandered gold to purchase Argosean mercenaries,  barracking them throughout the province. Near your home of Betzem, in the hub-town of Jorica, a band of powerful but cruel  mercenaries has been billeted for a long year.  At their hands, your villages and others  have suffered plunder and harassment.  The unruly fighters do what they will, causing chaos in the town and raiding its surrounding settlements  for plunder and sport.  Worse , the district magistrate , Zog, tolerates the mercenaries’ lawlessness, relying on them to collect annual taxes and to enforce his own local law.  Raising taxes in remote villages to unpayable levels, the judge  is carrying out a scheme to enslave debtors and put them to work on his own estate.&lt;br /&gt;
In a few days the self-styled ‘Pythian Band ’ will arrive in the village of Betzem to collect the judge’s dues. Not the exorbitant taxes that they know the village cannot pay, but rather the penalty for non-payment; the best of the youths and maids to work the judge’s estate.&lt;br /&gt;
Your characters will be promising youngsters who secretly flee the village to arm, train and plot revenge on the corrupt local judge. Inspired by a message delivered by a local well goddess, your band will travel across the shunned northern wastes of Zamora by an ancient, little used route, crossing lands abandoned centuries earlier when its great aquifers ran dry.  There, the Lady of the Springs vouchsafes, you will encounter ruins, lost villages, hermits and monsters.  The cost will be great. She predicts a third of your group (of a dozen youngsters) will die, and a third abandon the journey. But those that remain and survive to receive training from the Guild of Slayers in the distant City of Thieves  will gain a chance to challenge the wicked judge and his thuggish protectors.    &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=&#039;&#039;&#039;The (Argosean) Band of Pythos &#039;&#039;&#039;=&lt;br /&gt;
[[File: Hoplite.jpg |left |150px]]&lt;br /&gt;
Their captain, a  heavily armoured hoplite expert with sword, shield and spear &amp;lt;br/&amp;gt;&lt;br /&gt;
A Hercules –like giant, with dual mattocks &amp;lt;br/&amp;gt;&lt;br /&gt;
A lithe javelin thrower and peltast  &amp;lt;br/&amp;gt;&lt;br /&gt;
A (torc-headbanded)  priest of Atlantis , with reputed telekinetic powers &amp;lt;br/&amp;gt;&lt;br /&gt;
A heartless  female champion &amp;lt;br/&amp;gt;&lt;br /&gt;
A mocking  soldier philosopher &amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Skort&amp;diff=268220</id>
		<title>Skort</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Skort&amp;diff=268220"/>
		<updated>2014-08-12T07:05:16Z</updated>

		<summary type="html">&lt;p&gt;Navaren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skrot, Grael Bosun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
* Agility d8&lt;br /&gt;
* Smarts d6&lt;br /&gt;
* Spirit d6&lt;br /&gt;
* Strength d10&lt;br /&gt;
* Vigor d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
* Climbing d4&lt;br /&gt;
* Fighting d10&lt;br /&gt;
* Streetwise d8&lt;br /&gt;
* Gambling d4&lt;br /&gt;
* Notice d4&lt;br /&gt;
* Boating d8&lt;br /&gt;
* Intimidation d6&lt;br /&gt;
* Persuade d4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Derived Stats:&#039;&#039;&#039;&lt;br /&gt;
* Pace 4&lt;br /&gt;
* Parry 7&lt;br /&gt;
* Charisma 0 &lt;br /&gt;
* Toughness 7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits:&#039;&#039;&#039; Semi-Aquatic, All Thumbs, Blubber, Dumb, Slow, Size+1, Strength, Overconfident (Major), Loyal (Minor), Close Fighting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advances:&#039;&#039;&#039;&lt;br /&gt;
* +1 to Agility&lt;br /&gt;
* +1 Strength&lt;br /&gt;
* Ambidextrous&lt;br /&gt;
* Two Fisted&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cap&#039;n Ziggy (Highly Intelligent Mimic Parrot)&lt;br /&gt;
Description: Ziggy closely resembles a Great Green Macaw in coloration and size. However he is battle worn and you can see the missing feathers on his head where he was stuck with a musket ball in his youth.&lt;br /&gt;
&lt;br /&gt;
Attributes: Agility d10, Smarts d8 (A), Spirit d6, Strength d4, Vigor d6&lt;br /&gt;
Skills: Fighting d4, Notice d8, Stealth d6&lt;br /&gt;
Pace: 1 &amp;lt;br&amp;gt; &lt;br /&gt;
Parry: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Toughness: 3&lt;br /&gt;
Booty: None.&amp;lt;br&amp;gt;&lt;br /&gt;
Special Abilities:&amp;lt;br&amp;gt;&lt;br /&gt;
• Bite/Claws: Str+1d4&amp;lt;br&amp;gt;&lt;br /&gt;
• Flight: Pace 6&amp;lt;br&amp;gt;&lt;br /&gt;
• Mimicry: Ziggy can repeat animal noises and entire conversations he has heard before with amazing clarity. A listener must make a Notice (–4) roll to realize the sounds are mimicked. Though not fully intelligent his extensive repertoire gives him the uncanny ability to hold conversations. &amp;lt;br&amp;gt;&lt;br /&gt;
• Small -2: Ziggy stands 2&#039; tall. Attackers subtract 2 from attack rolls because of his small size.&amp;lt;br&amp;gt;&lt;br /&gt;
• Danger Sense: He can sense when something bad is about to happen to his &#039;Matey&#039;. Anytime Cap&#039;n Ziggy&#039;s companion is about to be the victim of a surprise attack, ambush, or other nasty surprise, Ziggy cries out SHAARRKS! preventing his companion from being caught unawares. Mechanically Ziggy&#039;s Boon Companion is on hold for the first round of combat in these conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
• Quirk (Minor): Cap&#039;n Ziggy must have magpie in his bloodline somewhere. He&#039;ll sometimes fly off and disappear for days looking for nuts, toys, etc. He occasionally randomly bites people and steals things, flying off to the crows&#039; nest with them.&amp;lt;br&amp;gt; &lt;br /&gt;
• Boon Companion: Cap&#039;n Ziggy develops a mild telepathic connection with his companion. He will do things like flying recon, stealing keys, only after careful mind meld (a successful SPIRIT roll TN4 , raises required for complex tasks) and probably in return for unreasonable amounts of treats.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
Grael Boarding Axe: 1d8&lt;br /&gt;
Belaying Pin 1d4&lt;br /&gt;
&lt;br /&gt;
Skrot is a two fisted tavern brawling legend of a Grael, an oversized hand axe in one hand and a heavy cudgel in the other. People talk to Skort because its easier to be his friend than his enemy. Skort is damn sure he can take on anything. Instead of the usual sarong favored by his people Skort has taken to wearing something a drinking buddy brought with him through the cross. Its like his old sarong, but heavier... a leather kilt.&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Skort&amp;diff=268219</id>
		<title>Skort</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Skort&amp;diff=268219"/>
		<updated>2014-08-12T07:03:30Z</updated>

		<summary type="html">&lt;p&gt;Navaren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skrot, Grael Bosun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
* Agility d8&lt;br /&gt;
* Smarts d6&lt;br /&gt;
* Spirit d6&lt;br /&gt;
* Strength d10&lt;br /&gt;
* Vigor d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
*Climbing d4&lt;br /&gt;
* Fighting d10&lt;br /&gt;
* Streetwise d8&lt;br /&gt;
* Gambling d4&lt;br /&gt;
* Notice d4&lt;br /&gt;
* Boating d8&lt;br /&gt;
* Intimidation d6&lt;br /&gt;
* Persuade d4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Derived Stats:&#039;&#039;&#039;&lt;br /&gt;
* Pace 4&lt;br /&gt;
* Parry 7&lt;br /&gt;
* Charisma 0 &lt;br /&gt;
* Toughness 7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits:&#039;&#039;&#039; Semi-Aquatic, All Thumbs, Blubber, Dumb, Slow, Size+1, Strength, Overconfident (Major), Loyal (Minor), Close Fighting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advances:&#039;&#039;&#039;&lt;br /&gt;
* +1 to Agility&lt;br /&gt;
* +1 Strength&lt;br /&gt;
* Ambidextrous&lt;br /&gt;
* Two Fisted&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cap&#039;n Ziggy (Highly Intelligent Mimic Parrot)&lt;br /&gt;
Description: Ziggy closely resembles a Great Green Macaw in coloration and size. However he is battle worn and you can see the missing feathers on his head where he was stuck with a musket ball in his youth.&lt;br /&gt;
&lt;br /&gt;
Attributes: Agility d10, Smarts d8 (A), Spirit d6, Strength d4, Vigor d6&lt;br /&gt;
Skills: Fighting d4, Notice d8, Stealth d6&lt;br /&gt;
Pace: 1 &amp;lt;br&amp;gt; &lt;br /&gt;
Parry: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Toughness: 3&lt;br /&gt;
Booty: None.&amp;lt;br&amp;gt;&lt;br /&gt;
Special Abilities:&amp;lt;br&amp;gt;&lt;br /&gt;
• Bite/Claws: Str+1d4&amp;lt;br&amp;gt;&lt;br /&gt;
• Flight: Pace 6&amp;lt;br&amp;gt;&lt;br /&gt;
• Mimicry: Ziggy can repeat animal noises and entire conversations he has heard before with amazing clarity. A listener must make a Notice (–4) roll to realize the sounds are mimicked. Though not fully intelligent his extensive repertoire gives him the uncanny ability to hold conversations. &amp;lt;br&amp;gt;&lt;br /&gt;
• Small -2: Ziggy stands 2&#039; tall. Attackers subtract 2 from attack rolls because of his small size.&amp;lt;br&amp;gt;&lt;br /&gt;
• Danger Sense: He can sense when something bad is about to happen to his &#039;Matey&#039;. Anytime Cap&#039;n Ziggy&#039;s companion is about to be the victim of a surprise attack, ambush, or other nasty surprise, Ziggy cries out SHAARRKS! preventing his companion from being caught unawares. Mechanically Ziggy&#039;s Boon Companion is on hold for the first round of combat in these conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
• Quirk (Minor): Cap&#039;n Ziggy must have magpie in his bloodline somewhere. He&#039;ll sometimes fly off and disappear for days looking for nuts, toys, etc. He occasionally randomly bites people and steals things, flying off to the crows&#039; nest with them.&amp;lt;br&amp;gt; &lt;br /&gt;
• Boon Companion: Cap&#039;n Ziggy develops a mild telepathic connection with his companion. He will do things like flying recon, stealing keys, only after careful mind meld (a successful SPIRIT roll TN4 , raises required for complex tasks) and probably in return for unreasonable amounts of treats.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
Grael Boarding Axe: 1d8&lt;br /&gt;
Belaying Pin 1d4&lt;br /&gt;
&lt;br /&gt;
Skrot is a two fisted tavern brawling legend of a Grael, an oversized hand axe in one hand and a heavy cudgel in the other. People talk to Skort because its easier to be his friend than his enemy. Skort is damn sure he can take on anything. Instead of the usual sarong favored by his people Skort has taken to wearing something a drinking buddy brought with him through the cross. Its like his old sarong, but heavier... a leather kilt.&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Skort&amp;diff=268218</id>
		<title>Skort</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Skort&amp;diff=268218"/>
		<updated>2014-08-12T07:02:53Z</updated>

		<summary type="html">&lt;p&gt;Navaren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skrot, Grael Bosun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
* Agility d8&lt;br /&gt;
* Smarts d6&lt;br /&gt;
* Spirit d6&lt;br /&gt;
* Strength d10&lt;br /&gt;
* Vigor d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
*Climbing d4&lt;br /&gt;
* Fighting d10&lt;br /&gt;
* Streetwise d8&lt;br /&gt;
* Gambling d4&lt;br /&gt;
* Notice d4&lt;br /&gt;
* Boating d8&lt;br /&gt;
* Intimidation d6&lt;br /&gt;
* Persuade d4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Derived Stats:&#039;&#039;&#039;&lt;br /&gt;
* Pace 4&lt;br /&gt;
* Parry 7&lt;br /&gt;
* Charisma 0 &lt;br /&gt;
* Toughness 7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits:&#039;&#039;&#039; Semi-Aquatic, All Thumbs, Blubber, Dumb, Slow, Size+1, Strength, Overconfident (Major), Loyal (Minor), Close Fighting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advances:&#039;&#039;&#039;&lt;br /&gt;
* +1 to Agility&lt;br /&gt;
* +1 Strength&lt;br /&gt;
* Ambidextrous&lt;br /&gt;
* Two Fisted&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cap&#039;n Ziggy (Highly Intelligent Mimic Parrot)&lt;br /&gt;
Description: Ziggy closely resembles a Great Green Macaw in coloration and size. However he is battle worn and you can see the missing feathers on his head where he was stuck with a musket ball in his youth.&lt;br /&gt;
&lt;br /&gt;
Attributes: Agility d10, Smarts d8 (A), Spirit d6, Strength d4, Vigor d6&lt;br /&gt;
Skills: Fighting d4, Notice d8, Stealth d6&lt;br /&gt;
Pace: 1 &amp;lt;br&amp;gt; &lt;br /&gt;
Parry: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Toughness: 3&lt;br /&gt;
Booty: None.&amp;lt;br&amp;gt;&lt;br /&gt;
Special Abilities:&amp;lt;br&amp;gt;&lt;br /&gt;
• Bite/Claws: Str+1.&amp;lt;br&amp;gt;&lt;br /&gt;
• Flight: Pace 6.&amp;lt;br&amp;gt;&lt;br /&gt;
• Mimicry: Ziggy can repeat animal noises and entire conversations he has heard before with amazing clarity. A listener must make a Notice (–4) roll to realize the sounds are mimicked. Though not fully intelligent his extensive repertoire gives him the uncanny ability to hold conversations. &amp;lt;br&amp;gt;&lt;br /&gt;
• Small -2: Ziggy stands 2&#039; tall. Attackers subtract 2 from attack rolls because of his small size.&amp;lt;br&amp;gt;&lt;br /&gt;
• Danger Sense: He can sense when something bad is about to happen to his &#039;Matey&#039;. Anytime Cap&#039;n Ziggy&#039;s companion is about to be the victim of a surprise attack, ambush, or other nasty surprise, Ziggy cries out SHAARRKS! preventing his companion from being caught unawares. Mechanically Ziggy&#039;s Boon Companion is on hold for the first round of combat in these conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
• Quirk (Minor): Cap&#039;n Ziggy must have magpie in his bloodline somewhere. He&#039;ll sometimes fly off and disappear for days looking for nuts, toys, etc. He occasionally randomly bites people and steals things, flying off to the crows&#039; nest with them.&amp;lt;br&amp;gt; &lt;br /&gt;
• Boon Companion: Cap&#039;n Ziggy develops a mild telepathic connection with his companion. He will do things like flying recon, stealing keys, only after careful mind meld (a successful SPIRIT roll TN4 , raises required for complex tasks) and probably in return for unreasonable amounts of treats.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
Grael Boarding Axe: 1d8&lt;br /&gt;
Belaying Pin 1d4&lt;br /&gt;
&lt;br /&gt;
Skrot is a two fisted tavern brawling legend of a Grael, an oversized hand axe in one hand and a heavy cudgel in the other. People talk to Skort because its easier to be his friend than his enemy. Skort is damn sure he can take on anything. Instead of the usual sarong favored by his people Skort has taken to wearing something a drinking buddy brought with him through the cross. Its like his old sarong, but heavier... a leather kilt.&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Skort&amp;diff=268217</id>
		<title>Skort</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Skort&amp;diff=268217"/>
		<updated>2014-08-12T07:01:34Z</updated>

		<summary type="html">&lt;p&gt;Navaren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skrot, Grael Bosun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
* Agility d8&lt;br /&gt;
* Smarts d6&lt;br /&gt;
* Spirit d6&lt;br /&gt;
* Strength d10&lt;br /&gt;
* Vigor d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
*Climbing d4&lt;br /&gt;
* Fighting d10&lt;br /&gt;
* Streetwise d8&lt;br /&gt;
* Gambling d4&lt;br /&gt;
* Notice d4&lt;br /&gt;
* Boating d8&lt;br /&gt;
* Intimidation d6&lt;br /&gt;
* Persuade d4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Derived Stats:&#039;&#039;&#039;&lt;br /&gt;
* Pace 4&lt;br /&gt;
* Parry 7&lt;br /&gt;
* Charisma 0 &lt;br /&gt;
* Toughness 7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits:&#039;&#039;&#039; Semi-Aquatic, All Thumbs, Blubber, Dumb, Slow, Size+1, Strength, Overconfident (Major), Loyal (Minor), Close Fighting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advances:&#039;&#039;&#039;&lt;br /&gt;
* +1 to Agility&lt;br /&gt;
* +1 Strength&lt;br /&gt;
* Ambidextrous&lt;br /&gt;
* Two Fisted&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cap&#039;n Ziggy (Highly Intelligent Mimic Parrot)&lt;br /&gt;
Description: Ziggy closely resembles a Great Green Macaw in coloration and size. However he is battle worn and you can see the missing feathers on his head where he was stuck with a musket ball in his youth.&lt;br /&gt;
&lt;br /&gt;
Attributes: Agility d10, Smarts d8 (A), Spirit d6, Strength d4, Vigor d6&lt;br /&gt;
Skills: Fighting d4, Notice d8, Stealth d6&lt;br /&gt;
Pace: 1; Parry: 4; Toughness: 3&lt;br /&gt;
Booty: None.&lt;br /&gt;
Special Abilities:&lt;br /&gt;
• Bite/Claws: Str+1.&lt;br /&gt;
• Flight: Pace 6.&lt;br /&gt;
• Mimicry: Ziggy can repeat animal noises and entire conversations he has heard before with amazing clarity. A listener must make a Notice (–4) roll to realize the sounds are mimicked. Though not fully intelligent his extensive repertoire gives him the uncanny ability to hold conversations.&lt;br /&gt;
• Small -2: Ziggy stands 2&#039; tall. Attackers subtract 2 from attack rolls because of his small size.&lt;br /&gt;
• Danger Sense: He can sense when something bad is about to happen to his &#039;Matey&#039;. Anytime Cap&#039;n Ziggy&#039;s companion is about to be the victim of a surprise attack, ambush, or other nasty surprise, Ziggy cries out SHAARRKS! preventing his companion from being caught unawares. Mechanically Ziggy&#039;s Boon Companion is on hold for the first round of combat in these conditions.&lt;br /&gt;
• Quirk (Minor): Cap&#039;n Ziggy must have magpie in his bloodline somewhere. He&#039;ll sometimes fly off and disappear for days looking for nuts, toys, etc. He occasionally randomly bites people and steals things, flying off to the crows&#039; nest with them. &lt;br /&gt;
• Boon Companion: Cap&#039;n Ziggy develops a mild telepathic connection with his companion. He will do things like flying recon, stealing keys, only after careful mind meld (a successful SPIRIT roll TN4 , raises required for complex tasks) and probably in return for unreasonable amounts of treats.&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
Grael Boarding Axe: 1d8&lt;br /&gt;
Belaying Pin 1d4&lt;br /&gt;
&lt;br /&gt;
Skrot is a two fisted tavern brawling legend of a Grael, an oversized hand axe in one hand and a heavy cudgel in the other. People talk to Skort because its easier to be his friend than his enemy. Skort is damn sure he can take on anything. Instead of the usual sarong favored by his people Skort has taken to wearing something a drinking buddy brought with him through the cross. Its like his old sarong, but heavier... a leather kilt.&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Skort&amp;diff=268158</id>
		<title>Skort</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Skort&amp;diff=268158"/>
		<updated>2014-08-11T01:27:40Z</updated>

		<summary type="html">&lt;p&gt;Navaren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skrot, Grael Bosun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
* Agility d8&lt;br /&gt;
* Smarts d6&lt;br /&gt;
* Spirit d6&lt;br /&gt;
* Strength d10&lt;br /&gt;
* Vigor d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
* Fighting d10&lt;br /&gt;
* Streetwise d8&lt;br /&gt;
* Guts d6&lt;br /&gt;
* Gambling d4&lt;br /&gt;
* Notice d4&lt;br /&gt;
* Boating d6&lt;br /&gt;
* Intimidation d6&lt;br /&gt;
* Persuade d4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Derived Stats:&#039;&#039;&#039;&lt;br /&gt;
* Pace 4&lt;br /&gt;
* Parry 7&lt;br /&gt;
* Charisma 0 &lt;br /&gt;
* Toughness 7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits:&#039;&#039;&#039; Semi-Aquatic, All Thumbs, Blubber, Dumb, Slow, Size+1, Strength, Overconfident (Major), Loyal (Minor), Close Fighting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advances:&#039;&#039;&#039;&lt;br /&gt;
* +1 to Agility&lt;br /&gt;
* +1 Strength&lt;br /&gt;
* Ambidextrous&lt;br /&gt;
* Two Fisted&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cap&#039;n Ziggy (Highly Intelligent Mimic Parrot)&lt;br /&gt;
Description: Ziggy closely resembles a Great Green Macaw in coloration and size. However he is battle worn and you can see the missing feathers on his head where he was stuck with a musket ball in his youth.&lt;br /&gt;
&lt;br /&gt;
Attributes: Agility d10, Smarts d8 (A), Spirit d6, Strength d4, Vigor d6&lt;br /&gt;
Skills: Fighting d4, Notice d8, Stealth d6&lt;br /&gt;
Pace: 1; Parry: 4; Toughness: 3&lt;br /&gt;
Booty: None.&lt;br /&gt;
Special Abilities:&lt;br /&gt;
• Bite/Claws: Str+1.&lt;br /&gt;
• Flight: Pace 6.&lt;br /&gt;
• Mimicry: Ziggy can repeat animal noises and entire conversations he has heard before with amazing clarity. A listener must make a Notice (–4) roll to realize the sounds are mimicked. Though not fully intelligent his extensive repertoire gives him the uncanny ability to hold conversations.&lt;br /&gt;
• Small -2: Ziggy stands 2&#039; tall. Attackers subtract 2 from attack rolls because of his small size.&lt;br /&gt;
• Danger Sense: He can sense when something bad is about to happen to his &#039;Matey&#039;. Anytime Cap&#039;n Ziggy&#039;s companion is about to be the victim of a surprise attack, ambush, or other nasty surprise, Ziggy cries out SHAARRKS! preventing his companion from being caught unawares. Mechanically Ziggy&#039;s Boon Companion is on hold for the first round of combat in these conditions.&lt;br /&gt;
• Quirk (Minor): Cap&#039;n Ziggy must have magpie in his bloodline somewhere. He&#039;ll sometimes fly off and disappear for days looking for nuts, toys, etc. He occasionally randomly bites people and steals things, flying off to the crows&#039; nest with them. &lt;br /&gt;
• Boon Companion: Cap&#039;n Ziggy develops a mild telepathic connection with his companion. He will do things like flying recon, stealing keys, only after careful mind meld (a successful SPIRIT roll TN4 , raises required for complex tasks) and probably in return for unreasonable amounts of treats.&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
Grael Boarding Axe: 1d8&lt;br /&gt;
Belaying Pin 1d4&lt;br /&gt;
&lt;br /&gt;
Skrot is a two fisted tavern brawling legend of a Grael, an oversized hand axe in one hand and a heavy cudgel in the other. People talk to Skort because its easier to be his friend than his enemy. Skort is damn sure he can take on anything. Instead of the usual sarong favored by his people Skort has taken to wearing something a drinking buddy brought with him through the cross. Its like his old sarong, but heavier... a leather kilt.&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Skort&amp;diff=268019</id>
		<title>Skort</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Skort&amp;diff=268019"/>
		<updated>2014-08-07T14:42:23Z</updated>

		<summary type="html">&lt;p&gt;Navaren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skrot, Grael Bosun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
* Agility d8&lt;br /&gt;
* Smarts d6&lt;br /&gt;
* Spirit d6&lt;br /&gt;
* Strength d10&lt;br /&gt;
* Vigor d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
* Fighting d10&lt;br /&gt;
* Streetwise d8&lt;br /&gt;
* Guts d6&lt;br /&gt;
* Gambling d4&lt;br /&gt;
* Notice d4&lt;br /&gt;
* Boating d6&lt;br /&gt;
* Intimidation d6&lt;br /&gt;
* Persuade d4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Derived Stats:&#039;&#039;&#039;&lt;br /&gt;
* Pace 4&lt;br /&gt;
* Parry 7&lt;br /&gt;
* Charisma 0 &lt;br /&gt;
* Toughness 7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits:&#039;&#039;&#039; Semi-Aquatic, All Thumbs, Blubber, Dumb, Slow, Size+1, Strength, Overconfident (Major), Loyal (Minor), Close Fighting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advances:&#039;&#039;&#039;&lt;br /&gt;
* +1 to Agility&lt;br /&gt;
* +1 Strength&lt;br /&gt;
* Ambidextrous&lt;br /&gt;
* Two Fisted&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cap&#039;n Ziggy (Highly Intelligent Mimic Parrot)&lt;br /&gt;
Description: Ziggy closely resembles a Great Green Macaw in coloration and size. However he is battle worn and you can see the missing feathers on his head where he was stuck with a musket ball in his youth.&lt;br /&gt;
&lt;br /&gt;
Attributes: Agility d10, Smarts d8 (A), Spirit d6, Strength d4, Vigor d6&lt;br /&gt;
Skills: Fighting d4, Notice d8, Stealth d6&lt;br /&gt;
Pace: 1; Parry: 4; Toughness: 3&lt;br /&gt;
Booty: None.&lt;br /&gt;
Special Abilities:&lt;br /&gt;
• Bite/Claws: Str+1.&lt;br /&gt;
• Flight: Pace 6.&lt;br /&gt;
• Mimicry: Ziggy can repeat animal noises and entire conversations he has heard before with amazing clarity. A listener must make a Notice (–4) roll to realize the sounds are mimicked. Though not fully intelligent his extensive repertoire gives him the uncanny ability to hold conversations.&lt;br /&gt;
• Small -2: Ziggy stands 2&#039; tall. Attackers subtract 2 from attack rolls because of his small size.&lt;br /&gt;
• Danger Sense: He can sense when something bad is about to happen to his &#039;Matey&#039;. Anytime Cap&#039;n Ziggy&#039;s companion is about to be the victim of a surprise attack, ambush, or other nasty surprise, Ziggy cries out SHAARRKS! preventing his companion from being caught unawares. Mechanically Ziggy&#039;s Boon Companion is on hold for the first round of combat in these conditions.&lt;br /&gt;
• Quirk (Minor): Cap&#039;n Ziggy must have magpie in his bloodline somewhere. He&#039;ll sometimes fly off and disappear for days looking for nuts, toys, etc. He occasionally randomly bites people and steals things, flying off to the crows&#039; nest with them. &lt;br /&gt;
• Boon Companion: Cap&#039;n Ziggy develops a mild telepathic connection with his companion. He will do things like flying recon, stealing keys, only after careful mind meld (a successful SPIRIT roll TN4 , raises required for complex tasks) and probably in return for unreasonable amounts of treats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skrot is a two fisted tavern brawling legend of a Grael, an oversized hand axe in one hand and a heavy cudgel in the other. People talk to Skort because its easier to be his friend than his enemy. Skort is damn sure he can take on anything. Instead of the usual sarong favored by his people Skort has taken to wearing something a drinking buddy brought with him through the cross. Its like his old sarong, but heavier... a leather kilt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Edit again: as a side note I love the image of two lithe master swordsmen darting around the deck with twin blades and then a lumbering 6 foot 400 lb brawler rumbling after them fighting with his own paired weapons basically barreling over people because he is a close fighter.&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Skort&amp;diff=268018</id>
		<title>Skort</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Skort&amp;diff=268018"/>
		<updated>2014-08-07T14:40:40Z</updated>

		<summary type="html">&lt;p&gt;Navaren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skrot, Grael Bosun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
* Agility d8&lt;br /&gt;
* Smarts d6&lt;br /&gt;
* Spirit d6&lt;br /&gt;
* Strength d10&lt;br /&gt;
* Vigor d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
* Fighting d10&lt;br /&gt;
* Streetwise d8&lt;br /&gt;
* Guts d6&lt;br /&gt;
* Gambling d4&lt;br /&gt;
* Notice d4&lt;br /&gt;
* Boating d6&lt;br /&gt;
* Intimidation d6&lt;br /&gt;
* Persuade d4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Derived Stats:&#039;&#039;&#039;&lt;br /&gt;
* Pace 4&lt;br /&gt;
* Parry 7&lt;br /&gt;
* Charisma 0 &lt;br /&gt;
* Toughness 7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits:&#039;&#039;&#039; Semi-Aquatic, All Thumbs, Blubber, Dumb, Slow, Size+1, Strength, Overconfident (Major), Loyal (Minor), Close Fighting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advances:&#039;&#039;&#039;&lt;br /&gt;
* +1 to Agility&lt;br /&gt;
* +1 Strength&lt;br /&gt;
* Ambidextrous&lt;br /&gt;
* Two Fisted&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cap&#039;n Ziggy (Highly Intelligent Mimic Parrot)&lt;br /&gt;
Description: Ziggy closely resembles a Great Green Macaw in coloration and size. However he is battle worn and you can see the missing feathers on his head where he was stuck with a musket ball in his youth.&lt;br /&gt;
&lt;br /&gt;
Attributes: Agility d10, Smarts d8 (A), Spirit d6, Strength d4, Vigor d6&lt;br /&gt;
Skills: Fighting d4, Notice d8, Stealth d6&lt;br /&gt;
Pace: 1; Parry: 4; Toughness: 3&lt;br /&gt;
Booty: None.&lt;br /&gt;
Special Abilities:&lt;br /&gt;
• Bite/Claws: Str+1.&lt;br /&gt;
• Flight: Pace 6.&lt;br /&gt;
• Mimicry: Ziggy can repeat animal noises and entire conversations he has heard before with amazing clarity. A listener must make a Notice (–4) roll to realize the sounds are mimicked. Though not fully intelligent his extensive repertoire gives him the uncanny ability to hold conversations.&lt;br /&gt;
• Small -2: Ziggy stands 2&#039; tall. Attackers subtract 2 from attack rolls because of his small size.&lt;br /&gt;
• Danger Sense: He can sense when something bad is about to happen to his &#039;Matey&#039;. Anytime Cap&#039;n Ziggy&#039;s companion is about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at (-2) just before the attack or event occurs using Ziggy&#039;s notice trait. If successful, Ziggy cries out SHAARRKS! preventing his companion from being caught unawares.&lt;br /&gt;
• Quirk (Minor): Cap&#039;n Ziggy must have magpie in his bloodline somewhere. He&#039;ll sometimes fly off and disappear for days looking for nuts, toys, etc. He occasionally randomly bites people and steals things, flying off to the crows&#039; nest with them. &lt;br /&gt;
• Boon Companion: Cap&#039;n Ziggy develops a mild telepathic connection with his companion. He will do things like flying recon, stealing keys, only after careful mind meld (a successful SPIRIT roll TN4 , raises required for complex tasks) and probably in return for unreasonable amounts of treats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skrot is a two fisted tavern brawling legend of a Grael, an oversized hand axe in one hand and a heavy cudgel in the other. People talk to Skort because its easier to be his friend than his enemy. Skort is damn sure he can take on anything. Instead of the usual sarong favored by his people Skort has taken to wearing something a drinking buddy brought with him through the cross. Its like his old sarong, but heavier... a leather kilt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Edit again: as a side note I love the image of two lithe master swordsmen darting around the deck with twin blades and then a lumbering 6 foot 400 lb brawler rumbling after them fighting with his own paired weapons basically barreling over people because he is a close fighter.&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Billy_%22Little_Bear%22_Quan&amp;diff=266059</id>
		<title>Character:Billy &quot;Little Bear&quot; Quan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Billy_%22Little_Bear%22_Quan&amp;diff=266059"/>
		<updated>2014-06-24T06:55:08Z</updated>

		<summary type="html">&lt;p&gt;Navaren: /* Guest Starring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a PC for the &#039;&#039;Dresden Files RPG&#039;&#039; game &#039;&#039;&#039;[[Bucket Trip]]&#039;&#039;&#039;.&lt;br /&gt;
== Billy &amp;quot;Little Bear&amp;quot; Quan ==&lt;br /&gt;
&#039;&#039;&#039;Templates:&#039;&#039;&#039; Emmisary of Power&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Powers:&#039;&#039;&#039; Marked By Power (–1), Swift Transition (–2), Channeling: Spirit (-2), Item of Power (-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adjusted Refresh:&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
=== Aspects ===&lt;br /&gt;
&#039;&#039;&#039;High Concept:&#039;&#039;&#039; “Knight of the Celestial Lion”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trouble:&#039;&#039;&#039; “Disharmonious Soul”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; “Filbert Street Brawler”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rising Conflict:&#039;&#039;&#039; &amp;quot;You don&#039;t find Shangri La, Shangri La finds you&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;First Adventure:&#039;&#039;&#039; &amp;quot;The best Defense is a fast Offense&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Guest Starring:&#039;&#039;&#039; &amp;quot;Every Man My Brother&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Guest Starring Redux:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&#039;&#039;Superb (+5):&#039;&#039; Weapons, Conviction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Great (+4):&#039;&#039; Endurance, Fists&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Good (+3):&#039;&#039; Lore, Discipline&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fair (+2):&#039;&#039; Alertness, Athletics, Might&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Average (+1):&#039;&#039; Notice, Rapport, Guns, Survival&lt;br /&gt;
&lt;br /&gt;
==== Mortal Stunts ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Riposte&#039;&#039; (Weapons): On a successful defense with Weapons, you may sacrifice your next action to turn that defense into an immediate and automatically successful attack.&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
&lt;br /&gt;
English (native)&lt;br /&gt;
&lt;br /&gt;
=== Current ===&lt;br /&gt;
&#039;&#039;&#039;Fate Points:&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
==== Stress And Armor====&lt;br /&gt;
{| border=0&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;| Physical:&amp;amp;nbsp; || ☐ || ☐ || ☐ || ☐ || (☐) || (☐) || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;| Social:         || ☐ || ☐ || ☐ || &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;| Mental:         || ☐ || ☐ || ☐ || ☐&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Armor 3 (When wearing Immaculate Heart Protecting Mirror)&lt;br /&gt;
&lt;br /&gt;
==== Consequences ====&lt;br /&gt;
Mild:&lt;br /&gt;
Moderate:&lt;br /&gt;
Severe:&lt;br /&gt;
Mild Mental:&lt;br /&gt;
&lt;br /&gt;
=== Noteworthy Possessions ===&lt;br /&gt;
==== The Immaculate Heart Protecting Mirror of the Celestial Lion (IoP) ====&lt;br /&gt;
Description: You possess one of the two immaculate heart protecting mirrors of the Celestial Lion, forged in Shangri La to protect its guardians. Those allowed to wear the armor are called the Knights of the Celestial Lion.&amp;lt;br&amp;gt;&lt;br /&gt;
Musts: You must have a destiny or calling to wear the armor, represented as a high concept or template.&amp;lt;br&amp;gt;&lt;br /&gt;
Skills Affected: Might, Weapons, others.&amp;lt;br&amp;gt;&lt;br /&gt;
Effects:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Supernatural Sense&#039;&#039;&#039;. The Knights act to protect Shangri La from those that might attempt to destroy it. As such they can instinctively sense the presence of those that might seek to do them harm. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Inhuman Strength Toughness and Recovery&#039;&#039;&#039;. The Knights of the Celestial Lion are powerful warriors chosen to guard the celestial home of the enlightened. As such the heart protecting mirror grants them inhuman strength toughness and recovery to aid them in battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Catch&#039;&#039;&#039;. The Immaculate Heart Protecting Mirror draws its strength from the Wu Xing element of Metal and as such the toughness and recovery granted to its wearer can be overcome by expressions of the element of fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;It’s armor&#039;&#039;&#039;. The Immaculate Heart Protecting Mirror is steel armor designed to protect the chest sides and back from blades and arrows. There are only two sets of armor in existence. As armor, it grants the protection and other attributes of any armor designed to turn a sword. Armor:2 (YS202).&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Unbreakable&#039;&#039;&#039;. As an Item of Power, it cannot be broken, save through dedicated magical ritual predicated upon perverting its purpose.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Discount Already Applied&#039;&#039;&#039;. As an Item of Power,the armor already includes the one-time discount (YS167). This means that if the character possesses more than one Item of Power, the one-time discount will not apply on that second item. If the immaculate heart protecting mirror of the celestial lion is the second or subsequent artifact the character gains, the refresh cost is –5.&lt;br /&gt;
&lt;br /&gt;
==== Dao of the Four Guardians ====&lt;br /&gt;
Description: A single handed Chinese broadsword that can generate a 4 shift block 3 times per session. Its sheath is embossed with images of the white tiger, black tortise, vermillion bird, and azure dragon.&amp;lt;br&amp;gt; &lt;br /&gt;
The Dao is still a sword and as such is Weapon: 2.&amp;lt;br&amp;gt;&lt;br /&gt;
When the wielder performs an upward deflection he is able to call forth a single plane of Qi Energy to intercept an attack. &amp;lt;br&amp;gt;&lt;br /&gt;
Type: Spirit Evocation Defensive Block&amp;lt;br&amp;gt; &lt;br /&gt;
Duration: 1 Exchange &amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Blocks an incoming physical attack. If overcome it vanishes.&amp;lt;br&amp;gt; &lt;br /&gt;
Cost: 4 slots (1 initial, +1 Str, +2 Uses)&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
Billy Quan is a large, well muscled Asian man, easily 6&#039; 2” and 250 lbs. with close cropped black hair and gray eyes. Billy&#039;s back is covered in a large tattoo depicting the Chinese zodiac and the Four Guardians with a background demonstrating the Wu Xing elemental creation cycle. This motif continues down his arms with a dragon coiled down his left arm and a stylized phoenix on his right. Thanks to the Mark of Power left by the Foo Dogs when he was chosen as Knight, when viewed by the Sight or a similar power, Billy&#039;s aura grows from his shoulders and neck in the shape of a Temple Dog&#039;s Mane formed from flickering blue fire. When he is wearing the Immaculate Heart Protecting Mirror, this become even more pronounced and his own face is overlaid with that of a roaring lion.&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
Billy is an Asian-American kid that grew up in Philadelphia&#039;s Chinatown neighborhood with dreams of one day playing for the Flyers. He still remembers the parade when the broad street bullies won the cup. Of course his parents never wanted him to play hockey, pushing him into Kung Fu as a way to temper his more aggressive tendencies. Instead he brought his brawler mentality into his Martial Arts training, His strength and Speed easily allowing him to combine the two. Billy ran away from home at 17, heading for Canada and the junior hockey leagues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aspect:&#039;&#039;&#039; “Filbert Street Brawler”&lt;br /&gt;
&lt;br /&gt;
=== Rising Conflict ===&lt;br /&gt;
A few years as an enforcer for several teams quickly gave Billy a reputation as a Guardian both on and off the ice. Around this time he met a Giant of a Man who called himself Kodiak. Kodiak began to teach Billy Kung Fu again, convincing him that the discipline it imparted would come in handy in his hockey career. It wasn&#039;t until a few years into his friendship with Kodiak that he found out what Kodiak did for a living. He stumbled into an alley one day to see Kodiak with a sword and armor staring down some sort of  monster and forcing it back through a tear in reality. Soon after this Kodiak began training Billy as his protege and Replacement. Once billy had the Qi strength to cross into the never never Kodiak brought him before the Foo Dogs and named him Little Bear, External Guardian of Shangri La. The Foo accepted Billy and granted him his power and their blessing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Aspect: &#039;&#039;&#039; You don&#039;t find Shangri La, Shangri La finds you&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== First Adventure ===&lt;br /&gt;
&#039;&#039;&#039; Guardian in Exile &#039;&#039;&#039;&lt;br /&gt;
Billy Spent ten years in Shangri La, training, fighting those that would attempt to destroy it, and eventually falling in love with his counterpart, Shangri La&#039;s Internal Guardian. The two were married and had a happy life until the White Court diplomat came to Shangri La for the grand festival. The vampire bastard came to trade for Temple Dogs to protect his holdings in Reno. Instead he seduced Billy&#039;s wife and convinced her to break her vow to Billy and to run away from Shangri La (a place she had been born and had never before left) WITHOUT retiring as the other Knight, breaking her vows to the Foo and counting on the white court&#039;s protection to do so. Heartbroken, Billy also left Shangri La, promising to return when called and to continue to protect Shangri La... Pro-actively. He returned to Philly where he ran into new friends and all new problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Aspect: &#039;&#039;&#039; Best Defense is a Fast Offense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Guest Starring ===&lt;br /&gt;
The Hand Your Dealt (Thomas MacNee)&lt;br /&gt;
&lt;br /&gt;
Shortly after returning to the city Billy found himself helping a rather unlikely ally. Spoiling for a fight Billy found himself in a white court controlled bar sitting in on a poker game that was doubling as a meeting between the court and some gang or other. Personally Billy didn&#039;t care for either group, but the gang negotiator was cut an impressive figure. If Billy hadn&#039;t spent ten years as a Knight he probably would have found the man intimidating. Billy was there as a neutral arbiter, to make sure the mortals weren&#039;t getting ripped off. Apparently the gangster had gotten himself into a war with the red court, so it was in everyone&#039;s interest to shut them down... without the wizards getting involved. Philly belonged to its residents... not the almighty White Council, or its bloodsucking monster enemies.&lt;br /&gt;
&lt;br /&gt;
Of course right when he thought this, the damn reds did show up, AND the damn white court cowards ran away as usual. So Billy threw in with the Irish gangster and ran off the red hunting party.&lt;br /&gt;
&lt;br /&gt;
Aspect: &amp;quot;Every Man my Brother.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Guest Starring Redux ===&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to &#039;&#039;&#039;[[Bucket Trip]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Billy_%22Little_Bear%22_Quan&amp;diff=265820</id>
		<title>Character:Billy &quot;Little Bear&quot; Quan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Billy_%22Little_Bear%22_Quan&amp;diff=265820"/>
		<updated>2014-06-20T04:27:37Z</updated>

		<summary type="html">&lt;p&gt;Navaren: /* Rising Conflict */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a PC for the &#039;&#039;Dresden Files RPG&#039;&#039; game &#039;&#039;&#039;[[Bucket Trip]]&#039;&#039;&#039;.&lt;br /&gt;
== Billy &amp;quot;Little Bear&amp;quot; Quan ==&lt;br /&gt;
&#039;&#039;&#039;Templates:&#039;&#039;&#039; Emmisary of Power&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Powers:&#039;&#039;&#039; Marked By Power (–1), Swift Transition (–2), Channeling: Spirit (-2), Item of Power (-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adjusted Refresh:&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
=== Aspects ===&lt;br /&gt;
&#039;&#039;&#039;High Concept:&#039;&#039;&#039; “Knight of the Celestial Lion”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trouble:&#039;&#039;&#039; “Disharmonious Soul”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; “Filbert Street Brawler”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rising Conflict:&#039;&#039;&#039; &amp;quot;You don&#039;t find Shangri La, Shangri La finds you&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;First Adventure:&#039;&#039;&#039; &amp;quot;The best Defense is a fast Offense&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Guest Starring:&#039;&#039;&#039; ???&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Guest Starring Redux:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&#039;&#039;Superb (+5):&#039;&#039; Weapons, Conviction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Great (+4):&#039;&#039; Endurance, Fists&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Good (+3):&#039;&#039; Lore, Discipline&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fair (+2):&#039;&#039; Alertness, Athletics, Might&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Average (+1):&#039;&#039; Notice, Rapport, Guns, Survival&lt;br /&gt;
&lt;br /&gt;
==== Mortal Stunts ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Riposte&#039;&#039; (Weapons): On a successful defense with Weapons, you may sacrifice your next action to turn that defense into an immediate and automatically successful attack.&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
&lt;br /&gt;
English (native)&lt;br /&gt;
&lt;br /&gt;
=== Current ===&lt;br /&gt;
&#039;&#039;&#039;Fate Points:&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
==== Stress And Armor====&lt;br /&gt;
{| border=0&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;| Physical:&amp;amp;nbsp; || ☐ || ☐ || ☐ || ☐ || (☐) || (☐) || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;| Social:         || ☐ || ☐ || ☐ || &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;| Mental:         || ☐ || ☐ || ☐ || ☐&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Armor 3 (When wearing Immaculate Heart Protecting Mirror)&lt;br /&gt;
&lt;br /&gt;
==== Consequences ====&lt;br /&gt;
Mild:&lt;br /&gt;
Moderate:&lt;br /&gt;
Severe:&lt;br /&gt;
Mild Mental:&lt;br /&gt;
&lt;br /&gt;
=== Noteworthy Possessions ===&lt;br /&gt;
==== The Immaculate Heart Protecting Mirror of the Celestial Lion (IoP) ====&lt;br /&gt;
Description: You possess one of the two immaculate heart protecting mirrors of the Celestial Lion, forged in Shangri La to protect its guardians. Those allowed to wear the armor are called the Knights of the Celestial Lion.&amp;lt;br&amp;gt;&lt;br /&gt;
Musts: You must have a destiny or calling to wear the armor, represented as a high concept or template.&amp;lt;br&amp;gt;&lt;br /&gt;
Skills Affected: Might, Weapons, others.&amp;lt;br&amp;gt;&lt;br /&gt;
Effects:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Supernatural Sense&#039;&#039;&#039;. The Knights act to protect Shangri La from those that might attempt to destroy it. As such they can instinctively sense the presence of those that might seek to do them harm. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Inhuman Strength Toughness and Recovery&#039;&#039;&#039;. The Knights of the Celestial Lion are powerful warriors chosen to guard the celestial home of the enlightened. As such the heart protecting mirror grants them inhuman strength toughness and recovery to aid them in battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Catch&#039;&#039;&#039;. The Immaculate Heart Protecting Mirror draws its strength from the Wu Xing element of Metal and as such the toughness and recovery granted to its wearer can be overcome by expressions of the element of fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;It’s armor&#039;&#039;&#039;. The Immaculate Heart Protecting Mirror is steel armor designed to protect the chest sides and back from blades and arrows. There are only two sets of armor in existence. As armor, it grants the protection and other attributes of any armor designed to turn a sword. Armor:2 (YS202).&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Unbreakable&#039;&#039;&#039;. As an Item of Power, it cannot be broken, save through dedicated magical ritual predicated upon perverting its purpose.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Discount Already Applied&#039;&#039;&#039;. As an Item of Power,the armor already includes the one-time discount (YS167). This means that if the character possesses more than one Item of Power, the one-time discount will not apply on that second item. If the immaculate heart protecting mirror of the celestial lion is the second or subsequent artifact the character gains, the refresh cost is –5.&lt;br /&gt;
&lt;br /&gt;
==== Dao of the Four Guardians ====&lt;br /&gt;
Description: A single handed Chinese broadsword that can generate a 4 shift block 3 times per session. Its sheath is embossed with images of the white tiger, black tortise, vermillion bird, and azure dragon.&amp;lt;br&amp;gt; &lt;br /&gt;
The Dao is still a sword and as such is Weapon: 2.&amp;lt;br&amp;gt;&lt;br /&gt;
When the wielder performs an upward deflection he is able to call forth a single plane of Qi Energy to intercept an attack. &amp;lt;br&amp;gt;&lt;br /&gt;
Type: Spirit Evocation Defensive Block&amp;lt;br&amp;gt; &lt;br /&gt;
Duration: 1 Exchange &amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Blocks an incoming physical attack. If overcome it vanishes.&amp;lt;br&amp;gt; &lt;br /&gt;
Cost: 4 slots (1 initial, +1 Str, +2 Uses)&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
Billy Quan is a large, well muscled Asian man, easily 6&#039; 2” and 250 lbs. with close cropped black hair and gray eyes. Billy&#039;s back is covered in a large tattoo depicting the Chinese zodiac and the Four Guardians with a background demonstrating the Wu Xing elemental creation cycle. This motif continues down his arms with a dragon coiled down his left arm and a stylized phoenix on his right. Thanks to the Mark of Power left by the Foo Dogs when he was chosen as Knight, when viewed by the Sight or a similar power, Billy&#039;s aura grows from his shoulders and neck in the shape of a Temple Dog&#039;s Mane formed from flickering blue fire. When he is wearing the Immaculate Heart Protecting Mirror, this become even more pronounced and his own face is overlaid with that of a roaring lion.&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
Billy is an Asian-American kid that grew up in Philadelphia&#039;s Chinatown neighborhood with dreams of one day playing for the Flyers. He still remembers the parade when the broad street bullies won the cup. Of course his parents never wanted him to play hockey, pushing him into Kung Fu as a way to temper his more aggressive tendencies. Instead he brought his brawler mentality into his Martial Arts training, His strength and Speed easily allowing him to combine the two. Billy ran away from home at 17, heading for Canada and the junior hockey leagues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aspect:&#039;&#039;&#039; “Filbert Street Brawler”&lt;br /&gt;
&lt;br /&gt;
=== Rising Conflict ===&lt;br /&gt;
A few years as an enforcer for several teams quickly gave Billy a reputation as a Guardian both on and off the ice. Around this time he met a Giant of a Man who called himself Kodiak. Kodiak began to teach Billy Kung Fu again, convincing him that the discipline it imparted would come in handy in his hockey career. It wasn&#039;t until a few years into his friendship with Kodiak that he found out what Kodiak did for a living. He stumbled into an alley one day to see Kodiak with a sword and armor staring down some sort of  monster and forcing it back through a tear in reality. Soon after this Kodiak began training Billy as his protege and Replacement. Once billy had the Qi strength to cross into the never never Kodiak brought him before the Foo Dogs and named him Little Bear, External Guardian of Shangri La. The Foo accepted Billy and granted him his power and their blessing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Aspect: &#039;&#039;&#039; You don&#039;t find Shangri La, Shangri La finds you&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== First Adventure ===&lt;br /&gt;
&#039;&#039;&#039; Guardian in Exile &#039;&#039;&#039;&lt;br /&gt;
Billy Spent ten years in Shangri La, training, fighting those that would attempt to destroy it, and eventually falling in love with his counterpart, Shangri La&#039;s Internal Guardian. The two were married and had a happy life until the White Court diplomat came to Shangri La for the grand festival. The vampire bastard came to trade for Temple Dogs to protect his holdings in Reno. Instead he seduced Billy&#039;s wife and convinced her to break her vow to Billy and to run away from Shangri La (a place she had been born and had never before left) WITHOUT retiring as the other Knight, breaking her vows to the Foo and counting on the white court&#039;s protection to do so. Heartbroken, Billy also left Shangri La, promising to return when called and to continue to protect Shangri La... Pro-actively. He returned to Philly where he ran into new friends and all new problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Aspect: &#039;&#039;&#039; Best Defense is a Fast Offense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Guest Starring ===&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== Guest Starring Redux ===&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to &#039;&#039;&#039;[[Bucket Trip]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Billy_%22Little_Bear%22_Quan&amp;diff=265819</id>
		<title>Character:Billy &quot;Little Bear&quot; Quan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Billy_%22Little_Bear%22_Quan&amp;diff=265819"/>
		<updated>2014-06-20T04:27:17Z</updated>

		<summary type="html">&lt;p&gt;Navaren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a PC for the &#039;&#039;Dresden Files RPG&#039;&#039; game &#039;&#039;&#039;[[Bucket Trip]]&#039;&#039;&#039;.&lt;br /&gt;
== Billy &amp;quot;Little Bear&amp;quot; Quan ==&lt;br /&gt;
&#039;&#039;&#039;Templates:&#039;&#039;&#039; Emmisary of Power&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Powers:&#039;&#039;&#039; Marked By Power (–1), Swift Transition (–2), Channeling: Spirit (-2), Item of Power (-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adjusted Refresh:&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
=== Aspects ===&lt;br /&gt;
&#039;&#039;&#039;High Concept:&#039;&#039;&#039; “Knight of the Celestial Lion”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trouble:&#039;&#039;&#039; “Disharmonious Soul”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; “Filbert Street Brawler”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rising Conflict:&#039;&#039;&#039; &amp;quot;You don&#039;t find Shangri La, Shangri La finds you&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;First Adventure:&#039;&#039;&#039; &amp;quot;The best Defense is a fast Offense&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Guest Starring:&#039;&#039;&#039; ???&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Guest Starring Redux:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&#039;&#039;Superb (+5):&#039;&#039; Weapons, Conviction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Great (+4):&#039;&#039; Endurance, Fists&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Good (+3):&#039;&#039; Lore, Discipline&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fair (+2):&#039;&#039; Alertness, Athletics, Might&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Average (+1):&#039;&#039; Notice, Rapport, Guns, Survival&lt;br /&gt;
&lt;br /&gt;
==== Mortal Stunts ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Riposte&#039;&#039; (Weapons): On a successful defense with Weapons, you may sacrifice your next action to turn that defense into an immediate and automatically successful attack.&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
&lt;br /&gt;
English (native)&lt;br /&gt;
&lt;br /&gt;
=== Current ===&lt;br /&gt;
&#039;&#039;&#039;Fate Points:&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
==== Stress And Armor====&lt;br /&gt;
{| border=0&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;| Physical:&amp;amp;nbsp; || ☐ || ☐ || ☐ || ☐ || (☐) || (☐) || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;| Social:         || ☐ || ☐ || ☐ || &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;| Mental:         || ☐ || ☐ || ☐ || ☐&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Armor 3 (When wearing Immaculate Heart Protecting Mirror)&lt;br /&gt;
&lt;br /&gt;
==== Consequences ====&lt;br /&gt;
Mild:&lt;br /&gt;
Moderate:&lt;br /&gt;
Severe:&lt;br /&gt;
Mild Mental:&lt;br /&gt;
&lt;br /&gt;
=== Noteworthy Possessions ===&lt;br /&gt;
==== The Immaculate Heart Protecting Mirror of the Celestial Lion (IoP) ====&lt;br /&gt;
Description: You possess one of the two immaculate heart protecting mirrors of the Celestial Lion, forged in Shangri La to protect its guardians. Those allowed to wear the armor are called the Knights of the Celestial Lion.&amp;lt;br&amp;gt;&lt;br /&gt;
Musts: You must have a destiny or calling to wear the armor, represented as a high concept or template.&amp;lt;br&amp;gt;&lt;br /&gt;
Skills Affected: Might, Weapons, others.&amp;lt;br&amp;gt;&lt;br /&gt;
Effects:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Supernatural Sense&#039;&#039;&#039;. The Knights act to protect Shangri La from those that might attempt to destroy it. As such they can instinctively sense the presence of those that might seek to do them harm. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Inhuman Strength Toughness and Recovery&#039;&#039;&#039;. The Knights of the Celestial Lion are powerful warriors chosen to guard the celestial home of the enlightened. As such the heart protecting mirror grants them inhuman strength toughness and recovery to aid them in battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Catch&#039;&#039;&#039;. The Immaculate Heart Protecting Mirror draws its strength from the Wu Xing element of Metal and as such the toughness and recovery granted to its wearer can be overcome by expressions of the element of fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;It’s armor&#039;&#039;&#039;. The Immaculate Heart Protecting Mirror is steel armor designed to protect the chest sides and back from blades and arrows. There are only two sets of armor in existence. As armor, it grants the protection and other attributes of any armor designed to turn a sword. Armor:2 (YS202).&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Unbreakable&#039;&#039;&#039;. As an Item of Power, it cannot be broken, save through dedicated magical ritual predicated upon perverting its purpose.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Discount Already Applied&#039;&#039;&#039;. As an Item of Power,the armor already includes the one-time discount (YS167). This means that if the character possesses more than one Item of Power, the one-time discount will not apply on that second item. If the immaculate heart protecting mirror of the celestial lion is the second or subsequent artifact the character gains, the refresh cost is –5.&lt;br /&gt;
&lt;br /&gt;
==== Dao of the Four Guardians ====&lt;br /&gt;
Description: A single handed Chinese broadsword that can generate a 4 shift block 3 times per session. Its sheath is embossed with images of the white tiger, black tortise, vermillion bird, and azure dragon.&amp;lt;br&amp;gt; &lt;br /&gt;
The Dao is still a sword and as such is Weapon: 2.&amp;lt;br&amp;gt;&lt;br /&gt;
When the wielder performs an upward deflection he is able to call forth a single plane of Qi Energy to intercept an attack. &amp;lt;br&amp;gt;&lt;br /&gt;
Type: Spirit Evocation Defensive Block&amp;lt;br&amp;gt; &lt;br /&gt;
Duration: 1 Exchange &amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Blocks an incoming physical attack. If overcome it vanishes.&amp;lt;br&amp;gt; &lt;br /&gt;
Cost: 4 slots (1 initial, +1 Str, +2 Uses)&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
Billy Quan is a large, well muscled Asian man, easily 6&#039; 2” and 250 lbs. with close cropped black hair and gray eyes. Billy&#039;s back is covered in a large tattoo depicting the Chinese zodiac and the Four Guardians with a background demonstrating the Wu Xing elemental creation cycle. This motif continues down his arms with a dragon coiled down his left arm and a stylized phoenix on his right. Thanks to the Mark of Power left by the Foo Dogs when he was chosen as Knight, when viewed by the Sight or a similar power, Billy&#039;s aura grows from his shoulders and neck in the shape of a Temple Dog&#039;s Mane formed from flickering blue fire. When he is wearing the Immaculate Heart Protecting Mirror, this become even more pronounced and his own face is overlaid with that of a roaring lion.&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
Billy is an Asian-American kid that grew up in Philadelphia&#039;s Chinatown neighborhood with dreams of one day playing for the Flyers. He still remembers the parade when the broad street bullies won the cup. Of course his parents never wanted him to play hockey, pushing him into Kung Fu as a way to temper his more aggressive tendencies. Instead he brought his brawler mentality into his Martial Arts training, His strength and Speed easily allowing him to combine the two. Billy ran away from home at 17, heading for Canada and the junior hockey leagues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aspect:&#039;&#039;&#039; “Filbert Street Brawler”&lt;br /&gt;
&lt;br /&gt;
=== Rising Conflict ===&lt;br /&gt;
 A few years as an enforcer for several teams quickly gave Billy a reputation as a Guardian both on and off the ice. Around this time he met a Giant of a Man who called himself Kodiak. Kodiak began to teach Billy Kung Fu again, convincing him that the discipline it imparted would come in handy in his hockey career. It wasn&#039;t until a few years into his friendship with Kodiak that he found out what Kodiak did for a living. He stumbled into an alley one day to see Kodiak with a sword and armor staring down some sort of  monster and forcing it back through a tear in reality. Soon after this Kodiak began training Billy as his protege and Replacement. Once billy had the Qi strength to cross into the never never Kodiak brought him before the Foo Dogs and named him Little Bear, External Guardian of Shangri La. The Foo accepted Billy and granted him his power and their blessing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Aspect: &#039;&#039;&#039; You don&#039;t find Shangri La, Shangri La finds you&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== First Adventure ===&lt;br /&gt;
&#039;&#039;&#039; Guardian in Exile &#039;&#039;&#039;&lt;br /&gt;
Billy Spent ten years in Shangri La, training, fighting those that would attempt to destroy it, and eventually falling in love with his counterpart, Shangri La&#039;s Internal Guardian. The two were married and had a happy life until the White Court diplomat came to Shangri La for the grand festival. The vampire bastard came to trade for Temple Dogs to protect his holdings in Reno. Instead he seduced Billy&#039;s wife and convinced her to break her vow to Billy and to run away from Shangri La (a place she had been born and had never before left) WITHOUT retiring as the other Knight, breaking her vows to the Foo and counting on the white court&#039;s protection to do so. Heartbroken, Billy also left Shangri La, promising to return when called and to continue to protect Shangri La... Pro-actively. He returned to Philly where he ran into new friends and all new problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Aspect: &#039;&#039;&#039; Best Defense is a Fast Offense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Guest Starring ===&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== Guest Starring Redux ===&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to &#039;&#039;&#039;[[Bucket Trip]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Billy_%22Little_Bear%22_Quan&amp;diff=265818</id>
		<title>Character:Billy &quot;Little Bear&quot; Quan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Billy_%22Little_Bear%22_Quan&amp;diff=265818"/>
		<updated>2014-06-20T04:21:43Z</updated>

		<summary type="html">&lt;p&gt;Navaren: /* Stress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Billy &amp;quot;Little Bear&amp;quot; Quan ==&lt;br /&gt;
&#039;&#039;&#039;Templates:&#039;&#039;&#039; Emmisary of Power&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Powers:&#039;&#039;&#039; Marked By Power (–1), Swift Transition (–2), Channeling: Spirit (-2), Item of Power (-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adjusted Refresh:&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
=== Aspects ===&lt;br /&gt;
&#039;&#039;&#039;High Concept:&#039;&#039;&#039; “Knight of the Celestial Lion”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trouble:&#039;&#039;&#039; “Disharmonious Soul”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; “Filbert Street Brawler”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rising Conflict:&#039;&#039;&#039; &amp;quot;You don&#039;t find Shangri La, Shangri La finds you&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;First Adventure:&#039;&#039;&#039; &amp;quot;The best Defense is a fast Offense&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Guest Starring:&#039;&#039;&#039; ???&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Guest Starring Redux:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&#039;&#039;Superb (+5):&#039;&#039; Weapons, Conviction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Great (+4):&#039;&#039; Endurance, Fists&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Good (+3):&#039;&#039; Lore, Discipline&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fair (+2):&#039;&#039; Alertness, Athletics, Might&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Average (+1):&#039;&#039; Notice, Rapport, Guns, Survival&lt;br /&gt;
&lt;br /&gt;
==== Mortal Stunts ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Riposte&#039;&#039; (Weapons): On a successful defense with Weapons, you may sacrifice your next action to turn that defense into an immediate and automatically successful attack.&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
&lt;br /&gt;
English (native)&lt;br /&gt;
&lt;br /&gt;
=== Current ===&lt;br /&gt;
&#039;&#039;&#039;Fate Points:&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
==== Stress And Armor====&lt;br /&gt;
{| border=0&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;| Physical:&amp;amp;nbsp; || ☐ || ☐ || ☐ || ☐ || (☐) || (☐) || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;| Social:         || ☐ || ☐ || ☐ || &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;| Mental:         || ☐ || ☐ || ☐ || ☐&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Armor 3 (When wearing Immaculate Heart Protecting Mirror)&lt;br /&gt;
&lt;br /&gt;
==== Consequences ====&lt;br /&gt;
Mild:&lt;br /&gt;
Moderate:&lt;br /&gt;
Severe:&lt;br /&gt;
Mild Mental:&lt;br /&gt;
&lt;br /&gt;
=== Noteworthy Possessions ===&lt;br /&gt;
==== The Immaculate Heart Protecting Mirror of the Celestial Lion (IoP) ====&lt;br /&gt;
Description: You possess one of the two immaculate heart protecting mirrors of the Celestial Lion, forged in Shangri La to protect its guardians. Those allowed to wear the armor are called the Knights of the Celestial Lion.&amp;lt;br&amp;gt;&lt;br /&gt;
Musts: You must have a destiny or calling to wear the armor, represented as a high concept or template.&amp;lt;br&amp;gt;&lt;br /&gt;
Skills Affected: Might, Weapons, others.&amp;lt;br&amp;gt;&lt;br /&gt;
Effects:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Supernatural Sense&#039;&#039;&#039;. The Knights act to protect Shangri La from those that might attempt to destroy it. As such they can instinctively sense the presence of those that might seek to do them harm. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Inhuman Strength Toughness and Recovery&#039;&#039;&#039;. The Knights of the Celestial Lion are powerful warriors chosen to guard the celestial home of the enlightened. As such the heart protecting mirror grants them inhuman strength toughness and recovery to aid them in battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Catch&#039;&#039;&#039;. The Immaculate Heart Protecting Mirror draws its strength from the Wu Xing element of Metal and as such the toughness and recovery granted to its wearer can be overcome by expressions of the element of fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;It’s armor&#039;&#039;&#039;. The Immaculate Heart Protecting Mirror is steel armor designed to protect the chest sides and back from blades and arrows. There are only two sets of armor in existence. As armor, it grants the protection and other attributes of any armor designed to turn a sword. Armor:2 (YS202).&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Unbreakable&#039;&#039;&#039;. As an Item of Power, it cannot be broken, save through dedicated magical ritual predicated upon perverting its purpose.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Discount Already Applied&#039;&#039;&#039;. As an Item of Power,the armor already includes the one-time discount (YS167). This means that if the character possesses more than one Item of Power, the one-time discount will not apply on that second item. If the immaculate heart protecting mirror of the celestial lion is the second or subsequent artifact the character gains, the refresh cost is –5.&lt;br /&gt;
&lt;br /&gt;
==== Dao of the Four Guardians ====&lt;br /&gt;
Description: A single handed Chinese broadsword that can generate a 4 shift block 3 times per session. Its sheath is embossed with images of the white tiger, black tortise, vermillion bird, and azure dragon.&amp;lt;br&amp;gt; &lt;br /&gt;
The Dao is still a sword and as such is Weapon: 2.&amp;lt;br&amp;gt;&lt;br /&gt;
When the wielder performs an upward deflection he is able to call forth a single plane of Qi Energy to intercept an attack. &amp;lt;br&amp;gt;&lt;br /&gt;
Type: Spirit Evocation Defensive Block&amp;lt;br&amp;gt; &lt;br /&gt;
Duration: 1 Exchange &amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Blocks an incoming physical attack. If overcome it vanishes.&amp;lt;br&amp;gt; &lt;br /&gt;
Cost: 4 slots (1 initial, +1 Str, +2 Uses)&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Billy_%22Little_Bear%22_Quan&amp;diff=265817</id>
		<title>Character:Billy &quot;Little Bear&quot; Quan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Billy_%22Little_Bear%22_Quan&amp;diff=265817"/>
		<updated>2014-06-20T04:20:43Z</updated>

		<summary type="html">&lt;p&gt;Navaren: /* The Immaculate Heart Protecting Mirror of the Celestial Lion (IoP) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Billy &amp;quot;Little Bear&amp;quot; Quan ==&lt;br /&gt;
&#039;&#039;&#039;Templates:&#039;&#039;&#039; Emmisary of Power&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Powers:&#039;&#039;&#039; Marked By Power (–1), Swift Transition (–2), Channeling: Spirit (-2), Item of Power (-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adjusted Refresh:&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
=== Aspects ===&lt;br /&gt;
&#039;&#039;&#039;High Concept:&#039;&#039;&#039; “Knight of the Celestial Lion”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trouble:&#039;&#039;&#039; “Disharmonious Soul”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; “Filbert Street Brawler”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rising Conflict:&#039;&#039;&#039; &amp;quot;You don&#039;t find Shangri La, Shangri La finds you&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;First Adventure:&#039;&#039;&#039; &amp;quot;The best Defense is a fast Offense&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Guest Starring:&#039;&#039;&#039; ???&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Guest Starring Redux:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&#039;&#039;Superb (+5):&#039;&#039; Weapons, Conviction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Great (+4):&#039;&#039; Endurance, Fists&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Good (+3):&#039;&#039; Lore, Discipline&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fair (+2):&#039;&#039; Alertness, Athletics, Might&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Average (+1):&#039;&#039; Notice, Rapport, Guns, Survival&lt;br /&gt;
&lt;br /&gt;
==== Mortal Stunts ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Riposte&#039;&#039; (Weapons): On a successful defense with Weapons, you may sacrifice your next action to turn that defense into an immediate and automatically successful attack.&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
&lt;br /&gt;
English (native)&lt;br /&gt;
&lt;br /&gt;
=== Current ===&lt;br /&gt;
&#039;&#039;&#039;Fate Points:&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
==== Stress ====&lt;br /&gt;
{| border=0&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;| Physical:&amp;amp;nbsp; || ☐ || ☐ || ☐ || ☐ || (☐) || (☐) || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;| Social:         || ☐ || ☐ || ☐ || &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;| Mental:         || ☐ || ☐ || ☐ || ☐&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Consequences ====&lt;br /&gt;
Mild:&lt;br /&gt;
Moderate:&lt;br /&gt;
Severe:&lt;br /&gt;
Mild Mental:&lt;br /&gt;
&lt;br /&gt;
=== Noteworthy Possessions ===&lt;br /&gt;
==== The Immaculate Heart Protecting Mirror of the Celestial Lion (IoP) ====&lt;br /&gt;
Description: You possess one of the two immaculate heart protecting mirrors of the Celestial Lion, forged in Shangri La to protect its guardians. Those allowed to wear the armor are called the Knights of the Celestial Lion.&amp;lt;br&amp;gt;&lt;br /&gt;
Musts: You must have a destiny or calling to wear the armor, represented as a high concept or template.&amp;lt;br&amp;gt;&lt;br /&gt;
Skills Affected: Might, Weapons, others.&amp;lt;br&amp;gt;&lt;br /&gt;
Effects:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Supernatural Sense&#039;&#039;&#039;. The Knights act to protect Shangri La from those that might attempt to destroy it. As such they can instinctively sense the presence of those that might seek to do them harm. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Inhuman Strength Toughness and Recovery&#039;&#039;&#039;. The Knights of the Celestial Lion are powerful warriors chosen to guard the celestial home of the enlightened. As such the heart protecting mirror grants them inhuman strength toughness and recovery to aid them in battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Catch&#039;&#039;&#039;. The Immaculate Heart Protecting Mirror draws its strength from the Wu Xing element of Metal and as such the toughness and recovery granted to its wearer can be overcome by expressions of the element of fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;It’s armor&#039;&#039;&#039;. The Immaculate Heart Protecting Mirror is steel armor designed to protect the chest sides and back from blades and arrows. There are only two sets of armor in existence. As armor, it grants the protection and other attributes of any armor designed to turn a sword. Armor:2 (YS202).&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Unbreakable&#039;&#039;&#039;. As an Item of Power, it cannot be broken, save through dedicated magical ritual predicated upon perverting its purpose.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Discount Already Applied&#039;&#039;&#039;. As an Item of Power,the armor already includes the one-time discount (YS167). This means that if the character possesses more than one Item of Power, the one-time discount will not apply on that second item. If the immaculate heart protecting mirror of the celestial lion is the second or subsequent artifact the character gains, the refresh cost is –5.&lt;br /&gt;
&lt;br /&gt;
==== Dao of the Four Guardians ====&lt;br /&gt;
Description: A single handed Chinese broadsword that can generate a 4 shift block 3 times per session. Its sheath is embossed with images of the white tiger, black tortise, vermillion bird, and azure dragon.&amp;lt;br&amp;gt; &lt;br /&gt;
The Dao is still a sword and as such is Weapon: 2.&amp;lt;br&amp;gt;&lt;br /&gt;
When the wielder performs an upward deflection he is able to call forth a single plane of Qi Energy to intercept an attack. &amp;lt;br&amp;gt;&lt;br /&gt;
Type: Spirit Evocation Defensive Block&amp;lt;br&amp;gt; &lt;br /&gt;
Duration: 1 Exchange &amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Blocks an incoming physical attack. If overcome it vanishes.&amp;lt;br&amp;gt; &lt;br /&gt;
Cost: 4 slots (1 initial, +1 Str, +2 Uses)&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Billy_%22Little_Bear%22_Quan&amp;diff=265816</id>
		<title>Character:Billy &quot;Little Bear&quot; Quan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Billy_%22Little_Bear%22_Quan&amp;diff=265816"/>
		<updated>2014-06-20T04:19:59Z</updated>

		<summary type="html">&lt;p&gt;Navaren: Created page with &amp;quot;== Billy &amp;quot;Little Bear&amp;quot; Quan == &amp;#039;&amp;#039;&amp;#039;Templates:&amp;#039;&amp;#039;&amp;#039; Emmisary of Power&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Powers:&amp;#039;&amp;#039;&amp;#039; Marked By Power (–1), Swift Transition (–2), Channeling: Spirit (-2), Item of Power (-2...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Billy &amp;quot;Little Bear&amp;quot; Quan ==&lt;br /&gt;
&#039;&#039;&#039;Templates:&#039;&#039;&#039; Emmisary of Power&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Powers:&#039;&#039;&#039; Marked By Power (–1), Swift Transition (–2), Channeling: Spirit (-2), Item of Power (-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adjusted Refresh:&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
=== Aspects ===&lt;br /&gt;
&#039;&#039;&#039;High Concept:&#039;&#039;&#039; “Knight of the Celestial Lion”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trouble:&#039;&#039;&#039; “Disharmonious Soul”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; “Filbert Street Brawler”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rising Conflict:&#039;&#039;&#039; &amp;quot;You don&#039;t find Shangri La, Shangri La finds you&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;First Adventure:&#039;&#039;&#039; &amp;quot;The best Defense is a fast Offense&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Guest Starring:&#039;&#039;&#039; ???&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Guest Starring Redux:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&#039;&#039;Superb (+5):&#039;&#039; Weapons, Conviction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Great (+4):&#039;&#039; Endurance, Fists&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Good (+3):&#039;&#039; Lore, Discipline&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Fair (+2):&#039;&#039; Alertness, Athletics, Might&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Average (+1):&#039;&#039; Notice, Rapport, Guns, Survival&lt;br /&gt;
&lt;br /&gt;
==== Mortal Stunts ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Riposte&#039;&#039; (Weapons): On a successful defense with Weapons, you may sacrifice your next action to turn that defense into an immediate and automatically successful attack.&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
&lt;br /&gt;
English (native)&lt;br /&gt;
&lt;br /&gt;
=== Current ===&lt;br /&gt;
&#039;&#039;&#039;Fate Points:&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
==== Stress ====&lt;br /&gt;
{| border=0&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;| Physical:&amp;amp;nbsp; || ☐ || ☐ || ☐ || ☐ || (☐) || (☐) || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;| Social:         || ☐ || ☐ || ☐ || &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot;| Mental:         || ☐ || ☐ || ☐ || ☐&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Consequences ====&lt;br /&gt;
Mild:&lt;br /&gt;
Moderate:&lt;br /&gt;
Severe:&lt;br /&gt;
Mild Mental:&lt;br /&gt;
&lt;br /&gt;
=== Noteworthy Possessions ===&lt;br /&gt;
==== The Immaculate Heart Protecting Mirror of the Celestial Lion (IoP) ====&lt;br /&gt;
Description: You possess one of the two immaculate heart protecting mirrors of the Celestial Lion, forged in Shangri La to protect its guardians. Those allowed to wear the armor are called the Knights of the Celestial Lion.&lt;br /&gt;
Musts: You must have a destiny or calling to wear the armor, represented as a high concept or template.&lt;br /&gt;
Skills Affected: Might, Weapons, others.&lt;br /&gt;
Effects:&lt;br /&gt;
&#039;&#039;&#039;Supernatural Sense&#039;&#039;&#039;. The Knights act to protect Shangri La from those that might attempt to destroy it. As such they can instinctively sense the presence of those that might seek to do them harm. &lt;br /&gt;
&#039;&#039;&#039;Inhuman Strength Toughness and Recovery&#039;&#039;&#039;. The Knights of the Celestial Lion are powerful warriors chosen to guard the celestial home of the enlightened. As such the heart protecting mirror grants them inhuman strength toughness and recovery to aid them in battle.&lt;br /&gt;
&#039;&#039;&#039;The Catch&#039;&#039;&#039;. The Immaculate Heart Protecting Mirror draws its strength from the Wu Xing element of Metal and as such the toughness and recovery granted to its wearer can be overcome by expressions of the element of fire.&lt;br /&gt;
&#039;&#039;&#039;It’s armor&#039;&#039;&#039;. The Immaculate Heart Protecting Mirror is steel armor designed to protect the chest sides and back from blades and arrows. There are only two sets of armor in existence. As armor, it grants the protection and other attributes of any armor designed to turn a sword. Armor:2 (YS202). &lt;br /&gt;
&#039;&#039;&#039;Unbreakable&#039;&#039;&#039;. As an Item of Power, it cannot be broken, save through dedicated magical ritual predicated upon perverting its purpose.&lt;br /&gt;
&#039;&#039;&#039;Discount Already Applied&#039;&#039;&#039;. As an Item of Power,the armor already includes the one-time discount (YS167). This means that if the character possesses more than one Item of Power, the one-time discount will not apply on that second item. If the immaculate heart protecting mirror of the celestial lion is the second or subsequent artifact the character gains, the refresh cost is –5.&lt;br /&gt;
&lt;br /&gt;
==== Dao of the Four Guardians ====&lt;br /&gt;
Description: A single handed Chinese broadsword that can generate a 4 shift block 3 times per session. Its sheath is embossed with images of the white tiger, black tortise, vermillion bird, and azure dragon.&amp;lt;br&amp;gt; &lt;br /&gt;
The Dao is still a sword and as such is Weapon: 2.&amp;lt;br&amp;gt;&lt;br /&gt;
When the wielder performs an upward deflection he is able to call forth a single plane of Qi Energy to intercept an attack. &amp;lt;br&amp;gt;&lt;br /&gt;
Type: Spirit Evocation Defensive Block&amp;lt;br&amp;gt; &lt;br /&gt;
Duration: 1 Exchange &amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Blocks an incoming physical attack. If overcome it vanishes.&amp;lt;br&amp;gt; &lt;br /&gt;
Cost: 4 slots (1 initial, +1 Str, +2 Uses)&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Bucket_Trip&amp;diff=265811</id>
		<title>Bucket Trip</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Bucket_Trip&amp;diff=265811"/>
		<updated>2014-06-20T04:01:43Z</updated>

		<summary type="html">&lt;p&gt;Navaren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the &#039;&#039;Dresden Files RPG&#039;&#039; game &#039;&#039;&#039;Bucket Trip&#039;&#039;&#039;.&lt;br /&gt;
[[File:Winnebago-unknown-06.jpg|thumb|right|alt=Winnebago RV on road|the Winnebago]]&lt;br /&gt;
==Characters==&lt;br /&gt;
* [[Character:Thomas MacNee|Thomas MacNee]], played by [[User:Metal Fatigue|Metal Fatigue]]&lt;br /&gt;
* [[Character:Billy &amp;quot;Little Bear&amp;quot; Quan|Billy &amp;quot;Little Bear&amp;quot; Quan]], played by [[User:Navaren|Navaren]]&lt;br /&gt;
* ???&lt;br /&gt;
&lt;br /&gt;
==Threats and Themes==&lt;br /&gt;
* ???&lt;br /&gt;
&lt;br /&gt;
==Faces==&lt;br /&gt;
* ???&lt;br /&gt;
&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
* ???&lt;br /&gt;
&lt;br /&gt;
==Threads==&lt;br /&gt;
===Out of Character Threads===&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?727865-Recruitment-Dresden-Files-Bucket-Trip&amp;amp;goto=newpost Recruitment]&lt;br /&gt;
* ???&lt;br /&gt;
&lt;br /&gt;
===In Character Thread===&lt;br /&gt;
* ???&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sir_Nain,_Knight_Errant&amp;diff=264403</id>
		<title>Sir Nain, Knight Errant</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sir_Nain,_Knight_Errant&amp;diff=264403"/>
		<updated>2014-05-23T13:27:13Z</updated>

		<summary type="html">&lt;p&gt;Navaren: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Back to the Campaign: Time of the Green Star&amp;#039;&amp;#039;&amp;#039;  Sir Nain can be found at the following URL until Aurvandil  transfers his data to this wiki:  [http://www.myth-weavers....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Back to the Campaign: [[Time of the Green Star]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sir Nain can be found at the following URL until Aurvandil  transfers his data to this wiki:  [http://www.myth-weavers.com/sheetview.php?sheetid=881553 Sir Nain]&lt;/div&gt;</summary>
		<author><name>Navaren</name></author>
	</entry>
</feed>